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AM Warheads   AM Detonators


AM Warheads replace the conventional warheads used by Explosive weapons, increasing the detonation radius.
  — In-Game Description 

Stats

AM Warheads I
AMWarheads1
II
AMWarheads2
III
AMWarheads3
IV
AMWarheads4
V
AMWarheads5
SPECIFICATIONS Notepad
Weapon Mass 5% 10% 15% 20% 25%
AoE Radius +50 m +100 m +150 m +200 m +250 m
Hull XP 287 XP 520 XP 724 XP 928 XP 1,077 XP
Applies to Explosive
RESEARCH TechLabResearch
Prerequisites Previous level of AM Warheads
Tech Lab Required VI VIII IX X X
Time Time 17m 00s 2h 47m 12h 53m 1d 11h 50m 2d 22h 30m
Helium-3 Helium3 38,800 579,595 2,647,440 6,598,400 12,201,225
Antimatter Antimatter 0 30,505 294,160 1,649,600 4,067,075
Module XP 144 XP 260 XP 362 XP 464 XP 539 XP
EQUIP ModuleRefit
Time Time 3m 00s 10m 30s 35m 00s 1h 28m 2h 47m
Helium-3 Helium3 7,850 116,100 529,758 1,319,992 2,440,613
Antimatter Antimatter 0 6,111 58,862 329,998 813,538


General

AM Warheads boost Explosive weapons by increasing their area of effect, resulting in a larger explosion.

Strategy and Setup

Advantages

AM Warheads increase the chances of hitting multiple targets with each explosion, therefore multiplying the damage dealt to opponents.

They can also potentially improve the accuracy of your weapons if the warheads explode close enough to enemies, which occurs near maximum range for most weapons.

Disadvantages

AM Warheads are useless against skilled opponents that spread out their ships such that the AoE can only damage one at a time, making this special a complete waste of mass.

Trivia

  • The "AM" in AM Warheads stands for Antimatter.
  • Despite being called "Antimatter Warheads" its AoE would be much bigger if actual Antimatter was used.

Gallery