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* If a player's reputation with Caesar's Legion is vilified, the initial dialog with the assassins may no longer occur, even with the [[Terrifying Presence]] perk. It is advisable to carefully navigate your surroundings if several 'friendly' ticks appear on your compass close together, as it could be a pack of assassins that will immediately turn hostile as soon as they spot the player. This means that you will not able to get the first shot (via dialog), unless you see them coming. If this is not the case, they could quickly kill a level 20-30 Courier who is unaware of their location. |
* If a player's reputation with Caesar's Legion is vilified, the initial dialog with the assassins may no longer occur, even with the [[Terrifying Presence]] perk. It is advisable to carefully navigate your surroundings if several 'friendly' ticks appear on your compass close together, as it could be a pack of assassins that will immediately turn hostile as soon as they spot the player. This means that you will not able to get the first shot (via dialog), unless you see them coming. If this is not the case, they could quickly kill a level 20-30 Courier who is unaware of their location. |
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*If a player's reputation is under vilified, assassins will usually initiate dialogue and can be scared off through a Terrifying Presence dialogue choice. The lead Legionary will ask the Courier, "Do you ever give up?" to which the may reply "Not while there's still spines unshattered.". This will cause them to cry for help, and flee. |
*If a player's reputation is under vilified, assassins will usually initiate dialogue and can be scared off through a Terrifying Presence dialogue choice. The lead Legionary will ask the Courier, "Do you ever give up?" to which the may reply "Not while there's still spines unshattered.". This will cause them to cry for help, and flee. |
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− | * Groups of Legionary assassins may be attacked by other creatures at their spawning point or when tracking the player.This can result in a three |
+ | * Groups of Legionary assassins may be attacked by other creatures at their spawning point or when tracking the player. This can result in a three or even four-way battle between the player, the assassins, and creatures or other factions. |
* Groups of assassins can occasionally spawn on terrain impassable to non-player characters (such as on mountains or in valleys), in which case they can turn non-hostile as if the player had hidden from them. This may be associated with the "lead", dialog-initiating assassin being unable to approach the player due to terrain, since other assassins are non-hostile until the leader concludes dialog. |
* Groups of assassins can occasionally spawn on terrain impassable to non-player characters (such as on mountains or in valleys), in which case they can turn non-hostile as if the player had hidden from them. This may be associated with the "lead", dialog-initiating assassin being unable to approach the player due to terrain, since other assassins are non-hostile until the leader concludes dialog. |
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* Legion assassin teams commonly spawn at the Easternmost Powder Ganger camp, but only charge in once the player has engaged the Powder Gangers, if hostile. This can lead to the player being caught in a crossfire between both sides. |
* Legion assassin teams commonly spawn at the Easternmost Powder Ganger camp, but only charge in once the player has engaged the Powder Gangers, if hostile. This can lead to the player being caught in a crossfire between both sides. |
Revision as of 12:16, 15 November 2016
Legionary assassins are high-end assassins living in the Mojave Wasteland in 2281. They work for Caesar's Legion.
Background
Legionary assassins are small groups of four elite killers for Caesar, usually led by a Decanus, a Praetorian guard or a Centurion, dispatched to eliminate the Legion's enemies.
First type of group is composed of:
- 1x decanus (leader)
- 2x veteran legionaries
- 1x vexillarius
The second type of group is for eliminating Caesar's greater enemies, composed of:
- 1x Centurion (leader)
- 1x prime decanus
- 1x veteran legionary
- 1x vexillarius
The last type of group is for Caesar's greatest, most hated enemies, composed of:
- 1x praetorian guard (leader)
- 1x veteran decanus
- 1x veteran legionary
- 1x vexillarius
During these assassination missions, Praetorian Guards are allowed to use firearms in the place of their unarmed weapons.
Characteristics
Legionary assassins begin to appear if the player obtains a Shunned or worse status with Caesar's Legion. They will travel across the wasteland from their original spawn point towards the player's current location, not stopping until they finally encounter the player. As a result, they can end up attacking the player almost anywhere in the wasteland. Assassins may also attack other non-player characters they pass near while searching for the player, such as NCR settlements or traveling merchants (as with all non-player character vs non-player character combat, this only occurs if the player is currently in the same active map cell as the non-player characters).
Legionary assassins typically attack in 4-man groups; a Recruit-Prime-Veteran-Decanus, a Legion vexillarius, one Veteran legionary and after:
- a veteran legionary
- a centurion
- a Praetorian Guard
Legionary assassins may also appear after aiding the Legion's enemies, namely the NCR, by successfully completing the quests Three-Card Bounty, I Put a Spell on You, I Don't Hurt Anymore, or any other quest that improves the reputation of the player with the NCR.
They will have weapons and armor depending on your standing with Caesar's Legion and your level. They can range from simple 9mm pistols, caravan shotguns and machetes to 12.7mm pistols and sub-machine guns, assault and Marksman carbines, brush guns, thermic lances and super sledges.
As of patch 1.4.0.525, Legionary assassins level with the player, up to level 45. At higher levels this gives them very high health on par with a non-player character companion. Additionally, the Praetorian and Veteran assassin may be equipped with Legion centurion armor instead, making them all the more difficult to kill.
Interactions with the player character
Interactions overview
Interactions | ||
---|---|---|
This character is essential. Essential characters cannot be killed. | ||
This character is a permanent companion. They grant the - perk. | ||
This character is a temporary companion. | ||
This character starts quests. |
- | |
This character is involved in quests. | ||
This character is a doctor. |
| |
This character is a merchant. | Sells: - | -|
This character can repair items. | Max Repair condition: - | |
This character can modify weapons. |
- | |
This character rents beds. | -. | |
This character plays Caravan. | They can bid caps. |
Inventory
Decanus
Apparel | Weapon | Other items | On death |
---|---|---|---|
Player level: <10 Legion recruit armor and recruit decanus helmet Player level: 10-20 Legion veteran armor and veteran decanus helmet |
Player level: <10 10mm pistol and machete Player level: 10-20 Hunting shotgun or sniper rifle and machete |
Purified water, antivenom, Legion Denarius, healing powder, various food items |
Vexillarius
Apparel | Weapon | Other items | On death |
---|---|---|---|
Legion vexillarius armor Vexillarius helmet |
Player level: <10 9mm pistol and machete Player level: 10-20 9mm SMG and machete 10mm SMG or Marksman carbine or assault carbine, and Ripper |
Bitter drink, antivenom, Legion Denarius |
Centurion
Apparel | Weapon | Other items | On death |
---|---|---|---|
Legion centurion armor and Legion centurion helmet | Player level: <10 9mm SMG or caravan shotgun or .44 magnum revolver and super sledge and dynamite or Long-fuse dynamite Player level: 10-20 Hunting rifle and super sledge or thermic lance and frag grenade |
Legion Denarius, purified water, antivenom, healing powder |
Praetorian
Apparel | Weapon | Other items | On death |
---|---|---|---|
Legion praetorian armor | Player level: 10-20 Trail carbine and frag grenade and plasma grenade or pulse grenade Player level: 20-30 12.7mm submachine gun and C-4 plastic explosive |
Legion Denarius, bitter drink, antivenom, healing powder |
Veteran
Apparel | Weapon | Other items | On death |
---|---|---|---|
Legion veteran armor and Veteran helmet | Player level: 10-20 12.7mm pistol and super sledge and dynamite or frag grenade and pulse grenade Player level: 20-30 Brush gun and super sledge or thermic lance and C-4 plastic explosive |
Cave fungus, Legion Denarius, purified water, antivenom, healing powder |
Notes
- If the player also has a bad reputation with the New California Republic, NCR Ranger hit squads can also be encountered at the same time as Legionary assassins.
- The earliest opportunity for Assassins to begin tracking the player is while traveling towards Novac, where they will attack you if you kill the Caesar's Legionaries and Vulpes Inculta at Nipton.
- Legionary assassin parties can end up inadvertently attacking outposts or NCR garrisons such as the 188 Trading Post while tracking the Courier.
- If a player's reputation with Caesar's Legion is vilified, the initial dialog with the assassins may no longer occur, even with the Terrifying Presence perk. It is advisable to carefully navigate your surroundings if several 'friendly' ticks appear on your compass close together, as it could be a pack of assassins that will immediately turn hostile as soon as they spot the player. This means that you will not able to get the first shot (via dialog), unless you see them coming. If this is not the case, they could quickly kill a level 20-30 Courier who is unaware of their location.
- If a player's reputation is under vilified, assassins will usually initiate dialogue and can be scared off through a Terrifying Presence dialogue choice. The lead Legionary will ask the Courier, "Do you ever give up?" to which the may reply "Not while there's still spines unshattered.". This will cause them to cry for help, and flee.
- Groups of Legionary assassins may be attacked by other creatures at their spawning point or when tracking the player. This can result in a three or even four-way battle between the player, the assassins, and creatures or other factions.
- Groups of assassins can occasionally spawn on terrain impassable to non-player characters (such as on mountains or in valleys), in which case they can turn non-hostile as if the player had hidden from them. This may be associated with the "lead", dialog-initiating assassin being unable to approach the player due to terrain, since other assassins are non-hostile until the leader concludes dialog.
- Legion assassin teams commonly spawn at the Easternmost Powder Ganger camp, but only charge in once the player has engaged the Powder Gangers, if hostile. This can lead to the player being caught in a crossfire between both sides.
- Legionary assassins often ambush players fast traveling to El Dorado Gas & Service
- If your reputation with Caesar's Legion is Vilified, and the player is at a high level, assassins appear more frequently (about one group every day, attacking the player).
- Assassins will not spawn while the player is wearing faction armor that effects Legion reputation (e.g. NCR ranger patrol armor or Legion Recruit Armor)
- They do not drop Legion Ears when killed, making them useless for the unmarked quest An Ear to the Ground.
- Legionary Assassin attacks do not occur randomly. For example, if a player fast travels to a location and is ambushed by assassins, they will still ambush the player if a save is reloaded and the location traveled to again.
- Legionary assassins may sometimes spawn outside Ranger station Charlie, causing a crossfire between a Ranger and the assassins.
- They may spawn atop HELIOS One after the Courier has activated the reflector control panel for That Lucky Old Sun.
- Legionary assassins may be carrying blocks of C-4 plastic explosive, but they never seem to be equipped with detonators, making the explosives useless.
Spawn points
- Directly North of the Fast-travel point at the Nipton Road pit stop, behind a rock.
- At the Ivanpah underpass near the Mojave Outpost. (up top and near the middle so they can attack from either approach.)
- On the highway directly behind Wolfhorn Ranch. (This can make sleeping at Wolfhorn difficult unless you remember that you will be in a fight each morning.)
- Across the tracks from Ranger station Charlie.
- On the highway between Novac and El Dorado gas & service (about the time you pass Southern Nevada Wind Farm).
- From behind El Dorado gas & service
- From Between REPCONN headquarters and the NCR Ranger safehouse
- From the western end of the bridge between Cassidy Caravans wreckage and the Grub n' Gulp rest stop, (Will attack in either direction).
- Just south of Fields' Shack, across the tracks are some squatters around a burning barrel. Spawn is south of them, east of the New Vegas medical clinic.
- Go to Griffin Wares sacked caravan and move northwest to the road that opens into the Ruby Hill mine area. This group will also attack if the courier remains too long in the area of the Followers safehouse.
- Between Chance's map and the mouth of Red Rock Canyon.
- On the train tracks north of Nipton. (Just slightly north of Coyote den).
- Just outside of Vault 11 in the direction of El Dorado substation.
- North of the Emergency service railyard.
- North of the raided farmstead.
Appearances
Legionary assassins appear only in Fallout: New Vegas.
Bugs
- Legionary assassins are better equipped with high-tier weapons and armor (e.g. centurion armor, super sledge or thermic lances) from the early game (levels 5-11) instead of the middle or end of the game. [verified]
- After awhile the Legionary assassins may permanently disappear from the game no longer appearing in-game. [verified]
- Fast traveling before the assassins have become hostile seems to cause them to despawn instead of tracking the player to their new location, but they will spawn again after three days as usual. This bug is easily reproduced by fast traveling to Outpost Charlie when Legionary Assassins are due to spawn, looking NNE (north-northeast) until you see them coming around the foot of the cliff there and then fast traveling somewhere nearby and walking back along the path they would be expected to take to track/follow you by.