Infiltration is an ability in the franchise. Units with this ability are called Infiltrators.
Overview[]
Specific infantry units can be commanded to infiltrate an enemy building, resulting in various effects such as stealing credits, disabling the building, or causing a temporary blackout across the entire base. Although the exact impact varies from one game to another, the common factor is that the unit becomes unretractable and permanently lost once the infiltration succeeds. Infiltrators typically carry out their missions using various techniques of stealth and disguise.
Red Alert Universe[]
Red Alert, Counterstrike and The Aftermath[]
Red Alert 2 and Yuri's Revenge[]
Infiltration in Red Alert 2 and its expansion has the following effects:
- Power Plant/Tesla Reactor/Nuclear Reactor/Bio Reactor - Cuts off the targeted player's power (thereby disabling anything that requires it) for anywhere between 30-60 seconds. Additional power structures will not restore power. Tech Civilian Power Plant cannot be infiltrated.
- Airforce Command Headquarters/Radar Tower/Psychic Radar - Resets shroud for the targeted player. Has no effect if they own a functional Spy Satellite Uplink.
- Ore Refinery/Deployed Slave Miner - Steals 20% of the targeted player's funds.
- Barracks - All combat infantry produced from the player's own Barracks gain veterancy (one rank). The bonus also applies to units summoned by Paradrop/Airborne, released by destroyed structures, or mutated by Genetic Mutator. This effect does not stack.
- War Factory - All combat vehicles and aircraft produced from the commander's own War Factories gain veterancy. Slave miners built as a structure and War miners accompanying the construction of Soviet Ore Refineries are also affected. This effect does not stack.
- Superweapon - Resets its timer.
- Battle Lab - Grants access to specific units:
- Allied Battle Lab grants Chrono commando in Yuri's Revenge. In Red Alert 2, owning an Allied Barracks unlocks Chrono commando, and a Soviet Barracks unlocks Chrono Ivan.
- Soviet Battle Lab grants Chrono Ivan in Yuri's Revenge. In Red Alert 2, owning an Allied Barracks unlocks Psi commando, and a Soviet Barracks unlocks Yuri Prime.
- Yuri Battle Lab grants Psi commando in Yuri's Revenge.
Red Alert 3 and The Uprising[]
Infiltration in Red Alert 3 and its expansion has the following effects:
- Construction yard and expansion structure: Temporarily disables enemy radar and reveals the enemy's vision. Permanently grants vision of the infiltrated structure.
- Power plant: Disables enemy power for a short time. The effect lasts longer when infiltrating a super reactor.
- Ore refinery: Steals 2000 credits from the enemy. If that player has less, you still gain the full amount.
- Production building: Temporarily disables production of all structures of that type owned by the infiltrated player, and temporarily grants vision of that player's units produced by the type of structure infiltrated. Aircraft cannot land at infiltrated airfields.
- Technology building: Temporarily disables all units that need a tech building to be produced (primarily tier 3 units). Instantly destroys tier 3 aircraft (including landed Century bombers).
- Superweapon: Resets the timer.
- Crusher crane: No adverse effects.
Generals Universe[]
Zero Hour[]
Infiltration in Zero Hour has the following effects:
- Command center - Resets timers for all General's powers, if any.
- Supply center/Supply stash - steals $1000 from the targeted player, and can't steal more than the amount they actually have.
- Barracks/War Factory/Air Field/Arms Dealer - disables targeted building for 30 seconds.
- Strategy center/Propaganda center/Supply drop zone/Black market/Internet center - disables targeted building for 15 seconds.
- Cold Fusion Reactor/Nuclear Reactor/Advanced Nuclear Reactor - cuts off the target player's power for 30 seconds.
- Superweapons - Resets its timer.
- Fake Structure - explodes immediately.