recursal/Fanatic-Fandom huggingface dataset:
Deacon

The **Deacon** is a flying cybernetic enemy in *Ion Fury*. It is a human torso with extensive cybernetic modifications, armed with long-range homing projectiles fired at a rapid rate, and heavily armored. They leave a trail of magenta smoke as they floating in the air and talk in a deep murmuring voice. They're mildly durable airbone enemies that can take punishment but not agile.

Deacons generally roam around in flocks of two to four, also like to make dramatic entrances by blowing up walls and try to remain hidden from plain sight to ambush. Their behavioral instinct to stay hidden until noticed quickly changes into a target seeking mode once they're revealed or noticed the presence of player and can't make eye contact. Their homing missile attack is one of the highest damaging burst volley in the game and should be avoided at all costs. Damage of projectiles, missiles shot at a single barrage and behaviors to remain hidden then seek the target scales up with difficulty.

They can endure 2-3 explosive shots such as Clusterpuck or Disperser grenade shots. Unless landed a headshot, Ion bow will only taze and stun them for a small duration, dealing minimal damage but a slightly charged headshot will kill them right away. Fastest way to dispatch of them proven to be Penetrator's incendiary flechettes fired in small bursts to their head or a single headshot from Ion bow, charged or not. Chain gun can also be a good choice for dealing with them but slow wind up of the weapon allows them to have free attack opportunities. Loverboy can be a good last ditch effort to kill them when you're out ammo on other ranged options but it takes two secondary shots from it just for one **Deacon**.

Bowling bomb is not a fitting weapon to deal with **Deacons'** as their toss height is pretty limited. However, at enclosed spaces in rare occasions if they can be lured close enough to the ground, two well charged homed-in bombs tossed from a cover can collide and explode just under them taking them out right away. At a similar fashion Disperser buckshots lacking burst to distant targets and delays between shots will not be capable of dropping Deacon before it becomes a threat.

They first appeared in the PAX South 2019 version Heskel's House of Horrors mission, but did not have any sounds related to it other than its weapon.

## Gallery

* The PAX South 2019 version of the Deacon, with fewer red details
The Dishonorable

## Enemy Count

**The Dishonorable** is the third and final level of Appalachian Assault.

## Secrets

1. Right as you exit the East Rail (first building of the level), you will come across a weird store in front of you with a moving curtain in a window. Behind it is a fake curtain you can go through.
2. Inside the lobby of the Wild Goose Lounge, there is a fireplace. In the back, up and to the right is the secret.
3. In the back of the lodge, next to the kitchen there is a storage/freezer. Shoot the "No Smoking" sign inside it to lower one of the shelves and go inside.
4. Past the house and the backyard, you will end up back out in the streets; in front of the courthouse is a rock with another rock on top. Jump on the rock and it will act as a pressure plate switch, lowering part of the rock formation across from this rock formation, allowing you to get inside.
5. In the courthouse, look for a bookshelf behind the stairs and use it to slide it down. Then, follow the path and end up in a room full of more bookshelves with one that obviously stands out. To open it, simply use (or shoot) the clock just above the door.
6. Walk out of the last secret room and onto the roof, going around the corner. There is a large gap in front of you that you will need to clear. Using the Nuvachair you got from the secrets in the first level of the expansion will make clearing this gap significantly easier.
7. On the second floor of the police station, just across from the stairs the GDF Soldier comes up from, there is a big portrait on the left-hand wall. Blow it up and head inside the secret room.
8. In the holding cells, open the openable cells and go through the ceiling vents all the way to the end to end up behind the police station. Go around to the right and you will come across some scaffolding you can use to climb up to the roof. The secret is behind the vent duct on the roof.
	1. **ZONE MEGA SECRET!** Inside the holding cells, you can open all but the second cell from the left. You can, however, access it from the vents from any of the other open cells. Do so, and once you enter it, stand back and shoot the broken TV. Go back outside, then proceed to the tunnel near the courthouse. If you shot the TV, the door that is there will be unlocked. Go through it to a fog-filled outside area with air raid sirens going off, and use the gleaming icon in the dog house near the middle house to unlock the door to said house. Go through this door for the actual secret, and look in the fridge for something extra... special?
Aurora Skye

*This article is a stub. You can help Bombshell Wiki by expanding it.*

**Aurora Skye** is the president of the United States of America in *Bombshell*. At the very beginning of the alien incursion, she is kidnapped by Kyrr forces.

She is voiced by Rachel Rigg.

## Official *Bombshell* profile

Daughter of General James Holloway, President Aurora Skye is United States Commander-in-Chief. Known for her rationality and calmness in tough situations, Skye is considered by many to be a natural-born leader. She is held in high regard for her ability to bring out the best in people, even in the toughest circumstances.

Advisors to Skye's presidential bid advised she changed her name to downplay accusations of nepotism. Trained in combat and military strategy like her father, commentators expect her to become a key figure in the GDF once her time in office is over.

## References

1. ↑ Interceptor Entertainment, *Bombshell*. Episode 1: "Alien Tomb".
2. ↑ Interceptor Entertainment, *Bombshell*. Prologue: "The White House".
3. ↑ "President Aurora Skye" (29 January 2016). Bombshell Facebook page. Retrieved 13 August 2019‎.
Black Eagles

**Black Eagles** (**Черные Oрлы**) is a  Eastern Coalition squadron in *Starlancer*.

## Background

The Black Eagles are the Eastern Republic's least known squadron. Formed just before the start of the war, they are thought to be responsible for several hit-and-run attacks. Based on the CS Varyag, they are believed to model themselves after their brethren the Black Guard. Intelligence thinks they are responsible for many ambush attacks near the Jupiter/Mars asteroid belt.
Zeroth

**Zeroth** is one of the Planets in the game Bombshell.

A world covered in ice, Zeroth is home of the Nhorr - an ancient undead warrior race dedicated to protecting a mysterious energy that resides within the planet’s core. This energy is believed to perpetuate their eternal existence.

It’s also believed that should this energy be extracted, it could generate unimaginable power. The Nhorr are said to act as an immune system for Zeroth, repelling foreign forces regardless of their intentions.
System requirements

The following are the minimum and recommended **system requirements** for *Starlancer*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

Due to the age of the game, it can run on pretty much a potato - assuming you can get over the fact that modern systems don't support it.
* Any Pentium-type CPU.
* 32 MB RAM
* 400 MB hard disk space
* GPU with 8 MB of VRAM

## See also

* How to play guide for Starlancer
* Release date
Powers

As Shelly levels up throughout the game, she unlocks four unique powers. These can be used in combination with her expansive arsenal to overcome even the fiercest foes. Combing and exploiting these abilities is the pillar of the combat system of *Bombshell*. Powers drain Shelly's energy bar.

## List of powers

* **Power slide**: Slide along the floor in the blink of an eye. Slide when surrounded by enemies to escape a deadly encounter.
* **Mighty punch**: The Mighty Punch is a powerful melee attack that repels enemies within its radius and temporarily stuns them - the ultimate close-quarters attack.
* **Bubble shield**: Activating the Bubble Shield creates a protective sphere around Shelly, damaging any enemy it touches.
* **Power sword**: While not as powerful as the Might Punch, the Power Sword's high-attack frequency makes it a great choice for defeating lone enemies. Slice and dice your way from one opponent to another in no time at all.
Trouble in Paradise

*This article is a stub. You can help Bombshell Wiki by expanding it.*

## Continuity

**Zone**
Z1 · Z2 · Z3 · Z4 · Z5 · Z6 · Z71. The All-Seeing Eye
2. **Trouble in Paradise**
3. Fan Service
4. Cultural Divide
5. Reformation Plaza

**Trouble in Paradise** is the second map of five in Night on the Town.

## Secrets

1. Exit into the main street-level area. Ahead of you and to your left is a junction box that you can use to lower. Get your item inside and follow the path all the way to the end. You will eventually come to the inside of a building that, at the very end, near some vending machines, is a switch with a "?" over it. This opens an otherwise-impassable door which leads to a subsequent secret.
2. When you get to the red-hued area past a door that you must power up with your Electrifryer, go to where you can see a trash can, and push the can towards the green wall to your upper left. Jump from the top of the can to the green wall ledge, then jump from there to the inside of the blue shipping container just across from it.
3. Just below this secret, face where you came from and go into the shipping container directly to the right of the red-hued area; there is an open door here that you opened via that switch from the first secret.
4. When you get to the flaming billboard area, which takes you to the final room and the entrance to the following level, drop down to the ledge below you where the inactive fan vent is. There are three square metal "vent" pressure plates that you must step on in order to power the fans up. Once you do so, step in front of the fan (DO NOT use the forward key on the keyboard, otherwise your momentum will be ruined), and jump right as you hit the fan that blows you up to clear the gap to the secret item the fans blow you toward.
	1. One of them is directly next to the fan itself
	2. One of them is directly in front of where you enter the big outside area from, right at the start.
	3. One of them is on the other side of the same area where the second one is found, directly across from it, close to where one of the Grenadier Liberators are at the start of the area.
Personal Missile System

The **Personal Missile System** (abbreviated as **P.M.S.**) is one of the weapons in *Bombshell*.

## Official description

Try some explosive anger management on unwitting alien support groups with the Personal Missile System.

* When upgraded, the PMS can use either Cluster Missile that fires ground-to-ground missiles that release bomblets designed to hit multiple targets simultaneously.
* Or it can use Homing Missile which outfits missiles with calibrated sensors and advanced navigation systems. Each level raises homing curve eccentricity.

## References

1. ↑ "Personal Missile System (P.M.S.)" (12 January 2016). *Bombshell Steam News*. Retrieved 7 April 2016‎.
The Abomination Lord of Rhek'en

The **Abomination Lord of Rhek'en** is first major boss encountered in *Bombshell*.

A colossal creature situated in the base of an abandoned tomb on Kyrron, the Abomination is believed to be a result of the harsh conditions of its homeworld. Fossils suggest the creature has shed its outer shell over thousands of years, growing larger each time. Although its role within Kyrron’s ecosystem is unknown, GDF scientists believe that the Abomination is a lone occurrence - a freak of nature produced by the Great Catastrophe.
Wasted Potential

## Enemy Count

**Wasted Potential** is the first level of Rock Bottom.

## Secrets

1. Right at the beginning, turn around, destroy the potted plant, press the button, and open the metal grate to go inside.
2. Find a stand inside the Vesuvius bar labelled "Cloakroom"; use the wall full of accessories to open it.
3. In a waste disposal area, you will see a raised ledge with a purple pipe on the ceiling. Jump up to this ledge then climb up the right side.
4. In this same area, this time go inside the vent opposite the previous secret.
5. There is a door inside some brown water that opens along with the door that leads to level progression when you power up a generator. Power up the generator, dive back into the brown water and go through the now-open door. Surface in this room to discover a button. Hitting this button opens a secret beer storage room, located in between the generator room and the room where you dive into the water.
6. In the room just past the level progression door that you open with the aforementioned generator, you will end up in a room full of stacks of crates and pallets full of items; there is a fan vent on one of the walls you can bust through.
7. Directly next to the "Garbage Disposal" door in the floor which takes you to the next level is a downslope which leads to a gated-off room with a crack in the wall to the left of it.
Cultist

The **cultist** is a common cybernetic enemy in *Ion Fury*. He is armed with a machinegun which also uses magnum-XXL caliber bullets like Loverboy, which they have a chance to drop ammunition for when killed. Cultists are the most frequently seen enemy; their attacks are swift, but have low hitpoints. It is advised to follow different approaches against large crowd of these enemies as they deal damage in an instant with very slight reaction time and hard to dodge.

Risky moves without checking silent alcoves and far corners of the area result in these common enemies to dash out from their posts to chip away your armor by retreating behind cover or suppressing your moves from a hard to reach place. When confronted at the large out door areas, they will seek cover frantically or try to hide just beneath the high platforms and behind corners to remain hidden until Shelly pass their sight. In a direct confrontation at enclosed spaces, they tend to stand their ground by crouching or try to hold position just near the doors you supposed to pass. Cultists' reaction time, movement speed, accuracy, damage and behavioral instinct to take cover scales up with the difficulty.

Can be easily dispatched with Loverboy secondary tap fire or manually aimed a clear shot to head. Common weapons like Penetrator flechettes also works and even light them on fire impairing them, they continually burn until they fall. Missed Ion bow bodyshots and Electrifryer will taze and stun them leaving them unable to attack for a small duration. When taking cover is not an option, taze or setting them on fire may help you to dispatch them safer.

Disperser buckshots and Chain gun can reward you with visual giblets and small amount of armor shards when aimed at their head. Anything that can be tossed behind cover such as Disperser grenades or Bowling bombs can be abused if you face more than one cultist at a time to recover armor at an open fight. Similarly Clusterpuck can be used to kill them at narrow chokes also rewarding you with armor shard bonuses by gibbings the corpses.

## Trivia

* In the initial release of the Preview Campaign, their attire was dark gray and brown. As of the Heskel's House of Horrors update, it is yellow and light brown, which was done to increase their visibility.

## Gallery

* Concept art and an in-progress render
* Low-resolution render and sprite
* The original cultist appearance
Enemies

The following is a list of enemies in *Bombshell* and *Ion Fury*.

## List of *Bombshell* enemies

* Drift Bruiser
* Flytrap
* Masticon Captain
* Masticon Emperor
* Masticon Jumptrooper
* Masticon Scout
* Nhorr Proponent
* Nhorr Vanquisher
* Nhorr Vindicator
* Rhek'en Conqueror
* Rhek'en Diver
* Rhek'en Scamper
* The Abomination Lord of Rhek'en
* Zeroth Stinger

## List of *Ion Fury* enemies

* Mechsect
* Turret
* Cultist
* Greater Priest
* Liberator
* Bony Whoop
* Skinjob
* Deacon
* Pustule
* Cyst
* Diopede
* Wendigo
* Treadkill

### Bosses

* Warmech
* Revenant 8991-PX
* Mega Brutalizer Twins
Pustule

*This article is a stub. You can help Bombshell Wiki by expanding it.*

The **Pustule** is an aggressive mutant enemy in *Ion Fury*. Mutants are slow, weak, and throw their fell apart body parts as an organic projectile that deals little damage at anything visibly human. While they're looking eerie, they're also very weak compared to Heskel's cybernetic henchmen encountered before. They appear to be failed attempts of clones for Heskel's army. They tend to appear from shallow bodies of water, blood pools or toxic waste remaining hidden to rise straight forward once player sets foot close enough. Some **mutants** can be seen in experimental tubes with life support just to break free later.

A clear headshot from Loverboy or Disperser will gib their entire body mass cause them to leave armor shard bonuses with less effort. Particularly Chain gun and explosive weapons such as Clusterpucks are also effective against them to get rewarded by armor shards but that could be a waste unless they're in a pack. Incendiary flechettes of Penetrator bodyshots light them on fire and cause them to lash out high pitched screams of agony until they burn out and falter.

Pustules are first encountered in the Countryside Carnage chapter.
Bombshell items

*Bombshell* features items that Shelly can collect or buy from a shop to help in completing a level.

## List of items

* **Medkit**: Who needs regenerating health when you have the finest in the medkit technology at your disposal? These handy little devices will restore 50% of Shelly's health.
* **Ghost shell**: Specifically designed for Shelly, the Ghost Shell spawns a holographic body double, acting as a distraction for enemies.
* **Acceleration boost**: While appearing heavy on the outside, these boots allow the user to move around at light speed and leave enemies in the dust.
* **Power enhancer**: This experimental piece of equipment focuses energy for 45 seconds, allowing Shelly to use her powers without depleting any energy.
Bowling bomb

The **bowling bomb** is a weapon in *Bombshell* and *Ion Fury*.

## *Bombshell*

Bowling bombs have multiple firing modes:

* H.D.A. - self-directing bomblets with an alpha-wave detector system.
* Hivebomb - bomblets with multiple delayed-fuze systems.
* Pin-Bomb - allows the primary Bowling Bomb to spawn an additional Bowling Bomb on detonation, and again on the following detonation.

## *Ion Fury*

In *Ion Fury*, the bowling bomb acts as a homing weapon which will actively seek out enemies in an area, after which it lights up, makes a short beep, and bee-lines towards the enemy. If no enemies can be found in the vicinity, the bomb stops rolling and can once again be picked up yet if they collide with another thrown bowling bomb, both will go off. The longer the firing button is held, the further the bomb is thrown, that means over charging bombs in crowded areas may make you miss intended targets and they will beeline towards the further enemies.

Secondary fire allow bomb to have controllable shorter fuse time with no homing in capabilities but still explode on impact with an enemy or when their fuse go off. Longer the secondary fire button is held down, their fuse will be shorter allowing to time assault on close enemies. While at both modes they can ricochet off the walls, secondary fuse mode somewhat require a sightline or knowing exactly where or how far the targets are for landing the toss or time the fuse otherwise they bounce away from the target harmlessly when missed.

A power-up enables Shelly to fire infinite fully charged bowling bombs as well as having immunity to self-inflicted explosive damage for a period of 30 seconds.
James Holloway

*This article is a stub. You can help Bombshell Wiki by expanding it.*

**General James Holloway** is one of the characters in the game *Bombshell*. He was the commanding officer of the Global Defense Force, and the father of American president Aurora Skye and former GDF bomb specialist Shelly Harrison.

During the GDF's attack on the Planet Eater, Holloway was captured by Jadus Heskel, and altered to a heavily armed cyborg. Unable to resist Heskel's control, he fought Shelly Harrison, but was able to intermittently communicate with her despite Heskel's control of his mind. He was killed in the skirmish.

He is voiced by Matt O'Connor.

## Official *Bombshell* profile

Noted for his personal involvement in the Washington Incident, General James Holloway is leader of the GDF and a highly-respected military mastermind. Holloway's position as leader within the organization means he is responsible for coordinating external military contractors, such as Shelly Harrison. He's known for his "get it done" attitude and has no time for excuses.

Despite his right and proper military demeanour, reports claim that General Holloway is a fan of the band "Burying the Trend" - though he denies these claims when asked.

## References

1. ↑ Schreiber, Frederik [@Freschism] (1 May 2023). "A short history lesson on the GDF" (2/6). *Twitter*. Retrieved 1 May 2023.
2. ↑ 2.0 2.1 Interceptor Entertainment, *Bombshell*. Episode 3: "Science Lab".
3. ↑ 3.0 3.1 Interceptor Entertainment, *Bombshell*. Episode 1: "Alien Tomb".
4. ↑ Interceptor Entertainment, *Bombshell*. Episode 3: "Entryway".
5. ↑ "General James Holloway" (29 January 2016). Bombshell Facebook page. Retrieved 13 August 2019‎.
Ion Fury Maps & Mods

With Ion Fury running on the Build Engine, many fans, old and new, are starting to try their hand at modding and mapping. This page is a way to keep all the fan made maps and mods in one (hopefully) complete list.

## Playing Custom Maps

Once you've downloaded a fan made map, there are a few steps you'll need to follow in order to play:

* Start by extracting the .map file to the Ion Fury installation directory (if using Steam, the default directory would be "C:\Program Files (x86)\Steam\steamapps\common\Ion Fury")
* Start the game and open the console by holding "***shift***" and pressing "***~***"
* Type ***map namehere*** into the console and press "***enter***" (for example, if the file name was ***TestMap01.map*** you would type ***map testmap01***)

Now all that's left for you to do is frag and enjoy!
Scorpions

**Scorpions** (العقارب) is a  Eastern Coalition squadron in *Starlancer*.

## Background

The Scorpions were originally formed in the late twenty-first century, and their primary task has been the protection of Coalition convoys and supply lines. They are reported to have taken out an Alliance hospital ship and then destroyed all the escape pods. Ruthless and cunning, the Scorpions are wanted for several war crimes by Alliance High Command.

## Gallery

* Regular pilot
* Squadron leader
Phoenix

Nova cannon

**Phoenix** is a  Western Alliance prototype medium fighter in *Starlancer*.

## Overview

The pinnacle of Alliance technological development, the Phoenix is designed to be a swift, agile attacker with plenty of firepower. It's built around the prototype Nova cannon, which allows the pilot to expend the entire energy reserve in a single, focused blast. Not for the faint of heart or lacking accuracy.

## Strategy

* Together with the Shroud and the Reaper, the Phoenix is among the best endgame fighters for any pilot. The Nova cannon has situational usefulness, but comes in handy when you want to conserve missiles, but want to take a Kurgen down.
CS Bulatov

**CS Bulatov** (KK Булатов) is a Coalition class 2 carrier in *Starlancer*.

## Description

Sister ship of the Krasnaya and the Kozlov, the Bulatov shares the distinction of being one of the oldest active carriers in the war. Commissioned in early 2085, she has seen action in all wars and civilian duties over the last 75 years.

## Encounters

* Mission 21: Bulatov is part of the Second Fleet.
Brad Callan

**Brad Callan** (Viper) is a character in *Starlancer*.

## Background

As wing leader, Viper is cautious and flies by the book. Rather than taking chances he operates methodically, wearing his opponents down. He's a highly motivated pilot with a proven track record, but he's seen little action to date because he was on leave at the start of the conflict.

### Military history

Graduated near the top of his Academy class. Viper has been a career military man, but was on leave during the Coalition's opening salvo. Callan was immediately transferred into the 45th Volunteers as wing leader to pass on some of his experience to the younger and less experienced pilots. 33 confirmed kills before joining the 45th. Qualified on all levels of fighters, including small corvettes.

## Appearances

* Viper is the 45th Volunteer's wing leader for the first few missions, however, he grows increasingly disillusioned with the course of the war. On August 15, 2160, he fakes his death in a jump drive malfunction and joins John McGann and the Cobras, who desert the Alliance to become pirates.
* Mission 13: April 15, 2161. Brad Callan is the last line of defense for McGann's pirates.
Coyote

**Coyote** is a  Western Alliance medium fighter in *Starlancer*.

## Overview

A balanced American-made medium fighter, outfitted with advanced tracking systems.

## Strategy

* The Coyote is among the most well-rounded fighters in the first two campaigns, thanks to its generous number of missile hardpoints, excellent balance of armor and agility, and the Blind Fire systems paired with the reasonably powerful proton cannons.

## Gallery

* Cockpit
Reaper

**Reaper** is a  Western Alliance heavy fighter in *Starlancer*.

## Overview

A heavy fighter straight from the U.S. drawing boards, the Reaper is a powerful, well-armed fighter. Although it lacks the sheer firepower of the Wolverine, the inclusion of the traditional American tracking systems makes it a good deal more accurate in a firefight. The Vulcan battery especially is a major asset, as it's slow firing, but packs a tremendous punch. Three shots take out a Sabre *and* it's Blind Fire enabled.

## Strategy

* Coupled with the Phoenix, the Reaper is an excellent choice for end-game missions, especially ones that involve a lot of dogfighting.
ANS Endeavor

**ANS Endeavor** is an Alliance class 3 carrier in *Starlancer*.

## Description

Launched in 2152, the Endeavor was one of the leading class carriers of its time, compact, fast, and well armed. It served well at the end of the Europa Conflict and during policing duties around Mars and Jupiter.

It missed the opening salvo of the Coalition's surprise attack due to being on maneuvers around Pluto. Leading the way since that time, the Endeavor has fought in several key battles that have slowed the advance of the Coalition. The Endeavor and her crew are a tight knit outfit, and are a key asset to the Alliance along the frontline territories.

The Endeavor is home to the 101st Hellcats, one of the most widely known fighter squadrons. They have been instrumental in fighting off the Coalition by taking massive risks, and succeeding where lesser squadrons might have failed.

## Encounters

* Mission 21: Endeavor participates in the battle that follows the perfidious attack on the Varyag. It is destroyed half-way through the battle by the Coalition.
Black Guard

**Black Guard** (**Черная Стража**) is a  Eastern Coalition squadron in *Starlancer*.

## Background

The infamous Black Guard is the most feared combat fighter unit in the conflict. Led by the brothers Ivan and Nicoli Petrov, they are renowned for their "No mercy" style of combat. Based on the CS Pukov, they have destroyed numerous unarmed science stations, as well as taken part in raids on civilian transports. Prior to the war, the Black Guard has been used frequently to subdue internal uprisings and colonial disputes. The Black Guard has also participated in covert ops against the Alliance before the war, including laying traps for Allied commanders. One such trap was broken up in 2158, during a border conflict near Mars, narrowly saved by Manzo Takamatsu and his wingmen.

The Alliance wants desperately to take out the Black Guard, and the brothers are on the most wanted list along with Admiral Kulov. For much of the Sol War, the Black Guard would continue to plague Alliance shipping and logistics, performing surgical strikes deep behind enemy lines. Its luck ran out in February 16, 2162, when the ANS Yamato located CS Pukov and in a brutal pitched battle of attrition wiped out the Black Guard and destroyed the carrier. Survivors would evacuate to CS Borodin, the only remaining major command center in outer Sol.

## Gallery

* Colorized logo found in the Starlancer manual

## References

1. ↑ Manzo Takamatsu
2. ↑ Mission 23
Terrance Hanlay

**Terrance Hanlay** was Admiral Brad Caldwell's main challenger in the election for the President of the newly formed Alliance senate. He dropped out of the race around March 6, 2161, when it became obvious that Caldwell's popularity all but guaranteed that he would be elected - officially, though, he dropped out due to poor health.
Bombshell patch 1.1.1

**Patch 1.1.1** for *Bombshell* was released on 17 March 2016.

The hotfix patch includes minor and major fixes for the Start/ESC button not working correctly, wrong fonts being used in some places, and the Shellshock missions removing saves.

## References

1. ↑ Schreiber, Frederik (2 February 2016). "Bombshell Patch 1.1.1 Hotfix Released". *Bombshell Steam Discussions*. Retrieved 15 February 2023.
Ripper

**Ripper** is an Alliance cargo mover in *Starlancer*.

## Description

The Ripper is one of the newest developments of the Alliance and is proving itself worthy of its name. This ship played a vital role in the opening phase of the conflict by repatriating supplies from enemy ships and bases.

The Ripper is a real workhorse with extremely powerful engines and armor. Because it has only light weapons for protection, it is usually deployed with a fighter escort or after the action of battle.

## Encounters

* Rippers are encountered in several missions and steal supplies from the enemy. They usually require special protection.
* Mission 12: Rippers steal fuel supplies from the Stalag.
* Mission 22: Again, they are used to repatriate supplies from the Kronstadt.
* Mission 24: They are used to lay explosives at the damaged CS Borodin.
Sabers

**Sabers** (**Сабли**) is a  Eastern Coalition squadron in *Starlancer*.

## Background

The Eastern Republic fighter squadron nicknamed the Sabers is based on the CS Gegarin. Formed during the Lunar Conflict, the Sabers are known for their courage and teamwork in combat. Highly respected by both the Alliance and the Coalition, the Sabers are made up primarily of volunteers from satellite countries and are still thought of as a mercenary unit. They have taken part in most of the Eastern Republic's key operations over the last 20 years, and have earned a reputation as an honorable adversary.
CS Borodin

**CS Borodin** (spelled **Boridin** in the game) is a Coalition space installation in *Starlancer*.

## Description

One of the largest fortified outposts of the Coalition in outer Sol, CS Borodin is the forward command center of the Coalition fleets waging the war against the Alliance. This massive structure is more than just a port of call: It's an armed and heavily armored battle station, outfitted with an ion cannon, capable of laying waste to entire attacking fleets without taking more than superficial damage. Each of its three wings also has its own hangars, making it capable of projecting power anywhere in outer Sol.

If somehow damaged, the Borodin can detach its individual sections and use warp projectors to evacuate.

## Encounters

* Mission 24: Assault on the CS Borodin is the final stage of the Sol War in outer reaches of the solar system, granting Alliance control over the outlying planets after the fall of Titan.

## Notes

* KC would stand for *коалиционная станция* (Coalition Station).
Torpedo

**Torpedoes** are self-propelled missiles designed for use against enemy capital ships and commonly used by both the Alliance and the Coalition. Each carries a potent warhead (with the most powerful having a daranium tip) and is designed to collide with enemy warships and explode on impact, dealing catastrophic damage. They can be launched from dedicated strike craft, such as bombers, or by capital ships from torpedo tubes that complement their direct fire weapons and fighter contingents.

## Gameplay

Torpedoes are a critical element of gameplay, encountered virtually every other mission, typically launched by enemy bombers and infrequently capital ships. Whenever they appear, they are a priority target, as few ships can withstand repeated hits and torpedoes typically target mission-critical targets. It appears that Alliance warships lack point defense weapons and the rest of your wing is effectively useless at dealing with them. Fortunately, torpedoes are protected by paper-thin armor and are readily destroyed with just a few shots from your fighter's primary weapons (or colliding with them, which is a capital B bad idea, as it's an instant kill with no opportunity to eject). Fortunately, you have a dedicated hotkey, **T** to target torpedoes specifically (and a Blindfire-enabled ship).

In missions where *your* side launches torpedoes, you will typically have to shave off surplus turrets from enemy capital ships and destroy their shield generators. Coalition fighters don't target torpedoes, but warship defenses do. Most often, however, you'll have to cover the collective posterior of Gamma wing, as they jump in and - unlike Coalition bombers - ponderously make their way to the target, with zero attempts at evasion or defense.

## Bombers

Alliance
* Galahad
* Hades

Coalition
* Scimitar
* Kamov (active camouflage)
ANS Ulysses

**ANS Ulysses** is an Alliance civilian liner in *Starlancer*.

## Description

This civilian Starstream Class liner was reassigned to the Alliance Fleet to help transport important civilians and military personnel to Alliance outposts on the edge of the Sol system. The Ulysses' main asset is its high speed; however, due to its lack of defenses and firepower it offers a soft target for Coalition capital ships and bombers. It requires heavy military escorts to guarantee its safe passage through front-line quadrants.

## Encounters

* Mission 6: August 26, 2160 sees the Ulysses transport a group of high ranking Alliance officers for a war council - and naturally, it comes under attack.

## Gallery

* Promo image
* Same, lossless and without artifact compression
Stork

**Stork** is an Alliance satellite layer in *Starlancer*.

## Description

The Stork is a dual-purpose satellite and minelayer. Used extensively to lay early listening and defense satellites along the front-line quadrants, the Stork provides the Alliance with its eyes and ears, helping the military to deploy its forces with great accuracy and giving early warning against Coalition attacks.

The defense satellites and mines have a very low radar signature making them almost invisible to the Coalition. However, there is growing concern that the spacelanes will be plagued by these devices for years after the war is finished.

## Encounters

* Mission 4: A baby-sitting mission and the first truly problematic one, as the Storks are extremely vulnerable to fighters and are swarmed by Coalition attackers.
Campaign missions

The **main campaign** of *Starlancer* covers The Sol War, from the Deimos Betrayal and the surprise attack across Sol, to the ultimate defeat of the Coalition in outer Sol. You are a recruit in the 45th Volunteers, joining the Alliance in the struggle against the Coalition.

## List

### Demo

The Starlancer Demo version has two additional missions
* Trial mission 1
* Trial mission 2

### Main game

Notes
The following breakdown lists all the missions in the game. However, several missions were cut, as indicated by configuration files and ITAC transcripts.
Fun fact
Counting only the capital ships where the 45th participates in the attack, the squadron is responsible for over 4 000 military deaths alone.

1 - If neither was eliminated in Mission 7.

2 - Due to an apparent oversight, Red Dragon reappears in the mission.

### Missions cut

A total of four missions were cut:

* Two between mission 11 and 12 (m12 and m13). A mission description salvaged from the game's files is as follows:

*The Alliance has made up some ground in the technology race with their warp projectors, and the next step is to match the Coalition's advanced warp systems and stealth capabilities. Alliance intelligence identifies an asteroid base that holds the Coalition's technology secrets, and the 45th's task is to escort a boarding team in a Limpet ship to the station, then punch a hole through the defensive perimeter to allow insertion of a boarding party.*

*Once the information has been gathered and the boarding party is clear, the 45th must destroy the asteroid station.*

* Another one was present between missions 14 and 15 (mis17):

*The Tigers and Gamma wing launch a surprise attack on the CS Gegarin, a Class 1 carrier from the Coalition Forward Fleet.\n\nAfter engaging this ship with both fighter and torpedo attacks the two wings retreat to the Reliant, in order to lure the Gegarin and her support ships into pursuit. The Reliant leads the Gegarin into the Kaiserlauden asteroid belt where the ANS Mitchell and her squadron, the Cougars, are lying in wait.*

* The final cut (m22) is between missions 18 and 19:

*Once again the ConNexus code proves to be invaluable. While the majority of the Alliance Fleet is engaged around Titan, intelligence discovers Coalition plans to attack Alliance Command off Neptune. The Coalition attack group is already underway, and their strength as yet is unknown. The Yamato is the only Alliance carrier in the sector capable of catching them before they strike Alliance Command, so it is given the job of stopping them.*

* Additionally, there are numerous leftovers in the game's files, including assets for colony buildings and surface units, indicating that at one point Starlancer would have been involved in supporting ground operations. This was apparently present in an older version, as all the released rendered movies are prefixed with *new\_* indicating a major makeover in production.
CS Kirov

**CS Kirov** is a Coalition class 2 cruiser in *Starlancer*.

## Description

The Tornado class of cruiser has been serving the Coalition for more then 50 years. Initially groundbreaking in its design, it is now considered slightly antiquated but is still a potent offensive weapon that can cause havoc if encountered by supply convoys.

## Encounters

* The Kirov is encountered at the end of Mission 2, with its fighter complement engaged in heavy fighting with the Pumas. Once you wipe out its fighter contingent, it's reinforced by the CS Zakov. After dispatching the Zakov's fighter contingent, the Yamato makes a dramatic entrance and wipes out both capital ships with torpedo salvos.

## Behind the scenes

* Like many other ships of the Coalition, the Kirov shares its name with a prominent Soviet leader, Sergey Kirov.

## Notes

1. ↑ Due to engine limitations, the torps launch from the hangar, not the tubes.
Basilisk

**Basilisk** (**Bасилиск**) is a  Eastern Coalition prototype medium fighter in *Starlancer*.

## Overview

A next generation space fighter used exclusively by the Black Guard, the Basilisk is one of the most advanced and most powerful fighters in Sol. Fast, agile, well protected, and bristling with weapons on top of its cloaking ability, it's rightly feared by Alliance pilots. Coalition makes extensive use of the Black Guard, striking the Alliance deep behind enemy lines. The cloak is an integral part of this attrition strategy.

## Strategy

* Perhaps the single finest fighter in the game - and one flown by Coalition pilots to boot. The best way to deal with Basilisks is to bring superior firepower and stay at the 20-30 unit range to ensure their high agility and speed don't prevent you from firing accurately. Alternatively, a Vagabond missile, which retains lock even if the target is cloaked, can be of use here (correction, Vagabonds do NOT maintain lock after the basilisk recloaks).
Starlancer Wiki/Section 1

Welcome to the Starlancer WikiWelcome to the Starlancer Wiki
The Starlancer guide for fighters, spaceships, and victory in the Batle for Titan, written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Starlancer*

Released in 2000, *Starlancer* is a space combat simulation set in the Solar System, as the Eastern Coalition launches a surprise attack on the Western Alliance on the eve of a historic peace treaty. Battered, but not broken, the Alliance rallies and makes a stand against the Eastern aggression. You have joined the 45th Volunteers, responding to a desperate plea by Alliance High Command. You and your rag tag outfit have a lot to prove - and not much time to succeed.
Starlancer Wiki

Welcome to the Starlancer WikiWelcome to the Starlancer Wiki
The Starlancer guide for fighters, spaceships, and victory in the Batle for Titan, written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Starlancer*

Released in 2000, *Starlancer* is a space combat simulation set in the Solar System, as the Eastern Coalition launches a surprise attack on the Western Alliance on the eve of a historic peace treaty. Battered, but not broken, the Alliance rallies and makes a stand against the Eastern aggression. You have joined the 45th Volunteers, responding to a desperate plea by Alliance High Command. You and your rag tag outfit have a lot to prove - and not much time to succeed.

The Sol War

Western Alliance

Eastern Coalition

* Timeline
* Solar system
* Warp

* Campaign missions
	+ Simulation
* Ranks
* Medals

ITAC

Weapons · Missiles · Specials · Transcripts

* **Western Alliance**
	+ Spaceships
	+ Fighters
	+ Squadrons
	+ Pilots

* **Eastern Coalition**
	+ Spaceships
	+ Fighters
	+ Squadrons
	+ Pilots

Guides

* How to play guide for Starlancer
* How to run Starlancer on Windows 7 and 10
* System requirements and release date

Videos

Wiki Community

We are currently maintaining 1,247 pages (268 articles)!

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Alliance fighters

**Fighters** of the  Western Alliance represent a diverse collection of designs from France, Germany, Great Britain, Japan, and predominantly the United States. They represent a wide variety of types filling tactical niches for nearly every possible combat scenario. However, ranks matter and not every fighter is available to every pilot.
CS Zakov

**CS Zakov** (KK Заков) is a Coalition class 2 cruiser in *Starlancer*.

## Description

The Zakov has performed extensive escort duties with some of the larger Coalition convoys supplying the front-line fleets.

This Cyclone class of cruiser is the latest in Coalition technology. Known to possess formidable firepower, many of these ships were used in the attack on Mars. Fast, well armed and defended, they can perform the role of small carriers. Used primarily for carrier support and convoy escort, they are usually accompanied by a fighter contingent for patrol and protection duties.

## Encounters

* The Zakov is encountered at the end of Mission 2, reinforcing the CS Kirov. After you dispatch the Zakov's fighter contingent, the Yamato makes a dramatic entrance and wipes out both capital ships with torpedo salvos.
Red Dragon

**Red Dragon** (红龙) is a character in *Starlancer*.

## Background

A Coalition ace and the squadron leader of the Golden Warriors, one of the Federation's most secretive squadrons. Little is known about this flyer hence the reference to his callsign "Red Dragon." However, his squadron was reported to have been involved in several battles and he led several highly successful Coalition attacks in the early days of the conflict. Since then it is believed that the Golden Warriors have been involved in covert operations or the protection of high-security facilities. A natural leader and a calculating and aggressive flyer. Engage with extreme caution. Highly dangerous.

### Military history

Not known. A total of 38 unconfirmed kills. Believed to be qualified on all known Coalition fighter craft.

## Appearances

* Mission 12: On March 6, 2161, Red Dragon and his Azan wing try to stop the Alliance from securing the fuel cells necessary to implement their own warp technology.
* Mission 22: Red Dragon is reused in the mission, responding to the attack on Kronstadt.
CS Czar

**CS Czar** (KK Царь) is a Coalition super carrier in *Starlancer*.

## Description

Known to be under development, this new instrument of destruction for the Coalition is now believed to be the largest known ship in the conflict, even larger than the Pukov. Features are suspected to include an advanced shield system and intelligent flak emitters.

At the moment it is unknown what force is required to defeat this mammoth ship, but it will have to be substantial. Intelligence suggests that it is frequented by many high-ranking Coalition figures.

## Encounters

* Mission 11: The Czar is the focus of this mission.

## Trivia

* Historically, ships were named after specific Russian heads of state, not their generic title (Czar or Tsar).
Al-Rahan

**Al-Rahan** (Chimera) is a character in *Starlancer*.

## Background

A Coalition ace and squadron leader of the Saracens, the Confederation's top combat squadron, based on the CS Ramases. Al-Rahan is a natural flyer who gets the most from his ship using guile and strategy. A tough and resourceful pilot capable of killing without conscience or mercy. Highly dangerous and unpredictable. Deceptive and cunning. Engage with extreme caution.

### Military history

Graduated from the Confederation Academy. A total of 46 confirmed kills. Qualified on all known Coalition fighter craft.

## Appearances

* Al-Rahan appears as an ace during Mission 7 and the CS Rameses' attack against the Reliant. Taking him out is not possible, as he will immediately jump out when he has sustained enough damage.
* If CS Rameses survives intact, he will reappear in Mission 20, heading a wing of Saracens. This time, he can be put out of commission permanently.

* In helmet
604th Buccaneers

**604th Buccaneers** is a  Western Alliance squadron in *Starlancer*.

## Background

The British 604th Buccaneers are stationed on the ANS Victorious. They are new to the Alliance Forward Fleet and have been involved in only a few minor skirmishes, and are anxious to get a piece of the action. The Buccaneers were part of the Alliance reserve and were only called into active duty recently. Their kill ratio is even at 1-1; however that is due in part to their previous inactivity.

## Encounters

* Mission 15: The Buccaneers are encountered at the damaged ANS Victorious and assist in defending it.
* Mission 19: The Buccaneers assist in the attack on the Dark Reign, but lose their base carrier.

## Trivia

* Some squadrons have beta descriptions leftover in the files: