PLACEHOLDER NAME: TANK SHIP

PRIMARY FIRE: Red double laser cannons that fire in 4 directions (right, left, up, down) at the same time.
SECONDARY ABILITY: The tank ship is surrounded by a square shaped energy shield. The shield has 4 sides and if a side takes enough damage, it breaks and allows the ship to become vulnerable. The secondary ability repairs one side of the energy shield starting with the weakest one. If multiple shields are broken, it repairs one side at random. This allows players to survive a heavy amount of damage by rotating the ship so that the strongest side of the energy shield faces the enemy while repairing the weak ones.
PLACEHOLDER NAME: SPLITTER SHIP

PRIMARY FIRE: Shoots a medium range green energy disc forward.
SECONDARY ABILITY: Disappears and causes 3 clones of itself to randomly appear in the area where it vanished. When this happens, the ships remaining crew is split between the 3 vessels, one being the standard green, one pink, and one blue. Each clone has a different weapon that corresponds to its color. The pink ship has a repeating plasma barrage that is rapid and short range, the blue ship has a slow moving blue orb that homes in on the enemy, the green has the standard medium range green energy disc. The player can swap primary control to any of the 3 ships at will as long as they are alive, leaving the others to be AI controlled. When all but one are destroyed, the ship can split again as long there is enough crew left to split 3 ways.
PLACEHOLDER NAME: RAMMER SHIP

PRIMARY FIRE: Fires a short range kinetic shotgun blast in front of the ship.
SECONDARY ABILITY: The button can be held down to charge the ship, while charging the ship cannot use primary boosters and turns very slow. When the button is released, the ship charges forward in an extremely fast line like a giant battering ram. The time spent charging determines how far the ship will go and how much damage it will do. Extremely devastating at full charge.
PLACEHOLDER NAME: DODGER SHIP

PRIMARY FIRE: Fires rapid purple energy boomerangs that travel forward a short distance then return in a tight oval pattern in front of the ship.
SECONDARY ABILITY: When a direction is pressed along with the secondary ability key, the ship "dodges" a short distance in that direction. This allows the ship to use energy to suddenly jump forward, backward, left, or right very quickly to avoid enemy fire.
PLACEHOLDER NAME: SNIPER SHIP

PRIMARY FIRE: Fires long range high velocity energy rail that deals good damage but has a longer reload.
SECONDARY ABILITY: The ship creates a holographic decoy of itself and goes into cloak. While cloaked, mobility is increased. The ship then decloaks several seconds later and the holographic decoy vanishes unless it was destroyed by the enemy. Firing ends the cloak prematurely and makes the hologram disappear.
PLACEHOLDER NAME: ORB SHIP

PRIMARY FIRE: Fires one of the ship's orbital plasma balls forward. Deals good damage on direct impact, but also fires very short range arcing lighting at the enemy ship if they are close to it as it passes by.
SECONDARY ABILITY: Creates an orbital plasma ball that rotates around the ship. The orbs fire very short range arcing lighting at nearby enemy ships and constructs (e.g. fighters) and functions like a SC2 Chmmer Zapsat. Up to 5 orbs can be in orbit at once.