Category:Secondary Weapons
Secondary weapons support the firepower of their more-used primary weapons, and are more varied to assist in different combat situations. In Galaxy on Fire 2, a small, stylized missile button to the left of the large, blank button fires the weapon defined on the bottom of the screen. Unlike primary weapons, secondary weapons do not have an unlimited supply of ammunition and only can be fired one at a time. However mounted secondary weapons do not occupy cargo space - You can have like 1 Milion Liberators in your rocket pods, and that won't do anything to your ship's cargo hold.
Similar to primary weapons, secondary weapons are also a first indicator of a ship's performance in the battlefield, ranging from zero (Typhon) to four (Cormorant, Tyrion, Teneta). More secondary weapons space means increased combat options and less stockpiles of reserve weapons in the cargo bay. Therefore, it is important to equip the secondary weapons suited to your style and situation, and have enough of them to fight and trade another day.
If a ship or freighter is carrying one of the same secondary weapons that you currently have equipped, looting them with a tractor beam will equip the weapon immediately during flight instead of occupying cargo space.
The following is a listing of all the secondary weapons in Galaxy on Fire 2:
( V indicates a weapon introduced in the Valkyrie DLC, while S indicates a weapon introduced in the Supernova DLC. K indicates weapons that can only be purchased at the Kaamo Club Lounge.)
Rockets
Rockets are fast and cheap, but do not have much range and cannot be guided.
All rockets look the same after fired
Weapon | Tech Lev. |
Dmg | EMP Dmg |
Loading Speed |
Range | Speed | Low Price |
High Price |
---|---|---|---|---|---|---|---|---|
G'liissk | 1 | 60 | 0 | 1200 ms | 1000 m | 3000 km/h | 19 | 23 |
Jet Rocket | 3 | 70 | 0 | 900 ms | 1100 m | 3500 km/h | 29 | 33 |
Amour Rocket | 5 | 72 | 24 | 2000 ms | 1100 m | 4000 km/h | 48 | 59 |
EMP Rocket Mk I | 6 | 10 | 45 | 1000 ms | 1300 m | 4500 km/h | 48 | 59 |
EMP Rocket Mk II | 7 | 30 | 60 | 1000 ms | 1300 m | 5000 km/h | 62 | 68 |
Missiles
Missiles are more expensive, but they can home in on targets and have much more range than rockets.
All missiles look the same after fired
Missile | Tech Lev. |
Dmg |
EMP Dmg |
Loading Speed |
Range |
Speed |
Low Price |
High Price |
---|---|---|---|---|---|---|---|---|
Edo | 1 | 70 | 0 | 2000 ms | 3300 m | 2000 km/h | 86 | 99 |
S'koonn | 3 | 140 | 0 | 3000 ms | 5500 m | 2500 km/h | 162 | 200 |
Intelli Jet | 5 | 100 | 50 | 3000 ms | 10000 m | 4500 km/h | 135 | 156 |
Mamba EMP | 7 | 0 | 100 | 3000 ms | 10400 m | 3750 km/h | 88 | 102 |
Dephase EMP | 8 | 120 | 100 | 3000 ms | 11800 m | 4250 km/h | 238 | 281 |
Cluster Missiles
Cluster missiles fly in elegant spirals toward their target and deal quite a bit of damage. Their range is also quite impressive.
Cluster Missile | Tech Lev. |
Dmg | Loading Speed |
Range | Speed | Low Price |
High Price |
---|---|---|---|---|---|---|---|
Shesha S | 9 | 60 | 3000 ms | 4400 m | 2000 km/h | 343 | 357 |
Garuda-IV S | 9 | 75 | 3000 ms | 6300 m | 2250 km/h | 765 | 795 |
Patala K | 9 | 90 | 3000 ms | 6900 m | 2500 km/h | 1,583 | 1,623 |
EMP Bombs
EMP bombs deal little direct damage, but as a balance they deal massive EMP damage in a large area to temporarily disable ships.
EMP Bomb | Tech Lev. |
Dmg | EMP Dmg |
Loading Speed |
Range | Speed | Magnitude | Low Price |
High Price |
---|---|---|---|---|---|---|---|---|---|
EMP GL I | 4 | 2 | 80 | 6000 ms | 2900 m | 1750 km/h | 11000 m | 62 | 75 |
EMP GL II | 5 | 2 | 150 | 6500 ms | 3600 m | 2000 km/h | 15000 m | 172 | 219 |
EMP GL DX | 6 | 4 | 300 | 5200 ms | 3600 m | 2500 km/h | 18500 m | 314 | 378 |
Nukes
Nukes deal massive amounts of damage at high magnitudes. Be careful when detonating nukes, because opposing factions in a firefight may team up temporarily and attack you instead. Also, if a nuke is detonated too close to your ship on "Extreme" difficulty, your ship will take damage.
Nuke | Tech Lev. |
Dmg | Loading Speed |
Range | Speed | Magnitude | Steer | Low Price |
High Price |
---|---|---|---|---|---|---|---|---|---|
AMR Tormentor | 4 | 150 | 6000 ms | 2500 m | 1500 km/h | 10000 m | No | 479 | 581 |
AMR Oppressor | 5 | 400 | 6500 ms | 3100 m | 1750 km/h | 30000 m | No | 1,145 | 1,370 |
AMR Extinctor | 9 | 700 | 7000 ms | 4300 m | 2250 km/h | 40000 m | No | 2,864 | 3,270 |
Liberator V | 4 | 850 | 10000 ms | 13800 m | 2500 km/h | 12500 m | Yes | 5,997 | 7,241 |
Fireworks S | 10 | 1 | 8000 ms | 6600 m | 30000 km/h | 10000 m | No | 21000 | 22840 |
Mines
Mines are similar to nukes in that they deal significant damage at high magnitudes, but they float wherever they were launched and only detonate within proximity of any ship. They have a limited time to detonate after they are released, ranging from 40 seconds to 60 seconds. After this time has passed, and it has not detonated, the mine will simply vanish without explosion.
Mine | Tech Lev. |
Dmg |
EMP Dmg |
Loading Speed |
Effect |
Magnitude |
Low Price |
High Price |
---|---|---|---|---|---|---|---|---|
AMR Saber V | 3 | 350 | 0 | 1000 ms | 40 s | 500 m | 294 | 306 |
Ksann'k V | 3 | 700 | 0 | 4000 ms | 60 s | 2500 m | 1,427 | 1,574 |
Neétha EMP V | 3 | 0 | 500 | 3000 ms | 50 s | 1100m | 490 | 510 |
Sentry Guns
A sentry gun, when launched, stays in its place and automatically fires upon any hostile targets in range until it or they are destroyed. There can only be a maximum of 3 operational sentry guns in an area at any given time. They can cause friendly fire, and are able to be healed by repair beams. Players are also able to destroy them in order to place new ones at different locations. Sentry guns despawn if you travel to another station's orbit or enters a station.
Sentry Gun | Tech Lev. |
Dmg |
Loading Speed |
Dmg/s |
Range |
Speed |
Low Price |
High Price |
---|---|---|---|---|---|---|---|---|
9 | 9 | 430 ms | 20.93 | 1500 m | 5500 km/h | 735 | 765 | |
Berger SG-400 S | 9 | 11 | 300 ms | 36.66 | 1700 m | 6250 km/h | 1,568 | 1,632 |
T'Suum K | 9 | 14 | 250 ms | 56.00 | 1900 m | 7000 km/h | 5,217 | 5,405 |
Ionizing Missiles
Ionizing Missiles do no significant damage, but they are the only way to harvest plasma clouds. Always have a plasma turret ready to suck them all in!
Missile |
Tech Lev. |
Loading Speed |
Magnitude |
Range |
Speed |
Effect |
Low Price |
High Price |
---|---|---|---|---|---|---|---|---|
Ion Lambda MK1 S | 4 | 6000 ms | 5000 m | 2500 m | 1500 km/h | 50% | 1,029 | 1,071 |
Ion Lambda MK2 S | 6 | 6000 ms | 7500 m | 2500 m | 1500 km/h | 100% | 1,914 | 1,989 |
Shock Blast
This eponymous category detonates like a mine when used, punches like a nuke, and stings like an EMP bomb.
Shock Blast |
Tech Lev. |
Dmg |
EMP Dmg. |
Loading Speed |
Magnitude |
Range |
Speed |
---|---|---|---|---|---|---|---|
Shock Blast | 9 | 140 | 80 | 6000 ms | 40000 m | 0 m |
0 km/h |
Subcategories
This category has the following 8 subcategories, out of 8 total.
C
- Cluster Missile (3 P)
E
- EMP Bombs (7 P)
- EMP Protection (3 P)
I
- Ionizing Missiles (3 P)
N
- Nuke (6 P)
R
- Rocket (12 P)
Pages in category "Secondary Weapons"
The following 39 pages are in this category, out of 39 total.