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Ken Nash runs the Oil Refinery, south of Junction, TX. He used to work with Vic Castillo in the San Antonio police department, but left to join the Militia due to a growing distrust of the government and the people he was supposed to protect.

Recruitment[ | ]

Ken Nash will remain at the Oil Refinery until Day 70 (10 days after Lt. Adair shows up at the gates requesting aid).

It is possible to recruit both Ken Nash and Parisa Sharazi in the following way:

  1. Bring Vic Castillo to the Oil Refinery (to talk to Nash).
  2. Attack Militia HQ (to free Parisa).
  3. Do not revisit the Oil Refinery until Ken Nash shows up at the Shelter on Day 70 (because Nash will be hostile at the Oil Refinery after attacking Militia HQ).

Events[ | ]

  • When Nash is hanging out at the Oil Refinery, he has a few dialogue options that might be useful.
    • If you bring Vic Castillo to the Oil Refinery, Nash will agree to set up a meeting with Jefferson Claude, the militia leader, without you needing to trade or prove yourself. You can also ask for some extra fuel, and possibly a location to hit for supplies. If you threaten him, however, Vic will lose respect for you. If you kill him, Vic will become furious.
    • If you push your luck in conversations with Nash, he will begin to distrust or potentially hate you. This will prevent him from showing up at the Shelter later, and negatively affect your reputation elsewhere.
    • If you're polite and you did not bring Vic Castillo, Nash will be willing to trade in information or fuel for 9MM ammo. If you've spoken about taking out the military, you'll know they're interested in collecting dogtags - if you have less than a 7 in Negotiation, you can trade a dogtag for a half-gallon of fuel; if you have 7 or higher, you can up that to a dogtag per full gallon.
  • On Day 70, Nash will show up injured at the Shelter (if you haven't antagonized him). He will ask for sanctuary and you can let him join, refuse to help him, or kill him.
  • The first time you give Nash a bottle of bourbon (via his Shelter dialogue) he'll tell you he traded it for a bunch of other useful things, and give you back a bottle in kind.
  • After Nash has been in the Shelter for 3 days, he will give you some ammo as thanks.
  • At 4 days, he'll offer his condolences to Regina, regarding her recently deceased boyfriend, NZ.
  • After 1 week, Lt. Adair will show up (if you're on good terms with him) and demand custody of Nash.
    • If you agree to hand Nash over, he will be killed while trying to escape. Adair will gain respect for turning Nash over to him.
      • You can ask Adair to let Nash go (if Adair respects you and you have a Negotiation skill of 8 or higher), but he'll make it clear that doing so would make him lose respect for you. You can back off, but if you stand firm, Adair will let Nash go (and lose respect for you).
    • If you refuse to hand Nash over, Adair will lose respect for you, and the military will become hostile.
  • At 2 weeks, Nash will give you an MS4 rifle that he "found," as a token of thanks.
  • After 2 weeks, Nash will ask for more food. If you have the rations and allow him to take them, he'll receive a Mood boost; with a Negotiation skill of 7 or above, you can talk him into half that amount for a minimal Mood boost; at Leadership of 7+ you can shut him down without any negative consequences. If you turn him down immediately, he'll receive a Mood penalty.
  • If Morale in the Shelter gets low, Nash will protest. If you have a Leadership skill of 8 or greater or a Negotiation skill of 9 or more, you'll be able to ask him for his help, which will give him a Mood boost. If you remind him of his debt, he'll receive a Mood penalty. If you dismiss him, he'll receive a Mood penalty. If you threaten him, he'll leave - you can kill him before he does, which will lead to a loss of Respect from both Regina and Vic.

Special Requests[ | ]

Luxury Items

  • Cigar
  • Fine Bourbon


  • Shooting Range

Stats[ | ]

See also Ally Stats.

Survivors develop their skills over time, these stats represent their starting point.

Health Action Points Armor Class Strength Agility Vigor Perception Melee Ranged Leadership Negotiation Medical Science Survival Mechanical

Nash's advancement is a mirror of Vic's - skills upped in Ranged, Leadership, and Melee initially, with Medical, Survival, and Mechanical to follow. His stats advance down the line - Vigor, Perception, Agility, and Strength.

Traits[ | ]


  • Dead Aim: "Due to his extensive firearms training, Nash has an additional square of effective range with all Ranged-type weapons."
  • Rugged: "Having Nash around gives everyone a boost of confidence, resulting in +1 Morale per day."
  • Home On the Range: "This ally enjoys having a Shooting Range in the Shelter, and will gain a one-time Mood boost after it is completed."

Play Style[ | ]

Nash's solid stats and build are very similar - if not outright identical - to Vic's, except he has a rifle bonus where Vic's is in handguns. However, Nash's more blasé attitude about killing means he's a little more flexible in handling more sinister situations. He's likely only available in more mid-to-late game, so using him as B-list party member is a practical option.

Nash will NOT react to killing neutral survivors.

Trivia[ | ]

  • Age: 41
  • Hometown: Houston, TX
  • Subleader Supported: Vic
  • Shelter Location: First floor, near entrance to basement
  • Nash is one of the few survivors who doesn't seem to get sick.
  • Nash's name comes from the fact that he's a close analogue, skill and trait-wise, with Vic. In the Street Fighter series, Ken is the counterpart to Ryu, and Charlie Nash is the counterpart to Guile.
  • Due to being largely referred to by his last name (as with Max Getz), early versions would cause the "Pokémon bug" - doubling his last name and listing him on the Job Board as "Nash Nash."