ELITE OPERATORS

Six operators. Six completely different ways to wage war. Unlock them by surviving long enough, then master them to go further. Each one changes the game.

Soldier
▸ AVAILABLE FROM START · IN THE FREE DEMO
SOLDIER
FIRE SUPPORT
CALLSIGN · ROOK ▸ LORE FILE

"Three months ago his eight-man unit was overrun at Forward Position Delta-4. Four hundred hostiles. He held the position alone for seventy-two hours, and at extraction, his first question was whether others were coming out behind him. 'They keep sending backup. I keep not needing it.'"

PASSIVE · SUPPRESSIVE FIRE

MG rounds slow enemies 20% on hit. Starts with full magazine. He establishes fire superiority first.

SPECIAL · MORTAR STRIKE (30s CD)

3 mortar shells land on cursor position (120px radius each). Fire and forget.

Marine
▸ UNLOCK: SURVIVE WAVE 10 · DEMO: FROM THE START
MARINE
HEAVY ASSAULT
CALLSIGN · RAMPART ▸ LORE FILE

"Forward Site Bravo-9: twelve operators against sixty GRUNTs and twelve JUGGERNAUTs. Nineteen minutes later he was the only one standing, not because the others failed, but because he buried every threat he could reach. He carries rockets because rifles feel polite."

PASSIVE · BLAST RADIUS

Splash damage +30%. Completely immune to own explosions. He is the cover.

SPECIAL · ADRENALINE RUSH (45s CD)

6 seconds: speed ×1.5, fire rate ×2, instant reload. He doesn't need cover.

Navy SEAL
▸ UNLOCK: SURVIVE WAVE 20 (FULL GAME)
NAVY SEAL
AGILE OPERATOR
CALLSIGN · APEX ▸ LORE FILE

"Hell Week record holder. Underwater demolitions expert. Point man on eleven classified operations across four continents. His instructors said he was unteachable: what they meant was he was already past what they could teach. He's always somewhere else when the bullet arrives."

PASSIVE · DOUBLE TAP

Always 2 dash charges. Dash cooldown · 40%. Standing still is a vulnerability he chose to eliminate.

SPECIAL · BREACH (8s CD)

Teleports 3× dash distance forward. Through anything. Walls. Enemies. Expectations.

Commando
▸ UNLOCK: SURVIVE WAVE 25 (FULL GAME)
COMMANDO
STEALTH OPERATIVE
CALLSIGN · SHADOW ▸ LORE FILE

"SAS, regiment undisclosed. Subject 004 of the Twelve: one of three people who walked out of Black Site ECHO-7 on Day 94, and the only one ever found again. He spent forty seconds on Level Three and has never said what he saw. He volunteered for LOCKDOWN before Command finished the question."

PASSIVE · SHADOW

Enemies must close 30% more distance before they can attack. The last one they see coming.

SPECIAL · GHOST CLOAK (12s CD)

8 seconds fully invisible. Enemies lose tracking. Shooting breaks the cloak, until Phantom Strike (operator level 40) turns that first shot into a kill notice.

Jungle Guerrilla
▸ UNLOCK: SURVIVE WAVE 30 (FULL GAME)
JUNGLE GUERRILLA
SABOTEUR
CALLSIGN · ECLIPSE ▸ LORE FILE

"No name on record. No country of origin confirmed. He appeared from the treeline during Operation Blackrock and collapsed a fortified position in under four minutes, then vanished. Intelligence estimates he's been operating solo in denied territory for over a decade. Wherever the enemy feels safe is where he's already planted something."

PASSIVE · ON THE MOVE

+25% damage while moving. 15% while stationary. The jungle taught him: stillness is surrender.

SPECIAL · DEPLOY MINE (5s CD)

Plant proximity mine (max 4 active). Arms in 2s, triggers at 200px range. The battlefield is his pantry.

Sergeant
▸ UNLOCK: SURVIVE WAVE 50 (FULL GAME)
SERGEANT
DEMOLITIONS EXPERT
CALLSIGN · BRASS ▸ LORE FILE

"Twenty-two years in demolitions. He has never left a charge undetonated, not one. On LOCKDOWN the other five hold the line so he can place six charges inside the ECHO-7 perimeter. He carries enough ordnance to level a city block and considers it traveling light."

PASSIVE · DEMOLITIONS

Starts with 7 grenade charges. Reload 40% faster. Immune to own explosive damage: he knows exactly where it lands.

SPECIAL · IED PLANT (40s CD)

Plant remote-detonated bomb. Detonate manually at any moment. Massive radius. The patience to wait for the right moment: that's the art.

THE UPGRADE SYSTEM

Each operator has 8 milestone upgrades: unlocked at operator levels 10, 20, 30, 40, 50, 60, 70, and 80. In the run, Field Command deals 6 cards of their own, ending in one mythic evolution, alongside 25 general cards. Between runs, Casings buy 23 permanent upgrades per operator. Upgrades compound, stack, and transform your playstyle mid-run. No two builds are the same. No run plays out the same way twice.

8 MILESTONES PER OPERATOR
6 FIELD COMMAND CARDS EACH
23 PERMANENT UPGRADES EACH
∞ BUILD VARIATIONS

EXTRA LIFE

Max all upgrades for your operator. Then unlock the one that changes everything: a one-time death-defiance protocol built around your operator's doctrine. No second activation. Make it count.

SOLDIER
FINAL BARRAGE
12 mortar shells hit every active enemy. 10 seconds immunity. The battlefield becomes an artillery range.
MARINE
IRON WILL
10 seconds full immunity. Adrenaline activates. You don't go down. You reload and re-engage.
NAVY SEAL
DEAD RECKONING
40% HP restored. All cooldowns cleared. 5 dashes. 10 seconds immune. Full tactical reset.
COMMANDO
SHADOW PROTOCOL
Auto-cloak 20 seconds. Triple damage. +50% speed. Strike before they realize you survived.
JUNGLE GUERRILLA
GHOST AMBUSH
All placed mines detonate. 15-second cloak. 8 HP/s regeneration. Hunt from the dark.
SERGEANT
DEAD MAN'S SWITCH
Every IED detonates at once. 5 seconds immunity. You triggered the switch before you hit the ground.

600 CASINGS · MYTHIC · ONE USE PER RUN · REQUIRES ALL OTHER UPGRADES

▸ COMING Q1 2027

PICK YOUR
OPERATOR