StellarisDB

Antimatter Missiles

small weapon component

Antimatter Missiles is a small weapon component in Stellaris 4.5.2. It deals 28–42 damage every 6 days (60 combat ticks) at range 100, accuracy 100% and tracking 25%. It costs 23 Alloys and uses 10 power. Unlocked by Antimatter Missiles.

Cost
23Alloys
Power
-10
Damage
28–42
Cooldown
6 days
Range
100
ID
MISSILE_3
Open in the ship designer (Corvette)

Weapon stats

From weapon_components.csv (in common/component_templates), base values before technologies and modifiers.

How it's counted

Damage multipliers against hull, shields and armor are shares of the damage. Cooldown and windup are combat ticks in the CSV, 10 a day (our reading of the defines); damage a day = (min + max) ÷ 2 ÷ cooldown in days.

Damage
28–42
Cooldown
6 days (60 ticks)
Damage a day
5.83
Range
100
Accuracy
100%
Tracking
25%
Hull damage
100%
Shield damage
100%
Armor damage
100%
Shield penetration
100%
Armor penetration
0%
Windup
1–4 days
Missile speed
400
Missile evasion
20%
Missile health
5

Cost and upkeep

Cost
23Alloys
Upkeep a month
0.23Energy Credits0.05Alloys

Upgrade line

upgrades_to in the files: a design auto-upgrades to the next one when it is researched.

  1. Fusion Missiles
  2. →Antimatter Missiles
  3. →Quantum Missiles

How to get it

In the game

Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets.

ID

MISSILE_3

Source: common/component_templates/00_weapons_missiles.txt and weapon_components.csv, Stellaris Cygnus v4.5.2 (9776).

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