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(Redirected from Smartbomb)
This page covers the ship-mounted area-of-effect weapon, the "smartbomb". For the ranged area-of-effect weapon launched by stealth bombers, with different mechanics and legality, see bombs.


Smartbombs are point-blank area-of-effect weapons. When fired, they do damage to everything in a short distance (~10km) around the activating ship, friend or foe. They fill a very niche role within EVE since they have very specific characteristics that limit their usefulness as a general weapon system. Smartbombs can be used anywhere, but using them in high-security space comes with a very high risk of hitting innocent passers-by, losing security status, and then being destroyed by CONCORD.

There are very few ways to improve smartbombs' performance, apart from good piloting.

Fitting

A smartbomb is a ship module that is fitted in a high slot. They come in micro, small, medium, and large sizes, with each size using more power grid and CPU, with increased range and damage output. Smartbombs use considerably more CPU than most turret weapons for the same sized ship but do not take up a turret or missile hardpoint. This means that they fall under the 'utility' category for high slot modules, meaning that they are sometimes used in an extra high slot available on a ship when all of its turret and missile hardpoints are used.

Characteristics

Smartbombs are different than most damage-dealing ship modules for three reasons. As already mentioned, smartbombs do not use hardpoints, like turrets or missile launchers. Secondly, they are not targeted, much like bombs. However, unlike bombs, the explosion they create originates from the ship, rather than a launched warhead. They damage all ships within the explosion radius apart from the ship which used the smartbomb, however, they will not damage the wrecks of destroyed ships. Finally, the damage that smartbombs inflict is not affected by the damaged ship's signature radius or speed. Smartbomb damage is only mitigated by resistances and simply not being in the blast radius.

Both friends and foes are damaged by smartbombs. Care must be taken in high and low security space not to unintentionally damage structures or ships protected by CONCORD, since this will affect the user's security status, and in high security will result in CONCORD intervention (i.e. the destruction of the offending ship). Your own drones, if they are within range, will also be damaged by a smartbomb. In order to activate smartbombs in high security space, you need to set your safety settings to red.

Smartbombs do not damage Upwell structures, nor cause the user to get any timer for damaging the Upwell Structure.

They cannot be used inside a docking area; the ship needs to be at least 5.000m away from those areas before the modules can be activated.

Usage

The main use of smartbombs is by larger ships, such as battleships, to destroy small, weak targets, like capsules or drones. These small targets are very difficult to hit with large turrets or missiles due to explosion radius and tracking problems, and take a very long time to lock up in the first place. See Tracking and Missile mechanics if you are unfamiliar with these problems. Pilots will fit one or more smartbombs, which will be able to hit with perfect accuracy and damage so long as the targets are within range. For smaller ships, like frigates, destroyers, and to a lesser degree cruisers and battlecruisers, their turrets and missiles can track and hit these small, fast-moving targets better, so pilots will save the steep CPU costs of smartbombs to fit other or better modules.

A common use can be seen in Smartbombing Gatecamps. Typically Battleships are set up on a gate to take out ships in the time it takes a smaller ship to land on the gate and jump through the gate.

Some organizations like Rooks and Kings have used smartbombs to great effect by pipe bombing, which consists of using a titan to jump bridge a fleet of smartbomb equipped battleships while an enemy fleet is in warp. The enemy fleet lands in the newly bridged battleships, which activate all their smart bombs, dealing massive damage to the whole fleet at once with no lock on time.

There is also a rarely used and even more rarely respected strategy known as 'Firewalling', in which multiple smartbombs are used to block out and destroy incoming missiles. While missiles in-flight cannot be targeted, they can in fact be hit and destroyed by smartbombs. While this strategy is difficult to plan and execute appropriately, it can greatly reduce a fleet's incoming (and outgoing) missile damage. To quickly activate all smartbombs at once, it is recommended to use slash commands

Modules

Smartbombs are categorized by size (Micro, Small, Medium, and Large), and damage type (EM, Thermal, Kinetic, and Explosive). The means to acquire new micro smartbombs were removed long ago, and they exist today only as collector's items, and so will not be listed here.

All but micro Tech 1 and Tech 2 smartbombs have identical stats across their size class, regardless of damage type; a Large EMP Smartbomb has the same stats as a Large Concussive Smartbomb, except for the damage type. Additionally, all Faction smartbombs are identical within their size and damage type; Medium Amarr Navy EMP Smartbombs are identical to Medium Dark Blood EMP Smartbombs.

Most smartbombs have a cycle time of 10 seconds, with the exception of small / medium / large Faction Kinetic Smartbombs whose cycle time is 12 seconds. The cycle time is reduced by 5% for each level in Energy Pulse Weapons. Overheating a smartbomb reduces its cycle time by 15%.

Naming convention

Smartbombs follow a naming convention of (meta descriptor or faction) (size) (damage type) smartbomb. The meta descriptor and factions associated with each damage type are listed in the table below.

Damage
type
T1 & 2 Meta Factions
EM EMP 'Vehemance' Compact {Size} EMP Smartbomb Amarr Navy,
Ammatar Navy,
Dark Blood,
Khanid Navy,
True Sansha
Thermal Plasma YF-12a Compact {Size} Plasma Smartbomb Gallente Navy,
Shadow Serpentis
Kinetic Graviton Rudimentary Compact {Size} Graviton Smartbomb Caldari Navy,
Dread Guristas
Explosive Proton 'Notos' Compact {Size} Proton Smartbomb Republic Fleet,
Domination

Micro smartbombs

Name/Category Tech Meta CPU required (TF) Powergrid required (MW) Capacitor
Use
Range Rate of fire Damage
All micro T1 smartbombs I 0 20 5 15 2 10 25
Micro 'Vehemence' Shockwave Charge I 1 16 5 15 2 10 30EM damage
Micro YF-12a Smartbomb I 17 30Thermal damage
Micro Rudimentary Concussion Bomb I I 18 30Kinetic damage
Micro 'Notos' Explosive Charge I I 19 30Explosive damage
All micro T2 smartbombs[1] II 5 20 5 15 2 10 35
Micro Degenerative Concussion Bomb I 6 26 7 30 3.6 10 50Explosive damage
Faction micro EM smartbombs[2] 9 20 5 10 3 10 38EM damage
Faction micro thermal smartbombs[3] 11 2.7 34Thermal damage
Faction micro kinetic smartbombs[4] 12 2.5 31Kinetic damage
Faction micro explosive smartbombs[5] 12 2.6 33Explosive damage
  1. ^ Requires Energy Pulse Weapons II to use.
  2. ^ Includes Amarr Navy, Ammatar Navy, Dark Blood and True Sansha modules
  3. ^ Includes Gallente Navy and Shadow Serpentis modules
  4. ^ Includes Caldari Navy and Dread Guristas modules
  5. ^ Includes Republic Fleet and Domination modules

Small smartbombs

Name/Category Tech Meta CPU required (TF) Powergrid required (MW) Capacitor
Use
Range Rate of fire Damage
All small T1 smartbombs I 0 30 8 30 3 10 50
'Vehemence' Compact Small EMP Smartbomb I 1 24 7 27 3 10 60EM damage
YF-12a Compact Small Plasma Smartbomb I 60Thermal damage
Rudimentary Compact Small Graviton Smartbomb I 60Kinetic damage
'Notos' Compact Small Proton Smartbomb I 60Explosive damage
All small T2 smartbombs[1] II 5 30 8 30 3 10 70
'Pike' Small EMP Smartbomb 6 17 5 15 3.6 10 70EM damage
'Seething' Small Plasma Smartbomb 70Thermal damage
'Roaring' Small Graviton Smartbomb 70Kinetic damage
'Degenerative' Small Proton Smartbomb 70Explosive damage
Faction small EM smartbombs[2] 9 30 8 20 4.5 10 75EM damage
Faction small thermal smartbombs[3] 30 20 5.4 10 60Thermal damage
Faction small kinetic smartbombs[4] 24 16 4.5 12 75Kinetic damage
Faction small explosive smartbombs[5] 30 20 3.6 10 90Explosive damage
  1. ^ Requires Energy Pulse Weapons III to use.
  2. ^ Includes Amarr Navy, Ammatar Navy, Dark Blood, Khanid Navy, and True Sansha modules
  3. ^ Includes Gallente Navy and Shadow Serpentis modules
  4. ^ Includes Caldari Navy and Dread Guristas modules
  5. ^ Includes Republic Fleet and Domination modules

Medium smartbombs

Name/Category Tech Meta CPU required (TF) Powergrid required (MW) Capacitor
Use
Range Rate of fire Damage
All medium T1 smartbombs I 0 50 200 75 4 10 100
'Vehemence' Compact Medium EMP Smartbomb I 1 40 190 67.5 4 10 120EM damage
YF-12a Compact Medium Plasma Smartbomb I 120Thermal damage
Rudimentary Compact Medium Graviton Smartbomb I 120Kinetic damage
'Notos' Compact Medium Proton Smartbomb I 120Explosive damage
All medium T2 smartbombs[1] II 5 50 200 75 4 10 140
'Lance' Medium EMP Smartbomb 6 37.5 180 49 4.8 10 140EM damage
'Boiling' Medium Plasma Smartbomb 140Thermal damage
'Booming' Medium Graviton Smartbomb 140Kinetic damage
'Dwindling' Medium Proton Smartbomb 140Explosive damage
Faction medium EM smartbombs[2] 9 50 200 49 6 10 150EM damage
Faction medium thermal smartbombs[3] 50 49 7.2 10 120Thermal damage
Faction medium kinetic smartbombs[4] 40 40 6 12 150Kinetic damage
Faction medium explosive smartbombs[5] 50 49 4.8 10 180Explosive damage
Allecto's Modified Medium Multispectrum Smartbomb 17 50 350 49 7.2 10 45EM damage45Thermal damage45Kinetic damage45Explosive damage
  1. ^ Requires Energy Pulse Weapons IV to use.
  2. ^ Includes Amarr Navy, Ammatar Navy, Dark Blood, Khanid Navy, and True Sansha modules
  3. ^ Includes Gallente Navy and Shadow Serpentis modules
  4. ^ Includes Caldari Navy and Dread Guristas modules
  5. ^ Includes Republic Fleet and Domination modules

Large smartbombs

Name/Category Tech Meta CPU required (TF) Powergrid required (MW) Capacitor
Use
Range Rate of fire Damage
All large T1 smartbombs I 0 80 1000 200 5 10 250
'Vehemence' Compact Large EMP Smartbomb I 1 64 950 180 5 10 275EM damage
YF-12a Compact Large Plasma Smartbomb I 275Thermal damage
Rudimentary Compact Large Graviton Smartbomb I 275Kinetic damage
'Notos' Compact Large Proton Smartbomb I 275Explosive damage
All large T2 smartbombs[1] II 5 80 1100 220 6 10 300
'Warhammer' Large EMP Smartbomb 6 60 900 200 6 10 350EM damage
'Scalding' Large Plasma Smartbomb 350Thermal damage
'Blasting' Large Graviton Smartbomb 350Kinetic damage
'Regressive' Large Proton Smartbomb 350Explosive damage
Faction large EM smartbombs[2] 9 80 1000 130 7.5 10 375EM damage
Faction large thermal smartbombs[3] 80 130 9 10 300Thermal damage
Faction large kinetic smartbombs[4] 64 105 7.5 12 375Kinetic damage
Faction large explosive smartbombs[5] 80 130 6 10 450Explosive damage
  1. ^ Requires Energy Pulse Weapons V to use.
  2. ^ Includes Amarr Navy, Ammatar Navy, Dark Blood, Khanid Navy, and True Sansha modules
  3. ^ Includes Gallente Navy and Shadow Serpentis modules
  4. ^ Includes Caldari Navy and Dread Guristas modules
  5. ^ Includes Republic Fleet and Domination modules

Additionally, large smartbombs have various officer modules which have increased performance at the cost of increased fitting stats.

Name/Category Tech Meta CPU required (TF) Powergrid required (MW) Capacitor
Use
Range Rate of fire Damage
Brokara's Modified Large EMP Smartbomb 11 80 1500 130 8.25 10 413EM damage
Tairei's Modified Large EMP Smartbomb
Brynn's Modified Large Plasma Smartbomb 80 130 9.9 10 330Thermal damage
Kaikka's Modified Large Graviton Smartbomb 64 105 8.25 12 413Kinetic damage
Mizuro's Modified Large Proton Smartbomb 80 130 6.6 10 495Explosive damage
Raysere's Modified Large EMP Smartbomb 12 80 1750 130 9 10 450EM damage
Selynne's Modified Large EMP Smartbomb
Tuvan's Modified Large Plasma Smartbomb 80 130 10.8 10 360Thermal damage
Thon's Modified Large Graviton Smartbomb 64 105 9 12 450Kinetic damage
Hakim's Modified Large Proton Smartbomb 80 130 7.2 10 540Explosive damage
Ahremen's Modified Large EMP Smartbomb 13 80 2000 130 9.75 10 488EM damage
Vizan's Modified Large EMP Smartbomb
Setele's Modified Large Plasma Smartbomb 80 130 11.7 10 390Thermal damage
Vepas' Modified Large Graviton Smartbomb 64 105 9.75 12 488Kinetic damage
Gotan's Modified Large Proton Smartbomb 80 130 7.8 10 585Explosive damage
Chelm's Modified Large EMP Smartbomb 14 80 2250 130 10.5 10 525EM damage
Draclira's Modified Large EMP Smartbomb
Cormack's Modified Large Plasma Smartbomb 80 130 12.6 10 420Thermal damage
Estamel's Modified Large Graviton Smartbomb 64 105 10.5 12 525Kinetic damage
Tobias' Modified Large Proton Smartbomb 80 130 8.4 10 630Explosive damage

Skills

Basic Skills

  • Energy Pulse Weapons (2x, 130k ISK): Allows you to equip smartbombs, and reduces their cycle time by 5% per level, which increases both DPS and cap usage.

Fitting Skills

  • Weapon Upgrades (2x, 80k ISK): Decreases the CPU needs of smartbomb modules by 5% per level. A fairly important skill, as smartbombs are very CPU intensive. Note that Advanced Weapon Upgrades does not affect smartbombs, only turrets and launchers.
  • Basic fitting skills are important when working with smartbombs, due to their high fitting requirements. Make sure you train CPU Management, and less importantly for smartbombs, Power Grid Management to V.

Implants

The Inherent Implants 'Squire' Energy Pulse Weapons implant range is the only way to improve the performance of smartbombs. These plug into slot 7, and decrease the cycle time of smartbombs by 1-6%. They are available from various military LP stores.