Talk:Great Khan armorer

She never talks opens menu or offers trading. Wtf? Troy242621 23:04, November 28, 2010 (UTC)

I believe you need at least "accepted" fame with the Great Khans before you can buy there. (Same as with the Brotherhood and the NCR armorers.) --DanTheHitman 16:30, November 29, 2010 (UTC)

I'm Wild Child and can't trade with her. :( --86.44.153.65 10:21, March 27, 2011 (UTC)

barter skill / trading ratio
Every playthrough I've been friendly with the Khans, she's traded with me at a 1:1 ratio, regardless of my barter skill. This makes her the best merchant in the game for me, especially considering the amount of ammo she stocks. Someone else confirm? 24.27.46.248 02:48, December 20, 2010 (UTC)


 * Yep, same here, shes definitely 1:1. Also spawns some rare items at low condition, making it easy to make caps off of her with Jury Rigging. MayaMayhem 10:11, July 5, 2011 (UTC)

Repair bug/exploit
Just found this today. I was already making plenty of money off her just waiting for restocks and buying all her beat-up expensive items, like Fire Axes and power helmets, then repairing them for massive profit. She oddly also seems to often stock perfect (cheap) Jury Rigging repair items like Pool Cues and recon helmets! But the power helmets seem to have an unintended repair glitch, and so far it seems quite consistently exploitable. In a couple days I will try setting it up to test on an xbox copy I have access to, but interested to see if it works for others! MayaMayhem 11:25, July 5, 2011 (UTC)

It seems that once you have it set up; a repaired version on you and a cheap beat up version on her, you dont even have to leave the barter dialogue. If you sell her the good one, click accept, then try to buy the cheap beat up one while she has both, you will receive the good one at the low one's price. This can be repeated until she is drained of caps without leaving the barter window. MayaMayhem 21:58, July 5, 2011 (UTC)

Last Patch
Can someone check and confirm the 1:1 is no longer applied to this trader.

Jaye

Complete Khan armorer inventory

 * 2 VendorChestWeaponsAndArmor
 * One item generated from either of the following two lists, with a 75% chance to be from the common list and 25% from the rare list:
 * Common:
 * A suit of leather armor, at 15, 25, 35, or 45% condition
 * A suit of leather armor, at 15, 25, 35, or 45% condition
 * A radiation suit at 45, 55, or 65% condition
 * One of the following:
 * a suit of painspike armor at 30, 35, or 40% condition
 * a suit of sadist armor at 30, 35, or 40% condition
 * a suit of badlands armor at 30, 35, or 40% condition
 * a suit of blastmaster armor at 30, 35, or 40% condition
 * One of the following:
 * A psycho-tic helmet, at 30, 35, or 40% condition
 * An arclight helmet, at 30, 35, or 40% condition
 * A wastehound helmet, at 30, 35, or 40% condition
 * A blastmaster helmet, at 30, 35, or 40% condition
 * After level 4:
 * a combat helmet at 45, 50, 55, or 60% condition
 * a suit of combat armor at 45, 50, 55, or 60% condition
 * Rare:
 * A hockey mask, at 15, 25, 35, or 45% condition
 * After level 5:
 * An advanced radiation suit, at 45, 55, or 65% condition
 * A suit of recon armor, at 15, 25, 35, or 45% condition
 * A recon helmet, at 15, 25, 35, or 45% condition
 * After level 7:
 * A suit of metal armor, at 15, 25, 35, or 45% condition
 * A metal helmet, at 45, 50, 55, or 60% condition
 * After level 12:
 * A suit of T-45d power armor, at 15, 25, 35, or 45% condition
 * A T-45d power helmet, at 15, 25, 35, or 45% condition
 * Then, two additional 75% checks for any one item from the common list and 3 additional 75% checks for any one item from the rare list.


 * As for the weapons:
 * 20 checks for this list entire of bullets, until level 6.
 * 1 10mm round, 50 75% checks for +1 round, and 10 25% checks for +1 HP round
 * 1 .308 round, 8 75% checks for +1, 8 25% checks for +1 AP, 8 25% checks for +1 HP
 * 1 .44 Magnum round, 8 75% checks for +1, 8 25% checks for +1 HP, 16 75% checks for +1 .44 Special
 * 50 5mm rounds, 25 75% checks for +1, 50 25% checks for +1 AP, 2 25% checks for +1 box of 5mm surplus, 50 25% checks for +1 HP
 * 1 5.56mm round, 20 75% checks for +1, 8 25% checks for +1 AP, 8 25% checks for +1 HP, 1 25% check for a 5.56 surplus box, 40 75% checks for +1 .223
 * 1 12 gauge shell, 10 75% checks for +1, 2 25% checks for +1 bean bag shell, 4 25% checks for +1 slug
 * 1 .22LR round, 30 75% checks for +1, 10 25% checks for +1 HP, 1 25% check for a box of .22 plinking
 * 1 .357 Magnum round, 12 75% checks for +1, 5 25% checks for +1 HP, 18 75% checks for +1 .38
 * 1 40mm grenade, 6 75% checks for +1, 2 25% checks for +1 incendiary 40mm
 * 1 .50MG round, 12 75% checks for +1, 4 25% checks for +1 AP, 4 25% checks for +1 incendiary .50
 * 1 9mm round, 50 75% checks for +1, 10 25% checks for +1 HP, 15 25% checks for +1 +P+
 * 1 .45-70 Gov't round, 8 75% checks for +1, 4 25% checks for +1 HP
 * 1 25mm grenade, 20 75% checks for +1, 7 25% checks for +1 HE
 * 1 20 gauge shell, 10 75% checks for +1, 5 25% checks for +1 slug
 * 1 BB, 75 75% checks for +1
 * 1 12.7mm round, 50 75% checks for +1, 10 25% checks for +1 HP
 * At level 6, 9, and 12 respectively, an option for power cells is added. At level 12, then, you have a 50% chance of the list of bullets or the list of power cells for each of the 20 checks. (The second microfusion cell option and the ECP option are only added after level 5, but considering you need to be level 6 for the option for cells to appear, they're included as normal.)
 * 10 microfusion cells, 10 75% checks for +1, 3 25% checks for +1 OC cell, 1 25% check for a bulk box
 * 16 75% checks for a small energy cell, 8 25% checks for +1 OC cell, 1 25% check for a bulk box
 * 16 75% checks for a small energy cell, 8 25% checks for +1 OC cell, 1 25% check for a bulk box
 * 10 microfusion cells, 10 75% checks for +1, 3 25% checks for +1 OC cell, 1 25% check for a bulk box
 * 100 electron charge packs, 30 75% checks for +1 ECP, 50 25% checks for +1 OC cell, 1 25% check for a bulk box


 * There are then 10 75% checks for the bullet list, until level 6, 9, 12 when the cell list option is added.


 * 3 VendorWeaponsAllEverything75:
 * One 75% for one of the following:
 * Either a laser pistol at 25, 30, or 35% condition (with 40, 45, 50, and 55% options unlocking at 3, 5, 8, and 13) supplied with 20 energy cells, 15 75% checks for +1 cell, and 8 75% checks for +1 drained cell, or, after level 6, a laser rifle at 30, 35, 40, or 45% condition (with 50, 55, 60, and 65% options unlocking at 3, 5, 8, and 13) supplied with 30 microfusion cells, 15 75% checks for +1 MFC, and 8 75% checks for +1 drained cell.
 * If the energy weapon is chosen, it will be the laser pistol 100% of the time before level 6, and 87.5% of the time after level 6.
 * Either something from this common explosive list:
 * Common list:
 * a stick of dynamite, a powder charge, a stick of long-fuse dynamite
 * After level 4, a frag grenade, a frag grenade (yes, grenade twice), a frag mine, or a grenade rifle at 30, 35, 40, or 45% condition (with 50, 55, and 60% options at 5, 8, and 13)
 * After level 8, a bottlecap mine, a time bomb, or an incendiary grenade
 * And after level 15, a brick of C4
 * Or something from this rare explosive list, which becomes available after level 5:
 * A pulse grenade, a pulse grenade (twice), or a pulse mine
 * After level 13, a missile launcher at 30, 35, 40, 45, 50, or 55% condition, or a grenade launcher at 15, 15, 25, 35, 45, or 55% condition (yes, two 15% options)
 * After level 15, a plasma grenade or a plasma mine
 * After level 17, a Fat Man at 25 or 35% condition (with 45 and 55% options at 20 and 23) or a grenade machine gun at 30, 35, 40, 45, 50, 55, or 60% condition.
 * If the explosive list is chosen, it will be something from the common list 100% of the time before level 5, and 83.3% of the time after level 5.
 * Either something from the common melee list:
 * Common list:
 * A baseball bat at 30% condition (with 35, 40, 45, and 50% options at 3, 5, 8, and 13)
 * A knife at 45% condition (with 55, 65, and 75% options at 3, 5, and 8)
 * A police baton at 35% condition (with 45, 55, and 65% options at 3, 5, and 8)
 * A pool cue at 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
 * A switchblade at 15, 25, or 35% condition (with 45, 55, and 65% options at 3, 5, and 8)
 * A tire iron at 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
 * A single throwing spear, with the option for 2, 3, 4, or 5 spears at 3, 5, 8, and 13
 * A nail board, at 25, 35, 45, 55, or 65% condition
 * A straight razor at 25% condition (with the option for 35, 45, 55, and 65% at 3, 5, 8, and 13)
 * A single throwing hatchet, with the option for a second after level 4
 * A single throwing knife, with the option for 2 or 3 after levels 4 and 8
 * After level 8, the following options are also added:
 * A combat knife, at 15, 25, 25 (yes, repeated), 35, 45, or 55% condition (with a 65% option at 13)
 * A lead pipe, at 35, 45, or 55% condition (with a 65% option at 13)
 * A sledgehammer, at 30, 35, 40, or 45% condition (with a 50% option at 13)
 * Or something from the rare melee list, after level 6:
 * Rare list:
 * A ripper, at 35, 45, 55, or 65% condition
 * After level 8, the option for a fire axe at 30, 35, 40, 45, 50, or 55% condition is added (with a 60% option at 13)
 * After level 12, the following options are added:
 * A shishkebab at 30, 35, 40, 45, 50, or 55% condition (with a 60% option at 13)
 * A chainsaw, at 35, 45, 55, or 65% condition
 * A cattle prod, at 30, 35, 40, 45, 50, or 55% condition (with a 60% option at 13)
 * After level 17, the following options are added:
 * A super sledge, at 35, 45, 55, or 65% condition
 * A thermic lance at 45, 50, 55, or 60% condition
 * If the melee weapon is selected, it will be something from the common list 100% of the time before level 6, and 87.5% of the time after level 6.
 * Either something from the common gun list:
 * Common list:
 * A 10mm pistol at 30, 35, or 40% condition (with 45, 50, 55, and 60% options added at 3, 5, 8, and 13) plus one 10mm round, 10 75% checks for +1 round, and 5 75% checks for +1 10mm casing
 * A hunting rifle at 30, 35, or 40% condition (with 45, 50, 55, and 60% options added at 3, 5, 8, and 13) plus one .308 round, 7 75% checks for +1 round, and 4 75% checks for +1 casing
 * A sawed-off shotgun at 15 or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13) plus 1 12 gauge shell, 10 75% checks for +1 shell, and 8 75% checks for +1 hull
 * Or, after level 6:
 * A 10mm SMG at 30, 35, 40, 45, 50, or 55% condition (with 60 and 65% options at 8 and 13) plus one 10mm round, 10 75% checks for +1 round, and 5 75% checks for +1 10mm casing
 * Or something from the rare list:
 * Rare:
 * A BB gun at 35, 45, 55, or 65% condition, 70 BBs, and 40 75% checks for +1 BB
 * After level 7
 * 1 .44 Magnum round and 10 75% checks for +1 round (this is supposed to also provide a scoped .44 Magnum, but the list has changed and is empty)
 * After level 9
 * A sniper rifle at 30, 35, 40, 45, or 50% condition (with a 55% option at 13) plus 1 .308 round, 3 75% checks for +1 round, and 2 75% checks for +1 casing
 * If the gun list is chosen, it will be something from the common list 100% of the time before level 6, and 87.5% of the time after level 6.
 * Either something from the common unarmed list:
 * Common: (Brass and spiked knuckles as well as boxing gloves are duplicated, and so have a 2/9 chance of being selected each)
 * A set of brass knuckles at 30 or 35% condition (with 40, 45, 50, and 55% options at 3, 5, 8, and 13)
 * A set of spiked knuckles at 15 or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
 * A power fist at 30 or 35% condition (with 40 and 45% options at 3 and 6)
 * A set of boxing gloves at 15, 15, or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
 * A bladed gauntlet at 30 or 35% condition (with 40, 45, 50, and 55% options at 3, 5, 8, and 13)
 * Boxing tape at 15, 15, or 25% condition (with 35, 45, 55, and 65% options at 3, 5, 8, and 13)
 * Or something from the rare list:
 * Rare:
 * A power fist at 35, 45, 55, or 65% condition
 * After level 12:
 * A zap glove at 15 or 35% condition (with 40 and 45% options at 16 and 20)
 * A mantis gauntlet at 15 or 35% condition (with 40 and 45% options at 16 and 20)
 * After level 16:
 * A ballistic fist at 15% condition (with 35, 40, and 45% options at 17, 20, and 23)
 * A displacer glove at 15% condition (with 35, 40, and 45% options at 17, 20, and 23)
 * If the unarmed list is chosen, it will be something from the common list 100% of the time before level 8 and 87.5% of the time after level 8.

Then, after that


 * 1 weapon just from the common lists
 * 3 75% checks for a weapon just from the common lists
 * 2 weapons just from the rare lists
 * 1 75% check for something from the common energy list
 * 2 75% checks for something from the common explosive list
 * 1 75% check for something from the common gun list
 * 1 75% check for something from the common melee list
 * 2 75% checks for a weapon just from the rare lists
 * 20 75% checks for a full copy of the bullets list above
 * 15 75% checks for a full copy of the energy ammo list above
 * And 5 50% checks for an item from the following list:
 * 2 missiles
 * 3 missiles
 * 5 missiles
 * 100 BBs
 * 8 .44 magnum rounds
 * After level 4:
 * Nothing (supposed to be 10 darts)
 * 60 flamer fuel
 * 240 5mm rounds
 * After level 5:
 * 5 .308 rounds
 * 5 .308 rounds (yes repeated)
 * After level 6:
 * 240 electron charge packs


 * 300 bottlecaps from levels 1-4, 600 from 5-9, 1200 from 10-14, and 2400 from 15 onwards
 * Either 10, 20, 30, 40, 50, 60, 70, 80, or 90 caps
 * Either 1, 2, 3, 4, 5, 6, 7, 8, or 9 caps
 * 2 stimpaks, 7 75% checks for either +3 stimpaks or +1 super stimpak each, and 3 75% checks for +1 empty syringe
 * 1 VendorWeaponModsGunsTier2 (complicated: either a mod, something from the first reloading list, or something from the second reloading list. 12/15 chance of a mod, 1/15 chance for the first reloading list, 2/15 chance for the second reloading list. Second list's only difference is the addition of a 10mm case box.)
 * 1 cowboy repeater custom action, repeater long tube, repeater stock, hunting shotgun tube, shotgun choke, 9mm SMG drum, SMG light bolt, service rifle springs, receiver, 10mm mags, laser sight, silencer
 * Large pistol primers, small rifle primers, small pistol primers, rifle powder, pistol powder, 9mm cases, 5.56mm cases, .357 cases, shotgun primers, 20 gauge hulls (all in boxes or jars)
 * Large pistol primers, small rifle primers, small pistol primers, rifle powder, pistol powder, 10mm cases, 9mm cases, 5.56mm cases, .357 cases, shotgun primers, 20 gauge hulls (all in boxes or jars)

Nitty the Kitty! 15:16, 7 June 2015 (UTC)