This is a partial character sheet for the Video Game Fallout: New Vegas. Visit here for the main character index. Subjectives and audience reactions should go on the YMMV page.
A democratic republic from California with holdings in Nevada, Oregon and Baja. Originated from a group of survivors of Vault 15 and the small town of Shady Sands, the NCR has since become the largest and most powerful known faction in the wasteland. Basing their development model and values on the ideals of the pre-war United States, they are dedicated to restoring order and progress to the Wasteland but also have some really aggressive expansionist policies. These have resulted in their over-extending themselves and put a heavy toll on their economy. They are currently seeking to annex the entire Mojave Wasteland though the use of both diplomacy and military force.
- Animal Motifs: The bear, as befitting its flag design. Ulysses constantly refers to the NCR as "The (Two-Headed) Bear".
- Badass Army: The Rangers and First Recon, however, are the best soldiers in the setting short of Brotherhood Paladins and Enclave troopers, and the Heavy Troopers get an honorable mention despite the kitbashed equipment they have to work with.
- Compared to the Legion counterpart, the NCR troopers in general are poorly trained. But this is balanced out by their equipment; they have better armor and all of them have at least mid-level guns thanks to the Gun Runners, who supplied the military as well as selling personal weapons to the soldiers. This gets especially noticeable if you piss the NCR off: getting within line of sight of a group of hostile NCR troops will result in a hell of a lot of incoming bullets. Meanwhile, even mid to high level legionaries mostly carry bolt-action and lever-action rifles, plus submachine guns and pistols. As a result, NPC battles tend to be... one-sided.
- Badass Normal: They're somewhat the Badass Normal faction of the whole series. Despite being just a bunch of normal people with no pre-war ties, limited power armor, or energy weapons, they have successfully beaten the Enclave, the Brotherhood of Steel, and, depending on the way you end the game, the Legion, mostly due to being dedicated, unrelenting, and extremely numerous.
- Big Brother Is Watching: The NCR have a "robust network of informants" and they know if you're working against their interests. If you work for Mr. House/Caesar's Legion/Yes Man too much, they will know about it and decide you're not working in their interest. In the case of Yes Man or Mr. House, they will simply not accept any more of your help but will remain neutral towards you. In the case of the Legion, NCR NPCs will shoot you on sight.
- Boring, but Practical: Every NCR soldier, even the lowliest one, receives basic combat training and has standard armor, a service rifle, and some grenades. Their armor (DT of 12) is not great but still capable of stopping most pistol rounds and buckshot as well as lower-end rifle rounds, their grenades always come in handy, and their rifles are unremarkable but still reliable and accurate semi-automatic weapons. As a result, at equal numbers NCR troops tend to slaughter foes like Great Khans, Powder Gangers, Recruit Legionaries, and Kings- all of whom are primarily equipped with short-ranged pistols, pistol-caliber submachine guns, shotguns, and the occasional melee weapons, which are all not only out-ranged by NCR rifles but also incapable of reliably penetrating NCR armor, or low-level lever-action and bolt-action rifles, which fire very slowly.
- Bread and Circuses: The NCR operates under all three types of this trope depending on the circumstances. Comfort for the wealthy, the powerful, and everyone living in the core regions of the republic; stability for the poorer citizens living in the frontier regions; and a lesser evil than the Legion for the people in the Mojave.
- Cannon Fodder: According to some veterans and officers, recent NCR Recruits in the Mojave are lucky to even get armor and gear, let alone training or a half-decent weapon, before being thrown into combat.
- Eagleland: They are very similar to the present day US government, sharing many of its strength and weaknesses. Their ideals are very much those of America the Beautiful, and most of the ground-level soldiers you're likely to encounter actually believe in them. The massacre at Bitter Springs is a very dark example of America the Boorish, however, recalling as it does various massacres of native peoples during the United States' westward expansion.
- Enemy Mine: In the final battle, it's possible that due to the efforts of The Courier, The NCR will be supported by three of their long-time enemies of the past: the Brotherhood of Steel, the Khans and the Enclave.
- Elite Mooks: The NCR Veteran Rangers (the guy you see on the cover), and the power armor-wearing NCR Heavy Troopers. It's been proven that, in-game, Veteran Rangers can wipe out over four times their number in Legion Elite Mooks (Centurions, Veterans, Praetorians) with few to no casualties.
- The Extremist Was Right: Compared to back when Tandi was president, the NCR is much more militaristic and aggressive. But that is the reason why they are able to have the upper hand against the Brotherhood and the Legion. Also, some of their actions such as heavy taxation and militaristic culture might not be nice, but they do have good reasons for them. And they do have one of the best endings for a good karma character.
- A good example is the town of Primm. If you persuaded the NCR to annex it, the citizens will complain about heavy taxes and strict laws. But if the NCR managed to win the battle at Hoover Dam, it will be revealed in the ending video that under NCR control, Primm will prosper as a major trading center, giving the town one of many possible good endings.
- Subverted in the town of Goodsprings in which many long time residents had to leave their homes due to heavy NCR taxes.
- Faceless Mooks: A lot of their troops either wear Face Wrap Armor, NCR Salvaged Power Armor or Veteran Ranger Armor.
- Fantasy Counterpart Culture: Most obviously to the present day United States, but also (ironically enough) to The Roman Rome. Their overt values and flaws are like those of the modern US, while many of their strengths, weaknesses, strategies for winning over the Mojave (engage in high level diplomacy, present oneself as a "savior" against a greater threat while then moving in, and utilizing siege technology and logistics to win the long war) are right out of the Roman playbook that almost all others have followed since... except for Caesar's Legion itself.
- Fatal Flaw: Corruption and incompetence. They really do (mostly) mean well, but they have a tendency to put people in positions of power who are either grossly unqualified, Only in It for the Money, or both.
- The Federation: They are the only known post-war democratic government and are dedicated to old world ideals such as liberty and the rule of law. However, there are lots of corruption and red tape within their government.
- Friendly Enemy: Possible if you have a good relationship with them but choose to follow the House or Wild Card path. They'll still accept/like/idolize you (so long as you don't piss them off), but they won't trust you enough to let you do any more NCR-affiliated quests.
- From Nobody to Nightmare: To the Khans the NCR is an example of this. The republic started out as a small rural town that was constantly threatened and raided by them back in the original Fallout. By the time of New Vegas, the grandchildren of the very people that they bullied have driven their tribe to near extinction. Interestingly, the best option for the Khans is to accept their loses, and leave the Mojave to do their own bit of nation building.
- Gas Mask Mooks: The Veteran Rangers and Heavy Troopers.
- Good Is Not Nice: Just like their appearance back in Fallout 2, they do good things on most parts, but the way in which they are going to do it may be highly questionable. But they don't take it nearly as far as the Legion does.
- General Ripper: Most of the higher-ranked NPCs are this, notably Oliver, Moore and Kimball. Colonel Moore in particular believes that Violence Really Is the Answer in "negotiations" with other tribes, particularly the Brotherhood of Steel.
- In the end it turns out to be a case of Strawman Has a Point. Since Caesar made it clear that he intends to one day invade and destroy the NCR, meaning that war with the Legion is unavoidable and by being in the Mojave, the NCR also manages to protect the locals against the Legion as well. Also, if you spare the Brotherhood in the Yes Man ending but make them negotiate a truce with the NCR first, without the NCR to keep them in check, the BOS will go around harassing travelers to take away any technology that they have. It is sightly better than what happens if you don't negotiate a truce first, in which they actively attack travelers and capture HELIOS One, but it is still an act of open aggression for no real reason on the Brotherhood's part.
- Hero Antagonist: To them if you support the Legion. They'll still try to get you to help them.
- Holding Out for a Hero: Because of a combination of contradictory orders, bureaucratic red-tape, and General Oliver's focus on keeping the vast majority of NCR troops around the Hoover Dam, the NCR can't get much done without the Courier's assistance. They need his/her help to get supplies, train their medical personnel, repair kitchen appliances, interrogate prisoners, catch spies, whip underperforming squads into shape, assassinate raider leaders, carry out diplomatic missions, and even retake whole towns that have fallen to the Legion. If the Courier does not do these things for them, they simply never get done, as reflected in the "Where Are They Now?" Epilogue.
- Informed Attribute: Zig-zagged. One of the loading screen messages states that the NCR typically punishes crimes with death; however, as shown with the Powder Gangers, they a fully-functioning correctional facility prior to the Courier's arrival and re-arrest the escaped Powder Gangers in a certain ending instead of killing them. They'll still send hit squads after you if you get on their bad side, though (albeit with a three-day grace period).
- Jerkass: The ranger hit squads that pursue low-repped Couriers. Most players who go against the NCR in their playthroughs can't decide whether these rangers are intimidating or just extremely annoying and arrogant Jerkasses.
- Kick the Dog: Numerous times, mostly by collecting heavy taxes from their citizens and militaristic expansionist policies.
- Many citizens of the Mojave hate them or at least dislike them as they're known to forcibly bring you into the Republic whether you like it or not. Typically seen as the lesser of two evils to Legion, though.
- Their arrival in New Vegas also destroyed the economic independence of many independent caravans in New Vegas by bankruptcy or by gunpoint of hired mercenaries from Crimson Caravan. In addition the uptick in tourism meant a high turnover of drug/gambling addicts on both ends of the spectrum that Freeside and Westside's sex trade is made up of ex Gommorah sex workers who didn't get addicted and refuse to work at Gommorah.
- Kick the Son of a Bitch: In the case of the Great Khans. A perfect example is asking a Great Khan-turned-NCR sniper what he thinks of Bitter Springs. Apparently, they deserved it.
- Kinetic Weapons Are Just Better: The NCR can produce energy weapons on an industrial scale, with the Van Graffs and Gun Runners (and presumably others) manufacturing and selling them, and various mercenaries hailing from California toting plasma and laser rifles (e.g. the Van Graffs' guards, Norton's crew). Quartermaster Bardon also has some in his stock at Hoover Dam. Despite such weapons being available, the actual NCR Army and even the elite NCR Rangers mostly use ballistic weapons. The only exceptions come in Lonesome Road, with both some of the Marked Men in the Divide (which an NCR-aligned Courier can point out are special forces) and Colonel Royez's band (the colonel himself wields a plasma caster).
- A Lighter Shade of Gray: To the Legion. The NCR has their fair share of problems but they're a far more preferable option compared to an evil empire that endorses slavery, child soldiers, rape, canibalism and torture. With NCR and House it's quite a bit muddier. The two really do want to rebuild a peaceful and stabilized society in the wasteland, but their views of how to do it are incompatible and the end result is a mix of pros and cons. Thus it's up to the player's discretion to decide who's in the right and worth backing, or neither of them.
- Morality Kitchen Sink: Unlike most factions the ideals, morality, goals and compassion of its individual members vary tremendously.
- Obstructive Bureaucrat: One of NCR's greatest weaknesses is the slow speed of its administration due to internal corruption and the sheer size of the republic.
- That said, if someone can rile the NCR bureaucracy in the right way, it becomes a force you do not want to fuck with, as one of the possible endings of the Cassidy questline demonstrates.
- Pet the Dog: If you help the NCR to take control of the Mojave, they have a large share of this.
- If you make the Kings declare a truce with the NCR, the republic will not only cooperate with the Kings to help the local people, they will also allow Freeside to remain independent.
- Out of all the major factions (not counting Wild Card, of course), the NCR is the only side that will agree to have a peaceful solution with the Brotherhood of Steel. If you help the two sides to declare a truce, then they will work together and become the peacekeepers along the New Vegas highways. Mr. House was originally supposed to include an option for a truce, and a mod makes use of the dialogue still embedded in the game.
- As mentioned above, the best ending for Primm will be for the town to get annexed by the NCR. The town will be rebuilt and turned into a major trade center.
- The best ending for the Followers of Apocalypse is only available if you make them cooperate with the NCR. In which they will be able to continue caring for the less fortunate citizens in New Vegas. Originally it was unavailable due to a bug in the game's programming, but has now fixed by the last patch.
- Along with the Followers they're the only faction in the series to treat Ghouls as equals. With a few exceptions like Sergeant Astor (who can be convinced otherwise) Ghouls are treated as normal people to the extent that most of Camp Echo's garrison are Ghouls, along with high ranking members of their infrastructure like Keely and Bert Gunnerson. Unfortunately under Kimball's administrations values have regressed somewhat though this mostly means that ghouls and Super Mutants tend to be Rangers rather than be part of the main army.
- Punch-Clock Villain: Most of them if you oppose them.
- Quality Vs Quantity: The NCR has both. They have the basic troopers, whose training, equipment and loyalty is varied, who are mostly used in huge packs of bullet-spamming soldiers. But all of their special units (the Heavy Troopers, the 1st Recon snipers and the Rangers) are high-quality troops which are feared by the other factions.
- This is handy since the NCR has to fight against fairly different factions. Against great, technologically-advanced units (such as the Brotherhood or the Enclave), it is the number who made the difference. Against little packs of raiders, it was speed and strategical capability. Against the huge Legion of Caesar, it was tactical flexibility offered by the Rangers who made the NCR hold.
- Screw the Rules, I Have Money!: A really effective way to skip though the red tape when dealing with the NCR if you lack high speech skills or reputation is by bribing the officials.Courier: "Excuse me, do you mind giving Sheriff Meyers a pardon/ allowing the Great Khans to leave peacefully/not attacking the super mutants?NCR officer: "Sorry, doing so is against the rules."Option 1: [Speech] Remind him of the values and ideals that the NCR stands for.Option 2: [NCR Rep] Tell him that you are a hero to the NCR and that he should do what you say.Option 3: [Barter] Persuading him that helping you will be very profitable in the long-run.Option 4: Oh my, it seems I have so many caps in my pocket that I am not sure what to do with them! Say, I think I will just leave some on the table...
- Sliding Scale of Idealism vs. Cynicism: The NCR was originally founded upon idealistic ideals of giving people a chance to achieve more than just day to day survival and unite them under the banner of a benevolent government. But in the years since Fallout 2, the difficulty of maintaining a functional nation state in a post-apocalyptic world has slowly dragged the NCR more towards the cynical side.
- Sympathetic Inspector Antagonist: The entire organization, especially the rangers will hunt you down if you help the Legion. And considering that you're supporting a slaver nation where rape and mass murder are accepted practices, it's hard to blame them.
- Ungrateful Bastard:
- They "reward" the Great Khans for fighting alongside them at Hoover Dam by forcing them out of Red Rock Canyon and relocating them to a barren reservation. Then again, considering Papa Khan openly bragged about murdering at least dozens of NCR citizens, and Bitter-Root confirmed that even Khan children were 'trained' by taking potshots at NCR civilians, this can be considered more than merciful.
- If Arcade Gannon fights for them at Hoover Dam, they either send Rangers and bounty hunters after him (if they win) or imprison him indefinitely (if they lose to the Legion). Bear in mind, his only crime was to be the son of an Enclave officer.
- We Have Reserves: Life expectancy in the NCR ain't all that great, and individually soldiers aren't treated well at all. One of the advantages of being the largest faction in the wasteland with a massive (by post-war standards) population and a huge industrial base capable of pumping out endless rifles and bullets. When they see something they want, they will throw troops at it until they get it. At HELIOS, they lost ten times as many troops as the Brotherhood did, and up until the Boulder City trap they'd been slaughtered at Hoover Dam, but they have the manpower to support those kinds of losses. However, unlike the Legion who leaves their dead behind to rot, they want to get the dead back for proper burial.
- Portrayed to a point depending on the side you choose. Joining the Legion or House has you go against the NCR, which consistently outnumbers you quite heavily with cannon-fodder Mooks. Forlorn Hope, for example, can put dozens of NCR soldiers and officers against you, depending on the spawns.
- Well-Intentioned Extremist: A far lighter example than the Legion but they still count. They intend to forcibly annex the territories of the Mojave and bring their own brand of law and order whether the people of the Mojave like it or not, and they don't mind wiping out any factions that get in their way.Random NCR NPCs: Nelson will serve as an example. We'll bleed the ground red with anyone who opposes our peace efforts.
- Worf Had the Flu: Several explanations are given for why the NCR can't casually crush Caesar's Legion and Mr. House and why they appear so much weaker here than in Fallout 2.
- The main reason, as made clear in dialogue with many NPCs, is that the war is simply not seen as an existential threat for the NCR, but rather an unpopular foreign adventure. That's not to say they aren't trying, but they're only trying in the same way that the Americans were trying in the Vietnam War- putting in a lot of effort, but not treating as a life or death struggle. Chief Hanlon complains that the NCR has its best troops back in the Core Regions or "chasing ghosts in Baja", while Major Polati bitterly says that "if the brass back home could get their heads out of their asses long enough to send support, we could turn this all around." This also explains why the average troop quality is so much lower than it was in Fallout 2, where all NCR soldiers had full combat armor, very high combat stats, and high-level weapons- the Heavy Troopers, Rangers, high-level Marked Men, and various NCR mercenaries show that the NCR still has such troops in significant numbers, but they're simply not the majority in this region so far removed from the Core Regions. By contrast, Caesar is throwing everything he possibly can into the war, seeing it as the battle which will decide the fate of his empire.
- The second most important reason, revealed in DLC, was the nuking of the Divide. The NCR used it as a supply line to bring troops to the front lines (given that it's described as near Death Valley, the Divide is probably in California), causing the Legion to contest it; both nations sent some of their best forces to battle there, and both armies were wiped out when the nukes went off. However, as the NCR forces in the Mojave are proportionally less numerous than the Legion ones, added to the fact that the Divide was logistically important to the NCR but not the Legion, the event was far more devastating for the NCR than the Legion. Graham outright stated that the nuking of the Divide is what saved the Legion, as it prevented the NCR from capitalizing on their victory at the First Battle of Hoover Dam.
- When the NCR first arrived in the Mojave, shortly before their first clash with the Legion, they encountered the Mojave chapter of the Brotherhood of Steel. A very bloody battle at Helios One ensued, which combined with other pacification efforts against minor factions like the Khans, Vipers, Jackals, and Fiends, left their Mojave expeditionary force weakened when the Legion arrived.
- On that same note, the war with the (much larger) Brotherhood of Steel chapter(s) back west was also stated to be a long and arduous affair, and one that dealt significant damage to the NCR's economy that they're still recovering from.
- Zerg Rush: Both the Brotherhood and the Van Graffs attribute their success to this. Either group has the equipment to field a small army, but the NCR has the manpower and equipment to field a really, really big army, and can run over anyone with numbers if skill won't do the job. Doesn't work so well against the fanatical Legion, however. Despite successfully holding the Dam, just barely, they now are on the defensive, and without a great deal of manpower they rarely if ever beat the Legion in open combat.
- Subverted by the more elite NCR caste and their tactics against the Legion. Chief Hanlon destroyed the Legion invasion force by leading them into a trap, while Oliver just lets the Legion smash against entrenched soldiers with rifles, losing many men in the process, and finishes them off by sending the Courier who in most endings defeats the Legion at Hoover Dam by taking a very small, elite team of Veteran Rangers, or even going in alone, to kill their field commander or convince him to withdraw.
- Also subverted in their operations against the Khans and assorted raider groups, where they send small groups of soldiers because they're all that's needed.
- Similarly subverted because the NCR can't repeat the strategy that won their war against the Brotherhood with the Legion because their reserves are gone. The NCR-Brotherhood War was much bloodier than their war against the Legion, but that's beginning to change.
- This is an example of Gameplay Story Segregation, as testing in game has shown that a group of NCR Troopers, their bog-standard infantry, can easily defeat a group of Veteran Legionaries of the same size, while taking fairly low casualties. In fact, they tend to win even when fighting one-on-one.
The current president of the NCR. He was a former war hero and general for the NCR during early stages of the Mojave Campaign, made popular by his heavy handed tactics in destroying tribals in the area that are hostile against the NCR. During the main quest he makes a visit to Hoover Dam to give a motivational speech for the troops stationed there, where three assassination attempts are made on him within the timespan of five minutes.
- 0% Approval Rating: Post-Mojave in the House or Independent endings. House and Yes-Man ask you to save Kimball during their respective campaigns because this way, he can act as a scapegoat for the NCR, allowing you to win Hoover Dam without hurting the Vegas economy. Inverted if you save him and win the NCR campaign. Also if the Courier decided to let Hanlon keep on undermining the war effort and beat the game on House or Wild Card route, he discredits President Kimball for his failures to secure the Mojave before becoming a Senator of Redding.
- Base-Breaking Character: In-Universe. People are split on whether he is a good president, or whether his campaign in the Mojave and the way he leads the Republic is corrupt and self-serving.
- Big Bad: To a Legion affiliated Courier.
- Big Good: In the eyes of many NCR citizens.
- Cruel Mercy: If you prevent his assassination, Mr House will mention that since you've already saved his life, you don't need to feel bad about ruining his political career.
- Hypocrite: Openly respects a democratic process and maintains NCR elections during his presidency, although many in the NCR claim he bought or manipulated his most recent votes.
- Is This Thing Still On?: At the end of his speech. Except he doesn't seem to realize it was.Kimball: (To his bodyguards) Okay, let's get the fuck out of here. What the hell are you waiting for do you think I want to get shot? Let's go!
- Jerkass: According to the comments of numerous NCR NPCs, he's a greedy, imperialistic dick who just cares about annexing everything he sees. Could potentially be a case of The Extremist Was Right if you help the NCR take control of the Mojave.
- Our Presidents Are Different: President Target, to be exact. Depending on who you side with, you'll either help his speech or his assassination go off without a hitch, or interrupt both if you can't stand the blowhard but are bound by the mission to save him.
- Politically Incorrect Hero: Social values have regressed under his administration, meaning that ghouls, super mutants and women have a harder time finding acceptance, particularly in the military. However, while barred from the regular military, ghouls and mutants can find a place in the Rangers and talented enough women can still achieve high ranking, as seen with Cassandra Moore.
- Precision F-Strike: After his great speech, he tells his men:"Okay, let's get the fuck out of here."
- Rousing Speech: The reason why he traveled to Hoover Dam is to give one of these. But things will go horribly wrong unless you intervene.
- Shout-Out: The soldier that he awards a medal to is clearly a Forrest Gump expy.
- Too Dumb to Live: Personally making a public visit to a location directly next door to your biggest enemy's base of operations. It's arguably a matter of pride, though; his comments (broadcast over the PA) indicate that he's well aware he could be shot and doesn't want to stay any longer than he has to.
- We Have Reserves: The entire NCR war strategy since he took office.
- Worthy Opponent: Caesar, of all people, actually considers him to be one and described Kimball as 'a man of potential' since he approves of Kimball's heavy handed and expansionist policies when dealing with the raider tribes that attacked the NCR back when he was a general. However, Caesar despises the fact that instead of using his influence to seize control of the republic via a military coup, Kimball choose to be democratically elected instead.
The current NCR ambassador in the Strip, he was given that position for supporting President Kimball during election. While he is a skilled diplomat, he had very little success with Mr House.
- Anti-Hero: While he's willing to entertain the idea of assassination when it comes to Pacer, he makes it clear that he prefers diplomatic resolutions over violent ones.
- Beleaguered Bureaucrat: As the representative of the NCR civilian government in the Mojave, he has to take care of everything from recording the activities of citizens on the Strip to negotiating alliances with other factions.
- Butt-Monkey: Somewhat, for Colonel Moore. And both NCR soldiers and citizens in general seems to dislike him.
- Good Is Not Nice: Along with Hsu he's the only major NCR leader without a major character defect and he genuinely wants to help the people of Vegas to the point where he risks Colonel Moore's wrath and his own career to pacify Freeside peacefully. However, he's willing to suggest assassinating Pacer to solve the problem, though considering Moore's approach he likely thought it was the lesser of two evils and he makes it clear that he'd much rather solve the issue with as little violence as possible.
- Hero with Bad Publicity: He's considered a joke by most of the New Vegas garrison even though he's the most reasonable and well meaning member of the NCR aside from Hsu.
- Idiot Ball: Much like Caesar he's very quick to trust the Courier even if you've been totally anti NCR up until this point. To be fair he's a lot less boneheaded about it, since he at least offers some incentive up front, only gives you relatively minor jobs at first and doesn't allow you to do anything you couldn't have done before meeting him.
- Kicked Upstairs: He claimed that he was given position due to his support to Kimball during the election. However, if you read the reports written by his predecessors, being the ambassador to New Vegas is considered to be the worst job in the NCR government.
- King of Games: He's a very skilled and rich Caravan player.
- Obstructive Bureaucrat: Subverted. He's responsible for enlisting the Courier's help and is very useful for getting around Colonel Moore.
- Race Lift: As seen on his promotional playing card, he was meant to be Caucasian, but was changed to African American after a recording mix-up.
- Reasonable Authority Figure: He prefers diplomacy unlike most NCR leadership who would rather use violence.
- Red Oni, Blue Oni: The blue along with Hsu, Oliver and Moore are the reds.
- Screw the Rules, I'm Doing What's Right!: On regards to the Kings, when the Courier failed to stop the violence in Freeside using diplomacy, his first order was to refer the case to Colonel Moore, but knowing what Moore would most likely do, he recommend the Courier to go to Colonel Hsu instead. It ends up costing him since Moore gets him fired for it.
- Try to Fit THAT on a Business Card!: His official title is "Ambassador Extraordinary of the Plenipotentiary Department of State".
Office of Science and Industry (OSI)
The Office of Science and Industry or OSI for short, was formed after The New California Republic's falling out with the Followers of The Apocalypse, to fill the role of scientific organization, that the latter would have otherwise filled. Their research includes medicine, farming, industry, electricity generation, etc and they are also responsible for directing water and electricity from Hoover Dam to NCR settlements and military installations.
- Foil: To the Followers, as the OSI is only concerned with the big picture and that the little people are not a part of the problem nor solution.
- The Smart Guy: It's their job to be the main eggheads of the NCR as the Followers of The Apocalypse's main focus on humanitarianism lead to a falling out with the NCR government. Some of their members even were Followers before moving on.
The Director of OSI's Eastern Division and former member of the Followers of the Apocalypse, Hildern is an arrogant and self-serving scientist, who often takes credit for his staffs achievements to prop himself up. He's most likely to be first encountered while the player is delivering a message to him for the Crimson Caravan, where he can inform the player of Vault 22 and start the quest "There Stands the Grass".
- Foil: To his subordinate Angela: he's a Jerkass glory hound that takes credits for other's accomplishments, while she is a friendly and hardworking scientist who is genuinely interested in helping others.
- Glory Hound: His main motivation.
- Green-Eyed Monster: He's heavily implied to be this towards his more confident assistant Angela, who is actually an intelligent person capable of making strides in their research, while he just rides on the success of people like her.
- Jerkass: He's condescending to others, disrespectful to his staff members, and he takes credit for other's accomplishments. And that's not even getting into the fact that he tries to send the Courier to Vault 22 without warning them that the last person that was sent over there never came back or the fact that he doesn't even seem to care that said last person, could be dead.
- Know-Nothing Know-It-All: He acts like he's intellectually superior to others, but has to rely on his staff members like Angela to do most of the actual research, and his intelligence stat is below average, with a stat of 4 out of 10.
- Teeth-Clenched Teamwork: According to Angela, Keely and Director Hildren get along as well as a Deathclaw and a Bighorner, but she isn't sure which is which.
Neither her education nor her occupation as a scientist has helped Dr. Williams to lose the "twang" in her accent. A bit unusual for a scientist, she was born to a family of Brahmin ranchers in rural NCR country back west. Prior to 2281, Williams had become a top researcher for the Office of Science and Industry's eastern division, reporting directly to Dr. Thomas Hildern. However, the relationship between them is rather uneasy.
In recent months, Angela was assigned to be head of the Dam Project, charged with increasing and optimizing power output from the site. Unlike her colleague and superior, she is more passionate and concerned for the safety of Dr. Keely, a contractor sent to recover agricultural data from Vault 22.
- Foil: To her boss Director Hildren, who is a Jerkass Glory Hound that takes credits for other's accomplishments, while she is a friendly and hardworking scientist, who is genuinely interested in helping others.
- Hot Scientist: Is one.
- Nice Girl: Unlike her superior, she is very friendly.
- Southern-Fried Genius: Not a southerner, but still fits the "smart redneck" idea of the trope, she has raised by Brahmin herders and has a very thick western accent. She even comments on how it doesn't seem to fit with her profession.
Keely is a pre-war ghoul who has amassed a wealth of knowledge over two hundred years and is currently working for the OSI and a friend of Angela, who was sent to Vault 22 to investigate the rumored man made oasis, said to be in the vault for research. By the time of the game, she has been trapped in the vault and her friend Angela asks the player to rescue her.
- Badass Bookworm: She's not only a scientist with vast knowledge, but she also managed to survive going into the dephts of a Vault full of dangerous mutated plants, while dialogue with Angela Williams and Thomas Hildren imply that a lot of mercs who went there ended up dead.
- Demolitions Expert: One of her tag skills is explosives and she carries around a bunch of frag grenades, as her weapon. Not to mention her plan for dealing with the spores.
- Jerk with a Heart of Gold: Keely's a bit abrasive, but shows to have a high regard for Angela as a friend, she also sincerily thanks The Courier for rescuing her after the spore problem has been resolved.
- Kill It with Fire: She plans on destroying the Vault 22 spores by pumping flammable gas through the vents and igniting them.
- Mysterious Past: Not much is known about her long life, beyond the fact that she was from the pre-war world. A terminal entry mentions that her Pip-Boy is on the fritz, implying she may be a former vault dweller, but nothing more is made of this fact and when you meet her, said device is no where to be seen.
- Robot Buddy: She was planned to have two: a Protectron named Bohr and a broken down Sentry Bot named Koch.
- Teeth-Clenched Teamwork: According to Angela, Keely and Director Hildren get along as well as a Deathclaw and a Bighorner, but she isn't sure which is which.
- Video Game Caring Potential: The player could go out of their way to save Keely and then help her destroy the spore carriers in the vault, so they are no longer a threat. Or...
- Video Game Cruelty Potential: If you don't want to go through the extra work, you can just retrieve the information Hildren sent you for and go, leaving her to her fate.
Fantastic is the "scientist" in-charge of the Helios 1 facility, who lied about his credentials to get were he is.
- Asshole Victim: May be invoked during gameplay. If the courier kills him, even if it's not a stealth kill, nobody in Helios One will become hostile and there will be no infamy with the NCR.
- Blatant Lies: How he got his job. He'll also claim to be responsible for restoring Helios 1, even though The Courier did most, if not all the work.
- Cool Shades: Really the only cool thing about him is his glasses and even then it's probably to hide his bloodshot eyes.
- Dirty Coward: If the player uses Archimedes 1 to wipe out the NCR troops at Helios 1, then return to the then Legion occupied facility, they will learn that he murdered his assistant Ignacio and joined the Legion, just to save his own skin.
- Feigning Intelligence: He got his position by lying about his qualifications. The only way he got in was the recruiters were lazy/even dumber than he was.They asked me if I knew anything about power plants. I said as much as anyone I'd ever met. They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
- Gameplay and Story Segregation: He's regarded as an idiot by everybody else in Helios One, including Ignacio Rivas and the NCR trooper guarding the entrance, and it shows, to the point he may even consider a courier with low Intelligence (3 or below) as someone smart and articulate. Besides all that, his stats shows that he actually has 6 in Intelligence. That's arguably justified by the fact that he was savvy enough to BS his way through a job interviewed that required qualifications he totally lacked. Credit given where credit's due, doing that would certainly require a degree of smarts even if Fantastic is uneducated. He does, however, have 2 in Charisma, despite his attempts at smooth talking with other people about his "credentials", so the "idiot" part of him does somewhat make sense.
- Jerkass: He's arrogant, egotistical, and when the player manages to bring the plant back to full capacity, he'll take most of the credit for the operation.
- Know-Nothing Know-It-All: He is a clear example; he boasts that he has academic skills in engineering and other scientific fields but it's pretty obvious that he is only good at making himself look stupid by lying and bragging about his nonexistent skills.
- Opportunistic Bastard: According to his stats he's not nearly as dumb as he looks as he has 7 in Lucknote , meaning he's pretty sharp about finding ways how to weasel his way into something that will benefit him (but not nearly enough to capitalize greatly on it).
- Rewarded as a Traitor Deserves: He's so scummy that if he switches sides to the Legion, none of the Legionaries care about him being (violently) murdered by the Courier.
- The Stoner: He'll openly state that he is this and that he took the job solely to feed his addiction, which you can blackmail him with.
- Too Dumb to Live: It's obvious that he has no idea what the hell he's doing and if the player didn't step in, he'd probably got everyone killed eventually, one way or another. Even when the Courier has an Intelligence of 1, he'll still believe that they're there to take his job even when they say "Me take job because me am smarter".Ah, shit, man. You're direct, you're no-nonsense. How am I supposed to compete with that?
- Turn Coat: If the player uses the Kill Sat to wipe out the NCR soldiers and Caeser's Legion takes over, he'll kill Ignacio Rivas and join the Legion, just to save himself.
General Lee Oliver is the head of the NCR Army in the Mojave Wasteland. Often mocked for being ineffective and not doing much, content to sit and watch the Legion grow across the Colorado, resulting in pleasant nicknames such as General Wait-And-See.
- Anti-Hero: Beneath the posturing and glory hound tactics, he does care about the Republic and its people.
- Anti-Villain: He wastes the lives of his soldiers to get his name in the history books but stops short of endangering civilians.
- Armchair Military: Why he's not particularly popular among the troops.
- Authority Equals Asskicking: Intentionally averted; he's significantly weaker than his own bodyguards. He does have Elite Mook-level health (more than any other NCR leader), but without any armor and only a mediocre pistol he goes down pretty easily.
- Badass Boast: Makes a few of these if you try to talk him off in the House/Independent endings, for all the good that does him."Look, I know you're riding high right now, but let me tell you. You ain't pissin' on me right now, you're pissin' on the Bear."
- Cluster F-Bomb: His manner of speaking, er, lacks refinement. This is likely the result of him copying General Patton's speech and mannerisms (See No Celebrities Were Harmed, below.)
- Crouching Moron, Hidden Badass: While he has a well deserved reputation as a General Failure his personal combat skills outweigh all the major faction leaders including Caesar. Of course, this is more out of the fact that he's the only one who uses a gun while all others use melee or unarmed weapons.
- Cruel Mercy: If he's talked into surrendering, House states that he'll be publicly disgraced and held responsible for the loss of not only the Mojave but the countless lives of soldiers. Furthermore, House predicts a 40% chance of him committing suicide from the sheer shame of it all.
- Defiant to the End: Barring talking him down, in the Legion ending he implies his compound has a secret escape tunnel he could use to flee, but he chooses to stay and fight the Legion to his last.
- Dirty Coward: Averted in the Legion ending, but up until then Oliver really doesn't like getting his hands dirty, and won't usually appear without a host of troops backing him up.
- Disney Villain Death: Win Hoover Dam for yourself in the Independence ending, and you can tell Yes Man to show General Oliver the way off the dam. One of the last scenes is Yes Man shoving Oliver down into the canyons below from the highest point of the dam, letting out an echoing scream all the way down.
- Driven to Suicide: House gives him around a 40% chance of doing this in his ending. Probably applies to the Independent route, too.
- Everyone Has Standards:
- If you threaten to order your robot army to attack the NCR embassy or have the Boomers bomb the NCR's founding states in the Yes Man/Independent ending, he will agree to retreat since he doesn't want to throw away the lives of innocent NCR citizens just to make a point.
- He is, however, willing to sacrifice hundreds or even thousands of NCR troops to get his name written in the history books.
- Evil Is Petty: He favors the Heavy Troopers over the Rangers despite the latter being far superior in battle, because it was the Rangers who are credited for the NCR's victory over the Legion three years ago and this time Oliver wants the credit.
- Final Boss: If you side with the Legion.
- Flunky Boss: In the House and Wild Card lines, he's accompanied by five Veteran Rangers who are far more dangerous than he is. In the Legion ending you have to fight your way through several rank and file soldiers, a pair of Veterans, and a half dozen Heavy Troopers.
- Frontline General: Downplayed. He only fights in the Legion ending where you storm his compound and he makes a Last Stand with his remaining troops. But in the game itself he moved his command post to Hoover Dam, which is the literal frontline and a rock throw away from Caesar's Legion main base.
- General Failure:
- According to House, Caesar, and pretty much most of the NCR he commands, he's not really respected at all as a leader or a person. His battle strategy is generally just throwing waves of men at a target like a tide on rocks until one or the other recedes.
- He got his post primarily due to nepotism according to Boone; Colonel Hsu (see below) would probably be in that position if he hadn't. His plan for the Legion (dubbed "Tunnel Vision" by House) is to fight it out in one big glorious meat grinder battle at the Fort. Instead of, you know, weakening the Legion beforehand with skirmishes, defending the river from Legionaries sneaking across to do the same to them, and training his very undertrained and unprepared troops before the battle. His derogatory nickname among many of his subordinates is "General Wait-And-See". In the House and Wild Card lines, one of the options for dealing with Lanius is to tell him that the NCR is organizing a trap for him, because does he really think taking the Dam is this easy? Yes, it actually is; Oliver really is just a poor strategist.
- Glory Hound: Everything he does is to increase his standing in the NCR, and the reason for his "strategy" listed above is that he feels he has to outdo Hanlon and the Rangers.
- Says the Courier doesn't have what it takes to look after the Mojave. While he has a point, considering that the general himself is the cause of MANY of the NCR's problems in the Mojave...
- He can be talked into retreating, claiming that the lives of his men matter the most to him, although this doesn't stack up too well with his Zerg Rush attrition tactics.
- Irony: Joshua Graham, former legate of the Legion, was punished for losing the Battle of Hoover Dam by being thrown down the Grand Canyon. In the Independence ending, when Oliver loses the Second Battle of Hoover Dam you can opt for a little bit of a Dramatic Echo by having Yes Man shove him into the canyon below as his execution.
- Jerkass: Exceptionally arrogant and full of himself, corrupt, and more concerned with personal glory than efficient victory, he's said to be one of the most hated members of the NCR by its own soldiers. Though deep down he does show some level of concern for his men, that doesn't stop him from tossing them into an overglorified meat grinder in an attempt to gain himself some fame - while he sits comfortably in his office well behind friendly lines, of course.
- Jerkass Has a Point: If you take the Wild Card ending and successfully bluff him out of attacking you, he'll have a brief conversation with you criticizing you for thinking you have what it takes to build a nation (build roads, train troops, maintain trade routes, etc.). At first this may just look like Oliver being, well, Oliver, but when you think about it, he does have a point about a random self-appointed package courier not being the best person to run New Vegas, or about you not having the resources to maintain a nation-state. The ending slides (specifically for the Kings and Followers) reveal that, even if you took the best possible options, he was completely right.The Kings Ending: Following the Second Battle of Hoover Dam, Freeside came to be known as one of the more stable areas in the region.The Followers of the Apocalypse Ending: After the Courier ensured New Vegas remain free, the Followers found that independent Vegas was even more unstable and violent than before. Old Mormon Fort became excessively burdened by the influx of patients, struggling to provide even the most basic of services.
- Jerk with a Heart of Gold: Well, more like silver, but still. He's a very selfish person and his wasting of troopers lives is pretty abhorrent. However in the Legion and Independent endings if you pass the speech check he'll ultimately accept his duty to save their lives, he refuses to endanger civilians, and if the NCR wins he admits the republic isn't perfect and wishes more folks like you were around to help them clean up their act and set a better example.
- Kaizo Trap: In the House and Independence endings; while Oliver himself dies quite easily, his five Veteran Ranger bodyguards armed with brush guns are entirely capable of mowing down a level-30 power armorwearing player before the Securitrons can kill them, if the player tries to make a stand and fight instead of running away and letting the Securitrons do their job. (The rate of fire on the brush gun has been noticeably reduced after the most recent patch, so this doesn't happen quite as often, although it can still occur.)
- A Lighter Shade of Black: He's a huge prick who sacrifices the lives of his men due to his glory hound tendencies. However unlike Caesar or Moore he has lines he won't cross, doesn't actively enjoy violence, and with enough effort (and a damn good speech skill) you can convince him to stand down for the sake of his men rather than fight a lost battle.
- Meaningful Name: Probably named after General Robert E. Lee and General Oliver P. Smith.
- Mighty Glacier: His personal favorite forces are his NCR heavy troopers, who wear salvaged power armor. It grants them great protection but makes them very immobile.
- Nice Hat: In the Collectors' Edition card deck, he's represented by his hat. It's more impressive than he is, really.
- No Celebrities Were Harmed: He has the speech and mannerisms of George S. Patton down to a T, while wearing the NCR equivalent of Douglas MacArthur's hat. He would've done better to aim for emulating Patton's martial abilities. J.E. Sawyer has described him as "a mishmash of various aggressive and blockheaded military commanders".
- Obstructive Bureaucrat: He is nicknamed "General Wait-And-See" by lower ranking NCR soldiers since he refuses to listen to the advice from his officers that he should launch smaller attacks against the Legion instead of just sitting and waiting. It is later revealed that he want to gather enough troops to push the Legion out of the area in a single decisive battle. By doing so he hopes to become a war hero that overshadows Chief Hanlon of the Rangers. Also, according to Boone he's the reason that Colonel Hsu isn't a General at this point.
- Oh, Crap!: In the House/Independent endings when he sees the Securitrons roll up behind him and if you order Yes Man to push him off the Dam.
- Pet the Dog: In the NCR ending, he tells you he's quite aware the Republic has a lot of problems, but he hopes that, now that the war is over and their enemies defeated, they can look inwards and try to fix those problems. He also wishes that more people like you were part of the Republic, because folks like you set a better example for everyone to follow.
- Post-Final Boss: In the House and Wild Card end quests, you have to face him and talk him down now that the dam is safe from the Legion. It's really just a clean-up of a loose end now that the real threat is dealt with.
- Revolvers Are Just Better: He carries a .44 Magnum revolver, yet another allusion to George Patton.
- The Rival: Sees Chief Hanlon as this. Hanlon, however, just sees him as a moron with no idea what he's doing.
- Shut Up, Kirk!: In the Wild Card route, if he tries to berate you for not being able to build a nation on your own the player can respond with "Can't do worse than the NCR." Then proceed to get Yes Man to toss him off Hoover Dam.
- Smug Snake: His tactical incompetence and glory-seeking attitude severely weakened the NCR's hold on the Mojave. Similarly, he is especially indignant if you deal with him in the House/Independent endings unless you manage to talk him down and even then he'll be incredibly sore.
- Sore Loser: In the Independent ending, he does not take being bested by some random upstart Courier well to the point that he'll tell you that were he in your position, he'll have you hanged. He's much more diplomatic in the House ending if you at least negotiate some terms that benefit the NCR somehow.
- Tempting Fate: In the Wild Card ending. Seriously, the guy/gal you're threatening has an entire robot army lined up behind them and you. No matter how proud you are, do not remark that you would not show mercy under the same circumstances. It's a long way down...
- Tranquil Fury: In the Independent ending, his response to you asking—or threatening, depending on what dialogue option you picked—him to leave the Dam is a calm, quiet and clearly enraged growl of "I would sooner spit on the grave of my dead mother than let some courier-walk-the-Wasteland-fuck talk to me like that."
- However, in the House ending he immediately goes berserk upon reading House's treaty."Withdrawal? Like fuckin' HELL we're withdrawing! We just held the dam! We didn't do it to let it go!"
- However, in the House ending he immediately goes berserk upon reading House's treaty.
- We Have Reserves: His main tactic for Hoover Dam, according to others, is just to throw troopers at the Legion until he wins.
The second-highest ranking officer in the NCR Army in the Mojave. An otherwise competent officer who is reduced to being a Desk Jockey at Camp McCarran, likely for not being bullish enough for General Oliver and Colonel Moore.
- Being Good Sucks: Some Dummied Out post-game content reveals that Col. Moore is picked over him for a promotion in the NCR ending due to, depending on how one interprets what would have been said, her aggressive kill-'em-all tactics or Hsu being far less willing to take credit for things being better than what the brass thought it would be. Of course, it is Dummied Out, so the canonicity of this remains uncertain.Moore: The brass was particularly surprised by the lack of domestic threats in the area. They were prepared to spend months pacifying known troublemakers. When they found those threats absent, they turned to the man in charge of the area, but Hsu being Hsu, he denied having anything to do with it. So now the men have to answer to Brigadier General Moore, and both they and I have you to thank for it.
- Beleaguered Bureaucrat: Since he's stuck being a desk jockey, he gets saddled with this.
- A Father to His Men: Boone notes that he shook his hand once, and that he could tell from the look in his eye that he understands what the soldiers are going through.
- Knight in Sour Armor: Much like Hanlon, he's a bit beaten down by the rampant problems that the NCR faces in the region.
- Only Sane Man: He's the only very high ranking NCR officer without some huge flaw. For example, Moore is mostly focused on settling personal scores, Oliver is an Obstructive Bureaucrat and General Failure, and Chief Hanlon is actively trying to undermine NCR operations.
- Reasonable Authority Figure: Unlike other NCR authority figures.
- Red Oni, Blue Oni: Blue to Colonel Moore's red.
- Stealth Pun/Punny Name: Very subtly done, especially given the spelling of his name (as opposed to the more phonetic Shu). He is referred to in dialogue simply as Colonel Hsu and the HUD gives his full name, Col. James Hsu; only through the Power of Fridge Brilliance does one notice that in a casual setting his name could be Jim Hsu...
- Token Good Teammate: Out of all the high ranking officers in the NCR military stationed in the Mojave, apart from being a by-the-book commander, he is the only one that doesn't suffer from an obvious personality flaw that affects his ability to make rational decisions.
A former Ranger, who is currently the third highest ranking NCR military officer in the Mojave and the commander of the forces at Hoover Dam.
- Anti-Hero: Either an Unscrupulous Hero or Nominal Hero depending on your viewpoint. She's brutal when it comes to dealing with the Republic's enemies, but many of those enemies do deserve the treatment, and a lot of her misgivings are proven right unless you do everything perfectly. Plus, her main enemy is the Legion. Nonetheless, she's a large part of the problem, and some of the best endings for the Mojave require working around her.
- Berserk Button: Of all the factions of Vegas, Moore has a special hatred for the Brotherhood due to being a veteran of the NCR-Brotherhood war and having sustained an injury that ended her career as a Ranger and being stuck as a desk jockey.
- Blood Knight: She really enjoyed being a Ranger, hence why she's so disappointed that an injury sustained during the NCR-Brotherhood War prevented her from serving in the field anymore.
- Evil Is Petty: If the player works with Ambassador Crocker to resolve the situation with the Kings peacefully as well as make a truce with the Brotherhood of Steel, Moore will not only get Crocker fired from his job but also go on a smear campaign that reduces the Courier's rep with the NCR.
- Evil vs. Evil: Her conflict with groups like the Legion, Omertas and Great Khans if you view her as a villain.
- Foil: To General Oliver. Both are Jerkass jingoistic military commanders with personal ulterior motives. With Oliver, it's personal glory, with Moore, it's revenge. Unlike Oliver, Moore isn't willing to risk the lives of her soldiers for this (which is why she sends you) and almost everything she does is tactically and strategically sound, and can be justified as being in the Republic's best interests, even if that's not why she's doing them.
- General Ripper: Especially towards the Brotherhood. Partially justified because in the battle of HELIOS ONE, she received a crippling injury which forced her early retirement as a ranger that she is very bitter about, even though she was promoted to Colonel after that. Also justified because the Brotherhood had previously attacked the NCR after allying with them, so it makes sense that she'd be paranoid if you get them to sign a peace treaty.
- Hate Sink: From the moment she's introduced during the NCR storyline, she comes across as extremely abrasive Jerkass, with a haughty "my way or the highway" attitude and a "shoot first ask questions never" tactical mindset, especially when dealing with the Brotherhood of Steel, The Great Khans or The Kings. If the Courier tries to resolve these conflicts peacefully, she uses her reputation and forceful attitude to bully, overrule or even outright fire either of the two Only Sane Men for the NCR, or leading a smear campaign against the Courier (which doesn't affect their overall reputation with the NCR that much, but it's still a dick move). Dealing with Moore could arguably be a primary the reason why players might be inclined to take the independent or Mr. House routes instead of supporting the NCR.
- Iron Lady: If nothing, one thing you certainly can't call her is soft.
- It's All About Me: JE Sawyer pointed out on his Formspring that Moore enjoyed her position as a ranger and a colonel because it gave her the power to do whatever the hell she wanted, in contrast to the more mature and responsible attitude most other rangers have. She also has no qualms risking the Courier's life to settle personal grudges.
- Jade-Colored Glasses: Col. Moore has been with the NCR for decades now and served 5 tours in the Brotherhood war where she was severely injured and Kicked Upstairs. Her discussions of her past work have her discuss how she misses being out on patrol and being a desk jockey isn't her thing with one of the most bitter tones in the game.
- Jerkass: She tends to have a rather abrasive attitude with the player even if you have Idolized reputation with the NCR.J.E. Sawyer states that Moore deserves to have evil karma, which she does in the mod that he created.
- Jerkass Has a Point: However, she's completely right about House planning to waste NCR lives and materiel against Caesar, and for all her brusqueness, she's totally right about House wasting time instead of using his immense resources to repair the Wastes. Turns out he had over one and half centuries to rebuild Vegas and only started in earnest when he discovered the NCR. Nevada could have been restored if he had been willing to put in the work.
- Kick the Dog: Although somewhat justified considering the various factions of Vegas, she favors aggressive military action towards even the Kings, one of the few good factions of the Mojave. Justified because she has no way of knowing that the Kings are good; all she knows is that they attacked the NCR several times, including assaulting a military outpost (and getting their asses handed to them). This is because Pacer is actively trying to incite a full scale war between the NCR and Kings out of his own xenophobia.
- She also gets Crocker fired if you help him broker a peace between the NCR and Kings rather than favoring her solution to take a platoon there and wipe them out.
- Kick the Son of a Bitch: Still, some of her targets really deserved what they get.
- Kicked Upstairs: She was shot during the BoS War and was so hampered by the injury she was booted upstairs since she could no longer serve the NCR the way she loved, on patrol in the wastes.
- Murder Is the Best Solution: Seeing diplomacy as ineffectual and a waste of time when there's a war to be fought, she is more than satisfied with the player's actions if they decide to wipe out the the Kings and the Brotherhood of Steel. Still, her ideas do prove to have some merit in regards to Mr. House and the Omertas; House is, in fact, planning to make a move against the NCR at the Dam, and the Omertas are planning to act on Caesar's behalf.
- Noodle Incident: Evidently got kicked out of Gomorrah at some point.
- Retired Badass: Used to be a Ranger until an injury sustained while fighting the Brotherhood forced her to take a desk job. If Legionnaires find her in the Dam during the final battle, she kills them with a laser pistol. That Ranger close-quarters battle training works well with energy weapons.
- Red Oni, Blue Oni: The Red Oni to Ambassador Crocker's Blue Oni. She's openly disdainful of Crocker's preference for diplomatic solutions. If the player favors Crocker over her, she gets him fired.
- Also Red to Colonel Hsu's Blue. Moore's a hot head who considers violence as a first option. Hsu is more level-headed.
- Token Evil Teammate: For the NCR, which makes Caesar's Legion feel more tamed in comparison. JSawyer's mod even gives her evil karma, along with Contreras.
- Violence Really Is the Answer: A firm believer in this. She is kind of right when she has to deal with people like the Khans or Omertas, but she really overdoes it when she sends a platoon of soldiers to put down the Kings.
- What Happened to the Mouse?: She disapears entirely from the game if players decided to go against NCR's interest by siding with House or Legion. Some may assume she may have gotten killed or evacuated along with the rest of the NCR troops when the Legion overran the Dam, if she indeed survive.
Major Dhatri is a veteran of the NCR, currently holding the rank of Major. He was also at Bitter Springs, and was a captain at the time. He's currently in charge of NCR Ranger troops at Camp McCarran. He's the adoptive father of Sgt. Bitter-Root. He has a strong disgust for the Fiends and the Great Khans. He's currently in charge of the bounties at Camp McCarran and will pay handsomely for the heads of three specific Fiends.
- Action Dad: Implied, he is veteran soldier with combat related skills and is Bitter-Root's adopted father and also has an unnamed daughter.
- A Father to His Men: He's not only Bitter-Root's adopted father, but he also seems to be this to rest of the troops under his command and takes it very personally when Cook-Cook rapes Corporal Betsy.
- Parental Substitute: To Sgt. Bitter-Root.
- You Are in Command Now: After the operation in Bitter Springs took a horrible turn and the Major in charge of the operation is left too stunned to do anything, the at the time Captain Dhatri steps up to take command of the situation and does a good enough job to be promoted to Major.
The commanding officer of the Military police detail stationed at Camp McCarran, Boyd is married to an unknown husband and is an avid smoker. She's responsible for monitoring suspicious activity regarding soldiers on-base and the control tower. Also in charge of keeping tabs on the base's suppplies, Carrie retains a sarcastic and laconic demeanor in spite of (or perhaps because of) the amount of work on her plate. At the time the player encounters her, she is in the process of trying (and failing) to get information out of Silus, a Legion Centurion who oddly enough, has willingly surrendered to NCR troops, but is refusing to cooperate.
- Action Girl: She is a soldier after all.
- By-the-Book Cop: A very reluctant example, as she is trying to interrogate Silus while upholding NCR regulations on treating prisoners, even though Silus's personality is making it very difficult. If the player gets too rough with Silus during the interrogation, she'll become hostile, in-spite of her disdain for him.
- Deadpan Snarker: As her quote above indicates.
- Good Cop/Bad Cop: The player has the options of helping her pull this on Silus, since you're not an NCR soldier and there for, not restricted by the same regulations as she is.
- Jack Bauer Interrogation Technique: What Boyd intends you due to Silus, but if you choose to use your words instead, she'll be even more impressed.
- Loophole Abuse: Why she requests your help.
One of Colonel Hsu's most trusted subordinates, Curtis is in charge of the investigation into the suspected Caesar's Legion spy at Camp McCarran.
- ...But He Sounds Handsome: Downplayed variant when he calls the McCarran mole, himself, "slippery".
- Hired to Hunt Yourself: He's in charge of the investigation into the Legion spy at Camp McCarran, yet he himself is the spy.
- Manipulative Bastard: Curtis rose to the rank of captain in three and a half years. He mentions that the process normally takes four years, though he sped it along by arranging an "accident" for an existing captain, creating an "early vacancy" that Curtis proceeded to fill. He also took advantage of Hsu's trust to be put in charge of the monorail inspection crew so he could plant a bomb there.
- The Mole: Sent to New Vegas four years before the start of the NCR-Legion War as a spy for Caesar's Legion, Curtis used his post and Hsu's trust of him to sabotage NCR operations and increase NCR casualties by reporting plans and troop movements to the Legion over radio.
- Walking Spoiler: Given the fact he's the Legion's mole, Frumentarius Picus.
Daniel Contreras is part of the Army Supply Corps and was promoted to sergeant and assigned as Camp McCarran's quartermaster. He administrates the supply depot out of a makeshift shack erected by the McCarran Concourse. Though innovative and skilled at acquiring the substantial amounts of weapons, ammunition, food and equipment that the garrison at Camp McCarran needs, Contreras is not entirely faithful to NCR, as he uses his position for personal gain, trafficking guns and chems to third parties. Contreras also has his own quest-line, where he will send the player on some errands that benefit his business. After doing so, he will reward the player with This Machine, and access to an expanded inventory.
- Bunny-Ears Lawyer: People around the base rightfully suspect that he isn't the most loyal soldier, but he's still good enough at his job for them to keep him around. How good is he? In terms of regular guns and armor, he has a better stock than the Crimson Caravan.
- Corrupt Quartermaster: As stated above, he sales NCR supplies to third party factions and other wastelanders. This also means, he can serve as merchant to the player.Lt. Boyd: That may be the worst-kept secret on the base. I'd be more surprised if you had proof he wasn't involved in criminal activity. But if you have proof, you're the envy of every MP stationed here.
- Everyone Has Standards: Though he'll still do business with you, if you get the unpredictable fame with the NCR, Contreras will not make the discounts on ammo or offer his deals until reputation improves (can be circumvented with NCR disguise).
- Friend in the Black Market
- Jack-of-All-Stats: He has fives on all of his S.P.E.C.I.A.L. stats and around fifty for each of his tag skills.
- Red Herring: He is one of the people suspected of being a Legion mole in the base and his illicit activities certainly don't help his case, but with everything else he's guilty of, he's drawing heat a Legion spy doesn't need.
- Rewarded as a Traitor Deserves: You have the option of completing his quest-line, then turning him in.
William Farber is the cantankerous and much maligned cook for Camp McCarran. He requests the player help making a deal with the Crimson Caravan to help get a steady supply of meat and spices, as well as his food processor repaired, to help better feed the soldiers stationed at the camp.
- Lethal Chef: Though this is more because of poor ingredients and equipment than lack of skill.
- Mistaken Identity: The first time you speak to Farber has him believing you are a person who pretended to be a NCR health inspector to swindle him out of 50 caps, and apologizing when he realizes you're not that person. Given that the fake inspector is described as male if asked about the matter and that he makes this mistake even if you are a female Courier, one would ponder the mental state of the mess officer, and maybe the "inspector's" appearance.
Christina Morales is a soldier stationed at Camp McCarran and grieving widow of Ranger Esteban Morales, her husband, who has recently died in a skirmish with The Fiends. She asks you to find her husband's corpse and bring it to a nearby NCR outpost so it can be shipped back to California.
- Video Game Caring Potential: There's not much in the way of any reward for recovering her husband's body, beyond fame with the NCR and Dr. Kemp offering a discount to you. But, it still feels good to help a grieving widow bring her husband back home.
Camp Forlorn Hope
Major Polatli is the stressed and overworked commander of Forlorn Hope, that has to constantly try to salvage an unsalvageable situation, despite being low manpower, medical supplies, ammunition, food, and water, on top of high casualty rates and very little support from the higher ups. By the time the Courier comes into the camp, his and everyone else's morale has been long since sapped away.
- Despair Event Horizon: By the time the Courier find him and the rest of the camp, they are more or less at this point and only miracle worker can help them. Good thing The Courier's just that.
Carl Mayes is the quartermaster at Camp Forlorn Hope in 2281, in charge of procurement and distribution of supplies. Or at least he would, if he had any, but by the time you find him, the camp's so strapped for supplies, he offers to pay you for anything you can spare and as revealed later on, he has had to send a few troops to other NCR bases, to see if they can spare anything. If you volunteer to help out around camp, you can help mend this problem a little. He'll also reward you with a small amount of caps for turning in any NCR dog tags you find.
Reyes is an NCR Army sergeant stationed at Camp Forlorn Hope in 2281. She is officially the communications officer for the besieged post, but also is the de-facto head of communications (mainly radio) security, a responsibility she assigned herself when she realized no one else seemed to care. Despite being the only one in camp headquarters so dedicated to communications work, Reyes shows considerable initiative, dedication, and intelligence. She has enough sense to not be immediately taken in by some of the incredible things being reported, like the Legion possessing trained deathclaws. Reyes sends the Courier to investigate the outrageous reports and also hand-deliver new radio codes at each of the Ranger camps.
- Communications Officer: Reyes is this for both Camp Forlorn Hope and the NCR Rangers in the Mojave.
Dr. Alex Richards joined the NCR Army sometime prior to the first battle over the Hoover Dam between Caesar's Legion and the New California Republic. He served in that battle as a medic, and was present for some of the worst of the fighting and the gruesome aftermath it left behind. Currently, he's the one and only medical professional stationed at Camp Forlorn Hope.
- Knight in Sour Armor: Countless hours of patching up injured soldiers with no assistance and netiquette supplies, only for them to be sent right back into the battlefield to be injured again or killed has weathered away at his past idealism with NCR and its goals, but he continues to press on and do all he can to save as many soldiers as he can.
- Straight Gay: Like Major Knight and Manny Vargas, he's heavily implied to be gay, but this is only apparent if the player has the Confirmed Bachelor perk, which causes him to become Camp Gay while flirting with the Courier.
Private Sexton is in charge of helping raise morale in the morale drained camp.
Major Knight is an officer, clerk, and repairman stationed at the Mojave Outpost in-charge of keeping a tally on those coming in and out of the base, and repairing the troopers' gear, as well as offering his repair skills to civilian visitors for a price.
- Corrupt Bureaucrat: Downplayed. He for the most part seems like a genuinely well meaning soldier, but if the player decides to make Meyers the new sheriff of Primm, but doesn't have the speech skill to convince Knight to give Meyers' pardon legitimately, you have the option of just bribing him with two hundred caps.
- Reasonable Authority Figure: The player can convince him to send reinforcements to secure Primm by passing a barter check that convince him Primm is worth taking under their control or convince him to pardon Sheriff Myers, by passing a speech check.
- Straight Gay: Implied, if the player has the Confirmed Bachelor perk, they have the option to flirt with Knight, who will turn them down, but implies it's more out of fear of letting others know he's gay, than lack of interests.
First Sergeant Astor is an NCR member who was stationed at Camp Searchlight. Astor was on patrol when a frumentarii squad irradiated the camp. While the rest of the camp was either evacuated or transformed into feral trooper ghouls, Astor stayed behind with a small squad to steer passers-by clear of the highly irradiated and infested camp. When you meet him, he asks you to put the now feral ghoul troops in the camp down and bring him their dog tags to put an end to there suffering.
- Mercy Kill: What he wants you to do to his former comrades at the camp, as he can not bring himself to kill them himself, but doesn't want them to go on living like they are.
- My Greatest Failure: His journal entries indicate what happened to his former comrades is this to him.
- Well-Intentioned Extremist: Astor asks you to kill Private Edwards along with the other ghouls, even after being told that Edwards has managed to keep from going feral and doesn't want to die, believing that Edwards shouldn't have to live like that. If you choose to and have the right stats, you can convince him otherwise.
An NCR grunt caught in Camp Searchlight when Caesar's Legion released a load of nuclear material that irradiated the whole town, Private Edwards is now a forlorn ghoul hiding out in one of the accessible houses of the town.
When asked why he hasn't left yet, he tells the Courier that he's too afraid of the outside radiation causing him to go feral, radscorpions and of a less-than-warm welcome by fellow NCR soldiers. This is not unfounded, as First Sergeant Astor believes that it is better to shoot NCR soldiers that turned into ghouls in Camp Searchlight, to end their suffering.
- Sole Survivor: Not counting Sgt. Astor or his men, who survived on the outskirts of the base, he is the only soldier at Camp Searchlight who survived the radiation attack, without turning into a feral ghoul.
- Video Game Caring Potential: You can convince him to go out and explore the wasteland or you can convince him to go to Ranger Station Echo, one of the few NCR bases with other ghouls. Either one will make him happy.
- Video Game Cruelty Potential: On the other hand, you can also get him killed by lying to him about taking care of the radscorpions outside his house, telling him Sgt. Astor won't kill him, convincing him to go on a suicidal attack on the remaining soldiers, or just straight up murdering him yourself.
There's the best of the best, and then there's the NCR Rangers. Known across the Mojave on all sides as the elite troops of NCR, their skills are credited for winning the First Battle of Hoover Dam when otherwise the Legion may have prevailed. Notably, it's an NCR Veteran Ranger that graces the game's cover and main menu.
- Always on Duty: Since they are volunteers, they are this. They're always seen stationed at their camps and rarely complain. Additionally, you never see any Ranger having fun on the Strip along with the other conscripts.
- Amazon Brigade: Ranger Station Foxtrot is made up of all female rangers.
- Ancient Artifact: All of the famous black combat armor isn't made in NCR. They're all 200-year-old hand-me-down riot gears from the Pre-War era. It really says something that 200-year-old riot gear is better than nearly everything in the Wasteland short of Powered Armor.
- Ascended Extra: You first met them in Fallout 2 in the far south, where they were just a faction of the NCR Army that hunted slavers. Now they're so much more.
- Awesome, but Impractical: As cool as their armor is, it's marked as NCR faction armor, which will create a lot of problems when trying to interact with some factions. Add-ons added armor with similar aesthetics and no faction ties.
- Badass Longcoat: So badass it's an Iconic Outfit for the group.
- Battle Cry: Even if they never shout it in game, their motto, "Against All Tyrants" is said by many Rangers, and is inscribed into the "Monster of the West", the Ranger Sequoias.
- Booby Trap: The reason why Boulder City is almost entirely rubble. They simply lured the bulk of Legion forces into the town, then sent them all skyward.
- Cool Mask: A gas mask with red-tinted lens-and-military helmet ensemble.
- Determinator: Their missions are so often successes that it's almost unheard of for one of them to fail, as Hsu says when you're tasked to find a missing Ranger.
- Death Notification: What the Rangers did to Christina Morales. They didn't bring the corpse with them (not for lack of trying).
- The Dreaded: The NCR Veteran Rangers are universally feared by their enemies and respected by their comrades. Raiders, Khans, Powder Gangers and Legionnaires all let you know — if you see an NCR soldier in the black armor, run, run fast and run far. Walking among the groups allows the player to hear idle dialogue about the Rangers taking out entire groups of their members on their own from a half-mile off, and the Legion's higher-ups claim that the only strength of NCR they fear is the Rangers.
- Elite Army: Especially compared to the standard NCR military, which generally relies on overwhelming manpower.
- Elite Mook: Better equipped and with more HP than normal NCR troops. Doubly so for the Veteran Rangers, to the point that they're more dangerous than Olivier in the battle against him.
- Gas Mask, Longcoat: The NCR Veteran Ranger outfit provides the page picture.
- Iconic Outfit: The black armor and longcoat. Not every Ranger wears it, just the Veterans, but it's the Veteran wear is the symbol of the group.
- Know When to Fold 'Em: In the Wild Card ending, if you choose to have Yes Man throw General Oliver off Hoover Dam, the Rangers accompanying him won't even lift a finger to save him. Considering that they just saw you and your army of upgraded Secureitrons wipe out the Legion very easily, it's hard to blame them.
- Memetic Badass: In-universe. As described under The Dreaded, they are famous for being the toughest of NCR's forces. Rank and file NCR soldiers will say they've heard the Rangers "chew nails and spit napalm". Opinion on both sides of the war is that it was the Rangers who won the First Battle of Hoover Dam for NCR, without them the Legion would have prevailed. If you fight in the Legion arena, your final opponent is an NCR Ranger, and upon a victory the Legion members whisper they didn't think it was possible for anyone to beat a Ranger one-on-one.
- Mildly Military: In Fallout 2, the Rangers are already Cowboy Cops, considering how they are ready to storm a slaver's den to kill everyone and free the slaves. Similarly, unlike the regular army, ghouls and super mutants are free to join the rangers (though they're fairly rare).
- Military Alphabet: The Rangers stations and bases use this.
- Non-Uniform Uniform: For the Civilian Rangers only.
- No One Gets Left Behind: Christina Morales says this is what the NCR promises its troops when they sign up, and for the most part, they do. Unfortunately, it's hard to keep up this promise when a fallen Ranger's body is on display as bait for an ambush, and some soldiers defied orders to retreat and unwittingly added even more corpses to the pile.
- One-Man Army: In-Universe, one ranger is considered as badass as an entire platoon of NCR regulars, bare minimum. In terms of gameplay, the NCR Ranger you can call for as support with the NCR Emergency Radio can kill entire gangs of enemies.
- One Riot, One Ranger: It can be taken literally with the Civilian Rangers doing police work, but also simply because the Rangers are renowned as such badasses that a single Ranger is sent into Vault 3 to assassinate Motor-Runner. Unfortunately, sometimes things go south as said ranger ends up with a leg injury (though still determined to see his mission through).
- Praetorian Guard: While not their main duty, they do provide security for important individuals of the NCR. In the final battle, you gain a squad of them as an escort.
- Red Eyes, Take Warning: The mask worn by the Veterans.
- Revolvers Are Just Better: Veteran Rangers carry the Ranger Sequoia, the rare and more powerful version of the Hunting Revolver. They like to call it the "Monster of the West" as an insult to Lanius.
- Soldiers at the Rear: Because Oliver favors his basic troopers, most of the Ranger Veterans are left in Baja "chasing ghosts". However, it is quickly averted in the late game, in which they're deployed in the Mojave.
- Strategy Versus Tactics: The Rangers have both. Their command structure and intelligence allow them to perform impressive strategic maneuvers (The most famous one is the Battle of Hoover Dam) but their excellent training and equipment also give them the edge in any battle, to the point that Lucius, the commander of Caesar's Praetorian Guard says the Rangers are the only strength of the Republic.
- Token Non-Human: With the exception of Private Edwards, Ranger Station Echo is the only base were you will find Ghouls in the NCR military force in the Mojave.
- Training from Hell: Implied by the 80% failure rate of potential recruits.
- The Worf Effect:
- If you're fighting for the NCR in the final battle, you can see Lanius chopping up a group of Rangers as you make your way to him.
- Similarly, upon visiting or revisiting Ranger Station Charlie as part of Ranger Andy's sidequest, the entire station was slaughtered and the ruins booby-trapped. It wasn't even by elite Legion soldiers, just standards and recruits.
- Would Not Shoot a Civilian: Since the Rangers are professional military who used to kill slavers, this is assumed. Especially when you hear Andy who says he Wouldn't Hurt a Child.
The commander of the NCR Rangers in the Mojave, stationed in Camp Golf. Responsible for winning the first Battle of Hoover Dam against Joshua Graham.
- Cool Old Guy: The moment you talk to him, you can tell this is a man who has seen and done more than his share in NCR's military.
- Driven to Suicide: If the Courier chooses to expose the fact that he's been falsifying information, he gives a speech through the intercom to his men before shooting himself.
- A Father to His Men: He cares a lot for his Rangers to the point of being willing to abandon the Mojave citizens.
- Guile Hero: When asked what his proudest achievement is during his long career as a Ranger, Hanlon doesn't talk about Hoover Dam or any other military campaign, but rather tells a story about a group of NCR settlers who had gone missing and whom Hanlon was dispatched to find. Upon finding them, he finds that they have taken over the only water supply in the entire area, and had "self-defensed" over twenty of the indigenous people to death when they tried to reclaim their water. Hanlon tricked the settlers into believing the tribals had succeeded in wiping out Hanlon's entire Ranger squad (when in fact Hanlon had been sent alone), scaring them into abandoning the settlement and returning to California with Hanlon and thus ending the situation without further bloodshed. This provides an insight into how Hanlon views himself, and somewhat explains his decision to fake demoralizing battle reports to drop NCR morale, in order to force an end to the Mojave Campaign and have the troops return home to California.
- Heel Realization: If you have killed Caesar or discovered his illness, you can end the Return to Sender quest by telling Hanlon that the Legion will be a massive threat to all of the NCR without their leading ideologist alive, which causes Hanlon to come back to his senses and agree to stop undermining the defences. Going with this option also means that he isn't Driven to Suicide. This also applies to the suicide option as well, with a Tear Jerker of a speech that is essentially him describing this trope.
- Heroic BSoD: Deconstructed. It wasn't a single traumatic moment that reduced Hanlon to the tired, weary shell of a man he's become. It was the long, slow burn of seeing NCR's higher-ups screw up their own efforts to annex the Mojave, and realizing they were going to lose the war and be wiped out because of Oliver's pettiness and incompetence.
- Ink-Suit Actor: His appearance in the game is probably as close as the engine can get to what Kris Kristofferson looks like in real life. In fact, Kristofferson, perhaps not coincidentally, really did serve in the US Army Rangers.
- Knight in Sour Armor: While loyal to the NCR, he's quite disillusioned about the Mojave campaign, seeing it more as a waste of life than anything. If you let him continue his subterfuge plot and end the game with either Mr. House or yourself in power, he finally decides to do something about it and proverbially surfs the resulting wave of disapproval against President Kimball and scores himself a Senate seat for his hometown of Redding.
- Revolvers Are Just Better: Has a Ranger Sequoia like all NCR Rangers.
- Reasonable Authority Figure: Hanlon is definitely one of the few of these on the upper rungs of the NCR military, and the NCR in general. Though he may be willing to abandon the Mojave to slavery to the Legion, you definitely can't fault him for wanting to save his boys and girls, and he can be convinced to stop should you tell him Caesar is dead or dying due to his brain tumor or because you killed him.
- Red Oni, Blue Oni: The blue to Oliver's red. Hanlon is a calm Guile Hero skilled in using deception and misdirection. Oliver, however, is a hot-headed General Failure who prefers aggressive Hollywood Tactics and overwhelming manpower.
- The Rival: To Oliver. Hanlon considers him a General Failure while Oliver wants to use the second Battle of Hoover Dam as his chance to outshine him.
- The Strategist: It was him who was responsible for defeating Joshua Graham in the first battle of Hoover Dam (though it certainly helps that Graham was an inflexible tactician). He notes that he tries to give advice to Oliver, who promptly does the opposite.
- Worthy Opponent: In the event of a Legion victory, Hanlon chooses not to flee from the advancing Legion, and meets Caesar. Out of respect for his prowess as a warrior, Caesar has him beheaded. Should Caesar be dead, the Legate is not so kind.
- It seems as if all of his enemies (save for Lanius) hold a begrudging respect for the man. Even Ulysses admires him and his accomplishments.
Ranger Jackson is a downbeat Ranger and the de facto leader of the Mojave Outpost who likes to do things by the book. He has the best interests of the NCR at heart but doesn't believe in taking any action unless he has gotten the orders signed and sealed through the chain of command, though is willing to allow The Courier help out with something, in exchange for "losing" some supplies.
- Badass Bureaucrat: It's hinted his administrative duties take up much of his time and Cass compares him unflatteringly to a brotherhood scribe, but he's still one of the most helpful and well intentioned folk in the NCR. The 'good' conclusion of Cass's quest shows that he might well be able to do more damage writing a couple of letters to the right people than you could do by simply shooting people.
- Badass Mustache: He has a very prominent handlebar mustache and is also badass Ranger.
- Cool Shades: He has these as well.
- Reasonable Authority Figure: Though he may be a little too unwilling to bend the rules for some, but he's also honest and good natured enough for Cass to trust him with the evidence of Gloria Van Graff and Alice McLafferty's conspiring to eliminate rival caravans and he makes it clear that he intends to bring them to justice, in-spite of how well connected and influential they are.
Ranger Andy is a retired Rangernote living in his bungalow in Novac and working as the town's de facto sheriff. His arms and legs were injured when a Legion Child Soldier dropped a grenade by his feet while he was clearing a building. He later injured his leg again by falling down the Novac motel stairs.
- Dented Iron: Due to his leg injury.
- Handicapped Badass: His leg may be messed up, but he still has the training of a Ranger and can even teach the player a special unarmed move, called the Ranger Takedown.
- Jaded Washout: Though he tries to stay upbeat, he's clearly miserable and has a low opinion of himself, due to his leg injury.
- Nice Guy: He's very friendly.
- Video Game Caring Potential: The player can convince him that he's still useful even with his injury, which he'll reward by teaching the player the Ranger Takedown move.
Ranger Ghost is an albino (hence her name) NCR Ranger stationed at the Mojave Outpost in serving as the base's sniper. She is also the one who asks the player to scout out Nipton, if you ask her for work.
- Cold Sniper: Serves as one.
- Deadpan Snarker:Ghost: Your payment is a big thanks from the heart of The Republic. Just shitting with the NCR line, if you do this I'll give you a good word in with the NCR.
- Jerk with a Heart of Gold: She comes off as very abrasive and is regarded as a bitch by Lacey, the bartender in the barracks, but she is also the one who takes the initiative to send The Courier out to Nipton after it appears that the town has been attacked, and she even asks The Courier to only report what they find, not to do anything that might get them killed.
Milo is a NCR Ranger hanging around a bunch of troopers who escaped Nelson and is currently acting as a guard to discourage people from entering the war zone. When the Courier meets him, Ranger Milo will inform you that the NCR is hesitant to take back the town, while The Legion has NCR troops crucified, but still alive in town, that could be killed if they launch a counter-attack to retake the town, but he has a plan... to Mercy Kill the troops so The Legion can't use them as shield and requests your aid in this plan.
- Elites Are More Glamorous: Seems to hold this view.
- Jerkass Has a Point: Milo's methods for dealing with the hostage crisis in Nelson are... a bit unscrupulous, but he knows doing nothing will just draw out the prisoners suffering and as long The Legion has them prisoner, the men around him will hesitate to take back the town, in fear of getting them killed.
- Jerk with a Heart of Gold: Ranger Milo seems to think less of the rank and file troopers and is willing to kill the NCR prisoners, so The Legion can't use them discourage NCR retaliation, but if you do manage rescue the hostages, he will commend you for your heroism.
- I Call It "Vera": He calls his rifle "Carmine", though it's just a regular Cowboy Repeater and not a unique version, like Benny's pistol "Maria".
- Mercy Kill: His plan on how to deal with the NCR prisoners, the Legion stuck on crosses in Nelson.
A group of NCR Snipers stationed at Camp McCarran. They are known in-universe for being total badasses. Alpha Team is comprised of Lieutenant Gorobets, Sergeant Bitter-Root, Corporal Sterling, Corporal Betsy, and the new kid, 10 of Spades. Craig Boone and Manny Vargas are former members, and both still wear their First Recon berets.
- Badass Creed: The last thing you never see. Boone himself (a former alumni) comments "It's pretty accurate, and so were we."
- Badass Crew: And HOW! This is so true NCR troopers take one look at Boone following you around and are openly envious a First Recon guy is your guardian angel. The only man that they couldn't kill was Joshua Graham, though this says more about Graham than it does about them.
- Cool Shades: Betsy and Boone wear them. 10 of Spades just wears normal glasses.
- Dysfunction Junction: While they are some of the best soldiers and sniper the NCR has, most of them have their share of personal issues.
- Improbable Aiming Skills: A bullet through the eye from 800 yards, indeed. What makes it more amazing is the fact that only Boone and Sterling have a scope on their rifles.
- A case of Truth in Television and Reality Is Unrealistic if ever there were one. Some of the highest-rated snipers in history have used non-scoped rifles because the glint of light off the scope can reveal their location. If a rifle's barrel is in perfect condition, it's long enough, and the shooter is firing from a decent elevation with good stability on the weapon, though, a scope isn't really necessary.
- It's Personal: They'll help you kill Driver Nephi and his gang both because they're NCR soldiers and because Nephi is infamous for beating NCR soldiers to death with his golf club.
- Memetic Badass: In-universe.
- Nice Hat: Their trademark red berets. You can get one fairly early on by helping Boone out in Novac and it boosts your Critical chance.
- There Are No Therapists: Averted. Bitter-Root and 10 of Spades have both been to therapy, and an entire quest is devoted to getting Betsy to go.
- The Squad: Of snipers.
- Video Game Caring Potential: If you want, you can avenge Betsy's rape by Cook-cook (and get her to seek counseling), convince 10 of Spades he's not responsible for not being able to save her (he was unconscious) and wipe out two other Fiend leaders, at least one of which has personally murdered half a dozen of their own.
The commander of Alpha Team, Gorobets is also the only member with no significant trauma in his past.
- A Father to His Men: To the point it bites him on the ass in regards to Betsy, who Gorobets wants to pull rank on but can't because he doesn't want to further demoralize her, hence he asks the Courier to do what he can't bring himself to do. That aside, he's a well liked officer as a result of this trope.
A child living at Bitter Springs, Bitter-Root was one of the few survivors of the massacre due to being rescued by friendly NCR soldiers and adopted by Major Dhatri. He despises his former tribe and believes they deserved their fate.
- Abusive Parents: His father was a drunken asshole who forced Bitter-Root to shoot at NCR soldiers and civilians starting at the age of three. His mother was worse, being a chem addict who neglected him when she wasn't trying to sell him for drugs.
- Cold Sniper: He is fairly unfriendly and has no issue with killing anybody who opposes the NCR.
- Dark and Troubled Past: Aside from his parents being horrible people, he was at Bitter Springs on the Khans side as a child, and is implied to have killed his abusive parents during the massacre.
- Defector from Decadence: He used to be one of the Khans.
- The Dog Bites Back: Suggests that he murdered his mother, and possibly his father, after years of neglect and abuse.
- Foil: To Manny, who like him, was a former member of The Great Khans who went on to become a First Recon Sniper for their Arch-Enemy The NCR. But Bitter-Root is abrasive and has grown to despise the Khans, while Manny is a fairly friendly guy and holds no ill-will towards either faction.
- Self-Made Orphan: He strongly implies this about himself if you pass the right stat checks. He really hated the Great Khans.
- Unfriendly Fire: He used the confusion doing the NCR's attack on Bitter Springs to "settle some scores" with the other Khans.
A former Ranger who was captured and tortured by the Legion. After escaping, he joined the First Recon due to being unable to perform all the duties of a Ranger due to his injuries.
- Ace Custom: He uses a customized scoped cowboy repeater instead of the standard issue hunting rifles the rest of First Recon use.
- Dark and Troubled Past: While on patrol he was captured, tortured, and nearly killed by the Legion, being so mutilated that the Rangers discharged him as his hands and feet were too damaged to continue performing his duties. Luckily, Sterling was transferred to First Recon as his sharpshooting skills remained intact.
- Determinator: He was tortured to the point his hands and feet were fucked up. Instead of letting that slow him down, Sterling escaped captivity by crawling away on his knees and elbows into the Colorado River.
- Friendly Sniper: He is quite jovial and friendly despite his profession.
- I Call It "Vera": "La Longue Carabine", his custom scoped Cowboy Repeater.
- Old Soldier: Despite being much older than the rest of the unit, Sterling is no less capable than them.
- Still Wearing the Old Colors: Wears the Rangers' distinctive campaign hat despite no longer being a member of the Rangers himself.
The only female member of Alpha Team. Betsy is partnered with 10 of Spades and is responsible for his training, but is suffering from PTSD after being raped by the Fiend Cook-Cook.
- Action Girl: As befits a female member of the First Recon.
- Butch Lesbian: She is quite aggressive about her sexuality and not very feminine. The "aggressive" part may be due to her trauma over being raped by Cook-Cook.
- Cold Sniper: She comes off as one, but partly subverted when Betsy admits she feels guilty about killing the drug-addicted Fiends, and after what Cook-Cook did to her that says a lot. The Legion on the other hand, she has no issue with killing.
- Expy: She has a very similar demeanour to Amy Madigan's character Mc Coy from the 1984 film Streets of Fire.
- Dark and Troubled Past: She is recovering from the emotional trauma of being raped by Cook-Cook, which she is mostly in denial about. The player can convince her to go get help.
- One of the Boys: She is not treated any differently than the rest of the squad, even after what happened with Cook-Cook.
- The Squadette: She is the only known female member of the First Recon.
- Sympathy for the Devil: Thanks to being a Butch Lesbian, regrets having to kill female Fiends, citing that she wouldn't mind getting to know them better outside of combat if it wasn't for the fact the poor bastards are feral chem fiends she's bound by law and common sense to kill.
- Vengeance Denied: If you kill Cook-Cook and tell Betsy about it, she'll act as if she's upset and complain that she had several elaborate revenge fantasies that she won't ever be able to enact on him, though she'll also give you some NCR dollars as a reward for a job well done.
Raised on a ranch, 10 of Spades has been shooting his whole life. He is the newest member of Alpha Team and is partnered with Betsy.
- Badass Adorable: Between his stutter and general attitude, 10 of Spades makes one friendly killing machine.
- Berserk Button: Don't mock him for his stutter. If the player does so twice, he will refuse to speak with them anymore.
- Black and Nerdy: He has comic books under his bed.
- Endearingly Dorky: He is one of the shortest characters in the game, has a stutter, wears thick glasses, and talks about how much ass he kicks. He's also got a maxed out Charisma of 10.
- Friendly Sniper: He and Sterling are the friendliest ones of the team.
- Handicapped Badass: Wears coke-bottle glasses and has a severe stutter. He boasts that neither fact prevents him from kicking serious ass, and both his stats and his in-game actions prove he can back that statement up.
- It's All My Fault: 10 of Spades believes it's his fault Betsy was raped. You have to option of comforting him or rubbing it in.
- New Meat: Originally wanted to be called the Ace of Spades, but he had too little combat experience, so he has to settle for 10 of Spades and work his way up the ladder. While Jack of Spades is an improvement, he says he will probably try to skip Queen of Spades.
- Speech Impediment: 10 of Spades speaks with a heavy stutter. He's largely OK with his squadmates making a few cracks about it since he sees it as friendly ribbing, though he's much less accepting about the Courier taunting him about it.
Courier: She... helped? You sure about that?
- When asking him about getting Betsy psychiatric help, he points to Dr. Usanagi, who helped him with his stutter. One of the possible responses:
10 of Spades: Oh, y-yeah. My s-stuttering was w-w-way worse before.
- Video Game Cruelty Potential: You can tell 10 of Spades it was his fault that Betsy was raped and make fun of his stutter. Twice. If you mock him enough, he'll eventually refuse to speak to you.
First Recon Ex-members
Manny is a former Great Kahn, until he left to join the NCR's First Recon Snipers, where he met his partner and friend Boone. After the Bittersprings Massacre, he and Boone decided to retire from the army and settle down in the town of Novac with Boone's wife, until they had a falling out. When The Courier arrives at Novac, Manny will have information on those who shot them, but will only give it you if you clear out the ghouls at the REPCONN Facility.
- Bastard In Sheep's Clothing: He puts on a friendly atmosphere when you talk to him, but if you question him on Boone's wife, he'll make it blatantly clear how happy he is that she disappeared.
- Crazy Jealous Guy: Implied. Considering he's implied to be gay and to have feelings for Boone, it's not absurd to assume that his disproportional disdain for Boone's wife was because of jealously.
- Defector from Decadence: Like Bitter-Root, he's a former Khan. Unlike him however, he still has ties to his old tribe, faking sick to avoid participating in the Bitter Springs Massacre and giving Benny and the Khans safe passage through Novac.
- Fantastic Racism: He treats the ghouls at the REPCONN facility as little more than pests that need to be cleared out. Though this may be justified, as he may only be aware of the feral ones that occasionally wonder into town.
- He's a Friendly Sniper who's happy with settling down in the (relatively) peaceful town of Novac, while his former friend and partner Boone is a miserable Cold Sniper, who's unsure of what to do with his life.
- He's also this to Bitter-Root, who like him, was a former member of the Great Kahns who went on to become a First Recon Sniper for their Arch-Enemy the NCR. But Bitter-Root is abrasive and has grown to despise the Kahns, while Manny is a fairly friendly guy and holds no ill-will towards either faction.
- Friendly Sniper: He's very welcoming and polite when talking to him.
- Love Hurts: It's implied that Manny is secretly in love with Boone, which is why he hated Carla.
- Red Herring: Due to his disdain for Boone's wife and his happiness that she was kidnapped, he's the most obvious culprit. So obviously it's not him.
- Retired Badass: He's a former First Recon Sniper after all.
- Straight Gay: Implied; like Major Knight, you can use the Confirmed Bachelor perk on him for a speech option.
- Still Wearing the Old Colors: Like Boone, he still wears his 1st Recon beret despite no longer being in the army.
- Take a Third Option: You clear out the REPCONN Facility like he asks for a lead on Benny... Or you can console him with the Confirmed Bachelor perk. Or hack his computer and read his journal, which will mention where the Khans are headed.
- We Used to Be Friends: The general sentiment between him and Boone, after the latter realized that Manny was happy his wife went missing under mysterious circumstances.
The Misfits are an under performing squad of NCR troopers stationed at Camp Golf. It is up to the player to change that.
- Big Good: Sargent McCredie, their commander who requests that The Courier step in to help them in the first place.
- Character Development: They become a very effective squad in the good endings.
- Defiant to the End: Implied if the player helps them become a better squad, but chooses to side with the Legion, the epilogue will reveal that they died fighting and were posthumously recognized for their valor in battle by the NCR.
- Downer Ending: Taking Poindexter or Razz's advice on how to help the squad by hacking the camp's terminal to make it look like the squad is performing better than they are or getting the others to use Psycho will both get the squad killed in the end: if you follow Poindexter's advice, those who don't get killed during Hoover's Dam battle desert, are caught fleeing to the Mojave Outpost and are executed by hanging (the same will happen if you do nothing); if you follow Razz's advice, they initially become seemingly brave and competent soldiers, but then become Psycho addicts, turn to banditry to get more of the drug, and eventually get court-martialed and executed.
- Earn Your Happy Ending: If you follow Mags' advice, the squad gets out of its rut through hard work and determination to become better soldiers. The squad is commended for their valor in the fight against the Legion, and Mags is finally promoted to Sergeant. The same happens if you follows O'Hanrahan's advice.
- FaceHeel Turn: If the player follows Razz's advice and the team starts using psycho, their addiction will eventually get out of control and they'll end up turning towards crime in desperation to feed their addiction.
- Five-Man Band: They make up one.
- Rag Tag Bunch Of Misfits: As their name implies, they are this.
- Reality Ensues: The quest's bad outcomes are fairly predictible, and taking Mags' suggestion to make effort to train actually turns them into decent soldiers. The only arguably surprising ending of the quest's is O'Hanrahan's advice, where invoking The Power of Friendship has the same consequences as following Mags.
- Screw This, I'm Outta Here!: Several of their bad endings in the endgame slides state those who didn't get killed during Hoover Dam's battle attempted to desert and were executed.
- The Squad: What they are.
- True Companions: They become this in either good ending, but especially if you use O'Hanrahan's advice to help the team by growing closer together.
Mags is the Misfits' team leader and the only one in the squad that actually has ambitions to try to further her career in the military and the drive to actually try to improve their combat effectiveness before the player's intervention.
- Action Girl: She strives to be this and Sargent McCredie says that she's the only one of her squad that shows potential when the player first arrives. She also reveals that she was originally trying to get into the NCR Rangers, but just didn't make the cut.
- Deadpan Snarker: At times.
- Jack-of-All-Stats: Her SPECIAL stats are all fives and her tag skills are all close to fifty.note
- The Leader: Her role in the team, though Razz and Poindexter don't exactly like to remember this fact.
- The Straight Man: To her squad mates, who pretty much just mill around, while she tries to make them into real soldiers.
- Surrounded by Idiots: She does not think too highly of her team members.
A former member of the Fiends, before joining with the NCR. Razz is a very rude, lazy, and has little respect for the other members of his fire team.
- Hazy Feel Turn: Went from the raiding chemmed-up Fiends to the well-intentioned yet flawed NCR. Even after his defection, he still retains his aggression and general Jerkass nature, though you can help him with this.
- Jerkass: He's very abrasive to The Courier and disrespectful to his squad mates. However, it's possible to get him to see that he's being an asshole and try to work better with the team by giving him a pep talk.
- The Lancer: He's the one that goes against Mags' authority the most and is her biggest foil among the squad.
- Retired Monster: He used to be a member of the Fiends and it shows.
- The Stoner: Comes with the territory of being a former member of the Fiends.
- Vitriolic Best Buds: He becomes this with the other squad members, in the end.
Raised as a Christian in his rural home, O'Hanrahan enlisted in the army in order to help his family of struggling farmers by giving them one more source of income and one less mouth to feed. Despite his great strength and physically imposing stature, O'Hanrahan possesses a gentle (almost pacifist) personality and generally believes in diplomatic solutions over the use of violence.
- Adorkable: If the player has a good reputation with the NCR, he will express excitement upon meeting you and even say he's going to write to his mother about it.
- The Big Guy: He's the largest and most physically powerful member of the misfits.
- Gentle Giant: Despite being one of the tallest human characters in the game, he's a very kind and friendly man.
- The Heart: He's also the kindest and encourages the other members come together, in order improve themselves.
- Nice Guy: By far the nicest member of the squad and possibly one of the nicest people in the game.
- The Power of Friendship: This is the only possible explanation as to how being nice to each other is as effective as actual training.
- Real Men Love Jesus: Aside from supporting his family, he joined the army for Jesus. With the proper training, he does become a badass.
Poindexter is a self-serving know-it-all type. He figures the best way to survive his time as a conscript in the NCR army is to play dumb and hide out in the rear at Camp Golf and earn a salary while serving. He is also very condescending to anyone he views as less intelligent than him, which is pretty much everyone.
- Brilliant, but Lazy: Despite his laziness, when given proper training or a good pep talk he proves to be a competent soldier.
- Dirty Coward: Not only does he act lazy to get out having to go to the front lines, but the Bad Ending for following his advice implies that during The Legion attack on Camp Golf, he tried to flee to the Mojave Outpost and was court-martialed and hanged for his cowardice.
- Insufferable Genius: He's a condescending know it all. Then again, he does have an Intelligence stat of 8.
- Obfuscating Stupidity: His idea of how to avoid the front lines.
- Pet the Dog: Despite being a prick, he taught O'Hanrahan how to make fireworks.
- Sesquipedalian Loquaciousness: He likes using large words to seem more articulate.
- Small Name, Big Ego: For a lazy member of an under-performing squad, he seems full of himself.
- The Smart Guy: His role in the team.
- Soldiers at the Rear: His personal goal is to earn a paycheck while avoiding active combat as much as possible.
NCR captain and commander of the refugee camp at Bitter Springs in 2281, she is in charge of managing the growing influx of people running from the settlements being razed by Caesar's Legion. Her story with Bitter Springs however goes a lot further than just being stationed there.
- The Atoner: Gilles still regrets what happened at Bitter Springs four years ago and is now trying to make amends to her failure.
- Dark and Troubled Past: She was the commanding officer at the Bitter Springs Massacre, where she froze up at the carnage and soon demoted and reassigned for her failure.
- Karmic Death: If Boone remains bitter and angry about the Massacre, he eventually returns to California and kills both her and himself.
- Jack-of-All-Stats: Just like Sgt. Contreras and Corporal Mags she has fives on all of her S.P.E.C.I.A.L. stats and around fifty for each of her tag skills.
- My Greatest Failure: Her actions caused the Bitter Springs Massacre, something that still haunts all that was involved.
- Reasonable Authority Figure: She's willing to ask anyone, especially an NCR hero, for the help she desperately needs such as the ghost attacking her camp and her medic's problems.
- Reassigned to Antarctica: After being demoted to Captain she was reassigned to Bitter Springs refugee camp, the civilian version of Camp Forlorn Hope and, as Cass points out, "stinks like piss and vomit".
Overworked, undersupplied, and in over his head when it comes to psychological trauma Lieutenant Markland is the medical officer and field medic at Bitter Springs. His extensive knowledge of healing people keeps the refugees of Bitter Springs in relatively good shape and he cares greatly about the well being of both the soldiers and refugees struggling to survive in the camp. The Courier and friends can help him with his troubles in the quest "Bitter Springs Infirmary Blues" by getting him the supplies and training, either by books or by having Arcade Gannon train him in it.
- A Father to His Men: He cares deeply about the refugees of Bitter Springs and requests the Courier for help.
- Huge Guy, Tiny Girl: His relation with Gilles as he's markedly taller than the average person.
- The Medic: He's an NCR field medic and it shows: he's really good at healing the many injuries that comes to him but not so much the massive amount of mental trauma that comes into the camp.
- Reality Ensues: He's an arm medic suddenly reassigned to work in a refugees' camp, hence why he isn't competent when dealing with psychological trauma and pediatry.
- Reassigned to Antarctica: Much like Gilles, he was reassigned to a dirty camp in the ass end of nowhere and like Gilles he plays a critical role in keeping the camp from falling apart.
- The Smart Guy: His highest stat is Intelligence at 7 and he know his way around the doctor's table, though his Medicine and Science stats are only at 54.
The Arms Merchant is a former Staff Sargent for the NCR, that served during the first battle of Hoover Dam, but was discharged after refusing to flog two "deserters" (really just a couple of young soldiers who missed roll call, after getting drunk the night before). She now serves as the local gun dealer at 188 trading post, partially to help the many under-equipped NCR grunts get their hands on better equipment.
- Action Girl: Being a former soldier and all.
- Arms Dealer: As her name implies, though she does it in part to help give better equipment to the poorly supplied NCR troopers.
- Goggles Do Nothing: Her apparel gives her two sets of goggles, one worn over her hat and the other around her neck.
- My Country, Right or Wrong: Despite being discharged and proving that she doesn't take bullshit from the higher ups, she is still a loyal patriot and will even turn hostile to the Courier if they wear the colors of one of the NCR's enemies.
- No Name Given: Her name is never revealed and she is only labeled as "Arms Merchant" by the game.
- Screw the Rules, I'm Doing What's Right!: She was discharged for defying orders to punish soldiers that were out enjoying themselves and forgot to appear for roll call.
An unnamed person who pretended to be a NCR health inspector stopping at Camp McCarran for a yearly inspection several weeks prior to the events of the game.
- Con Man: He swindled Cpl. Farber out of fifty caps.
- Dude Looks Like a Lady: Possibly. The following quote doesn't change if the Courier is female and she asks Farber about the inspector."Ah, it's nothing. You just looked like the health inspector who stopped through for the yearly inspection a couple weeks back. I was hoping I wouldn't have to wait another 11 months to see his crooked ass to get my caps back."
- The Ghost: He's long gone by the time you get to McCarran.
- Identical Stranger: He apparently bore enough of a resemblance to the Courier for Farber to mistake them for him.
- Karma Houdini: As far as we can tell, he never faced any punishment for fleecing the mess officer.
- No Name Given: His name was never disclosed.
An NCR Captain in charge of running the Areotech Office Park refugee camp near the outer edge of Vegas. Unfortunately, with the Legion making a move on the dam he is left severely understaffed and constantly putting out fires rather than helping the refugees recover from their misfortunes. As such, he'll gladly pay a little commission to the Courier for some help getting the camp back on its feet.
- Berserk Button: Whatever you do, don't bring up his failed marriage. He's still quite a bit sore over it.
- Beware the Nice Ones: He's a nice guy who appreciates the Courier's help and will pay them a bonus for watching his back on a job. He also guns down a petty criminal who was nonviolently resisting arrest just because the guy insulted him over his wife leaving him.
- Disproportionate Retribution: He executes Keith on the spot when he mocks the captain over his wife leaving him. The Courier can even call him out on this.
- Nice Hat: As a captain, he wears an NCR Beret.
An NCR MP and the only member of the squad sent to investigate the Camp Guardian caves to survive the lakelurk attack, though not without a broken leg.
Colonel Royez is a Marked Man and a member of the NCR Army stationed on Long 15 in 2281. Access to this location will only be given if the Courier chooses to launch the nuclear weapons at NCR territory during add-on Lonesome Road.
- Bonus Boss: He is an encounter accessible only if you choose a certain option at the end of the Lonesome Road DLC, and has near-perfect combat stats, powerful gear, regenerating health, and surrounded by goulified mooks in power armour and radiation that not only makes things even more difficult for the player, but also rapidly heals said mooks.
- Colonel Badass: He's one of only four characters in the entire series that has a ten on every S.P.E.C.I.A.L. stat note and has a hundred in energy weapons, explosives, guns, and melee, as well as his own unique suit of power armor. Said armor also boosts his already prodigious strength to 11.
- BFG: His plasma caster dishes out a world of hurt against the Courier.
- Godzilla Threshold: Implied to be this, as he only shows up if you nuke the Long 15.
- Healing Factor/Regenerating Health: Has this, thanks to his power armor's special ability and he also has the Rad Healing Perk.
- Hidden Depths: He is the only member of the NCR to have power armor training, implying that there's more to him.
- Made of Iron: Due to a combination of high health, high endurance, his power armor, and regenerating health.
- Nice Hat: He wears a beret like all other NCR higher-ups.
- Plasma Cannon: He wields a plasma caster that is powered by overcharged microfusion cells instead of standard cells, giving his plasma caster increased damage and armor penetration.
- Powered Armor: He has own unique set called the Scorched Sierra power armor, which is decorated with a taxidermized bear head over one of the shoulders and some ornamental pieces. It also provides plus twenty five to fire resistance and regenerates its wearers health by two points a second. Unlike most NCR power armor, this one actually works and its servo-motors in the joints increases his strength.
- Token Non-Human: He's the only Marked Men that somehow still fights for the NCR. It helps that he and his men have only very (and we mean very) recently become one and so hasn't been driven insane just yet.