// loadout
TT-02 Primary and Why Infiltrator Doesn't Use Rifle0 #
Infiltrator's weapon layout is the inverse of Sniper's: where Sniper has TG-87 as primary and Rifle0 as backup, Infiltrator has TT-02 as primary and Rifle0 as backup. The TT-02 deals 108 damage per round — the same per-round damage as every other class's secondary pistol — but Infiltrator carries it as the main weapon. The 2-round magazine and 6-round ammo pool tell you the role: 2 quick burst shots to disable an unaware target before they react.
TT-02 Primary — burst-shot pistol #
108 dmg / 2 mag / 6 ammo
108 damage per round, 2-round magazine, 6 ammo reserves. The TT-02 is a 2-shot burst weapon — you fire 2 quick rounds, then reload. The 108-damage-per-round figure is what makes Infiltrator viable: 2 shots = 216 damage, enough to drop a Sniper (175 res) or Infiltrator (200 res) in a single 2-shot burst. Against Assault (250 res) you need 3 shots and a reload; against Enforcer (320 res), 3 shots minimum and you'll probably die during reload.
TTK math
TT-02 burst sequence: 1 burst (2 shots) drops Sniper or another Infiltrator. 2 bursts (4 shots) drops Assault — you have to reload between. 3 bursts (6 shots, every round of your reserves) drops Enforcer — you have to reload twice. The total ammo pool of 6 rounds means you can drop ~3 unaware Snipers per spawn before resupply. This is intentional: Infiltrator is balanced around picking targets, not fighting durations.
Rifle0 Secondary — carbine #
16 dmg / 16 mag / 50 ammo
16 damage per round, 16-round magazine, 50 ammo reserves. The secondary slot's Rifle0 has the same damage-per-round as everyone else but a smaller magazine (16 vs Assault's 30). The 50-ammo pool means it functions as your backup when the TT-02 burst doesn't finish and you can't reload in time. The damage-per-round is low — 16 vs Assault's 37 — because the design intent is that Infiltrator rarely uses Rifle0.
Resistance, Speed, and the Survival Compromise #
200 resistance is the second-lowest in the roster, only above Sniper (175). 9 speed ties with Sniper for fastest. The combination means Infiltrator survives by not being shot — same equation as Sniper, but with different solutions. Sniper survives by being at 50+ meters where return fire is inaccurate; Infiltrator survives by being invisible (Cloak) or unobserved (flanking with Xray). When the cover is blown and you're being shot at fairly, you will lose to Assault, Enforcer, and tied to or losing against Sniper.