Having some resemblance to the New York faction, the LMB (Last Man Battalion), in regards to military training, fortification and firepower, they are the second most organized, disciplined and advanced enemy faction, right below the Black Tusk.
The formation of the True Sons and their actions in the city have been the major cause of the creation of the Outcast and Hyena factions. After suffering from multiple defeats and losing key personnel across Washington, D.C., they retreated back to their final stronghold in the Capitol Building, where Division agents with the assistance of the remaining JTF and Civilian Militia assaulted the facility. After sweeping through the complex, True Sons General and Leader, Antwon Ridgeway, made his own appearance, giving one final attempt to thwart the assault.
With the death of Ridgeway and the remaining True Sons garrison at The Capitol destroyed, the True Sons have since been scattered across D.C., attempting to survive against The Division and now the new enemy, the Black Tusk.
A fascist group of paramilitary warlords bent on using their combat expertise and overwhelming firepower to dominate their enemies and expand their territory. Smart and organized, the True Sons are led by a former JTF officer whose ruthlessness and combat prowess make him and his combatants a horrifying force.
When the pandemic broke out, chaos and panic quickly spread across Washington, D.C. In an attempt to control the spreading of the virus, the newly formed JTF established a quarantine on Roosevelt Island. Colonel Antwon Ridgeway formerly of the Maryland National Guard was given the responsibility to enforce the quarantine and ensure that everything ran smoothly. Seeing all the tragedy caused by the virus and how overwhelmed the JTF had become, Ridgeway started to lose faith in his commander's ability to save Washington, D.C. He quickly came to the conclusion that there need to be drastic actions taken to ensure their survival.
As a strong believer in the need for proper authority and discipline, Ridgeway decided to take matters into his own hands. In frustration and fear for the city's future, he ordered his guards around the quarantine to bar the entrances and exits and not let anyone in or out even the medical staff attending to the sick. He started to redirect essential resources from going into the quarantine, letting people starve to death and withholding medicine. In his eyes, the sick and the weak were already dead, so his number one priority became to secure the future of his own men. When confronted by a CERA doctor that she would report Ridgeway's actions to his superiors, he murdered the doctor right in front of terrified civilians. He then ruthlessly ordered his men to put down any resistance from inside the quarantine.
Ridgeway's actions were tainted by his willingness to do whatever it took for the well-being of his soldiers and his repulsion of the sick. Due to the chaotic state of the city, he was able to abuse his authority for a long time before the commander of the JTF found out and dispatched a Division agent to investigate. This led to a confrontation at the CERA Constitution Camp where the Division agent witnessed Colonel Ridgeway murder a civilian for breaking quarantine, this led the agent into shooting one of Ridgeway's unit and place Ridgeway under arrest on 55 counts of murder. He was then court-martialed along with several officers of his unit and found guilty on all counts and imprisoned in the American History JTF stockade. However, it did not take long until Major Keates and Major Ashford, two loyal members of Ridgeway's unit seeing the JTF's actions as a betrayal, broke into the stockade with Staff Sergeant Greystoke and freed him.
In Ridgeway's eyes, he had done nothing wrong. According to him, he was the only one with a realistic and viable solution to the situation. Therefore, the betrayal of his fellow JTF officers and imprisonment filled him with rage and hate towards the JTF and the federal government. As soon as he got out, he gathered men from his former unit and the stockade where he was held, prisoner. Together they captured the JTF officers that had imprisoned him and held a symbolic tribunal for them, only to execute them all moments later – and so True Sons were born.
During Ridgeway's imprisonment, the now deeply fractured and desperate JTF lose contact of the Roosevelt Island Quarantine as it is overrun by the newly formed Outcasts, who have a deep hatred for Ridgeway and the True Sons due to their treatment by them.
After Washington begins to collapse from the uncontrollable pandemic and subsequent disasters with DC-62, President Mendez orders the remaining government members including Speaker of the House, Andrew Ellis to evacuate the city, Ridgeway takes advantage of the chaos and storms The Capitol and devastates the remaining loyal JTF except for those at based at The White House.
When the True Sons have full control of the southern part of the city, the criminal gangs that are running riot further to the north decide to unite to defend their territory from the True Sons, they become known as the Hyenas.
At some point after they took over their key bases, most of them were armoured with barbed wire and metal sheeting, and have the most fortifications out of the factions apart from Black Tusk.
Being comprised of former JTF members and possessing military-grade technology, training, and discipline the True Sons are seen by the other factions as the most dominant faction within D.C. and thus the biggest threat. The Outcasts despise them for Ridgeways's quarantine and treatment of them and the Hyenas unified because of their war against the True Sons.
The True Sons are actively at war with the Hyenas and appear to be on the offensive against them. Some soldiers generally see the Hyenas as rats as one can be heard saying "Hey Hyena, crawl back to your hole" when engaging in combat against them.
The True Sons are hostile but not actively at war with the Outcasts, and vice versa. An audio recording revealed that when the Outcasts overthrew and took over the Roosevelt island quarantine center the JTF (before they became True Sons) decided to monitor them rather than send more men to try and neutralize them. It's possible that the True Sons are still monitoring their movements and actions as they are tied up in a war against the Hyenas and don't see the Outcasts as a threat to their supremacy.
Following the death of their leader and the invasion of the Black Tusk, the True Sons are now at war with every faction and are vying for control of positions within D.C.
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 DC. Scratch that, at least some on the Hill were doing good work.
The Assault unit are largely comprised of ex-police and military personnel. Most of 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.
Armed with a Police M4 (Regular) or a Custom P416 G3 (Veteran/Elite), this is the most basic type of True Sons soldier and have no unique ability of their own.
The Assault archetype will take cover when possible but will attempt to flank an enemy if they stay in one spot for too long.
They have average amounts of armour and health, but in larger numbers are deadly.
The Elite variants will also toss flashbang grenades to try and blind agents before moving in for the kill.
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.
Snipers are methodical and know how to efficiently use cover. They form 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.
Armed with a Classic Model 700 (regular) or a SOCOM M1A (Veteran/Elite) sniper rifle.
The True Sons Sniper archetype tends to stay back behind cover and (if possible) at a higher elevation than their target.
They will fire at any exposed enemy.
They are also equipped with an M1911 (regular) or an M45A1 (Veteran/Elite) for close range.
The Elite versions may carry special ammo (Shock, Bleeding, etc.) Like the Heavy Weapons, they have the ability to go prone to reduce their hitbox.
Elite snipers will also fire more frequently, which can make fighting them difficult without cover or a ballistic shield.
Elite snipers will also try to blind players with a laser dazzler, similar to Hyena snipers.
Named True Sons Snipers in the Dark Zones will be equipped with Molotov Cocktails and will have their health boosted once spawned.
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.
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.
Armed with an MP5A2 (Regular) or a Tactical AUG A3P (Veteran/Elite), a True Sons Thrower is similar to the Assault unit, but has the advantage of grenades.
The Thrower will throw grenades to its target's last known location. These grenades are usually concussion grenades for Normal and Veteran variants.
However, the Elite versions often throw white phosphorus grenades that deal damage over an area over time and confuses anyone in the blast
They all have a grenade pouch on their right thigh that when shot will explode and deal damage to all units in the area.
If they are shot while they are in the process of throwing, they will drop their grenade in themselves, possibly killing them and any units that have the poor judgement to stand next to them.
Named Throwers in the Dark Zones will be equipped with Black Tusk Taser Drones and Lethal Jamming Devices.
Bounty Named Throwers will be armed with Proximity Mines, Shock Grenades, DC-62 Grenades and can deploy an Assault Turrent, however, they cannot repair the turret.
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.
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.
Armed with an M1911 Pistol(Regular) or an MP5-N SMG (Veteran/Elite), the Medic archetype is unique with its ability to revive fallen enemies with their entire health back. The Medic can also attack the player with their defibrillators, shocking them momentarily.
These defibrillators can also be found on their backpack, which if shot will shock the Medic and any nearby units along with disabling their ability to revive.
Elite Medics will toss shock grenades, revive fallen enemies faster, and provide the revived target a health boost along with some armour should they revive a Veteran, Elite, or Named enemy.
Named Bounty Medics will also use Stolen SHD Tech Hive Restorer and Fixer Drones.
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.
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.
The Immobilizer archetype, armed with an M4A1, can be recognised by their blue surgical gloves and blue bandana.
The Immobilizer acts similar to the Rusher archetype in the way that they run towards a Division Agent and try to flank them. *While they are doing this or if they get close enough, they will start spraying riot foam that immobilizes the agent and forces them out of cover.
This can be countered as agents can be alert by the voice lines they shout when they start spraying foam, as seen below.
"You aren't going anywhere!" and "Wanna see what I can do?!".
They have a canister on their back that when shot will explode and immobilize the unit and anything around it. This also disables the Immobilizer's ability to use the foam. The Elite variants cannot be immobilized by their own foam if their tank is shot, unlike the Normal and Veterans types, but they will take time to stop the leak.
Named Bounty Immbolizers will be armed with DC-62 Chemical Grenades or Incendiary Grenades.
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.
Tanks use their size to intimidate their enemies. They maintain a strict workout routine in order to withstand wearing heavy armour for extended periods of time. Tanks aren't used to their enemies retaliating and will become dismayed when they are attacked.
Enemies padded in heavy armour that attack the agents with an M32A1 grenade launcher. It should be noted that the True Sons Tanker has considerably more armour than the tankers from the Hyenas and the Outcasts, but not as much armour as the Black Tusk Tanker.
They are very good with range games thanks to their weaponry but are not afraid of disposing of any reckless Division agents with one hit if they are close. Heavy Tanks are strictly elite or named enemies.
Shooting the Ammo box on their backpack does explosive damage to the Tank (typically destroying their chestplate), forces the True Sons Tank to switch to a Military M870 shotgun (they're still dangerous as Shotguns can do raw ballistic damage up close) .
This can also be done if the civilian militia in sandbox mode are fighting one.
Tanks in the Dark Zones will fire multiple grenades in succession in a burst.
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.
Rushers charge into combat, exposed and vulnerable. They fight for honour 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.
The True Sons Scout is far more disciplined in combat as opposed to the Hyena Rusher (who attacks with a baton at close-range) and the Outcast Rusher (who utilizes the "Kamikaze" suicide bombing method).
Rushers can be recognised by their camouflage bandana, chested mounted pistol holster, blue caps and unused double barrel shotgun.
They use a Super 90 (regular) or SASG-12 (Veteran/elite) shotgun for combat.
While they may not have as much life as a True Sons Assault Trooper, they can be potentially deadly since their shotguns can cause heavy damage in close range.
they will chase players for a long time before retreating to their starting position.
They have much less health and even the elite variants go down fairly quickly to a barrage of fire from pretty much every gun except a pistol.
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.
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.
Long-Range Female True Sons who use a Rocket Propelled Grenade Launcher. Armed with a Carl Gustav RPG, they deal a good deal of damage if they are able to score a hit.
They tend to keep their distance from any agents, so playing aggressively tends to work with RPGs.
The missiles lock on the agent, so it's imperative to take the necessary steps to avoid getting hit.
The RPG Shooter also carries extra missiles on their back that when shot will explode, deal damage, and disable the Shooter's ability to use RPGs.
They are also armed with an M9 pistol.
Bounty RPGs are also armed with Custom P416 G3's, Tear Gas Grenades and Incendiary Grenades.
I hve 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.
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.
Moderately armour padded, a True Sons Heavy Weapons soldier utilizes a Classic M60 (Normal) or a Military M60 E4 (Veteran/Elite) LMG and an Officer's M9 A1 pistol (Veteran/Elite). The Heavy Weapons soldier will fire from cover, or from a prone position should there be no nearby cover, and will lay down suppressive fire.
They are surprisingly accurate, so be careful even at a distance. They have an armoured helmet that protects their head until it is destroyed.
Their weak point is an ammo pack located on their back waist just like the Outcast Heavy Weapons, which when destroyed will cause them to panic and take damage over time, along with anyone who is unfortunate enough to be next to them when it detonates.
Should they survive their ammo pack being destroyed, they will switch to their Officers M9 A1 making them much easier to deal with.
Named Heavy Weapons can us their LMG even if the ammo pack is detonated.
Named Bounty Heavy Weapons will deploy an Assault Turrent loaded with Explosive round, a Fixer Drone, and sometimes deploy mender seeker mines, however, they cannot repair the turrent.
Named Heavy Weapons in the Dark Zones will be equipped with EMP Grenades and can deploy multiple Assault Drones.
The narrow AI required by their turrets came directly from consumer electronics. Turns out, the same tracking behaviour used in drones and mobile stabilizers can be used to select and track targets with weapons in real-time at surprising accuracy.
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.
The Engineer has the ability to set up a turret that will automatically shoot at enemies, as well as being armed with an M870 Express shotgun.
The turret, unlike the Hyena Engineer's sniper turret, functions similarly to the assault turret and will lay down constant fire on any enemies in its sight.
The turret can be temporarily disabled by shooting the ammo box situated on the left side. The Engineer will repair the turret should this occur or if it takes sufficient damage.
Elite Engineers are no different from their Veteran counterparts aside from increased health and armour, however, their turrets will apply a bleed effect should they hit a player.
The Engineer can be prevented from deploying his turret in the first place by shooting it on the left side of his backpack.
Be advised that if the Engineer is killed before his turret, the turret will fire on any target including other True Sons as long as the ammo box wasn't destroyed.
Only veteran and higher ranks appear to spawn.
Engineers appearing in all three Dark Zones will be equipped with stolen Seeker Mines, an Incinerator Turret, Concussion Grenades and Lethal Jamming Devices that can drain the player's health and armour.