The Sushiman is not picked at the start. Under the Sushis modifier, on Recruit to Nightmare, the script turns one or more players into it a few minutes in. What you get is a soldier with the Rifleman's rifle and item list. Whoever stands beside you gets infected. There is no community page for the class, so this is what the map file and its script do around it.
first
Know when it comes
Between 1:40 and 3:00 of game time the script picks one active player at random, prints two lines in their name, styled as Allies chat, 8 seconds apart, and 15 seconds after the second line turns them. The class does not matter to the pick, and nothing you do changes it.
then
Come back at your level
You come back as a new unit at your old level, on control group 1, with four skills of its own:
Soldier Skills,
Throw a Seaweed,
Marksmanship and
Like a Fish in Water.
always
Mind who stands beside you
Every 2 seconds you put one infection level on every ally within 3 range, and at 20 they turn too. Levels never fade. Whether that is a favour depends on who they are: a
CombatMedic keeps her healing as the
Sushiwoman, everyone else becomes a Sushiman.
How the infection spreads
The first victims
- The timer is rolled once when the game loads: 100 to 180 s after the start. It only runs under the Sushis modifier, and only in Recruit to Nightmare.
- The warning: "[Allies] name: Guys, I don't feel very fine." then, 8 s later, "[Allies] name: I wonder if these sushis were not outdated." The turn comes 15 s after that, 23 s of warning in all.
- More than one: 10 s after the first turn a second player is rolled when the lobby beats a random 2 to 6 (possible from 3 players, certain from 7), then a third when it beats a random 5 to 10 (possible from 6, certain from 11). Each is announced by two more lines 8 s apart, with the turn 15 s after the second, and every line is signed with the first victim's name, so the chat does not tell you who is next.
- The third roll is only re-rolled when it matches both earlier victims, so it can land on one of them: that player is rebuilt as a fresh Sushiman and their infection clock restarts. A fourth roll exists for lobbies of 7 or more, after a coin flip, but the script hands it the wrong unit: the third victim's current one instead of the fourth player's. If a third victim was made, their fresh Sushiman is killed and a Sushiman is created for the fourth player where it stood, while the fourth player's own unit is untouched; if not, the script waits on an empty slot forever and no fourth victim is ever made.
- Dead when your turn comes: the script waits, a second at a time, until you are alive again, then turns you.
From then on, by contact
- The Sushiman, the Sushiwoman and the sushi minis carry a hidden aura: every 2 s, every unit within 3 range gets one infection level. At 20 it turns. Levels are permanent and never decay, so 40 s beside one Sushiman, added up over the whole game, is enough; beside two it is 20 s. The counter and the aura are both flagged EnabledWhileDead in the map file, so dying does not clear the levels you picked up, and a Sushiman's body keeps infecting whoever stands over it to revive them.
- The aura skips enemies, anything mechanical (the vehicles, the
Cyborg, the
Prototype), structures, items, the dead, the invulnerable, summoned units and anyone already a sushi. - At 20 a hero turns: a
CombatMedic becomes the
Sushiwoman, any other class the Sushiman. Any other allied biological unit at 20, a Battle Buddy for instance, becomes a
sushi mini (a medic mini a
sushi medic) and carries the aura from then on. The LN soldiers (
LN Rifleman and its four siblings) are killed with an explosion instead. Civilians, the mayor, police officers and scientists never turn.
Or you eat one
- Under the modifier, Item Spawn 1 fires once at 0:30 and again every 380 s from the start of the game. Each time it rolls a 1 in 4 chance to drop one
Sushis somewhere passable on the map. - It heals 50 and gives 1 life a second for 20 s (its own text says 10). When that regeneration runs out, the eater turns, unless already a sushi.
What changes when you turn
What you keep
- Your level. The new unit is set to it, with the level-up trigger switched off while that happens.
- Your slot and control group 1. Your portrait becomes the Sushiman's.
- A 60-round magazine and a 3.9 s reload, set by the script whatever you had. The item list is the Rifleman's, all 52 entries: the seven rifles (
HK42,
M5 MAR,
MP75R,
SOF-AR,
Steyr AUG,
Styner BR-2,
US MCR), the
Scope,
AP Rounds and
DU Rounds among them. Everything is on the Gear tab. - It is not a death. The death trigger and the last-player-alive check are switched off for the swap.
What you lose
- Every skill of the old class. The Sushiman's four are the two it shares with the
Rifleman (
Soldier Skills,
Marksmanship) plus
Throw a Seaweed and
Like a Fish in Water. The in-game class text still lists Frag Grenade and Rifleman Skills; the skill data does not. - Only a
CombatMedic keeps her trade: as the
Sushiwoman she has First Aid, Revive and Marksmanship, loses Augmentation and gains Like a Fish in Water. A
Phoenix Medic becomes a plain Sushiman. - The swap does not look at your inventory at all: the old unit is killed and removed, the new one is created empty-handed by the script.
The seaweed
| Level | Energy | Cooldown | Range | Slow |
|---|---|---|---|---|
| 105 | 30 s | 10 | 20 % for 12 s | |
| Level 2 | 95 | 25 s | 12 | 25 % for 14 s |
| Level 3 | 85 | 20 s | 14 | 30 % for 16 s |
| Level 4 | 70 | 15 s | 16 | 35 % for 18 s |
Thrown on the move, no vision of the target needed, and the wind-up shrinks from 0.2 s to 0.05 s with the level. Out of the 205 energy bar a level 1 throw is half of it, and two throws only fit from level 2 (2 x 95). The cooldown, 30 s down to 15 s, is the real limit. The buff the map file attaches to the seaweed is a move-speed multiplier and nothing else: no hit-chance change is attached to it, whatever the tooltip promises. The buff is switched off on massive units, so they are not slowed, and a second seaweed on the same target refreshes the timer instead of stacking.
The water
Five places count
Like a Fish in Water works in five regions and nowhere else. The script flags you InWater when you enter one and clears it 10 s per skill level after you leave, 10 s at level 1 up to 40 s at level 4. The exit trigger stamps an entry counter and only removes the flag if you have not re-entered a water in the meantime, so hopping from one water to another never drops the buff.- The pond is the big one, south of the map's centre and south-west of LZ Lions. Mid 2 sits south of Thalim's eastern end, north of LZ Eagles. Mid is further east, below cave 3. North is on the top edge, west of the RA. West is a puddle on the western edge, in the south-west.
The regions the Sushiman's enter-water and exit-water triggers test. Nothing else on the map counts as water for the skill.
At the end
The win
- On a regular win, every player who is still the Sushiman or the Sushiwoman at that moment gets a line with the mission time and the infection time, a line "Victory with MOS Sushiman during N s", and a Sushiman bonus: 1 XP for every 5 s spent transformed, rounded.
- On Normal to Nightmare that same win unlocks the April Fish camo if you do not own it yet. On Recruit, or once you own it, the script prints a line about being infected before chapter 3 instead; nothing in the code tests the chapter.
- The community's unlock list says the same, minus the detail that you have to be the one who was infected.
The modifier
- Sushis passes with half the lobby's votes, in Recruit to Nightmare only. In the script it adds 15 % to the XP multiplier; its own menu text says 25 %, the community's modes page says 15 %.
- It sits in one chain with two other modifiers: if Rifle also passes, Rifle wins and Sushis is dropped; if Sushis passes, Classic is dropped.
Numbers are read from the map file: its behaviour, effect and ability data and its trigger script. There is no community page for the class, so there is no advice here, only what the map does.