recursal/Fanatic-Fandom huggingface dataset:
Null Smoke Screen

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

## Functionality

Upon firing, a cloud of blue smoke is generated on the user's position for a few seconds. Any ship that flies into said cloud will have the Hidden by Smoke Status Effect continuously applied to them, up to a max of one second. Ships that fly through the smoke will also have any guided weapons tailing them lose their lock, with the exception of Stealthed weaponry. The radius of the generated smokescreen is 4su.

## Interactions and Strategy

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

* Null smoke does not last as long as the Smoke Screen, and as such the user will burn through energy quite quickly if it is spammed, so users must take care to ensure its application is not a waste.

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

## Trivia

* The Smoke Screen is the ammo-based counterpart to the null smoke screen.
Red Fusion Bomb

The Red Fusion Bomb is a Crafted Large Weapon in **Starfighter:Infinity**.

## Game Description

**Releases a bomb which after 4 seconds, detonates to form a small star. This star has a weak gravity field and will deal heat damage to nearby enemy ships. . Red xandelevium is less intense, but more stable. Resulting in slower speed, less damage and less heat damage, but fires faster and you have more ammo capacity**

## Crafting

Credits: 900

Iridium: 450
Silver: 70
Red Xandelevium: 350
Radii Space Station

A Radii Space Station

## Scan Effect

A Scan triggering a Radii Incursion.

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

 **"The race known as the Radii are a chief example of scientific advancement taken too far. Born on an unforgiving, inhospitable world its people were forced to adapt to survive or face utter extinction. Countless short-lived generations toiled and studied technologies crafted from the rich mineral deposits and abundance of energy their dire conditions provided them with, constructing an underground civilization that allowed them to survive in relative safety. To keep up with the great demands for burrowing as well as developing new technologies the Radii soon gained a mastery over nanotechnology. With these microscopic machines they were able to research, manipulate, build and break down objects and materials on a molecular level to conduct their tireless advancements. Countless machines slaved to a central AI meant that they possessed great control over all processes, efforts to build on their civilization made easier by becoming completely autonomous. However, the star had forever left its mark on their genetic makeup, irreversible cancers would constantly whittle away their bodies and end them after only a few decades. As a result their need to advance further only grew, and the greatest Radii scientists decided to turn to their Master Artificial Intelligence for answers. It advised to integrate with the innumerable ranks of its nanomachine colony, destroying their flesh and actively replacing it with synthetic materials resistant to age and disease. There was no council or democracy involved in the decision, and the team of scientists agreed to become one with the machines they had invented. The Radii became completely synthetic echoes of their formal selves, made all the more efficient and apathetic due to the cold calculations that their computerized minds process. Slaved to the very AI that they created, they possess some limited autonomy and free thought yet are willingly subservient to their computer overlord. Securing their home planet with a powerful shield and bolstering their infrastructure, they soon took to the stars in ships they constructed, suspended in rotating rings. Whether these rings serve as a power source, shielding, or propulsion system is unknown. In only a few years they constructed great stations to house themselves and their AI - replacing and creating their numbers at horrifying speeds. Limited only by the resources in their system, they aim to break down yet more matter to create more fleets of Radii - to expand and advance to the point where no empire may stand before them."** - Codex entry for **Radii Space Station**

## Locations

* Iota Leporis
	+ 7-7
	+ 14-16
* Chaos Engine
	+ 5-8

## Functionality

* The Radii Space Station serves as the spawn center for the Radii.

* Scanning a Radii Space Station will trigger a Radii Incursion Random Event.

## Misc. Info

* The Radii Space Station is one of the few non-Faction Stations in SFI.
Quantifier

## Game Description

*With the changes put into place by the new dynasty, many Araliens began to question the integrity of the Empire. The **Quantifier** was produced to show that the break of tradition would usher in a new age of pragmatic advancement. The ship may not turn heads in any one aspect, but it shows no obvious weakness and is a capable generalist vessel.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Javelin Torpedo
* Electrostatic Orb
* Railgun

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Return to Sender
* Hard Light Barrier
* Healer

**Proximity Weapons**

* Kinetic Field Disruptor
* Thunderbolt
* Proximity Blast

**Augmentations**

* Field Hop Quickturn
* Sidestep
* Short Range Hyperspace

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Carapace Shields

**Engines**

* Tobor Enhanced
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Quantifier is an incredibly agile, small-profile gunship that lacks speed but makes up for it in firepower. Due to its lack of mine slot for area control and its low speed, the Quantifier depends heavily on Utilities and Proximity Weapons to deter flanking ships and hold its space, otherwise it can quickly be overwhelmed
* The Quantifier is functionally similar to a slower, dogfighting-based Elite Destroyer
* The Quantifier could be considered to be an upgrade to the Striker

## Trivia

* The Quantifier is the aralien counterpart to the Cerberus
Reload Accelerator

The Reload Accelerator is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Speeds up the time it takes for weapons to reload**

## Functionality

Reloads weapons more quickly depending on the augmentation level. See chart for details.

## Interactions and Strategy

* The reload accelerator is best used for builds centered on firing lots of shots very quickly - ships such as the Medusa are prime candidates as they can alternate weapon slots and quickly have a depleted weapon reloading quickly using this aug.

* The reload accelerator is great for pressure, as it can reload Large Weapons more quickly. Some, such as the Radii Mass Driver Shot, can be continually fired on Ships such as the Diomedes using the reload accelerator and multiple slots.
Empusa

## Game Description

*When the Alliance put out the request for a larger deep striking, hard hitting, exceptionally fast ship to accompany the reputable Chariots on their missions, no manufacturers rose to the occasion. Many even dubbed such a greedy request impossible. The Science Corps took up the challenge and today the **Empusa** is a symbol of the power of ingenuity.*

## Recommended Equipment

**Primary Weapons**

* Burst EHI Pulse Laser
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Positronic Convergence Disc
* Xandelevium Blaster
* Javelin Torpedo
* Electrostatic Orb
* Railgun
* Hunter Torpedo

**Utilities**

* Shield Bubble
* Decoy
* Reflecting Stealth System
* Return to Sender
* Shield Repairer

**Mines**

* XHE Timed Mine Cluster
* Electrostatic Mine Cluster
* Thunderbolt Mine
* Sticky HI Mine Barrage

**Augmentations**

* Field Hop Quickturn
* Sidestep
* Short Range Hyperspace
* Reload Accelerator
* HV Projectile Turret

**Shields**

* Insulator Shields
* Deflector Shields
* Beam Refractor Shields
* Carapace Shields
* Minesweeper Shields

**Engines**

* Tobor Enhanced
* Afterburn Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Empusa is an excellent speedster capable of unloading masses of weaponry and disengaging from combat, making it quite difficult to pin down and punish for its moderately light shields for its size

## Trivia

* Empusa is the name of a shape shifter in Greek mythology
Dense Asteroid Field

A Dense Asteroid Field in Iota Leporis.

## Event Message

**Dense Asteroid Field** is a Instance Event in Starfighter: Infinity in which in which an abnormally large quantity of Asteroids are generated in the Sector.

## Event Details

* Upon Instance generation, the dense asteroid field event will be announced in chat, and the number of Asteroids generated in an Asteroid Field is approximately doubled for the duration of the Instance.
	+ The Mineral compositions of the generated asteroids appear to be generated from mineral types likely to be found in the occurring Sector.
	+ The number of generated asteroids is roughly 70-90 asteroids - around double the amount found in a typical asteroid field.

## Conditions

* Dense Asteroid Fields appear to only generate in Asteroid Field Special Sectors.

## Misc. Info

* Dense Asteroid Fields can greatly increase the quantity of rare minerals if the instance occurs in a sector with a high probability of a rare mineral spawn.
Quad Devimon Illusion Seeker

The Quad Devimon Illusion Seeker is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Slow moving guided weapon that causes a hallucination effect on impact. This variant fires 4 at once, but with a slower firing rate**

## Functionality

Illusion Seekers function similarly to standard Stinger Torpedoes in their deployment and use, however Illusion Seekers take a long time to get up to top speed, but have a higher top speed, apply Hallucination on impact, and have a tendency to 'loop' around at the target after a miss due to their combination of higher top speed and lower turning stat.

The Quad variant of the Illusion Seekers deals higher burst damage, but is more susceptible to being avoided via countermeasures like the Decoy or Shield Bubble.

## Interactions and Strategy

* Illusion Seekers are excellent at disorienting players, as they play distracting audio, distort images of incoming projectiles and ships, and can obscure information that helps them survive during combat
* Illusion Seekers are great at intentionally missing the target on the first pass and hitting on subsequent passes, as this can lead to opponents forgetting about locked projectiles

## Trivia

* Devimon Curse Seekers are similar to the Devimon Illusion Seekers' models
Quad Ascendant Storm Torpedo

The Quad Ascendant Storm Torpedo is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Close range, high speed, rapid fire torpedo. This variant fires 4 at once, but with a slower firing rate**

## Functionality

The Ascendant Storm torpedo functions like a standard Stinger Torpedo with different stats.

## Interactions and Strategy

* Storm torpedoes are excellent for baiting out defenses such as the Shield Bubble or Scrambler, as they have a high magazine capacity and fire rate - so they are easy to micromanage to use as bait without wasting ammo.

* Storm torpedoes, while lacking damage and range, make for consistent damage against close targets, and can reliably be used to pressure opponents - this makes them ideal dogfighting torpedoes. Conversely, this also makes them easy to tank for a short duration as their damage is not as high as other torpedoes - so both users and targets must be aware of how many torpedoes they are being hit by in a dogfighting scenario.

* Storm torpedoes are ideal for high speed, evasive targets, such as the Sprinter, due to their high speed and agility.

* The quad variant has a much higher burst Damage potential than the single variant, but has a much lower fire rate - making it ideal for close-passes instead of constant pressure.

## Trivia

* Storm torpedoes have a lingering blue tracer trail, making them chaotic to use in combat - potentially obscuring other weapons when used en masse.
Repair Beam Turret

The Repair Beam Turret is a Purchased Augmentation in **Starfighter:Infinity**.

## Game Description

**Small turret that attaches to some large ships that fires a Repair Beam I at nearby friendlies* -Level I*

**Small turret that attaches to some large ships that fires a Repair Beam II at nearby friendlies* -Level II*

**Small turret that attaches to some large ships that fires a Repair Beam III at nearby friendlies* -Level III*
Double Radii Slug

The Double Radii Slug is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Featuring a magnetic self-propelling drive, these otherwise inert 'slugs' use computerized aim to lock onto a target before being launched at extreme velocities from afar. . This variant fires 2 at once**

## Functionality

* Upon firing, two slugs linger in place for a moment before propelling themselves rapidly toward a target. During the initial lingering stage, these slug attempt to predictively aim at the target before they are launched, trying to intercept their flight path.

## Interactions and Strategy

* Slugs are long range burst damage weapons, featuring very low dps but making up for it by providing a great deal of up front damage.
* Launching slugs has a very distinctive sound queue to them, and due to their predictive aiming they can actually be avoided with evasive maneuvers. If a pilot is familiar with their delay before launching, they can use augments such as Field Hop Quickturn or Sidestep to avoid the oncoming volleys consistently.
* Slugs are unique in that while they are locking weapons they are not guided at all, if they miss their target they perform no course correcting maneuvers whatsoever. That said utilities that block or interfere with the targeting of locking weapons are still very effective against slugs.
* Despite having a very high effective range, Radii Slugs are exceptionally potent in close quarters due to the fact that the target has less room to move in attempts to fell the projectiles' predictive aim. However, using them in closer ranges can allow them to be affected by utilities such as Return to Sender.

## Trivia

* The proposal for Radii Slugs was to be a blending of the Railgun and Auto Sniper weapons as a locking weapon. The result is a predictive aiming projectile with a firing delay that allows targets to avoid them with careful flying.
Prongworm Big Egg

The Prongworm Big Egg is a Rare Drop Large Weapon in **Starfighter:Infinity**.

## Game Description

**Creates a friendly prongworm that will assist you**

## Functionality

When fired, deploys a large, no-collide Mine that, after five seconds, hatches and deploys a fully grown friendly Prongworm Minion.

## Interactions and Strategy

* Prongworm big eggs make for excellent summoner-based build fodder, allowing users to use Prongworms for:
	+ More durable meat shields than what Pronglings can provide
	+ Spacing, forcing enemies to retreat, and dealing more damage over their lifetime due to the higher shield pool of Prongworms over Pronglings
* Due to their late-game access. Prongworm big eggs are incredibly useful for aiding endgame survival in Ambushes, Missions, and PvP, as their improved bulk allows them to deal more damage before expiring than the average Prongling for Forkworm,
* Prongworm Big Eggs, while more powerful than Prongworm eggs, lack fire rate and ammunition - making them less sustainable than their mine counterparts.

## Trivia

* Prongworm Big Eggs are the Large Weapon variant of the Prongworm Egg.
Prongworm

## Description

Prongworm is an NPR ship belonging to the Prongworms. Prongworms are stronger versions of Forkworms and larger versions of Pronglings: Worm-like creatures with silvery spear-like protrusions that have radial symmetry about their central yellow forward eye, with three crimson rotating flagella behind their central body.

## Combat and Strategy

All associated items can be found on the Prongworms page.

Combat with Prongworms is relatively straightforward - they have only one weapon, the Energy-dependent Primary Weapon Brainblast, which deals heavy close-range damage and applies a short Energy Drain Status Effect.

As such, keeping one's distance from Prongworms leaves them relatively harmless. Note in Nebulae where they build their Nests, they can be quite hidden and Locking is fairly gimped - so players must take care when passing through their territory.

Though higher mass and more heavily shielded than their smaller counterpart, the Prongling, swarms of Prongworms can be easily dealt with via gravity-based weapons due to their low mass, such as Gravity Proximity Blast or Gravity Mines. The Chain Laser works spectacularly on them, destroying swarms of Prongworms in just a few shots.

The Gimbal Cannon also works well at preventing them from flanking the player due to its 360 degree aiming and great accuracy in CQC.

## Notes

* More info about the respective NPR in general can be found on the Prongworms page and the Prongworms category page.
* Prongworms have an innate ability to see in nebulas so unlike other ships it may be able to see the player before they can see it.
* Prongworms can be summoned as Minions using the Prongworm Big Egg or Double Prongworm Big Egg.
Radii Nanite Attack

The Radii Nanite Attack is an Ultra Rare Utility in **Starfighter:Infinity**.

## Game Description

**Tiny robots will attack the locked ship applying several negative effects**

## Functionality

Upon activation, a swarm of purple nanites skitter about the targeted ship and apply a multitude of debilitating effects:

* Hard Light Decay
* Propulsion Dehance
* Drift
* Corrosion
* Energy Drain
* Slow Down

## Interactions and Strategy

* The antithesis to Radii Nanite Repair, Radii Nanite Attack applies a cocktail of status effects that completely immobilize a ship while draining their energy and shields. The only hope a pilot has to avoid it is by staying outside of its 35su locking range or through the usage of stealth utilities.
* Endurer and Discerner shield systems have no bearing on the effect time of the the nanites, this is likely due to the fact that the parent effect of the nanite attack cannot be reduced similar to nanite repair.

## Trivia

* As an Ultra Rare item, Radii Nanite Attack does not drop and is unobtainable to players.
Rodion Projectile Cannon

The Rodion Projectile Cannon is a Rare Drop Primary Weapon in **Starfighter:Infinity**.

## Functionality

Functions much like the Vulcan Cannon, but with two cannons and a much wider spread.

## Interactions and Strategy

* The rodion projectile cannon functions as a unique mix between the vulcan cannon and the Scatter Cannon, as the RPC inherets the spread and range of the scatter cannon with the fire rate and damage of the vulcan cannon.
* The rodion projectile cannon works well with highly agile fighters, such as the Astrofighter, as they can make the most of its high pressure potential - both in chip damage on small targets, and in DPS on larger targets.
* The Projectile Attractor Field works excellently with the rodion projectile cannon, as the pull from the field can increase the DPS by allowing more of the projectiles to hit on average.

## Trivia

* The rodion projectile cannon is an NPR variant of the Vulcan Cannon.
Positronic Convergence Disc

The Positronic Convergence Disc is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Once the hallmark of the Human Alliance, now a vital tool in any mid to long range ship's arsenal, the Disc deals heavy damage but is hard to use against close targets.**

## Functionality

Upon firing, the Positronic Convergence Disc will wait motionless for a brief acquisition time where it rapidly turns to the face the target before launching forward.

As it travels forward, the positronic convergence disc will rapidly increase speed and turning.

## Interactions and Strategy

* Positronic Convergence Discs, or Poscons, are extremely popular for their excellent range and high impact damage
* Poscons are great on high-lock angle ships, as their acquisition period allows them to fire directly at a target after a brief wait rather than having to arc around after being launched from the front of the user's ship
* Due to their short lifetime, a poscon that misses a target will not loop around for a second chance at hitting a target
* Poscons are extremely vulnerable to Signal Devices due to their wait period, and have a chance to destroy their firer if the user is sitting on top of them while they acquire a new target
* Poscons are entirely resisted by the Resonite Refractor Shields
* Poscons are excellent pressure tools to bait out enemy defenses due to the threat of a high-damage impact

## Trivia

* Poscons were featured in Starfighter:Disputed Galaxy.
* Poscons used to have a longer lifetime, being able to loop around and hit a missed target - this made them too powerful and led to their slight nerf,
Obstinance Shields

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

## Game Description

**Recharges consistently without any delay, but at a slower rate**

## Functionality

Functions similarly to Basic Shields, but has a reduced shield capacity and recharge rate in exchange for zero recharge delay - meaning that the obstinance shield will continuously recharge regardless of damage taken during combat.

## Interactions and Strategy

* Obstinance shield's ability to continuously recharge is of substantial practicality. With only slightly less maximum charge compared to basic shields, and a moderately lower recharge rate, its ability to continually recharge in spite of consistent oncoming damage ensures that the ship will never need to disengage in combat unless shields are critical and they are on the brink of destruction. As such, obstinance shields are a versatile choice of protection on any ship.

* Obstinance shields can be used to mildly counteract some DOT effects, such as theHeat Damage Status Effect.

## Trivia

* Although obviously its iconic feeature, the obstinance shield is the only shield where its recharge delay is not reset when taking damage.
Red Xandelevium Heat Mine

The Red Xandelevium Heat Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**This mine causes little impact damage, but sets ships on fire for a while. Red xandelevium is less intense, but more stable. Resulting in slower speed, less damage and less heat damage, but fires faster and you have more ammo capacity**
Robosphere Reflector

###

The Robosphere Reflector is a Rare Drop Shield in **Starfighter:Infinity**.

## Game Description

**Unguided energy based weapons will be deflected, negating 50% of damage from them. The deflected weapons can cause damage to other ships including the firer. But each time the weapon is deflected it will lose some of its power**

## Functionality

The Robosphere Reflector functions similarly to the Deflector Shields, and has the following capabilities:

* Energy-Based unguided projectile weapons (not to be confused with the Projectile Damage type) having their damage reduced by the listed amount, whilst simultaneously claiming ownership and reflecting them at a reflection angle equal to the angle of incidence.
* Corrosion is depleted 50% faster.

Stat-wise, the Robosphere Deflector has a longer recharge delay and a slower recharge rate than the Deflector Shields in exchange for its corrosion resistance.

## Interactions and Strategy

* The Robosphere Reflector is strong against Energy weapons, as well as corrosion-based weaponry - being able to shut down weapons like the Long Range Spit Barrage quite effectively.
* Due to its longer recharge delay, combatants can use chip damage against the robosphere reflector to prevent shield regeneration.
	+ Due to this weakness, it is recommended that the robosphere reflector be paired with shield-recovery items, such as the Shield Repairer or the Shield/Energy Balancer.
* Players that only desire the deflection capabilities of the robosphere reflector may find the deflector shields and/or Tobor Deflector more useful, so long as they are not worried about corrosion.

## Trivia

* The Robosphere Reflector is an analog to the Tobor Deflector, as the Robospheres are related to the Tobor.
Radii Barrier

The Radii Barrier is a Rare Drop Utility in **Starfighter:Infinity**.

## Game Description

**Hardlight laced with Radii nanotechnology is projected in front of vessels, its nanites work to keep the ship safe by rotating toward incoming fire. Unguided energy is rerouted back at the exact angle it approaches.**

## Functionality

Once deployed, this circular barrier gradually expands to full size, remaining anchored to the position in which it was placed.

* The Radii Barrier always rotates to face normal to the position vector from the user to the barrier, allowing it to dynamically cover the user in a firefight.

* The Radii Barrier perfectly reflects dumbfire energy-based weaponry towards the firer.

* Reflected dumbfire energy-based weaponry are considered the barrier user's projectiles for purposes of damage and credit.

* The Radii Barrier possesses all the blocking functionality of the Hard Light Barrier.

## Interactions and Strategy

* Flying through the barrier allows it to flip 180 degrees, coupled with Field Hop Quickturn this can allow a ship to loop back and forth to be evasive and keep themselves protected.

* The Radii Barrier can even reflect unexpected energy-based weaponry, such as Plasma Mines and Solarion Orbital Sphere Ring.

* Like all barriers, the Radii Barrier can be blown away using any variant of Tornadian storm.

* Weapons such as the Neutrino Beam are able to bypass the Radii Barrier.
Primary Weapons

Primary weapons are a basic weapon hardpoint with exactly one available on every single ship. They are all forward firing and almost always rely on a ships agility to aim. All primary weapons require energy to fire.

While most primary weapons can be purchased, several exotic primary weapons can be obtained by destroying special NPC ships.

## List of Primary Weapons

All primary weapons consume energy and typically fire out of the front of your ship, some special exceptions do exist.

**Key:**

* Ac: Accuracy or spread measured in degrees
* DPE: Damage per energy spent, including effect damage
* DPS: Damage per second, including effect damage
* Dmg: Base damage per projectile hit
* EU: Energy used per shot
* Effect: Status effect applied
* IS: Projectile initial speed measured in su/s
* Lt: Lifetime measured in seconds
* MS: Projectile max speed measured in su/s
* ROF: Rate of fire
* Rng: Range of the weapon measured in su
* Sk: The required skill to purchase or craft the item
* TD: Total damage per volley, including effect damage

**Skills:**

* C: Chemistry
* E: Energy
* Ex: Explosives
* G: Gravity
* L: Laser
* Lt: Light
* P: Propulsion
* Pr: Programming
* S: Support

**Special effects:**

* N/A speed means its hitscan
* A negative accuracy means it has some sort of auto aiming function

**Hover over the headers abbreviations to see what they are.**
Rear Cold Plasma Cannon

The Rear Cold Plasma Cannon is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires an unguided ball of extremly cold plasma which does a high amount of damage, but moves fairly slowly. Also is attracted to ships making hits easier and adds a cold fusion damage effect. Fires out the back of your ship**
Radii Incursion

A Radii Battleship.

**Radii Incursion** is a Random Event in Starfighter: Infinity in which Radii attack the player.

## General Information

 Local Message:

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

## Event Details

Approximately five seconds after the event message, three Radii Frigates and a Radii Battleship Hyperspace into the Sector sequentially - the three frigates appear first, followed by the battleship.

## Conditions

A Radii Incursion requires that the system the player is in be in proximity to Iota Leporis, though the proximity is unclear.

Radii Incursions in Sagittarius A seem to imply there is either a system level threshold, list of allowed systems, or some combination thereof.

The earliest system a Radii Incursion has been experienced in to date is Epsilon Aurigae.

## Misc. Info

* It is advised that players use stealth systems and prepare anti-lock defenses to prevent constant bombardment from radii slugs.
* Defeating the battleship awards an NPR Item Drop as normal.
Piranha Rocket

The Piranha Rocket is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A high-speed, low damage unguided rocket designed to harass targets. Automatically homes in on nearby targets.**

## Functionality

When fired, a rapid stream of high-speed, short-range rockets are launched from the front of the ship with a wide spread, homing in on any nearby ships.

## Interactions and Strategy

* Due to their high speed, homing, and not requiring a lock, piranha rockets are an ideal dogfighting weapon - allowing users to whittle away at evasive targets with solid Explosive Damage.
* Due to their high fire rate, piranha rockets can quickly burn through ammo if the user is not careful, so microing the stream of rockets is ideal to prevent wasting shots.
* Piranha rockets greatly benefit from the Projectile Attractor Field, as the applied Status Effect complements the natural homing of the rockets.
* Despite being a reliable weapon, piranha rockets have middling DPS and are easily outdamaged by CQC weapons like the Laser Beam or Proximity Blast - so piranha rockets must be used in moderation - preferably when outflanking a target.
* Due to their relatively short range, piranha rockets are best used between CQC and mid-range - the space between where they are beaten by more powerful CQC weapons and the space where they are outgunned by longer-range weapons like the Radii Slug or Ascendant Black Light Bombard.

## Trivia

* Piranha Rockets are named after their tendency to swarm a target, resembling the cliche of a school of piranhas devouring food.
* Piranha Rockets are often compared to salt shakers and the like due to the maraca-like noise they make upon firing.
Organizations

**Organizations** are subsets of Factions/Allegiances that are run by players, with five default join-able organizations being available across the three playable factions. Allies within the same Organization, or Org, appear as a teal/cyan color on the Map/Radar, distinct from the green allied color.

Organizations feature custom names, icons, colors, merit structures, drone loadouts, and more.

Organizations are considered separate groups from one another, being friendly with one another and working together for the same goals under their common Factions. An exception to this separation is for the default organizations **Alliance Science Corps** and **Empire Intelligence**: while separate from their parent orgs, they are, lore-wise at least, considered subsets of their founding orgs.

## Default Organizations

* Human Alliance
* Human Alliance - Alliance Science Corps
* Aralien Empire
* Aralien Empire - Empire Intelligence
* Freedom Initiative

## Features

* Taxes for funding
* Shared Storbital storage to share items between Org members
* Custom logos
* Custom colors
* Ability to take over a home Station
	+ The organization with the highest money pool of all the organizations using the station as their home station will assume control over the station, with nearby AI and the station skin changing to match the controlling org's colors, logo, and name.
	+ This feature appears to be disabled for stations in Delta Trianguli and Epsilon Eridani.
* Leaderboard ranking via funds
* Special radar/minimap colors
* Drone loadouts
Potalan Winder Barrage

The Potalan Winder Barrage is a Rare Drop Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Energy based weapon that strafes left/right in an attempt to hit a target. Adds an Mass Warp effect. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Prongworms

## **General Information**

### **Lore:**

*"Prongworms share a common ancestry with Forkworms but are far more ferocious and tougher. Mercifully they seem to be slower to propagate, leading to a lower number of them in the galaxy at large. Prongworms are equally susceptible to being picked off in small numbers as their more numerous cousins. It is an act of courage, and perhaps recklessness, to approach their nests; trespassing is likely to invoke the wrath of one of their queens."* -Codex

## **NPR Exclusive Items (1)**

These items are not obtainable by players. They can only be used by the Prongworms.

## **Passive and Rotational Spawns**

Prongworms passive spawns are typically found at Prongworm Nests, and may appear in the following locations:

* Iota Leporis
	+ 7-1 (Always)
* Chaos Engine
	+ 5-3 (Awlays)

## **Misc. Info**

Prongworms employ the same rush tactics as Pronglings, but have further boosted stats and can take quite a beating compared to Forkworms. Take care to give Prongworms a wide berth and gun them down at long range.

Prongworm Brainblasts are one of the few weapons whose damage type cannot be resisted by any shield in the game, due to their psychic nature.

## **Trivia**

* Prongworms are reskinned and buffed Forkworms, and are considered evolutionary cousins lore-wise; though they are slower to reproduce and spread throughout the galaxy than Forkworms
Pirates

The Pirate Logo

## Overview

**Pirates** are mixed race faction that consist of many independent and/or small groups that commit piracy across the galaxy, taking advantage of the chaos created by the galactic war to scavenge, plunder, and loot. They are hostile towards the Human Alliance, Aralien Empire, and Freedom Initiative. Pirates of different Stations are hostile to one another as well.

The pirate Faction cannot be joined by players, but their Stations can be Hacked for Crafting Blueprints.

# Pirates

Pirates are both a Faction and a default (unjoinable) organization.

## Misc. Info

* Pirates are always hostile to players and cannot be reasoned with.
Recharger Droid

The Recharger Droid is a Purchased Large Weapon in **Starfighter:Infinity**.

## Game Description

**Guided weapon with a device attached that will provide a Energy Recharge effect and follow nearby friendles**

## Functionality

The Recharger Droid functions similarly to a Recharger - pulsing the Energy Recharge Status Effect to nearby friendly ships.

* Unlike the Recharger, the recharger droid can occasionally choose to follow an ally instead of the user, though the exact circumstances in which this occurs are unclear.

## Interactions and Strategy

* The Recharger Droid presents a unique opportunity for heavier, large-slot endowed ships to forgo a damaging large weapon for a smart AOE energy recharge in order to have more diverse utility slots. Some viable candidates for a Recharger Droid include:
	+ Medusa
	+ Manticore
	+ Oppressor
	+ Devastator
	+ Imposer
	+ Nemesis
Pulsar

A Pulsar in Denebola.

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

*"A Pulsar is a celestial anomaly that rotates rapidly, ejecting large amounts of radioactive particles."* - Codex entry for **Pulsar**

## Locations

* Denebola
	+ 8-9
* Benaris
	+ 7-6
* The Inbetween
	+ 3-1
* Sagittarius A
	+ 5-10
	+ 7-3
* Zeta Puppis
	+ 14-15

## Functionality

Pulsars periodically knock back ships in close proximity and apply the Radiation Status Effect - the closer the player is to the Pulsar, the higher the radiation effect lifetime.

The highest applied radiation lifetime is roughly 20 seconds if the player is directly on the Pulsar.

## Misc. Info

* Pulsars are based on the real-life celestial object of the same name.
Plasma Mine

The Plasma Mine is a Purchased Mine in **Starfighter:Infinity**.

## Game Description

**Energy-based mines which have a shorter lifetime and damage without needing to reload**

## Functionality

Functions similarly to the HE Mine, but is Energy-Based and has several stat differences.

## Interactions and Strategy

* Due to its energy-based nature, the Plasma Mine allows for endless Mine usage at the cost of Energy and a vastly shorter lifespan.

* Energy Mines can be 'deflected' by items like the Radii Barrier and the Deflector Shield.

* Despite being energy-based, Plasma Mines favorably retain the Type - allowing Plasma Mines to deal consistent, solid damage without being reduced by shield that typically target common energy-based damage types such as damage.

## Trivia

* Despite being plasma-based, Plasma Mines do not deal the expected Heat damage; they explode via plasma, but the damage itself is dealt by the resulting explosion.
Protector

## Game Description

*The first choice for escorting convoys and fending off pirate attacks, the **Protector** has impressive shielding. The three utility slots it offers improve upon its already renowned durability and make the notion of meddling with even a single **Protector** unappealing.*

## Recommended Equipment

Standard Secondary Weapons

* Positronic Convergence Disc
* Xandelevium Blaster
* Laser Beam
* Stinger Torpedo

Utilities

* Scrambler
* Shield Bubble
* Decoy
* Hard Light Barrier
* Healer
* Recharger

Mines

* Forkworm Egg Cluster
* HE Mine Cluster

Augmentations

* Pulse Laser Turret
* Heat Ray Turret
* HV Projectile Turret

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Protector is a Fighter upgrade that sacrifices speed and agility for extra utility, mines, and shielding
* The Protector is the Aralien counterpart to the Iris, though the former boasts a turret option - making the Protector one of the first ships available to do so. Turret use allows the Protector to cover its blind spots better whilst also augmenting its damage output.
* Unfortunately, the Protector's inclusion of a turret mount option combined with its extra shields over the Iris put its mass over 1.5, disallowing it from Low-Mass Systems.

## Trivia

* The Protector was featured in Starfighter:Disputed Galaxy
Radii Reloader

The Radii Reloader is a Rare Drop Augmentation in **Starfighter:Infinity**.

## Game Description

**With the expense of capacitor energy, this computer system accelerates the reloading process of a single turret hardpoint or piece of equipment to a fraction of a second. Radii utilize this technology to apply constant pressure during sieges.**
Multiplayer Mode

**Multiplayer Mode** refers to the meta-state of Starfighter:Infinity's different player interaction options.

## Modes

### Full Multiplayer

Full multiplayer is the most immersive option - in this mode, all players, regardless of Faction, can interact with one another - including no-restrictions PVP. This is the "default" mode of Starfighter:Infinity. Full multiplayer is required for players to participate in the Vendetta Mechanic. This is also the mode squads members are placed into when the squad is disbanded - but only if the respective members had full multiplayer enabled during the squad creation/join.

### Co-Op

Co-Op multiplayer is a more friendly option - in this mode, players can only interact with allied players that are also in co-op mode - this means that PVP is restricted to Dueling and PVP Matches only. This is the mode that Squads automatically place players into during creation, and the mode they are taken out of when a squad is disbanded. Note that co-op players can chat with any player, regardless of faction - they simply cannot run into enemy players.

### Singleplayer

Singleplayer is the most solitary option - in this mode, players can only interact with AI - only being able to communicate with other players through chat messages. Here, there is no PVP in any capacity. Missions automatically place players in this multiplayer mode for the duration of the mission, even if they are normally in full multiplayer mode. This ensures that missions are private, with the exceptions of squads and if the mission owner has Vendetta.
Oppressor

## Game Description

*The **Oppressor** is aptly named. Its massive foreboding form is capable of suppressing large formations of ships with its nearly unrivaled firepower. Whittling down enemies from a great distance or devastating them in a single swoop with its large weapon up close, any direct approach on an **Oppressor** is doomed.*

## Recommended Equipment

**Primary Weapons**

* Triple Pulse Laser
* Triple Vulcan Cannon
* Scatter Cannon

**Secondary Weapons**

* Photon Bomb
* Laser Beam
* Positronic Convergence Disc
* Xandelevium Blaster
* Electrostatic Orb
* Railgun
* Hunter Torpedo
* Javelin Torpedo Barrage
* Smart Torpedo
* Gimbal Cannon

**Utilities**

* Shield Bubble
* Decoy
* Light Absorbing Stealth System
* Return to Sender
* Hard Light Barrier

**Mines**

* Electrostatic Mine Cluster
* Stealth Mine
* Xandelevium Heat Mine
* Nuclear Mine
* Frostbite Mine

**Large Weapons**

* Vortex Bomb
* Healer Droid
* Revealer Bomb
* Pulse Laser Droid
* Thunderbomb
* Sabre Laser

**Augmentations**

* Short Range Hyperspace
* Field Hop Quickturn
* Capacitor Overcharge
* Locking Widener
* Reload Accelerator
* Pulse Laser Turret
* Vulcan Cannon Turret

**Shields**

* Thermal Shields
* Deflector Shields
* Carapace Shields
* Anti Nuclear Shields

**Engines**

* Enhanced Engine
* Twista Engine

## Notes

* Check out the Equipment page to find more items suitable for this ship
* A paradoxically defensive variant of the Destroyer, the Oppressor trades a proximity weapon slot for a mine slot and a utility slot for a second mine slot. This unique mix of firepower and solid area control combined with a large profile makes the Oppressor an excellent defensive sniper platform, allowing it to shine as a support/defense ship
* The Oppressor's main weaknesses are its lack of utilities and large profile, allowing for smaller dogfighters to harass it quite effectively. If an enemy is caught out at range, however, the Oppressor is quite strong at preventing approaches through volume of gunfire and two handy mine slots

## Trivia

* The Medusa was featured in Starfighter:Disputed Galaxy as the Medusa Battleship
* Medusa was a gorgon from greek mythology with the power to turn enemies to stone with her gaze
Plasma Cannon

The Plasma Cannon is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**Fires an unguided ball of extremely hot plasma which does a high amount of damage, but moves fairly slowly**

## Functionality

When fired, the plasma cannon generates an unguided sphere that collides with Ships, dealing Heat Damage.

## Interactions and Strategy

* As an Energy-based weapon, the plasma cannon is a sustainable, high-damage weapon capable of heavy damage to ships.

* Being a stock weapon capable of being purchased from Stations, the plasma cannon is able to be obtained fairly early on, allowing lower Level players to have a heavy-hitting weapon at their disposal.

* Multiple plasma cannons can be fired in series to drastically boost the DPS of the plasma cannon, though at the price of higher energy consumption.

* Projectile Attractor Field pairs nicely with the plasma cannon's low speed, where otherwise it has a tendency to miss if fired at faster ships.

* Due to its fairly low velocity, the plasma cannon is trivial to avoid; Utilities such as the Projectile Repulse Field can make it near impossible to land.

## Trivia

* The plasma cannon has multiple variants, such as the Cold Plasma Cannon and the Plasma Cannon Plus.
Piranha Rocket Barrage

The Piranha Rocket Barrage is a Purchased Standard Secondary Weapon in **Starfighter:Infinity**.

## Game Description

**A high-speed, low damage unguided rocket designed to harass targets. Automatically homes in on nearby targets. Fires 5 at once, but with a slower firing rate and arming time, making it more effective at longer ranges.**
Radii Pulse Beam

The Radii Pulse Beam is a Rare Drop Primary Weapon in **Starfighter:Infinity**.

## Game Description

**Favoring long range engagements, Radii use this laser platform to function as point defense in close ranges against more maneuverable targets.**

## Functionality

Fires a burst of 3/4/5 beam lasers that deal 20 damage each that hit at a range of 40/32/25su.

## Interactions and Strategy

* A very unique primary weapon, the pulse beam features pseudo-locking that will automatically hit targets within its range. However, it will randomly select targets for its full burst if the user is surrounded.
* The angle from which the pulse beam can hit is directly effected by a ship's locking angle, making it a natural fit on slow turning ships such as the Warship, Medusa, Destroyer, and Oppressor.
* As a beam weapon, the laser is able to go through barriers and utilities like Energy Reflector Bubble. Since it is pseudo-locking, it also ignores every type of stealth.

## Trivia

* Ben had talked about wanting to create unique primaries for the Excalibur and Infector for a time, and his idea for the Excalibur would have been a primary weapon version of the Sabre Laser. While this idea did not come to pass the Radii Pulse Beam is essentially a Sabre Laser in primary weapon form.
Perses Bomber

## Game Description

*The Perses is the Human Alliance workhorse long range bomber. They are versatile ships with enough hardpoints to allow them to make long expeditions to drop powerful payloads on strategic targets or clear sectors with heavy weaponry. Perses squadrons are often escorted by other fleet assets, but are more then capable of fending off interceptors with their diverse weapons, equipment, and powerful engines.*

## Recommended Equipment

* Shield Bubble
* Photon Bomb
* LR Photon Bomb
* Javelin Torpedo Barrage
* Stinger Torpedo
* Decoy
* Scrambler
* Reflecting Stealth System
* Afterburn Engine
* Field Hop Quickturn
* Sticky HE Mine Barrage
* Xandelevium Heat Mine
* Forkworm Egg Cluster
* Micro Compression Bomb
* Teleporting Stinger Cloud
* Vulcan Droid
* Sabre Laser
* Photon Compression Bomb

## Notes

* Check out the Equipment page to find more items suitable for this ship
* The Perses Bomber is a well-rounded bomber that boasts high speed and the rather rare inclusion of a Large Weapon, allowing it to spontaneously increase its firepower in a pinch. Perses users should take care against more agile ships capable of whittling it down in a firefight, particularly those that can take advantage of its rather large size: a trait uncommon so early on in the game

## Trivia

* The Perses Bomber debuted in Starfighter:Infinity as an early-game bomber capable of equipping Large Weapons