Starship Weapons

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Revision as of 16:43, 10 July 2026 by Twille (talk | contribs) (changed heavy turret stats to reflect latest dominion update)

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, 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.

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.

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 the Tech 2 Interdictor Gunships, Interdictor Corvettes, Interdictor Destroyers, and Black Ops Frigate.

Laser Cannon

Laser Cannon

A laser cannon

Properties
Range 200.0
Speed 250.0
Area shield damage multiplier 1.0
Starship shield damage multiplier 0.2
Shot thickness 0.2
Shot length 2.0
Explosion power 1.0
Power usage 600
Firing arc 17.0°
Converge distance 20.0
Cooldown 250 ms
Resource Requirements
Piston 1
Sponge 1


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 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 Tackle 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 1.5 (Gunship & Corvette)
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 70.0
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
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 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.

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.

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.

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

Tech 2 Weapons

Tech 2 Weapons are an addition in the Dominion Update, which are used on most Tech 2 ships. The only Tech 2 ships not mostly or 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, and there are even some that actually heal ships, called logistics weapons, which can be outfitted on the Logistics Corvette and the Logistics Cruiser.

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 exceptions of the Interdiction Destroyer, Interdiction Corvette, and Black Ops Frigate.

Light Weapons List

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 exceptions of the Interdictor Destroyer, Interdictor Corvette, Interdictor Gunship, and Black Ops Frigate. The only Tech 2 weapon that can be fitted on Tech 1 ships is the probe, which is explained in its section.

Heavy Weapons List

Defunct Weapons

Weapons that no are in operation after updates (as of July 2nd 2026, most were from the Dominion Update and it's aftermath):