Starship Weapons: Difference between revisions
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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 <code>/settarget [node] [player]</code> or <code>/st [node] [player]</code>. Point Defense Turrets are light weapons and cannot be fired manually. | 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 <code>/settarget [node] [player]</code> or <code>/st [node] [player]</code>. Point Defense Turrets are light weapons and cannot be fired manually. | ||
Some weapons such as [[Plasma Cannons]], [[ | 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. | 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. | ||
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{{:Plasma Cannon}}{{Clear}} | {{:Plasma Cannon}}{{Clear}} | ||
==Pulse Cannon== | ==[[Pulse Cannon]]== | ||
{{:Pulse Cannon}} | {{:Pulse Cannon}} | ||
{{clear}} | {{clear}} | ||
==Heavy Turret== | ==[[Heavy Turret]]== | ||
{{ | {{:Heavy Turret}} | ||
==[[Quad Turret]]== | |||
{{:Quad Turret}} | |||
{{ | |||
}} | |||
{{clear}} | {{clear}} | ||
==Ion Turret== | ==[[Ion Turret]]== | ||
{{ | {{:Ion Turret}} | ||
}} | |||
{{clear}} | {{clear}} | ||
==Point Defense Turret== | ==[[Point Defense Turret]]== | ||
{{ | {{:Point Defense Turret}} | ||
}} | |||
{{clear}} | {{clear}} | ||
| Line 247: | Line 51: | ||
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. | 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]]== | ||
{{ | {{:Torpedo}} | ||
}} | |||
{{clear}} | {{clear}} | ||
==Heavy Laser== | ==[[Heavy Laser]]== | ||
{{ | {{:Heavy Laser}} | ||
}} | |||
{{clear}} | {{clear}} | ||
==Phaser== | ==[[Phaser]]== | ||
{{ | {{:Phaser}} | ||
}} | |||
{{clear}} | {{clear}} | ||
==Tri | ==[[Tri Turret|Tri-Turret]]== | ||
{{:Tri Turret}} | |||
| | |||
}} | |||
{{clear}} | {{clear}} | ||
= Tech 2 Weapons = | = '''Tech 2 Weapons''' = | ||
Tech 2 Weapons are an addition | 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]], [[Interdictor Corvette|Corvette]], and [[Interdictor Destroyer|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. <!-- This section can be deleted later after the update has been around for more than a few days. --> | ||
== Tech 2 Light Weapons == | == 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]]. | 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]]== | ||
{{:Scram}} | |||
{{clear}} | |||
== [[Gauss Cannon]] == | |||
{{:Gauss Cannon}} | |||
{{clear}} | |||
== [[Light Logistics Cannon]] == | |||
{{:Light Logistics Cannon}} | |||
{{clear}} | |||
== [[Autocannon]] == | |||
{{:Autocannon}} | |||
{{clear}} | |||
== [[Artillery]] == | |||
{{:Artillery}} | |||
{{clear}} | |||
== [[Assault Turret]] == | |||
{{:Assault Turret}} | |||
{{clear}} | |||
== [[Light Missile Launcher]] == | |||
{{:Light Missile Launcher}} | |||
{{clear}} | |||
== [[Rapid Heavy Missile Launcher]] == | |||
{{:Rapid Heavy Missile Launcher}} | |||
{{clear}} | |||
== [[Heavy Logistics Cannon]] == | |||
{{:Heavy Logistics Cannon}} | |||
{{clear}} | |||
== [[ACAP Turret|Anti-Capital Turret]] == | |||
{{:Anti-Capital Turret}} | |||
{{clear}} | |||
== Tech 2 Heavy Weapons == | == 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]]. | 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 Launcher|Probe Launchers]] (on a technicality) == | |||
{{:Probe Launcher}} | |||
{{clear}} | |||
== [[EMP Missile]] == | |||
{{:EMP Missile}} | |||
{{clear}} | |||
== [[Neutralizer]] == | |||
{{:Neutralizer}} | |||
{{clear}} | |||
== [[Webifier]] == | |||
{{:Webifier}} | |||
{{clear}} | |||
== [[Command Burst|Command Bursts]] == | |||
{{:Command Burst}} | |||
{{clear}} | |||
== [[Heavy Neutralizer]] == | |||
{{:Heavy Neutralizer}} | |||
{{clear}} | |||
== [[Arsenal Missile Launcher]] == | |||
{{:Arsenal Missile Launcher}} | |||
{{clear}} | |||
== [[Thermonuclear Missile Launcher]] == | |||
{{:Thermonuclear Missile Launcher}} | |||
{{clear}} | |||
== [[Capital Command Bursts]] == | |||
{{:Capital Command Burst}} | |||
{{clear}} | |||
== [[Doomsday Device]] == | |||
{{:Doomsday Device}} | |||
{{clear}} | |||
== Defunct Weapons == | == Defunct Weapons == | ||
Weapons that no are in operation after updates (as of | Weapons that no are in operation after updates (as of September 20th 2026, most were from the [[Dominion Update]] and it's aftermath): | ||
* [[Light Turret|Light Turrets]] | * [[Light Turret|Light Turrets]] | ||
* [[Missile Swarm Launcher]] | * [[Missile Swarm Launcher]] | ||
* [[Interceptor Cannon]] (Allegedly) | * [[Interceptor Cannon]] (Allegedly) (only does entity damage as of 2026/09/20). | ||
{{Navbox_starships}} | {{Navbox_starships}} | ||
{{Navbox_multiblocks}} | {{Navbox_multiblocks}} | ||
Latest revision as of 11:09, 20 September 2026
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 Cannon | |
A plasma cannon | |
| Properties | |
|---|---|
| Cooldown | 250ms |
| Power Consumption | 2500 |
| Vertical Fire Arc | 15 |
| Horizontal Fire Arc | 15 |
| Projectile Range | 160m |
| Projectile Speed | 400m/s |
| Explosion Power | 3.0 |
| Starship Shield Damage Modifier | 2.0 |
| Area Shield Damage Modifier | 3.0 |
| Resource Requirements | |
| Furnace | 1 |
| Iron Block | 1 |
| Sponge | 1 |
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 Cannon | |
A pulse cannon | |
| Properties | |
|---|---|
| Range | 160.0 |
| Speed | 230.0 |
| Area shield damage multiplier | 2.0 |
| Starship shield damage multiplier | 1.8 |
| Shot thickness | 0.4 |
| Explosion power | 2.0 |
| Power usage | 2550 |
| Firing arc | 180.0° (Vertical), 180.0° (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 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 Turret | |
| Properties | |
|---|---|
| Range | 500.0 |
| Speed | 95.0 |
| Area shield damage multiplier | 1.0 |
| Starship shield damage multiplier | 3.25 |
| 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 |
| Trapdoor (any type) | 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 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
| Quad turret | |
| Properties | |
|---|---|
| Range | 500.0 |
| Speed | 77.5 |
| 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 | 77.5 |
| Area shield damage multiplier | 100.0 |
| 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 light weapons similar to the Webifier, reducing speed by 40% for 20 seconds on hit. Ion turret projectiles are very slow, and deal low damage in comparison to other Medium Core Starships. 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.
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
| Torpedo | |
A torpedo | |
| Properties | |
|---|---|
| Range | 300.0 |
| 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. This weapon follows standard Missile Tracking Mechanics for heavy weapons.
If the weapon is to be noded, the sign needs to be placed on the rearmost sponge block.
Heavy Laser
| Heavy Laser | |
| Properties | |
|---|---|
| Range | 220.0 |
| 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. This weapon follows standard Missile Tracking Mechanics for heavy weapons.
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 | 200.0 (Due to a bug; internal range is 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
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
| Scram | |
| Properties | |
|---|---|
| Cooldown | 250ms |
| Power Consumption | 2550 |
| Vertical Fire Arc | 180 |
| Horizontal Fire Arc | 180 (listed)
~45 (actual, rough estimate) |
| Projectile Range | 145m |
| Projectile Speed | 400m/s |
| Explosion Power | 4.0 |
| Starship Shield Damge Multiplier | 3.2 |
| Area Shield Damage Multiplier | 2.0 |
| Effect Duration (Scrambling) | 20 Seconds |
| Resource Requirements | |
Invicon Wall (any).png: Inventory sprite for Wall (any) in Minecraft as shown in-game linking to Wall (any) with description: Wall (any)4 Wall (any)
4 | |
Invicon Glass Pane (any).png: Inventory sprite for Glass Pane (any) in Minecraft as shown in-game linking to Glass Pane (any) with description: Glass Pane (any)4 Glass Pane (any)
4 | |
Invicon Cheth Block.png: Inventory sprite for Cheth Block in Minecraft as shown in-game linking to Cheth Block with description: Cheth Block2 Cheth Block
2 | |
|
1 | |
|
1 | |
|
1 | |
|
1 | |
The Scram (or the Scrambler) is a light weapon used on the Scrambler, a Tech 2 Starfighter Variant. It is a short ranged weapon with a wide arc and high damage, and is overall useful for engaging subcapital ships at a close range. Upon hit, this weapon scrambles the Y level, names, and distance for the targets sidebar. This allows a Scrambler with an accurate Scram to cause mass confusion in battle. This weapon can only be built and used as forward facing weapons.
Gauss Cannon
| Gauss Cannon | |
| Properties | |
|---|---|
| Cooldown | 500ms(Half a Second) |
| Power Consumption | 2667 |
| Inaccuracy Degrees | 2° |
| Projectile Range | 225m |
| Projectile Speed | 130m/s |
| Exlposion Power | 3.5 |
| Shield Damage Multiplier | 4.5 |
| Area Shield Damage Multiplier | 1.0 |
| Ammo Consumed | Breacher Shell |
| Resource Requirements | |
Iron Block
4 | |
Invicon Any Trapdoor.png: Inventory sprite for Any Trapdoor in Minecraft as shown in-game linking to Any Trapdoor with description: Any Trapdoor4 Any Trapdoor
4 | |
Grindstone
3 | |
Sponge
4 | |
Invicon Any Stair.png: Inventory sprite for Any Stair in Minecraft as shown in-game linking to Any Stair with description: Any Stair12 Any Stair
12 | |
Invicon Any Slab.png: Inventory sprite for Any Slab in Minecraft as shown in-game linking to Any Slab with description: Any Slab2 Any Slab
2 | |
Terracotta
2 | |
Invicon Concrete.png: Inventory sprite for Concrete in Minecraft as shown in-game linking to Concrete with description: Concrete7 Concrete
7 | |
|
1 | |
The Gauss Cannon is a weapon available on the Assault Gunship and Assault Corvette, with a medium velocity and good damage to pack a punch against slower, or larger enemies. Like many turrets, it has a slight amount of inaccuracy when fired, meaning not every shot will go to the same location.
Uses 1x Breacher Shell per shot
Light Logistics Cannon
The Light Logistics Turret is the primary weapon of the Logistics Corvette. The turret fires a beam that heals any ship it contacts, which makes it great for healing allies on the battlefield. It has a short range, so the Corvette will have to be close to the ship it wants to heal. Additionally, the weapon can heal enemy ships on incidental contact, so you should be mindful of where you're aiming. The Shield Boost factor heals all shields on the targeted ship by a flat rate, and cannot be applied to Logistics Ships.
Autocannon
The Autocannon is a light, manually controlled weapon available on the Stasis Corvette. This weapon has a high velocity, designed around countering small enemy ships.
Artillery
| Artillery | |
| Properties | |
|---|---|
| Cooldown | 2000ms |
| Power Consumption | 7200 |
| Vertical Fire Arc | 75.0 |
| Horizontal Fire Arc | 75.0 |
| Forward Facing | Yes |
| Projectile Range | 230.0 |
| Projectile Velocity | 125.0 |
| Explosion Power | 4 |
| Shield Damage Multiplier | 16.7 |
| Area Shield Damage Multiplier | 3.0 |
| Ammo Consumed | Helix Shell |
| Resource Requirements | |
Invicon Any Wall Block.png: Inventory sprite for Any Wall Block in Minecraft as shown in-game linking to Any Wall Block with description: Any Wall Block8 Any Wall Block
8 | |
Iron Block
4 | |
Titanium Block
2 | |
Grindstone
2 | |
|
2 | |
The Artillery is a forward facing weapon used on the Stasis Corvette. It is a high damage weapon with slow velocity making it more useful against larger enemy ships.
Uses Helix Shells for ammuntion
Assault Turret
| Assault Turret | |
| Properties | |
|---|---|
| Cooldown | 2500ms |
| Power Consumption | 2667 |
| Inaccuracy Degrees | 2.0 |
| Projectile Range | 500m |
| Projectile Velocity | 105m/s |
| Explosion power | 4.5 |
| Starship Shield Damage Modifier | 6.0 |
| Area Shield Damage Modifier | 1.0 |
| Resource Requirements | |
Iron Block
6 | |
Grindstone
4 | |
Invicon Iron Trapdoor.png: Inventory sprite for Iron Trapdoor in Minecraft as shown in-game linking to Iron Trapdoor with description: Iron Trapdoor3 Iron Trapdoor
3 | |
Sponge
4 | |
End Rod
2 | |
Invicon Stairs (Any).png: Inventory sprite for Stairs (Any) in Minecraft as shown in-game linking to Stairs (Any) with description: Stairs (Any)15 Stairs (Any)
15 | |
Terracotta
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Invicon Concrete.png: Inventory sprite for Concrete in Minecraft as shown in-game linking to Concrete with description: Concrete15 Concrete
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The Assault Turret is a light weapon available on the Assault Destroyer. It is a slow-moving, hard-hitting weapon, good for use against Capitals and Supercapitals. When used in combination with the Heavy Neutralizer, serves as a strong weapon against fleets relying on Logistics Ships.
Light Missile Launcher
| Light Missile Launcher | |
| Properties | |
|---|---|
| Cooldown | 4000ms |
| Power Consumption | 2500 |
| Vertical Fire Arc | 180 |
| Horizontal Fire Arc | 180 |
| Projectile Range | 300m |
| Projectile Speed | 85m/s |
| Explosion Power | 5.5 |
| Starship Shield Damage Multiplier | 7.0 |
| Area Shield Damage Multiplier | 4.0 |
| Detonation Range | 12.0 |
| Resource Requirements | |
Titanium Block
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Iron Block
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Invicon Glass (any).png: Inventory sprite for Glass (any) in Minecraft as shown in-game linking to Glass (any) with description: Glass (any)12 Glass (any)
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Invicon Stairs (any).png: Inventory sprite for Stairs (any) in Minecraft as shown in-game linking to Stairs (any) with description: Stairs (any)7 Stairs (any)
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The Light Missile Launcher is a light weapon available on the Missile Frigate. It's a faster-firing missile launcher, that can do massive damage to smaller ships while still being viable against capital ships as well. They use Light Missiles as ammo, which are created by putting Unloaded Light Missiles into the Missile Loader. The Light Missile Launcher uses standard light Missile Tracking Mechanics.
This weapon requires ammo to be placed in a Magazine in order to function.
Rapid Heavy Missile Launcher
The Rapid Heavy Missile Launcher is a weapon available on the Missile Cruiser. This launcher is considered a light weapon and fires four large, slow missiles, which deal massive damage. Strong weapon, with medium range, making it good for close engagements against Capital ships and semi-distant engagements against Supercapital ships. This weapon follows standard Missile Tracking Mechanics for light weapons.
Heavy Logistics Cannon
| Heavy Logistics Cannon | |
| Properties | |
|---|---|
| Cooldown | 2s |
| Power Consumption | 3750 |
| Vertical Fire Arc | 180 |
| Horizontal Fire Arc | 180 |
| Projectile Range | 200m |
| Projectile Speed | 800m/s |
| Explosion Power | 0.0 |
| Starship Shield Damage Multiplier | 0.0 |
| Area Shield Damage Multiplier | 0.0 |
| Shield Boost Factor | 900000 |
| Resource Requirements | |
The Heavy Logistics Cannon is a multiblock available on Logistics Cruisers. It fires a hitscan beam which heals every Shield on the Starship it hits significantly.
Anti-Capital Turret
| ACAP Turret | |
| File:ACAP.png | |
| Properties | |
|---|---|
| Cooldown | 4000ms |
| Power Consumption | 3000 |
| Inaccuracy Degrees | 2.0 |
| Projectile Range | 500m |
| Projectile Velocity | 37.5m/s |
| Explosion Power | 10.0 |
| Starship Shield Damage Modifier | 9.5 |
| Area Shield Damage Modifier | 6.0 |
| Resource Requirements | |
The Anti-Capital (ACAP) Turret is a light weapon available on the Lancer. It deals immense damage with a high range, but has a very low velocity and firerate, leading to it being primarily useful against opposing Supercapital Starships.
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)
Basic Probe Launcher
| Basic Probe Launcher | |
| Properties | |
|---|---|
| Resource Requirements | |
| Note Block | 1 |
| Dispenser | 1 |
| Grindstone | 1 |
| Sponge | 1 |
| End Rod | 2 |
Probe Launcher - T1 Version, can be fit on the following:
This is a smaller version of the advanced multiblock. This probe launcher can only use Scanner Probes, the recipe is listed below.
Advanced Probe Launcher
| Advanced Probe Launcher | |
| Properties | |
|---|---|
| Resource Requirements | |
| Iron block | 2 |
| End Rod | 2 |
| Grindstone | 2 |
| Note Block | 1 |
| Stair (any) | 1 |
| Sponge | 1 |
| Dispenser | 1 |
The Advanced Probe Launcher gets additional combat capabilities in addition to the basic scanning abilities of the Basic Probe Launcher, with the ability to fire combat probes as well. This is the T2 Version, and can be fit on the following:
EMP Missile
| EMP Missile | |
| Properties | |
|---|---|
| Cooldown | 8s |
| Power Consumption | 23000 |
| Vertical Fire Arc | Unknown |
| Horizontal Fire Arc | Unknown |
| Projectile Range | 200m |
| Projectile Velocity | 80m/s |
| Explosion Power | 6.5 |
| Shield Damage Multiplier | 5.0 |
| Area Shield Damage Multiplier | 5.0 |
| Effect Duration (Shield Strength Multiplier Reduction) | 30 |
| Resource Requirements | |
Invicon Wall (any).png: Inventory sprite for Wall (any) in Minecraft as shown in-game linking to Wall (any) with description: Wall (any)2 Wall (any)
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Invicon Pane (any).png: Inventory sprite for Pane (any) in Minecraft as shown in-game linking to Pane (any) with description: Pane (any)2 Pane (any)
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The EMP Missile is a Heavy Weapon used on the Scrambler & Assault Gunship, Tech 2 Variants of the Starfighter & Gunship. This weapon is a fast-tracking, powerful, missile, which weakens starship shields on impact/hit by 20% (multiplies incoming damage to shields by 1.2). As it exists in part to allow smaller ships to damage the Stasis and Assault Corvettes, this effect only applies to ships smaller than 4,501 blocks. The EMP Missile Launcher requires Loaded EMP Missiles in a starship magazine on the ship to fire. This weapon follows standard Missile Tracking Mechanics for heavy weapons.
Neutralizer
| Neutralizer | |
| Properties | |
|---|---|
| Vertical Fire Arc | 45.0 (Alleged, Actual may be 90 or greater) |
| Horizontal Fire Arc | 45.0 |
| Aim Distance | 10 |
| Projectile Range | 220 |
| Projectile Speed | 80 |
| Explosion Power | 6 |
| Shield damage multiplier | 2.0 |
| Area Shield Damage Multiplier | 2.0 |
| Effect Duration (Shield Regen Weakening) | 20s |
| Ammo Consumed | 1x Loaded Entropic Charge |
| Resource Requirements | |
Gold Block
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Invicon Any Glass Block.png: Inventory sprite for Any Glass Block in Minecraft as shown in-game linking to Any Glass Block with description: Any Glass Block28 Any Glass Block
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The Neutralizer is a Heavy Weapon available on both Assault Gunships and Assault Corvettes. It is designed as a counter to Logistics Ships, acting as a way of significantly slowing Shield Regen, reducing regeneration rate by 40%. Additionally, it slows tech-1 ships smaller than 2,500 blocks by 15%. Both effects last 20 seconds. It has decent damage and range. This weapon follows standard Missile Tracking Mechanics for heavy weapons.
The Neutralizer uses Loaded Entropic Charge for ammo.
Webifier
The Webifier is a heavy weapon used by the Stasis Corvette. The Webifier slows all non-supercapital ships by 45% on hit, with this effect lasting for 5 seconds. This weapon follows standard Missile Tracking Mechanics for heavy weapons.
This weapon can be built facing any direction.
Uses Stasis Charges as ammuntion.
Command Bursts
"Command Burst Multiblock" can refer to one of two multiblocks constructed very similarly. They are both able to be used on Logistics Corvettes. However, you can only have one type of Command Burst per starship. This means your Corvette can have either a Shield Command Burst or a Skirmish Command Burst, but not both on the same ship.
Shield Command Burst
Increases Fleet Members Shield Resistance by 10% on activation for 25 seconds. Detected using [shieldburst] or [commandburst].
Skirmish Command Burst
Increases Fleet Members Max Speed by 10% on activation for 25 seconds. Detected using [skirmishburst] or [commandburst].
Heavy Neutralizer
The Heavy Neutralizer is a Heavy Weapon available on the Assault Destroyer. It is designed to counter Logistics Ships by weakening shield regeneration by 70% for 30s. This hard-hitting weapon follows standard Missile Tracking Mechanics for heavy weapons.
Arsenal Missile Launcher
| Arsenal Missile Launcher | |
| Properties | |
|---|---|
| Cooldown/Charge Time | 250ms/9s |
| Power Consumption | 8000 |
| Projectile Range | 300.0 |
| Projectile Velocity | 42.0 |
| Explosion Power | 7.5 |
| Starship Shield Damage Modifier | 7.5 |
| Area Shield Damage Modifier | 100 |
| Resource Requirements | |
| Titanium Block | 12 |
| Stairs (any type) | 8 |
| Sponge | 8 |
| Iron Block | 7 |
| Note Block | 1 |
| Dispenser | 1 |
The Arsenal Missile Launcher is a heavy weapon available on the Battlecruiser, Missile Frigate, and Missile Cruiser. It has massive explosive power, but its slow tracking makes it ineffective versus smaller targets. Arsenal Missiles follow standard heavy weapon Missile Tracking Mechanics.
Thermonuclear Missile Launcher
| Thermonuclear Missile Launcher | |
| File:Thermonuke.png | |
| Properties | |
|---|---|
| Cooldown/Charge Time | 250ms/30s |
| Power Consumption | 37000 |
| Projectile Range | 265m |
| Projectile Velocity | 42.5m/s |
| Explosion Power | 20.0 |
| Starship Shield Damage Modifier | 15.0 |
| Area Shield Damage Modifier | 5.0 |
| Resource Requirements | |
The Thermonuclear Missile Launcher is a Heavy weapon available to Missile Cruisers. It is capable of dealing immense damage on hit, giving the Missile Cruiser the ability to be a great threat to any foe that gets too close. It uses standard Missile Tracking Mechanics for heavy weapons.
Capital Command Bursts
The Capital Command Burst Multiblocks are multiblocks used by the Logistics Crusier to improve fleet member capabilities in movement speed or shield resistance. A single Logistics Crusier can only detect/fly with one of these at a time meaning you must choose what kind of boost you wish to bring before entering the engagement.
Capital Shield Command Burst
| Capital Shield Command Burst | |
| Properties | |
|---|---|
| Shield Resistance Increase | 0.20 (20%) |
| Range | 500m |
| Cooldown | 45s |
| Duration | 45s |
| Resource Requirements | |
Increases Fleet Members Shield Resistance by 20% on activation for 45 seconds. Detected using [shieldburst] or [commandburst].
Capital Skirmish Command Burst
| Capital Skirmish Command Burst | |
| Properties | |
|---|---|
| Speed Increase | 0.20 (20%) |
| Range | 500m |
| Cooldown | 45s |
| Duration | 45s |
| Resource Requirements | |
Increases Fleet Members Max Speed by 20% on activation for 45 seconds. Detected using [skirmishburst] or [commandburst].
Doomsday Device
| Doomsday Device | |
| Properties | |
|---|---|
| Cooldown | 60s |
| Power Consumption | 85000 |
| Inaccuracy Degrees | 0 |
| Projectile Range | 500m |
| Projectile Velocity | 175m/s |
| Explosion Power | 18.0 |
| Starship Shield Damage Modifier | 150.0 |
| Area Shield Damage Modifier | 2500.0 |
| Resource Requirements | |
Assembly Core
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Grindstone
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The Doomsday Device is a heavy weapon available on the Lancer. It fires, after a 5-second delay, a fast-moving beam which destroys most shields it contacts. The weapon deals 10,000 damage to any entities caught in the blast, and uses Loaded Stellar Prisms as ammo.
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).