Weapons

Normal Weapons
Kinetic: 0-31 range 1.5 sec cd

Fires in a straight direction, no homing.After hitting it then still takes the attack vs defense test to see if it actually "hits"

Thermal: 0-25 range, loses damage down to minimum 10% as range increases. .75 sec cd

Is instantaneous and always hits, though still requires attack/defense test

Missiles: 0-31 range, 3 sec cd

A homing missile that will chase the target for around 15 seconds. Will take attack/defense test.

EMP/Virus: 0-25 range. Similar to thermal in that it instantly hits, typically causes a debuff as an added affect that stakcs 3 times.

Special Weapons
Mines: The bread and butter of the game. Do not take remote detonate ones, they cost alot more energy and can't be stacked. Takes about .5 seconds to deploy, 3 seconds cd before another can be dropped.

Non-remote mines can be stacked 4 times before they naturally decay, allowing you to make small minefields. They are the most op weapon in the game, able to drop them on chasing enemies who in their stupidity, failing super bosses, run directly into. With proper timing you can destroy enemy missiles as well as do massive aoe damage on their swarm with a single mine. Mines do not take the attack/defense test and CAN crit.

Pulsar: 0-31 range, 30 sec cd. 10 sec duration

Creates a mini star that does 6 pulses, each doing about the same damage as a mine in a far larger aoe. Can be fired anywhere, instantly within 30 range of your ship making it highly effective for difficult sieges where you can hit and run on enemy planets. Most effective when used on enemy swarms while over a planet, the gravity keeping them inside the pulsar for longer. A single well placed Pulsar will wipe out a whole fleet as well as chunk an enemy boss.