Starship Weapons
Starship weapons are used to deal damage to other starships, players, and entities.
Light Weapons are fired by left clicking with a controller. Multiple light weapons can be fired at once if you are not using weaponsets and nodes to control which weapons fire.
Heavy Weapons are fired by right clicking with a controller after a brief charge-up delay. Only one type of heavy weapon can be fired at a time, so ships with multiple heavy weapons must control them using weaponsets and nodes. Attempting to fire more than one weapon will jam the systems.
Turrets can fire in any direction that they have line of sight in. All turrets except for the Tri Turret are light weapons. Light Turrets, Tri Turrets, and Point Defense Turrets can automatically fire on player or ship targets designated using /settarget [node] [player]
or /st [node] [player]
. Point Defense Turrets are light weapons and cannot be fired manually.
Some weapons such as Plasma Cannons, Interceptor Cannons, and Torpedoes, can only fire forwards. The direction of fire for these weapons is the opposite direction of maximum thrust.
Players take 5 hearts of true damage when hit with any starship weapon.
Light Weapons
Light weapons have a comparatively high fire rate and low damage. Fire by left clicking with a clock.
Interceptor Cannon
Interceptor Cannon | |
File:Interceptorcannon.png An interceptor cannon | |
Properties | |
---|---|
Range | 200.0 |
Speed | 250.0 |
Area shield damage multiplier | 1.0 |
Starship shield damage multiplier | 1.0 |
Shot thickness | 0.44 |
Shot length | 2.0 |
Explosion power | 0.1 |
Power usage | 160 |
Firing arc | 180.0° |
Converge distance | 20.0 |
Cooldown | 250 ms |
Resource Requirements | |
Piston | 1 |
Iron Block | 1 |
Interceptor cannons are light weapons which are only useable by Interceptors. They deal heavy damage to ships less than 1000 blocks in size, and cannot damage larger ships or destroy terrain/builds. Interceptor cannons can only face forwards.
They appear to be laser cannons but with the sponge replaced by an iron block.
Laser Cannon
Laser cannons are light weapons which are suitable for ships of all size classes. They are, however, very weak.
Plasma Cannon
Plasma Cannon | |
![]() A plasma cannon | |
Properties | |
---|---|
Range | 160.0 |
Speed | 400.0 |
Area shield damage multiplier | 3.0 |
Starship shield damage multiplier | 3.0 |
Shot thickness | 0.5 |
Shot length | 3.0 |
Explosion power | 4.0 |
Power usage | 2500 |
Firing arc | 15.0° |
Converge distance | 10.0 |
Cooldown | 250 ms |
Resource Requirements | |
Furnace | 1 |
Iron Block | 1 |
Sponge | 1 |
Plasma cannons are the best light weapon for small ships; they deal great damage and have a good fire rate. However, they can only fire forwards, and are limited by poor arcs of fire, making ships that can only mount plasmas (like Starfighters and Tackle Gunships) very vulnerable to fast adversaries armed with turrets or pulse cannons.
Pulse Cannon
Pulse Cannon | |
![]() A pulse cannon | |
Properties | |
---|---|
Range | 180.0 |
Speed | 400.0 |
Area shield damage multiplier | 2.0 |
Starship shield damage multiplier | 2.0 |
Shot thickness | 0.4 |
Shot length | 2.0 |
Explosion power | 1.875 (Gunship) / 1.6875 (Corvette) |
Power usage | 2400 (Gunship) / 2550 (Corvette) |
Firing arc | 180.0° (Vertical), 90.0° (Horizontal) |
Converge distance | 16.0 |
Cooldown | 250 ms |
Resource Requirements | |
Glass (any color) | 1 |
Sponge | 1 |
Pulse cannons can only be used on Gunships and Corvettes and are excellent against starfighters and other small, fast ships, thanks to their incredible arcs and accuracy. They pair up very well for anti-fighter duties alongside Light Turrets and Heavy Lasers.
Light Turret
Light Turret | |
Properties | |
---|---|
Range | 200.0 |
Speed | 250.0 |
Area shield damage multiplier | 2.0 |
Starship shield damage multiplier | 2.0 |
Shot thickness | 0.3 |
Shot length | 0.0 |
Explosion power | 4.0 |
Power usage | 5300 (Light Freighter) / 4500 (Gunship) / 6000 (other) |
Firing inaccuracy | 2.0° |
Cooldown | 250 ms |
Resource Requirements | |
End Rod | 1 |
Grindstone | 1 |
Iron Block | 1 |
Sign (any type) | 1 |
Slab (any type) | 2 |
Sponge | 1 |
Stairs (any type) | 5 |
Terracotta (any color) or Slab (any type) | 4 |
Light turrets are small turrets that are good at ship-to-ship combat with small ships. The lowermost sponge block (where the sign is attached) may be any block. Light turrets can be detected with the sign text [turret].
Light turrets are most accurate and effective when they are noded to fire automatically. The node sign must be applied on the turret sign.
Minimum block count: 1750 for warships; 3500 for trade ships
Heavy Turret
Heavy Turret | |
Properties | |
---|---|
Range | 500.0 |
Speed | 200.0 |
Area shield damage multiplier | 1.0 |
Starship shield damage multiplier | 1.0 |
Shot thickness | 0.3 |
Shot length | 0.0 |
Explosion power | 3.0 |
Power usage | 8000 |
Firing inaccuracy | 0° |
Cooldown | 500 ms |
Resource Requirements | |
Concrete (any color) | 5 |
End Rod | 2 |
Grindstone | 2 |
Iron Block | 1 |
Iron Trapdoor | 1 |
Sign (any type) | 1 |
Sponge | 4 |
Stairs (any type) | 15 |
Terracotta (any color) or Slab (any type) | 4 |
Heavy turrets are larger turrets that excel in ship-to-ship combat with larger ships with its dual projectiles. The lowermost sponge block (where the sign is attached) may be any block. Heavy turrets can be detected with the sign text [turret]. They do not automatically fire and must be manually controlled with weapon sets, which are accomplished with node signs placed on the turret signs. Despite their name, they are classed as light weapons, and fire with left-click.
Minimum block count: 6500 for all ships
Quad Turret
Quad turret | |
Properties | |
---|---|
Range | 500.0 |
Speed | 87.5 |
Area shield damage multiplier | 150.0 |
Starship shield damage multiplier | 7.6 |
Shot thickness | 0.6 |
Shot length | 0.0 |
Explosion power | 5.5 |
Power usage | 4500 |
Firing inaccuracy | 2.0° |
Cooldown | 2500 ms |
Ammunition consumed | 4 Loaded Shell |
Resource Requirements | |
Concrete (any color) | 25 |
End Rod | 8 |
Grindstone | 4 |
Iron Block | 8 |
Iron Trapdoor | 2 |
Sign (any type) | 1 |
Slab (any type) | 8 |
Sponge | 4 |
Stairs (any type) | 14 |
Terracotta (any color) or Slab (any type) | 25 |
Quad Turrets are capital-grade manual weapons that deal devastating damage to both shields and blocks. They fire once every three seconds, and the projectiles travel very slowly. They deal crippling damage to most ships they hit, however their slow speed allows for smaller ships to dodge their fire. Quad Turrets can be detected with the sign text [turret].
Quad turrets require Loaded Shells as ammunition.
Minimum block count: 17500 for Battlecruisers
Ion Turret
Ion Turret | |
Properties | |
---|---|
Range | 380.0 |
Speed | 95.0 |
Area shield damage multiplier | 30.0 |
Starship shield damage multiplier | 3.4 |
Shot thickness | 0.6 |
Shot length | 0.0 |
Explosion power | 3.0 |
Power usage | 3000 |
Firing inaccuracy | 2.0° |
Cooldown | 2000 ms |
Ammunition consumed | 2 Charged Shell |
Resource Requirements | |
Concrete (any color) | 12 |
End Rod | 4 |
Grindstone | 2 |
Iron Block | 4 |
Copper Block | 3 |
Iron Trapdoor | 1 |
Sign (any type) | 1 |
Slab (any type) | 7 |
Sponge | 4 |
Stairs (any type) | 11 |
Terracotta (any color) or Slab (any type) | 14 |
Ion turrets are unique manual weapons that disrupt systems in an 8x8 cube around where their shots impact. This disruption disables thrusters in the area for 5 seconds, reducing cruise speed for a time. This mechanic has no effect on ships using direct control. Ion turret projectiles are very slow and also deal a modest amount of shield damage, and minimal hull damage. Ion turrets can be detected with the sign text [turret].
Ion turrets require Charged Shells as ammunition.
Minimum block count: 13500 for Cruisers
Point Defense Turret
Point Defense Turret | |
![]() An upward-facing point-defense turret | |
Properties | |
---|---|
Range | 120.0 |
Speed | 150.0 |
Area shield damage multiplier | 0.0 |
Starship shield damage multiplier | 0.0 |
Shot thickness | 0.35 |
Shot length | 0.0 |
Explosion power | 0.0 |
Power usage | 500 |
Firing arc | 0.0° |
Cooldown | 10 ms |
Resource Requirements | |
Dispenser | 1 |
Iron Block | 1 |
Redstone Lamp | 1 |
Point defense turrets (PDTs), also commonly called autoturrets (ATs) by some players, are small turrets intended for anti-personnel operations. They fire quickly and do decent damage against entities, but cannot damage ships or cause explosions. They must be configured with Nodes.
The point defense turret shoots from the redstone lamp, on the face opposite the iron block.
The dispenser must be facing into the iron block.
Point defense turrets can be built facing upward, downward, or sideways.
Heavy Weapons
Heavy weapons are weapons operating on an alternate weapons system. Hold right click to activate. Most heavy weapons consume ammo from a Magazine.
You cannot fire more than one heavy weapon at a time. Attempting to do so will jam the ship's systems and prevent all heavy weapons from firing. Circumventing this issue is done with node signs.
Torpedo
Torpedo | |
![]() A torpedo | |
Properties | |
---|---|
Range | 135.0 |
Speed | 70.0 |
Area shield damage multiplier | 2.0 |
Starship shield damage multiplier | 2.0 |
Shot thickness | 1.0 |
Shot length | 3.0 |
Explosion power | 7.0 |
Power usage | 10000 |
Firing arc | 360.0° |
Converge distance | 10.0 |
Cooldown | 10 ms |
Charge time | 10 s |
Resource Requirements | |
Dispenser | 1 |
Sponge | 2 |
Torpedoes fire homing projectiles. They are the smallest heavy weapon and suited for smaller ships. Can only fire forwards, but their projectiles can home in any direction.
If the weapon is to be noded, the sign needs to be placed on the rearmost sponge block.
Heavy Laser
Heavy Laser | |
Properties | |
---|---|
Range | 200.0 |
Speed | 50.0 |
Area shield damage multiplier | 2.0 |
Starship shield damage multiplier | 2.0 |
Shot thickness | 1.0 |
Shot length | 8.0 |
Explosion power | 12.0 |
Power usage | 30000 |
Firing arc | 25.0 |
Converge distance | 0.0 |
Cooldown | 250 ms |
Charge time | 5 s |
Ammunition consumed | 4 Redstone |
Resource Requirements | |
Furnace | 1 |
Redstone Block | 7 |
Glass (any color) | 28 |
Heavy lasers fire highly explosive homing projectiles. Their energy disruption properties allows the projectiles to slow down small enemy ships, like starfighters and light gunships. Consumes 4 Redstone per shot.
To node this weapon, the node sign must be placed on the rearmost redstone block.
Minimum block count: 1000 for warships; 2916 for trade ships
Phaser
Phaser | |
![]() A phaser | |
Properties | |
---|---|
Range | 140.0 |
Speed | 1.0 |
Area shield damage multiplier | 5.0 |
Starship shield damage multiplier | 55.0 |
Shot thickness | 0.2 |
Shot length | 8.0 |
Explosion power | 2.0 |
Power usage | 50000 |
Firing arc | 360.0° |
Converge distance | 0.0 |
Cooldown | 10 ms |
Charge time | 3 s |
Ammunition consumed | 4 Prismarine Crystals |
Resource Requirements | |
Bell | 2 |
Copper Block | 3 |
Double slab (any type) | 1 |
Glass Pane | 4 |
Grindstone | 1 |
Hopper | 1 |
Wall (any type) | 6 |
Phasers fire a hitscan projectile that travels extremely quickly after a short one second delay. The projectile deals tremendous shield damage, but is not effective against hull blocks. Consumes 4 Prismarine Crystal per shot.
The bells go between the copper blocks. Node signs, if required, must be placed on the rearmost copper block.
Minimum block count: 4630 for warships
Tri-Turret
Tri-Turret | |
Properties | |
---|---|
Range | 500.0 |
Speed | 125.0 |
Area shield damage multiplier | 3.0 |
Starship shield damage multiplier | 3.0 |
Shot thickness | 0.8 |
Shot length | 0.0 |
Explosion power | 6.0 |
Power usage | 45000 |
Firing inaccuracy | 3.0° |
Cooldown | 10 ms |
Charge time | 7s (Corvette) / 3s (other) |
Resource Requirements | |
Concrete (any color) | 15 |
End Rod | 6 |
Grindstone | 3 |
Iron Block | 4 |
Iron Trapdoor | 4 |
Sign (any type) | 1 |
Slab (any type) | 2 |
Sponge | 4 |
Stairs (any type) | 16 |
Terracotta (any color) or Slab (any type) | 16 |
Tri-turrets are hefty artillery pieces that deal great damage. Due to the projectile's slow speed, they are most useful against the largest ships.
The lowermost sponge block (where the sign is attached) may be any block; sponge is used as a placeholder. Tri-turrets can be detected with the sign text [turret], just like any other turret.
Tri-turrets can be noded with signs to fire automatically or manually. This is done by placing a [node] sign on the turret sign.
Minimum block count: 3400 for warships; 9850 for trade ships
Arsenal Missile Launcher
Arsenal Missile Launcher | |
Properties | |
---|---|
Range | 375.0 |
Speed | 50.0 |
Area shield damage multiplier | 650.0 |
Starship shield damage multiplier | 2.0 |
Shot thickness | 0.5 |
Shot length | 3.0 |
Explosion power | 13.0 |
Power usage | 8000 |
Firing arc | 360.0° |
Converge distance | 0.0 |
Cooldown | 250 ms |
Charge time | 10 s |
Ammunition consumed | 1 Arsenal Missile |
Resource Requirements | |
Titanium Block | 12 |
Stairs (any type) | 8 |
Sponge | 8 |
Iron Block | 7 |
Note Block | 1 |
Dispenser | 1 |
Arsenal Missile Launchers fire arsenal missiles, highly accurate guided projectiles that deal massive damage to area shields. They have modest explosion damage, and minimal ship shield damage. They can be fired much like any other heavy weapon, however they require the player to select the weaponset assigned to the missiles and perform /targetposition [x] [y] [z]. They are best used to assault area-shielded structures such as ground bases, stations, and BDPs. A node sign can be placed on the note block. Consumes 1 Arsenal Missile per shot.