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:

( indicates a weapon introduced in the Valkyrie DLC, while  indicates a weapon introduced in the Supernova DLC. 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

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

Cluster Missiles
Cluster missiles fly in elegant spirals toward their target and deal quite a bit of damage. Their range is also quite impressive.

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.

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.

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.

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.

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!

Shock Blast
This eponymous category detonates like a mine when used, punches like a nuke, and stings like an EMP bomb.