Special Weapons are non-standard weapons each with unique properties.
List of Special Weapons
Anti-Missile Rockets
Early game missile or fighter counter. Can only fire at missiles and fighters. See Shooting Missiles.
Stasis Field
A terrible late game weapon:
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Disables a target in one shot, there’s no defense.
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Has a very short range though,
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The owner of the field can always disable it, freeing the target (clicking on target produces a confirmation pop-up),
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The generator (weapon unit) does not recharge as long as the field is active. For example if you have 2 generators in a slot and put 1 enemy ships in stasis, only 1 of your generators will be available to fire next turn.
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Ship in stasis can’t be attacked or boarded. Putting a ship in stasis instantly causes all fliers also targeting it to retarget or fizzle. Area damage doesn’t affect a ship in stasis. Fighters returning to the ship in stasis will disappear.
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No specials systems work on board the ship in stasis, no recharge of weapons or shields occur, no automatic repair, battle-wide effects like Wide-Area Jammer stop working.
That said the weapon is rather cumbersome, you can’t fit many of them on a ship in classic. Its short range is also a problem although a sub_space_teleporter helps.