Atomaders 2/Extra Weapons and Power-ups

Extra weapons
Your ship can only charge 1 Extra Weapon, catching an another extra weapon drop when you haven't fully charged an extra weapon yet will reset your extra weapon charge, once you've been able to successfully charge an extra weapon, any extra weapon drops you obtain will give you 5 score points and it will not reset your charge.
 * V-Strike - Obtained from Crab Yellow cyborg, when fired and the missile hits a target, the missile will split into 2 and go in a V formation, the 2 missiles will continue until it leaves the screen, this power-up is ineffective on cyborg formations that aren't set up for the V-Strike to work.


 * Left Swing - Obtained from Crab Red cyborg, when fired and it hits a target, the missile will swing immediately to the left direction from where it hit the target will continue until it leaves the screen, it should work with most cyborg formations as long as it is fired correctly.


 * Right Swing - Obtained from Crab Blue cyborg, when fired and it hits a target, the missile will swing immediately to the right direction from where it hits a target and will continue until it leaves the screen, it should work with most cyborg formations as long as it is fired correctly.


 * Front Hit - Obtained from Crab Brown cyborg, the missile will go straight from where it is fired and it will destroy cyborgs on its way until it leaves the screen, it should work with most cyborg formations as long as it is fired correctly.


 * Ricochet - Obtained from Bell cyborg, when fired the ship will launch a sharpnel that once it strikes a target, the sharpnel will split into 3 and will hit targets, as the sharpnels it targets it will bounce and hit the next one, this process will keep on repeating until the sharpnels are out of the cyborg formation, very effective against tightly packed or dense cyborg formations.


 * Cluster Bomb - Obtained from Horn cyborg, when it hits a target or it reaches the top of the screen it will explode and release one-hit sharpnels that will go downwards, destroying up to 8 targets, this extra weapon must explode on top of the screen otherwise it won't do any damage to the cyborg formation.


 * Spiral Strike - Obtained from Claw cyborg, when fired it launches a missile that once it explodes after hitting a target, the missile will release a gravity like ring that will expand and once the ring compresses, any cyborgs caught within and slighty outside of the ring when it expanded will be drawn and destroyed altogether, very effective against cyborg formations that are tighly packed, dense, and formations with slight spaces among each other, for tightly packed or dense formations you must create an opening first before firing this weapon due to its circular range.


 * Crusher - Obtained from Meta cyborg, when fired it releases a missile that once it explodes after hitting a target, the missile releases 8 one-hit sharpnels that will spin around on a certain diameter, destroying cyborgs within its spinning range until all sharpnels hit a target or they will explode on their own a few seconds after, very effective against tightly packed and dense cyborg formations, but you must create an opening first before firing this weapon due to its circular range.


 * Laser - Obtained from Seed cyborg, arguably one the strongest extra weapon yet thanks to the Laser panning technique, the ship will fire a beam that follows along with the movement of the ship for almost a second before its gone, this allows the laser to be "panned" to hit more than just 1 column of cyborgs, please refer to Techniques section for more information, this power-up should work with any cyborg formation, but is more effective on dense and tightly packed formations.


 * Boomerang - Obtained from Gear cyborg, when fired it releases a boomerang made of energy that goes straight forward to where it was fired, with good aim it can immediately strike 2 columns of cyborgs, then it will come back to the location of the ship, allowing for more cyborgs to be destroyed because its returning path can be redirected easily, this power-up should work with any cyborg formation, and its customizable returning path is what makes this weapon one of the best.


 * Ram - Obtained from Saws cyborg, when the extra weapon button is pressed the ship will charge straight into the cyborg formation destroying them in the process, then the ship will go back to its original location, with good aim your ship can cover 2 columns of cyborgs, any cyborg will also destroyed while it is returning, the ship will immediately catch the power-up from the cyborgs it rams which allows for seamless power-up release combos, this is also one of the best power-ups due to the Ram power-up being usable defensively as well against Fighters.


 * Lightning - Obtained from Wing cyborg variant 1, when fired the ship shoots a lightning bolt that will chain up to 6 cyborgs, it doesn't need good aim but is much better used on cyborg formations that don't have gaps, a worse Ricochet at best when it comes to destruction potential, but he Lightning doesn't need RNG to be able to destroy as much cyborgs as it can due to it having an "auto-aim".


 * Fireball - Obtained from Wing cyborg variant 2, when fired the ship releases a fireball that will slowly chain into cyborgs and destroy them, the fireball will keep on chaining to any adjacent cyborgs and destroy them until the fireball is out of the cyborg formation, this can be much better than Lightning at times but this power-up performs better on tightly packed cyborg formations.


 * Black Hole - Obtained from Fork cyborg, when fired the ship unleashes a mini black hole that will attract any nearby cyborgs to it and destroy them, leaving a trail of power-ups below directly to where the mini black hole is released, the weapon doesn't need good aim and the more dense a cyborg formation is and the faster they move sideways, the more destructive this weapon becomes, this is arguably the strongest extra weapon yet.

Power-ups
Some power-ups do not reset their cooldown if you catch an another power-up while the said power-up is still active, one example of a power-up that does this is the Barrier Shield.

Most of these power-ups can be dropped from both the Mothership and Armored Cyborg.


 * Front Shield - This power-up attaches a one-hit front shield to your ship, this acts like an extra hitpoint your ship could gain which is helpful to protect yourself from shots that say, you didn't dodge well or fast Fighter shots.


 * Defense Launcher - This power-up gives your ship a tiny missile launcher that automatically fires at enemy shots, the missiles are fast but it won't be fast enough to catch some very fast shots so you still have to be careful, this power-up will be active for several seconds before it stops, useful also against bosses, not all shots can be targetted by the Defense Launcher


 * Time Slow - This power-up slows down most cyborgs and their shots for a few seconds giving you some extra time to destroy say, Fighters or destroy anything else.


 * Bonus Score - Gives out free 200 score, do not take this power-up if its too risky.


 * Avalanche - This power-up will rain down asteroids in the level, the grey asteroids won't do anything but the burning, molten, more rocky looking asteroids can hit you, cyborgs, and barriers, this is a high risk high reward power-up as each asteroid you destroy costs 50 score and this could somewhat assist you in destroying cyborgs but you may get hit as well.


 * Extra Life - Gives 1 free Extra life, always take it whenever you can since its drop rate is not common.


 * Forcefield - An upgraded variant of the Front Shield where this power-up provides you with a one-hit full cover forcefield for your ship instead of just in the front, this will help protect you against Blue Fighters as their shots could get perfectly angled sometimes that it makes their shots impossible to avoid.


 * Double Shot - This power-up allows your ship to temporarily fire 2 shots at a time, allowing for faster kills and easier destruction of 2-hit cyborgs, as long as the first shot is hit your ship will immediately be available for its next double shot, this will last for a few seconds.


 * Extra Charge - When this power-up is taken, any extra weapon charge you have will immediately be full charged so it is ready to use, perfect for strong power-ups such as Ram and Black Hole.


 * Power Bump - When this power-up is taken, your ship will release a huge energy wave pushing cyborgs away, this is often dropped by the Armored Cyborg and is useful if the cyborgs get way too low that the red indicator appears.


 * Barrier Shield - This power-up will give your barriers a wide forcefield that will protect them from frontal damage as well as you with it for a few seconds, if the barrier is shot while the forcefield is active it will be deactivated after, it is recommended to stay behind the forcefield so you can take a break from avoiding cyborg shots and Fighters for a while, this is also your chance to temporarily break free and destroy cyborgs with 1 shot penalties while you can.


 * Barrier Mines - When this power-up is taken, the barriers will release a mine upwards that will explode and destroy cyborgs within the explosion range of the mine, to extend the reach of the mines you can fire the cyborg upwards, but this power-up isn't too common, and it often comes from the Armored Cyborg.


 * Energy Storm - When this power-up is taken, the cyborgs will be slowed down for while like as if you took a Time Stop power-up and then some cyborgs will also be destroyed as well, this is a rare power-up, arguably the rarest, you will most likely see a number of Forcefield drops before you will spot this power-up, the first confirmed specific level on where this power-up could drop is 8-5 (Sector 8, Level 5).