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The Saboteurs Handbook

Strategies for the Infiltrator

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Introduction    Preparation    Staying Alive    Combat    Sabotage    Theft

Certifications and Implants    Equipment

"A handsome young Cyborg named Ace,
Wooed women at every base,
But once ladies glanced at
His special enhancement
They vanished with nary a trace."

Barracks Graffiti

Certifications

Below are the certifications relevant to Infiltration.  Only 1 is essential, the Infiltration Suit.  All the others are optional based on how you want to use the the suit.

NC Infiltrator - Stolen from www.3dactionplanet.com

TR Infiltrator
Infiltration Suit - 2 Certification Points
The infiltration suit sacrifices all armour and a lot of inventory space to allow the wearer to become less visible.  While you stay still, you will be invisible, but the faster you move the more visible you become.  Firing a weapon, using any equipment, and taking any damage will also make you more visible.  There are also many ways that you can be revealed through the use of radar systems.  Some implants and experience on your part can minimise or negate these dangers.

Uni-MAX - 6 Certification Points
Use either AV MAX or AI MAX instead of Uni-MAX if you do not have spare certification points to spend.  Useful for Advanced Hackers.



Medium Assault - 2 Certification Points
Medium Assault gives access to the Spiker, and Ancient Tech pistol discussed in Equipment.



Advanced Hacking - 5 Certification Points
Essential for Theft, Advanced Hacking allows you to hack doors, CC's, all terminals, lockers, and jack enemy vehicles.

Combat Engineering - 5 Certification Points
Essential for Sabotage, CE gives Infiltrators the tools needed to attack vehicles and MAX, as well as more options for killing infantry.

Medic - 3 Certification Points
Allows you to heal yourself in the field.  Some Infiltrators swear by it, others scavenge medkits from the dead.



ATV - 1 Certification Point
Gives access to the Wraith - a fast, unarmed ATV that can cloak while an Infiltrator is driving.  Useful for transportation when there are few mines around, and the trunk space is very helpful for some Sabotage missions.

Air Scout - 3 Certification Points
The Mosquito is very helpful for some Infiltrator missions, as well as transportation in general.

Any Other Vehicles
All vehicle certifications are helpful to Advanced Hackers - the only thing better than stealing the enemies Lodestar is to fly away with it.  Armoured Assault 2, Empire Assault Buggy, Troop Transport...anything that lets you drive off with the enemy empires equipment is good.



Implants

Infiltration has a huge amount to gain from implants, and to stand any chance at all, no matter how you infiltrate, you need at least 1.  Even 3 implants is not really enough if you plan on trying everything infiltration has to offer.  Some implants operate silently, others can be heard when they are turned on or off, and some make a noise while they are active.  This can give away your location, but only if the enemy is paranoid or searching for you.

Advanced Targeting Advanced Targeting -  Activation Time - 60 seconds
Shows the health of your enemies, and how many occupants there are, if any, inside a vehicle.  All players can benefit from this implant, Infiltrators more than most - being able to see the strength of the enemies around you allows you to assess the risk.  Enemies can hear this implant being turned on or off.  Recommended as a second implant.

Audio Amplifier Audio Amplifier -  Activation Time - 60 seconds
Will show moving enemy soldiers and MAX within a given radius on your radar, so long as they do not have Sensor Shield.  Interestingly, it does not put enemy vehicles on radar.  Enemies can hear this implant being turned on or off.  Although it is helpful for Infiltrators, other implants tend to have more benefit.

Dark Light Darklight - Activation Time - 60 seconds
Allows you to clearly see Infiltrators at quite a distance.  Dark Light cannot be used in third person.  Enemies can hear this implant while it is active.  Can be very helpful to Combat Infiltrators, others tend not to have the implant spots to spare.

Melee Booster Melee Booster - Activation Time - 120 seconds
Makes your knife attacks stronger, but drains 10 stamina for each hit that connects.  Good if you want to focus on knife killing, but otherwise not that helpful.

Personal Shield
Personal Shield - Activation Time - 120 seconds
While active, will damage your stamina instead of your health and armour when you get hit.  Enemies can hear this implant being turned on or off, and while it is active.  Activating the implant will uncloak you, so is of no real use.

Range Magnifier Range Magnifier - Activation Time - 60 seconds
Allows zooming up to 12x.  Worthless for an Infiltrator.

Regeneration
Regeneration - Activation Time - 120 seconds
While active, drains your stamina to increase your health.  Can be very helpful to heal yourself in the middle of a battle without attracting attention.

Second Wind Second Wind - Activation Time - 180 seconds
Gives you a bit of health when you are about to die.  Not very helpful, if your health gets low enough to activate the implant, you are probably dead already.

Sensor Shield Sensor Shield - Activation Time - 90 seconds
Will mask you from radar, so long as you do not take any damage or use a weapon.  If you do not have Sensor Shield, you will appear on radar and possibly have a red name over your head in many situations:
  • Enter the Sphere of Influence of any hostile base with the Interlink benefit
  • Walk or run within visual range of a Motion Sensor
  • Walk or run while in range of a Mosquitoes radar system
  • Move within hearing range of an enemy with an Audio Amplifier activated
Enemies can hear this implant being turned on or off, but its almost impossible to hear unless you are close to them in a quite base.

Surge Surge - Activation Time - 90 seconds
Surge allows you to move at far faster speeds, so long as you keep your weapon or equipment holstered.  While most armours suffer from terrible stamina drain when surging, an Infiltrator with full stamina can keep running for 100 seconds - almost enough to run from Caer to Gwydion.  Enemies can hear this implant being turned on or off, and while it is active, though it is fairly quiet.  The mobility is a big benefit, for escaping as well as moving around the battlefield. Recommended as a third implant.




Summary

The only certification you need to have is the Infiltration Suit, the only implant needed is Sensor Shield, but the more resources you dedicate to this role, the more versatile you will be. Surge and Advanced Targeting make good second and third implants, and Dark Light and Melee Booster are useful for combat.  Dont activate or deactivate noisy implants like Surge or Audio Amplifier when you are sitting next to an enemy, there is a chance they will notice.  Next, a look at the equipment available to Infiltrators.


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