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.
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 at 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.
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.
Strategy[]
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.