![](http://media.moddb.com/images/mods/1/21/20827/inflt_preview.png)
Infiltrator
Affiliation: Syndicate
Primary Weapon: Psychic Jab
Role: "Basic Infantry" & Espionage
Strong: Ground Units
Weak: Air Units
Cost: 500
Speed: 6
Strength: 125
Sight: 9
Size: 1
Armor: None
Movement: Land
Requirements: Academy & Radar Spire
Additional Info:
- Permanently Disguised as an Initiate
- Can Gain Experience
- Espionage Outcomes:
- Infiltrate an enemy Nuclear Reactor/Tesla Reactor/Power Plant/Bio Reactor - Disable power for 1 Minute & 30 Seconds
- Infiltrate an Allied/Soviet/Yuri Refinery - Steals up to 5000 Credits
- Infiltrate an enemy Troop Center/Boot Camp/Academy - All Infantry will be trained as Veterans
- Infiltrate an enemy Weapons Factory/Armor Facility/Machine Yard - All Units will be trained as Veterans
- Infiltrate an enemt Radar Tower/Radar Uplink/Radar Beacon - Resets enemy Map
- Infiltrate an enemy Palace/Tech Bureau/Cabal Lab - Unlocks Stolen Technology Units
- Infiltrate an enemy Iron Curtain/Nuclear Silo/Chronosphere/Weather Control Device/Genetic Mutator/Psychic Dominator - Resets Timer
Infiltrators are specially chosen Initiates who are trained with the skills of sabotage with such tasks such as rewiring cash to Yuri's Coffers, Obtaining Technology or battlefield data. To enemy eyes the Infiltrator is often mistaken for its lesser counterpart as the lowly initiate but this allows Infiltrators to mix within Yuri's forces giving them a much better chance of survivability. The Infiltrator much like Initiates are also trained to focus a pyrokinetic blast of energy.