recursal/Fanatic-Fandom huggingface dataset:
Cloaking Devices

## Overview

Cloaking devices turn ships invisible when activated, making them untargetable to enemies. The cloaked ship can still be seen, albeit faintly. The shields of a cloaked ship will drop when the cloaking begins and come back online after de-cloaking, and stay inactive for the cloak duration. Note that weapons, tractor beams, and countermeasures are disabled while cloaking, during cloaking, and as the ship uncloaks, nor can stations be deployed. Different types of cloaks offer different cloaking/de-cloaking times, which the ship would be vulnerable. However, the time a ship can stay under a cloak won't change (as it is infinite). Note that the cool-down time for another cloak attempt stays the same no matter the duration of cloaking, which means that being cloaked for 1 second is no different than being cloaked for 10 minutes. While a cloaked ship is untargetable, it still can be damaged from collateral damage such as mines or other types of explosions.

Tips:

* Cloaking devices save time, money, and unarmed vessels.
* Use faster cloaks for fighters and light frigates so you can launch devastating surprise attacks.
* Try to stay away from the enemy when cloaking, as the semi-visible ship can still be attacked during the cloaking/decloaking process.
Ares

## Overview

The Ares is the destroyer class of the TEF navy. It was initially brought into service by the TEF in response to repeated pirate attacks.

### Uses

Dual Plasma-Pulse weaponry and dense Hull-Plating make this vessel a formidable opponent. Use it to defend vital trade routes and bases. In addition, due to it's moderate speeds (stock 32) it serves as a suitable escort for higher class capital ships.

The Ares is an excellent ship to include as an escort in fleets, due to its great speed, firepower and health. This destroyer is also a top-notch assault vessel, being much faster than the Overlord yet still having great firepower and health, allowing it to take a heavy beating and still come out alive.

## Stats

\*Things capable of being changed/upgraded in the equipment tab of Military Outposts. Everything else is ship specific.

## Weapons

The Ares has 5 Turret Ports, 1 Tractor Beam, and 1 Countermeasure. The types of Turrets are listed below, along with the defaults.

## See also

* Overlord
* Creon
* Flyer
Guidelines for wiki contribution

This page provides a general overview of what is expected when contributing to the wiki and editing pages. These guidelines do NOT apply to comments on pages, threads in the forums, or when writing on user walls. Edits that do not follow these guidelines may be reverted.

## When creating pages

Upon creating a page, it is expected that the page is both *necessary* and *informative.* If the new page consists solely of information about Scrap Metal, for example, it will be deleted, as there is already a page covering the various types of cargo, and a page solely about Scrap Metal is not needed, nor does it provide any information that is not already on the wiki. Thus, it is not necessary, nor is it informative. If a page is *necessary*, but the content you have placed on it is not *informative*, the page will be deleted, as no information was present on the page. Repeated creation of non-informative pages (especially blank pages) may necessitate a warning. Please be considerate of other's time and effort in contributing to the wiki when creating pages, as this is a labor of love.

## When editing pages

When editing a page, the user is expected to make a reasonable attempt at proper grammar and spelling, and opinions are to be reserved for pages created for the sole purpose of expressing said opinions. Troll edits, such as "lul g3t r3kt n00b" will be reverted and, depending on the age of the account and the frequency of such edits, the user may be banned. Repeatedly providing poor quality edits may result in temporary suspension of editing privileges. The user is also expected to provide *correct* information. If a user is found to be submitting information that is incorrect on a consistent basis, editing privileges may be suspended. Edits correcting spelling and grammar are to be tagged as such when submitting the edit (housekeeping is considered an acceptable term in such cases). Please avoid the use of first person when editing the wiki, as no single user speaks for the wiki. You are not the Lorax. You do not speak for the trees or the wiki. Lastly, please avoid using contractions unless absolutely necessary. Edits should be made in an academic tone, which means fluffing up the word count. Contractions generally break the professional tone of any page they are in.

## When adding images/videos

Images and videos are expected to comply with Fandom's ToS. Any nudity, gore, or inappropriate content will be removed and the user summarily banned and reported. Any malicious content will be removed and the user summarily banned and reported (these two preceding rules apply to the forums and comments as well). Any content not related to the game will be removed. Troll videos (ie, Rickrolls) will be removed and the user warned. Falsified content will be removed. Media uploads to the wiki are expected to be non-malicious and properly labeled, as well as consistent with the page they are uploaded to.

Remember, this wiki is a community project. It is up to you, the user, to take care of it. Thank you for your interest in aiding the community, and please enjoy your time here.
Outpost

**Work In Progress**
***"Outpost isn't going to finish itself. Get to work."*** - Cdr. Novar

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

**Outdated!**
***"Did you drink that Pindolan Ale again?"*** - Gomes

This page is subject to be outdated in the next game update, or may already be outdated. It may need updated images, updated descriptions, or an entire format rework! Updated information will be most appreciated.

## Outpost

### Extra Info

Sells fighters to frigates (excluding Orion, or Thunder). Provides all ammunition. Has processing-factories.

**[i] For a page similar to this station, see Military Outpost and Repair Shop.**

*"This outpost is typically constructed in fringe systems, and in deep space. It serves as a base of operations as well as a place to repair, and re-arm craft."*

- In-game Description

### **Overview**

The Outpost is the only station that cannot be obtained by conventional means. It operates as a downgraded version of the Military Outpost. It still has some capabilities of said station, such as selling ships, repairing ships, and replenishing ammo, but it no longer has the ability to change the equipment for ships. In exchange, it has been offered 2 processing-facilities, making the Outpost trade-capable, although it's not as profitable as the Trade Station. It has been observed in both 'Uncharted Space' and 'A Wormhole Too Far' universes that this station is only used by negative aligned factions.

### **Processing Factories**

Like the Trade Station, the Outpost is capable of buying products, processing them, and providing the faction with credits. Since the Outpost only has 2 processing factories, it is only able to provide small amounts of credits. Despite the Outpost having limited capabilities to that of a Trade Station, it has been observed that it can operate in standard/mining sectors instead of just Planetary Sectors. Also, the Black Sail Outposts have factories equivalent to that of the Refinery (observed in Uncharted Space), including factories which produces Impulse by using unobtainable products known as 'Gases' and 'Chemicals'. As of now, the Black Sail have been removed of the ability to produce Impulse, making illegal trading impossible.

#### **Factory Cycle**

 2
 2 (Total)
Interstellar Pilot Wiki

> **Interstellar Pilot 2 has been released on Google Play! Information about it can be found on the Interstellar Pilot 2 Wiki. Please refer to the Official Webpage for more information.**
>
>

## Welcome to the Interstellar Pilot Wikia!

Interstellar Pilot is a 2D space economy and battle simulation game with beautiful graphics and stunning scenery, filled with pilots flying ships ranging in size from small shuttles to massive battleships.

**Please read the Code of Conduct**

## Do you know...

It is not required for the player to personally destroy the target ships to complete "Destroy" missions.

## News

* Interstellar Pilot 2, the sequel to Interstellar Pilot, has been released!

## Public Notice

* This Wiki is solely for the original Interstellar Pilot game (v1.6.2/ 1.6.3). Information concerning Interstellar Pilot 2 (v1.7) should be posted on the Interstellar Pilot 2 Wiki instead.
* Explicitly state any changes while editing.
* Ensure all edits are properly toned and worded. Do not edit a page and leave it with poor formatting and grammar. Such changes will be reverted.
* Requests for pirated versions of Interstellar Pilot are banned.

## Contact Information

Official PageRedditOfficial Discord ServerGoogle PlayFacebookTwitter
Passenger Module

## Description

The Passenger Module provides life support and hypersleep pods for humanoid life-forms

 Small Passenger Module
 Medium Passenger Module
 Large Passenger Module

## Fun Facts

* Pioneer-P can equip up to the Medium Passenger Module. (Ship is sold at Trade Stations)
* Hauler-P can equip up to the Large Passenger Module. (Ship is sold at Trade Stations)
Ranger

## Overview

### Description

The Ranger is one of the earliest mass-produced interstellar vessels. When introduced it was a revolutionary and well-balanced vessel but has long been superseded by more capable models. The Ranger continues to be used mainly as a cheap scout.

The Ranger-A is the starter ship for starter profession “Newcomer.”

### Uses

The weakest ship available, the Ranger is an easily replaced cannon fodder unit, distracting enemy defences while allowing stronger ships to take out key points.

The Ranger is an ineffective combat vessel on its own. Its awkward turret placements do not provide any overlapping firing angle, and, being Scout-class, the Ranger can only equip shields up to 75 health points at most. Thus, when engaged by any vessel stronger than a Raptor, fleeing is the only tenable option.

Having merely 8 cargo spaces, the lowest of all, the Ranger is a poor trader. The Ranger-H variant somewhat improves this by increasing the cargo hold to 16.

The Ranger is notably one of the two ship classes capable of equipping mining lasers, the other being the Hauler. The Ranger-M variant is a vastly inferior miner compared to a Hauler-M, but is much cheaper to obtain and operate. Ranger-M's can be used to fill up refineries when Hauler models are unavailable, avoiding rapid credit loss.

## Appearance

The Ranger features a main middle body and two engine units on the either side of it. Two small wings are visible behind the front of the ship. The nose houses the Front (Mining) Turret, and in the rear, above the engine nozzle, houses the Rear Turret.

## See also

* Raptor
* Shuttle
Weapons

## Summary

Almost every ship is equipped with weapons, most buildings do not have any defensive weapons, except for the Laser V and III turrets. They must rely on friendly ships or turrets to defend against attacks. There are two types of weapons: rechargeable and consumable. Energy-based weapons can fire free of considerations for ammo, outside of recharge rate and power restraints. Consumable weapons require both the purchase of a launcher and the consumable ammunition to fire, but require little energy.

## Purchase

Most ships come with pre-installed weapons, except for Barebones ships, which lack Tractor Beams, Weapons, Cloaks and Countermeasures. Weapons can be bought at Trade stations, Refineries, Military Outposts, and Magnus EQ most of which are limited to lower end equipment save the magnus EQ and Military Outpost. Only the Refineries sell Mining Lasers, and only M type ships can use them. Despite being intended for mining, they do inflict some small amount of damage.

## Types

### Energy Weapons

> These weapons use energy only and can be reused multiple times. However, if the capacitor is empty, their output will be severely reduced.
>
>

Laser - Beam energy weapon. The quickest firing and the most efficient with energy per shot, but normally the weakest option and has the shortest effective range out of the three. Currently the only weapon in the game to have tiers I-V.

Plasma Pulse - Projectile energy weapon, firing a single slug of plasma. Sluggish velocity and awful reload time, especially in larger variants, but hits like a truck and has more range than the laser. Guzzles energy like there's no tomorrow, but effective as a supplementary weapon to the other two options. Available in tiers I-III.

Plasma Pulses

    Photon Burst - Projectile energy weapon, firing in a burst of three. Moves fairly quickly, and sits somewhere in between the laser and plasma pulse in terms of power, energy consumption, and reload time. Has the greatest range out of all energy weapons at the same tier, but limited to tiers I-III.

Photon Bursts

### Consumable Weapons

> These weapons require the specific type of ammunition needed to be in the ship's cargo hold, but need a fraction of the required energy to use compared to energy weapons.
>
>

Artillery - Projectile weapon, consuming ammunition of the corresponding caliber to fire. High velocity, long range, and powerful, but slow reload. Anything larger than the autocannon can only be mounted on capital ships.

Missile Launcher - Fires self-propelled projectiles carrying explosive payloads of varying amounts. Ships smaller than frigates are limited to the small launcher, while frigates and larger can mount the military launcher and use a broader variety of ammunition. However, missiles can be diverted via use of an ECM.

Mines - Explosive weapons laid by smaller ships to deal damage in their wake. They will explode after either running down a timer, or if another ship flies close enough, unless if said ship is too close to the one laying the mine. Timing and placement is key to using mines effectively. Limited to frigates and under.

Mines
Magic

## Magic in Zalbroch

Magic hadn't always existed in Zalbroch. Decades before the formation of the three nations a meteor fell into the atmosphere and shattered into three small pieces and a fourth larger piece. This is now called the Falling. The three smaller pieces landed in a place now ruled by each of the three nations. The fourth piece landed in the center of the continent in the mountains, causing a great rift. This rift unleashed magic into the world and changed everything, for better or for worse. This rift was fought over for a long time as when people were near it, their magic power was increased greatly and required less sacrafice. Eventually a pact was made between the three nations and a fortress built in the mountains where the rift had formed. Several elders from each nation was tasked with watching over it. After magic had begun spreading creatures began to change. Some of them becoming magical beasts, others becoming daemons to be feared at night.

## Soul Magic

Soul magic was discovered when several people discovered they were drawn to the small meteor that landed on an island in Asteil. The meteor spoke to them about their soul and convinced them to seperate it into a seperate object, creating the first soul mages. A tower was build around the meteor by these first soul mages to protect the meteor and worship it's teachings. It is here that all soul magic training begins.
Orders

**Outdated!**
***"Did you drink that Pindolan Ale again?"*** - Gomes

This page is subject to be outdated in the next game update, or may already be outdated. It may need updated images, updated descriptions, or an entire format rework! Updated information will be most appreciated.

In all game modes, there are a number of orders available to your use, presumably allowing you to form gigantic fleets under a "Protect me" order that allows owned ships to assist you in difficult missions, such as wiping out entire enemy factions and other fleets.

To use them, simply go to the in-game menu (the three bars on the left), click on "Ship" or "Target" (if your target is a player ship) then select "Orders."

## Caution

Be careful with the "Follow me" or "Protect me" orders--when entering wormholes too many at a time, a speed glitch will occur and many ships will abnormally drift to the side or backwards (e.g. a Magnus travelling at 50 m/s when the maximum is 24 with Battleship Engine 60.0). This order will terminate to all ships following or protecting you when you are destroyed but doesn't terminate when you enter a wormhole of any kind, including an unstable one. Also, the "Dock with me" order applies only to the Magnus and Overlord since these ships are the only ones with docking bays.

## List of orders

Some orders also have prerequisites that must be specified before the order can be carried out. For example, the "Dock at..." and "Repair at..." orders require a specific station to be specified before it is triggered. The "Protect my target" order only works when a target is selected, and the "Attack my target" order doesn't work on wormholes or player ships/stations.

Also, the orders menu also has a Fleet Settings button, where some of the options are self-explanatory.

These orders are listed below, in order from the top menu item in the first section. Sections are in brackets.

 [General] Prefer to cloak
 [General] Notify when order complete
 [Stance] Attack hostiles
 [Stance] Intercept hostiles
 [Stance] Aggression meter
 [Home Base] Pick Base...
 [Home Base] Restrict Jump Distance
Wild Magic

## How it Works

            In every Hybeasts, there are two souls; one human and the other animal. When a Hybeasts uses Wild Magic, their animal soul becomes stronger. They then turn into their full animal form. It doesn't completely overpower their human soul. This magic is only used for a limited time unitl the animal soul starts to fatigue, and the human soul becomes too weak. This form of magic is only taught to adult Hybeasts. They must be accepted into the Guild of Furs to learn. The Guild of Furs are basically the overseers of the magic in Merdia. They educate those who want to learn Wild Magic.

          There are rules for the magic. If you use your Wild Magic for evil intentions (murder, pillaging, etc.), you will have your fur cut off. Fur is not cut off for those who know Wild Magic, as it makes one stronger. Hybeasts who don’t learn do trim their fur. Another rule (more of a guideline) is that one has to be aware of their soul’s energy. If the human soul becomes too weak as the animal soul is stronger, they will die.

            Non-Hybeasts are allowed to learn the magic. The only difference is that they must kill an animal and sacrifice it for their animal soul. The ritual does not need other Hybeasts present. They do not become Hybeasts. Instead of fur, it is the hair on their head.
Military Outpost

**Work In Progress**
***"Sir, with all due respect, this is a warship, not a salvage vessel."*** - Capt. Forrester

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Military Outpost

### Extra Info

Sells fighters to frigates (excluding Orion, or Thunder). Provides all equipment. Provides all ammunition.

**[i] For a page similar to this station, see Outpost and Repair Shop.**

*"This outpost is typically constructed in fringe systems, and in deep space. It serves as a base of operations as well as a place to repair, and re-arm craft."*

- In-game Description

### **Overview**

The Military Outpost is an important station to modifying your ships' equipment, as well as a place to replenish your ammo, and repair damage. This station can also be used to establish an initial presence in a sector, acting as a form of FOB (Forward Operating Base). The Military Outpost costs 300,000 credits (average) to purchase.

### **Munitions**

The Military Outpost is capable of selling equipment, and ammunition for your ships. If you own a Military Outpost, you will be able to buy and sell the munitions without incurring a transaction fee, allowing you to test weapons, electronics, and such. This makes the Outpost one of the key stations to a well-set base of operations, the others being the Shipyard and the Trade Station.
Raptor

## Overview

The Raptor is an early fighter model, long surpassed by more powerful models. Although it still possess good armament, the thin armour of the vessel is a major limitation to its use.

A Raptor-A and 3,000 credits are provided for the “Veteran” profession.

## Uses

The Raptor is fast, with a top speed of 42 when fully upgraded. It can be used as a scout, a decoy to waste enemy firepower, or short-distance travel between friendly sectors.

The Raptor is one of two scout-class ships available in the game, the other being the Ranger. It’s a fairly nimble little ship, with a good top speed and acceptable maneuverability. The Raptor has a slightly higher cargo capacity than a Ranger at 10, except for the Ranger-H which has 16. It outshines the Ranger in many ways, especially in combat. The Raptor has three forward-facing turret slots, giving it good firepower and some room for customization. If you know what you’re doing, a Raptor can take down a Flyer, though you’ll most certainly take at least minor hull damage. Engaging in combat is mostly a last resort since the Raptor can’t take many hits before it goes down.

## Appearance

The Raptor has a main fuselage with 2 extensions on each side. The tip of each extension houses the Left and Right turrets, respectively. The middle section houses the cockpit and the Top Turret. Behind the cockpit, there is an extension extending upwards, and houses 4 small wings. The round rear of the ship houses the engine.

## See also

* Ranger
* Hornet
Valent Exploration Force

Short Name: Valent

Flagship: Ares A+ Class Brute

Home Base: Repair Shop: Spherical

Fleet: 1 Ares A+, 1 Orion X+, 2 Hauler H+, 1 Hauler M+, 1 Ranger M+,

Major Allies: SEF and Damoclues Mining Corp

Story

Valent Exploration Fleet Was Send Off Beta Pindola Same SEF (allthough SEF was Send Outta Dymapa) But Valent Exploration Fleet Was Send at Paid Job For Lambda Corp to Explore more of the uknown and as we know ***there is no uknown only temporary hidden*** with that intetion we were on the move exploring the temporary hidden pieces of the universe and ofcourse with the budget to be able to affort repairs or whatever they need but what they needed was a base so they bought repair shop parts aswell as 2 Laser III parts and placed it in Damoclues A sector with astroids and a refinery was the only thing there was there so we build the repair shop and Laser turrets same with Two Miner ships to take Samples to take back to Lambda HQ... but THEN THE CONTRACT EXPIRED so We had no goal anymore but then we localised SEF ships nearby So we had some hope for an Alliance and that alliance came so we had SEF as our Superb Allie on our side we helped them wherever we could and we knew for sure that they should help us for the things we help them with aswell...... Captain Maxwell out
FAQ & General Support

## FAQ and General Support

This page contains questions commonly asked by users of the wiki. If you have a question not currently answered by the contents of this page, please feel free to leave a comment on this page or contact us on the official Discord server. Your question will be considered and added if it is needed.

## Questions

### How do I earn money?

*Main article: Gaining Credits*

There are numerous methods of earning credits. The primary method for many players to obtain credits is to trade commodities between stations. As the game progresses, players can purchase their own stations and earn passive income in that way, or amass a fleet and trade automatically. Players can also transport passengers from station to station for a set fee, take bounties, attack NPC's for their cargo and sell it, mine asteroids, and take jobs for factions. Lastly, players may also choose to play the scratchcard game, though this has a low chance of making the player wealthy.

### How do I upgrade my ship?

Many different stations provide equipment options, including the Military Outpost, the Trade Station, the Refinery, and the Magnus EQ class battleships. Of these options, the Magnus EQ and the M. Outpost both provide access to all in-game equipment.

### Why does one faction pay less than another for the same goods?

This often has to do with the player's relationship with that particular faction. If the player is neutral with a faction they wish to trade with, they will generally offer about market price for whatever the player is selling. If the player is completely friendly with a faction, more will be offered for that commodity. If the player is on poor terms with a faction and somehow manages to dock with their station, they will try to scalp the player. Similarly, the cost of purchasing commodities from a neutral, friendly, or hostile faction will be related to one's relationship with them.

### Where can I find Mining Lasers?

Mining Lasers are sold at Refineries and Military Outposts, and can only be equipped to -M class vessels, which are only sold at Refineries.

### I've got a glitch I need to report, where can I do this?

If you encounter a glitch in the game, please contact ThatOneBadger or another content administrator, or join us on the official Discord. Please provide as much documentation as possible and clearly explain your issue with the game. Please keep in mind that being an admin on the wiki does not necessarily mean that the person is directly involved with Pixelfactor.

### I'm too cheap to buy the DLC, and I want to pirate the game!

No. Anyone requesting this will be given one warning and will then be banned. Anyone offering links to DLC-broken versions of the game or offering to provide said links, or in any such manner trying to defraud Pixelfactor **will be summarily banned, no questions asked.**
Ariadne Arm

## \*introduction

Welcome!

This page is about second strongest project of Alterra: ***Ariadne Arm***

Ariadne arm is verry far behind center of Galene: 256.4K of Wormhole

## Properties

Ariadne Arm have now:

1X Orbital Farm

1X Brewery (with lowest price!=Hight number of traders=Money)

1X Rations Factory

1X Trade station

1X Ares-A+

2X Creon ML,A+

5X Ranger A+

1X M. Outpost

1X Repair Shop

1X Shipyard

16X Laser IV

25X Laser III

## Factions

I dont know but I can break the game (any faction normaly spawn own ship,Station on 256.4K AU behind the center)

So faction spawned here stations and operating in:

Mamba Rebelion- Pirates, Shipyard, M. Outpost (5.4K ) next to Ariadne Arm

Bluestar Express- Traders

NewHeaven Freight- Traders

Arco Couriers- Traders

Zeta Group- Hospital, Traders

Terran Expeditionary Force- Patrols

Lambda Corporation- Patrols

AI-Ghat Galactic- Patrols

Polaris Security- Bounty Hunters

Gamma Salvage- scavengers, Repair Shop

+ minor patrolers

+ minor Traders

+ minor Scavengers

+ sometimes explorers

## Why is this "colony" important

This "colony" have Trade Station and factories so traders can trade with this colony.

The Hostile activity is good place for scavengers duo to hight weahlt of Mamba Rebelion, who can afrod send pirates to this colony average 5-6 minutes.

Due bandits with cloak can destroy ship and cloak so this place is heaven for bounty hunters.
Phoenix Federation

The Phoenix Federation is a faction in a custom universe called "Distant Reaches" (custom name).

## Information

Name: Phoenix Federation

Short Name: Phoenix

Leader: President Benedict Dagyr

Founded: Saturday, March 5, 2236

Headquarters: Phoenix HQ, Messemus (Trade Station)

Occupied Sectors: 16 (Soleus, Pindola 611, SIgma Constantin, Delta Procara, Hellares, Tainola, Tempera, Parlira, Orchola, Andreta, Parlyllus, Malares 120, Messemus, Gatapa, Dymella, Sanar)

Power: Superpower

Motto: "

Flagship: *PFS Saga* Magnus A+ class Battleship (fully upgraded)

## Economics

Wealth: Affluent

Net Worth: 60,000,000+

## Faction Relations

Personality: Aggressive/Honourable

Major Allies: Saturn Corporation, Streamline Trading, Atlantic Corporation, Argon Republic, Osprey Corporation

Major Enemies: No major enemies. All enemies are wiped out as soon as they are founded.

## Fleet Information

Flagship: *PFS Saga* Magnus A+ class Battleship (fully upgraded)

Ships: 43 (14 lost)

Stations:16 Military Outposts, 2 Trade Stations, 2 Orbital Farms, 1 Hospital, 1 Jewellery Factory (0 lost)

Turrets: 57 (0 lost)

## Branches

### ***Active***

Trading

Manufacturing

Militarization

#### ***Planned***

Transport

Colonization

Mining

## History

The Phoenix Federation was founded on Saturday, March 5, 2236 in the "Distant Reaches" custom universe.

The leader, President Benedict Dagyr was born on April 20, 2204 on a colony in the Beta Pindolan system. He lived there for many years until the collapse of the Terekos wormhole and the discovery of the sectors beyond. He purchased a small shuttle with the little credits he had and started to survey all of the newly discovered wormholes for signs of instability.

On January 1, 2236, the wormhole between Beta Pindola and Dagola collapsed as well. The sector was thrown into chaos for the next month. Without access to water to grow food, the bulk of the population gave into starvation. As a last hope, Benedict Dagyr explored far beyond the system in search for water asteroids or other wormholes that might lead to some resources.

In spatial grid 611, about 1000.0K units away from Beta Pindola Station, a wormhole was located. Benedict Dagyr contacted the remaining citizens and told them about this wormhole. They took the ships they could and made the month long journey to what is now called Pindola 611 and established themselves there.

Upon arriving, they quickly discovered that this new "universe" was vast and contained 16 new sectors, some even occupied by small alien companies and outposts.

Streamline Trading was born out of the old Lambda merchant fleet. Saturn Corporation got it's name from the sixth planet of the now destroyed Sol System, where the first wormhole was discovered.

These 2 factions helped each other grow and eventually became the 2 most powerful factions in existence, even granting Benedict Dagyr his very own Flyer X class Fighter, the *Paragon*. He set off to the stars, working his way up the faction power ladder, until he even surpassed Streamline and Saturn. He took his place as the superpower he was and lives on to this day.
Artillery

## Description

The Artillery is a weapon that fires high-velocity projectiles at relatively long distances. Like missiles and mines, they require ammunition to fire, which can be purchased at a station, from a scavenger, or salvaged from debris fields left behind after fleet engagements. They require very little energy to fire, making them an effective replacement for more energy-intensive weapons.

Note: Each artillery gun requires ammunition from its specific caliber. For example, the 95 mm cannon takes only 95 mm shells, and nothing else.

### Launchers

 72mm
 95mm
 128mm
Engines

**Engines** are the ship components that gives a ship the ability to travel through space. There are different types of engines, for Scouts, Fighters, Frigates, Destroyers, Cruisers, and Battleships.

Each type of engines have a numbered power output. The higher the number, the faster the ship travels.
Flyer

The **Flyer** series of fighter-class ships is built by the primary military faction of TEF, and is used primarily as a patrol and light defense vessel.

### Flyer-A

The **Flyer-A** variantcomes with the key components and light weaponry installed.

Key points:
-600 hull strength
-50 turn rate
-30 cargo space
The **Flyer-A**, stock, is not suited to heavy combat, as it is easily deshielded and torn through even by other Flyers. Avoid contact with anything larger than a Hauler without at least shield upgrades.

### Flyer-X

The **Flyer-X** variant is an advanced version of the Flyer, with a reinforced hull and a built-in stealth device. It also features increased stock weaponry, which improves its initial survival rate against other fighters.

Key points:
650 hull strength
50 turn rate
30 cargo space

Despite the **Flyer-X**having increased stock stats and equipment, heavy combat is still not recommended, as its has thin armor compared to frigates, which make its primary purpose patrol and reconnaissance.

Tip: The top turret has a 360-degree firing arc. You can swap the weapons in the middle and top turrets and have no blind spots.

Fun fact: The Flyer X was originally called the Flyer Mk II.

## Appearance

The Flyer follows the same design Doctrine as other TEF ships, a high horizontal visibility canopy placed towards the rear of a relatively streamline large grey unibody hull with relatively complicated hull paneling, a reactor block protrudes from the rear of the ship where dual blue engines are situated on either side of the smooth dark grey pod, unlike all other TEF ships the Flyer possesses large radiators on either side of the cockpit.

## See also

* Hornet, a faster but weaker fighter
* Pioneer, a slower larger fighter with more cargo and passenger capacity
BL1122

BL1122 Is a blue tubby with a C shaped antenna, and is a rare character.

   He is classified as male.

The bot is missing its right arm, and some of the endoskeleton is visible on its left leg.

**BEHAVIOR**

He'll appear in a random cam occasionally. If you look at him for too long, he'll kill you.

He can also appear in the office, and will instead kill you if you don't look at him.

**TRIVIA**

Sometimes, when in the office, his TV Screen can show the sun baby.
Project SEDO

## Project Sector Enduring Defensive Operation

Recently, plans to defend against Phoenix forces have failed, with phoenix destroying a majority of earth fleet ships. Jack Mallone has come up with a new plan in order to protect the many stations in Malest, Gravar and Alanestes. Laser IV Turrets will be placed around the trade routes moving between the outposts belonging to Earth Fleet, alongside being placed among areas where there have been known bandit bases.

### Ships to transport parts

Despite plans being incomplete, the Maximus II and Newdawn II will transport the parts assigned to Gravar leading from Earth Fleet HQ. There is a debate occurring considering the defiant transporting parts to the research post that was defended at the battle of Malest.
Satellite

**Upcoming Content!**
***"Satellite isn't going to finish itself. Get to work."*** - Cdr. Novar

This page is about content that is about to be added, or contains information relating to the next update. If this page lacks information about the said content, added information will be most appreciated.

[NOTE]: For pages containing future content with present content, information with the "**(Next Update)**" text will indicate the future content.

The Satellite is an unarmed station used to increase the player's scanner range. This station will be added in version 1.17.
Hauler

**Work In Progress**
***"Did you drink that Pindolan Ale again?"*** - Gomes

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Overview

*"The Hauler is the backbone of trading and mining operations. It is capable of transporting large amounts of cargo. Although the Hauler was expected to rely on escort craft, it is more than capable of putting up a fight." -* In-game description

The Hauler is ideal for large scale trading after having established your faction. The best tactic is to equip your Haulers with cloaks and permanently cloak them. This makes them immune to pirates and will protect your ships. That doesn't deny the fact that the Hauler is weak and as the game progresses into late game stage, it's more preferred to exchange it for the Creon.

If equipped & used correctly, the Hauler is a surprisingly deadly ship, capable of dealing bursts of damage at a time. However, the energy supply runs out quickly, so care is needed to not overuse the weapons or else you won’t be able to attack at all.

Out of all frigates, the Hauler-H makes the most by trading, and the Hauler-P is one out of three ships that can equip the Large Passenger Pod, with the other two being the capital ships Overlord & Magnus. In addition, the Hauler-M can mine, something that only one other ship is capable of doing: the Ranger-M. With all of this the Hauler family is a beautiful one, and it’s the perfect ship for those looking for a profit.

## Stats

\*Things capable of being changed/upgraded in the equipment tab of Military Outposts. Everything else is ship specific.

\*\*There are four variations to the Hauler, the A (Assault), the M (Miner), the P (Passenger), and the H (Increased Hold). The only major difference is fewer turret ports on the H in order to extend the cargo.

## Weapons

The Hauler has 4 Turret Ports, 1 Mine Port, 1 Tractor Beam, 1 Electronics Slot, and 1 Countermeasure. The type of turrets and defaults are listed below.

Hauler-A

 Front Turret
 Mid Turret
 Missile Turret
 Rear Turret
 Mine Bay
 Tractor Beam
 Electronics Bay
 Countermeasure Bay

Hauler-P

 Front Turret
 Mid Turret
 Missile Turret
 Rear Turret
 Mine Bay
 Tractor Beam
 Electronics Bay
 Countermeasure Bay

Hauler-M

 Front Turret
 Mid Turret
 Missile Turret
 Rear Turret
 Mine Bay
 Electronics Bay
 Countermeasure Bay

Default Non-Weapons

 Engine
 Capacitor
 Power Regen

## See Also

* Creon, it's more expensive and larger competitor.
* Venture, a cheaper and faster variant with a smaller cargo hold
* Thunder, much more expensive, and much more faster.
Magnus

## Magnus-class Battleship-carrier

The Magnus is the biggest ship in the game, having 6 hangar bays and the most weaponry. While powerful, this ship is slow, with a top speed of 20 when stock, and 24 when fully upgraded. It should be properly escorted to maximize its potential. A couple of Magnus-class ships can devastate entire enemy fleets, if under player control with a "Protect me" command.

The Magnus is the Lambda Corporation's successful attempt at creating one of the most powerful vessels in known space. Its' primary purpose is a mobile base of operations.

Despite having less hull than the Overlord, and lacking an ECM launcher, the Magnus shines in other ways. One notable feature is its ability to fight a battle on all sides compared to the Overlord's lower rear coverage, coupled with its ability to wage war on a large scale thanks to its hangar bays.

## Stats

\*Things capable of being changed/upgraded in the equipment tab of Military Outposts. Everything else is ship specific.

## Weapons

By default, the Magnus-A has eight turret ports and a tractor beam. The Magnus-EQ loses the main turret in exchange for an increased cargo space, while the Magnus-X lacks 1 Rear turret but has the electronics (cloak).

Notice the lack of countermeasures on both models. This makes the Magnus very susceptible to a missile strike. Turret ports and defaults listed below.
Countermeasures

Countermeasures are launchers that launch Electrical Counter-measures (ECM's). There are 2 types of countermeasures, Countermeasure I and Countermeasure II. Countermeasure I is the basic red, somewhat effective, missile counter. Countermeasure II is the green, very effective, missile counter. Both work to distract missiles from hitting a ship's shields/hull. If timed right, the player can avoid taking any damage from missiles. Countermeasures are not always effective, and it is a very rare sight to see an AI faction use ECMII's unless the player sells them to the faction. The Magnus currently does not have a countermeasure bay.
Laser

The Laser is the most common weapon found in Interstellar Pilot. All purchasable ships come with at least one variant of it. The Mark I Laser is the least expensive weapon in the game, while the Mark V Laser is the most expensive one. All told, there are 5 military variants, and 2 mining variants. When triggered, it fires a laser beam at the enemy. It is red-orange in Laser I, dull yellow in Laser II, bright yellow in Laser III, and white in Lasers VI and V.

**Pros**

* Hit-scan weapon really good against fast moving fighters
* Can be used if timed right as an anti missile countermeasure. Requires pausing to Target missiles.
* Low energy cost
* Can be fired half loaded
* Lower variants are quite cheap

**Cons**

* Low range in early models
* Low damage (in lower variants)
* Higher variants very expensive
* Can still miss, though rarely
Withered Prototype Dipsy

Prototype Dipsy is In a Withered State, He is Still Male

He is Missing His Left Forearm, Left Hand, Right Arm and Left Ear. He is Missing The Suit on His Left Upper-Arm, Left Thigh, Right Lower-Leg, Lower Jaw and Both Feet. He Has Holes and Rips on His Torso, Legs, Head Decoration and Right Ear

Behavior:

Acts Like His Older Model But Slighty Slower

Trivia:

He is The Most Withered Prototype.

His Left Thigh Seems Out of Place, It Is a Mistake
Overlord

## Overlord-class Cruiser-carrier

The Overlord is a huge ship, truly a sight to see in Universe Mode. It is equipped with a massive arsenal, capable of being equipped with energy and projectile weapons, living up to its name.

The Overlord is the cruiser class of the TEF. The vessel possesses greater effectiveness at long range due to an additional missile bay. With vast shielding and armour, it is single-handedly capable of repelling a small navy.

The Overlord favours a more aggressive playstyle and when used for such can be a better vessel than the Magnus. This is because of its power generation and large arsenal that make up for each other very quickly. This ship never runs out of power, especially when fully upgraded. Unlike the Magnus, the stock Overlord has a countermeasure slot.

This ship is effectively used as an escort carrier. Use its three hangar bays to provide light fighter support. Its average speed allows it to follow close behind a trading convoy.

The Overlord should never be flanked because it has limited rear fighting capability. This can be protected against by utilising its three frigate bays to provide a small screen. The Overlord's 5 massive weapon bays make it excellent for "jousting" or charging the enemy head on.

## Stats

\*Things capable of being changed/upgraded in the equipment tab of Military Outposts. Everything else is ship specific.

## Weapons

The Overlord-A has 7 Turret Ports, 1 Tractor Beam, 1 Countermeasure and 3 Hangar Bays. The Overlord-X has 6 Turret Ports, 1 Tractor Beam, 1 Electronics, 1 Countermeasure and 3 Hangar Bays.

The type of turrets and defaults are listed below.
Track n' Terminate, Inc.

**Track n' Terminate Inc.**

**ABOUT US**

We are the embodiment of bounty hunting at its finest. No job is too big, no job is too small. Here at Track n' Terminate Inc. we pride ourselves on delivering to our clients with speed and professionalism. Our large fleet of varied ships will help with that.

*If you need to give it your all, give Track n' Terminate a call!*

**RAPID**

Our team of Hornets, Drakes, Magnuses, and Overlords will make short work of any target.

**EFFECTIVE**

**GOOD**

**CHEAP**

**OUR FLEET**

**TARGETS**

**GUARANTEE**

**SUBMIT A BOUNTY**

**CAREERS**
Shield

## Overview

Shields are the primary defense of stations and ships against enemy weaponry and the harsh environment of space. They cannot be seen, but once a weapon makes contact with a targeted ship/station, a white mist-like dish is formed to block the attack. Shields have a limit to the amount of damage they can absorb, and once that limit is reached, it no longer protects the ship/station from attacks. Shields replenish their strength over time. Once shields are down, the target's hull and primary systems are exposed to damage in the area that the shield has failed. When a depleted shield quadrant powers back up, a sound will be emitted to indicate that the shield bank has come back online. Shields depend on the power from the capacitor and, by extension, the generator to replenish their strength. The stronger the shields, the longer the recovery period. Shields do not function while a ship is cloaked, and any damage sustained while a cloaking device is active directly damages a ship's hull and components. Scout-class ships can only equip shields up to 75 units, fighters can equip shields up to 300, frigates can equip up to 650, Ares/Creons up to 1,250, Overlords up to 1,500, and the Magnus can equip all.
Hornet

## Overview

The Hornet is aptly named, as it is arguably the most annoying ship in the galaxy. A fighter-class ship intended for harassment and quick strikes, it is thinly armored and has only three turrets, making it unfit for full scale fighting. These disadvantages are countered by its sheer speed compared to the rest of the vessels.

When used effectively it can be used as a fast striker and a mid-early game superiority fighter as well as scout due to its high speeds and low cost.

This ship is the fastest in the game and has the ability to knock aims of capital ships off. With maximum speeds of 48, it is already fast, but it can push off the limits at 58 units. This means that the Hornet relies on speeds, not damage soaking, in a battle, and it is extremely vital to always move in a battle, since this ship is vulnerable to damage when stationary.

This ship is usually used as a scout ship as it is very fast, especially with a cloaking device which can protect it from enemy threats, it gets hard counted by lasers as they almost always hit

## Appearance

The Hornet has a slim outline, with a water droplet shaped main fuselage. In the front, there is a black cockpit mounted at the back of an extension: the Top Turret. On the tips of the two wings extending at the side of the cockpit, there are 2 red stars. The wingtips houses the Left and Right Turrets respectively. A single blue opening at the rear is the exhaust tube of the engine.

## Stats

\*Components that can be upgraded inside 'Military Outpost' stations.

* Items in parentheses are the max possible stats.
* Hornets can be found abandoned and drifting in space.
Prototype Albino

Prototype Albino is a Prototype of Albino, They are Still Male

His Left Head Has His Eyes Ripped Out But He Still Has Endoskeleton White Pupils, Along With a Hole on His Left Ear. His Right Head is Missing It's Lower Jaw and Left Eye. He Has Small Holes on His Head Decorations, Left Thigh and Stomach. He is Missing The Suit on His Left Hand, Left Forearm, Right Lower-Leg and Right Foot. He Has a Huge Rip on His Stomach and Missing His Right Forearm and Right Hand With Loose Wires Hanging Out.

Behaviour:

He Crawls Out of a Huge Hole On The Wall in The Office and Slowly Moves Forward Til He is Near The Player, Similar to Prototype TInky Winky

Trivia:

His Right Head Instead Seems To Be Missing The Suit on His Lower Jaw Instead of Missing The Entire Jaw.

His Suit Has a Scratchy and Bumpy Surface.