Template:True Sons Class

Assault=

"Ridgeway has these guys working overtime. I've never seen any group of people more dedicated to doing terrible deeds in the name of righteousness... well since the politicians fled D.C. Scratch that, at least some on the Hill were doing good work."

- Manny Ortega

The Assault unit is largely comprised of ex-police and military personnel. Most have had previous weapons training, but few of them have real combat. Their primary objective is to keep order. When they're not participating in live operations, they're likely in the barracks enjoying some downtime or planning future operations.

 Strategic Data Thrower=
 * The True Sons Assault archetype prefers to fight from behind cover, and move cover-to-cover to void enemy fire.
 * They have average amounts of armor and health, but in larger numbers are deadly.
 * Bounty Assaults are equipped with Contact Concussion Mines, Incendiary/Frag/Shock Grenades, SHD Riot Foam Chem Launcher and can deploy Riker MG Nest.
 * Named Assaults in the Dark Zones will be equipped with stolen BTSU gadgets such as Lethal Jamming Devices, Suicide Drones and Recon Drones and will throw Frag/Shock or DC-62 Grenades in a quick succession, and can deploy Hyena Incendiary RC Cars.

"One of these assholes told me to eat shit and die as he was pulling the pin on his grenade. So I leaned around the corner and popped him one in the hand. Dropped his grenade right there on his buddies. Listening to them whoopin' and hollerin' had me busting up."

- Agent Kelso

Throwers will try to keep their distance in combat. While most lack military experience, they are aware of their firepower. To qualify as a Thrower, recruits must pass a competency test by throwing a live hand grenade a minimum of 25 meters.

 Strategic Data Engineer=
 * The True Sons Thrower archetype prefers to toss grenades at opponents from a safe distance.
 * They avoid direct engagement and fight from range while other allies distract opponents.
 * The grenade pouch on their side can be destroyed to cause an explosion.
 * Bounty Named Throwers will be armed with Frag/Incendiary/Shock or DC-62 Grenades which they throw in a quick succession, Proximity Mines, SHD Reinforcer/Firestarter Chem Launcher, and can deploy an Hyena Sniper Turret, Cleaner Incendiary Artillery Turret and Riker MG Nest.
 * Named Throwers in the Dark Zones will be equipped with EMP/Frag or Shock Grenades which they throw in a quick succession, Molotov Cocktails, stolen BTSU gadgets such as Suicide Drones, Recon Drones, Lethal Jamming Devices, SHD Artillery Turrets and SHD Riot Foam Chem Launcher.

"The narrow AI required by their turrets came directly from consumer electronics. Turns out, the same tracking behavior used in drones and mobile stabilizers can be used to select and track targets with weapons in real-time at surprising accuracy."

- Coop Dennison

Engineers have a background in manufacturing and assembly. They will do whatever is necessary to ensure their turrets remain operational during combat and can often be seen risking enemy fire when their weapons fail. Some Engineers are overly attached to their weapons and have given them nicknames.

 Strategic Data Medic=
 * The True Sons Engineer archetype sets up a turret to lay down supporting fire.
 * Damaging the turret can cause the Engineer to expose themselves to fire while they repair it.
 * Engineers can move their turrets as needed, preferring to place them on low pieces of cover.
 * Destroying the turret either while placed or prior to placement will cause the Engineer to fight as an Assault archetype.
 * Engineers appearing in different bounties will be equipped with Shock Grenades, SHD Riot Foam Chem Launcher and SHD Explosive Seeker Mines.
 * Engineers appearing in all three Dark Zones will be equipped with an M4A1 equipped with a Fragmentation/Concussion/EMP Grenades, SHD Riot Foam Sprayer, stolen SHD Explosive Seeker Mines, an SHD Incinerator Turret, SHD Restorer Hive and Lethal Jamming Devices that can drain the player's health and armor.

"Some of the best medics made their way into Ridgeway's group of misfits and war criminals. I wish we could recruit them, but as it turns out, they're just as twisted as he is. I guess once society loses Kerman's and Koby's, it's shitbags all the way down. Present company excluded, of course."

- Odessa Sawyer

Medics are highly sought after and anyone with basic first aid knowledge qualifies to join their ranks. All new recruits are asked about their previous medical experience. Even those with a rudimentary skillset are sent to the medical wing for further training.

 Strategic Data Sniper=
 * The True Sons Medic archetype prefers to stay behind the front lines and revive downed allies.
 * In close quarters combat, they can use their shock paddles to lethal effect.
 * The medical pack on their back can be destroyed to prevent them from reviving allies and shock their nearby allies.
 * Elite Medics will revive fallen enemies faster and provide the revived target with a health boost along with some armor should they revive a Veteran, Elite, or Named enemy.
 * Named Bounty Medics will be armed with Shock Grenades, SHD Restorer Hives, SHD Fixer Drones, SHD Firestarter Chem Launcher, SHD Sniper Turrets, have M32A1 Grenade Launcher loaded with 40 mm Incendiary Grenades, and can deploy Cleaner Incendiary Artillery Turret.
 * Named Medics in the Dark Zones will be equipped with Shock/DC-62/Frag Grenades, Molotov cocktails, SHD Striker Drones, SHD Restorer Hives, SHD Assault Turret, can Buff others enemies, give them overhealth, can have immune to negative effects and can deploy Hyena Incendiary RC Cars.

"These guys couldn't bullseye a Mollens can from 20 yards before Ridgeway got ahold of them. He may be a poor excuse for a human, but he's one hell of a motivator. Now they're picking off people from halfway across the National Mall."

- Manny Ortega

Snipers are methodical and know how to efficiently use cover. They formed from a group of hunters who believed that the True Sons are the only faction capable of saving America. Snipers spend most of their time honing their skills on the firing range and teaching other members to shoot.

 Strategic Data Immobilizer=
 * The True Sons Sniper archetype fights from range and deals significant damage with high accuracy.
 * They avoid close quarters fighting whenever possible.
 * They use effective use of cover.
 * Bounty Snipers have Contact Concussion Mines, Laser Dazzler, SHD Riot Foam/Reinforcer Chem Launcher, SHD Assault Turret, Flashbang/White Phosphorus Grenades or have M32A1 Grenade Launcher loaded with 40 mm BTSU Airburst Grenades and can deploy a Hyena Sniper Turret, Cleaner Incendiary Artillery Turret and Riker MG Nest.
 * Named True Sons Snipers in the Dark Zones will be equipped with Molotov Cocktails, BTSU Lethal EMP Jammer Devices, Shock/Frag or EMP Grenades which they throw in a quick succession, SHD Striker/Defender Drones, Laser Dazzler, and will have their health boosted once spawned.

"You know, I was once stuck in that goddamned foam for an hour. Got ambushed by a True Sons platoon south of the Mall, and one of these guys stuck that foam on me thinking I'd be an easy target. Wrong-o. Alani one, foam guy zero. Still, that foam is a real bitch to get out of your clothes."

- Agent Kelso

Immobilizers fight at close range with chemical weapons. They are egotistical and ambitious, willingly volunteering themselves to test new and dangerous compounds on the battlefield. Many of them previously worked for the fire department's hazardous materials division.

 Strategic Data RPG=
 * The True Sons Immobilizer archetype shoots a sticky foam that stops their targets from moving.
 * They must enter relatively close range in order for their foam to be effective.
 * Destroying their backpack causes the foam to leak and stop the Immobilizer from moving.
 * Named Bounty Immobilizers will be armed with various tactical grenades and stolen enemy technology.

"If using unguided rockets in populated areas seems like a war crime... that's because it is. Then again, I'm not sure the Geneva Convention even applies these days. Who'd enforce it? Us? Taken a look at your turret recently? That thing's a war crime, too."

- Agent Kelso

The RPG unit are mostly comprised of ex-army. While not all of them have previous experience using heavy weapons, they are the most qualified to take on that responsibility. The RPG unit take their role very seriously and contain some of the most highly trained soldiers within the True Sons.

 Strategic Data Heavy Weapons=
 * The True Sons RPG archetype unleashes rocket propelled grenades at enemies.
 * They tend to keep their distance from any agents, so playing aggressively tends to work with RPGs.
 * If forced into close quarters combat, they will resort to using a pistol.
 * Destroying their rocket-filled backpack results in an explosion that is always fatal to them.
 * Bounty RPGs are also armed with Custom P416 G3's, Tear Gas/Incendiary Grenades, Hyena Shock Mines, SHD Explosive Seeker Mines, SHD Sniper Turrets, SHD Bombardier Drones and can deploy Riker MG Nest and Shock Ammo Box.

"I have literally NEVER seen any trained professional swing their machine gun like a baseball bat. I'd say they watched too many movies, but I can't even think of a movie where they do that. Still though - their bullets are worse. Avoid those."

- Agent Kelso

The Heavy Weapons were formed by ex-members of the armed forces. Due to their previous combat experience, they are in charge of providing new recruits with basic training. They are known to have a serious superiority complex, which often causes them to make risky decisions.

 Strategic Data Tank=
 * The True Sons Heavy Weapons archetype prefers to lay down covering fire from behind cover.
 * Their head is frequently exposed, but is also heavily armored.
 * The ammo pack on their back can be destroyed to cause an explosion.
 * Named Bounty Heavy Weapons armed with Shock/Incendiary/White Phosphorus Grenades, SHD Firestarter Chem Launcher or Shrapnel Trap and will deploy a True Sons Assault Turret, Hyena Sniper Turret, Cleaner Incendiary Artillery Turret.
 * Named Heavy Weapons in the Dark Zones will be equipped with EMP/Concussion or DC-62 Grenades, Molotov Cocktails, SHD Airburst Seeker Mines and can deploy multiple Assault Drones.

"I had an engagement on the south Mall with one of these guys. I ran out of ammo right around the time I finally finished dislodging the last of his armor. Managed to finish him off with a pistol, but you know what's funny? The thing I noticed most when I got up close wasn't his ugly face... it was the eye-popping number of bad tattoos."

- Agent Kelso

Tanks use their size to intimidate their enemies. They maintain a strict workout routine in order to withstand wearing heavy armor for extended periods of time. Tanks aren't used to their enemies retaliating and will become dismayed when they are attacked.

 Strategic Data Rusher=
 * The True Sons Tank archetype prefers to launch grenades from behind cover, periodically stopping to reload.
 * They are well armored, and can take significant damage before the armor breaks.
 * The ammo pack on their back can be destroyed to cause an explosion.
 * Bounty Tanks will equipped their Grenade Launchers with 40mm BTSU Airburst/Frag Grenades, throw Frag Grenades, and will continue to use the grenade launcher despite destroying the ammo box.
 * Named Tanks in the Dark Zones are significantly more dangerous, having stolen tech, grenades and explosives.
 * In Operation Iron Horse, Tanks will be equipped with a Police M4 with riot foam sprayer attachment, their ammo boxes will only immobilize the Tank if it gets shot.

"Before the outbreak, I thought there was nothing more offensive at close range than bad breath. These guys have really been challenging that long-held belief."

- Agent Kelso

Rushers charge into combat, exposed, and vulnerable. They fight for honor and want to die as heroes. They aren't military trained but have had previous close quarters experience: ex-cons, cage fighters. Rushers often hold mixed martial arts competitions in the barracks.

 Strategic Data Shield=
 * The True Sons Rusher archetype prefers to engage opponents at short range, often charging without regard for their own safety if it allows for a good shot.

"Anything can be a shield if your forearms can take it."

- Bodyguard

On Morodova's orders, three True Sons stick to Gray like glue whenever a fight starts. They have these ridiculously big shields, and their top priority is to figure out the biggest threat to Gray's life and get in the way. His ego is enormous, he loves this. Every bodyguard around him boosts his confidence and makes him harder and harder to kill. His bodyguard is called the "short straw".

 Strategic Data
 * Their shields can be broken with enough concentrated gunfire.
 * Killing these bodyguards makes Gray more susceptible to damage, but there is a constant stream of these that replace those killed.
 * These ONLY appear in the Lieutenant Gray raid boss fight and do not appear on the streets of D.C.