Trying to move an instantiated object with a Rigidbody2D and AddForce

I am setting up a gameobject that uses a coroutine to endlessly spawn bullets, and I want to make it so that when I rotate the gameobject it also changes the direction the bullets are spawning and moving at. Currently, the projectiles do not move at all.

The first if statement is determined by a public bool laser, which I have toggled in the editor for specific prefabs. I have declared _bullet and _laser as GameObjects and serialized them so I can plug them in the editor. I have also declared a public RigidBody rb but haven’t assigned anything to it in the editor. The Rigidbodies are kinematic.

IEnumerator Shoot()
{
    while (true)
    {
        yield return new WaitForSeconds(1);
        if (laser == false)
        {
            Instantiate(_bullet, transform.position + new Vector3(0, 0, 0), Quaternion.identity);
            rb = _bullet.GetComponent<Rigidbody2D>();
            rb.AddForce(new Vector2(10, 0));
        }
        else if (laser == true)
        {
            Instantiate(_laser, transform.position + new Vector3(0, 0, 0), Quaternion.identity);
            rb = _laser.GetComponent<Rigidbody2D>();
            rb.AddForce(new Vector2(10, 0));
        }
    }
}

Rigidbody rb;
GameObject go;

 IEnumerator Shoot()
 {
     while (true)
     {
         yield return new WaitForSeconds(1);
         if (laser == false)
         {
             go = Instantiate(_bullet, transform.position + new Vector3(0, 0, 0), Quaternion.identity) as GameObject; //you must get a reference to the newly instantiated GameObject
             rb = go.GetComponent<Rigidbody2D>(); //then, get a reference to the Rigidbody of the newly instantiated GameObject (not the one on the prefab)
             rb.AddForce(new Vector2(10, 0));
         }
         else if (laser == true)
         {
             go = Instantiate(_laser, transform.position + new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
             rb = go.GetComponent<Rigidbody2D>();
             rb.AddForce(new Vector2(10, 0));
         }
     }
 }

EDIT: Your Rigidbodies must not be kinematic if you want to move them using the Physics Engine, e.g. with AddForce().