recursal/Fanatic-Fandom huggingface dataset:
Longblade

Damage | Lethal

**Longblade** is a melee weapon in *Heat Signature*.

## Description

Hold the button to aim your dash, release to strike.

## Tactics

* An excellent lethal melee weapon: Silent, long range, and puts enemies down with ease. The downside is that it can't really be used in a scrap with multiple enemies, as you'll get shot up. Unless you have shields.
	+ A temporary solution is to dual-wield **Longblades**.
	+ Slipstreams can also negate its downside and allow you to rush between guards before they have to chance to alert the ship or fire a shot
* One is able to throw a Longblade and kill an enemy it hits. Dual-wielding Longblades and entering a room and killing two guards then throwing those same two Longblades killing two more guards is highly effective. This can also be done with wrenchess.
Rifle

Damage | Lethal
 Rate of Fire | Quickfire

**Rifle** is a firearm in *Heat Signature*.

## Description

Hold the button to aim your shot, release to fire.

## Characteristics

* Uses the standard rounds. Recovers from firing in 0.1 seconds making it rapid fire. This quick fire can also be found in shotguns (0.3 second recover speed) and also pistols (0.3 second recover speed).

## Tips and tricks

*This article is a stub. You can help Heat Signature Wiki by expanding it.*
Glory Missions

Glory missions are a variety of incredibly difficult missions that offer no money. Instead, they have a Glory score, which is saved as a high-score among your characters. There are 5 tiers of Glory missions, and each tier must be completed by a character for them to move onto the next. The highest tier, V, is notable for having no difficulty cap during level generation. Glory V ships also have indestructible, glitch-proof hulls.

The client "Gloria" exclusively offers Glory missions.
Offworld Security

Traits | * Uses non-lethal weapons
* Provides shield and concussive weapon upgrades

**But it's OK to break their arms?**
*That's fine, yes.*

**Offworld Security** is a faction in *Heat Signature*.

## Background

While most of the other factions in the Drift are involved due to the acid, Offworld Security came in the interest of enforcing the laws of a nearby planet which is laying legal claim on the Drift. Because their goal is explicitly to come in, maintain the rule of law, and stop there being so many deaths in the region, they are extremely averse to any form of killing, though physical violence and torture are entirely acceptable as long as it doesn't result in a corpse.

## Characteristics

In line with their general philosophy, they do not use the normal guns that everyone else from Sovereign to the Glitchers use, instead sticking to concussive guns, meaning that facing them won't result directly in your death. However, they will throw you out the airlock if they catch you just like everyone else, so you will still die if you don't rescue yourself with your pod.

Offworld Security's ships and stations are somewhat of a sharp contrast to the aesthetics of the other factions; unlike the dark grey metal and light-ish floors that most stations and ships use as a major building material, Offworld's tech seems to be made out of some white plastic-like material accented with glowing blue panels with ships having dark floors that resemble roads. Comfort also seems to be a major concern of Offworld shipbuilders, as their ships boast grass-lined corridors and wood paneling on the floors of some living areas and the cockpit, and given that the aforementioned grass seems to grow pretty well, it is likely that the ships are lit using artificial sunlight as opposed to normal lighting. Additionally, their ships are somewhat triangular in design, resembling stealth bombers.
Alarms

**Alarms** are sounded by guards and other crew members if you are spotted. Alarms are a Bad Thing[citation needed], as they often cause the ship to head for the nearest station and dock. If they succeed, you are captured and the game ends for your current character. Other characters can rescue your character afterwards if they have the personal mission to do it. Instead of causing the ship to return to the nearest station, alarms may also summon contractors to the ship or cause the target of your mission to flee the ship via telepad; the alarm response varies by mission.

Guards will sound the Alarm under a few conditions:

* If they see you or a body and their red bar fills, they will begin to call Alarm. When they finish saying "INTRUDER!", or "BODY!", the Alarm will begin.
* If they hear any gunshots or explosions, they will sound the alarm after saying "GUNSHOT!"

There are three ways to disable Alarms:

* Kill, Knockout, or Displace the Captain (the Pilot).
* Destroy all of the ship's Fuel Cells.
* Disable the Telepad (if the alarm is Target Flees or Reinforcements)

## Tips

* Missions will tell you how long you have to escape an alarm.
* You will completely fail some missions if you set off an alarm.
* On missions where a time limit is already imposed from the very beginning, having the alarm sound will decrease the Capture Timer even further. Be especially cautious on these missions, or make sure you prioritize the pilot first.
Gun

Damage | Lethal
 Rate of Fire | Standard

**Gun** is a firearm in *Heat Signature*.

## Description

Hold the button to aim your shot, release to fire.

## Characteristics

Positive

* accurate
* low ammo cost
* high rate of fire
* low noise

Negative

* bad against groups
* you have to aim well
* easy to evade

## Strategy

* Use it to lure guards which hear the sound to your position. If they hear a shot they will come to the place the shot came from. A negative aspect is that the guards will sound the alert so use this on ships with no alert response or when you were already spotted.
* Silenced variants are very good to take out guards without coming to close to them.
* Shoot windows to break them and to blast everyone nearby (including you) into space.
* Good weapon to shoot fuel barrels because of the low ammo costs and the relatively low noise.
Pausing

The main feature of the Heat Signature is pausing. By pressing space you can pause the game and a menu will come up showing that you can teleport any unclaimed item on the ship to you!In the pause menu you can also aim your weapon and see the "Things you can do here" tab.

## Tips

* You can also access your inventory where you can also see the cool-down on your weapons
* When you aim your weapons from the pause menu time will start again but in slow motion
* If you are in a mission you will see the specifications of the mission in the top right
* If you are in a station you will have a slightly different pause menu
	+ the pause menu in the station includes your personal mission and your characters lifetime stats
Heat Signature Wiki/editcopy/Section 2

The Man Who Went Inside Spaceships

Money and gear traits

Miscellaneous

Gadgets

Weapons

Explosives

Pod types

The World Where the Man Who Went Inside Spaceships Lived
Missions

* Mission types
* Clauses
* Defectors

* Mission types
* Clauses
* Defectors

Factions

Offworld Security

Glitchers

Foundry

Sovereign

Ships That The Man Who Went Inside Spaceships Went Into
Ships and stations

* Environment
* Guards
* Bosses
* Contractors
* Sentry guns
* Alarms

* Environment
* Guards
* Bosses
* Contractors
* Sentry guns
* Alarms
Offworld Angel

Effect | * Bleedout Prevention and Negation
* Contractor and Capture/Rescue Target Attraction

**Offworld Angel** is a pod in *Heat Signature*.

## Description

The **Offworld Angel** is a pod of Offworld Security design. It has two functions:

* If you are wounded and tossed out the airlock, the *Angel* can prevent lasting injury (your bleed-out timer doesn't decrease if you get wounded again)
* As of Heat Signature’s ‘space birthday’ update the angel no longer negates long term damage, rather halves it, decreasing the bleed out timer by two seconds instead of four.

* By pressing "Use" (default E), the *Angel* can attract you and capture/rescue targets to itself.

* It is the best pod if you don't like brute force like the Brick has

## Tactics

* It is recommended to use this pod if you often throw yourself or your (rescue) targets out of windows.
* also VERY useful if you don't want shorter survival times for further incidents
Heat Signature Wiki/editcopy/Section 4

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Ship

**Ships** in *Heat Signature* are generated procedurally at random. However, they have a few common features:

## Features

1. Modular construction and destruction.
2. Can be hijacked if the player gets to the cockpit or mans a turret.
3. Ships will fire homing missiles at the player if they detect their pod.
4. Most ships will contain loot that can be used to upgrade the ship.
5. Ships will typically have crew on board, which will hunt down the player if they detect them.
Concussive gun

Traits | **Rechargeable**: Returns to full capacity for free when you return to a friendly station.

**Concussive gun** is a firearm in *Heat Signature*.

## Description

Hold the button to aim your shot, release to fire.

## Tactics

* Ranged non-lethal gun. Has a decent rate of fire, but still unsuited for prolonged firefights.
* The ex-Offworld result on Character traits can largely offset the limited ammo capacity, unless you're in a long firefight.
	+ This can be very helpful when you are trying a non-lethal run against a lot of armoured guards. Armour-piercing concussion guns can be unlocked, but there is no standard nonlethal armour-piercing melee weapon.
Emergency shield

Effect | Creates a protective shield

**Emergency shield** is an equipment item in *Heat Signature*.

## Description

Protects from all damage for 3 seconds per use. Incoming projectiles are reflected.

## Tactics

* A very useful tool for passing through enemy outposts and rooms. Projectiles are bounced back at enemies, while explosions cannot hurt you. Perfect for taking out enemies who use explosives.
Sovereign Coldfire

Effect | * Undetectable by visual sensors
* Can activate a drive invisible to heat sensors

**Sovereign Coldfire** is a pod in *Heat Signature*.

## Description

The Sovereign Coldfire is a stealth ship that is undetectable by other ships. it also has an ability that allows it to evade heat signature detection as well.

Press the Use Key to activate or deactivate a special drive with lower thrust which is undetectable to Heat Sensors

Arguably the least useful of the faction pods, its special ability only matters in high level missions that include a ship with heat sensors.
Visitor

Effect | Briefly transports you to the target spot

**Visitor** is an equipment item in *Heat Signature*.

## Description

The Visitor teleporter allows you to teleport anywhere in its range other than inside walls. After two seconds, you will return to where you teleported from.

## Tactics

* A situational tool, for when you want to safely cover distance and be back where you started from. For example, teleport into a room, kill the target, then disappear.
* Can save you from being thrown into open space or captured by a guard. If you're unconscious and being carried by a guard after using a Visitor, you'll be teleported back after the two seconds as well as conscious.
* For missions that require you to steal an item, it can be advantageous to teleport past one or more locked doors, grab the item, and be sent back to where you started.
* Visitors will drag you back even if you used the visitor less than two seconds after teleporting with another visitor. Using two visitors makes unconditional teleportations possible; Use a visitor somewhere, then within two seconds use another visitor. The first used visitor will bring you back to your starting location, and then the second visitor will bring you to where you were when you used it. This lets you travel to anywhere in range of either of your visitors.
	+ This tactic can be used multiple times to end in the second to last place you teleported to. Using a slipstream and more visitors allows you to make more jumps.
Heat Signature Wiki/Section 1

Welcome to the Heat Signature WikiWelcome to the *Heat Signature* Wiki!
A guide to going inside spaceships and brutally slaughtering/kindly abducting/stealthily robbing/and so on/etc. all of them, while stuffing your pockets with money (and maybe fighting for liberation)!
Feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 120 articles!

Spotlight: *Heat Signature*
*Heat Signature* is a roguelike action game from Tom Francis, where you sneak aboard randomly generated ships, steal their loot, smack people with wrenches, shoot them, and complete missions to net you even better stuff!

The game is now available on Steam for $14.99!
Firearms

The **gun** is the player's ranged weapon. Unlike the wrench, there are multiple types of firearm scattered throughout the target ships that can be looted.

Firearms are ineffective against ballistic armor or shields worn by guards (if not stated otherwise in the gun's description). Armor-piercing guns require AP ammunition, which is significantly rarer than regular ammunition.

## List of Firearms

### Non-lethal

Concussive weapons are energy weapons manufactured by Offworld Security, firing non-lethal rounds. Unlike the lethal firearms below, they require no ammunition - they hold a maximum of 16 shots in the battery, and automatically recharge when you return to a friendly station.

### Lethal

Lethal weapons require ammunition; either regular ammo, or AP ammo if they have the Armor Piercing quality. Regular ammunition is easy to come by (every gun comes with 12 rounds, unless you find an heirloom) but armor-piercing ammunition is very rare.

## Qualities

Unless otherwise noted, these qualities can be found on both lethal and nonlethal firearms.

Guns cannot normally penetrate heavy body armor. *Armor Piercing* guns can, but lethal ones require AP ammunition. Certain concussion guns may also possess the ability to pierce armor, but such weapons are very rare.

Guns are normally quite loud and will alert guards when fired, but there are two levels of suppression - *Quiet*, and *Silenced*:

* **Quiet** guns can only be heard by guards in adjacent rooms, and the sound doesn't pass through walls or closed doors. Noise Radius: 1 room.
* **Silenced** guns can only be heard by guards *immediately* adjacent to you. Noise Radius: 1 meter.

Guns can also be *Quickfire* or *Automatic*:

* **Quickfire** guns have only a 0.3 second delay between shots.
* **Automatic** guns will fire as long as the trigger is held down. The delay between shots is roughly equal to that of a Quickfire gun.

Pistols cannot be Automatic, but may have Quickfire. Shotguns and Rifles can be Quickfire or Automatic.

Rifles dropped by Trackers are *High Velocity*. These lethal rifles never have any other qualities, but the bullets travel incredibly fast and send targets flying back.

## Notes

* With **silenced** guns, it's worth mentioning the tactical trade-off. **Silenced** weapons will not attract guards distant guards, allowing better stealth, however, this also prevents you from luring guards into traps.
Liberation

**Liberation** is a mission type in *Heat Signature*.
They are unlocked by liberating 10 smaller stations of the same faction.

## Goals

In this mission type you have to fight your way to a bridge of a siege ship and set course to a enemy fortress, and then get the hell out afterwards because when the ship arrives at the station it self destructs to EMP the stations defenses.

## Strategies

* Liberation missions will always be on the mission board, so accepting and aborting the mission is a good way to reset the mission list.
* You just need to get to the bridge so don't bother knocking out or killing anyone. For setting course to the Stronghold you just have to control the captains seat, nothing else.
* The brick is a good ship for the mission, as you can slam it right into the room next to the bridge and can enter the bridge directly.
* When you are done setting the course, don't wait for the ship to arrive at the station but GET OUT of there! You'll otherwise be killed by the explosion of the siege ship.

## Notes

* Liberation missions are required to complete the game.
* There are a total of 4 required missions that have the Liberation missions type. Though more can be unlocked (see note 4).
* After the ship arrives at its destination a congratulation screen pops up. It is not possible to pause the game for some seconds when that happens, which can lead to your character being captured if you board another ship.
* In "Gameplay and Difficulty" options, the "Liberations assist" option can be toggled to either missions, characters or off. This is the only way to play liberation missions after liberating all 4 strongholds.
Death

**Death** is a common occurrence in the game. However, the player doesn't quite die when shot. They are stunned and the guard takes them out to the nearest airlock, where they are disposed of. If the player manages to catch up to their body with their pod, they will survive. If not, well, time for a restart.

Enemies will die from a single impact from a gun, launcher or melee weapon, granted they do not have armor or shields. They can also be killed if they are in the same room as an engine room when it detonates, if they are targeted by a subverted sentry gun, or if they are left floating in space for too long.

## Notes

* In case the player manages to recover their body, the timer is not reset. If they get shot again, they have to recover themselves with a reduced timer (timer starts at 30 seconds(60 if the character has the tough trait) for a new character and is six seconds shorter after each recovery).
	+ If you are hit or shot with a non-lethal weapon such as a Wrench or a Concussive Gun, your recovery timer is not reduced by six seconds
* If you use the Offworld\_Angel pod & successfully save yourself from space (remember to use the pods special ability: ranged pickup) then the timer will decrease by 2 seconds, rather than the normal 6 seconds.
Capture

**Capture** is a mission type in *Heat Signature*.

## Goals

The goal of capture missions is to bring the selected target back to a station alive/unconsious.

## Strategies

* Capture targets look and act like normal enemies, they will shoot you on sight and can have perks such as shields, so you should check the mission board to see if any of the enemies will have shields and prepare accordingly.
* It is recommended to bring a weapon capable of knocking enemies unconscious (weapons with the concussive trait) as to complete the capture the target must be alive.
* If you can not afford a concussive weapon look at the enemy weapons to see if they have a concussive gun or wrench that you could take from them.
* The capture target does not need to be knocked out if they are launched out of a broken window or glitch trap teleported into space and can be picked up. This is a good strategy if you do not have a weapon that has the concussive trait.
* If the target is launched into space an Offworld Angel pod might aid in catching them before their oxygen runs out.
* If the ship with the target on it is in a warzone openings may be blown up into the ship that provide easier access to the target. You can see when the opposing ship is coming in the top right of the in inventory.
* The Brick is a great pod to have to cut off having to travel through the majority of the ship if the target is far away from airlocks.

## Notes

* Capture missions are one of the six mission types. Liberate, Capture, Assassinate, Hijack, Rescue and Steal.
* No defector missions accessible by the strategy map are the capture mission type.
Sidewinder

Effect | Sidewinder

**Sidewinder** is an equipment item in *Heat Signature*.

## Description

Teleporters move you instantly, but each type has unique limitations. Click anywhere within the radius to teleport there, as long as there's a direct route to the target. It can be long and indirect.

## Tactics

* A very useful tool for evading large groups of guards or covering open areas in a blink.
* Can be used in combination with a loud firearm to lure the guards away from their original position, then teleport past as they open the door to your room. Useful when guards have permanent shields.
Theft

**Theft** is a mission type in *Heat Signature*.

## Goals

The primary goal of a theft mission is to retrieve a specific item from an enemy ship located inside a cargo crate. This item does count as a space in your inventory, so be mindful of this if you enter the mission with a full inventory.

## Strategies

* This missions are best for a character with equipment geared towards stealth; teleporting devices are especially useful.

* The cargo crate may be behind a locked door, so you will either have to acquire the appropriate keycard, use a Subverter to subvert the lock or a Visitor to get inside.

## Notes

* When you find the item, save it to your station inventory, if it has a thin **BLUE** bar it means it's a limited use item & if you use it you risk making it disappear & you loose the mission (use simulation mode), however if it is a thin **ORANGE** bar then feel free to use it as much as you want because it recharges when you get to a station, I guess there could be a yellow bar or a "gold" bar too, but i have never seen any.
* The targets of these missions are actually completely normal items, though with their descriptions hidden. These can be equipped just like a regular item, and will sometimes have very powerful effects. You can test them without the risk of using them up by experimenting in simulation mode; if they turn out to be useful, you can choose to keep them by simply canceling the mission.

*This article is a stub. You can help Heat Signature Wiki by expanding it.*
Sentry gun

**Sentry Guns** are turrets that will shoot intruders on sight. They fire only when intruders stand in front of it (indicated by its laser pointer). In some cases, guards will be in the same room as the turret, essentially cutting off part of the room the turret covers.

## Tips

* You can deactivate turrets by walking on top of them and pressing the use key
* Pack a Crashbeam, a Subverter, an Emergency Shield, or a Stealth Shield when dealing with a turret directly.
* If you want to avoid a turret, bring a Sidewinder or a Swapper.
* If you stand in front of a non subverted sentry gun and get out the way, you can make it shoot a guard.
	+ However doing this is very dangerous and not recommended.
* Do not subvert Sentry Guns on Pacifist, Ghost, and Bloodless missions.
	+ It's not recommended to subvert Sentry Guns on Silent mission, unless you are absolutely certain you can get away with it.
* Subverted Sentry Guns will shoot any guard on sight, and change the laser's color from red to green when active.
	+ You can lure guards into the line-of-sight of a Sentry Gun, where they'll be shot. However, Sentry Guns will have no effect on guards with shields.
	+ Sentry Guns are able to penetrate armour, making them an effective way of dispatching multiple armoured enemies at once.
Explosives

**Explosives** is a variety of weapons in *Heat Signature*. They are usually explosive in nature and devastating in practice, not to mention, the only kind of weapon effective against enemies with shields.

## List

Grenades are generally fired from the grenade launcher and remote grenade launcher

Non-lethal
* Subverter grenade : Subverter, but with an area of effect.
* Concussion grenade: Knocks out entire rooms.
* Crash grenade: Like the crashbeam? This crashes the entire room.

Lethal
* Grenade: Standard explosive for clearing rooms.
* Breach grenade: Destroys an entire room and vents it to space.
* Impact grenade: Detonates on impact.
Assassination

**Assassination** is a mission type in *Heat Signature*. They are the only type available from Sovereign.

## Goals

The purpose of this mission type is to kill an NPC abroad a ship. If a mission is Bloodless or otherwise prevents you from killing an enemy, it will specifically make an exception for your target.

## Strategies

* Lethal weapons are the simplest way of completing these missions, but more creative players can use gadgets like a Glitch trap or an Emergency shield to deal with a particularly nasty target, or just trick them into venting out a window and letting them die in space
* If you only have non-lethal weapons than you can throw the unconscious body of the target out of a window

* The target is sometimes a boss type enemy and may be differently prepared than other crew members

* Unconscious crew members can killed in the pause screen, but you must be in close proximity to do so.

## Notes

* You can actually still bring the target back to a friendly station while they are unconscious and complete the mission.
* Characters with Bloodless Vows are still able to complete this type of mission. Knocking your target unconscious and bringing them to a friendly station does not count as killing them.

*This article is a stub. You can help Heat Signature Wiki by expanding it.*
Sleepers

Uses | Advanced Technology

Sleepers were a faction in Heat Signature during it's development. They were eventually removed from the game, but persist in the lore of the universe, being referenced by Breaker Gemini during conversation.

## Background

The Sleepers appeared in the Drift before the events of Heat Signature, speaking a language and using technology completely unknown to its inhabitants. They attempted to invade the Drift using their massive force and looked set to succeed until interference by Sader Fiasco.

According to Breaker Gemini's recounting of the story, the Sleepers killed someone close to Fiasco during their invasion, which caused her to step in in the first place.

Sader Fiasco single-handedly assassinated the Sleeper commander within an hour of her assault, and over the following years stole 'half their fleet', and leaked their ciphers.

The Sleepers were further weakened by the arrival of Sovereign, and eventually finished off by an electrical storm. Both events that are believed by Breaker Gemini to be the work of Sader Fiasco as well, though it is unclear exactly how.
Environment

This page lists special **environment features** found onboard ships and stations, as well as their gameplay implementations.

## List

**Ships:**

* Engines: When shot with lethal force (pistol, shotgun, rifle), the engine glows for three seconds before exploding and destroying the room. This ejects anybody in adjacent rooms, kills whoever is in the room, and provides an additional area for your pod to dock. If all engines are destroyed, the capture countdown ends, and the ship is no longer drivable.
* Windows: When shot, the room undergoes decompression, shooting anybody in the room into space before sealing up. This is a good place to make an escape or to remove a large group of guards. Note that you must be carrying your capture/rescue target in order for both of you to be jettisoned out of the room. Also you can walk or throw people through the force field as it isn't made to stop objects
* Terminals: When used, it opens all locked doors with the terminal's security rating or lower.
* Heat Sensors: When powered down or destroyed, the ship will lose its ability to detect you.
* Cockpit: If the pilot is killed, knocked unconscious, hit with a thrown object, or glitched away from the control chair with a Swapper or Glitch Trap, the Alarm will do nothing and the capture countdown will stop. In addition, all sensors cannot detect you anymore. If there are no enemies left, you may pilot the ship.
* Crate: Holds a random weapon or gadget or explosive.
* Locked Doors: Prevents passage to you (unless you have a keycard with a rating equal or higher, or you use a Subverter to hack them), but allows all guards to pass through it.
* Telepads: Allow reinforcements to arrive and targets to escape. Subverting prevents reinforcements and sends escapees into space. Using it yourself sends you into nearby space.

*This article is a stub. You can help Heat Signature Wiki by expanding it.*
Grenade

Damage | Explosive
 Rate of Fire | Timed

**Grenade** is a variety of explosives in *Heat Signature*.

## Description

Hold the button to aim your shot. Grenade will come to rest at the cursor.

## Tips and tricks

* A very useful tool for blasting enemies apart, especially guards with the armor kit. Naturally, it also detonates vulnerable areas on the ship.
Shortblade

Damage | Lethal

**Shortblade** is a melee weapon in *Heat Signature*.

## Description

Hold the attack button to automatically strike enemies that come in range.

## Tactics

* An excellent lethal melee weapon in a scrap. The short- range is offset by the fact it automatically attacks *every* enemy that comes in range as long as you keep the button pressed.
* Substantially improved by the Ex-Sovereign result on Character traits. A 4-meter dash range gives you the chance to clear a tight cluster of guards without having to move between your dashes.
Everything gun

Quality | Unique

'That doesn't even make sense! But yes.

**Everything gun** is a firearm in *Heat Signature*.

## Description

Teleports every item in range to itself and then fires them out with violent force.

The Everything gun is a unique weapon in Heat Signature. It takes all dropped items, such as wrenches and leftover firearms, and launches them in a blast similar to the shotgun weapon, except made of the launched items. The items ricochet off of walls and can cause considerable mayhem.

## Tips and tricks

* Launched melee weapons are capable of their normal functions when launched. Wrenches knock people out and blades kill.
* If fired improperly one is capable of knocking out or killing themselves with the bouncing debris.
Glitchers

Traits | * Uses teleporters and confusing ship designs

**Glitchers** is a faction in *Heat Signature*.

## Background

Stranded in the galaxy after a teleportation experiment that went awry, Glitchers are professional soldiers who live a mostly nomadic life, crossing the void on cobbled-together starships. They have neither the elegance of OffSec, nor the opulence of Sovereign. Instead, they have the technology that brought them here: Teleportation.

The experiment sent the Glitchers across the galaxy, leaving their planet defenceless and their fleet stranded three and a half thousand light years from home
The fleet adapted: their short range glitch tech was beyond anything the rest of the galaxy had ever seen, so they could jump in and steal whatever they wanted from passing shipments.
It was the weirdest war. Everyone's terrified of their hyper-advanced fleet, and the fleet merely wants the basics to survive - and allows anyone to join their collective.

## Characteristics

* The Glitch are an interesting group of people, with an eclectic set of challenges. They commonly use teleporters, lethal weapons, and ships tend to have bizarre, confusing design reflecting their scavenger nature.
* Glitcher starships have three to four clusters connected by passageways. This means they can be very vulnerable to attacks by captured ships.

## Trivia

* Most Glitchers change their last name to the number of times they have glitched.
* Asli Sixty mentions the name of the Glitcher homeworld in her dialogue with the player; Meph. She also mentions that she was not born there, but rather on the other side of the galaxy.
* Asli Sixty claims that her mechanical eye is actually just a contact.
* In the event of an accidental cloning due to a glitch malfunction, the Glitchers have passed a law that either the clone or the original have an hour to legally kill the other, to be decided beforehand, after which, the clone is their own person.
Foundry Brick

Effect | Can destroy rooms by ramming

**Foundry Brick** is a pod in *Heat Signature*.

## Description

This Pod has the special ability to destroy rooms if you hit them with enough speed.
This does damage to the pod. The Pod also has infinite emergency fuel.

## Tactics

* After you first dock at an enemy ship, you can see where your objective is located.
	+ Try to ram and destroy rooms near the target (or if on a assassination mission, just the targets room) to make your mission much easier. Remember: you can dock at entrances to said destroyed rooms.

* Watch your speed more carefully: this is the only pod where collisions with something really do anything.
	+ You will lose precious seconds repairing your pod and you will set off the alarm if you do use the pod's feature.
* This is the riskiest pod, as you can easily die during the pod repair .

## Updates

With the later update, the Foundry Brick has been nerfed. You can no longer breach a spaceship with normal or low speed, but need the maximum travel speed. This makes it almost impossible to aim for a single room of a spaceship, denying the ability to assassinate a target with one breach.
Heat Signature Wiki/editcopy/Section 3

Guides
* System requirements and release date
* How to Play Guide for Heat Signature

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Super shotgun

Damage | Lethal
 Traits | Shotgun

**Super shotgun** is a firearm in *Heat Signature*.

## Description

Hold the button to aim your shot, release to fire.

## Characteristics

Positive:

* VERY high spread
* Good against groups
* Needs no aim, just shoot it in the direction of the enemy

Negative:

* High ammo consumption
* Bad against single targets
* VERY loud
* VERY high risk of accidentally exploding ships fuel cells if a guard is close to them.

## Tips and tricks

* Overkill in a portable package. Even better than the standard shotgun.
Heat Signature Wiki/Section 4

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Grenade launcher

Uses | Medium capacity

This device profoundly accelerates bedtime

**Grenade launcher** is a variety of explosives in *Heat Signature*.

## Description

Hold the button to aim your shot. Grenade will come to rest at the cursor.

## Tips and tricks

* A very useful tool for blasting enemies apart or knocking them out. The type of damage depends on the explosives packed into it.
Slipstream

Effect | Bullet time

**Slipstream** is an equipment item in *Heat Signature*.

## Description

Time flows 10x slower and you move 5x faster for 10 seconds - which will feel like 1 to everyone else.

## Tactics

* An excellent tool for both stealthy and loud approaches, as this will allow players to react many times faster than guards.
* Makes dodging bullets much easier. It's possible to dodge enemy fire without the use of a slipstream, but the use of a slipstream makes it much easier.
* Note that when the slipstream effect ends, there will be a few seconds where the player character moves in the direction they were moving when the effect ended. Take care not to run into a guard's vision or out of a breach when the effect of the slipstream ends.
* Especially useful in combination with automatic guns or a shortblade.
* Slipstream charges can be chained together, which is often enough to clear out several rooms before guards can react.
* Charges from different Slipstreams can also be stacked, creating increasingly extreme effects. (i.e. stacking two slipstreams means the player moves at 25x normal speed as opposed to 5x.)
* Especially potent with a stealth shield, a full charge of slipstream barely lasts for a mere fifth of the duration of the shield.

* Running into a window with a slipstream active will break the window and suck you into space. (Useful for speedy getaways?)
Contractors

**Contractors** are unique enemies that appear on harder missions. There are four different varieties:

* Defenders: A contractor who generates an impenetrable, uncrashable, unhackable shield for all guards near them. The only way to bring these shields down is to take out the Defender, who only has a conventional shield.
	+ A Defender is armed with a concussive, automatic, loud shotgun. The weapon is worth 8 acid, so it may be worth sending to your stash.
* Jammers: A contractor who moves through the ship installing jamming devices that prevent any of your gadgets from working while you're inside their square of effect. The field also scrambles incoming teleportation, so glitching into it is not advised. The jamming devices can be destroyed up close if you can get to them. Crashing a Jammer prevents them from placing any more jamming devices; subverting makes them place green jammers which crash all enemies in their range but not you (subverting already placed device also hacks it).
	+ A Jammer carries a simple loud gun, worth 2 acid.
* Trackers: A contractor with specialized sensors that track your exact location on the ship at any range. They will hunt you relentlessly, their reactions are instantaneous, and their high velocity rifle is virtually impossible to dodge. Watch for the red tracks leading to you. Crashing a Tracker disables their sensors, subverting scrambles them.
	+ The High Velocity Rifle is loud, and unique in that the bullet has no travel time to its target, much like turrets. It can be sold for a few acid.
		- If you are unconscious when a Tracker sees you, then get up, they do not immediately shoot you again.
* Predators: A contractor searches for interlopers within a wide radius around them. Step into their pulsing sensor range and they will instantly detect you, teleport to you, and kill you in the same move. Shields don't help, their blade is already in you when they glitch. Crashing a Predator disables their sensor and teleporter. Subverting causes their teleporter to malfunction, glitching them into space.
	+ Each predator carries a Crashblade, which functions just like an ordinary longsword except for one special feature: the first time a Crashblade is used against a shielded guard it will crash the target, shutting down the shield. Each Crashblade has only a single 'crash' charge, after which it only ever functions like a normal longsword. It sells for a reasonable amount of acid.
Heat Signature Wiki

Welcome to the Heat Signature WikiWelcome to the *Heat Signature* Wiki!
A guide to going inside spaceships and brutally slaughtering/kindly abducting/stealthily robbing/and so on/etc. all of them, while stuffing your pockets with money (and maybe fighting for liberation)!
Feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 120 articles!

Spotlight: *Heat Signature*
*Heat Signature* is a roguelike action game from Tom Francis, where you sneak aboard randomly generated ships, steal their loot, smack people with wrenches, shoot them, and complete missions to net you even better stuff!

The game is now available on Steam for $14.99!

The Man Who Went Inside Spaceships

Money and gear traits

Miscellaneous

Gadgets

Weapons

Explosives

Pod types

The World Where the Man Who Went Inside Spaceships Lived
Missions

* Mission types
* Clauses
* Defectors

* Mission types
* Clauses
* Defectors

Factions

Offworld Security

Glitchers

Foundry

Sovereign

Ships That The Man Who Went Inside Spaceships Went Into
Ships and stations

* Environment
* Guards
* Bosses
* Contractors
* Sentry guns
* Alarms

* Environment
* Guards
* Bosses
* Contractors
* Sentry guns
* Alarms

Guides
* System requirements and release date
* How to Play Guide for Heat Signature

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Wiki Community
We are currently maintaining 522 pages (120 articles)!

Recent changes | New pages | Missing pages

How to help
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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Key cloner

Effect | Generates key cards

**Key cloner** is an equipment item in *Heat Signature*.

## Description

Copies a guard's keycard from a distance, even through walls. Hold the button to aim the beam, release it to clone. Only consumes a charge if it did something.

## Tactics

* A tool for stealth and when you accidentally space a keycard holder.
	+ Very good on missions with the Ghost clause.
* Copy a higher level keycard to open all doors with lower level access restrictions.
Concussive shotgun

Traits | **Rechargeable**: Returns to full capacity for free when you return to a friendly station.

Shotgun

**Concussive shotgun** is a firearm in *Heat Signature*.

## Description

Hold the button to aim your shot, release to fire.

## Tactics

* Ranged non-lethal gun. Excellent for clearing rooms and crowd-control.
* The ex-Offworld result on Character traits can largely offset the limited ammo capacity, unless you're in a long firefight.
	+ This can be very helpful when you are trying a non-lethal run against a lot of armoured guards. Armour-piercing concussion guns can be unlocked, but there is no standard nonlethal armour-piercing melee weapon.
Money

**Money**, also known as acid, is the root of all evil and character progress in *Heat Signature*. Your current balance can be checked by pausing using the Space Bar. While your character's Liberation progress will eventually be slowed down due to your success, you will still be able to make as much money as the mission board offers you.

## How to earn

* Money is earned by completing missions, especially those with additional clauses.
* Always be on the lookout for blue crates with the money symbol on them. These provide a small monetary boost.
* When possible, secure ships and take them to a friendly base. Selling them also provides a small boost.
* Money can also be obtained by selling spare gadgets and weapons in your inventory or stash. Common items like the Wrench however, will not sell for a profit.
Stealth shield

Effect | Creates a stealth shield, hiding you from enemy sight

**Stealth Shield** is an equipment item in *Heat Signature*.

## Description

Hides you from all enemies and sentries in the direction you're facing (120 degree cone). Activating it consumes one charge and the shield stays on for 5 seconds.

## Qualities

* **High Capacity** Stealth Shields allow for an additional two uses of this gadget before, bringing the total up to five, allowing for an entire 25 seconds of visual shielding from enemies.
* **Rechargeable** Stealth Shields add the additional utility of restocking all the uses for your gadget upon returning to a friendly station. This can even be done during missions, though any time limits or alarms raised will still continue in your absence.
* **Self-Charging** Stealth Shields, the rarest of the three additions, recharges your uses of this gadget over time during a missions. These can be used to great effect as it allows for unlimited shielding as long as you're patient enough.

Note: Stealth Shields can have multiple of these traits or none at all, though you can never have a Rechargeable Shield that is also Self-Charging.

## Tactics

* A very useful tool for passing through enemy outposts and rooms, especially corridors watched by the enemy. Keep track of high capacity ones and rechargeables.
* Useful if you want to steal Keycards and have no time and no KeyCloner: just activate, sneak near the Keycard owner, steal it and sneak away
* Also if you are spotted but the guards are not yet yelling "INTRUDER" you can use it to disappear from their sight while active
* If you get yourself surrounded with guards, you can activate the stealth shield and spin around so that they will not fully identify. If they have the exclamation mark on top of them, spinning around will make it impossible for them to fill it, so you can escape the room, and they will still search where they last saw you.
* Very useful in ghost missions, if you have multiple medium capacity stealth shields (Preferably also with some sort of charging) you can do the mission very easily as long as you utilize the time in a stealth shield well.
* Be very careful to not get too close to a guard, if the guard is on "your side" of the black lines, then they can see you, so you have to back away.
Crashbeam

Effect | Disables electronics

**Crashbeam** is an equipment item in *Heat Signature*.

## Description

Turns off turrets, shields, and any electronic guard kit, even through walls. Hold down the button to aim, release to crash. Only uses up a charge if successful.

## Tactics

* Crashbeams disable shielded guards' protection, leaving them helpless.
* Crashed guards cannot sound the alarm.
* Crashed doors are temporarily disabled, remaining open or closed. Try block the path of a fleeing target with a shut door, or forcing a door open to take some opportunistic shots.
* Forcefields that replace broken windows can be crashed, depressurizing the room again.
Heat Signature Wiki/editcopy

Welcome to the Heat Signature WikiWelcome to the *Heat Signature* Wiki!
A guide to going inside spaceships and brutally slaughtering/kindly abducting/stealthily robbing/and so on/etc. all of them, while stuffing your pockets with money (and maybe fighting for liberation)!
Feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 120 articles!

Spotlight: *Heat Signature*
*Heat Signature* is a roguelike action game from Tom Francis, where you sneak aboard randomly generated ships, steal their loot, smack people with wrenches, shoot them, and complete missions to net you even better stuff!

The game is now available on Steam for $14.99!

The Man Who Went Inside Spaceships

Money and gear traits

Miscellaneous

Gadgets

Weapons

Explosives

Pod types

The World Where the Man Who Went Inside Spaceships Lived
Missions

* Mission types
* Clauses
* Defectors

* Mission types
* Clauses
* Defectors

Factions

Offworld Security

Glitchers

Foundry

Sovereign

Ships That The Man Who Went Inside Spaceships Went Into
Ships and stations

* Environment
* Guards
* Bosses
* Contractors
* Sentry guns
* Alarms

* Environment
* Guards
* Bosses
* Contractors
* Sentry guns
* Alarms

Guides
* System requirements and release date
* How to Play Guide for Heat Signature

Twitter
Tweets by @HeatSigwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community
We are currently maintaining 522 pages (120 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Heat Signature Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.

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