Strategic Homeland Division
The Strategic Homeland Division (SHD), referred to as "The Division", is a classified unit of highly trained, self-supported tactical agents appearing in Tom Clancy's The Division and Tom Clancy's The Division 2. The players take the role of Division agents.
They are fully autonomous field operatives trained to restore order to communities suffering from catastrophic events, institutional collapse, and societal breakdown. Division agents are embedded in society, leading ordinary lives until they are activated. The Division is not an elite unit in the traditional military sense. They are a civilian agency whose members do not train or deploy like military units.
The Division is made unique by its connection to Directive 51 and its interconnected but autonomous networked organization. It is the Division as a whole that is special, not necessarily each individual agent. Officially, agents of The Division are counted as federal agents, in direct service of the United States federal government.
- Deep Cover Agent: All of the Division Agents are a heroic version of this, secretly planted in all walks of life all over the United States in case a catastrophic emergency that threatens the survival of the United States occurs. The various trailers show one agent who's a paramedic, another who's an FDNY firefighter, a third who shares an apartment with her slacker boyfriend and his conspiracy-nut friend (and saves them from an armed looter), and a man whose wife and daughter are shocked to discover the automatic weapons and high-tech communications gear he keeps in the closet. Each of them are activated with the Second Wave, and express frustration that they weren't activated sooner, as perhaps the First Wave might have succeeded before things got so bad if only it had enough manpower. In-game, the player assumes the role of a "Second Wave" agent activated to provide further assistance as the "First Wave" were killed or went MIA.
- Destructive Savior: In-universe and out of universe, some commentators note the Division are killing a lot of Americans.
- Does This Remind You of Anything?:
- Division Agents are given the authority to do "whatever is necessary" to restore order where they are deployed, including the "elimination" of all threats to their mission. A power which is very similar to a certain other Tom Clancy game series' "Fifth Freedom".
- The full name of the Division, is "Strategic Homeland Division" or SHD for short. A name and acronym extremely similar to another group of highly trained and equipped agents that belong to the "Strategic Homeland Intervention, Enforcement and Logistics Division".
- Elaborate Underground Base: The Division has a number of these in the sewers of New York.
- Elites Are More Glamorous: Division Agents rapidly develop a reputation as superpowerful agents able to single handedly take on huge numbers.
- They are a super-powerful, super-talented version of a Department of Homeland Security plan.
- May also be one for SHIELD.
- Government Agency of Fiction: The Strategic Homeland Division. Also CERA or the Catastrophic Emergency Management Agency as the fictional counterpart to FEMA. Also the Joint Task Force, the remnants of the city emergency services, National Guard, and CERA that have banded together. Also the DCD or Disease Control Department as the counterpart to the CDC.
- Government Conspiracy: Played with. In real life, "Directive 51" has been feared as a tool for the suspension of democracy and there's a real dread that the agencies used by it could pose a threat to liberty. That agency would be, y'know, the one you're working for here. The Division in practice ends up being anything but villainous in purpose - it really is there to help keep everything from falling apart entirely. And really, the main thrust of the plot is that, under the all-encompassing stress of a true pandemic like Green Poison, even a huge, powerful government group like the Division simply can't avoid suffering heavy splintering and compromising of its power. They're still human and are as vulnerable as everyone else.
- Mythical Motifs: The Division's emblem features The Phoenix as its symbol, and some of the best gear in game is purchased via blueprints or directly from vendors with "Phoenix Credits".
- Nice Job Breaking It, Hero!: The Dark Zone is entirely their fault as a failed attempt to quarantine the sick that spiralled out of control into a massive human rights violation that also broke Agent Keener.
- Not Quite the Right Thing: The Division, despite being the protagonists, ends up causing as much destruction as preventing due to rogues.
- Pretentious Latin Motto: Naturally, the SHD has one on their logo; Extremis Malis, Extrema Remedia. A loose translation would be along the lines of "desperate times call for desperate measures".
- Rogue Agent: A huge chunk of the Division's members go Rogue and join Keener's organization or formed their own groups.
- Sigil Spam: Despite being a newly formed agency that was previously highly secret, they cover everything in their symbol after the Dollar Bug.
The Player Character. The Agent is an operative of the Strategic Homeland Division (or just The Division).
- The Ace: In the Division Shield audio logs, it's mentioned that the player's particular agent is one of the best (if not the best) they've got in the entire Division.Jerry Liu: Lemme tell you, that agent Faye Lau brought in with her is the real deal. [...] Between you and me, you don't see that sort of performance out of every agent. Still don't.
- Action Girl: Potentially.
- Badass Crew: Whether the Agent is alone or with a team, they cleave through squads of enemies easily.
- Character Customization: There is a somewhat limited character creation screen which allows you to pick your Agent's gender, face, hair, and accessories, among other features. You can also swap out their outfits, gear, and weapons, as well as pick and choose their abilities and talents.
- Chaotic Neutral: The last surviving Big Bad of the game, Aaron Keener, thinks the agent is this, claiming they didn't want to reveal their plans to the player's character because they weren't sure what their next move would be. Whether or not that's actually true boils down to how much chaos the player causes in the Dark Zone (if they've even entered the DZ at all), which is cut off from Division communications.Aaron Keener: Normally, I'd do this face to face, but I'm not 100% sure which way you'll jump. You act one way when Ms. Lau is watching and another way entirely when you're off the leash. That's an interesting contradiction.
- Chronic Backstabbing Disorder: Every time you decide to go rogue in the Dark Zone.
- Deep Cover Agent: Up until the outbreak, the Agent had a regular job and, presumably, a regular life in which nobody around them knew about their membership to the Division. To quote the intro: "We are an elite, highly skilled group of embedded agents. They only call us, when everything else has failed. [...] We are your co-workers. We are your neighbors. We might even be...your friends."
- Heroic Mime: The Agent never speaks a word in the game, or even vocalizes for that matter, unlike some other silent protagonists who at least make noises when they're hit or wounded.
- One-Man Army: If you choose not to team up with any other agent during missions.
- One Riot, One Ranger: Playing solo means you're practically living up this trope. You may get JTF backup, but you're still doing the heavy lifting.
- On-Site Procurement: Though there are vendors in your safe houses this is the main method of gaining new equipment. Applies in-story too, as Division agents are trained (and expected) to be self sufficient.
- Player Character: Natch.
- Purely Aesthetic Gender: It doesn't matter if they're a man or woman.
- Token Good Teammate: Potentially an in-universe case as the Division is increasingly revealed to have been a horrible idea that made things worse. The player character, while a vicious killer, gives charity to the poor and helps rebuild New York.
- Unexplained Recovery: The Agent and Faye Lau are both caught in the blast radius when a missile strikes their commanding officer's Tilt-rotor aircraft. The Agent actually seems to get it worse than Faye did, as he/she passes out for a significant period of time and has to be revived on the helicopter ride to Manhattan. Yet Faye spends the rest of the game seriously injured and unable to take to the field, while the Agent is fighting fit and running around gunning down fools within minutes of landing.
- Virtual Paper Doll: Besides all the gear you can find for your agent, you can dress them up in clothes you loot off of chests, rewards from helping random civilians, or even off of dead enemies.
- What Happened to the Mouse?: Their fate in the Warlords expansion is entirely unaddressed, though with Keener's attack on City Hall taking 'top Division agents', it's likely they were among those lost.
- "Ugh...I wish I could get out there myself..."
A member of the Division who serves as your Mission Control.
- Anger Born of Worry: According to her sister, "Worried Faye" is no different than "Scary-Angry Faye."
- Big Sister Instinct: One series of missions has you finding out what happened to her sister Heather to find out if she's still alive.
- But Not Too Foreign: A second-generation Chinese-American.
- Dented Iron: Her cameo in the Sequel shows she's back in action, still fighting despite losing her eye.
- Eyepatch of Power: Has one of her eyes pretty heavily bandaged up by the time you reach Manhattan.
- Gets a proper one in her cameo in the Sequel. She's back in action
- FaceHeel Turn: The end of the Warlords of New York DLC campaign reveals that her true allegiance has been with the Black Tusk the whole time, although it's unknown when exactly she switched sides. Her long-term goal is to take down the Division for good.
- Heroic BSoD: She can barely process the idea that Division agents have gone rogue, at first.
- Hypocrite: Faye admonishes a rogue Division agent for going to Black Tusk in a Warlords audio log, when she does the exact same thing at the end.
- Faux Action Girl: Faye's forced to be on the sidelines after suffering serious injuries. To be fair, she's really unhappy about it.
- Goes back into being a full-on Action Girl by the time of her cameo in the sequel.
- Game-Breaking Injury: She survived the helicopter crash in the beginning, but winds up with a busted leg and damage to her eye.
- Mission Control: She's relegated to this after her eye and leg are injured when the first transport to Manhattan is blown up.
- Start of Darkness: Possibly the death of her sister.
- You Are in Command Now: After the helicopter carrying the Commander is shot down, Faye is the only remaining ranking Agent to coordinate operations with the JTF.
The commander of all SHD forces operating in New York City
- But Not Too Foreign: His name indicates that he's of Chinese origin.
- Character Death: Killed by Keener when Faye and the Agent character was about to be deployed on a SHD operation to Manhattan.
- Da Chief: In charge of all SHD agents activated in NYC.
- We Hardly Knew Ye: Not much information is known about him even after he's assassinated by Keener.
An agent of the Division who was part of the First Wave that was sent into Manhattan ahead of the player. He later goes rogue. In The Division 2, the player can find voice recordings he has left behind in the the city. By the time of the sequel's Warlords of New York expansion, he has gained a sizable foothold in lower Manhattan, with him and his crew of four elite rogue Agents manipulating the local Cleaners and Rikers for their ends.
- A Million Is a Statistic: Keener explains in a recording that this is how he copes with killing others. He doesn't think of his victims as actual people, but as simple numbers in a equation that must be solved.
- Amicable Exes: According to his file, Aaron was married twice, divorced twice and is still good friends with both women.
- All Your Powers Combined: His boss fight in Warlords has him use every single Division skill in 2.
- Big Bad: The closest thing 1 has to one anyway. He fully takes the mantle in 2's Warlords expansion.
- The Chessmaster: He's always constantly one step ahead of everybody else (or claims he is) and always likes to reinforce this fact to everybody he speaks to.
- Chronic Backstabbing Disorder: Keener will always go with who he thinks is the winning side. First, he betrays the Division and the joins the LMB. Then, when the Division and JTF begin pushing back the LMB, Keener cuts his losses and abandons them, taking Tchernenko with him. The sequel shows he hasn't gotten any better about this, as he reneged on a deal with the Black Tusk using Tchernenko as a bargaining chip simply because the Cleaners were nearby and wiping out said Black Tusk unit.
- Dragon with an Agenda: It's abundantly clear his alliance with Colonel Bliss and the Last Man Battalion is one simply of convenience. The LMB are the strongest faction operating inside quarantined New York, so Keener affiliated himself with them after disavowing the Division.
- Even Evil Has Standards: One audio log in Warlords of New York shows that he doesn't take it well when firefighters and their kids are murdered.
- FaceHeel Turn: Was a Division agent and as such was dedicated to helping people and saving New York. Then he was ordered to abandon his friends and the people he swore to save. And then it got worse from there.
- An echo recording shows him coldly executing some random street tough who was hassling him; this was at the beginning of the outbreak when he was first activated. So he was always ruthless, though still dedicated to the goals of the Division until the events of the Dark Zone.
- Famous Last Words: "You have no idea what's coming."
- Final-Exam Boss: In Warlords of New York, the mission where he's finally tracked down and fought has, in chronological order, weaker versions of raid bosses Razorback, Buddy & Lucy, a Marauder-class unmanned quadcopter, the whole catalog of SHD skills fielded by Keener, and finally a Timed Mission involving the destruction of a missile launcher, like the end of the Tidal Basin mission.
- Five-Man Band: He is the leader of the four LMB bosses who used to be Division agents like him: Scarecrow, Hornet, Raptor and Domino, and the Warlords rogue agents all answer to him as well.
- Fog of Doom: Keener's new bioweapon in Warlords of New York takes the form of a red-orange mist containing the Eclipse virus. The opening of the DLC has the Division already bearing witness to its aftermath on New York's city hall, with Eclipse seeping through vents all over the building.
- The Ghost: He is never encountered directly by the player in the main storyline. Instead, the player only hears and sees Keener via voice recordings, ECHO beacons, and intercepted radio transmissions. Doubly so in The Division 2, where he plays no role in the events occurring in Washington D.C. other than a few recording logs he's left behind where he talks about his philosophy and vaguely hints as to his future plans. Warlords finally has him make a proper physical appearance as the Big Bad of the expansion.
- Greater-Scope Villain: Several dead drops found in Washington D.C., show that hes still out there, and hes having Vitaly use Amhersts research and equipment to create new viruses.
- Hidden Agenda Villain: Despite knowing Keener has gone rogue, nobody really knows what exactly he plans to do with Amherst's research. Keener himself Lampshades this in the voice recordings he leaves behind in Washington D.C., where he taunts the player over how nobody knows what his true goals are. Warlords of New York reveals that he's developing a new virus with the help of Tchernenko dubbed "Eclipse" to use as a bioweapon against his targets, and the opening cutscene of the expansion shows that he's already used it against New York's city hall, killing a lot of JTF and Division personnel.
- He Who Fights Monsters: Going into the Dark Zone at the height of the chaos did no favors for his worldview or his sanity. This ultimately leads him to joining forces with the LMB.
- Idiot Ball: It's completely within Keener's hubris and apathy to not have his watch log off from the secret Rogue network after his death. It's also very dumb.
- Interface Screw: While fighting his Rogue skills in ANNA's control room, he modifies the displayed objective to taunt the player and set his paranoid tendencies front and center.
- Jerkass Woobie: Let's just say that Aaron went through a lot of shit before his heel turn. A lot of shit.
- Kick the Dog: ECHO files show Aaron executing random civilians and fellow Agents. He is also the one responsible for shooting down the helicopter carrying the Second Wave Commander.
- Manipulative Bastard: Is very good at convincing people. Not only does he get Charles Bliss and the LMB on his side but he is also able to convince at least eight other First Wave agents to join him. Though in the case of the latter the Dark Zone and what it means to the First Wave more than likely helped put his point across to them. Especially to Scarecrow.
Keener: "[...] Normally I'd do this face-to-face but I'm not one hundred percent sure which way you'll jump. You act one way when Ms Lau is watching and another way entirely when you're off the leash. That's an interesting contradiction. You see, I think that deep down you get it. You know the old rules; laws, government, those things died on Black Friday. But the feral PM Cs, the convicts, the ones smart enough and good enough to take what they need, they'll survive. Me, I'm gonna prosper. Oh, you could too, but you took an oath, right? You got a duty. Those are both ways of saying your conscience is fucking you. You ask yourself; who has earned a right to tell you what to do? Do you know how many agents died to hold the Dark Zone, just for the brass to give up and put a wall around it? You don't believe me? You should check the place out for yourself. [...] You should think about getting in on this thing. I'll be seeing you."
- He also throws out the possibility of you joining him before he leaves in the ECHO recording found in the Unknown Signal mission.
- My Death Is Just the Beginning: After you kill him at the end of the Warlords of New York expansion, he activates ANNA and the Rogue Network, enabling Rogue Agents to band together in an unprecedented manner.Keener: You have no idea what's coming...
- The Paranoiac: Has severe trust issues after witnessing the events that led to the creation of the Dark Zone. The final mission in the sequel's Warlords of New York DLC really hammers this home, as he hacks the player's objective to make it say things like "Who CAN you TRUST?".
- Power Nullifier: The last part of his boss fight has him deploying an EMP so powerful that it outright destroys the player's skills right off their back, and they're not made available again until the end of the mission.
- Pet the Dog: In an ECHO recording, Aaron meets April Kelleher. During their conversation, April mentions she was going into the Dark Zone, to which Aaron basically wishes her luck and tells her to be careful in there.
- A possible subversion, as his wording could be interpreted as either a veiled threat or, given the context, essentially him confessing that "I went in there a sane man and came out... like this".
- Pragmatic Villainy: Keener will spare your life if he can find a use for you, and will leave you alone of you don't try to bother him. However, he won't hesitate to kill anybody who gets in his way if he doesn't see any value in keeping them alive.
- The Smart Guy: Keener was a futures trader, and apparently always thought of himself as the smartest guy in the room.
- The Sociopath: What's given of his life before the dollar flu hints that he was a tamer style of American Psycho, intelligent, charismatic, ruthless New York finance job, bad at deep relationships, but no killings known of. Even while working with the Division he applies the mindset toward doing good, albeit clearly focused on objectives over the people he's helping. Only after the JTF pulls out of he Dark Zone, abandoning the Agents inside, does he slip into the full blown trope.
- Teeth-Clenched Teamwork: Various Warlords of New York ECHOs and audio logs show that Keener and his four lieutenants are this trope. The only commonality they seem to have is their contempt for the JTF and First Wave Agents for their actions in the NYC Dark Zone. Some of them even have both parties acknowledge that they're really just using each other rather than cooperating.
- Villain Has a Point: After going into the Dark Zone to help people and then having the JTF and his superiors force him to pull out, leave his fallen comrades behind and then effectively abandon him as he's forced to singlehandedly protect a group of refugees from a gang of Rikers, it's very hard to argue against Aaron's reasons for going rogue and defecting to the LMB. The man feels betrayed.
- Weaksauce Weakness: For all of the superior tech he has over the Division, he's still just as prone to status effects as any other named enemy in the game. Coincidentally, three boxes of shock ammo are found in plain sight in the area before his stronghold, which helps immensely in trivializing his boss fight.
- We Can Rule Together: Offers the Agent to join in creating a new world order in the aftermath of the outbreak.
- Wild Card: Aaron seems to have positioned himself as this in The Division 2. He apparently has no affiliation with any of the factions involved (including Black Tusk), and sees himself as a sort of Chaos Vote.
- Why Couldn't You Save Them?: Possibly the straw the broke the camel's back, as it were. An ECHO recording shows that after he was forced to abandon the Dark Zone, Aaron holed up with a group of people he rescued from the Dark Zone in a Division safe house that was under siege by Rikers. He radioed for help but the response he received was to await further orders. Suffice to say he was unsuccessful in protecting them by himself.
The Agent's virtual personal assistant. While not strictly speaking a character, ISAC accompanies you and keeps you up to date as you undergo missions.
- Black-and-White Morality: 2 and particuarly the Warlords of New York expansion reveal that ISAC is technically the one who decides if an agent has gone rogue with a number of agents, most rogue themselves, questioning if he has the capability to go beyond this trope.
- Fun with Acronyms: Intelligent System Analytic Computer.
- Justified Tutorial: ISAC helps the players get into the role by (in-game) testing out their reflexes in handling firearms in the prologue.
- Mission Control: In a way shares this role with Faye Lau.
An agent tasked with keeping watch over the ISAC data hub located in New York.
- Basement-Dweller: Since he's the last of his team and needs to ensure ISAC runs smoothly, Simon can't leave his station. Instead, he asks the Agent to take care of whatever he needs done. Bonus points for his base most likely being underground.
- Mission Control: Tasks the Agent with figuring out who is trying to find and break into ISAC and gives out weekly mission objectives to fulfill.
- Sole Survivor: He's the only one left of his team to make sure nobody ever finds ISAC's core and get whatever files it has.
Jasmine St. Clair
A Division Agent who's JTF team was ambushed by Cleaners, who's then kidnapped by an unknown man.
- Badass in Distress: A Division agent who's been taken hostage.
Joint Task Force
The JTF is a coalition of CERA personnel, first responders and what remains of the NYPD, National Guard and the various emergency services still in New York. Their goal is to cure the virus and to restore New York to it's original pre-viral state.
- The Alliance: Is made up of personnel from CERA, NYPD, first responders and emergency services, National Guard, as well as regular civilians.
- Better to Die than Be Killed: Or rather, better to die than be taken alive by the Rikers.
- Big Good: Shares this role with the Division.
- Emergency Services: What some of them are.
- Fun with Acronyms: Joint Task Force. Or "Jack This Fool," depending on who you ask.
- Hero of Another Story: Odds are you could make an entire game out of the JTF in Manhattan, but due to the Division the JTF are victims of Overshadowed by Awesome.
- Offscreen Moment of Awesome: In the Warren Gate power plant mission, you see the area littered with dead JTF. Along with the dead Rikers that tried to blow the plant.
- Ragtag Bunch of Misfits: The JTF is made up of several organizations as well as civilian volunteers. Said volunteers include a Jewish mother, a hypochondriac, a new age hippie and a mob boss of all people.
- The Remnant: What each individual organization has become compared to the greater JTF, especially after pulling out from the Dark Zone.
Captain Roy Benitez
A former NYPD officer turned leader of the Joint Task Force.
- A Father to His Men: Roy is said to care a great deal for the men under his command, which is why he is so popular among the JTF and why he acts as its de facto leader.
- Black-and-White Morality: From his personal notes, Roy is an idealistic cop who, for him, there is only a right way to do things and a wrong way.
- Da Chief: He's a captain in the NYPD and is the leader of the JTF.
- Married to the Job: His commitment to the force led he and his wife to be separated before she was killed by the Dollar Bug.
- O.O.C. Is Serious Business: The epilogue of Warlords of New York features possibly the only time between both games where Benitez is well and truly angry about something, even punching his desk at one point. That "something" being Faye Lau's betrayal.
- Reasonable Authority Figure: A series of phone messages shows Benitez advising his underlings about Directive 51 and the Division Agents. While he isn't entirely happy about it, he readily admits that local law enforcement and military can't handle the situation alone- specifically referencing Hurricane Sandy and the 9/11 attacks as previous times Federal help was needed in New York- and reminds his people that, despite being deep-cover "spooks", the Agents are simply men and women like them, who have homes and families and are likely eager to get the job done and go back to them.
Dr. Jessica Kandel
A virologist who is working with the Joint Task Force in order to find a cure for the Dollar Flu.
- Damsel in Distress: Kind of. You do need to rescue her but instead of being distressed she comes across as more inconvenienced that she was taken hostage to begin with than anything else.
- Determinator: In that she is totally determined to find a cure for the virus, even to the point of working with people she would rather not even be in the same room with and being willing to do anything it takes to find one.
- Dr. Jerk: She clearly has no patience with anything not to do with curing the virus and she sees the Agent finding infected bills as being of more importance than saving people from Kosinski's Cleaners.Kandel: "My wife always said that I'm better with pathogens than with people. My...ex-wife. Funny."
Kandel: "Keep them alive until I get what I need from them. Got that?"
- Also, she stresses the importance of keeping the refugees at the Hudson Refugee Camp alive, though the way she says it implies that she cares less about the refugees and more about their blood.
- When the Agents fail to save Tchernenko, she shrugs it off and almost word for word says that he outlived his usefulness anyway. This is mere moments after she pretends to be his friend to calm him down and gain his trust.
- Lipstick Lesbian: Mentions having a wife in a cutscene after one of the earlier missions. Or ex-wife. Funny.
- Jerk with a Heart of Gold: When she's not mouthing off to Rioters holding her hostage she's questioning the competence of JTF officers acquiring blood samples for her at the Hudson Refugee Camp. She is also perfectly fine with making sacrifices that Faye Lau isn't prepared to make. That said, she is also devoting all of her time healing the sick and finding a cure for the virus.
- Married to the Job: Like Roy Benitez, her work led to Jessica's wife leaving her.
- Pity the Kidnapper: The rioters who take her hostage during the Madison Square Garden mission are surprised with how little of their shit she's willing to put up with, including bad-mouthing another rioter while she was taking care of an injured one.
- Put on a Bus: Between 1 and 2 she left NY to continue her work at a government lab in a safer location.
- The Medic: Not only is she a doctor, but she's also working on a cure for the Dollar Bug.
- The Workaholic: For all the good it did to her marriage.
A former mercenary working for the Joint Task Force trying to restore Manhattan's infrastructure. Returns in the sequel's Warlords of New York expansion, being in charge of a settlement located in lower Manhattan.
- Broken Pedestal: While Rhodes never did quite trust the Division, he was willing to work with them at the start of the outbreak. However, his opinion soured in the months after when more and more Division agents began going rogue, destroying what little trust he had in the organization and convincing him to cut ties with them almost entirely. While he's still quite bitter by the end of Warlords, he admits that seeing that there were still honest Agents in the SHD (more specifically, the D.C. Agent) almost makes him hope again.
- The Cynic: Pretty much always assumes the worst out of people, especially when the government-funded Division is the topic of discussion. His opinions on the Division have soured greatly in the eight months between The Division and the sequel's Warlords of New York expansion, showing him to be extremely reluctant to let the D.C. Agent into his home settlement, seeing as how they're technically cut from the same cloth as Aaron Keener and his fellow rogues.
- Deadpan Snarker: Probably the snarkiest of the three heads of the JTF.
- Determinator: When you first meet him, he is trying to repair a power station while being besieged by Cleaners.
- Mildly Military: To speak with him you wouldn't think he was a soldier.
- Private Military Contractors: Before he joined the JTF he used to work for the Last Man Battalion. He is also of the opinion that the private sector provides better equipment than the government.
- Properly Paranoid: He is extremely wary of abuses of power by the government, and especially does not agree with the creation of the SHD. It effectively grants ultimate authority to a select few Agents, which he believes is the complete antithesis to the system of checks and balances the United States is founded upon After Agent Keener's actions come to light, he's not shy about saying "I told you so". He goes on another "power without accountability" rant at the end of Warlords of New York when it's revealed that Faye Lau is also a rogue Agent.
- Screw the Rules, I'm Doing What's Right!: Has a deep disdain for authority and yet he is helping the JTF and the Division (whom he has a deeper disdain for) save the city.
- Sir Swears-a-Lot: Considerably more than the other Wing leaders, especially during his recruitment mission.
- Survivor's Guilt: According to his personal file on the Division wiki, he suffers from this after some unknown incident in Iraq in 2003. He also lost his wife in 9/11.
Role: Low Level Enemy
Goal: Survival by Any Means
Identifiers: No unique identifiers. Members wear mixed tactical gear and clothing
They show up again in the sequel's Warlords of New York expansion pack, still playing the role of random thugs that are inconsequential to the plot.
- Batter Up!: Melee units will charge at the Agent with a baseball bat.
- Demoted to Extra: Rioters never really had a particularly large presence to begin, but the sequel's Warlords of New York DLC reduces them to a minor faction with zero missions to their name, akin to the Ambushers and Underground factions.
- Faceless Goons: In Warlords of New York, they all wear black ski masks even in the sweltering summer heat.
- From Camouflage to Criminal: Some Rioters will randomly boast about having been in the service when fighting you.
- Gangbangers: Many of the Rioters are gang members using violence to get what they want, even aiming their pistols Gangsta Style.
- Although, annoyingly, this seems to have no impact on their accuracy.
- In the Hood: One way to spot them is (aside from charging at you or shooting you) they wear gray hoodies.
- Jerkass Woobie: Many of them are desperate people who are willing to murder and rob to survive in a world that has totally gone to shit. But don't be mistaken, there's still plenty of bad bastards among them...
- One Steve Limit: Averted. It almost seems as though all of them are called Alex, given how many of them exclaim "They got Alex!" whenever you kill one.
- Starter Villain: They are the first enemy faction fight and the least armed, mostly pistols and baseball bats. Their units are also noticeably weaker than the equivalents used by the other factions; i.e. their Heavy enemies are only about half as tough as other faction Heavies.
- Tragic Villain: Based on various phone recordings and incident reports many of the Rioters are simply regular people trying to survive and provide for their loved ones in a world gone mad.
Rioter: "[...] I'm hungry, Dan. Jesus, I'm hungry. I'd eat a fucking pigeon raw if I could catch one. The CERA people were handing out MRE's, but they didn't have enough and people started getting rough. I didn't, but... I can't blame 'em. Hunger, it gnaws at you. Like your brain's eating itself from the inside out. I lied. I got rough. But I got something to eat. You don't have to call me back."
- To put it in perspective, here is an excerpt from a phone recording belonging to one of the Rioters.
- Yes. This guy is the kind of people you are killing.
- White Gang-Bangers: While they have a mix of White, Black, and Latino voice sets, if you look closely at their actual character model you'll see they all have pale skin and blue eyes (this is because there's only one single character model for each enemy class, which is obscured by the fact they're wearing bandanas and hoodies).
The boss of the Precinct Siege mission.
- Boss Battle: He's the first boss of the game.
- Elite Mook: He's also the first elite enemy you encounter, and is equipped with an assault rifle as opposed to his pistol and baseball bat wielding fellows. He's also wearing police body armor, likely stolen from the precinct armory, and takes about a full mag of automatic weapons fire to bring down.
- Hostage Situation: In Precinct Siege you need to rescue a couple of JTF officers the Rioters have taken hostage.
- Unique Enemy: Unlike most other bosses, who are King Mook versions of regular enemies, Ripper is unique in that no other Rioter uses an assault rifle and fights like he does. He fights more like a Rikers or LMB rifleman. He also has a unique character model, like Rikers leader LaRae Barrett and minor assassination target Michelle Mason.
The boss of the Madison Field Hospital mission, which was also the mission shown in the game's open Beta release.
- BFG: Wields a light machine gun.
- Flunky Boss: He'll summon successive waves of Rioters to help him throughout the fight, though he does eventually run out. While most bosses in the game also start out with a few mooks backing them up, Hutch is one of the few who keeps calling in new ones.
- Heavily Armored Mook: He's essentially a Heavy, being heavily armored and wielding an LMG. He can soak about 70-80 assault rifle rounds before falling.
- Hostage Situation: What the Madison Field Hospital mission essentially is.
- The Big Guy: Is slightly larger and more heavily armored than the other Rioters.
- Wake-Up Call Boss: He's the game's first real "bullet-sponge" enemy, which along with his high damage output from his LMG, make him a noticeable jump in difficulty from the basic Rioters you've been fighting before.
The boss encountered in the Lincoln Tunnel Checkpoint mission.
- Cold Sniper: He fights with a sniper rifle and attacks from the roof of a low one-story building. Unusually, he also seems to have more health and armor than most other boss snipers.
- Screw This, I'm Outta Here!: The mission involves Rioters trying to blow up a floodgate in order to escape Manhattan. The problem is, if they succeed that would mean that the Lincoln Tunnel would be flooded and the JTF would lose a major supply line.
- Sniper Duel: With how the boss battle is set up it could feel like that to Agents using marksman rifles.
The endless number of random Rioters that you fight during the course of the game who all just so happen to be called Alex.
Role: Destructive Chaotic Threat
Goal: Power and Greed
Identifiers: Prison wear, tattoos, looted police uniforms and gear.
Violent escaped cons who don't seem to have any goal besides chaos.
The sequel's Warlords of New York expansion has them returning as an enemy faction, still sewing chaos as usual.
- Always Chaotic Evil: Their end goal seems to be to cause as much chaos as they can.
- Army of Thieves and Whores: Well...convicts, anyway. Some of them may indeed have been thieves and/or whores.
- Ax-Crazy: Their numbers consist of escaped convicts that seem to be concerned only with tearing Manhattan apart.
- Cool Shades: A lot of them sport these in Warlords of New York, with their Rushers most commonly wearing them.
- Cruel and Unusual Death: Less on the unusual and more on the cruel. So very, very much.
- Deliquent Hair: A good number of them in the sequel sport mohawks.
- Even Evil Has Loved Ones: In ambient dialog, a couple of Rikers sometimes talk about a child one of them has and the possibility that they were still in New York during the outbreak. It turns out that the Riker's wife took the child and moved to Oakland two years into his sentence.
- Equal-Opportunity Evil: The only gang to be led by a woman and (besides the LMB) have other women among their ranks.
- For the Evulz: While most of the other factions have understandable motivations, the Rikers gleefully torture civilians and JTF prisoners or execute them over as minor things as playing the wrong piano key on a song they requested. They also planned to destroy a power plant, simply to deny the rest of New York light and warmth.
- Fun with Acronyms: According to the Rikers, JTF means "Jack This Fool."
- Gangbangers: Given that they are escapees from Rikers Island it stands to reason that many of them are indeed gang members.
- Guns Akimbo: The Rusher archetype in Warlords of New York dual wields a pair of machine pistols.
- Luckily, My Shield Will Protect Me: The Rikers Tank unit wields a hefty one. In Warlords of New York, the Sniper and Heavy Weapons archetypes also have shields, with the latter even having a mounted machine gun on top of theirs.
- Not So Different: Interestingly to the JTF. An ECHO recording shows a JTF officer pleading with a Riker not to execute him, claiming that he isn't just a uniform or a number. The Riker points out the irony of the statement right before he guns him down.JTF: "We're real people, okay? We're not just...symbols or uniforms or-."Riker: "Well then one o' you fools finally know what it feels like."
- Rape Is a Special Kind of Evil: Not for these guys. For these guys it's more like Tuesday.
- Rape Pillageand Burn: Pretty much their entire MO. They're not looking to establish a new order, re-establish the old one, wipe out the virus or even just plunder others to survive ( the power plant gang was perfectly fine with blowing up themselves as long as it screwed things up for everyone else). They simply want to inflict as much pain and misery as possible on everyone in their path, particularly the JTF or any other "uniforms". What little infrastructure they have is implied to exist simply so they can continue to do that.
- Revenge: Besides causing chaos throughout Manhattan this seems to be the Rikers' hat, based on the graffiti in their territory and the fact they target the JTF more than they target any other faction.Riker Graffiti: "Fuck #Justice we want revenge!" "You left us to die in Rikers. We'll leave you to die on the streets." "12 years in Rikers. 1 cop for every year."
- Shotguns Are Just Better: Their close quarters units carry shotguns, and if you're not careful they can and most likely will own you.
- Unwitting Instigator of Doom: Heavily implied that their escape and the ensuing violence they caused was the final straw to cause everything to collapse in Manhattan. The forced pull back and retreat of the majority of JTF forces to the Western half, the LMB deciding to execute everyone that disobeyed them or committed any crimes, and Aaron Keener and some of the other First Wave Division Agents to snap and go rogue.
The leader of the Rikers, a crazed career criminal who managed to unite the population of Rikers Island and managed to get them onto Manhattan.
- Ax-Crazy: You kind of have to be if you can manage to unite a bunch of prison gangs under your leadership.
- Bad Boss: A video the player comes across shows Barrett giving an impassioned speech to her fellow Rikers while simultaneously torturing, then killing another Riker, evidently because he complained a little too much.
- Big Bad Wannabe: She rallied the criminals and gangbangers at Rikers, and broke out of the prison to take over the city with an Eat the Rich and The Social Darwinist mentality. Too bad her forces get constantly hounded by the Last Man Battalion and the Cleaners.
- Dark Action Girl
- Dark Messiah: Comes across as this. She's charismatic and brutal enough to unite hundreds, maybe thousands of gang members that likely don't have high opinions of women, certainly not as a leader. Yet they seem (with one unfortunate exception) devoted to her, following her orders without question.
- Although arguably this is largely because those orders are what they'd do anyway: terrorize, loot and murder as much as they want.
- Elite Mooks: Is accompanied by two elite Rikers in heavy armor and carrying light machine guns.
- Good Scars, Evil Scars: She has an X-shaped scar on her left cheek.
- Made of Iron: She was shanked in the back of the head with a pen while she was still in prison. Her attacker soon regretted it.
- Magnificent Bastard: Again, you kind of have to be if you can unite a bunch of prison gangs together. Also, stage a mass escape and arrange several hundred people (if not thousands) to be shipped to Manhattan.
- Refuge in Audacity: In an incident report, Larae is said to have killed two cops execution-style. She claimed it was in self defense.
- Sassy Black Woman: Talks like one, anyway.
- The Social Darwinist: With a good portion of Eat the Rich. She views the outbreak as an opportunity for the strong to rise up and take what's coming to them, now that the cops are no longer around to stop them.
- Stuff Blowing Up: Wields a Milkor MGL multi-shot grenade launcher.
- Unique Enemy: La Rae is a unique boss rather than a King Mook version of a regular enemy, being armed with a grenade launcher and having more health and armor than a regular Rikers boss (though not as much as a boss Heavy).
- Would Hurt a Child: When she's running down the governmental departments to a group of Rikers she's riling up, she says "Child Protection Servies" in an especially venomous way.
The boss encountered in the Times Square Power Relay mission.
- Cold Sniper: She's an elite Hitman, so her main method of attack is sniping at a distance. That being said she has no problem with going for her pistol if the Agent is close enough.
- Dark Action Girl
- Glass Cannon: Like other snipers, she has less health than other enemy types of equivalent rank. As a result, she's got less health than a regular named boss, and is about as durable as a regular gold-rank Elite.
- I Have the High Ground: Probably closer to Geo Effects but she is encountered sniping at you from the opposite side of the area, on top of a flight of stairs which has plenty of cover on her side. The boss area is also relatively large and open, with cover placed around the perimeter instead of inside (likely to better protect you against her Mooks, and vice versa). So, what's between you and her in the middle of this boss area? One statue.
- In the Hood: Just like every other Riker sniper.
The boss encountered in the Warren Gate Power Plant Mission.
- Ax-Crazy: Not only is he okay with blowing up a power plant (possibly with him and his men still inside) he's actually pretty excited about it.Keller: "Welcome to the end of the world, assholes!"
- Canned Orders over Loudspeaker: He doesn't outright give any orders but he does motivate his men to do what he wants them to do.
- Death Seeker: According to Paul Rhodes, Keller and his men have a death wish if they're happy to blow up the plant.
- Duel Boss: Unlike almost all other bosses in the game, he's fought solo without any backup at all. Though this is mostly because he hid in the control room taunting you until he ran out of mooks to throw at you.
- Elite Mooks: His character class is the same as the main Rikers Elite Mook, equipped with a submachine gun and flashbang grenades.
- Evil Is Petty: Is of the opinion that if the Rikers can't have the power plant then nobody will, and he's perfectly willing to blow it up and failing that have his boys completely trash the place until it blows up by itself.
- The Nicknamer: Whenever he addresses you directly through the loudspeaker he calls you "Cowboy."
- Taking You with Me: Implied, given that he tries to stop you from preserving the plant.
The boss encountered in the Rooftop Comm Relay mission.
- Blood Knight: Comes across as this during the mission, when he is talking to you. He also sends up a flare telling you where he is and then invites you to "the party."Glass: "I spy, with my little eye, someone beginning with fucked."
- Elite Mooks: Before you face him you need to face two gold Elites and a couple of purple Veterans, and he has a third Elite accompanying him when he finally does show up.
- Escort Mission: Not that he goes anywhere but you need to protect a JTF engineer as he repairs a communications relay. In a tiny area. Against three waves of Mooks, plus Glass.
- King Mook: Glass himself is a boss version of the regular Rikers enemies, basically the same except for a lot more health.
- The Remnant: If you follow the story missions in order, you'll be facing Glass after already having killed La Rae Barrett, the leader of the Rikers.
The main antagonist in Agent Origins: Escape. The leader of a Riker gang that attacked a JTF supply drop and took several people hostage, thus needing the Division to commit to a rescue mission.
- BFG: Fights the Division agents with a light machine gun.
- Boom, Headshot!: How Mia kills him.
- Establishing Character Moment: Mercilessly shanks a helpless prison guard in the middle of a riot shortly after he is introduced. He also executes another guard as he crawled to safety just a few seconds later.
- Hostage Situation: Gets into one when he uses a civilian as a human shield.
- Slasher Smile: Has a pretty good one when he is walking by his fellow prisoners as they are raising hell during the prison riot.
The boss of the Clear Sky Incursion.
- Arc Villain: He's the main villain of the Clear Sky Incursion, and taunts you over the radio throughout the Incursion.
- Large and in Charge: He's a Tank.
- Large Ham: Likes to hear himself talk, and he wants to make sure you hear it, too.
- Luckily, My Shield Will Protect Me: Carries an indestructible Ballistic Shield in front of himself at all times, which gives him a stronger resemblance to a Last Man Battalion heavy than to a Riker's heavy.
The final boss of the Stolen Signal Incursion.
- Final Boss: Of the "Stolen Signal" Incursion from the game's final DLC, Last Stand.
- Made of Iron: Although he's a Rikers Runner, his health and armor is insanely high even compared to other bosses. And that's not even counting his special ability to periodically turn invincible.
- Nigh-Invulnerability: Bobcat has the unique ability to periodically trigger a God Mode-like state in which he becomes almost completely immune to damage; he'll also whip out an M249 LMG and deal increased damage while in this state. Bobcat's ability acts like a combined version of the ultimate abilities Survivor Link and Tactical Link that Division Agents have access to.
- Shotguns Are Just Better: Like other Rikers Runners, he fights with a shotgun, although his particular shotgun is more heavily customized.
Role: High Level Threat
Goal: Cleanse New York of the Green Poison by burning everything, and everyone, that is contaminated.
Identifiers: Hazmat Suit, Reflector Vest, Flamethrower, Full Mask
They make a return appearance in the sequel, with the D.C. Agent running into them while investigating Aaron Keener's last known position at Coney Island, and they later appear in full force in the Warlords of New York expansion pack.
- Attack Drone: The Controller archetype in Warlords of New York uses one that carpet bombs its targets, no doubt supplied by rogue agent Vivian Conley.
- Badass Normal: Unlike the Rikers, who are all hardened criminals, or the Last Man Battalion who are all military-trained, the Cleaners are mostly made up of waste disposal and sanitation workers who happen to have a lot of guns, home-made napalm, and conviction.
- Blatant Lies: In the Hudson Refugee Camp mission, two Cleaners are seen trying to keep refugees inside the camp, promising them that anti-viral medicines were on their way to them. Right. Because a couple of guys wearing homemade hazmat suits and carrying flamethrowers are totally trustworthy.
- Brooklyn Rage: They're comprised of working class city sanitation workers, and to a man they all have the Brooklyn accents to match.
- Death by Irony: Shooting their gas tanks to make them explode, as well as killing them with fire grenades, count as this.
- The Determinator: If all of Manhattan and everyone in it has to be burned to ash to eradicate the virus, so be it.
- The Dreaded: No one wants to mess with the Cleaners. Even the LMB mention making an effort to steer clear of them. While the LMB are better equipped and trained, the Cleaners are utterly crazy, and no one wants to fight crazy (plus, being burned alive is a really nasty way to die).
- The Engineer: Their primary Elite Mooks class is a combat engineer that can deploy a turret that's stronger and harder-hitting than your own.
- Equal-Opportunity Evil: Warlords of New York shows that the Cleaners have expanded past stereotypically Italian New Yorkers, with their ranks being comprised of multiple ethnicities, women, and all walks of life.
- Even Evil Has Loved Ones: Both Joe Ferro and the point-of-view Cleaner character from the Underground Audio Logs claim to be doing what they do in order to protect the people they love. The same could likely be said for many others in their ranks.
- From Nobody to Nightmare: They're former sanitation workers - meaning janitors, custodians, and garbage men - who have now became a major force in New York City.
- Gas Mask Mooks: All Cleaner types wear some form of gas mask or respirator.
- Gadgeteer Genius: Downplayed; the Cleaners aren't able to fully emulate the same tech the LMB and Division have, but they are able to create improvised flamethrower attachments for their weapons, create automated turrets of their own that are tougher than what their enemies throw out, build an entire improvised napalm facility, and rebuild a fire engine into a literal fire engine.
- Improvised Weapon User: There is an ECHO that states their flamethrowers are made out of hoses and bicycle parts, their napalm is also home made.
- Just Following Orders: The Cleaners see what they do simply as a job that needs to be done. During combat, some of them even yell out "Let me do my job!"
- Kick the Dog: In the Agent Origins: Ashes short film, a couple brings them the body of a loved one, assuming that they would dispose of it. They killed them, burned them along with the body they brought to them and then went after the apartment building they came from. They'll kill and burn anyone whom they suspect carries the virus, even if their victim is healthy, so god help you if you are asthmatic or have allergies.
- One Cleaner Urban Exploration Audio Log in the Underground also has them burning actual stray/feral dogs they come across whilst patrolling down there.
- Kill It with Fire: They plan on burning the entire city to the ground and they don't care who's in the path of their flamethrowers.
- Luckily, My Shield Will Protect Me: Melee units carry a fire ax as well as a shield to repel bullets.
- Nice Job Breaking It, Hero!: They see themselves as the heroes Manhattan and the world needs to destroy the Green Poison virus, but it's worth noting none of them have medical degrees or anything in the way of actually understanding the outbreak; Kandel points out that they're really harming efforts to study and create a cure/vaccine for the virus. By burning and killing all signs of infection, they're preventing professionals like Kandel from doing what they can to stop the virus in the long run.
- Pay Evil unto Evil: As noted under Death by Irony, it is not unreasonable to feel that this is the case when you use incendiary weapons against the Cleaners, or breach their fuel tanks (see below) and cause them to explode. They simultaneously manage to be the most and least sympathetic of the enemy factions, thanks to various audio logs and their general mentality respectively.
- Shoot the Fuel Tank: Regular Cleaners and Heavies have napalm fuel tanks strapped to them - for the regular troops it's on their back, for the Heavies, they hang around the waist/thigh level. You can also shoot the satchels of grenades the grenadier's carry on their waists. In either case, shooting them enough causes a distinctive noise as a jet of flame sparks off from the tank. A couple of seconds later, it'll explode. You have to do this twice to Heavies, given their health pools, but the resulting explosion is magnificent.
- Shown Their Work: More than one Cleaner instance has recipes for napalm spraypainted on the walls.
- Taking You with Me: Normal and Veteran Cleaners flail and panic when their gas tanks get shot and are about to explode. Elites, however, charge directly at the nearest player before they explode.
- The Sociopath: What most of them have become. Everyone they come across is already dead, as far as they're concerned, and their begging and reasons are nothing compared to "doing the job". They'll even turn those flamethrowers on their own people the moment infection seems apparent, as seen in Agent Origins: Ashes.
- Weaksauce Weakness: Shooting their gas tanks is pretty much instant death to them as well as high damage to anyone else near them.
- Well-Intentioned Extremist: The Cleaners don't want to take over the city; they want to cleanse it, for the good of the (healthy) people still living there and everyone else in America. However, their plan is to burn the entirety of Manhattan to the ground, along with anyone who even might be infected, and anyone else who gets in their way. And, as noted above, none of them have the biological, genetic or medical knowledge to understand that other methods (like creating a vaccine and eventual cure) might be better (or, arguably, enough residual sanity).
- Working-Class Hero: While the hero part is ridiculous, their background as New York's blue collar workforce and the named Cleaners give off this idea. Where the Rioters and Rikers have names like Big P or Rekt, the Cleaners are populated by names like Rodriguez and Greenberg.
The leader of the Cleaners, a former sanitation worker who believes that the virus could be better contained by burning the infected and everything (or everyone) they come into contact with.
- A Father to His Men: One of the incident reports found throughout Manhattan is a recording of Joe delivering a heartfelt eulogy for one of his men.
- Almighty Janitor: Used to be a sanitation worker. Now he has a flamethrower.
- Attack Its Weak Point: Like all Cleaners, Joe has gas canisters attached to his back which is useful when damaging his armor bar.
- Badass Normal: Joe Ferro isn't a highly trained operative, or a mercenary, or even a hardened escaped criminal. But he does have a flamethrower and he's not afraid to use it, and neither are the men who follow him.
- Big Bad Wannabe: He became a Knight Templar Well-Intentioned Extremist, when his wife was killed by the Green Poison, and made his fellow sanitation workers into pyromaniacs to stop the Green Poison from spreading. Of course, while his men are able to hold their own, theyre out of their league against the Rikers and the Last Man Battalion.
- Crusading Widower: Joe Ferro, leader of the Cleaners enemy faction, lost his wife to the smallpox outbreak.
- Even Evil Has Loved Ones: A recovered phone recording shows Joe calling his niece warning her that the radio will be saying lots of lies about him (implying he's about to form the Cleaners), and that whatever he's doing, he's doing it for her.
- I Did What I Had to Do: Because nobody else has the stones to do it.
- Large and in Charge: Looks just like every other Giant Mook the Cleaners have (like Kosinski), and is their leader.
- Made of Iron: Like the other named Cleaner Giant Mook bosses, he's the most durable boss enemy in the main story quests, about to take almost twice as much damage as most other bosses (including LaRae Barrett and the Rogue Agents). It can take almost 200 rounds of automatic weapons fire to bring him down.
- Start of Darkness: It started when his wife died of the Dollar Flu. Then when the JTF pulled out of the Dark Zone, he took a flying leap off the deep end and came back with enough flamethrowers and napalm to burn the city down.
- So Proud of You: His men are heroes as far as he is concerned, as evidenced by an incident report of him giving a speech.Joe Ferro: "[...] But you all, the ones making the hard choice right now, you ask me? You're all goddamn heroes."
- Well-Intentioned Extremist: The virus needed to be destroyed, and he feels that the only way to do that is to burn it out, and that he and his followers are the only people with "the stones" to do what they feel needs to be done. Though one could argue against his methods it's hard to argue against his reasons.
The boss encountered in the Subway Morgue mission.
- Attack Its Weak Point
- Giant Mook: He is the first elite Cleaner you encounter, and though he's not so much giant in the strictest sense of the word he is noticeably larger than his friends.
- Made of Iron: Like the other named Cleaner Giant Mook bosses, he's the most durable boss enemy in the main story quests.
The boss encountered in the Hudson Refugee Camp mission.
- The Engineer: Implied, given his use of technology when fighting.
- The Turret Master: He is able to set up turrets during his boss fight.
- Weak Turret Gun: Averted. His turrets are bigger and can take a (slightly) better beating than yours can.
- You Are Already Dead: Says this almost verbatim when referring to the refugees.
The boss encountered in the Broadway Emporium mission.
- Attack Its Weak Point: Natch with the Cleaners. He has two canisters hanging from his back which an eagle-eyed Agent (or one who has the Turret power they can use as a distraction while they go around him) can take advantage of when stripping his armor bar.
- Giant Mook: Just like Benchley.
- Made of Iron: Like the other named Cleaner Giant Mook bosses, he's the most durable boss enemy in the main story quests.
- Mighty Glacier: His default tactics when facing you seem to be "slow advance." Thing is, with how the boss battle is set up and the number of Mooks you're forced to concentrate on lest they be the ones who kill you, he's pretty good at it.
The boss encountered in the Amherst's Apartment mission.
- Cold Sniper: He's a boss version of the Cleaners' snipers.
- Glass Cannon: Like other snipers, he has less health than other enemy types of equivalent rank. As a result, he's got less health than a regular named boss, and is about as durable as a regular gold-rank Elite.
- The Remnant: If you follow the story missions in suggested order, you'll face him after already having killed off Cleaner leader Joe Ferro.
A group of four Cleaner Heavies encountered in the Dragon's Nest Incursion, serving as the bosses of the first encounter.
- The Dragon / Dragon Their Feet: Seems to be their role in the story, given they're still trying to burn out the Dollar Flu after Joe Ferro's death.
- Flunky Boss: After the first one of them is killed, endless waves of Cleaner reinforcements, including multiple bomb-car deploying Engineers, will begin spilling into the combat area. Because of this, the general raid strategy is to weaken all 4 of them to low health and finish them all off at once.
- Four Is Death: They are, indeed, four of them, and they're all pretty nasty if they get close.
- Kill It with Fire: As per standard for Cleaner Heavies, two come equipped with powerful and distressingly long range flamethrowers.
- Large and in Charge: Like most Heavies, every member of the Collective is either having their height increased by their gear or they really are just huge. Either way, they tower over the common Cleaner mook and the player Agents.
- More Dakka: Strangely, two of them (Death and War) opt to use LMGs instead, causing them to come across more like Riker Heavies than Cleaner ones.
- Theme Naming: After the four Horsemen of the Apocalypse.
The Last Man Battalion
Role: Occupying Force
Goal: Fascist Rule
Identifiers: Distorted U.S. Flag, Bird Skull
They are referenced in audio logs in The Division 2, apparently having dissolved after their CO's defeat at the end of the first game. Remnants of the unit — namely, their shotgun-wielding CQB specialists and combat medics — eventually join forces with the Black Tusk.
- Attack Drone: You fight these in the Falcon Lost Incursion.
- Badass Army: Opposed to the other bandits, the Last Man Battalion are well-equipped and trained professional mercenaries. Tellingly, in the sequel the True Sons are only classed as being the same threat level as the Rikers were, while the LMB are classed as being nearly as dangerous as Black Tusk.
- Combat Medic: The LMB are the only faction to have these; they use healing deployables similar to your own, and like Engineers they're often seen as Elite Mooks.
- The Dreaded: The Rioters and Rikers make it a point to avoid LMB territory, because unlike the JTF, the LMB shoots to kill, no questions asked.
- Elite Mooks: The LMB are notable as the only faction that fields specialists (combat engineers, combat medics, and heavy gunners) as regular enemies instead of just as mini-bosses. The regular versions are a lot less durable than their Veteran or Elite counterparts, but the flip side is you'll be facing them a lot more, including on the open world.
- The Engineer: Like the Cleaners, the LMB have Engineer Elite Mooks who can use deployable turrets in combat.
- Equal-Opportunity Evil: Just like the Rikers, they have snipers who are all female.
- Evil Counterpart: They're essentially an evil version of the JTF, having comparable if not superior military-level training and equipment, as well as the exact same goals, but willing to use much more ruthless means to achieve them. They even have their own Division Agents working for them.
- Fascist, but Inefficient: For all their ruthlessness, the LMB make very little headway in restoring order to the city, and over the course of the game your Division agent does more to pacify the Rioters, Rikers, and Cleaners in a few days than the LMB ever managed to achieve in weeks.
- Informed Attribute: Their official bio on the game's website mentions they're a fascist military force with aspirations for World Domination, something that's alluded to in one of Rick Valassi's radio broadcasts. While they have plenty of Kick the Dog moments in-game, at no point is it ever shown that they have plans to take over the world or anything of that sort. At best they can achieve is setting up a military junta.
- Kick the Dog: Began executing anyone that dared disobey them, causing the already worsening situation in NYC to completely fall apart, and the JTF to cease working with them. An ECHO recording also implies that an LMB soldier tossed a grenade in a jail cell full of prisoners simply for petty crimes.
- Luckily, My Shield Will Protect Me: At higher levels, LMB heavies carry these in front of them, in conjunction with a Pistol. Unlike yours, their shield never breaks. They also have the ability to plant these shields into the ground and use them for cover, at which point they pull out a light machine gun.
- Amusingly these exact enemies will loudly complain about you using a shield when the ability is activated.
- Mirror Boss: The LMB are unique in that they have access to combat equipment comparable to that used by Division agents, due to being a well-funded professional military force. This is even brought up in a radio transmission by Lau where she warns you about this. Their combat engineers use deployable turrets, their combat medics use deployable health stations, their Heavies use ballistic shields, and their snipers have access to blinding laser pointers and shock mines, and their rushers tend to throw shock grenades at Agents to drive them out of cover. They also have a number of rogue Division agents that use turrets, seeker mines, EMP grenades, and can hack your own deployables.
- One Steve Limit: Like the Rioter's infamous "Alex", the LMB have their own reused gender neutral call-out: "They got Dylan!"
- Private Military Contractors: Well...before they went rogue and took over a chunk of Manhattan, anyway.
- Putting on the Reich: They look like typical PMCs but when they went rogue they became more like a fascist occupying force. Some of their identifiers also resemble stylized fascist symbols.
- They also dress all in white, making them look rather a lot like Stormtroopers.
- Screw This, I'm Outta Here!: When they pulled out of the Dark Zone, it got too hot for them.
- Southern-Fried Private: In contrast to the very New York and Northeast accents, the LMB voices have a distinctly Southern drawl.
- Unnecessary Combat Roll: LMB soldiers dive-roll into cover instead of simply sliding into cover like the combatants of other factions do.
Lt. Colonel Charles Bliss
The founder and leader of the Last Man Battalion who rules over eastern Manhattan with an iron fist.
- Bald of Evil: As bald as Lex Luthor.
- Beard of Evil: He has one of these.
- Big Bad Wannabe: As he leads a Private Military Contractor, and his men are professionally trained soldiers, this makes him the biggest threat over the Rikers and the Cleaners. When the situation went completely out of control, he turned against his former contractors and took over the UN General Assembly and became a Visionary Villain. Too bad he was completely unaware that Aaron Keener was using him for his own ends, and when it was clear that the LMB was finished, he cut his losses, and fled with Vitaly and Amhersts research and equipment.
- Canned Orders over Loudspeaker: In the territory controlled by the LMB, Bliss' voice could be heard via loudspeaker either spouting off LMB propaganda or telling the people of Manhattan to cooperate with LMB personnel, "so [they] can keep [them] safe."
- Colonel Badass: He's the leader of the LMB.
- Evil Gloating: Averted. Unlike Barrett or Ferro, Bliss has no interest in taunting the Division agents when they attack his headquarters, and doesn't do so even when you fight him in the final battle. Most likely because, unlike the other faction leaders, he's a ruthless professional rather than a crazed lunatic.
- Final Boss: Of the main campaign.
- Four Eyes, Zero Soul: Bliss wears glasses and he is also trying to form Manhattan into a dictatorship, and god have mercy on those who oppose him.
- Fluffy the Terrible: Sure, his name is Bliss, but he's anything but pleasant.
- Hellish Copter: His boss fight involves shooting his chopper down.
- Revenge Before Reason: The whole point of the final mission is to assassinate him. Unfortunately, he manages to escape in his personal helicopter before you can even reach him. However, at the end of the mission, after already having made his escape, he turns around and comes back to attack the JTF instead of flying off to safety like a sensible person.
- Is This Thing Still On?: The Queens Tunnel video, after Bliss finishes his speech.Bliss: "Tell me we got that. 'Cause God damn it, I'm not doing it a second time."
- Jerkass Has a Point: One of the Incident Reports has him on the phone with a Wall Street exec who tries to chew him out for not having his company defend their offices. The city's gotten so out of hand that he decides what's the point in defending a server farm if there's nobody to use it?
- Putting on the Reich: If the LMB were Nazis then Bliss would be their Hitler. In a video acquired after the Queens Tunnel mission, Bliss is addressing his men with a speech that sounds very similar to a speech that the fuhrer would have made back in the day. Bliss even makes mention of "degenerates." Take that as you will.
The boss encountered in the Police Academy Mission. A former Division agent now working for the Last Man Battalion alongside Aaron Keener, Domino, Raptor, and Hornet.
- Names to Run Away from Really Fast: He calls himself Scarecrow for Pete's sake.
- No One Gets Left Behind: He agrees with Keener that the JTF pulling out of the Dark Zone and leaving the bodies of his fellow Division agents behind to rot was not cool.
- More Dakka: Carries an SMG for longer range engagements.
- Shotguns Are Just Better: Fights you with a high fire rate semi-automatic shotgun if you get close and, unsurprisingly given his past as a former Division Agent, he's extremely dangerous with it.
- Stuff Blowing Up: Uses Seeker Mines (an ability usually used by tech-based Division agents) as well as EMP grenades to prevent your own abilities from being used.
- Weak Turret Gun: Also uses the Turret power.
The boss encountered in the Russian Consulate mission. A former Division agent now working for the Last Man Battalion alongside Aaron Keener, Domino, Raptor, and Scarecrow. Sadly he's not dressed in black and yellow, to better fit his name.
- Blood Knight: Asks for permission to stay behind and fight the player Agent(s) because he wants to see what the Division's Second Wave can do compared to the First.
- Cold Sniper: Not in the traditional sense but he does use a marksman rifle and prefers to take you on at range. Unlike other boss snipers, he's also got a lot of health and armor, and his backup weapon is a shotgun, just in case you thought to try getting anywhere near him.
- Geo Effects: There is a ton of cover and choke points in the area in which you fight him. Things you can use to your own advantage, yes, but so can Hornet, and he uses it a lot in addition to dropping turrets everywhere.
- Hoist by His Own Petard: Not him, but rather you. He has the ability to hack into some of your own deployed abilities, like turrets and seeker mines, and use it against you, thus making you waste time either destroying your own equipment or taking cover until it's batteries run out. He uses this time to get into a better position to fight you.
- Weak Turret Gun: Hornet, like Scarecrow uses the Turret power.
A mini boss encountered in the General Assembly mission. A former Division agent now working for the Last Man Battalion alongside Aaron Keener, Hornet, Domino, and Scarecrow.
- Hold the Line: Alongside Domino, Raptor was ordered by Aaron Keener to muddy the JTF's (and by extension yours) progress into the UN building while he escapes with Vilaly Tchernenko
- Hoist by His Own Petard: Like Hornet, he can hack into your turret.
- Mini-Boss: The first you encounter in the game.
- More Dakka: Carries an assault rifle.
- Shotguns Are Just Better: However, if you get too close, he'll whip this out instead, to shocking effectiveness.
- Stuff Blowing Up: Is able to use seeker mines.
- Weak Turret Gun: He uses the Turret power.
A mini boss encountered in the General Assembly mission. A former Division agent now working for the Last Man Battalion alongside Aaron Keener, Scarecrow, Raptor and Hornet.
- Cold Sniper: Not her, but she comes accompanied by two elite snipers...that can use flashbang sticky bombs.
- Dark Action Girl: The first female rogue Division agent you encounter in a mission.
- Hold the Line: Alongside Raptor, Domino was ordered by Aaron Keener to muddy the JTF's (and by extension yours) progress into the UN building while he escapes with Vilaly Tchernenko.
- Geo Effects: You fight her in a UN conference hall, and Jesus is there a ton of cover! And she's just as bad as Hornet in using it.
- Hoist by His Own Petard: Like Hornet, she can hack into your turret and use it against you.
- Mini-Boss: The second you encounter in the game.
- More Dakka: Like Raptor, Domino uses an assault rifle.
- Shotguns Are Just Better: Also like Raptor, she pulls this out if you get too close, and uses it in a similarly punishing manner.
- Stuff Blowing Up: Like her fellow former Division agents (with the exception of Hornet) Domino comes equipped with seeker mines.
- Arc Villain: Of the Falcon Lost Incursion
- Awesome Personnel Carrier: He spends the boss fight in this defended by turrets, drones and waves of mooks.
- Large Ham: As the mission nears its end, he starts shouting more and more, but he's not exactly quiet to start with.
- Villainous Breakdown: After the second bomb is planted on the APC, he snaps at anybody who says anything that he can hear, and when the final bomb is planted, he insists on continuing to try killing the Division Agents rather than bailing out while he still can.
- Worthy Opponent: He considers The Division to be this.
The subject of one of the Missing Persons side missions. Heather Lau is the sister of Division Agent Faye Lau who went missing at some point during the outbreak. Understandably, Agent Lau is worried for her sister's safety, and so she asks the Agent a favor to have a look for her in a four-part side quest.
- Anger Born of Worry: Not her, but her sister. Heather is of the opinion that Faye being worried holds little difference emotion-wise to Faye being angry and scary.
- But Not Too Foreign: Like Faye, she's a second-generation Chinese-American.
- Dropped a Bridge on Her: Audio Logs reveal that she was killed sometime between the events of the first and second games.
- Improvised Weapon: She kills a Rioter that broke into her apartment with her guitar.
- Starving Student: She is a student who busks. In a refugee camp. In the middle of a viral outbreak. There is a little girl in the ECHO who wanted to give Heather her fish sticks.
- Street Musician: She is a busker, and one of the ECHO recordings found in her quest is of her performing inside Camp Hudson.
The subject of one of the Missing Persons side missions. Michael Dufrane is a nurse who worked for CERA who has a knack for procuring meds by means that are less than legal. Jessica Kandel hates him because he was caught stealing drugs, but she recognises that he could get her some much needed meds through his connections and so she is (reluctantly) willing to give him a second chance and has the Agent go out searching for him in a four-part quest.
- Butt-Monkey: Gets fired from CERA for stealing drugs, has to hide from Cleaners, gets screwed by the Rioters who were supposed to deal with him and then goes back to working with the JTF...with a woman who absolutely despises him. Yep, sucks to be him.
- Cant Killyou Still Need You: A non-lethal example. Maybe. Dr. Kandel would likely not shed any tears for him but it's because she needed him that she sent the Agent out to find him, thus indirectly saving him from the likes of Rioters and Cleaners.
- Dr. Feelgood: Well, Nurse Feelgood anyway. He steals drugs from CERA for the purpose of selling them to Rioters.
- Opportunistic Bastard: According to Dr. Kandel, anyway.Kandel: *On Dufrane surviving his ordeal.* "Opportunists always do, don't they?"
The subject of one of the Missing Persons side missions. A corporate executive who worked for Vexix, a pharmacutical company that might have come close to working on a cure for the Dollar Flu, and was about to blow the whistle with Rick Valassi as her contact. She has since gone missing and you are called upon to find her in a five-part side quest. At the end of the quest you find that Judy was hit by a car and killed.
- Corrupt Corporate Executive: Not her, but her fellow executives. Vexix was close to a cure, and they not only had enough of one to at least treat symptoms but they also had the manpower and resources to develop it further into a full-blown cure. But they were not willing to do so due to the belief that they could make more money by treating symptoms then curing the virus. Suffice to say, Judy (who was adamant that she could convince the others to do the right thing) was not pleased.
- One of the Vexix executives hammers it home by claiming to want to look after her children's futures after the crisis blows over, while another comes across as more concerned with the company's shareholders and followed on that with the profits they accrue they could put in more research for a cure.
- Downer Ending: When you find out what happened to her you discover that Judy had stolen the Vexix research data regarding a cure for the virus, was about to be stopped by Vexix security just as she was about to leave the building and in her panic did not see the taxi coming up as it hit her.
- Ironic Echo: In the first ECHO recording it shows a woman who was almost hit by a car while she was talking on her phone, and the file on her states she was killed in an auto accident. Guess what happens to Judy.
- Honest Corporate Executive: Judy was one of the good ones. She wanted Vexix to do the right thing and she was sure she could convince her fellow executives to see her point of view but when they didn't she decided to steal their research and then blow the whistle on the whole thing. In the end it got her killed.
- Hope Spot: You know that research data that Judy stole? The data that showed that Vexix was working on something resembling a cure for the virus that's been plaguing New York for the past couple of months? It's on a USB flash drive that is currently in the possession of her contact, one Rick Valassi.
- White-Collar Crime: Engages in a little corporate espionage in stealing Vexix research data for the purposes of blowing the whistle on them.
The subject of one of the Missing Persons side missions. Alexis Kwan is a concert pianist, and someone who is apparently important to Jessica Kandel. Important enough that when Alexis went missing at some point during the outbreak, Dr. Kandel puts you up to a four-part quest to learn of her whereabouts. It turns out that she is Jessica's ex-wife.
- Aw, Look! They Really Do Love Each Other: Jessica's workaholic tendencies and the signs in the ECHO recordings indicate that Alexis was unhappy at home. And then you come across the recording of Alexis tearfully writing a letter stating that she was thinking of Jessica in her final moments and that she loved her, always.
- Also, Jessica. That Alexis warranted diverting a valuable resource in the Agent to locating her, as well as the uncomfortable tone Jessica takes when reminding herself that Alexis was her ex-wife implies that she still cares for Alexis too.
- Happily Married: Not quite, Alexis had her demons and her married life was implied to hardly be the best there ever was but she loved Jessica anyway.
- Happy Ending: She is found alive in Murray Hill, playing the piano in the middle of the street.
Alexis: "Oh... Hello. I knew if I just started playing again someone would find me."
- Might possibly be a Downer Ending instead. The letter she writes her wife and the mournful tune she plays when you find her imply that she is infected with the virus and so she is just waiting to die from it (or maybe waiting for somebody to come kill her) while doing the thing she loved.
- She can be found playing with Heather Lau at the Home Base after you finish their missions, though, and since she's in the middle of a crowd and not in quarantine, she may be once of the few that were able to survive the Dollar Flu on their own.
- Lipstick Lesbian
- Street Musician: In the most literal sense possible. You find Alexis in the middle of the street playing Frederic Chopin's "Raindrop" on a grand piano.
- Tear Jerker: The letter she writes her wife. and the unhappy, tearful tone of her voice as she narrates.
- "Jess, I hope you got out while you could. I know you love germs, but this is a little much, even for you. If the world ever gets back to normal, I hope you find this and know that I didn't suffer. I didn't want you wondering. I'll be thinking of you, thinking of the place we spent our first night in the city together. I can't think of any place I'd rather be. I love you, always. - A"
- There Are No Therapists: But Alexis apparently does attend a support group for people suffering depressive disorders, according to the first ECHO recording you find.
An old acquaintance and war buddy of Paul Rhodes, Gamble served alongside Rhodes in both the military and in the Last Man Battalion. However, after witnessing the LMB's brutality, Gamble asks Rhodes to help him defect to the JTF, but contact with him is lost. Rhodes requests that you go find out what happened to him.
A four-person cell of First Wave Division Agents consisting of Doug Sutton, Akil Hoopster, Cecilia Ann and Tony Garzia. Noble was working together on Manhattan's western side during the early stages of the disaster, helping to maintain order, even successfully breaking up some roving bands of Rioters without having to fire a shot, containing the Cleaners, and other good work at protecting the innocent civilians in the city, before going MIA. Unfortunately the ECHO trail reveals that all of them are dead, when the Rikers ambushed three of them, while their recon specialist, Doug, left to go investigate some areas a few blocks over.
- Dwindling Party: By the time the player gets to the last ECHO, at best they've gone from a four person team to just Doug, getting shot to death in front of April Kelleher, but saving her in the process.
- Heroic Sacrifice: Doug sacrifices himself not only to avenge Noble Squad, but also to rescue April Kelleher.
- Luckily, My Shield Will Protect Me: Tony uses a Ballistic Shield to protect himself and Cecilia as they come under fire by the Rikers. Similarly, Akil uses Mobile Cover in the firefight, which is shield-like.
- Left for Dead: Akil, when the Rikers decided that he wasn't worth the bullet to kill him. This proved to be their downfall, as Akil managed to find out where their hideout was, information he shared with Doug.
- Murder Is the Best Solution: Averted. Under Directive 51, a Division agent could legally kill anybody they pleased, and Cecilia reminded a couple of Rioters hassling a guy of that fact. So being given the choice of peacefully walking away and, well, dying, they wisely backed off.
- Roaring Rampage of Revenge: Doug completely wipes out an entire gang of Rikers singlehandedly in revenge for Noble Squad's death.
- Too Dumb to Live: To think, if any of the Rikers bothered to Double Tap Akil while he was bleeding out, they would probably still be alive and making April Kelleher's life a living hell.
- Taking You with Me / Tranquil Fury: Doug, is last seen wordlessly performing a Self-Destructive Charge against a Rikers' safe house, gunning down Rikers with extreme precision. The last shot of him in the ECHO trail for the side mission, shows him suffering multiple bullet wounds, listed as showing signs of severe blood loss, and aiming his Sticky Bomb Launcher at a clustered group of Rikers.
- Weak Turret Gun: Presumably Cecilia's.
- You Are Too Late: When Doug finally caught up he found Akil bleeding to death, as well as Tony and Cecilia dead in the previous room (bodies located just outside the echo, holding hands).
Persons of Interest
A doctor who is widely believed by the JTF and SHD to be responsible for the creation and spread of the Green Poison.
- The Bad Guy Wins: The Division 2 shows that Amherst was successful in his plan to destroy human civilization; now the survivors have to focus on picking up the pieces and trying to rebuild.
- Dead All Along: For all the time you spent making New York a better place, it turns out he's been dead for a long time.
- Evilutionary Biologist: He was motivated to release Green Poison in order to reduce the human population to more "manageable" levels.
- The Ghost: While central to the game's plot, with him being responsible for the Green Poison as well as one of the targets for the Agent to track down, Amherst is largely absent from the game itself. At the end of the game, you find his corpse, seemingly having died from his own virus, presumably at the beginning of the outbreak.
- Hidden in Plain Sight: At the end of the game you discover him in his apartment/lab, right across the street from the Chelsea pier where you begin the game.
- My Death Is Only The Beginning: In his final audio log, Amherst flat out admits that he's not particularly concerned with whether or not he survives the outbreak, as long as his goal of culling the human race is achieved.
- Villainous Underdog: All it took was a PhD in virology and a CRISPR printer for one man to destroy the world, with zero military or government resources.
- Western Terrorists: An eco-terrorist who wants to protect the Earth from the human populace, who are abusive towards the planet.
A Russian doctor who pioneered in the field of manufacturing viruses. His research inadvertently assists in the creation of the Green Poison.
- The Atoner: Tchernenko is shocked that his research had been used to help create the Green Poison, which is why he is determined to help find a cure for it.
- Can't Kill You, Still Need You: It's revealed in The Division 2 that Tchernenko is still in Aaron Keener's custody, and the only reason why he isn't dead yet is because he knows how to use Amherst's virus printer.
- Driven to Suicide: In The Division 2, one Coney Island audio log recorded by him has him briefly consider the option of suicide via his own prototype virus to throw a wrench in Keener's plans, but ended up changing his mind somewhere along the way and he curses himself for his cowardice.
- Your Princess Is in Another Castle!: During the mission to rescue him from the Russian Consulate, Tchernenko is kidnapped by Aaron and the LMB before the JTF can reach him.
The wife of a biotech scientist, April comes to Manhattan to investigate the murder of her husband but ends up getting trapped on the island due to the quarantine. In order to cope with the crisis, she writes down her experiences in the margins of a copy of a New York survival guide, the pages of which can be found scattered all over the city.
- Action Survivor: Being a civilian trapped in a city full of roving gangs, firebugs and an army will turn anyone who isn't a Division agent into this.
- Cassandra Truth: A bit of a subversion. She tries to tell the police that her husband was murdered, but they don't take her seriously. It's not that they don't believe her, but that they're too busy dealing with the outbreak to worry about anything else.
- Companion Cube: The survival guide becomes something of this to April, since it is one of the last reminders of her husband that she has.
- Damsel in Distress: At one point, she is captured by a group of Rikers who are planning to rape her, but is saved in the nick of time by Doug, a Division Agent and last survivor of Noble Squad.
- Deadpan Snarker: Writes witty comments pointing out the irony (or the cold hard truth) of certain passages in the survival guide.
- Took a Level in Badass: At the end of her subplot, April takes up the fallen Doug's Division gear and heads for the Dark Zone to look for Merch, the author of the survival guide. On the way, she encounters Aaron Keener and isn't even phased by his presence or his veiled threats against her, earning his respect.
A reporter for a fringe publication turned Pirate Radio DJ, whose podcast, "Wouldn't You Know It?" plays in all of the Division Agents' safe houses.
- Armor-Piercing Question: He sometimes discusses a young mother who was beaten to death by a Rioter as her little boy watches. Rick talks about how the last time New York faced a crisis everybody pulled together and helped each other out, but now in the middle of this crisis, there are people beating mothers to death on the off-chance they have something they want. He closes the discussion with this question:Rick: "New York...what's happening to us?"
- Borrowed Catch Phrase: Paraphrases Walter Winchell's "Good evening Mr. & Mrs. America [...] and all the ships at sea" with "Good evening, Mr. & Mrs. New York")
- Buccaneer Broadcaster: He runs a pirate radio podcast.
- Cloud Cuckoolander: Possibly bordering on Hikikomori. One of his broadcasts implies that he hasn't been outside or even looked out a window since the outbreak (he couldn't tell if it was morning or evening), which means his radio podcast is his only contact to the outside world. Being isolated that much for that long isn't good for anyone's psyche. Not to mention that his podcast plays pretty much 24/7. Maybe he really is a paranoid insomniac.
- The Cuckoolander Was Right: Other than his mistrust of the Division and suspicion that the government might be behind the Green Poison, most of his information is surprisingly accurate. A lot of it sounds like typical fringe radio conspiracy stuff, but from playing the game you know that most of it is spot on.
- Conspiracy Theorist: He has a few about the Division and Directive 51.
- Cue the Flying Pigs: Not literally, as that would be too fantastic, but Rick basically paraphrases the trope's name at the end of the sequel's Warlords of New York DLC admitting that despite Directive 51 and all of its flaws, it's really helped New York City in the long run. He even publicly thanks the agents that haven't gone rogue for "de-worming the city".
- Deadpan Snarker: Could possibly go round for round with Paul Rhodes in the snark department.
- The Ghost: Nobody has ever seen Rick in-person - not the player, not anyone in his audience, nor any of the factions present in the game - no one. Except one. In the "On Valassi's Trail" line of phone recordings, Ruth Massie claims to have seen him once, roaming near Morningside Heights. The last phone recording from her implies she got silenced by unknown forces for this discovery.
- Hope Spot: Averted. He shoots it down hard for the people of New York still in the city who think that everywhere else is okay. According to him, infection levels in cities such as Boston, Pittsburgh, Atlanta (and many more) are "through the roof."
- And to make things go from bad to worse just a little bit more? They're not getting the help they need because everyone who can help have been diverted to larger cities like New York. You think Manhattan is a hellhole? Imagine what Boston looks like.
- Interestingly he is currently in possession of a possible hope spot. A USB flash drive containing Vexix research data concerning a possible cure for the virus.
- Intrepid Reporter: Used to be one for some kind of fringe publication before he took to pirate radio. In fact, he was investigating Directive 51 and in contact with a corporate whistleblower before the virus hit.
- The Mole: The "On Valassi's Trail" set of phone recordings was created by a person named Ruth Massie, who believes this to be the case of Rick himself. She cites the fact that Rick is the only one in Manhattan who seems to have high-end, functioning radio equipment (possibly funded by the government) while everyone else has trouble getting even basic HAM radio services going. She may be onto something - her last phone call has her ceasing her search of Rick, claiming the story is "too dangerous".
- Overly Narrow Superlative: Wouldn't You Know It is the tri-state area's most popular pirate radio podcast...and probably is only one.
- Poke the Poodle: When he addresses "Mr. & Mrs. New York" to open one of his broadcasts (In the Style of... Walter Winchell's style of broadcasting), he pays homage to the other famous NYC hotspots—and even down to the garbage barges that originated from the city...Rick: ...except you, Staten Island; you're not a real borough.
- Properly Paranoid: He doesn't call his podcast "for paranoid insomniacs" for nothing.
- Sir Swears-a-Lot: Every other word he says is a swear word.
- Stealth Insult: Considers garbage barges whose anchorage were in New York City to be more a part of New York City than Staten Island, one of NYC's actual boroughs.
The author of the entries of phone recordings labelled as "Urban Explorer." Eva Acosta is an urban explorer, spelunker and traceuse who decided that the outbreak of the Dollar Flu is an opportunity to explore the city. What first was thought to be an adventure soon became a huge dose of reality as Eva witnesses the tragedies consequent to the outbreak first hand.
- Ambiguous Situation: One Exotic piece of gear in The Division 2 is "Acosta's go-bag", and it can be looted in the D.C. area. Whether this means she actually survived the events of The Division or it's simply just her bag that made it out of NYC is anyone's guess.
- Bomb-Throwing Anarchists: Eva used to see herself as one of these. And then she sees just how bad things are when there really are bomb throwing anarchists in New York. And escaped prisoners. And flamethrower wielding psychopaths. And a mercenary occupation force shooting everyone in sight.Eva: "I always thought I was some kind of anarchist. Flipping off the man. Fighting the status quo. I camped out in Zuccotti Park for Occupy Wall Street. I protested the G7 summit. But this...this is just...sad."
- Call to Adventure: She initially saw the outbreak as an opportunity to go an an adventure and explore the city. It doesn't last.
- Downer Ending: Possibly. In her final entry, Eva finds she is unable to get out of the city, and so she decides to head to the Hudson Train Yards in the hope of finding safety in numbers. That would be the same train yards that are being attacked by Cleaners. And assuming she survived the Cleaners, the cough she has since developed could mean that she is quite possibly infected with the virus. Even if she wasn't, she is still sick in a city where medical attention or even basic medicine is extremely hard to come by. However you see it, it's not looking all that great for Eva.Eva: "If someone finds this recording, I'm hoping you can get a message to my parents in Teaneck, New Jersey. Isabel and Ramon Acosta. Tell them Eva loves them. Tell them...I'm sorry."
- Le Parkour: She is an urban explorer, spelunker and apparently has "mad parkour skills."
- Oh, Crap!: The chaos of the outbreak was all fun and games to Eva, as shown in her first two entries. By the third she looks at Manhattan and sees it as "peaceful and majestic" and a "perfect winter wonderland" now that there were no people around. Then she comes across a group of soldiers and then watches as they rounded up civilians in chains and then executed them. By then it just gets worse.
- Reality Ensues: Eva gets slapped hard in the face with a healthy dose of it by the third recording. And again in the fourth when she witnesses Cleaners burning people.
- Screw This, I'm Outta Here!: By her fifth entry she is resolved to escaping the city. She didn't.
- The Unseen: You only find her phone recordings in the game, not the woman herself.
Introduced in the Agent Origins: Conspiracies short film. A Conspiracy Theorist who is Mia's neighbor and a friend of her boyfriend's. He believes that sleeper agents planted by the government are responsible for the viral outbreak hitting New York. Turns out he's only half right, there are government sleeper agents in New York but they have nothing to do with releasing the virus.
- Conspiracy Theorist: Is of the opinion that the government planted sleeper agents who were responsible for the virus, and that it was being transmitted via dollar bills (he even has one of the bills wrapped in two sandwich bags to help prove his point).
- Though one has to wonder how he knows it's an infected dollar bill to begin with, unless it's simply a prop.
- The Cuckoolander Was Right: Saj isn't wrong actually on either dollar bills being the attack vector or the existence of government sleeper agents. He's just wrong about some of the details.
- Irony: "Sorry the truth chaps your ass so hard, Mia. But when The Man comes bursting through those doors you're gonna be glad that the Saj is on your side." Said the conspiracy theorist to the federal agent. Thirty seconds later a man does come bursting through Mia's door. He and Mia's boyfriend panic while she kicks the Rioter's ass before shooting him dead.
- Only Sane Man: Well, he thinks he is.
- Spell My Name with a "The": Refers to himself as "the Saj" at one point.
An unknown man who's trying to hack into ISAC.
A mysterious faction of highly skilled operatives who are hunting down and killing Division agents. They only appear in the game's Survival mode, featured in the "Survival" DLC. A group of Hunters equal to the number of nearby Division agents will attack at the end of each playthrough of Survival when the players attempt to evacuate at an extraction zone. After the 1.8 content patch, they also randomly appear in the Underground as a sort of surprise Boss in Mook's Clothing encounter.
Hunters make a return in The Division 2 as part of the main game's storyline, although their motives for going after Division Agents are still a mystery.
- Bonus Boss: The Hunters in The Division 2 are essentially post-endgame Bonus Bosses, being One-Man Army enemies significantly tougher than pretty much anything else in Washington D.C.
- Doom Troops: More so than any other enemy type in the game. They wear black ballistic masks as well as heavy black ballistic armor over dark grey digital camouflage.
- The Dreaded: In-universe in The Division 2. In the briefing for the side mission that first features Hunters, HQ mentions that the local Hyenas are scared shitless of the Hunter's current hideout, thinking it's inhabited by ghosts.
- Finishing Move: Hunters perform grisly executions on downed Agents, usually by cutting their throat or slamming an ice axe into the unfortunate person's skull. They can also perform a quick melee attack that will instantly down a player if it connects.
- Glass Cannon/Fragile Speedster: Because their health and damage resistance is on par with Players rather than other NPCs, they can't take as much damage as some of the tougher normal enemies (i.e. high-level Elites), but this also means they move fast, hit hard, and can even use Skills and heal themselves with medikits. They can also hack your Skill abilities similar to NPC Rogue Agents.
- Hero Killer: Each Hunter has a trophy belt of several Division watches, indicating they have killed multiple Division agents.
- Hopeless Boss Fight: The first one that's encountered in The Division 2 is one of these. After shaving off one armor bar (a hard feat in and of itself), the Hunter applies a Shock debuff to all of the Agents in the room, at which point the lights black out, he struts on over to the nearest Agent, throws a demeaning gesture at them, then promptly runs out of the room.
- Leitmotif: They have a unique musical cue that plays to let you know they're nearby.
- Lightning Bruiser: Since they move like Player Characters rather than other A.I. NPCs, Hunters are a lot faster and more mobile than other enemies in the game. They also have damage output and damage resistance equivalent to that of other players. Hunters in Resistance and Legendary missions play the "Bruiser" part straighter, as they have several bars of armor and truckloads of health, respectively.
- Mage Killer: They have the ability to disrupt and hack Division tech, which helps them level the playing field against S.H.D.'s elite super-operatives. They also have Skill abilities of their own, presumably due to using stolen Division tech from the Agents they've killed.
- Malevolent Masked Man: Hunters wear black ballistic facemasks that conceal their identity.
- Mirror Boss: Hunters basically fight like Player Characters rather than normal A.I. NPCs. They move like Players, and even have 2 Skill abilities (randomly selected from a possible list of 5), as well as carrying 3 medikits to heal themselves in combat.
- My Name Is ???: In Legendary missions, Hunters show up as Named enemies, and their "name" is simply "Hunter". Averted in Resistance missions, where they have rather generic Anglo-Saxon names. In The Division 2, the first Hunter players encounter is a Named enemy called "Unknown".
- My Rules Are Not Your Rules: Hunters mostly behave like Player Characters, the main exception being they have a powerful one-hit-knockdown melee attack that will down you in one strike if you let them get close to you. They can also execute downed Players. Also, they can hack your own Skill abilities, similar to LMB Rogue Agents.
- Nothing Is Scarier: The Division 2 side mission "Agent Edwards Support" has no enemies and nothing but ominous music up until the actual encounter with the Hunter, at which point the lights in the room black out until Edwards's Division watch is inspected... then a flood light turns on and his dead body is hanging from the ceiling. The only warning the player gets that the Hunter is coming is ISAC saying "System curtailed." Cue their signature smoke grenade and EMP entrance.
- Outside-Context Villain: It's never indicated who these guys are and why they are hunting down Division agents. It's only clear that they're a credible threat to the Division's super-operatives.
- Savage Wolves: They're marked on the HUD with a unique wolf icon that's almost identical to that of Bodark from Ghost Recon: Future Soldier, an elite special forces group that also was fond of using EMP and jamming tech to screw up their enemy's advanced technology.
- Sophisticated as Hell: Their "Your Killer" Flavor Text in The Division 2 reads "Get rekt, son.", which is definitely not something one would expect from a crew of stoic assassins.
- Uniqueness Decay: As revealed in a State of the Game livestream pertaining to Title Update 3 in The Division 2, the Hunters' AI was the foundation for the AI of every enemy in the sequel. As a result, it feels somewhat underwhelming to fight Hunters as their tactics are basically on the same level as everyone else. Even their gimmick of utilizing two SHD Tech skills against the player can be found elsewhere, like the Dark Zone and Heroic bounties. The only thing that remains unique to them is their portable EMP jammers and the use of their axes to execute players. As if that wasn't enough, Rogue Agents took their role in The Division 2's Title Update 8, further relegating all of the Hunters to a mere one-off side attraction.
- Villain Forgot to Level Grind: Played with. In Survival Hunters are top of the food chain due to having a significant gear advantage, with the Agents being sick and wounded. In the Underground DLC, when Agents have proper equipment with them, two Hunters are the bare minimum you'll face but they're nowhere near as threatening.
- Thoroughly averted in the sequel. Hunters will always be at least level 35, five more than player characters, and their equipment reflects this. They've clearly learned a few tricks from the deaths of their NYC friends...
- Villain Team-Up: Hunters show up alongside other enemy factions in both Resistance and certain Legendary difficulty missions.
- Inverted in the sequel, where Hunters will attack anyone other than fellow Hunters. It isn't unheard of them to wander away from their spawn points, having been distracted by a string of NPCs they've murdered a path through.
- Wolf Pack Boss: The number of Hunters that attack at the end of a round of Survival is equal to the number of Division Agents present at the extraction zone. If you're playing solo, you'll only face one Hunter in a Duel Boss fight. Played straighter in the Underground DLC, where their numbers are always one larger than the player's team (e.g. if there's four players, five Hunters will show up).
Promotional Material Characters
The protagonist of the Agent Origins: Ashes short film. A firefighter for the FDNY and an agent for the Division.
- An Axe to Grind: Daryl uses a handheld fire axe to seriously wound the armed Cleaner.
- Cruel Mercy: You know that Cleaner he rushed to escape? When he cracked his mask open he didn't kill him. He just left him for his buddies to take care of.
- Duct Tape for Everything: Has a roll of duct tape hanging from his bag.
- Emergency Services: He's a firefighter.
- Good Is Not Nice: Well, when you infect the guy trying to kill you with the virus and then leave him in the corner to be roasted by his fellow Cleaners...
- Irony: Is a firefighter that needs a fire to set off a sprinkler so he and his neighbors can get water from it.
- Also, when he infects a Cleaner who then needed to be "cleaned."
- Nice Hat: Wears a cool looking FDNY cap in both Ashes and Escape.
- The Quiet One: Between Ashes and Escape, Daryl speaks the least. In Ashes alone he only has four lines, and each one is just a brief sentence.
The protagonist of the Agent Origins: Conspiracies short film. An agent for the Division.
- Action Girl: Takes on a gun wielding Rioter with a pizza dish(!), martial arts, and her own concealed firearm, and wins.
- In the Escape episode, not only does she lead the charge forward, she's also the one who calmly headshots Swizz, who was holding a hostage while John distracts him. Through the tent wall (with a little help from her Pulse skill) no less.
- Deadpan Snarker: Her featured episode has the majority of her lines as this.
Saj: "It could even be Mia!"Mia: *In a tone dripping with sarcasm, boredom, and annoyance* "Even."
- Right from the get go, while Saj is throwing out theories on who could be a government sleeper agent,
- "Hey, Saj? You know we love having you over here. And I know it's, like, the apocalypse out there and everything, but...how long were you planning on staying?"
- Her response to the team checking in when they've all been activated, having just shot an attacking Rioter and saving Saj, her boyfriend, and herself then receive her Division Activation alert? "Yea, was hoping to get the call a little sooner."
- Decoy Protagonist: Not her, but her boyfriend. Conspiracies first jokingly implies that he is the Agent. Then the Rioter shows up.
- Designated Point Man: Provides this role for her team in "Escape", and makes use of the "Pulse" skill. She also leads the charge forward against the Rikers.
- Improbable Weapon: She throws a pizza dish (and the pizza she just finished cooking) at a Rioter before handing him his ass.
- Made of Iron: She grabs the Rioter's gun by the slide just as he fires to deflect the gun away from her and prevent it from properly cycling the next round, injuring her hand. She doesn't even flinch. She doesn't even get it it bandaged up until meeting up with Everett and the others at the rally point in Escape.
- Only Sane Woman: While Saj and her boyfriend are busy screwing around with conspiracy theories and airsoft replicas, she's just waiting for the Division to finally activate her. That and when she gets ready to leave, she asks for her bag. Her speechless boyfriend hands over her purse, causing her to give a exasperated reply of "The other bag", before the just as speechless Saj looks over and gives her the backpack with the lit up Division tech device.
The protagonist of the Agent Origins: Pursuit short film. A paramedic and an agent for the Division.
- Combat Medic: Seems to fill this role for his team when he bandages up Mia's hand in Escape and then gets to killing Rikers with the rest of the team in the same film.
- Establishing Character Moment: He gives his policeman friend morphine for his dying wife and then stops said friend from shooting the kid who took his bag of medicine, preferring to chase her around the city.
- Friendly Sniper: In addition to being the team's medic, Everett also seems to also be their designated marksman too, as shown in Escape.
- In the Hood: Everett wears a hoodie to cover his head due to the snowy weather.
- Non-Action Guy: Of the four Agent Origins short films, his doesn't involve killing or even fighting anyone. This of course changes in Escape.
- The Medic: Pursuit implies that Everett is a paramedic or an EMT in his civilian life.
The protagonist of the Agent Origins: Escape short film. A family man and an agent for the Division.
- Adult Fear: For a brief moment he imagines going back to his home to see his wife and daughter missing. Daryl soon snaps him out of it.Daryl: "Hey! You're gonna see them again."
- Deep Cover Agent: His wife didn't even know that John owned a gun, let alone know anything about his secret life.
- Mr. Exposition: Of the four short films, his is the only one where we get any explanation of what the Division is.
- Nice Hat: John wears a watch cap/toque.
- Refusal of the Call: Played with. He does answer the call, but when he is finally activated he looks to his daughter, and the look on his face tells it all that he really did not want to leave her and his wife alone in the middle of the crisis. Quite possibly the source of his Adult Fear.
- Super Cop: Likely. Based on the handcuffs and baton hanging from his bag (and that both Daryl and Everett similarly have things from their own civilian lives in theirs) one could reason that John is with the NYPD.
- Which would be odd that a cop's wife would be shocked that her husband had a gun.
- It could be possible that he's part of the NYPD's Auxilary Police program, which doesn't allow the volunteer officers to carry guns.
- Which would be odd that a cop's wife would be shocked that her husband had a gun.
- The Leader: Leads the team of agents consisting of himself, Mia, Daryl and Everett as they take on a gang of Rikers.