About Highfleet weapons - Weaponcore
From Steam WorkshopMod requires weaponcore to work This mod adds a set of weapons from the game “Highfleet” to Space engineers The smaller guns come in both 2x2 and 3x3 variants because most of SE players design the…
Mod requires weaponcore to work
This mod adds a set of weapons from the game “Highfleet” to Space engineers The smaller guns come in both 2x2 and 3x3 variants because most of SE players design the ships around odd symmetry of blocks, but Highfleet game has 2x2 turrets. This does not apply to Squall cannon and it's only available as 4x4 block
Each gun except 2a37 and vympel has alternative ammo types that can be cycled
WARNING! Every gun can target projectiles and will try its best to shoot them down. Please ensure that this and “supportive PD” option are disabled for larger calibre cannons (mk2 sarmat, mk6 squall) before fight unless you are using proximity fuze ammo.
Ammo types
HE - default, deals splash damage AP - deals bonus damage to armor and has penetrarion, but no splash damage and is slightly faster than other ammo types PROXIMITY FUZE - explodes in a cone of shrapnel when close to target. Larger guns have bigger cone and more shrapnel. This ammo type is good against projectiles, light armored grids, exposed components (engines, antennas, etc) and SG ships, but is weak against heavy armor. GUIDED - these shells are expensive, but have guidance. Great at hitting mobile grids with heavy weapons.
Full list of new blocks
2A37 PDC cannon - small rapid fire gatling gun that is somewhat good at intercepting incoming projectiles AK725 VYMPEL - all-purpose cheap gun that can sometimes hit things, but is rather weak against large ships AK-100 cannon - rapid-fire 100mm gun with 3 ammo types - HE, AP and PROXIMITY FUZE. The gun is rather inaccurate D-80 MOLOT - medium calibre cannon that fires 130mm shells. It's the smallest gun capable of using GUIDED ammo MK-1-180 - Large calibre cannon that has slow ROF, but high accuracy, range and hits hard MK-2-180 SARMAT - double-barrel 180mm cannon. Uses 180mm ammo MK-6-180 SQUALL - giant 6-barrel beast of a gun. Has fancy reload animation and interior A220 Missile Launcher - 3500m range unguided missile launcher. Uses both 200mm A220 Missiles and vanilla rockets as ammo
PALASH-1 APS - an active protection system that fires shrapnel at incoming projectiles. Extremely short range and cannot target grids
ASO-75 countermeasures dispenser - manual flare launcher that messes up the targeting of homing weaponry. Affects guided rounds, Zenith missile and tactical missiles
MR2-M Fire Control Radar - a radar that has 10km range and is required for various systems to function (currently only SPRINT missile requires it, but this might be changed in future) MR-500 Radar - radar that can be used to detect objects at 5-15 km range. This radar ignores voxels.
R-5 ZENITH missile - an anti-ship missile that requires target lock. Has 5km range. R-9 SPRINT missile - !REQUIRES FCR TO FUNCTION PROPERLY! anti-air missile that targets large smart projectiles. This missile can also be used against other modded weaponcore guided missiles (such as R-5 ZENITH). Has 5km range
FAB-1000 bomb - an unguided bomb that has great range. good against stationary targets.
S-13 Aircraft rocket - unguided small grid rocket pod for fighters SG Bomb bay - bomb bay for small grid bombers. Can hold 1x FAB-250 or 4x FAB-100 bombs per reload 37mm Autocannon - fixed 37mm rotary autocannon for small grids
Tactical missile silo - a big missile silo that can launch different types of tactical missiles. These missiles can be used against grids and projectiles at ranges above 2km and below 10km. KH15 and R3 can be used to strike targets which are not in direct line of sight on planets (below horizon, behind mountain, etc), but only when you have them locked with weaponcore. These missiles are best if combined with MR-500 radar which lets you lock the objects behind voxels.
A100 - anti-air missile, is best against projectiles and its also the fastest one, but it's kinda weak against grids. KH15 - anti-ship cruise missile R3 - ballistic missile. Flies higher than KH-15 and strikes from above. Is a bit slower, but deals more damage R3N - R3 with nuclear warhead. It's currently uncraftable which should make it impossible to obtain in survival for balance reasons.
MAKE SURE TO DISABLE PROJECTILE TARGETING IF YOU ARE USING MISSILE SILOS FOR ANYTHING EXCEPT A100 (it will simply waste a missile which wouldn’t even intercept the incoming threat)
Known issues: - all guns of same size have similar build states (this will be fixed eventually) - some turrets have no LODs and might impact performance if placed in large amounts (eg. "battle brick made of guns") - broken mirroring of 2x2 and 4x4 blocks
If you feel like something is overpowered, underpowered, straight up broken or bugged, please let me know via comments or DMs. Any feedback is greatly appreciated
If you want to reupload this thing, please let me know and list me as one of the authors or make it unlisted.
Mods used for screenshots: - Mexpex's thrust FX mod and hydrogen thruster visuals mod https://steamcommunity.com/sharedfiles/filedetails/?id=2215904786 - My rocket propulsion systems mod https://steamcommunity.com/sharedfiles/filedetails/?id=3026070388
Rotating thrusters in videos are made using Vector Thrust OS script https://steamcommunity.com/sharedfiles/filedetails/?id=2831096030
Also try this decorative highfleet hull blocks mod. It was supposed to be released as part of this one, but I decided to separate it from main pack as it’s not using weaponcore stuff https://steamcommunity.com/sharedfiles/filedetails/?id=3188533850
Weaponcore-less vanilla+ version made by LCV https://steamcommunity.com/sharedfiles/filedetails/?id=3321793071&searchtext=highfleet+
Big thanks to Aryx, Enenra, Killerbee, Pilfit, Ash, BDCarrillo, LCV and other members of SE modding community for helping making this thing real.
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 11d ago.
Highfleet weapons - Weaponcore on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2026-10-24, released 2026-10-24
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 2 recorded builds of Highfleet weapons - Weaponcore.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 2026-10-24 | 2026-10-24 | n/a | Workshop |
| 2026-02-24 | 2026-02-24 | n/a | Workshop |
Dependencies
- Required: Animation Engine
- Required: WeaponCore - 3.0
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run Highfleet weapons - Weaponcore on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogWeapons, items & crafting
New weapons, gear, items and the recipes to make them.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-11-03Open ↗
- ✓Authorhumanoid.mp4, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
