The Infiltrator has access to 3 different toggle-able* cloaks that help the Infiltrator hide and ambush enemies during combat:
Nano-Armor Cloaking (default)
*The default keybinding to activate the cloak is [F]
Consumes energy to bend light around the infiltrator, resulting in near perfect invisibility while motionless. Lasts for up to 12 seconds and fully recharges over (12/11/10/9/8/7) seconds.
The heavier Nano-Armor Cloaking device passively grants 100 shield health to the infiltrator. While the cloak is active, it will also reduce incoming small arms damage by 25% (35% when fully certified). Nano-Armor can remain active for (6.5/7/7.5/8/8.5) seconds and recharges in (13/12.5/12/11.5/11) seconds.
Cloak does not drain while stationary, but prevents use of primary weapons while equipped. While moving, cloak lasts up to (12/13/14/15/16) seconds. When drained, it recharges to full in (14/13/12/11/10) seconds while cloaked and stationary, or in 10 seconds while uncloaked.
The Infiltrator has access to 7 different passive suit slot abilities:
Advanced Shield Capacitor
Chameleon Module (default)
Increases the user’s sprint speed by 10% while equipped
Increases the speed at which your shields recharge to full by 33/38/42/45/50% (4/3.75/3.5/3.25/3 seconds), and reduces the delay before your shield begins recharging by 1 second*.
Tip: Standard infantry shields recharge in 6 seconds after not taking damage for 6 seconds
*Recharge delay reduction does not stack with the implant Survivalist
Allows soldiers to carry 1/2/3/4 additional magazine(s) for both their primary and sidearm weapons.
Tip: You carry at least 4 primary and 5 secondary magazines in reserve
This adaptive processing unit suppresses shield shimmer upon taking damage, and will restore 25% of your maximum cloaking energy when your shield is shattered.
Flak Armor reduces the amount of damage taken from explosions*.
Reduces damage taken from frag grenades and common explosions by 50%/and infantry rockets by 20%/and light anti-vehicle explosives by 20%/and air-to-ground explosives by 20%/and tank mines and C-4 by 50%
*Damage reduction does not stack with the implant Response Jacket.
Allows 1/2/3 additional grenade of any type* to be carried.
*You cannot carry more than one type of grenade at one time.
Reduces damage taken* from non-explosive projectiles.
Reduce damage taken from small arms by 20%/and heavy machine guns by 20%/and gatling guns by 20%/and aircraft nose guns and anti-aircraft machineguns by 20%/and anti-material rifles by 20%
*Does not stack with the implant Symbiote, nor reduce damage received from headshots.
The Infiltrator has access to 3 different throw-able* grenades:
Frag Grenade (default)
Tip: Grenades bounce off of everything, including friendlies!
You cannot hold/”cook” grenades before you throw them.
*The default grenade keybinding is G.
This grenade simulates the sound of weapons fire, projects a false radar signature to enemies and will distract automated anti-infantry turrets. Lasts for 8 seconds.
25 Nanites to Resupply
Releases a wall-penetrating pulse wave that destroys or disables enemy deployables, resets infantry shields, and scrambles the HUD. Detonates on impact.
50 Nanites to Resupply
The standard frag grenade, capable of heavily damaging infantry targets. 3 second fuse.
Damage: 1275 @ 1m – 50 @6.5m
50 Nanites to Resupply
The Infiltrator has access to 4 different utilities:
Auxiliary Shield (default)
Advanced calibration systems passively increase your maximum shield health by 50.
Medical Kits instantly restore 500 health. Increases the number of medical kits that can be carried to 1/2/3/4.
Detonates upon detecting nearby movement.
Tip: TR Claymores are limited to detecting movement in a 180 degree range of its detecting side.
Increases total mine capacity by 1.
75 Nanites Each
Restoration Kits regenerate 70 health per second for 12 seconds (840hp total). Increases the number of restoration kits that can be carried to 1/2/3/4.
Tip: Restoration Kits will continue to heal you if you take damage, or are at full health.