Bomb Launchers

Bombs teleport themselves directly into rooms, bypassing shields and defense drones. They cost missile ammunition to fire. They are the only weapons that can be fired at your own ship.

Bombs deal no hull damage, but can damage or disrupt enemy systems and crew. They can miss, but not when targeting your own ship.

Bombs cannot bypass Zoltan/Energy Shields (without a bypass augment), but any system or ion damage will be applied to the shield. Bombs without system damage will have no effect on a Zoltan Shield.

## List of Bombs

### Bomb Launcher

*"Self-teleporting explosive that damages systems and crew but not the hull. Can target your own ship"*

* Costs 45
* Fires 1 bomb with 12s cooldown
* Damage: 2 system per shot plus 30 crew per shot
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Low (10%) chance of fire
* Requires 1 power
* Starting weapon on:
	+ Duskbringer Cruiser B
	+ Geniocracy Science Cruiser B
	+ Tully's Cruiser
	+ G.A.S. Nest
	+ Vanilla Mantis Cruiser A

### Breach Bomb

*"Self-teleporting explosive designed to damage systems and cause a breach. Can target your own ship."*

* Costs 50
* Fires 1 bomb with 13s cooldown
* Damage: 2 system per shot plus 30 crew per shot
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Guaranteed breach
* Requires 1 power
* Starting weapon on:
	+ Union Cruiser B
	+ Peacekeeping Cruiser A
	+ Osmian Cruiser B
	+ Hive Cruiser B
	+ Suzerain Cruiser B
	+ Bishop Cruiser A
	+ Revolutionary Cruiser A
	+ Lanius Cruiser C
	+ Vanilla Slug Cruiser A

### Fire Bomb

*"Self-teleporting explosive designed to damage crew-members and light fires. Can target your own ship."*

* Costs 50
* Fires 1 bomb with 13s cooldown
* Damage: 30 crew per shot
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Guaranteed fire
* Requires 1 power
* Starting weapon on:
	+ Innovation Cruiser B
	+ Angel Cruiser C x2
	+ Brood Cruiser B
	+ Hive Cruiser B
	+ Hive Cruiser C
	+ Imperial Cruiser C
	+ Vanilla Rock Cruiser B

### Recycler Bomb

*"Self-teleporting explosive that converts useless materials into explosives. Has a much longer cooldown but does not require missiles."*

* Costs 52
* Fires 1 bomb with 17s cooldown
* Damage: 2 system per shot plus 30 crew per shot
* Consumes no missiles
* Requires 1 power
* Starting weapon on:
	+ Technician Cruiser B
	+ Duskbringer Cruiser A
	+ Hive Cruiser B

### Ion Bomb

*"Self-teleporting explosive that uses ion damage to disable systems. Can target your own ship."*

* Costs 55
* Fires 1 bomb with 18s cooldown
* Damage: 4 ion per shot
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Moderate (40%) stun chance
* Requires 1 power
* Starting weapon on:
	+ Union Cruiser C
	+ Kleptocracy Cruiser B
	+ Ariadne's Cruiser

### Stun Bomb

*"Self-teleporting explosive that does 1 ion damage and stuns all crew inside the room. Can target your own ship."*

* Costs 60
* Fires 1 bomb with 22s cooldown
* Damage: 5 ion per shot
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Guaranteed stun (25s)
* Requires 2 power
* Starting weapon on:
	+ Separatist Cruiser C
	+ Bishop Cruiser C
	+ Alkram's Cruiser
	+ Vanilla Mantis Cruiser C

### Irradiation Bomb

*"This bomb does no hull or system damage, but deals a lot of bio damage."*

* Costs 50
* Fires 1 bomb with 12s cooldown
* Damage: 90 crew per shot
* Consumes 1 missile per shot
* Moderate (30%) chance of breach
* Requires 1 power
* Crew who are hit by the weapon will suffer the following radiation debuffs to their stats for 10 seconds:
	+ **Movement Speed** multiplied by **0.33x**
	+ **Stun Duration** multiplied by **1.75x** (also works if the stun is already applied, extending the remaining duration)
	+ **Repair Speed** multiplied by **0.33x** (also affects repairing breaches and putting out fires)
* Starting weapon on:
	+ Duskbringer Cruiser C

### Crystal Lockdown Bomb

*"Self-teleporting explosive that does no damage but creates a dense wall preventing movement in or out of the room. Can target your own ship."*

* Costs 40
* Fires 1 bomb with 10s cooldown
* Damage: 1 system per shot plus 15 crew per shot
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Low (10%) chance of fire and moderate (30%) chance of breach
* Locks down rooms on a hit
* Requires 1 power
* Starting weapon on:
	+ Spider Hunter Cruiser A
	+ Hacker Cruiser B
	+ Ruwen's Cruiser
	+ Vanilla Mantis Cruiser C

### Medical Bomb

*"Self-teleporting healing unit that instantly heals all friendly crew in the room. Can target your own ship."*

* Costs 40
* Fires 1 bomb with 5s cooldown
* Damage: -60 crew per shot (heals 60 health **only** **for allied crew**)
* Allied crew hit will also gain a regeneration effect that heals 2 hp/s for 20 seconds
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Requires no power
* Starting weapon on:
	+ MFK Cruiser B
	+ Guild Cruiser C
	+ Slug Pleasure Barge C
	+ Retail Cruiser B
	+ Ellie's Cruiser
	+ Slocknog's Cruiser
	+ Vanilla Slug Cruiser B

### Stimulant Bomb

WIP

* Costs 60
* Fires 1 bomb with 14s cooldown
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Requires 1 power
* Allied crew hit by this weapon gain the following buffs to their stats for 10s:
	+ **Movement Speed** is multiplied by **x2**
	+ **Combat Damage** is multiplied by **x2**
	+ **Repair Speed** is multiplied by **x2**
	+ **Sabotage Speed** is multiplied by **x2**
* Starting weapon on:
	+ MFK Cruiser B
	+ Jerry's Cruiser

### Repair Burst

*"Self-teleporting unit that floods a room with nano-bots capable of completely repairing all system damage as well as 2 points of hull damage."*

* Costs 40
* Fires 1 bomb with 10s cooldown
* Repairs 2 hull and 8 system damage (On some ships, this will not fully repair a system)
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Requires no power
* Starting weapon on:
	+ MV Augmented Cruiser
	+ Alt-MFK Cruiser
	+ Prototype Cruiser C
	+ Separatist Cruiser B
	+ Alt-Bishop Cruiser
	+ Jerry's Cruiser

### Repair Burst↑

*"Self-teleporting unit that floods a room with nano-bots capable of completely repairing all system damage as well as 2 points of hull damage."*

* Costs 40
* Fires 1 bomb with 8s cooldown
* Repairs 3 hull and 8 system damage (On some ships, this will not fully repair a system)
* Consumes 1 missile per shot
* 30% Accuracy bonus
* Requires no power
* Starting weapon on:
	+ SSLG Cruiser C
	+ Knighted Cruiser C