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. 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, Torpedoes, and the Scram 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, except for Doomsday Lasers which deal 15,000 hearts of true damage to anything within the blast.
Ship weapons can be hidden under a block of armor and still fire. That is, if say a gunship has a phaser hidden behind a block of terracotta, the phaser will still be able to fire through that block.
This page will cover all weapons available in the game, with links directly to pages for each individual weapon. There are also pages for Tech 1 Weapons only, Tech 2 Weapons only, and, for weapons by each Starship (work in progress as of September 2026).
Tech 1 Light Weapons
Light weapons have a comparatively high fire rate and low damage. Fire by left clicking with a clock. These weapons are used by Tech 1 ships and to varying degrees by the Tech 2 Interdictor Gunships, Interdictor Corvettes, Interdictor Destroyers, and Black Ops Frigate.
Laser Cannon
Laser Cannons are light weapons, which are suitable for Starships of all sizes and classes. They are, however, by far the weakest of all weapons.
Plasma Cannon
Plasma Cannons are the best primary weapon for small ships; they deal great damage and have a good fire rate. However, they can only fire forwards, and are limited by range and poor arcs of fire, making ships that can only mount plasmas (like Starfighters and small Gunships) very vulnerable to fast adversaries armed with turrets or pulse cannons.
Pulse Cannon
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 Heavy Lasers.
Their drawback is a lack of raw damage output. This is usually made up by superior arcs compared to plasma and laser cannons, but in a head-on engagement a gunship will have trouble against a starfighter.
Minimum block count: 1000, Maximum block count: 4000
Heavy Turret
Heavy turrets are larger turrets that excel in ship-to-ship combat with larger ships due to their 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 therefore fire with left-click.
Minimum block count: 6500 for all ships
Quad Turret
Template:Infobox multiblock v2 Quad Turrets are Supercapital-grade Light Weapons exclusive to the Battlecruiser which deal devastating damage to both shields and blocks. They fire extremely slow projectiles every 2.5 seconds, which deal crippling damage to any ships they hit. Quad Turrets can be detected with the sign text [turret].
Quad turrets require Loaded Shells to be placed in a Magazine for ammunition.
Minimum block count: 17500 for Battlecruisers
Ion Turret
Point Defense Turret
Point Defense Turret Template:Clear
Tech 1 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
Heavy Laser
Phaser
Tri-Turret
Tech 2 Weapons
Tech 2 Weapons are an addition from the Dominion Update, which are used on most Tech 2 ships. The only Tech 2 ships not entirely using Tech 2 weapons are the Interdictor Gunship, Corvette, and Destroyer, and the Black Ops Frigate. Most Tech 2 weapons have a higher damage than similar Tech 1 weapons. On top of that a number of these weapons provide different status effects, such as the Webifier slowing enemies, or the Neutralizer crippling enemy Regeneration.
Tech 2 Light Weapons
Tech 2 Light weapons work the same way as Tech 1 Light weapons, although some may require ammo and therefore a magazine to fire, in the same way that the Tech 1 Quad Cannons and Ion Turrets, as well as most heavy weapons do. In addition to traditional offensive power, many of these weapons also provide certain status effects to the ship you hit, and there are even logistics weapons that heal ships. All Tech 2 ships use some form of Tech 2 weapon with the exception of Interdictor Ships.
Scram
Gauss Cannon
Light Logistics Cannon
Light Logistics Cannon Template:Clear
Autocannon
Artillery
Assault Turret
Light Missile Launcher
Light Missile Launcher Template:Clear
Rapid Heavy Missile Launcher
Heavy Logistics Cannon
Heavy Logistics Cannon Template:Clear
Anti-Capital Turret
Anti-Capital Turret Template:Clear
Tech 2 Heavy Weapons
Tech 2 Heavy weapons are the heavy weapons for Tech 2 ships. Being heavy weapons, they have to be charged up before use, with some having lengthy charge-up times. All Tech 2 ships use some form of Tech 2 weapon with the exception of Interdictor Ships and Black Ops Frigate. The only Tech 2 weapons that can be fitted on Tech 1 ships are the Advanced Probe Launcher and Arsenal Missile Launcher. The Advanced Probe Launcher can be fit onto a Barge, and the Arsenal Missile Launcher onto a Battlecruiser. The Basic Probe Launcher can be fit onto a number of ships, listed below.
Probe Launchers (on a technicality)
EMP Missile
Neutralizer
Webifier
Command Bursts
Heavy Neutralizer
Heavy Neutralizer Template:Clear
Arsenal Missile Launcher
Arsenal Missile Launcher Template:Clear
Thermonuclear Missile Launcher
Thermonuclear Missile Launcher Template:Clear
Capital Command Bursts
Doomsday Device
Doomsday Device Template:Clear
Defunct Weapons
Weapons that no are in operation after updates (as of September 20th 2026, most were from the Dominion Update and it's aftermath):
- Light Turrets
- Missile Swarm Launcher
- Interceptor Cannon (Allegedly) (only does entity damage as of 2026/09/20).
Template:Navbox starships Template:Navbox multiblocks Template:Navbox starship weapons