Antimatter Blaster

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Up to date for latest version, 0.97a.

A slow-firing, extremely high damage energy gun meant to pose a threat to the largest ships in the Sector. Can only be used at close-range.

–In-game description

The antimatter blaster is one of the most complicated weapons in existence. Antimatter is stored in shells that have their own powered magnetic field projector built into the casing. In order to generate a field strong enough to contain and eject the antimatter (typically positrons) the built-in capacitor must spend a considerable time charging. Once a magnetic field of the required strength is generated, the shell is breached and the antimatter is ejected toward the target, its main propellant being the Lorentz force around the muzzle of the blaster.

Extremely effective versus all targets.

–Additional Codex description

Overview

Availability

Notes

Tips and Strategies

Damagetype energy.png The following section contains user-submitted suggestions, these may be inaccurate or outdated.

The Antimatter Blaster has an extremely high damage per shot making it ideal for specialized builds. The sudden damage spike can trigger overloads on stressed opponents, or breach heavy armour.

A particular favourite for high mobility ships, such as high tech or phase ships. The only energy weapon with limited charges, it can benefit from the hullmod Expanded Magazines. It takes over 195 seconds of continuous fire for Antimatter Blaster to run out of 20 charges. (0.25 seconds chargeup for first shot with with 10.25 seconds delay for the other 19 shots.) With Expanded Magazines this is extended to 297.5s. Balancing the limited charges with the ship's total peak active performance time should be borne in mind. However the approach and withdrawal to safety for most phase ships takes a longer period of time than the Antimatter Blaster refire delay.

Animation

Antimatter Blaster.gif

Changelog

  • Patch 0.95a: Antimatter Blaster: shots now pass through missiles if they do enough damage to destroy them