|“|| I got what you need, and if I don't, I will...!|
- A Saboteur reassures that he will get something useful
The Saboteur's main role is espionage, stealing important intelligence from enemy labs and facilities. Able to disguise himself as enemy infantry and slip past defenses, he is similar in that aspect to an Allied Spy. There is one major difference between the Saboteur and your regular espionage agent.
The Saboteur wears a vest with a low-yield nuclear bomb embedded within. The bomb's trigger is connected to a small heart rate monitor, which detonates the bomb when the Saboteur's heart stops. This results in a localized explosion when the Saboteur is discovered and killed, either grievously wounding or killing the attacker.
Serving as the Soviet's main espionage unit, the Saboteur's main purpose is to infiltrate enemy bases providing substantial benefits. Like other espionage units, they can disguise themselves to what infantry the commander needs in order to slip past enemy lines. Employing Borillos and Halftracks/Tigr APCs are recommended to ensure the safety of the Saboteurs, as these transports are armed and can deal with the Saboteur's common countermeasure, Attack Dogs and Spooks, easily.
As with other espionage infantries, the Saboteur can enter an enemy building but the effects will vary depending on the building:
- Barracks: All infantry will be trained as veteran.
- War Factory: All War Factory units will be produced as veteran.
- Radar: Battlefield will be reshrouded for the radar's owner.
- Power Plant: Owner's power will be shut down for 1:30 (2:00 for Nuclear Reactors).
- Ore Refinery: Steal $5000 from the refinery's owner.
- Ecobooster: Can see owner's money count.
- Tech Center/Palace/Battle Lab/Atomheart/Pandora Hub/Cloud Piercer: Partial prerequisite for additional technology.
- Superweapon/support power structure: Resets the countdown of the superweapon/support powers.
- Construction Yard: Partial prerequisite for additional technology.
- Field Bureau: Owner will lose all captured infantry technologies.
In the campaign, Saboteurs are never buildable from the player's Barracks, and when available, almost always serve to accomplish an objective in the mission. The enemy can build them normally, and it's possible to gain access to an indefinite amount of them via mind control or abduction with Drakuv Prison Vehicles. In addition, they are prohibited from infiltrating labs and Construction Yards in the campaign, unless if that's a mission objective.
- At the beginning of Idle Gossip, two Saboteurs are dispatched to the player and tasked with infiltrating the European Alliance's Radio Tower before the MCV arrives.
- At the beginning of Unshakeable, two Saboteurs, disguised as Pacific Front GIs, are smuggled on a Voyager and delivered to a Pacific Front complex where they have to infiltrate their Tech Center.
- In Combustion, a Saboteur is required to infiltrate a Shield Command to shut down the Force Shields that protect enemy defenses. He must survive before the infiltration is done.
- In Cyberanatomy, Krukov and Reznov have to contact a Saboteur in the northern camp, at which point he'll fall under control of the player controlling Krukov. The Saboteur points out an unguarded opening in the Chinese complex and must be brought there so he can plant explosive barrels on the wall, allowing Krukov, Reznov, the Saboteur and the Engineer accompanying them to get inside. Once they reach the central part of the complex, they'll find their way blocked by four Tesla Coils, but the Saboteur will say that he's skilled enough to disable them by infiltrating the nearby Field Bureau (which no other Saboteur can), and must be tasked to do so.
- In Heartwork, after the destruction of the first Nanocentrifuge, two Saboteurs will appear and are tasked with infiltrating the Chinese Atomheart. They must be protected from Attack Dogs and Terror Drones along the way.
- In Thread of Dread, after 10 minutes, a team of five Saboteurs arrive at a designated point on the left edge of the map. 5 minutes after that, five more Saboteurs arrive at another point on the top edge. The player can freely use them.
- In Meltdown, the Soviet General starts with two Saboteurs in his disposal and can use them freely.
The Saboteur is voiced by De'Lante Capers (previously credited as Rhys_Dallows).
- Whom should we steal from?
- We take what the people need.
- I got what you need, and if I don't, I will...!
- Their systems are open to me.
When ordered to move
- It shall happen.
- I will go and take a look.
- I see no better way.
- One-way ticket.
- Our mission continues...
When ordered to disguise
- They will suspect nothing!
- I know their methods.
- They shall welcome me as one of their own.
- The role of a lifetime!
When ordered to infiltrate structures
- This seems to be important.
- Uh, a little bit from here, a little bit from there...
- They have something for me.
- Ah, there it is!
When under fire
- You don't want to do this.
- I've been discovered!
- Get me out of here!
Behind the scenes
- In 3.0, the Saboteur left radiation along with the explosion when killed, which made it deadlier against Attack Dogs and other detectors that were not immune to the radiation; that feature was removed as it made the Saboteur immune to radiation and that was deemed overpowered.
- The Saboteur's death cries are used from the Saboteur in Generals Zero Hour.
- In 2.0, the Saboteur previously used the voiceset of GLA Saboteur in Command & Conquer Generals: Zero Hour.
- The Saboteur is slightly less durable than its counterparts (130 HP vs 140).