diff --git a/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj b/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj
index 965934b04e..42bd3eb6d1 100644
--- a/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj
+++ b/OpenRA.Mods.Cnc/OpenRA.Mods.Cnc.csproj
@@ -65,6 +65,7 @@
+
diff --git a/OpenRA.Mods.Cnc/Traits/Infiltration/InfiltrateForTransform.cs b/OpenRA.Mods.Cnc/Traits/Infiltration/InfiltrateForTransform.cs
new file mode 100644
index 0000000000..bf26d20278
--- /dev/null
+++ b/OpenRA.Mods.Cnc/Traits/Infiltration/InfiltrateForTransform.cs
@@ -0,0 +1,57 @@
+#region Copyright & License Information
+/*
+ * Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
+ * This file is part of OpenRA, which is free software. It is made
+ * available to you under the terms of the GNU General Public License
+ * as published by the Free Software Foundation, either version 3 of
+ * the License, or (at your option) any later version. For more
+ * information, see COPYING.
+ */
+#endregion
+
+using System;
+using OpenRA.Mods.Common;
+using OpenRA.Mods.Common.Activities;
+using OpenRA.Mods.Common.Traits;
+using OpenRA.Primitives;
+using OpenRA.Traits;
+
+namespace OpenRA.Mods.Cnc.Traits
+{
+ [Desc("This structure can be infiltrated causing funds to be stolen.")]
+ class InfiltrateForTransformInfo : ITraitInfo
+ {
+ [ActorReference, FieldLoader.Require] public readonly string IntoActor = null;
+ public readonly int ForceHealthPercentage = 0;
+ public readonly bool SkipMakeAnims = true;
+
+ public readonly BitSet Types = default(BitSet);
+
+ public object Create(ActorInitializer init) { return new InfiltrateForTransform(init, this); }
+ }
+
+ class InfiltrateForTransform : INotifyInfiltrated
+ {
+ readonly InfiltrateForTransformInfo info;
+ readonly string faction;
+
+ public InfiltrateForTransform(ActorInitializer init, InfiltrateForTransformInfo info)
+ {
+ this.info = info;
+ faction = init.Contains() ? init.Get() : init.Self.Owner.Faction.InternalName;
+ }
+
+ void INotifyInfiltrated.Infiltrated(Actor self, Actor infiltrator, BitSet types)
+ {
+ if (!info.Types.Overlaps(types))
+ return;
+
+ var facing = self.TraitOrDefault();
+ var transform = new Transform(self, info.IntoActor) { ForceHealthPercentage = info.ForceHealthPercentage, Faction = faction };
+ if (facing != null) transform.Facing = facing.Facing;
+ transform.SkipMakeAnims = info.SkipMakeAnims;
+ self.CancelActivity();
+ self.QueueActivity(transform);
+ }
+ }
+}