Jump to content

Laser Cannon

From Horizon's End Wiki
Revision as of 09:44, 31 October 2026 by GriffMinester (talk | contribs) (For real this time (then I have to wait for people to respond as I've exhausted my searches))

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

Template loop detected: Starship 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
Furnace
1
Iron Block
Iron Block
1
Sponge
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
Any Glass
Any Glass
1
Sponge
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
Any Concrete5
Any Concrete
5
End Rod2
End Rod
2
Grindstone2
Grindstone
2
Iron Block
Iron Block
1
Any Trapdoor
1
Any Sign
Any Sign
1
Sponge4
Sponge
4
Any Stairs15
Any Stairs
15
Any Terracotta or Slab4
Any Terracotta or Slab
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
Any Concrete25
Any Concrete
25
End Rod8
End Rod
8
Grindstone4
Grindstone
4
Iron Block8
Iron Block
8
Any Trapdoor
2
Any Sign
Any Sign
1
Any Slab8
Any Slab
8
Sponge4
Sponge
4
Any Stairs14
Any Stairs
14
Any Terracotta or Slab25
Any Terracotta or Slab
25

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

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
Any Concrete12
Any Concrete
12
End Rod4
End Rod
4
Grindstone2
Grindstone
2
Iron Block4
Iron Block
4
Copper Block3
Copper Block
3
Any Trapdoor
1
Any Sign
Any Sign
1
Any Slab7
Any Slab
7
Sponge4
Sponge
4
Any Stairs11
Any Stairs
11
Any Terracotta or Slab14
Any Terracotta or Slab
14

Ion Turrets are light weapons similar to the Webifier, only available on the Cruiser and reducing speed by 65% for 7 seconds on hit. Ion Turret projectiles are very slow, and deal extremely low damage. These turrets are notable in their high Area Shield Damage Multipliers, meaning a Cruiser can breach an Area Shield which is being constantly fed max (without bugs, this is 1,000 E/s) Power in 90s.

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
Dispenser
1
Iron Block
Iron Block
1
Redstone Lamp
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
Dispenser
1
Sponge2
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
Furnace
1
Redstone Block7
Redstone Block
7
Any Glass28
Any Glass
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 2 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 Block3
Copper Block
3
Any Double Slab
1
Any Glass Pane4
Any Glass Pane
4
Grindstone
Grindstone
1
Hopper
Hopper
1
Any Wall6
Any Wall
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. Node signs, if required, must be placed on the rearmost copper block.

Minimum block count is 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
Any Concrete15
Any Concrete
15
End Rod6
End Rod
6
Grindstone3
Grindstone
3
Iron Block4
Iron Block
4
Any Trapdoor
4
Any Sign
Any Sign
1
Any Slab2
Any Slab
2
Sponge4
Sponge
4
Any Stairs16
Any Stairs
16
Any Terracotta or Slab16
Any Terracotta or Slab
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
Any Wall4
Any Wall
4
Any Glass Pane4
Any Glass Pane
4
Chetherite Block2
Chetherite Block
2
Note Block
Note Block
1
Iron Block
Iron Block
1
Hopper
Hopper
1
Grindstone
Grindstone
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 Block4
Iron Block
4
Any Trapdoor
4
Grindstone3
Grindstone
3
Sponge4
Sponge
4
Any Stairs12
Any Stairs
12
Any Slab2
Any Slab
2
Terracotta2
Terracotta
2
Any Concrete7
Any Concrete
7
Any Sign
Any Sign
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

Light Logistics Cannon
Properties
Cooldown 1750ms
Power Consumption 3000
Vertical Fire Arc 180
Horizontal Fire Arc 180
Range 140.0
Velocity 2000.0
Shield Boost Factor 52500
Resource Requirements
Lodestone
Lodestone
1
Emerald Block2
Emerald Block
2
Iron Block10
Iron Block
10
Any Stairs4
Any Stairs
4
Any Walls
2
Any Glass Pane6
Any Glass Pane
6


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

Autocannon
Properties
Cooldown 500ms
Power Consumption 1000
Vertical Fire Arc Unknown
Horizontal Fire Arc Unknown
Innacuracy Degrees 2.0 Degrees
Projectile Range 200m
Projectile Velocity 450m/s
Explosion Power 3.5
Shield Damage Multiplier 1.0
Area Shield Damage Multiplier 1.0
Number of Projectiles 2
Resource Requirements
Assembly Core
Assembly Core
1
Iron Block
Iron Block
1
Any Concrete
Any Concrete
1
Any Sign
Any Sign
1
Grindstone4
Grindstone
4
End Rod4
End Rod
4
Sponge4
Sponge
4
Any Dyed Terracotta10
Any Dyed Terracotta
10
Any Stairs18
Any Stairs
18


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
Any Wall Block
8
Iron Block4
Iron Block
4
Titanium Block2
Titanium Block
2
Grindstone2
Grindstone
2
Any Glass Pane2
Any Glass Pane
2


The Artillery is a forward-facing-only weapon available on the Stasis Corvette. It is a high-damage weapon, with its slow velocity forcing it into being used almost exclusively against Capital opponents.

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 Block6
Iron Block
6
Grindstone4
Grindstone
4
Iron Trapdoor
3
Sponge4
Sponge
4
End Rod2
End Rod
2
Stairs (Any)
15
Terracotta13
Terracotta
13
Concrete
15
Sign
1


The Assault Turret is a light weapon available on the Assault Destroyer. It is a slow-moving, hard-hitting weapon, good for use against Capital and Supercapital opponents. When used in combination with the Heavy Neutralizer, it serves as a strong weapon against fleets relying on the Logistics Cruiser.

Uses Helix Shells for ammuntion.

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 Block12
Titanium Block
12
Iron Block8
Iron Block
8
Note Block
Note Block
1
Dispenser
Dispenser
1
Glass (any)
12
Stairs (any)
7


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

Rapid Heavy Missile Launcher
Properties
Cooldown 5000ms
Power Usage 2500
Vertical Fire Arc 180
Horizontal Fire Arc 180
Projectile Range 315m
Projectile Speed 55m/s
Explosion Power 7.0
Starship Shield Damage Multiplier 10.0
Area Shield Damage Multiplier 4.0
Detonation Range 9.0m
Resource Requirements
Iron Block7
Iron Block
7
Grindstone4
Grindstone
4
Polished Basalt8
Polished Basalt
8
Iron Bars7
Iron Bars
7
Dyed Terracotta (any)
21
Stairs (any)
16
Walls (any)
4
Sign (any)
1


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 exclusive to 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.

This weapon requires Loaded Siege Shells to be loaded into a Magazine as ammo.

Minimum blockcount: 27,500 for the Lancer

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
Note Block
1
Dispenser
Dispenser
1
Grindstone
Grindstone
1
Sponge
Sponge
1
End Rod2
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 Block2
Iron Block
2
End Rod2
End Rod
2
Grindstone2
Grindstone
2
Note Block
Note Block
1
Any Stairs
Any Stairs
1
Sponge
Sponge
1
Dispenser
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
Wall (any)
2
Pane (any)
2
Sponge
Sponge
1
Dispenser
Dispenser
1
Assembly Core
Assembly Core
1
Titanium Block2
Titanium Block
2
Sign
1


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 Block6
Gold Block
6
Grindstone
Grindstone
1
Furnace
Furnace
1
Any Glass Block
28


The Neutralizer is a Heavy Weapon available on all Assault Ships. It is designed as a counter to Logistics Ships, acting as a way of reducing the Shield Regen of non-Supercapital opponents 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

Webifier
Properties
Charge Time 9s Warmup/3.5s Cooldown
Power Consumption 18000
Vertical Fire Arc 180°
Horizontal Fire Arc 180°
Aim Distance 10
Projectile Range 230.0m
Projectile Velocity 135.0m/s
Explosion Power 2.5
Shield Damage Multiplier 7.0
Area Shield Damage Multiplier 5.0
Effect Duration 5s
Ammuntion Consumed Stasis Charge
Resource Requirements
Any Glass Pane4
Any Glass Pane
4
Any Wall4
Any Wall
4
Grindstone4
Grindstone
4
Iron Block3
Iron Block
3
Chetherite Block3
Chetherite Block
3
Note Block
Note Block
1

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" can refer to one of two Multiblocks which function 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 that your Corvette can have either a Shield Command Burst or a Skirmish Command Burst, but not both, active at the same time.

Shield Command Burst

Shield Command Burst
Properties
Shield Resistance Increase 0.10 (10%)
Range 200m
Cooldown 45s
Duration 25s
Resource Requirements
Sea Lantern
1
Titanium Block4
Titanium Block
4
Iron Block8
Iron Block
8
Sponge12
Sponge
12
Any Glass10
Any Glass
10
Any Stairs8
Any Stairs
8
End Rod2
End Rod
2
Any Sign
Any Sign
1

Increases Fleet Members' Shield Resistances by 10% for 25 seconds on activation. Detected using [shieldburst] or [commandburst].

Skirmish Command Burst

Skirmish Command Burst
Properties
Speed Increase 0.10 (10%)
Range 200m
Cooldown 45s
Duration 25s
Resource Requirements
Magma Block
Magma Block
1
Titanium Block4
Titanium Block
4
Iron Block8
Iron Block
8
Sponge12
Sponge
12
Any Glass10
Any Glass
10
Any Stairs8
Any Stairs
8
End Rod2
End Rod
2
Any Sign
Any Sign
1

Increases Fleet Members' Max Speeds by 10% for 25 seconds on activation. Detected using [skirmishburst] or [commandburst].


Heavy Neutralizer

Heavy Neutralizer
Properties
Cooldown/Charge Time 250ms/7s
Power Consumption 30000
Horizontal Fire Arc 45°
Vertical Fire Arc 45°
Projectile Range 250.0m
Projectile Velocity 40m/s
Explosion Power 12
Starship Shield Damage Multiplier 6.0
Area Shield Damage Multiplier 2.0
Effect Duration 30s
Resource Requirements


The Heavy Neutralizer is a Heavy Weapon available on the Assault Destroyer. It is designed to counter the Logistics Cruiser by weakening the shield regeneration of Supercapital opponents 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 Block12
Titanium Block
12
Any Stairs8
Any Stairs
8
Sponge8
Sponge
8
Iron Block7
Iron Block
7
Note Block
Note Block
1
Dispenser
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 Cruiser 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 Core8
Assembly Core
8
Uranium Block10
Uranium Block
10
Grindstone20
Grindstone
20
Glass Pane (Any)
1
Glass (Any)
20
Copper Block10
Copper Block
10
Iron Block8
Iron Block
8

The Doomsday Device is a Heavy Weapon exclusive to 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 players directly contacted by the beam, and uses Loaded Stellar Prisms to be placed in a Magazine as ammo.

This weapon instantly disables any Area Shield it hits.

Minimum blockcount: 30,000 on the Lancer

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):