Mutiny is third and last season for Year 7 in Tom Clancy's The Division 2, released on December 2nd, 2025.
It follows the aftermath of Natalya Sokolova's failed attempt to ally with the prominent D.C hostile factions, as a new power struggle emerged as a mutiny was unraveling within the True Sons, with defectors starting to question their former role and ideals, while fighting against their former brethren, threatening to tear the city apart.
It is up to Division agents to help these defectors in this fight not just to keep D.C safe, but to bring General Anderson to justice.
Overview[]
Agents, The Division 2: Mutiny brings a shift in the conflict. True Sons defectors are breaking ranks, and we can recruit them as field ready Companions. With the Command Link system at the center of this season, your coordination with these recruits becomes a powerful tool in every fight. New threats, new equipment and a demanding Master Climax Mission will test how well you can adapt and work together.
And if you want some official materials to go with the action, the fresh fan kit is out now with logos, season art and other assets!
Manhunt Storyline[]
After the Division stopped Natalya Sokolova from cementing an alliance with the other prominent hostile D.C factions and the dissolution of the Black Tusk/True Sons alliance, a new power struggle has emerged. A mutiny is unravelling within the True Sons, as many of its personnel had defected, questioning what ideals they were currently fighting for, with the future of the faction in peril. Meanwhile, General Anderson is desperately trying to keep his soldiers in line, and keeping the incident over the failed pact very hush-hush, leading to his loyalists questioning of what's going on.
As Division agents set out in their new mission, they worked with True Son defectors to keep this power struggle from spiraling, with yesterday's enemies becomes today's friends. Most importantly, they follow through General Anderson's trail in order to find him and bring him to justice.
Crackdown[]
In the first Scout, Division agents focused their efforts in helping their militia allies in the East Mall, by taking territory and supplying them. Once that was accomplished, they recovered the first piece of intel. In it, General Anderson discusses with his Lieutenant, regarding resource allocation, as he saw his subordinate supplying the training center with three crates and the Foundry with eight crates as excessive. Despite the Lieutenant arguing about keeping morale steady, Anderson retorted if they keep up their reserves steady at that pace.
The True Son Lieutenant asks his superior if there's something wrong, but Anderson deflects the question by telling him there'll be some delays while he deals with the disruption, and informs him there'll be no movement within the True Sons without his authorization. Furthermore, Anderson orders the Lieutenant to ensure his troops stay in line, with the stakes as they are. The Lieutenant accepts these orders with full support before being dismissed.
Groveling[]
In the second Scout, Division agents helped with a group of defectors escape their predicament, by keeping the True Sons occupied. Once that was accomplished, they recovered the second piece of intel. In it, two True Son soldiers discuss the lack of transperancy on General Anderson's regarding the failed pact with Black Tusk. Not to mention, with the alliance dissolved due to that debacle, the soldiers were forced to scrape out with ration packs. They also talk about Anderson's attempts to patch things up with Natalya Sokolova, hoping none of his soldiers notices the mess he made, which led them to believe he's forgotten what it's like to bleed in the trenches, maybe even forgot himself.
Subsequently, they started to question of what they were fighting for, with the first soldier in the conversation guessing that whole alliance between True Sons and Black Tusk was simply a scheme to break the soldiers down and keep them in chains. Either way, they believe Anderson's days are numbered.
Surveillance[]
For the third Scout, a True Sons Lieutenant reached out to the Division, claiming to have valuable information regarding the conflict, which they'd share in exchange for supplies and safety guarantees in return. As such, agents focused on disrupting True Son operations and supply lines, concluding their objective with supplying one of their allied Control Points in West Potomac Park.
After that was accomplished, they recovered the third piece of intel. In it, two True Sons security guards were cycling through surveillance footage in their base, with one noting some guy spraying graffiti on the wall in cam four, which they dismissed as fooling around. The female guard, however, was reminded of the time when she and her school buddy used to spray graffiti on the skylight. Her colleague was not paying attention, and when she pointed on a couple making out in cam eight, he vents how much he hated surveillance duty, saying it's rotting his brain.
Uprising[]
For this fourth Scout, Division agents focused on drawing out Major Bungler and his forces in the open before they close in on the defectors. After causing enough ruckus, they found and eliminated Bungler and the remainder of his unit.
Afterwards, they recovered the fourth piece of intel. In it, a loyalist True Sons Lieutenant (the same one from the first scout's comm) is interrogating a suspected defector, Corporal Barnes, demanding information pertained to the grafitti that was calling for an uprising, as he was under orders from General Anderson to show no mercy. Despite the promised leniency given to him, Barnes refused to share names, telling the Lieutenant that this whole rebellion won't end by scrubbing off a grafitti off a wall, as several True Sons had answered the call, and taunted by saying that Anderson and his loyalists will lose.
In a final act of defiance, Barnes spits on the Lieutenant, which prompted the latter to torture the former to death.
Waking Up[]
In the fifth Scout, Division agents focused on helping out civilian settlements in the Southwest area due to True Sons stepping up their recruitment efforts, causing discontent. Once that was accomplished, they recovered the fifth piece of intel.
In it, two True Sons, both women, were discussing the situation they were in, with the first expressing her dismay despite her friend's pep talk and argument that this whole mutiny debacle is a long game and isn't gonna be fixed tomorrow or tomorrow, as she was feeling that being in the Castle before they joined up was better than where they are, right now
Her friend offers another option, a way out, which got her interested, which then is asked of what she knows about Rising Echo.
Full House[]
For the sixth Scout, Division agents focused on rescuing a group of defectors captured by True Sons, assisting them in taking over the Solar Farm Control Point, and eliminating True Son officers before they could retaliate. Their objectives complete, and the agents recovered the sixth piece of intel.
In it, a team of True Sons soldiers raid a building, where it was believed it was harbored by defectors holding a meeting there. But to their surprise, it was actually a group of civilians having a poker game, and caused a commotion while they were playing.
As a way to make it up for this error, the civvies convinces their fellow True Sons to join them in their game, with one member teasing if they want to lose their rations.
Assassination Plot[]
For the seventh Scout, Division agents focused on drawing out Corporal Harris, as he and his unit were disrupting the defectors supply chains and was closing in on a group of them. As such, they disrupted the True Sons supplies, answered a distress call in No Hope Hotel Control Point, leading them to find Harris, where they eliminated him and his unit in the Southwest area, recovering the seventh piece of intel.
In it, Lieutenant Adkins informs a group of defectors that two True Sons, Wilson and Lopez, had answered the call and are on watch in the United Ironworks Foundry. One defector, a woman, muses how her fellow modest band of outlaws is becoming a real resistance, then asks of the status of Corporal Barnes. Unfortunately, Adkins informs they lost him, leading her to ask if they can enact Operation Rising Echo without Barnes.
A fellow defector, a man, answers if the timing is right, considering that General Anderson is being a slippery bastard, and more paranoid than ever. Even so, Adkins points out they have the numbers, but if their intel is wrong, the resistance will die out.
A third defector among the group then comments they can't pull this off without help from the Division, leading Adkins to wonder if they'll listen to Wally. The defector woman says the agents will listen, and they'll have to if they want to keep D.C safe.
WIP 8[]
WIP 9[]
WIP 10[]
WIP 11[]
WIP 12[]
Climax Mission[]
Additional Intel[]
For unknown reasons, Division agents intercepted five additional comms while they were busy holding off the True Sons mutiny. These comms detailed The Manager's dealings with Calvin McManus, his discussion with Bardon Schaeffer regarding the events that transpired in Lower Manhattan, and Natalya Sokolova confronting Claire Ortiz over ISAC.
Deliveries[]
The Manager gets a visit from Calvin McManus, who was inquiring over the delivery status of Sokolov Concern gear that was supposed to be sent to his operatives in the field before the outbreak. The Manager confirms it's ready and waiting for delivery, but Cal needs to sign the authorization form, so Sokolov Concern drivers can be sent to the quarantine area.
Despite Cal's promise, The Manager insisted on having him make the authorization for JTF and CERA. Cal agrees, telling the Manager to send them his way, and he'll take care of it.
Rogues[]
Bardon Schaeffer discusses the Lower Manhattan operation with The Manager, with the latter feeling it's a lot of effort to put down five Rogue Division Agents. Schaeffer mentions Calvin McManus being obsessed about those particular traitors, then the Manager mentions Natalya Sokolova's investment in this whole thing.
Schaeffer found that surprising, as he was aware that Nat had run-ins with Vivian Conley in the past, but nothing that could be considered worth her time. The Manager corrects him, and mentions that Nat's investment is due to Aaron Keener, as she hates him.
Schaeffer is understanding, as Keener is pretty hate-able, but the Manager comments it wasn't about what the Rogue Agent did since the quarantine, as Nat's grudge against Keener is prior to the outbreak.
Rikers[]
Calvin McManus inquires the Manager of his orders. The Manager confirms to him that everything he's ordered has been sent and accounted for on his end, but he can't guarantee if the Outcasts didn't decide to take a delivery fee. Cal then inquires him about the turrets being sent to Brooklyn Heights, which the Manager confirms he's already sent them, but can't control what happens to the delivery once it leaves the factory.
Cal got indignant, and asks how long will it take to send backups if things go missing. The Manager answers that it depends on Sokolov Concern having the base materials and components ready. If it's a matter of assembly, it can take a day or two. But if they need to manufacture parts, then they need to find raw materials for those parts, and that's not something the Manager can asses.
Cleaners[]
Calvin McManus tells The Manager of that shipment delivery supposed to be sent to the Army Terminal. The Manager tells him until the road is cleared, there's no way for him to get that delivery without an airlift. When asked by Cal of the vessel's size, he answers it's a mid-sized military transpo. Cal comments he doesn't have access to that kind of transpo. And even if he did, it would raise questions about resources he's not ready to answer, then asks The Manager if Black Tusk helos could be used.
The Manager told Cal he could, but cautions him that it would raise more questions about his alliance than he's ready to answer. The DHS Secretary asks for suggestions, and the Manager answers he could take a CERA transport or be patient.
Cal chose to be patient, commenting that the Cleaners have waited this long, and they could wait a little longer.
AI Decision-Making[]
Natalya Sokolova confronts Claire Ortiz over ISAC, as she wasn't aware about him until she learned of his existence. Claire answers there's not much to tell, though Sokolova thinks if ISAC is good enough for Calvin McManus, she should know about the AI.
Claire argues to Nat that she didn't want any AI in her tech, and wanted humans to make the decisions. Sokolova confirmed that she does, though muses on humans being unpredictable. Irrational. Make decisions that harm themselves. And with the world under the yoke of the outbreak, they're running out of humans.
Claire sarcastically laments over the population crisis, and Nat mentions Gordon Amherst's virus, Green Poison, was too effective in its role. She then demands Claire to tell her about ISAC.
Claire tells Nat she doesn't want ISAC, in which the latter questions whether she doesn't the AI, or rather Claire doesn't want her to have him.
Companions[]
The Division 2: Mutiny introduces the NPC Companions, a feature where you can recruit and command defected True Sons soldiers who now fight by your side. As a Squad Leader, you can guide your Companion through combat by ordering them to reposition, focus targets, support the team or activate special abilities through the Command Link Global Modifier.
The system is tightly connected to the season’s Modifiers, which shape how you and your Companion work together. Each Companion functions as an Active Modifier that you equip, and every Archetype brings its own set of abilities you can command in combat. Passive Modifiers strengthen your teamwork. Hostile Modifiers introduce enemy behaviors designed to disrupt that coordination.
Recruitment[]
You can recruit Companions through open world encounters and True Sons Mutiny Events found throughout Washington DC. During fights against True Sons, you may come across defectors who choose to break ranks mid combat. If they survive the encounter, you can speak with them afterwards and recruit them as your active Companion.
Recruitment encounters appear only in Washington DC, but once a Companion joins you, they can go with you anywhere, including missions in other regions and the full range of difficulty settings up to Legendary.
Archetypes[]
There are three Companion Archetypes, each with distinct combat style and purpose to your team:
- Assault, a frontline fighter who pushes forward and engages aggressively while still using cover when needed.
- Medic, a defensive support unit who focuses on healing, cleansing and reviving the team.
- Engineer, keeps enemies out of key areas with well-placed turrets and strong close-range defense.
You begin the season with the Assault Companion unlocked during the introductory mission. Medic and Engineer Companions are gained by finding and recruiting defectors in the open world.
Each Companion has Traits, which act as strengths or weaknesses. They are randomly assigned within that Companion’s Archetype and may improve offense, defense, movement or resistances. You are encouraged to experiment with different Companions and Trait combinations to find one that fits your playstyle.
Modifiers[]
Global Modifiers[]
Command Link is the core seasonal modifier and sits at the center of your teamwork with your Companion. The meter builds when you perform coordinated actions, for example marking priority targets, focusing fire on the same enemy or backing each other up with damage or support actions. Each action awards Command Link Points and grants short term buffs.
When the Command Link meter is full, you can activate your Companion’s Active Modifier ability. As you continue earning Modifier XP with that Archetype, these abilities level up and gain additional effects.
Companion Link Actions[]
| Action | Bonuses |
|---|---|
| Priority Kill: Your Companion kills your marked target. | Grants 40 percent Weapon Handling and 10 percent Rate of Fire for 10 seconds, duration stacks.
Awards 30 Command Link Points. |
| Crossfire Kill: You or your Companion kill an enemy after you have both dealt damage to it. | Grants 25 percent Critical Hit Damage for 10 seconds, duration stacks.
Awards 40 Command Link Points. |
| Reposition: Your Companion completes a Move to Cover order. | Grants 40 percent Reload Speed for 10 seconds, duration stacks.
Awards 10 Command Link Points. |
| Assist: You or your Companion revive the other during combat. | Grants 15 percent Weapon Damage for 10 seconds, duration stacks.
Awards 20 Command Link Points. |
| Buddy Aid: Either you or the Companion revives the other during combat. | Grants 35 percent Bonus Armor for 10 seconds, duration stacks.
Awards 45 Command Link Points. |
| Collateral Kill: Your Companion kills an enemy on their own. | Awards 15 Command Link Points. |
Passive Archetype Bonuses[]
The more Companions you recruit, the stronger your personal passive bonus becomes. This bonus is based on how many Companions you have collected in the season, and it stays active whenever the Global Modifier is on, even if you do not have a Companion deployed.
- Each Assault recruit grants +1.5% Weapon Damage, up to 15%.
- Each Medic recruit grants +2% Hazard Protection, up to 20%.
- Each Engineer recruit grants +1.5% Skill Efficiency, up to 15%.
Co-Op Rules[]
Command Link works in both solo and co-op play. In group play, only one Companion is active for the entire team. Any agent can deploy their Companion for up to 90 seconds, then another player can take over by deploying theirs.
Each agent builds their own Command Link meter based on how they coordinate with the active Companion. Priority Kill and Reposition buffs apply only to the player who issued the command. Crossfire Kill, Buddy Aid and Collateral Kill can be triggered by anyone in the group and each player receives their own buff and meter progress.
Your Command Link progress carries over when another agent deploys their Companion. Progress resets when an Active Modifier ability is used, when you change Companions or if either the agent or the Companion is downed.
Active Modifiers[]
Active Modifiers are powerful abilities that you can trigger once the Command Link meter is full. Each Companion Archetype has its own version of this ability. They can be upgraded through Modifier XP and all Companions of the same Archetype share this progress.
Spearhead - Assault[]
The Assault Companion fires an explosive RPG that hits hard and applies Bleed in a small radius. Activating it also boosts your team’s damage against exposed enemies for a short time. As you level it up, the blast grows stronger and wider, and eventually leaves behind a burning area that helps break up enemy groups.
Techline - Engineer[]
The Engineer Companion deploys a Turret that locks down enemies and increases your team’s Skill Damage while it is active. Higher levels enhance its firepower and add disruptive effects, such as an EMP burst or explosive rounds.
Quickfix - Medic[]
The Medic Companion sets up a Support Station that heals, cleanses and revives allies in its area, while giving your team bonus Armor on Kill. Upgrades extend its range and add new tools, including Shock effects that help protect the team as the Station expires.
Passive Modifiers[]
Passive Modifiers provide ongoing bonuses that work with any active Companion. There are 18 in total, grouped into Offense, Defence and Tactics categories, and you can equip up to three at a time. These bonuses activate automatically as you play.
Passive Modifiers focus on strengthening the coordination between you and your Companion. They reinforce your teamwork by enhancing things like Command Link generation, buff uptime or the damage of well-timed actions.
Hostile Countermeasures[]
Hostile Modifiers are special enemy behaviors designed to break your coordination with your Companion. They appear throughout the season and require you to adapt your tactics.
- Commander - a heavily armored Elite enemy who boosts nearby allies.
- Jammer - a hidden enemy who suppresses your Command Link gain and disables Passive Modifiers until you and your Companion flush them out and eliminate them.
- Fireteam - a paired enemy group that shares damage resistance and healing.
Gears, Weapons, and Talents[]
This season introduces new equipment focused on teamwork. If you work with your Allies, you gain stronger offensive and defensive benefits that reinforce the entire group.
Allies includes group members, nearby friendly NPCs, and your Companion.
NEW EXOTIC WEAPON[]
| Bittersweet
Exotic M1A Rifle |
Talent Transfusion
Hitting headshots builds stacks up to a max of 8. When shooting an Ally or Skill, repair them for 50% of the shot damage for each stack. Healed Allies receive 200% of your Repair Skills bonus as Bonus Armor for each stack for 10 seconds. All hits become guaranteed headshots for 8 seconds after healing an Ally or Skill while at maximum stacks. Weapon Mods: Optics: +5% Headshot Damage Underbarrel: +5% Headshot Damage Magazine: +10 Rounds |
New Exotic Gear[]
| Beacon
Exotic Chest |
Talent Bond
Both you and Allies receive +30% Critical Hit Damage, +15% Skill Efficiency and +2% Armor Regen when an Ally is within 10 m of you. Receive +15% Critical Hit Damage, +7.5% Skill Efficiency and +1% Armor Regen when one of your Skills is within 10m of you. Only the highest group of buffs can be active at one time. The PVP version of this talent does not include any of the buffs listed above. Attributes • Red Core • Critical Hit Chance • Critical Hit Damage |
New Gear[]
| Concentrated Company
Gear Set |
2 Pieces equipped: +10% Weapon Damage
3 Pieces equipped: +30% Weapon Handling 4 Pieces equipped: unlock a new unique Talent. Talent Camaraderie Shooting an enemy marks them for 7 seconds. When a marked enemy dies, receive one stack of 3% Weapon Damage and 2% Critical Hit Damage for each Ally or Skill that has contributed to killing that enemy. Max stacks is 35. Stacks decay every 10 seconds. Maximum amount of marks that can be placed is 4. Chest and Backpack Talents: Chest Bonus, All for One Increase the amount of marks that can be placed from 4 to 8. Backpack Bonus, One for All Increase the Weapon Damage bonus per stack from 3% to 5%. |
| Unit Alloys
Brand Set |
1 Piece equipped: +5% Rate of Fire
2 Pieces equipped: +20% Assault Rifle Damage 3 Pieces equipped: +50% Magazine Size Named Gear Pieces: Named Chest Piece “Equalizer” — Talent Perfect Obliterate Critical hits increase total weapon damage by 1% for 10 seconds. Stacks up to 24 times. Named Holster “Salvo” — Perfect Attribute |
New Named Weapons & Talents[]
| Lockdown
M870 Express |
Talent Perfect Immobilize
Amplifies Weapon Damage by 25% to ensnared enemies. After 3 kills, applies Ensnare to the next enemy you hit. For PvP: Amplifies Weapon Damage by 15% to ensnared enemies. After 3 kills, applies Ensnare to the next enemy you hit. |
| Froth
Tactical Vector SBR 9mm |
Talent Perfect Immobilize
Amplifies Weapon Damage by 25% to ensnared enemies. After 3 kills, applies Ensnare to the next enemy you hit. For PvP: Amplifies Weapon Damage by 15% to ensnared enemies. After 3 kills, applies Ensnare to the next enemy you hit. |
| Talent Immobilize | Amplifies Weapon Damage by 20% to ensnared enemies. After 4 kills, applies Ensnare to the next enemy you hit.
For PvP: Amplifies Weapon Damage by 10% to ensnared enemies. After 4 kills, applies Ensnare to the next enemy you hit. |
Master Climax Mission[]
Successfully completing the Climax Mission on Master difficulty for the first time guarantees the Exotic Super 90 Shotgun “Sheriff” as a special reward. It can also drop at any difficulty, though with lower chances. The higher the difficulty, the better your odds.
| Sheriff
Exotic Super 90 Shotgun |
Talent Autentico
+35% Weapon Damage, +100% Accuracy, No Damage Drop Off. These bonuses are built into the weapon base stats. |
Season Pass[]
The optional Season Pass is available for all The Division® 2 players starting at Level 1, priced at 1000 Premium Credits ($9.99 or your regional equivalent) in the in-game store and it’s available to everyone. While the Season Pass is accessible from Level 1, some of the rewards will be usable only when you reach Level 40.
Additionally, players can opt for the Premium+ option, available for $29.99 or your regional equivalent, which bundles the Premium Season Pass with multiple rewards, offering even greater value. Players with the Season Pass can unlock premium track rewards such as:
- 10 Gear Dyes
- 9 Universal Weapon Skins
- 2 Outfits
- 2 Prestige Arm Patches
- 400 Premium Credits
The free track also includes rewards like:
- 3 Arm Patches
- 1 Outfit
- 1 Exotic Weapon
- 1 Exotic Gear
- 2 Named Weapons
- 2 Named Gear
- 1 Universal Weapon Skin
Both tracks also feature multiple caches to unlock along the way.
ONE TIME OFFER[]
Don’t miss out on this exclusive One Time Offer, available for $19.99 or your regional equivalent. It includes 2000 Premium Credits and 600 bonus Credits, plus The Fang Pack Headgear to give your agent a standout look when heading into Mutiny.