
South Africa, northern region, 2035. While the southern "Silicon Coast" prospers, the north is drowning in poverty and crime. Riots have hit the streets, but behind the scenes, a faction of rogue generals is plotting a coup. Their primary tool is "The Orphans," an organized crime syndicate—a conglomerate of gangs ruled by a "council." The spark: a high-profile assassination orchestrated to trigger martial law.
The story continues after the main campaign: you remain in the hub and gain access to a new scenario. Yulia leaves on a humanitarian mission and goes missing. Police Minister Jacob Mabela offers a deal: the police will track Yulia if "Sparta" dismantles "The Orphans'" combat units to derail the coup attempt. Two new operators join the fight: police sniper Alexander "Sunny" van Rooyen and veteran machine gunner Said "Tangier" Lamrani. The climax involves the elimination of the Orphans' leader and a raid on a hostage-filled base. The finale unlocks Yulia as a full-fledged, playable combat character.
New Region and Aftergame Missions: Northern South Africa (Johannesburg and suburban slums, business districts, industrial zones, and a military base).
Antagonist Faction: "The Orphans" (Organized Crime Group)
Enemy Types:
Shooter (Thug)
Bonebreaker (Melee)
Instigator (Grenadier)
New Storyline
New Operators:
Alexander "Sunny" van Rooyen — A police sniper acting as a liaison with the South African Ministry of Police.
Said "Tangier" Lamrani — A veteran machine gunner.
Late-game Progression (DLC exclusive)
Sparta Level 9 featuring powerful yet cost-effective production abilities.
Tier 3.5 Weapons and new contracts.