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The Sushiwoman, played

Recruit Normal Hard Insane Nightmare
Modes Recruit Normal Hard Insane Nightmare

The Sushiwoman's game, top to bottom. She is what a CombatMedic turns into when the Sushis modifier gets to her; every other class turns into a Sushiman instead. The healing and the Revive come along. The kit is the medic's with one skill swapped, and you now infect whoever stands next to you.

first

Take stock of what you kept

The body is the medic's: 428 life, 205 energy, the same rifle, a 60-round magazine, and the reload set to 3.9 s where the medic had 4.0, both written by the transform itself. Soldier Skills, First Aid, Revive and Marksmanship are still on the list. Augmentation is gone; Like a Fish in Water sits in its place. The new unit is set to the level you had.

then

Keep healing

F1 and F2 still cast Blood Transfusion and Nano-Injection on yourself, the improved versions once First Aid reaches 3 and 4. F3, F4 and F5 are still drawn on the panel and do nothing: each one checks for an Augmentation level, and this class cannot learn any.

on the way

Find water

Five pools on the map count as water and nothing else does. Like a Fish in Water only works inside them, and for a while after you climb out. They are on the map beside this.

always

Mind who you stand next to

Every 2 s, every living unit within 3 range of you that is not an enemy, not mechanical and not summoned takes one infection stack. At 20 a hero turns, an LN soldier explodes, and most other minis become NPC sushis. Civilians, police, the mayor and scientists are skipped, see below. The stacks never fade, so it is 40 s in total, not 40 s in a row.

AO Thalim · where the water is
the pondnorth poolmid poolmid pool 2west poolThalimwhere you start

The five circles are the regions the water triggers test; crossing into one tags you as in water. Thalim and the landing zone are there for bearings.

Becoming her

The Sushis modifier

  • Voted in the lobby: it takes half the players rounded down, and at least one vote. The mode has to be Recruit to Nightmare; it is never on in Competitive, Survival, PMC, Invasion, Infested, PMC+ or Apocalypse.
  • It adds 15 % to the XP multiplier for the game. The modifier's own description says 25 %; the script adds 0.15.
  • The first item spawn, which runs once at 30 s and then every 380 s from the start of the game, adds 4 Sushis to its list while the modifier is on. Outside it, sushis are not spawned at all.
  • On the selection screen the Assault Engineer card is greyed out and its charge counter drops to 0. The script only changes the dialog, so treat it as a warning rather than a lock.

Three ways in

  • The script's pick. Between 100 and 180 s in, one player is drawn at random. Two lines appear on screen for everyone, prefixed [Allies] and signed with their name: "Guys, I don't feel very fine." and, 8 s later, "I wonder if these sushis were not outdated." 15 s after that they blow up and come back as a sushi. Bigger lobbies get more: a second victim if the player count beats a roll of 2 to 6, then a third if it beats 5 to 10, then a fourth on a coin flip if it beats 6 to 12. Each extra pick starts its warning 10 s after the last player turned, then runs the same 8 s and 15 s, so that player turns 33 s after the one before. The warning lines for the second, third and fourth picks still show the first victim's name, and the fourth pick hands the transform the unit stored for the third pick, not its own.
  • Eating one. A Sushis still heals 50 and gives its regeneration; in this modifier, the moment that regeneration ends you turn. Once you are the Sushiwoman it is only the heal: the trigger skips all four sushi unit types.
  • Standing too close. 20 stacks from another sushi's aura, the card above.

Which sushi you become is decided by what you were: a CombatMedic hero becomes the Sushiwoman, everyone else, the Phoenix Medic included, becomes a Sushiman.

What the transformation does

To you

  • The old unit is killed and removed with the hero-death and last-player-alive triggers switched off, so neither fires. A new unit appears where you stood, facing the same way, on control group 1, and is set to your old level.
  • The round counter is set to a full 60, so you come back loaded whatever the old magazine held.
  • The portrait becomes the Sushiman's.
  • The medic's hidden ranged damage malus comes with you: 11 % less ranged damage dealt. The Combat Medic and the Sushiwoman carry it; the Sushiman and the Phoenix Medic do not.
  • The Combat Medic Shield w37 is on the Combat Medic's and Phoenix Medic's lists only; the Sushiwoman cannot use it.
  • Rank rewards still apply: Frag Grenade Medic at Command Sergeant Major (Enlisted, 95,000 XP) and Flare Gun WO5 at Chief Warrant Officer 5 (120,000 XP) are granted to this class too.
  • The medic's advanced medical visor keeps working: its pings on dead heroes go to Combat Medics, Phoenix Medics and Sushiwomen.

To the others

  • Civilians never turn. Civilians of both models, the Mayor, police officers of both models and scientists are skipped by the turn trigger.
  • LN soldiers and bots explode. A LN Rifleman or any other LN unit dies on the spot at 20 stacks; eating a sushi does the same to them and to an IS Bot or a Repair Drone.
  • Other minis become NPC sushis. A 68W Combat Medic mini becomes a Sushiwoman, any other mini a Sushiman. Both carry the same aura and keep spreading it.
  • The undead take nothing. The aura's search skips enemies, and mechanical units, summoned units, structures, items, the dead and the invulnerable with them. Anyone already a sushi is skipped too.

Water

RegionWhereRadius
Water Pond Areathe pond in the south-east, west of LZ Lions12.75
Water Area Norththe north edge, between Thalim and the RA facility10.86
Water Area Mid 2north of LZ Eagles7.08
Water Area Midsouth of the satchel cavern, west of the RA reactor door5.41
Water Area Westthe west edge, due west of Balaad3.12
  • Crossing into one of these adds a hidden InWater tag. Every Like a Fish in Water bonus is switched off whenever the tag is missing, so the skill does nothing on dry land, whatever its level.
  • Leaving starts a timer; when it runs out the tag goes. Stepping back in before that cancels the pending removal. The timer is 10 s plus 10 s per level of Like a Fish in Water: 10 s with no points, 20 s at level 1, up to 50 s at level 4. The tooltip's 10 to 40 s is one step short of what the script waits.
  • Radii are the regions' own, in map units.

At the end

  • On a regular victory, each player who is a sushi at that moment gets a Sushiman bonus: 1 XP per 5 s spent transformed (rounded), counted from the transformation to the end, then multiplied by the game's XP multiplier like any other award.
  • The April Fish camo unlocks on the same screen when your hero is still a sushi and the mode is Normal, Hard, Insane or Nightmare, not Recruit. The message the script prints says to be infected before Chapter 3; the flag the script sets for that at the Chapter 3 and Chapter 4 transitions is never read, so the two conditions above are the whole check.

Numbers are read from the map file: its unit, behaviour and effect data and its trigger script.

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