|AM Warheads||AM Detonators|
|“||Antimatter Warheads replace the conventional warheads used by Explosive weapons, increasing the detonation radius.||”|
|— In-Game Description|
|Weight (% Weapon Mass)||5%||10%||15%||20%||25%|
|Tech Lab Required||VI||VIII||IX||X||X|
|Time||17m||2h 47m||12h 53m||1d 11h 50m||2d 22h 30m|
|Time||3m||10m 30s||35m||1h 28m||2h 47m|
AM Warheads are a booster to explosive weapons. They are the counterpart of Antimatter detonators for base weaponry. They increase the area of effect of explosive ship weaponry thus making it quite popular.
Strategy and Setup
AM Warheads increase the AoE of an explosive weapon. This allows it to hit multiple ships or modules at once and gives it the ability to hit a ship if the explosive projectile misses its target making it very effective.
However, increased AoE is usually not very necessary in many fights and when coupled with its mass increase it may be better to not equip it for replacement of a more useful special.
Other than that, it is pretty useful but battleships will usually equip Volatile Fuel over AM Warheads due to the increased AoE and speed.
Usually it is recommended to use AM Warheads when you have left over special slots and have many equipped explosive weapons. When you have an extra slot III or IV is recommended due to its low mass gain.
- AM Warheads is its in-game name but the AM actually stands for Antimatter
- Despite being called "Antimatter Warheads" its AoE would be much bigger if actual Antimatter was used.