INFILTRATOR

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Help: Infiltrator Description The Infiltrator is NukeFire's professional field operator: surveillance, countersurveillance, firearms, blades, close-quarters control, hacking, chemical fieldcraft, and the discipline to keep working after the quiet plan has failed. The early class still rewards stealth and sabotage, but the long remort road is not an Assassin road. An Infiltrator is expected to read the target, control the opening, survive a compromised operation, and finish the mission even after everyone knows exactly where the operator is. Core Field Tools shoot, sneak, hide, terminal track, subdue, interdict, smokescreen, cleanout, marksmanship, razor bloom, hack, inject, disembowel Early Infiltrator Remort Path 1: Ghost Protocol 5: Signal Jam 10: Black-Bag Training 15: Deadwire Shot 20: Exit Strategy 25: Zero-Trace Rhythm Long Field-Operative Road 50: Field Operative 100: Tradecraft Doctrine 200: Threat Assessment 300: Close-Quarters Doctrine 400: Ghost Asset 500: Black-Site Training 600: Counterintelligence 700: Precision Kill Chain 800: One-Man Entry Team 900: Compromised Plan 1000: Directorate Asset 1250: Burned Asset 1500: Dead-Zone Operative 1750: No-Support Doctrine 2000: One-Man Agency At 50 matching class remorts, an Infiltrator may remain an Infiltrator and continue remorting instead of being forced out of the base class. The mechanical milestones shown here complete at 2000, while remorts may continue beyond them. The older Outlander prestige route remains a separate road. What the Long Road Changes - Signal Jam becomes the central setup tool for target control. - Deadwire Shot, Interdict, Razor Bloom, and Smokescreen gain a bounded long-road damage lane; multi-packet techniques are deliberately compressed. - Normal Infiltrator combat can substitute a limited number of controlled firearm shots for melee swings instead of simply spraying more packets. - From Precision Kill Chain onward, a Signal-Jammed target may draw one additional primary shot per combat round; at 2000 that follow-up is guaranteed while the target remains jammed. - Compromised Plan activates only at 40 percent HP or lower and reduces ordinary reducible damage. True/no-reduction damage still bypasses it. - No-Support Doctrine can return bounded movement after successful Signal Jam, Subdue, Deadwire Shot, or a Smokescreen that actually fires. Post-50 Chassis Growth From remort 51 through 2000, the Infiltrator gains +1 hitroll and damroll every 5 remorts, +20 movement every 10, +5 move regeneration every 20, -15 AC every 25, +50 HP every 50, and +1 melee power every 100. Ammo Efficiency improves at 500/1000/1500/2000. Extra-hit applies arrive at 300/800/1500/2000. See Also: ghost-protocol, signal-jam, deadwire-shot, field-operative, precision-kill-chain, compromised-plan, one-man-agency, classlegacy