Mod:DUST Survival Simulator/NCR Remnants

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Overview
After the NCR pulled out from the Mojave wasteland, remaining NCR Army forces realized they were trapped, their only chance of survival being to try and stand their ground against the new threats arising in the wake of the Fall, until, maybe, relief arrives.

Remaining in their positions or moving out trying to protect what they considered strategic points of interest, those remaining troops were able to establish outposts, even in locations not in close vicinity to their central, now barricaded fortress Camp McCarran.

With the arrival of the Royst-Bernard Expedition, being NCR rogues, another potential threat emerged, this time from what they may have perceived being their own ranks.

The survivors of a failed NCR military expedition into Zion National Park are found holed up in a few areas throughout the park, most having been killed by Spore carriers, falling to infections, or taken by the Wendigo.

This led to the NCR Remnant group holding Camp McCarran to adopt a strict "Shoot first, ask later" policy, even extending to almost, if not all NCR uniformed personnel not directly originating from McCarran, as indicated by Camp Golf field reports listing heavy casualties for Squad EJ766-9 upon trying to make contact, advising against further attempts.

Being forced to improvise, some of what now are remnants of the NCR engage in using weaponry like Makeshift Machinegun, but their continued persistence is at least in part owed to their often superior weaponry and armor, more often than not consisting of an assortment of full and semi automatic rifles and various hand guns like the Desert Eagle or the .45 Auto Pistol.

Gameplay
With most of the NCR Remnants exposing extreme hostility, and considering the immense firepower and protection they can carry, they can easily be counted upon the most dangerous (humanoid) threats Survivors may encounter in the wastes.

Remnant patrols easily eradicate even Hunter parties, and are to be treated with utmost caution. Unlike Hunters parties, which are constantly moving, NCR Remnants usually patrol smaller areas within range of their base, with few even being more or less stationary, but some will also travel a considerable distance from their point of origin.

Unlike the routes of Hunters, the patrolling path of Remnant parties can often be more easily derived by observation, especially for those returning to fixed positions, making explosive traps an option.

The safest option, though, seems to be either to prevent contact entirely, or taking out parties with ranged weapons from a distance since their often exceptionally high firepower can very quickly put an end to any attempt at closing in on them for close quarter combat.