recursal/Fanatic-Fandom huggingface dataset:
Grenade Launcher

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The **Grenade Launcher** is a ranged explosive Primary weapon, added in Pre-Alpha 1.6.1.

## Combat

The Grenade Launcher is essentially a more common Bazooka. However, the grenade launcher does not have the ability to instantly kill enemies upon direct impact and has an arcing projectile. When you account for the arc of the grenade, it can become much more accurate than a bazooka (without a laser sight). The grenade launcher also must reload after each shot fired.

While being unable to deal a guaranteed death upon direct hit, it still deals heavy explosive damage, which could either weaken or kill an enemy. It has high suppressing potential if the user reloads his shot before the grenade makes impact. This weapon is more useful when aimed, being able to hit targets much more easily at a range, however it has proven less effective in close-quarter scenarios when drawn without aiming as your foe can either dodge, disarm you, or the fact that you'll take damage if it happens to hit.

It's highly recommended that you keep this weapon until you've found a heavier or more useful Primary.

## Trivia

* This and the Flare Gun are the only weapons that feature arcing projectiles.
* This and the Bazooka have smoke trails coming from their projectiles, much like the projectiles' real life counterparts. This could also be an indication of the projectile being able to explode.
* It may be inspired from the M79 Grenade Launcher.

## History

Pre-Alpha 1.6.1: Introduced

Pre-alpha 1.6.3c: Projectiles no longer explode on contact with supply crates

Pre-alpha 1.7.6b: Projectiles no longer explode on contact with weak pulleys

Pre-alpha 1.9.2b: Projectiles no longer hit doves
Carbine

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The **Carbine** is a semi-automatic Primary weapon.

## Combat

The Carbine is a very capable weapon when used correctly. This weapon has a high critical chance with each shot. The firing rate of this weapon is optimal. It's faster than the Pistol. It also is very resourceful when it comes to dealing damage. One ammunition is enough to kill a fighter, granted that you are able to land every bullet. This is a Primary weapon that has great accuracy.

## Trivia

* It is the first semi-automatic Primary added to Superfighters Deluxe.
* Its appearance looks like the M1 Carbine.
* Its sprite is a wood-colored Sniper Rifle without a scope

## History

Pre-alpha 1.3.0: Introduced

Pre-alpha 1.3.1b: Increased damage and crit chance
Flamethrower

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The **Flamethrower** is a special Primary weapon that uses fire.

## Combat

The Flamethrower is relatively weak and has little range, and can be applied to very few situations. It deals no damage, however when fired it can ignite other fighters at close range. However, flames **can** penetrate through cover if you aim the weapon correctly. A player that is on fire will begin to lose health, however if you continuously fire at an already ignited player, the player will begin to blaze, losing health much quicker than before.

The best use for the Flamethrower is to try and pick it up early in a match where you can douse players at close ranges, or closer towards the end of the fight when you will need a weapon that can uproot a player from cover so you can get him out in the open. Fire can be intimidating so use it to your advantage and conserve it.

## Trivia

* It is currently the only weapon that doesn't benefit from the Laser Sight.
* It has the shortest range of the Primary weapons.

## History

Pre-Alpha 1.6.0: Introduction
Pre-alpha 1.6.0b: Increased range slightly
Pre-alpha 1.9.0: Bugfix
Easter Eggs

This is a list of Easter Eggs found in Superfighters Deluxe, Superfighters Ultimate and the original Superfighters.

## The Funnyman's Skin and Johnny's Skin

In Superfighters Ultimate, you can unlock the Funnyman's skin by completing all the Stage Mode levels, and you also have Johnny's skin by default. In Superfighters Deluxe, they are both sentient characters with positions of power - the battle narrator and probable owner of the Pit, and a police detective.

## Lord Pinkerton Freed

As seen in Escape from Precinct 9, Lord Pinkerton is one of Balista's three Hive Gang bodyguards. (The others are Quilhogg and Firebug.) He also has the exact same skin as the playable prisoner you free in the challenge Rising Storm. The plot of Rising Storm is you are on a mission for Balista. Coincidence?

## Zombie Versions

In Zombie Nightmare, there are two bosses named Dead Cop and Dead Pilot. They look like Johnny and Jeff (respectively) from the campaign Escape from Precinct 9. Hmm...

## A Copied Map

In the campaign Operation Sunrise, one of the chapters is called The Courtyard and takes place in a map that looks exactly like the Versus map Castle Courtyard, with added cannons and a changed background.

## The MP50

The MP50's sprite in SFD is based off the real life MP40. The MP50 sees excessive use in the campaign Operation Sunrise, which is an escape mission through a Nazi complex. In real life, the Nazis used the MP40 as one of their chief assault weapons in the war.

## Meatbag!

This Easter Egg has little proof to back it up, but it is as follows: The MetroCops from Sanctuary Survival, Escape from Precinct 9, Prime Time in Sunny City, and several challenges, when they have dialogue, often call anyone that is not a MetroCop 'Meatbag.' The likely basis for this insult is that humans are made of meat and flesh, suggesting they are not human underneath all the armor they wear. However, this theory is undermined by the fact that some MetroCops don't wear gas masks. On these occasions, they have human heads, likely disproving any theory that MetroCops are nothing but very rude humans.

## Napoleon and Napoleon VII

In the survival The Last Stand, there is a boss named Napoleon VII. His sprite is extremely small, smaller than most characters in Superfighters Deluxe. There was a real life Napoleon, who was also extremely short. He made up for this by being extremely cruel and fighting several battles, finally ending in the battle of Waterloo.

## Baron von Hauptstein

In the Tier 3 challenge Unearthed, you must kill a Kingpin armed with a sniper rifle and revolver. If you do, several Nazi zombies equipped with Spiked Helmets appear and chase you down. One of them is a boss armed with a knife, Baron von Hauptstein. When he appears, he says,

*"Uhh... Frizz... liihe..."*

This could be a reference to the boss Dr. Fritzliebe, from the campaign Operation Sunrise. Hauptstein and Fritzliebe both worked for the German Army in WWII (as the story goes) so perhaps Hauptstein is trying to utter Fritzliebe's name. Why? I don't know.I hope this was a very interesting list of Easter Eggs!
Flagpole

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The **Flagpole** is a long Makeshift Melee weapon which breaks in three hits against a fighter, and in five hits against a wall.

## Combat

The **Flagpole** inflicts decent damage and has considerable throwing range but little durability, it is mainly used to throw at chasing or fleeing enemies to slow them down.

## Trivia

* The flagpole was added along with the pillow, a joke weapon, although very patriotic.
.45 Pistol

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The **.45 Pistol** is a Secondary weapon, added in 1.2.0.

## Combat

The .45 Pistol is essentially a more powerful pistol with less shots. The weapon itself is quite average and players shouldn't be discouraged from ditching the weapon for other secondaries like revolvers or magnums. The weapon is still a good pickup if you're short on weapons.

## Trivia

* The .45 Pistol was likely added to make use of the old pistol sprite, which had been replaced for an older-looking sprite to better suit Operation Sunrise.
* The .45 Pistol heavily represents the Colt M1911, as the real weapon also uses .45 ammunition.

## History

* v1.1.0: Weapon added.
* v1.1.1: .45 Pistol's damage decreased to be more comparable to the pistol.
Bottle

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The **Bottle** is a short Makeshift Melee weapon that, when broken, turns into a Broken Bottle, it is a very common Makeshift Melee weapon, and like the Chair, can be found littered throughout all the SFD official maps.

## Combat

Despite its low damage output, consider keeping it, since it inflicts more damage than bare-handed attacks, and breaks into a Broken Bottle after the first blow, raising its damage output to 14.

## Trivia

The bottle used to be a decorative map item, and was used as a base to create the Molotov Cocktails's sprite.
Cue Stick

This article's topic is missing certain informations, photos, or even videos. Help us by adding these things so we can get 100% quality Cue Stick page.

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The **Cue Stick** is an extremely long Makeshift Melee weapon, which breaks in one hit with players and 3 hits with objects to become the Broken Cue Stick.

## Combat

The **Cue Stick** has both high damage and high range, though it breaks into a Broken Cue Stick, which transforms it into a poor melee weapon.

## Trivia

* The Cue Stick is the longest weapon in the game, even if it's smaller than it looks, and it's the second most powerful melee weapon.
* The only official map featuring it are Hotel, Steamship and Jo's Bar (in ZombieNightmare)
* In real life, a Cue Stick is used to play pool, explaining its proximity to pool tables.
Sector 8

Sector 8 is a map featured in SFD, added in v1.3.2.

## Visual Characteristics

Sector 8 has a large watchtower to the right of a large complex with four rooms. In the middle of the complex, there is an empty area that has a large glass panel on the ground. If you fall through, you're screwed. There is a large cart underneath the watchtower that can be rolled down the small hill between the watchtower and complex for the exact reason to break the glass panel. There is a helicopter atop the right side of the complex with blades spinning, but it is not in flight and does not take off.

## Gameplay

Sector 8 is quite an open map with cracked floors, meaning it is easy to make longshots or drop bits of concrete on people's heads. There is also the hazard of falling through the glass-covered hole in the near-center of the map.

## Tips

There are no tips, other than stay alive.

## Lore & Trivia

Sector 8 is very scientific, meaning it could be some sort of a lab. Also, due to the rain and lack of buildings in the background, it suggests it is on the outskirts of Sunny City.
Chair Leg

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The **Chair Leg** is a Makeshift Melee weapon that results from breaking the Chair.

## Combat

The **Chair Leg** has a low damage output and a small reach which makes it a poor Melee weapon, you should consider switching to another one as soon as possible.

## Trivia

* According to the Chair's proportions, the Chair Leg may actually be a beam extracted from the Chair's back.
* The Chair Leg has the same damage and durability stats as the Broken Cue Stick.
Sniper Rifle

Superfighters contains Sniper Rifle but missing information about it in this page. It is under construction and should be edited to include its full information. If it is still under construction for a long time, please contact staff of this wiki.

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The **Sniper Rifle** is a special Primary weapon.

## Combat

The **Sniper Rifle** is the second strongest weapon available in the game (in damage per shot), and is the weapon with the longest range. It is very useful for long distance fighting, as it has a Laser Sight by default and can easily kill a foe with a full clip.

The best way of using the Sniper Rifle is to get on a distance and take advantage of the weapons high accuracy and damage. It can also be used to kill a running enemy quickly at any range, as it's easy to aim with and depending on the circumstance, deadly.

The best way to counter the Sniper Rifle is to get as close as possible before opening fire, as you can use your weapons lower accuracy to land hits. If you have only a Melee weapon, the Sniper has a low rate of fire, after the Sniper fires run towards them. You have but a second to gain some distance, if they've used up all their shots you should then attack them having gained as much distance.

The Sniper Rifle is also one of the weapons that can destroy a crate with a single bullet. However, unlike other weapons, the Sniper Rifle's bullet will keep going, allowing you to catch some foes off-guard, because they'll be taking cover and expecting your shots to be blocked, but the Sniper's bullet will destroy the crate and hit the enemy, and if they don't have enough health, kill them.

## History

Pre-Alpha 1.1.6: Introduced

Pre-alpha 1.7.0: Bolt-action added
Whip

Whip is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

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The **Whip** is a Melee weapon added in Release v1.2.0.

## Combat

The whip has the largest range of any melee weapon in the game by a considerable margin. However, the whip also has a longer cooldown between hits than other melee weapons. Normal three-hit combos are not possible with the whip. As such, it is recommended that players using the whip keep their distance, especially if their opponent is wielding another melee weapon. Notable strategies for the whip include hitting while falling from a box, then hitting again whilst on the ground, which will ignore the whip's cooldown penalties.
Streetsweeper

A Streetsweeper is a combat drone that was added in v1.3.0.

## Appearance

The Streetsweeper is a black orb with a single white 'eye', miniature helicopter blades, and either a flamethrower or machine gun mounted underneath.

## Combat

The Streetsweeper can be summoned by activating a Streetsweeper Box. Once activated, the Streetsweeper will attack anyone that is not on the team of the person who released it. If it is opened by natural causes e.g. explosions or a long fall, the Streetsweeper will attack anyone and everyone.

It will spawn with either a flamethrower or machine gun. The flamethrower will spit fire in short bursts, a little like a burst version of the actual Flamethrower. If it spawns with a machine gun, it will fire 3-round burst bullets that don't do much damage. Also, the helicopter blades can damage people by cutting them. However, the Streetsweeper is not conscious of this and will cut anyone it passes. Streetsweepers are armed with a laser sight as well.

## Health

The Streetsweeper has around 75 health (I'm not sure) and when lowered to just below halfway, the white eye will flash red with a high-pitched beeping. On death, it's weapon and blades will disappear, causing it to fall to the ground, and after a few seconds it will explode similarly to a Propane Tank.

## Trivia

The Streetsweeper is used by the MetroCops as a predator drone.

The Streetsweeper is visible on one of the posters available in the map editor and some of the official maps.

If a Streetsweeper crate is destroyed on the exact frame it is opened by a players' interaction it spawns 2 drones.\*

\*needs further checking

## History

* v1.3.0: Introduced, challenge Streetsweeper Sweep-up also introduced.

* v1.3.2: Flamethrower bursts fire more slowly in and increased machine gun spread.

Categories: Weapons
Magnum/es

La **Magnum** es el arma secundaria semi automática más poderosa, disponible desde el Pre-Lanzamiento.

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## Combat Edit

Gracias al gran daño que esta otorga, es considerada la secundaria más poderosa si es usada correctamente. Es capaz de matar a un enemigo sin daños algunos en sólo 4 disparos. Tiene 6 balas en cada paquete de munición con una cadencia de disparo lenta. La probabilidad crítica es de 50%, pero esta no es más alta que la de la **Escopeta** o la **Escopeta Recortada** disponible en corto alcance. De todas maneras, la gran probabilidad de un derribo compensa la poderosa capacidad de la **Magnum**.

Gracias a la habilidad de derribo, usar el ambiente como una ventaja sería una perfecta idea, una de estas decisiones estratégicas sería posicionarte cerca de un enemigo el cual esté cerca de un borde, lo cual asegura una caída y una posible muerte; similares a esta pueden existir.

## Trivia

* En el primer teaser de Superfighters Deluxe, la **Magnum** es destacada junto con la **M60** y la **Katana**.
Timeline

This is a timeline of what order the Survivals and Campaigns of Superfighters Deluxe come in, time-wise.

They come in this order: Operation Sunrise, The Last Stand, Prime Time in Sunny City, Sanctuary Survival, Escape from Precinct 9, and Zombie Nightmare.

Operation Sunrise comes first as it is set back in World War II.

The Last Stand comes next as in it, the Funnyman is alive and narrating all the battles.

The Funnyman is killed in Prime Time in Sunny City, specifying it comes after The Last Stand.

In Sanctuary Survival, the cutscene references the Pit's broadcasting tower being destroyed, and Johnny and Santana are both alive and well, signifying it comes before Escape from Precinct 9 and after Prime Time in Sunny City.

Escape from Precinct 9 is next, as in it Santana dies. He was alive in Sanctuary Survival, proving it comes before this one.

And last is Zombie Nightmare, as there is a zombified Santana, and Santana is killed in Escape from Precinct 9, meaning Zombie Nightmare must come next. There are also two "quiet" bosses, Dead Cop and Dead Pilot. They look like Johnny and Jeff from Escape from Precinct 9, suggesting maybe they *are* Johnny and Jeff.
Grenades

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**Grenades** are throwable explosive Equipments, added in Pre-Alpha version 1.1.3. They explode after exactly 3 seconds, but there is a chance of 5% (1/20) that the grenade will fail, becoming a Dud. The maximum damage of 1 grenade to a player is 70HP.

## Combat

**Grenades** are perhaps one of the harder Equipments to use well, they can be used for basic purposes such as flushing opponents out of areas, slowing down chasing enemies by stunning them (and potentially blowing them up), and dealing with large groups of enemies. They can also be used for less obvious purposes like Grenade Jumping, Shooting Ball, and they can be thrown at a jumping player to stun them and have the grenade and the opponent fall to the ground and explode.

The unique feature of **Grenades** not present in any throwables as of now, is cooking, which is the act of unpinning and then holding the unpinned **Grenade** to deplete the timer so it can blow up shortly after being thrown, cooking opens up a large variety of other uses, allowing the user to throw the **Grenade** and have it blow up right after it reaches the enemy, which is hard to do consistently without practice.

When against someone spamming grenades, you can simply Kick the grenades away, but if the grenades are being thrown directly at you, you should Block and then Kick them back towards the sender, forcing them to either run away or get blown up.

## Trivia

* **Grenades** were the first equipment item made available.
* In 1.2.1 starter equipment was removed by default; this also included the Pistol.
* As of 1.10.0, (the throwing update) grenades can now hit players, instead of flying past.
Pistol

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The **Pistol** is a Secondary weapon, added in Pre-Release.

## Combat

The Pistol is decent at close to mid-range combat, and effective at shooting down targets that are in the open or running away. It's also useful for suppressing enemies behind cover. Also, it shoots faster than the Magnum and Revolver, so it's good to use it if you don't have any automatic firearm. The Pistol will kill a full-health enemy in 13 bullets, so it is not a good idea to use this as your main weapon. Overall, the Pistol is a weapon that should only be used early in game and in last stand situations, and should be replaced with a more powerful weapon when possible.

## Trivia

* In 1.2.1 starter equipment was removed by default; this also included Grenades.

## History

* Pre-Release: Weapon added.
* Pre-Alpha 1.2.1: Weapon removed from starting loadout, slightly increased spawn rate.
* Pre-Alpha 1.3.1b: Decreased damage and crit chance.
* Pre-Alpha 1.4.0: Increased spawn rate.
* Pre-Alpha 1.9.0: Accuracy made the same as that of the Revolver and Magnum.
The Guardians

One of the Sub-Factions, **The Guardians** are autonomous drones with limited AI. Refusing any communication whatsoever, they defend the old, devastated colonies of a race that has clearly been extinct for millennia with ruthless efficiency. Anyone who could reprogram, and therefore control them, would have a formidable argument to bring out onto the battlefield...
Bouncy Ammo

Bouncy Ammo is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

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**Bouncy Ammo** is an ammo upgrade added in Release v1.2.0.

## Effect

Upon picking up bouncy ammo, it will by default be applied to the primary weapon if the player is carrying both a primary and secondary weapon. If a player picks up bouncy ammo without also possessing a gun, the upgrade will be applied to the next gun they pick up.

## History

* v1.2.0: Upgrade added.
* v1.2.0c: Increased spawn rate, bouncing bullets made 25% slower, adjusted ammo counts when picking up the upgrade.
The Parasites

One of the Sub-Factions they are dangerous creatures that feed on etherium, **The Parasites** infest certain of the deposit planets. While most agree that their total eradication would be the best course of action, certain scientists advocate studying them, arguing that it would be possible to control them and use them as a weapon; one that would cut down any opponents without hesitation.
Multiplayer

The multiplayer matches in Etherium are frenetic, intense and fun. In multiplayer mode, 1-4 players play in teams where the focus is on “high-speed strategy”. The game mechanics in Etherium favor adaptability, dramatic reversals in situations and the surprise return of enemies who were thought to have been defeated... so remain vigilant at all times!

You can gain victory over your enemy in two ways: the “hard” way, i.e. the total annihilation of the enemy colony, or the more subtle way, where you build and protect orbital cannons that will attack the enemy fleet in a geostationary orbit above the theater of war. You alone must select the tactics you want to employ!
Long Wooden Crate

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The **Long Wooden Crate** or more simply, **Long Crate**, is a rare variation of the Wooden Crate found in only a few configurations of SFD's official Maps

## Combat

Since it has more HP it functions better as a form of cover against well-armed opponents although not by much, Sniper Rifles still one-shot it but unlike other crates, the **Long Crate** absorbs the Sniper Rifle's projectile, saving you from a hit, although it is still flammable and should be ignored if an area is or about to be set ablaze.

## Trivia

It is the only variation of the Wooden Crate that differs in both stats and appearance
Etherium Wiki

Etherium is a real-time strategy game set in a science-fiction universe, where three Factions battle it out for a mysterious and rare resource known as ‘Etherium’.
Manage your resources, develop your base, and take command of infantry, tanks, aircraft, and gigantic colossi of war to battle not only your foes, but Weather Anomalies and mysterious Sub-Factions in richly strategic and original RTS gameplay. In the single player Conquest Mode, develop your technological capabilities and expand your colonies over the furthest sectors of space, assembling a formidable armada.
Each of the three Factions have their own strengths and weaknesses, as well as different tactical command skills such as map exposure, climate control, or planetary bombardment. Define your own strategy, deciding to either fell your enemy by striking their mother-ship from the planet's surface, or rapidly crushing their colonies. In Multiplayer, team up or wage battle in all-out Deathmatches with up to 4 players!

 **The Factions & Sub-Factions**

 **Game Features*** **Factions** - Three factions face off against each other; The Consortium, The Awakened of Intar and The Vectides.
* **Solo Campaign** - Play out of three non-linear solo campaigns (one per faction).
* **Multiplayer** - Play with up to 4 players in a high-speed strategy multiplayer game.
* **Command Skills** - Turn the tides on your enemy with command skills such as Forced March, Evacuation and Orbital Bombardment.
* **Environmental Weather** - With an environmental weather control system, you can face against sandstorms or blizzards that affect the environment around you.

* Sub-Factions
* Units

Steam* Cards
* Badge
* Achievements
* Emoticons
* Backgrounds
* Tactical Strategies
* General Tips
* Game Modes

The World* Planets
* Environmental Weather

To write a new article, just enter the article title in the box below.

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Not sure where to start?**

* Find out more about the wiki on the **Official Help Wiki**.

**Adding content**

* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
Stealth Tank

> **“**Armoured vehicle division that can blend into the environment.**”**
>
>

— In-game description
Consortium Specific Unit. Requires Tech level 3.

Armored vehicle division that can blend into the environment.

These units can hit while stealth, making them very useful against units that does not detect them.
Background

Etherium is the rarest and most valuable of all the known resources… a minute quantity of this substance can produce enough energy to power a colony of several million inhabitants. It also allows vast vessel-colonies to travel through space at the speed of light and enable titanic colossi of war to reign supreme over the battlefield.

Etherium is found on six “deposit” planets in outer space, far beyond the solar system. The resource is found in the form of a glowing gas trapped in immense, pearly spheres several tens of meters in diameter.The resource appears in cycles of 1,000 years on these six planets simultaneously. Three great powers, the Awakened of Intar, the Vectides and the humans represented by the Consortium, then enter the “race for etherium”; the struggle to control the precious and mysterious resource in a violent war that flares up every ten centuries. The race for etherium has begun!
History/Vectides

The Vectides live on a planet in the same solar system as Resurgence, the deposit planet. Extremely intelligent creatures at the head of a small, technologically advanced civilization, the Smuggler has invited them, along with the humans, to exploit the etherium.

The first incursions were difficult, because the Vectides are particularly fragile beings; their extremely short life expectancy, a year at most, and their delicate, brittle, skeletal body made them very poor warriors. They suffered heavy losses in each war for only minimal gains: their participation in the etherium rush therefore created a controversy that raged over the entire planet, where opinions differed between the partisans, convinced of the usefulness of etherium for the development of their civilization, and their opponents who wanted to withdraw from the race to protect the population.

The partisans then devised a bold new plan to reassure their detractors, with irreversible effects: as their body was their main weakness, they would dispense with it altogether to transcend time, pain and death. They would transfer the consciousness of millions of willing Galads in cells containing etherium, which they would place in the exoskeletons of a new army. Each soldier was therefore controlled not by a feeble Vectide, but by half a dozen determined, intelligent units of consciousness, made immortal by etherium.

Now leading an army of powerful soldiers, the partisans enslaved all those who refused a transfer of consciousness and imposed their law on Vectis, prepared to sacrifice a number of their people to found a new civilization.

Since that era, hundreds of Vectide slaves have been transported to the deposit planets every thousand years to take part in the struggle for etherium. They served as shields or cannon fodder and were mainly used to form a pool of consciousness ready to transfer for the constant renewal of the Vectide units. Moreover, by applying the same transfer system to their buildings as to their soldiers, the Vectides have made the majority of their infrastructures utterly invincible, each one designed to protect the eternal spirits of the Vectides who control it.

But their technology has left them utterly reliant on the harvest: the cells that keep their consciousness alive feed on etherium, and the survival of the Vectides now depends on victory over the other factions. But will they be strong enough to win?
The Consortium

**The Consortium** is an ultra-capitalist, corporate empire Faction managed by a board of shareholders.
Since the discovery of Etherium on Mars, the Consortium has tightened its grip on this fantastic energy source and its exclusive exploitation on Earth by systematically eliminating its competitors using the Shadow Network, a secret organization that specializes in espionage, sabotage and assassination.

The Consortium has expanded exponentially in barely more than a century, and is now the greatest economic and technological empire ever seen which, quite simply, exerts undisputed domination over the rest of the Earth.
Earth has recently detected this precious resource on five other planets far beyond the solar system.

Consortium’s thirst for profit knows no bounds, and its immense private army has been mobilized aboard gigantic vessels heading to these six deposit-rich planets.
The Consortium has contacts in the Shadow Network, whose agents can infiltrate enemy structures and establishments to sabotage them or to ensure that any etherium is diverted into the reserves of the Consortium.
Environmental Weather

Environmental Weather effects are events that can occur on plants while on them.

## Sandstorms

Planet Serenade: sandstorms
Sandstorms immobilize any units within their impact area and inflict light damage on unarmored units.

## Volcanic Eruptions

Planet Pilo: volcanic eruptions
Volcanic eruptions are triggered along fault lines and inflict heavy damage on ground units.

## Tornadoes

Planet Mars: tornadoes
Tornadoes whirl around the war zone randomly and inflict heavy damage on any units and structures within their impact area.

## Magnetic Storms

Planet Desta Fatalis: magnetic storms
Magnetic storms disrupt the entire comms system and prevent commanders from using their command skills.

## Hurricanes

Planet Resurgence: hurricanes
Hurricanes are particularly devastating and can destroy any airborne units present in the war zone and render any deployment of troops impossible.

## Blizzards

Planet Arctis: blizzards
Blizzards on arctis instantly freeze any bodies of water and reduce the field of vision of all the units and structures in the war zone.
History/Guardians

The Guardians are the only permanent "inhabitants" of the six deposit planets.

Robots with a limited and artificial intelligence that does not evolve, they were the armed guard of an ancient faction destroyed by the Smuggler many thousands of years ago for having broken the 3rd rule; the Guardians tried to settle permanently on the deposit planets. Despite the death of their creators, the Guardians continued their mission to protect the empty colonies of their vitrified masters for eternity.

The Smuggler tolerates them because they pose no threat to the etherium deposits, as they are unaware of its value.

After the etherium rush, when the deposit planets empty of any foreign presence, the Guardians reassemble their troops, reform the units that have fallen in combat and use the debris from the foreign armies to create new soldiers. They feel they must be ready for the next war, and can only rest when all the enemies are dead. And, when the last vessels leave the planet, the Guardians then conceal themselves in the sand before resuming their vigil, hidden from view and waiting patiently for the day when more intruders will come a little too close to their dearly departed.

The Guardians are feared by the enemy factions: extremely powerful and insensitive to pain, they are merciless enemies. But they may be subdued when their computer code is hacked and they are issued new command instructions.
Climate Events

The weather control system will have a direct impact on your gameplay and strategy. A sandstorm occurring in the middle of a battle will force you to change your strategy, while a sudden blizzard will allow you to mount a rearguard attack on your adversary by driving your tanks through a river that has just frozen.

This unique and dynamic weather control system will also work in synergy with the special skills of certain factions: for example the Intari can create localized climatic effects either to help their army or to hamper the opposing forces... and may even be able to predict where and when the next climatic event will occur to plan their strategy based on future events!These weather events will differ greatly depending on the planet on which you are fighting: sandstorms on the desert planet, Serenade, the blizzards on Arctis, Pilo’s volcanic eruptions and numerous tornadoes, hurricanes and electromagnetic storms will make the conflict more challenging... for better or worse!
Johnny

**Johnny** is a character included in Superfighters and Superfighters Deluxe

he is the first prompted character within the original Superfighters, and one of the few reocurring characters.

He looks very common and not unique at all, wearing a tank-top and black pants in the first game

in Deluxe, it is revealed on multiple occassions that Johnny in reality is a Police officer hailing from the SCPD.

he has skills uncomparable to anyone else within the police force, breaking himself out of his own execution.

## Superfighters

Johnny is the first character to be selected within the character selection screen.
Gas Can

Size
 Material
 Durability

The **Gas Can** is a small Hazard that releases Fire upon being destroyed of and is found in most configurations SFD's official maps.

## Use

The **Gas Can** releases Fire upon being shot, burned, or blown up, and any player next to the **Gas Can** is set on level 2 fire, despite this, the **Gas Can** is mostly used as a semi-area denial Hazard to prevent players from taking cover in the affected area, or just to simply burn down anything flammable around it.

## Combat

Setting Equipments like Mines or C4 next to a **Gas Can** is unadvised as the explosion will often snuff out the Fire resulting in little additional damage aside from the Explosion.
Revolver

Revolver is a new feature that has been recently added to Superfighters Deluxe. As a result, this article is probably not 100% accurate or complete and will need some work.

 Mag Size
 Extra Mags
 Damage
 Fire Rate
 Critical Chance
 Critical Damage
 Rarity

The **Revolver** is a Secondary weapon, added in Pre-Alpha 1.6.1.

## Combat

The Revolver is a very common weapon, meaning that you will usually find one when breaking a handgun crate. The Revolver can be seen as a low firerate counterpart to the Pistol. It inflicts enough damage to kill with one magazine, but its low fire rate will usually let your opponents will dodge your shots.

The good accuracy of the Revolver makes it a reliable weapon for a long-range fight. Instead of standing up the whole time you are firing an automatic weapon, you can shoot once, then find cover, then fire again while the enemy is reloading.

Because of its low fire-rate, you may want to change your revolver to a faster-firing weapon like an Uzi or a Pistol in wild situations.

## Trivia

* As with the Magnum and the Sawed-Off Shotgun, the Revolver will not throw away an empty cartridge after each shot, but will release all of them when reloading.

## History

* Pre-Alpha 1.6.1: Weapon added.
* Pre-Alpha 1.9.0: Accuracy made the same as that of the Pistol and Magnum.
The Vectides

Highly advanced technologically, **The Vectides** are an enigma to all who come into contact with them. Like the Intari, the Vectides have joined in the war for Etherium but only recently, and the one encounter with the Vectides ended in a bloodbath. Subsequent analysis of their “soldiers” killed in combat shed no light whatsoever on their nature: their armor contained neither a living organism nor an onboard computer… just etherium; as if the prized resource itself was animating these warlike machines.

Vectide technology far surpasses that of Earth or even the Intari, a more ancient race. Their vehicles, and even their infantry, operate without “pilots”; a true demonstration of their advanced culture, because the Vectides can use etherium to transfer their consciousness into combat-ready units, making every Vectide a potential soldier. This means they can assemble a much larger army than the other factions.
Game Mechanics

Your primary major concern in Etherium, before crushing your enemies of course, will be to secure a growing supply of etherium, the main resource for your colonies in the game. You must therefore annex the territories where it is found to establish etherium outposts and extraction plants... which you will of course have to defend against enemy assaults by deploying turrets and units placed in strategic defensive positions.

You can use the etherium you obtain to develop your bases and outposts to expand and open up fresh opportunities such as new deployment locations closer to the front, additional army slots and the chance to upgrade to a higher technological level to access new and more powerful units!

You can, of course also spend your etherium on recruiting different types of armed forces: specialized infantry, an array of armored vehicles “combat walkers” or gigantic colossi of war, the cost of which in etherium and the advanced technology required to build them is matched only by their devastating firepower and destructive potential.

There are therefore two ways of defeating your enemy in combat: the “hard” way, i.e. the total annihilation of the enemy colony, or the more subtle way, where you build and protect orbital cannons that will attack the enemy fleet in a geostationary orbit above the theater of war. You alone must select the tactics you want to employ!
Units/Consortium

Standard Infantry
Shadow Agent
AP Infantry
AT Infantry
Rocket Launcher Infantry
Sniper
 Buggy
Rocket Launcher Vehicle
Standard Vehicle
Support Vehicle
Stealth Tank
Siege Vehicle
Heavy Vehicle
Artillery Vehicle
 Fighter
Spy Plane
 Watchtower
AP Turret
AT Turret
Rocket Launcher Turret
Artillery Turret
 Siege Colossus
War Colossus
History/Consortium

The Martian outpost has just informed Earth of the discovery of etherium, and panic breaks out among the human governments and multinationals regarding the potential of this extraterrestrial resource, energy in its pure state and more powerful and less polluting than all the fuels exploited to date. Ownership of all the etherium mining contracts would mean world dominance.

The political and economic tensions ramp up when the first cargo of etherium is finally brought back to Earth. The Consortium, a multinational controlling an industrial empire in the energy sector, starts a race for permits against other companies equally determined to get their hands on them. A ruthless industrial war ensues, employing tactics that clearly contravene the strict limits of the law. Each company is engaging in frenetic espionage activity in the guise of legal investigations including blackmail, sabotage, corruption and electronic surveillance.

The shareholders of the Consortium are prepared to crush their opponents mercilessly, and abandon all moral scruples by creating the Shadow Network, a group of former military dropouts, commandos and assassins hired to use any means possible to eliminate the opposition.
The Consortium gains the monopoly of the etherium market through its criminal activities, and uses the massive profits to invest in research and step up the development of its military, space and digital industries.

Barely a century later, the Consortium commands a military and economic empire that assures its undisputed dominance over the rest of the world.

The first spaceships powered by etherium reactors emerge over the next centuries, and the entire solar system is now controlled by Earth except Mars, which remains forbidden territory in accordance with agreements signed with the Smuggler.

As the close of the millennium approaches, the Consortium is preparing a war fleet and mobilizing an army: the struggle for etherium in the name of humanity can now begin.
Solo Campaign

The three, non-linear solo campaigns in Etherium (one per faction) are dynamic, and you are free to plan your strategic conquests: with each turn you can develop your tech tree to access new structures and units, unlock new skills and decide which planet will provide the setting for your next RTS mission. It may be more advantageous to conquer certain territories, but these will also be better defended. You will also have to stop the enemy from recapturing the planets you have conquered! Your ultimate objective is simple: remove the two enemy factions from the deposit planets to gain total control of the etherium! Every match will be different, and the methods you use to achieve your ends will vary, guaranteeing great game longevity in the solo campaigns in Etherium.

The planets and moons have radically different environments and terrain that will force you to adapt your strategy and make tactically varied decisions: arid deserts, jungles and swamps that impede the progression of your tanks, a world of ice, an island archipelago... you will have to consider the terrain conditions very carefully before implementing your strategy! You will also encounter three secondary factions during the campaign: the Raiders, the Parasites and the Guardians. You could of course fight them, but you may want to rally them to your cause to exploit their units and special skills!
History/Intars

The first appearances of the Awakened of Intar pre-date human memory, but they seem to have been locked in the war for etherium forever. Warrior priests clad in armor the color of mother-of-pearl, their combat abilities are matched only by their belief in the divine nature of the eggs and their spawners, the Creatures.

The Awakened of Intar are a race of elite warriors and devout believers who are born, live and die in the honor of etherium and to have the privilege of fighting on the deposit planets as Praetorians or Awakened Commanders.

The ritual of the Awakening is practiced by all the warrior priests, and allows them to enter into communion with time and space. It relies on the ability of the Intar to enter a precognitive trance when immersing their bodies in pools of etherium during ceremonial rites. This enables them to achieve the Awakening of the Praetorian, the first stage of the Awakening between reality and the world of dreams. Intari who achieve the first stage of the Awakening, the Awakening of the Praetorian, see the past and the future and all the possibilities they offer. A genuine fighting machine, the Intari are elite soldiers who live only to serve their one faith.

Some Intari are more sensitive to the effects of etherium and achieve a higher level of consciousness: the Awakening of the Commander. These chosen few can directly influence the future and determine the sequence of events; they are the supreme Awakened, leaders of the Intari army and the first believers.

Guided by their faith, sustained by the power of the Awakening, the Intari are ferocious enemies, as they fear neither death nor defeat. They are the chosen of the etherium, anointed with grace, and every millennium battle strengthens their hope to defeat the enemy and attain the final stage of their enlightenment, absolute knowledge, the true Awakening.
The Awakened of Intar

**The Awakened of Intar** have been involved in the Etherium war for centuries. The Intari are organized around an order of warrior prophets who are born, live and die in the name of etherium. Etherium is a central element in their civilization and grants them the gift of precognition, “the awakening”, which allows them to see the future, its different versions and myriad possibilities. According to their “prophets”, etherium is the key to the elevation of their race to a higher level of existence.

Guided by their faith and supported by technology far more advanced than that of Earth, the Intari are ruthless adversaries on the battlefield. Their legions of fanatics fear neither defeat nor death, and will indiscriminately slaughter anyone who stands between them and the etherium.

Their gift of precognition is a valuable asset in combat, and they use it not only to predict the precise time and place where future climatic events will take place that will enable them to use the consequences to their own advantage, but also to generate these events and climatic catastrophes locally to directly influence the course of a battle.
History/Parasites

The Parasite has been present for as long as anyone can remember since the start of the etherium war. Some assume it originated on Desta Fatalis, a mountainous planet with lush vegetation. A large omnivorous insect organized in a hive system, it fed mainly on plants, waste or human remains. The appearance of etherium on the planet destroyed this natural equilibrium: attracted by the spheres, the Parasite ate the eggs, which triggered an irreversible mutation of its physiology and behavior. Its intelligence increased, its reproduction rate accelerated and its aggression became uncontrollable.

During the second egg-laying phase on Desta Fatalis, the first factions sent by the Smuggler had hardly landed when they were savagely attacked by the Parasite, whose rage and thirst for blood seemed to know no bounds. To eradicate this abomination, the Smuggler vitrified Desta Fatalis, killing all life on the planet. But some Parasite specimens had infiltrated the enemy vessels. Now extremely weak, the Parasite was dispersed over the other deposit planets and slowly regained its strength by feeding on etherium at each egg-laying.

Today, the Parasite has established hives on all the deposit planets. It is the scourge of the Smuggler, and the only creature able to evade his watchful eye. It harbors an implacable hatred for the Smuggler, and hopes to one day make him pay for the destruction of its planet.

The other factions managed to find Parasite's Achilles heel to exploit it during the etherium rush: they synthesized a fear hormone using pheromone glands extracted from corpses of those fallen in combat that they scattered near the hives, granting them temporary control and superiority.
The Raiders

One of the Sub-Factions and organized into clans, micro societies ruled by ultra-violence bordering on barbarism, **The Raiders** make their presence known on each of the deposit planets. Only a lack of unity and cohesion has so far prevented the Raider clans from claiming any status as a great power, but anyone who could subdue and unify the clans would have some serious shock troops to deploy in the Etherium war.
How to play guide for Zombie Party

This page will serve as a basic **how to play guide for *Zombie Party***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

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