The Old Guard: Difference between revisions

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search
m (added lore category)
No edit summary
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
The Old Guard are a faction in the newer experimental and stable builds. The Old Guard always has at least one liaison at every Refugee Center, and their quests normally revolve around going to more dangerous areas than the other factions. They are more of a mid-game quest line, as poorly equipped or poorly trained characters will normally meet their end at the hand of a bandit gang or Jabberwok. Working for them nets decent cash, energy weapons, and power armor.  
The Old Guard are an [[NPC]] faction in {{inlineVer|0.D}}.
 
Composed of the remains of the federal government, it is unknown just how large, or how well equipped, their forces are.
 
The Old Guard always has at least one liaison at every Refugee Center, and their [[Missions|quests]] normally revolve around going to more dangerous areas than the other factions. They are more of a mid-game quest line, as poorly equipped or poorly trained characters will normally meet their end at the hand of a bandit gang or [[Jabberwock]]. Working for them nets decent cash, energy weapons, and power armor.  


Making the liaison at one Refugee Center angry or killing them outright does not currently affect the standing of other members, as they will still conduct business as usual.
Making the liaison at one Refugee Center angry or killing them outright does not currently affect the standing of other members, as they will still conduct business as usual.


[[Category:Lore]]
[[Category:Organizations]]

Latest revision as of 22:54, 25 August 2020

The Old Guard are an NPC faction in 0.D (Danny).

Composed of the remains of the federal government, it is unknown just how large, or how well equipped, their forces are.

The Old Guard always has at least one liaison at every Refugee Center, and their quests normally revolve around going to more dangerous areas than the other factions. They are more of a mid-game quest line, as poorly equipped or poorly trained characters will normally meet their end at the hand of a bandit gang or Jabberwock. Working for them nets decent cash, energy weapons, and power armor.

Making the liaison at one Refugee Center angry or killing them outright does not currently affect the standing of other members, as they will still conduct business as usual.