recursal/Fanatic-Fandom huggingface dataset:
Tornadian Totem Post

A Tornadian Totem Post in Sirius.

## Scan Event

Summoning 8 Tornadian Raiders.

**Tornadian Totem Post** is a Special Sector, Object, and part of the Objects group in the Codex.

*None* - Codex entry for **Tornadian Totem Post**

## Locations

* Sirius
	+ 1-3

## Functionality

Upon Scan completion, the Totem Post has a chance to do one of the following:

* Spawn 8 Tornadian Raiders in a circular configuration around the totem post.
* Spawn a Tornadian Hurricane on top of the totem post.

## Misc. Info

* The Tornadian Totem Post whirlwind bears a resemblance to a Tornadian Ice Storm or Tornadian Electrical Storm.
Stifler Torpedo

The Stifler Torpedo is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Torpedo that, on impact, reduces the level of the targets augmentations and disables ship turrets and deathtraps**

## Functionality

Stifler Torpedoes function similarly to Stinger Torpedoes, though the former deals less damage in exchange for applying Augmentation Impaired to the target upon impact.

## Interactions and Strategy

* Stifler Torpedoes are a great for disabling larger vessels like the Warship or the Medusa, as Augmentation Impaired disables turrets and lowers augmentation levels - all of which larger ships tend to rely on for additional protection and utility
* Stifler Torpedoes can be useful for disabling movement-enhancing augmentations like Sidestep or Short Range Hyperspace typically present on lighter fighters

## Trivia

* Stifler Torpedoes were one of the first methods of disabling Augmentations added to Starfighter:Infinity
Tornadian Focus Beam

The Tornadian Focus Beam is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**An unguided beam that adds a Highlighted to whatever it hits aswell as reprogramming weapons inbetween you and the target to be locked onto the target**

## Functionality

When fired, a hitscan beam of length 100su is fired directly in front of the user.

Upon a successful hit, the following will occur:

* The target will have the listed duration of Highlighted to them.
* The target will take the listed Laser damage.
* All hostile guided weapons within a circle whose diameter is the vector between the user and the target will be Retargeted on the target.
	+ This means that weapons not fired by, or even owned by the target can be redirected towards a target so long as the retargeted weapons are within the drawn circle.

## Interactions and Strategy

* Due to its unique combination of being hitscan, applying highlight, and retargeting weapons, the tornadian focus beam is a fairly flexible tool that is useful for pairing with other weapons that can make the most of the highlighted effect, such as the Laser Beam.
* The retarget effect of the tornadian focus beam is finicky, but can be useful in combat - especially when fighting against slow-moving guided weapons, such as the Hunter Torpedo, or even when fighting against weapons with a delay, such as the Positronic Convergence Disc.
* Since it is ammo based with a fairly low magazine, users must take care not to spam the tornadian focus beam in order to make the most of its unique traits.
* Due to having several Utility-inspired traits not normally present in Secondary Weapons, the focus beam is best used to supplement ships with few utility slots to spare, such as the Manticore or Warship - though the latter might have difficulty aiming the dumbfire beam due to its low turning.

## Trivia

* The tornadian focus beam is one of the few hitscan weapons in the game.
Solarion Rebound Barrage

The Solarion Rebound Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Firey dumbfire weapon that redirects towards another target on hit, accelerating each time it does. . Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Shield Harvester Turret

The Shield Harvester Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Small turret that attaches to some large ships that fires a Shield Harvester I at nearby asteroids* -Level I*

**Small turret that attaches to some large ships that fires a Shield Harvester II at nearby asteroids* -Level II*

**Small turret that attaches to some large ships that fires a Shield Harvester III at nearby asteroids* -Level III*
Striker

## Game Description

*The **Striker** borrows technology from a variety of species that the Aralien have encountered or conquered. Four primary weapons slots and three utility slots make it a capable sniper, and the proximity slot ensures that it is not helpless in closer engagements. These features make up for its lower agility rating.*

## Recommended Equipment

**Primary Weapons**

* Scatter Cannon
* Pulse Laser

**Secondary Weapons**

* Photon Bomb
* LR Photon Bomb
* Stinger Torpedo
* Xandelevium Blaster
* Positronic Convergence Disc
* Javelin Torpedo

**Utilities**

* Shield Bubble
* Decoy
* Scrambler
* Light Absorbing Stealth System
* Healer
* Teleport Disc
* Engine Overdrive
* Hard Light Barrier

**Proximity Weapons**

* Kinetic Field Disruptor
* Proximity Blast
* Thunderbolt

**Augmentations**

* Short Range Hyperspace
* HV Projectile Turret

**Shields**

* Thermal Shields
* Energy Absorber Shields

**Engines**

* Enhanced Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Striker is one of the first midgame ships available to the player, boasting an excellent generalist kit with a slight inclination towards gunship-esque builds due to the availability of secondary weapon slots - though it is held back by its lower speed

## Trivia

* The Striker was featured in Starfighter:Disputed Galaxy as a fairly popular PVE ship
* The Striker is the analog to the Centaur
Security Turret

Security Turrets are the most heavily equipped versions of the Defence Turret. Many of these guard stations in high level sectors, with many at major space stations that can fend off large scale attacks.

## Overview

Much of the information on Defence Turrets also applies to the Security Turret. They come armed with a wide range of equipment and come with many of the same strengths and weaknesses.

However, their upgrades over the Defence Turret allow them to go toe-to-toe with all ships. Their most notable upgrade is that they have double the health of the former, allowing them to better soak up barrages of weaponry while returning fire.

In addition to their beefier shields, they come equipped with a large weapon hardpoint and an additional standard weapon hardpoint, as well as an additional turret slot to boot, giving them even better offensive power.

Lastly, Security Turrets have improved rotation speed. To put it in perspective, they can turn as fast as a Starfighter when engaging hostiles. This makes them even harder to circle around and engage from behind than Defence Turrets, and become a nightmare to dispose of when equipped with Front Facing Shields.

## Appearances

Security Turrets can appear alongside Defence Turrets at human-controlled stations, as well as turret clearance missions against human-included factions.

They appear more often in higher level systems, to the point where they phase out latter almost entirely.

## Notes

* Players can take control of them in space stations using their respective control consoles.
* Both the Security Turret and Sentinel Turret come with a unique double-barreled heavy bolt that cannot be dropped nor crafted.
Thermal Shields

###

The Thermal is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Resists the heat damage effect added by heat weapons and stars by 45%* -Level I*

**Resists the heat damage effect added by heat weapons and stars by 57%* -Level II*

**Resists the heat damage effect added by heat weapons and stars by 70%* -Level III*

**Resists the heat damage effect added by heat weapons and stars by 82%* -Level IV*

**Resists the heat damage effect added by heat weapons and stars by 95%* -Level V*

## Functionality

Functions similarly to the Basic Shields, but has a lower maximum charge and longer recharge delay in exchange for the following effects:

* Up to 95% Heat Damage Status Effect depletion.
* Up to 95% Hellfire Status Effect depletion.
* Up to 95% Frozen Status Effect depletion.

## Interactions and Strategy

* Due to the popularity of the heat damage and hellfire effects, the Thermal Shield is excellent for curbing the damage output of powerful weaponry, such as the White Xandelevium Blaster. Note that thermal shields will NOT reduce the initial damage taken from heat-based weaponry, only the applied heat effect.

* The thermal shield is effective in fighting the Devimon due to its ability to reduce the hellfire and heat damage status effects - as normally both heat and hellfire can be stacked separately, dealing massive damage.

* The frozen resistance of the thermal shields is a useful quirk, especially in locations such as the Minefields of Iota Leporis, or when fighting The Gao.

* Thermal shields' longer recharge delay makes them weaker to consistent chip damage, allowing enemies to hinder recharging more easily than on most shields.

* Thermal shields are perfect for exploring and Scanning Stars such as Benaris. They are also easily capable of surviving Solar Flares.

## Trivia

* Thermal Shields used to reduce the Heat Damage type, but this was removed, leaving only the effect depletion abilities.
Splicer Station

A Splicer Station in Antares

## Scan Effect

**Splicer Station** is a Special Sector, Object, and part of the Structures group in the Codex.

 **"The squat, grumpy, and greedy creatures known as Splicers are the galaxys most dastardly junk dealers. Innovative beyond comparison, Splicers have hobbled together massive space stations and entire fleets from the wrecks and refuse of other space fairing cultures. In the eyes of a Splicer, trash and scraps are only a little bit of work away from being an invaluable tool, or a critical patch for their hull. \n\nWhile they usually stick to themselves, splicers are highly territorial and will claim any passing ship as salvage, even attempting to attack and dismantle formidable warships if the prize is tempting enough. Notoriously stubborn and aggressive in person, business dealings with them are exhaustive and frustrating ordeals when they venture out peacefully for trade. A Splicer can be a handy partner when seeking rare parts to older ships, or to trade for some of their hoarded valuables. If a Splicer barter is on a station, be sure not to leave your ship unattended, as many have accused them of coming across valuable ship parts by the means of sticky fingers. Splicers may not be the most dangerous, nor the most mysterious force encountered on a trek through space, but they very well may be the most frustratingly robust little species that live among the stars."** - Codex entry for **Splicer Station**

## Locations

* Antares
	+ 8-5
* Chaos Engine
	+ 3-5

## Functionality

* The Splicer Station serves as the spawn center for the Splicers.
* Upon Scan completion, the Splicer Station applies up to eight seconds of Concussion Status Effect every 20 seconds, depending on the distance between the target and the station.

## Misc. Info

* The splicer station is one of the few NPRs to have a turret variant protecting it.
Solarion Darkness Station

A Solarian Darkness Station in Alpha Crucis

**Solarion Darkness Station** is a Special Sector, Object, and part of the Structures group in the Codex.

 **"The Solarian race is locked in an ongoing civil war. The pretense of which is based on the worship of light, or dark. The Darkness Solarians live by a creed in which the dark is recognized as eternal bliss, free from struggle and mayhem. All things will eventually turn to the darkness as the universe itself dies. The darkness offers solace to these Solarians who would rather be at peace with their ultimate fate rather then live a life of struggle, fueled by the chaos, cruelty, and competition that is brought with light. They choose to live free of fear, embracing the certainty of oblivion."** - Codex entry for **Solarion Darkness Station**

## Locations

* Alpha Crucis
	+ 6-10

## Functionality

* The Solarian Darkness Station serves as a spawn center for the Solarions.

## Misc. Info

* Only the Solarion Brightness Station is featured in the Chaos Engine - not the Solarion Darkness Station.
Shield to Energy Converter

The Shield to Energy Converter is a Purchased Augmentation in **Starfighter:Infinity**.

## Functionality

* The shield to energy converter rapidly converts shields to energy at a 1:1 ratio - one shield point will give the user one energy in return, with higher levels converting between the two resources more quickly.
	+ Level 1: 30 conversions/second
	+ Level 2: 62 conversions/second
	+ Level 3: 100 conversions/second

## Interactions and Strategy

* The shield to energy converter can function as an emergency energy reserve.
	+ Heavier ships should take care in using this augmentation, as sacrificing too many shields can negate the advantage of being a tankier ship, leaving the user with a slower, less agile ship with average shields.
	+ Lighter ships, on the other hand, can make greater use of the s2e converter, as they are less likely to suffer hits while the converted shields recharge, thus giving a more reliable source of energy. Unfortunately this does open up the possibility of getting one-shot more easily, so players should moderate its use.

## Trivia

* None
Spliced Combat Ship

## Description

Spliced Combat Ship is an NPR ship belonging to the Splicers. Spliced Combat Ships are small, trident-shaped fighters with a larger central prong to house the cockpit - a rear-facing teardrop-shaped dome with yellow-tinted glass and reinforced with strips of metal. The texture of spliced combat ships appears to be an amalgam of various metals, colors, and shapes befitting a "scrapper/junker-based" NPR.

## Combat and Strategy

All associated items can be found on the Splicers page.

In general, Splicers are known for slower, but powerful weaponry, along with various "junker"-based items that allow them to whittle down and destroy ships.

For Primary Weapons, Splicers fire Flaming Heavy Bolts - a moderate-speed version of the Heavy Bolt that sets targets on fire, applying Heat Damage on contact. In general, these are trivial to avoid - but players must take care to avoid being caught in flaming heavy bolt spam to avoid taking heavy damage in lower-level ships.

For Secondary Weapons, Splicers employ the following:

* Splicer Glaive: A dumbfire smart-tracking buzz-saw that bounces off of ships, dealing damage and returning to hit multiple times. Players should employ high-speed ships like the Sprinter to avoid glaives, use Stealth systems to avoid their smart tracking, or employ Barriers to block the progress of the glaives.
* Spliced Rocket: A dumbfire torpedo, much like the Javelin Torpedo, with lower speed and a heavy application of Radiation Damage. While radiation damage is typically not high for smaller ships, players should still take care to avoid incoming spliced rockets, which should be trivial given their speed.
* Splicer Salvage Beam: A dumbfire particle-based beam that projects from the front of a splicer, dealing damage on contact and healing the splicer simultaneously, Players should take care to not be flanked by the splicer to avoid being hit by this beam, or equip the Beam Refractor Shields to mitigate the damage and healing of the beam.

For Utilities, splicers use Splicer Engine Boosts to apply Engine Overdrive to themselves and nearby ships for a short time, as they frequently outrun the range and follow speed of the device. Players can also enter the range of the spliced engine boost to hijack some of the applied speed effect.

For Mines, Splicers employ variants of their Spliced Bombs, which function similarly to the XHE Timed Mine: after a longer arm time and fuse, they detonate and deal AOE damage whilst applying Slow Down.

In general, spliced combat ships are fairly straightforward to destroy due to their middling shields and lack of consistently-tracking weaponry outside of glaives. Stealth systems such as the Light Bending Stealth System are very effective against them, as well as weapons that apply heat damage, such as the Heat Ray or Xandelevium Blaster. The Projectile Repulse Field is particularly powerful against them due to the low speed of their weaponry.

## Notes

* More info about the respective NPR in general can be found on the Splicers page and the Splicers category page.
Tank Shields

###

The Tank is a Purchased Shield in **Starfighter:Infinity**.

## Game Description

**Reduces how much your ship is knocked back by weapon impacts by 45% . Also reduces damage from projectiles by 2 per level. Making it useful against weapons that fire multiple low damage projectiles e.g. Vulcan cannon, scatter cannon* -Level I*

**Reduces how much your ship is knocked back by weapon impacts by 57% . Also reduces damage from projectiles by 2 per level. Making it useful against weapons that fire multiple low damage projectiles e.g. Vulcan cannon, scatter cannon* -Level II*

**Reduces how much your ship is knocked back by weapon impacts by 70% . Also reduces damage from projectiles by 2 per level. Making it useful against weapons that fire multiple low damage projectiles e.g. Vulcan cannon, scatter cannon* -Level III*

**Reduces how much your ship is knocked back by weapon impacts by 82% . Also reduces damage from projectiles by 2 per level. Making it useful against weapons that fire multiple low damage projectiles e.g. Vulcan cannon, scatter cannon* -Level IV*

**Reduces how much your ship is knocked back by weapon impacts by 95% . Also reduces damage from projectiles by 2 per level. Making it useful against weapons that fire multiple low damage projectiles e.g. Vulcan cannon, scatter cannon* -Level V*

## Functionality

Functions similarly to the Basic Shields, but has slightly fewer maximum shields and has a longer recharge delay in exchange for the following effects:

* Up to 95% knockback resistance at max level.
* Up to 95% depletion of the Stabiliser Fail Status Effect.
* Up to 2\*Level Damage reduction from oncoming projectile-based weapons (not to be confused with the Projectile damage type.)

## Interactions and Strategy

* The Tank Shield is, as its name suggests, good for powering through the knockback and peppering damage effects of weapons such as Devimon Spikes and Stiletto Rockets, allowing the user to rush a target regardless of the incoming weapon knockback and chip damage.

* The stabiliser fail depletion on the tank shield is useful for preventing stalling, allowing the user to continue forward without being constantly disabled by weapons like the Hammerhead Rocket or Electrostatic Mine.

* In some cases knockback reduction can actually hurt the tank shield, as weapons like the HI Mine typically knock a target away from a cluster; the knockback resistance of the tank shield allows the user to barrel through many at once, taking much more damage than they would with almost any other shield.

## Trivia

* The tank shield refers to the tank archetype in video games, in which a "tank" is less affected by disabling and debilitating effects.
The Abyss

## **Passive and Rotational Spawns**

The Abyss passive spawns are typically found at Abyss Carriers, and may appear in the following locations:

* Zeta Puppis
	+ 5-14 (Always)
	+ 11-14 (Always)
	+ 8-14 (Always)
	+ 8-12 (Always)

## **Special Spawns and Associated Objects**

* Abyss Device
* Abyss Carrier
* Abyss Speed Device

## **Misc. Info**

The Abyss are mostly found within the Barrier inside Zeta Puppis

## **Trivia**

* Tobor Piques and Abyss fighters feature similar designs, being aerodynamic jet-like craft. What's more, Pova and the Abyss station both look and act like modern day aircraft carriers.
* The ship designs of The Abyss are heavily influenced by real life designs of flying/delta wing aircraft eg. FB-22 and Mig-31.
Selective Effect Dampener

The Selective Effect Dampener is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Reduces only negative effects currently on ship. Use the augmentation key to use. Higher levels will reduce effects more quickly and thoroughly**

## Crafting

Level I -
Credits: 700

Yttrium: 60
Silicon: 600
Gold: 30

Level II -
Credits: 700

Yttrium: 80
Silicon: 800
Gold: 40

Level III -
Credits: 700

Yttrium: 100
Silicon: 1,000
Gold: 50

Level IV -
Credits: 700

Yttrium: 100
Silicon: 1,200
Gold: 60

Level V -
Credits: 700

Yttrium: 150
Silicon: 1,400
Gold: 70
Smoke Screen

The Smoke Screen is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Creates a cloud of smoke, concealing those inside it from locking/scanning**

## Functionality

Upon firing, a cloud of dark smoke is generated on the user's position for a few seconds. Any ship that flies into said cloud will have the Hidden by Smoke Status Effect continuously applied to them, up to a max of one second. Ships that fly through the smoke will also have any guided weapons tailing them lose their lock, with the exception of Stealthed weapons. The radius of the generated smokescreen is 15su.

## Interactions and Strategy

* Smoke Screen is an excellent reliable tool to prevent locking and break locks of existing guided weapons, and is an ideal defensive tool.

* Smoke screen lasts longer than Null Smoke Screen and does not require Energy - as such, it is more reliable in a pinch in exchange for not being as sustainable as null smoke.

* Users must note that enemies can make use of the smoke as well, so having a complimentary build is essential to get the most out of this utility.

## Trivia

* The Null Smoke Screen is the energy-based counterpart to the smoke screen.
Stars

**Stars** are Special Sectors and types of celestial bodies in Starfighter: Infinity that emit light in star systems and provide solar charging to all sectors in a star system. Solar Flare Random Events occur in Sectors in and around stars.

Stars each have their own classification (color), mass, intensity, volatility, and energy projection distance (measured in sectors), which can all be observed via the Codex.

Certain Minerals, particularly variants of xandelevium, can be found at and around different colored stars - white, red, blue, and normal xand match white, red, blue, and yellow stars, respectively.

Each star is listed on their respective Star System page.

## Stars *(by System)*

### Algol

 Algol Prime
 Algol Gamma

### Mintaka A

 Mintaka A Beta
 Mintaka A Gamma

### Chaos Engine

 Chaos Engine Beta
 Chaos Engine Gamma

### Alpha Centauri

 Alpha Centauri Gamma
 Alpha Centauri Prime
Standard

The Standard is a Purchased Engine in **Starfighter:Infinity**.

## Game Description

**This is the **standard** engine that comes included with your ship. Gets the job done.**

## Functionality

The standard engine is the base engine that comes pre-equipped on every ship purchase.

## Interactions and Strategy

* The standard engine is considered to be the worst engine in the game, typically never equipped after a new player unlocks or purchases their first engine.

## Trivia

* The standard engine comes stock on all newly purchased ships.
Radii Mass Driver Shot

The Radii Mass Driver Shot is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**A massive slug of inert metals infused with Radii nanites is sent down a cascading series of parallel electromagnets, catapulting the projectile at extreme speeds for a devastating impact.**

## Functionality

Once activated, a thin laser sight extends outward from the ship as an intensifying charging noise is played. After charging, a very fast moving projectile comparable to that of the Railgun is fired out of the ship.

* Ships hit by the projectile are Destabilized for 4 seconds.
* The projectile has a significant amount of recoil to it.

## Interactions and Strategy

* While heavily telegraphed and requiring fine aiming, this large weapon has 10 total shots; which is an extreme outlier for Large Weapons. Even if the user misses, the pressure caused by them attempting to aim it can be valuable when fighting another player.
* While not as effective against non-AI opponents thanks to their evasive maneuvers, players can be tripped up by utilities used in conjunction with the Mass Driver. The projectile can be fired through the Ambush Portal and its variants, and the Sheenite Quick Turn can be used to rapidly snap your aim back onto the target.
Tornadian Razor

The Tornadian Razor is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Functionality

Once fired, Tornadian Razors track towards the target, stopping every three seconds to adjust their approach angle and gradually accelerate.

On contact with an enemy, Tornadian Razors deal the listed duration of Projectile Damage.

## Interactions and Strategy

* Due to their similar magazine size, damage, and Locking range to Carnivore Torpedoes, tornadian razors are a solid alternative to Explosive damage, particularly when fighting the Solarions or the Igni.
* Due to their unusual flight pattern, tornadian razors pair well with items like the Sheenite Hexagon in order to confuse enemies and alter their flight patterns.
* Tornadian razors start off with a very slow speed, slowly accelerating to their maximum speed - meaning each time they pause they are able to catch targets more quickly, but are more capable of overshooting a target. Enemies can take advantage of this and time their dodges just after a pause, or take advantage of their initial launch speed and deploy countermeasures early on.

## Trivia

* Tornadian razors vaguely resemble Shurikens.
Sabre Laser

The Sabre Laser is a Purchased Large Weapon in **Starfighter:Infinity**.

## Game Description

**Deploys a high-powered laser device which fires multiple blasts at nearby enemy ships within 25su .* -Level I*

**Deploys a high-powered laser device which fires multiple blasts at nearby enemy ships within 37.5su .* -Level II*

**Deploys a high-powered laser device which fires multiple blasts at nearby enemy ships within 50su .* -Level III*
Sticky Electrostatic Mine

The Sticky Electrostatic Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**Electrostatic mines disable stabilizers, making the target drift helplessly out of control for a short time. The sticky version doesnt explode on impact, but will stick and explode after its timer has run out. Therefore these can be also used as time bombs. Sticky mines keep the momentum of the ship at the time of launch, so can also be used as projectiles.**
Solarion Rebound Storm

The Solarion Rebound Storm is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Firey dumbfire weapon that redirects towards another target on hit, accelerating each time it does. . Fires 10 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Transparent Stealth System

The Transparent Stealth System is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Stealth system that applies a field to the outside of your ship that projects from the opposite side of the ship making it difficult to see with the naked eye and scanners alike. However firing a weapon will reveal your location and allow enemies to lock onto you for 1.5 seconds**
Targetting Enhancer

A Targetting Enhancer

A **Targetting Enhancer** is a Faction-specific Special Sector which consists of a antenna-like structure guarded by two turrets.

## Functionality

Entering the dish of the Targetting Enhancer applies a constant Targetting Enhance Status Effect, which multiplies both the locking range of the affected ships and their proximity blast radii by 3x their normal range.

## Misc. Info.

* The turrets, if destroyed, will not respawn unless a new Instance is generated.
Scrambler

The Scrambler is a Purchased Utility in **Starfighter:Infinity**.

## Game Description

**Confuses incoming guided weapons so that they lose their lock on you**

## Functionality

When activated, the Scrambler will remove the guidance capabilities of all guided weapons within the listed range - effectively converting guided weapons into unguided weapons that move tangentially from their last tracking point.

## Interactions and Strategy

* Due to the higher fire rate and longer range of the scrambler compared to other signal Utilities, the scrambler is more reliable when it comes to micromanagement/repeated use - though users should take care to avoid scrambled weapons, as they are still hostile.
* Lower levels of the scrambler are faster firing, less Energy-intensive, and have a shorter range - allowing them to be micromanaged and providing a more difficult-to-counter defense against guided weaponry.
* Higher levels of the scrambler are longer ranged, but consume more energy and have a longer cooldown - this enables the scrambler to disable a vast quantity of guided weapons at once with less micromanagement, but leaves it more prone to baiting and opens up a wider window for attacks between uses.
* Stealthed weapons are immune to scrambler devices and variants.

## Trivia

* The **Scrambler**, Retargetter, Return to Sender, Tobor Returner, and Dartian Detonator are all considered "signal devices" that influence guided weaponry in different ways - all of which cannot influence Stealthed items.
Sheenite Hexagon Barrage

The Sheenite Hexagon Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Guided projectile weapon that moves in pulses and with turn in 60 degree increments before each pulse. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Spliced Wrecker Storm

The Spliced Wrecker Storm is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**This weapon looks like a ball of unguided scrap metal, but at its core has a clever device that on impact with a shield bounces off towards another ship dealing high impact in the process. Fires 10 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Sheenland

## Solar Charging

**Sheenland** is a Star System in Starfighter:Infinity and is considered one of the secret systems, and is accessible by flying into any White Hole. It is well-known for its luminosity and "sheen".

## Planets

* Malaise
* Comfort
* Gladness

## Special Sectors

* Asteroid Field
* Black Hole
* Cube of Many Faces
* Nebula
* Wheel of Sheenland
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 3-0

**Aralien Empire**

* Station
	+ 1-4

**Freedom Initiative**

* Station
	+ 4-4

**Pirates**

None

## Misc. Info

Sheenland is one of three secret systems, and can be accessed through any White Hole.

All enemies encountered in Sheenland are Legendary.

## Trivia

* Sheenland is a reference to a Starfighter: Disputed Galaxy meme in which a player claimed a secret system could be accessed through Black Holes.
Targeted Asteroids

**Targeted Asteroids** is a Random Event in Starfighter: Infinity in which asteroids are flung towards the target player.

## General Information

 Local Message:

*\*Note that not every random event has a global message*

## Event Details

Shortly after the event message, approximately 40 Asteroids, give or take, are flung continuously at the player's position - even if the player keeps moving.

## Conditions

Targeted asteroids appear to occur in systems around Castor and up.

## Misc. Info

* Targeted asteroids are rumored to be related to the Igni as a sort of bombardment.
Spliced Bomb

The Spliced Bomb is a Rare Drop Mine in **Starfighter:Infinity**.

## Game Description

**This high damage bomb will explode after 3 seconds (+arming time) with a Slow Down effect**

## Functionality

Functions similarly to the XHE Timed Mine, but with higher Damage, a longer detonation delay, and gaining the ability to apply Slow Down to targets caught in the blast.

## Interactions and Strategy

* Spliced bombs, due to their high damage and slow down effect. are excellent at weakening, if not outright destroying, larger targets such as the Medusa or Warship. Smaller ships, such as the Pegasus, have an easy time avoiding the extra-long timer of the spliced bomb.
* Splicer bombs work spectacularly with the Projectile Attractor Field and Mine Magnet-applying weapons, as either (or both together) are capable at making spliced bombs more difficult to dodge.
* Much like XHE mines, splicer bombs are excellent at dissuading ships from following close behind the player.
* The Kinetic Field Disruptor will instantly detonate spliced bombs, much like the XHE timed mine.

## Trivia

* The spliced bomb functions similarly to the XHE Timed Mine.
Tornadian Electro Whirler

The Tornadian Electro Whirler is a Rare Drop Proximity Weapon in **Starfighter:Infinity**.

## Game Description

**A proximity device that surrounds your ship in a localized storm rapidly damaging those that are in contact with you, while also propelling you forward. Note: only one whirler can be used at a time, or the previous one will overload and rapidly diminish**
Solarion Nebula Bomb

The Solarion Nebula Bomb is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Creates a temporary nebula affecting ship scanning and weapon locking throughout the sector**

## Functionality

After deployment, the nebula bomb will immediately perform the following actions:

* Over the course of 22 seconds, linearly raise the Nebula density in the Sector to 100% at a rate of +50%/sec, even if there is no nebula present.
	+ Note that the generated nebula will have the respective Status Effect of the System in which it is used, if applicable.
* After 22 seconds, the nebula bomb will detonate, returning the nebula to its prior density at a rate of -50%/sec whilst simultaneously generating a large Smoke Screen at the location of detonation.
	+ The generated smokescreen has a radius of roughly 5su and a lifetime of 16 seconds.

## Interactions and Strategy

* The solarion nebula bomb pairs well with Forkworm and Prongworm Minions, as they can detect enemies from infinite range in even the most dense of nebulae.

* The nebula bomb pairs well with dumbfire weaponry, as it can severely hamper Locking-based builds, such as those typically found on Destroyers.

* The Signal Booster can be used to partially counteract the effect of the nebula bomb.

* The nebula bomb's smokescreen can be useful for breaking locks and/or applying Stealth as the nebula bomb winds down.

## Trivia

* Solarion Supernovae frequently use nebula bombs, as they synergize well with their Solarion Spheres.
Scrambler Device

The Scrambler Device is a Crafted Utility in **Starfighter:Infinity**.

## Game Description

**Device that scrambles all enemy locked weapons within a radius of 30su every 2 seconds, making them lose their target**

## Functionality

* Once deployed, the scrambler device will pulse every two seconds, Scrambling all hostile guided weapons within a 30su radius of the device.
	+ Weapons that cannot be scrambled, such as Stealthed weaponry, will not be affected by the scrambler device.
* Like other device Utilities, the scrambler device will follow the user at a slow pace.

## Interactions and Strategy

* The scrambler device can allow the user to protect allies by disabling the tracking of passing guided weapons, making them easier to dodge.
* Due to its moderate pulse time, unimpressive range, and inability to follow faster ships, the scrambler device is ill-suited for defending the user, as even the few weapons that are caught in the continuous scramble will likely be close enough to still hit the user - making it purely a support-oriented item.

## Crafting

Credits: 1,000

Silicon: 1,400
Copper: 1,200
Cobalt: 700

## Trivia

* The scrambler device is an alternative application of the Scrambler functionality.
Sagittarius A

## Solar Charging

**Sagittarius A** is a Star System in Starfighter:Infinity and is one of the darkest systems in the game - having no Stars, but instead a Supermassive Black Hole of the same name in its center. It has a mass restriction of 2.0 and above.

## Planets

* Cruciatus
* Morgoth
* Savage

## Special Sectors

* Barrier
* Black Hole
* FFA Zone
* Gravity Suppressor
* Jump Gate
* Minefield
* Nebula
* Neutral Zone
* Pulsar
* Ship Effect Dampener
* Stealth Jammer
* Turret Sector
* Warzone
* Wormhole

## Stations

**Human Alliance**

* Station
	+ 9-10
* Substation
	+ 10-6

**Aralien Empire**

* Station
	+ 0-6
* Substation
	+ 1-2

**Freedom Initiative**

* Station
	+ 8-0
* Substation
	+ 4-1

**Pirates**

None

## Misc. Info

* Sag. A has a passive gravitational effect that pushes and pulls ships and projectiles towards it, no matter where in the star system the affected ships are. Sectors closer to Sag. A experience a stronger push/pull effect.
* Only ships with mass 2.0 and above can enter Sag. A.

## Trivia

* Sag. A is a real-life supermassive black hole in the center of the Milky Way.
Shield/Energy Balancer

The Shield/Energy Balancer is a Rare Drop Augmentation in **Starfighter:Infinity**.

## Game Description

**A conglomeration of Radii nanomachines work within the vessel to transfer energy from shields to energy and vice versa, allowing for an even distribution of both charge levels.**

## Functionality

* The Shield/Energy Balancer passively and continuously balances a ship's shield and energy percentages to be in equilibrium, converting energy to add to shields and vice versa.

* The formula for determining the rate of balancing is:

````
      if (Mathf.Abs(energyPerc - shieldPerc) > 0.1f)
           {
               if (shieldPerc > 10 && energyPerc < shieldPerc && energyPerc<100)
               {
                   // recharge energy
                   dir = -1;
               }
               else if (shieldPerc < energyPerc && energyPerc > 10 && shieldPerc< 100)
               {
                   // recharge shield
                   dir = 1;
               }
               if (dir != 0)
               {
                   energy -= Time.deltaTime * 5 * speedMod * dir;
                   health += Time.deltaTime * 5 * addMod * speedMod * dir;
               }
           }

````

* "t" =( sum of all equipped shield balancer levels) / 3
* "addMod" is linearly interpolated from 1 to 3 over "t"
* "speedMod" is linearly interpolated from 1 to 0.5 over "t"

## Interactions and Strategy

* Using a balancer allows for a ship to draw upon its energy reserves to constantly keep charging its shields, or to keep recharging energy at the expense of shield points. This can both be a blessing and a curse and requires the user to constantly monitor their resource levels.
* The Radii Nanite Repair utility provides both Energy Recharge and Shield Repair effects, synergizing very well with Balancer to provide a boost to both resources.
* If using a build with mostly ammo-based weaponry, the balancer can allow energy to function as a buffer to constantly repair shields when suffering from chip damage.
* In systems with low solar charging, combining the balancer with Shield Repair allows a ship to mitigate otherwise poor charging rates while also off-setting the 'damage' to shields.

## Trivia

* The Shield/Energy Balancer was an augmentation that was suggested by another player that was not the commissioner of the race. However, Ben thought that the augment was fitting for the Radii and added it to their loot pool.
Supermassive Black Hole

A Supermassive Black Hole in Sagittarius A.

**Supermassive Black Hole** is a Special Sector, Object, and part of the Anomalies group in the Codex.

*"A Supermassive Black Hole is a larger, more intense version of a Black Hole."* - Codex entry for **Supermassive Black Hole**

## Locations

* Sagittarius A
	+ 5-5

## Functionality

* A Supermassive Black Hole possesses all the functionality of a Black Hole, but has a larger central hitbox, greater gravitational pull, and has a gravitational influence that affects the entire system it resides in, as well as occasionally apply roughly one second of Concussion Status Effect to nearby Ships.

## Misc. Info

* Sagittarius A is the only known Supermassive Black hole in Starfighter:Infinity.
Tobor Factory

A Tobor Factory in Denebola

## Scan Effect

The result of Scanning a Tobor Factory.

**Tobor Factory** is a Special Sector, Object, and part of the Structures group in the Codex.

 **"The Tobors are a robot race, originally created by humans as servants. After gaining learning AI, their intelligence evolved into what you might call sentience. They eventually broke free from their human overlords and set out into space where they now live independently. Their behaviour is still somewhat unusual in that they still have an instinct to serve and will often be seen advertising human products and helping others (Araliens included), but can also quickly turn hostile with or without provocation. Communication with them tends to be confusing, and sentients that stumble across them generally just try to leave them alone." -Tobor Factory Text** - Codex entry for **Tobor Factory**

## Locations

* Denebola
	+ 12-3
* Chaos Engine
	+ 1-0

## Functionality

* Each Tobor Factory has four Tobor Security Turrets at each of its corners, and are respawned in the Sector each time an Instance is generated.

* Scanning a Tobor Factory initiates a Tobor Attack Random Event.

## Misc. Info

* The Tobor Factory is the spawn center of the Tobor
* The Tobor Factory is a restaurant
Signal Booster

The Signal Booster is a Crafted Augmentation in **Starfighter:Infinity**.

## Game Description

**Enables you to detect and lock on to other ships from a further distance when in nebulae. Also increase the range at which your ship can identify other ships/asteroids by 50 per level.**

## Crafting

Level I -
Credits: 800

Nickel: 1,200
Yttrium: 150
Silver: 45

Level II -
Credits: 800

Nickel: 1,600
Yttrium: 200
Silver: 60

Level III -
Credits: 800

Nickel: 2,000
Yttrium: 250
Silver: 80
Sticky EMP Mine

The Sticky EMP Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**Explodes with an EMP blast which will disable the targets Artificial Friction, weapon rearming and scanning for 4.0 seconds. Also drains energy. The sticky version doesnt explode on impact, but will stick and explode after its timer has run out. Therefore these can be also used as time bombs. Sticky mines keep the momentum of the ship at the time of launch, so can also be used as projectiles.**
Shawker Squad

A Shawker Squad.

## Event Message

**Shawker Squad** is a Instance Event in Starfighter: Infinity in which in which three Shawkers are spawned into the center of the Sector

## Event Details

Upon Instance generation, three Shawkers of the Organization announced in chat will be spawned in the middle of the sector.

## Misc. Info

* Shawkers do not normally spawn on their own, and instead can only be spawned by Shawker Beacons.
Sector

A **Sector** is the standard space in which events in Starfighter: Infinity take place. All star systems are broken down into various sector lengths and widths, which are further split by Instances. Sectors are approximately 600su wide and hex-shaped.

Sectors can either be empty sectors, or be Special Sectors.

Sector coordinates are noted by

[
[
S
y
s
t
e
m
A
b
b
r
e
v
i
a
t
i
o
n
]
]
−
[
[
X
C
o
o
r
d
i
n
a
t
e
]
]
−
[
[
Y
C
o
o
r
d
i
n
a
t
e
]
]

{\displaystyle [[SystemAbbreviation]]-[[XCoordinate]]-[[YCoordinate]]}

.

## Crossing

Crossing a sector border plays a brief transition animation, under which certain effects are depleted during the animation, and damage is not taken, even if projectiles catch up to the player. Repeatedly crossing sector borders within an allotted period lengthens the animation time, and increases the amount of time before a player regains control of their ship - this is to prevent loading screen cheesing during combat.

There are several options for setting crossing preferences:

* Cross when contacting sector lines
* Cross on action key only
* Cross on either action key or contacting sector lines under Autopilot

AI ships can be pushed/fly out of the edge of the sector, and there is a chance they will be in the adjacent sector if the player follows shortly after. NPR boss ships, such as the Null Battleship, cannot be pushed out of a sector.

## Exploring

Sectors must be explored to obtain a 3-star exploration rating of a system, and count towards one of the stars. Sectors that are unexplored may not be used as Hyperspace destinations.
Javelin Torpedo Barrage

The Javelin Torpedo Barrage is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A high power, slow accelerating dumbfire torpedo. Useful against turrets and slow moving, high shield targets. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Survivor Pod

## Game Description

*Aralien pilots have a fanatical devotion to their Emperor. Many would sooner go down with their ship rather than admit failing him. The wisest devotee knows that sometimes continued service requires a fresh start.*

## Recommended Equipment

It is not recommended to use this ship in any scenario

## Notes

* Check out the Equipment page to find more items suitable for this ship
* Ships that are destroyed, including Survivor pods, will eject a Survivor Pod, allowing the user to fly back to a nearby Station

## Trivia

* The Survivor Pod debuted in Starfighter:Infinity
Storage

**Storage** refers to any inventory, whether it be Ship or station-based, in which items can be stored. By default, players have 40 slots of storage, each of which can either store up to 10x of a single item, or up to 5000kg of a desired Mineral.

Storage can be expanded up to 600 slots via an increasing monetary cost.

## Upgrade Costs

Below is a table of storage upgrade costs: (coming soon)

## Cargo

Ships have a form of Storage called **Cargo,** which can be used to ferry items for personal use, Missions, or even be used as pseudo-storage. Cargo can be accessed via ship terminals in stations, as well as the [Cargo Hold Key] when flying about star systems. Items can be ejected from a cargo hold by left-clicking on them when outside of a station - this can be used to get rid of undesired trash, as well as trading.
Spectate

**Spectating** is a Mechanic in Starfighter:Infinity in which players can remotely view events in real-time in other Sectors from the safety of a Station.

## Functionality

Spectating may be initiated via the "Spectate" Terminal at participating Stations. From here, players may either navigate the Map to a specific Sector to view, even one outside their current Star System, or instead choose to spectate a specific player on the right-hand side of the HUD.

* If a player is selected instead of a map sector, the spectate camera will follow them even if they leave a sector.

## Restrictions

* Spectate cannot be used to directly locate enemy players, as the sector coordinates will be obscured.
* Vendetta holders cannot use the spectate functionality.

## Misc.

* Spectate is a good method to remotely check if certain NPR Jump Gates, such as the Andromeda Gate, are open/active.
* Spectate can be used to view Duels from the outside.
Ship Effect Dampener

## Effect Dampener

An Effect Dampener in The Inbetween.

A **Effect Dampener** is a Faction-specific Special Sector which consists of a spiky ball-like structure guarded by two turrets.

## Functionality

The Effect Dampener will deplete all Status Effects on all ships in the sector at approximately 5x their normal rate - effectively disallowing effect-based gear in the same sector as the effect dampener.

Two turrets are spaced 50su on either side of the effect dampener to guard it.

The effect dampener can be Hacked to temporarily disable its effects for \_\_\_\_ seconds, but apparently only for the ship that hacked the dampener.

## Misc. Info.

* The turrets, if destroyed, will not respawn unless a new Instance is generated.