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DMC Guard

Members of the SkyCorps privatized paramilitary police force, DMC Guards are responsible for keeping the Detroit Megacity and region surrounding the Detroit Megacity Gate safe and under the DMC government's control.[1][2] They follow their duty with determination, eliminating any threat to their home-city dominance with all the force their high-tech equipment can provide. In the wilds surrounding the DMC, they can be easily identified by their distinctive black combat gear.

Equipment[]

DMC Guards wear Michigan's finest in personal protection, black uniforms consisting of a pair of tactical boots, cargo pants, a long-sleeved shirt, a pair of tactical gloves, a face-covering balaclava, as well as a tactical armored vest and helmet.

Behavior[]

Guards patrol the area around the DMC Gate, attacking any monsters and gangers they encounter. Unlike the real denizens of the Michigan wildlands, guards are only outside of the city walls for eight-hour shifts, returning back to the base once their work-day is over. Because of that, guards do not gather any loot, nor do they look for it, concentrating on the patrol duty instead. However if attacked, guards may loot the player.

The guards are neutral towards the player and, unless otherwise provoked, will usually leave them alone. If engaged in a friendly manner, they are even willing to answer a quick question or two. They do however tend to react poorly and with little patience to people wasting their time.

One of the few instances where guards will attack unprovoked is if the player is extremely well hidden and the guard does not choose to flee when they fail to spot them too many times in a row. This rare occurrence can happen while sleeping in a camp with high concealment. They may also attack if there are confirmed hostiles in the area, but the particular guard has not identified the player before, flagging them (and the player from their perspective) as a 'Stranger' or 'Stranger Leader'. To be safe, always 'Take Cover' as your opening action when running into guards even if they don't seem like they have a reason to shoot.

Warning: DMC Guards have a reputation system for the player. Too many hostilities with them may permanently flag the player's character as hostile, bypassing their normal safeties and causing them to attack on sight.

Faction Relations[]

DMC Guards tend to engage into combat with any gang members, both Bad Muthas and Blue Frogs, on sight. They tolerate the Looters more, only engaging them occasionally and usually forcing them to run away.

Combat[]

The guards are extremely dangerous opponents, mostly due to their second-to-none equipment. They are all skilled in ranged combat, armed with military shotguns and .45 calibre pistols, wearing heavy tactical vests and helmets. They often follow a leader and may patrol in groups.

DMC Guards also have the unique ability to call in the support of a DMC Drone if attacked. These drones are heavily armed and armored, with extremely deadly gauss guns. They stay on the battlefield only for short periods of time but are capable of causing extensive amounts of damage. Characters not prepared for a difficult battle should avoid such situations at all cost. Even so, never attempt to engage a drone as they attack from a long range and are fast and accurate.

Engaging a DMC Guard is ill advised without a legendary reputation. Attacking one with ranged weaponry is a mistake as they wear armor and attacking them in close quarters is as big a mistake as they are usually tough and strong. They also carry spare ammunition for their guns.

Tips[]

Why might one engage a DMC Guard? Money. Their gear is often at 98% condition and can be sold for at least a thousand and a half per guard.

The Unstoppable reputation lets the player use a move " Expose Weakness" which completely negates the armor. DMC Guards rarely look for trouble and will run away from unseen attackers so the player can sneak close until the move can be used. Keep in mind that the hiding skill is not required nor is the eagle eyed trait to find them, they reveal themselves 100% of the time and then run away when they can't figure out where the attacker is. If they do find you, talk with them and try again to get close and expose their weakness. Once you are close and found their weakness, attack them with a melee weapon, preferably a meat cleaver. Keep going until they are dead and never let them get a chance to fire their weapon as they will most likely fire a devastating volley of shots.

The next way requires more finesse as you would need to come within 4 meters and then reveal yourself while keeping them in combat. Engaging in combat from afar and advancing is a bad idea as they often see this as hostility and shoot at the player. However, when you have revealed yourself and kept them in combat, wait until you can get the action "Lethal Trap" from the Elusive trait. The Lethal Trap instantly kills anything but is rarely available to select.

Its possible to defeat a DMC guard with only your punches if you have the melee, strong, and tough skills. It is advisable to only engage a straggler or lone DMC guard and re-engage until you are at least 5 meters. They should always initiate talks allowing you to advance one or two meters (never charge since tripping will result in death or hostility from the guard). At this range, a melee surge has a chance to knock the guard unconscious and secure your victory. If it didn't then you'll have to maintain a 1 meter distance as much as possible and keep them down on the ground and use the melee surge when they are stunned and cannot dodge. Having headbutt and leg trip makes this feat a lot easier.

Once the Guard is taken care of, they drop their clothes, ammo, their gun, water, a flashlight, a smartphone which may has valuable information, and very rarely a Nanorobot Medical Kit.

It should be noted that killing a DMC Guard might, in some cases, not ban the player the DMC or even evoke hostility from other guards. Tested with killing a DMC Guard in two turns from .308 Hunting Rifle after using the "Exploit Weakness" move from the Unstoppable trait. A drone began scouting around the murder scene a turn after, but entry to the DMC was possible and further encounters with guards was as if nothing had happened.

Trivia[]

  • In older versions of the game DMC Guards had the ability to call in support from a DMC Sniper. This was removed and replaced with their current drone ability.

Gallery[]

DMCGuardKit

Example of potential gear on a DMC Guard







References[]

  1. [1]: "Their operations include ground and support units both inside and around the city, such as the DMC guards you encounter."
  2. [2]: "...the DMC SkyCorps police force is not a public service. it’s a privatized paramilitary police force, paid for by the DMC government."
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