Rogue Division AgentsOrganizational InformationTypeHigh level ThreatLocationNew York CityWashington, D.C.NationwideLeader(s)Aaron Keener (Deceased)SettlementsLiberty IslandRoleHigh Threat AntagonistGoalSurvive and/or eliminate The DivisionAllied FactionsLast Man BattalionBlack TuskTrue SonsRikersCleanersHyenasOutcastsOther Notable MembersSee: Known Rogue Division AgentsRogue Division Agents are former Division agents who disavowed the Strategic Homeland Division for one reason or another, and has either lent their services to another faction such as the Last Man Battalion or are working on their own, both cases working against The Division itself.
Rogue Agents
For an agent, to turn their back on The Division is to commit treason against the United States federal government; yet, it is the freedom and relative autonomy with which agents operate that gives them the potential to turn renegade. Most rogue agents are presumed to have come about following the Joint Task Force's disastrous handling of the Dark Zone. The most prominent and dangerous of these rogue agents is Aaron Keener.
During the New York City outbreak the JTF failed to handle and control the quarantined center of Manhattan known as the N.Y.C. Dark Zone. The result was the JTF pulling out of the Dark Zone completely, leaving behind large quantities of valuable equipment, First Wave Agents, and any hope of re-establishing control of the area in the lawless area. The event embittered First Wave Agent Aaron Keener into going rogue as he began to lose faith in the government. Keener then began recruiting other First Wave Agents into going rogue and joining him, persuading the agents about the government's decision to abandon the Dark Zone as a "betrayal". In a recording, Aaron Keener described his chances in recruiting other agents as a "one-in-three" success rate, suggesting that at least one-third of the surviving First Wave defected to Keener's side. Under Aaron Keener's leadership, they later supported the Last Man Battalion dominance.
Much like in N.Y.C., the government's deteriorating control over the nation's capitol made other agents begin to lose faith in the government and any hope of bringing order back. Various ECHOs and phone recordings reveal that some agents went rogue by resorting to banditry or peacefully went A.W.O.L. to go home (possibly to protect their friends and family). Rogue Agents are easy to spot as First Wave Agents, due to their unique Rogue piece on their chest and one strap backpack, instead of the two strap backpack that D.C agents have.
With the release of Warlords of New York, a new Seasonal Manhunt system was implemented to track down and eliminate rogue agents within both N.Y.C. and D.C. limits. In addition to the named enemies who have manhunts active against them, various unnamed rogue agents may appear in any activity following the completion of the campaign. They are named enemies, who have a large amount of health and armor, as well as access to improved versions of SHD tech that the player uses. This includes healing abilities, so it is recommended that players EMP these agents when possible.
Most rogue Division agents will use the base Seeker Mines and Turrets. Seeker Mines are deployed at their feet, which means you can completely avoid them by being on higher ground where there are no stairs. Their Turrets can be thrown as well. Both of these skills are very small and hard to hit, much like an agent's own. Named rogue agents, or agents in legendary missions, can use different skills such as First Aid and Sticky Bomb, so be aware and alert for anything. In particular, their Sticky Bombs will explode very shortly after they land at the designated position marked by the red circle that appears where it will land, so move quickly if you see an RDA using one.
With Warlords of New York, Rogue agents use 2 skills similar tools to Division agents, such as Drone, Chem Launchers, Firefly, Trap, Decoy, and Hives with a number of skill variants at their disposal. They also come equipped with 2 weapons, seeming to prefer shotgun/sniper as well as SMG/AR (Police M4, CMMG Banshee, Carbine 7, KSG Shotgun, SIG MPX, Military RPK-74M, SOCOM Mk20 SSR, PF-45, Enhanced G36, Police T821, Black Market AK-M, Enhanced PP-19, Infantry MG5, Enhanced AUG A3P, Custom P416 G3, ACS-12, M1A CQB, Custom M870 MCS, Lightweight M4, Paratrooper SVD, Tactical UMP-45, Tactical SASG-12K, Navy MP5-N, Tactical Super 90 SBS, Custom M44, Custom L86 LSW, ACR SS, Military MK46, Black Market M60) as well as Grenades (Concussion Grenades, Shock Grenades, Riot Foam Grenades, Incendiary Grenades, Eclipse Virus grenades, Nail Bomb Grenades, Flashbang Grenades) as well as 4 Armor Kits.
The rogue agents were in fact part of the First Wave, the initial Directive 51-sanctioned response to the Dollar Flu outbreak in New York City. Just as capable as their Second Wave fellows, the First Wave was soon overrun by the sheer weight of the Dollar Flu outbreak and subsequent social disorder.
Eventually, Aaron Keener managed to convince several other First Wave agents that there was no point in trying to save a system that was clearly disintegrating around them. With charisma and logic, Keener was able to gain the services of several rogue agents and brought them along to the Last Man Battalion. Unfortunately for everyone, these agents were loyal only to Aaron Keener, meaning that when he vanished dozens of rogue agents became their own force in Manhattan as others remained with the scattered forces of the Last Man Battalion.
Worse is the reality that several Second Wave agents has allegedly gone rogue as well. Reports from the Dark Zone have confirmed that multiple Second Wave agents have assaulted and even killed their former comrades, seizing their equipment and striking out on their own.
The fact is that these rogue agents could have any number of personal or group goals, and that there is no one reason they have decided to turn against their nation and fellow Americans. Equipped with SHD technologies and classified information, the further goals of these rogues remain unknown.
Rogue Agent is based on the real-life story of Robert Hendy-Freegard, a convicted British conman, and imposter. He is also known by his other aliases, David Hendy and David Clifton. For years, Freegard posed as an MI5 agent and duped a huge number of people while working as a bartender and a car salesman. His primary victims were young women, whom he would manipulate into befriending him. He would then psychologically pressurize and coerce them into meeting his demands, mostly monetary, often claiming that they are threatened by the IRA and could get killed. He would then gaslight them into severing connections with their families and friends and make them end up in horrible conditions. Freegard would also prevent his victims from going to the authorities by saying that the police might be double agents and cannot be trusted. Thus, for nearly two decades he fooled many people until in 2005, he was convicted on multiple accounts of kidnapping, theft, and deception.
I LOVE when rogue agents run in after i just got done clearing a level 4 control point solo. The dread you experience after spending quite a while battling to clear the control point at hearing the "rogue agents" message come up is awesome. Your ammo is low, you likely need an armor kit since you're all out of them by this point. Basically you are very near being on your knees in exhustion, and then you now have rogue agents to fight off! It's awesome. But does this only occur on level 4 control points? How can i increase the chances (if possible at all) of getting them to appear?I have my map set to Normal, because i just can't be annoyed dying due to the random patrols when i'm trying to get to a bounty or something, then failing it because of this. So i just keep it normal. If i increase it to perhaps Hard, would this increase the chance of rogue agents appearing?Also, there are times i help NPCs and after beating the enemies i will hear the warning for rogue agents, but never see them, why is that? I have tried running around that local area where i got the warning, but still couldn't find them. Do they also behave like Hunters, where they just vanish?
@arnudswazaneger Rogue agents after completing control points can occur at any difficulty. Their frequency is rng. The rogue agents detected you hear whilst roaming in the open world is also rng. They will spawn at random times in set places. I've memorized their spawns in the open world districts but someone has probably made a YouTube video where they are. If you're too late finding them the rogue music will stop playing and they'll despawn.
I play mostly normal. I have yet to have rogue agents spawn in the open in DC, unless I was doing a level 4 control point. I don't usually do level 3 CPs. Only time have gotten rogues in the open, is in NYC and mostly specifically by the Financial safe house. 2ff7e9595c
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