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Antimatter Warheads

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Antimatter Warheads replace the conventional warheads used by Explosive weapons, increasing the detonation radius.
  — In-Game Description 
Antimatter.Warheads I II III IV V
Weight (% Weapon Mass) 5% 10% 15% 20% 25%
..AoE.Radius.increase.. +50m +100m +150m +200m +250m
Tech Lab Required VI VIII IX X X
Time 11h 41m 1d 20h 02m 20s 3d 23h 23m 06s
Helium-3 3,523,696 13,314,484 28,956,750
Antimatter 0 1,479,387 5,110,014
Time 3m 10m 30s 35m 1h 28m 2h 47m
Helium-3 7,850 116,100 529,758 1,319,992 2,440,613
Antimatter 0 6,111 58,862 329,998 813,538

General Edit

Antimatter 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 - enhancing their ability to damage multiple ships with a single missile or bolt. They are commonly used amongst many players of all levels.

Strategy and SetupEdit

Antimatter warheads serve well with just about any explosive weapon. Sweep launchers have minimal use in fleet vs. fleet combat, but antimatter warheads allow more splash damage to be inflicted. A good example of using this booster would be with the SICO missile, Hydra missiles or Arc missiles, due to its already large area of effect.


SICO missiles enhanced with antimatter warheads V

Hydra missiles mixed with antimatter warheads also are of plausible usage, as the splash damage and the tracking capabilities can work well. On bases, adding antimatter warheads mixed with Creeper torpedoes can flatten compact bases due to the already extremely high area of effect damage of Creeper torpedoes and its high impact damage per torpedo, negating the disadvantage of slow travel speed in base incursions. Also, in the case when a shot misses its target, the increased area of effect damage can still cause it to impact some other target nearby.


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