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Stealth bombers, often abbreviated as "bombers", represent a captivating subclass of frigates in EVE Online. Equipped with cloaking devices, these ships can traverse star systems without being detected by directional scanners or combat probes. When flying solo, stealth bombers excel at surveillance and intelligence gathering.
  
'''Stealth bombers''' are powerful, expensive (for their size) and extremely fragile. They can sneak up on targets using a Covert Ops Cloaking Device, then destroy it with torpedoes (a [[Missile Launchers|missile system]] designed for battleship sized ships) or use [[bombs]], a weapon unique to stealth bombers, which travel a fixed distance and explode for massive damage. Since they are T2 frigates, they are often one of the earliest T2 ships that new pilots can fly. This page discusses the available bombers and suggests ''possible'' fits for use in Eve University fleets.
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In addition to cloaked scouting and reconnaissance, stealth bombers can support fleets with on-grid electronic warfare and damage capabilities. They can silently approach targets and unveil themselves at a strategically chosen moment to unleash potent torpedoes and bombs. As one of [[New Eden]]'s most formidable T2 frigates, stealth bombers boast considerable firepower, but they also exhibit fragility and a slow base time to warp.
  
==Which bomber?==
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This combination of attributes makes every uncloaked moment for stealth bombers a high-stakes encounter, both for the pilots and their adversaries. To effectively command these powerful ships, pilots must remain acutely aware of their vulnerabilities and exercise caution.
[[Image:Purifier.jpg|thumb|The Amarr Purifier]]
 
Each race has one stealth bomber.
 
  
-bomb platforms:  Purifier, Hound<br />
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==== Stealth Bombers ====
-torpedo platforms:  Manticore, Nemesis<br />
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Stealth bombers are specialized frigates that can warp while cloaked and lack sensor recalibration delays, enabling them to lock targets immediately after decloaking. Equipped with battleship-sized torpedo launchers and bomb launchers, they can deploy area-of-effect weapons exclusively in nullsec or wormhole space. Stealth bombers deliver exceptional alpha strike damage, but their fragility makes them vulnerable to swift destruction if they sustain damage. Consequently, bomber pilots often launch a few salvos or a single bomb before warping away and recloaking. In well-coordinated groups, stealth bombers pose a significant threat to large ships, including capital vessels, particularly in nullsec.
The Purifier and the Hound are arguably better at using [[Bombs|bombs]] (they have a 3L-3M-5H slot layout), while the Manticore and the Nemesis are perhaps better torpedo platforms (with a 2L-4M-5H slot layout). You might think that the bombers with three lows would be better torpedo bombers because they could fit three Ballistic Control Systems, but you'll be hard pressed to find an effective fit with 120 CPU to spare for BCS IIs. Additionally, the Manticore and Nemesis can fit one more utility/EWar/etc module in their mids -- the ability to, for example, sensor damp the enemy may allow them to stay on the field for longer.  
 
  
Other than the slot layout and preferred damage type there are few major differences between the bombers. The Nemesis is bonused for thermal damage, which is the least often resisted damage type in pvp. The Purifier also has a significantly larger cargo bay than the others, which allows it to carry 3 bombs. The Manticore has the highest CPU, making for easier fitting, and the Hound is the most agile.
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Each stealth bomber has a Covert Ops-based damage bonus for bombs (5% per level) and torpedoes (15% per level) reflecting its empire's associated [[NPC damage types|damage type]].
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* {{Sh|Purifier|22}} The Purifier has the lowest CPU, making it harder to fit. With bonuses for {{Co|#71c4f8|EM}} torpedoes and bombs, it is effective against shielded targets
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* {{Sh|Manticore|22}} Bonused for {{Co|#73dc76|Kinetic}} torpedoes and bombs, the Manticore is the easiest stealth bomber to fit due to its high CPU.
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* {{Sh|Nemesis|22}} With bonuses for {{Co|#fa8d84|Thermal}} torpedoes and bombs, the Nemesis is the middle of the pack and a solid pick for most situations. Like the Manticore, its four mid slots offer some extra utility.
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* {{Sh|Hound|22}} The Hound has the best base time to warp of the stealth bombers. Its bonuses for {{Co|#f8e97c|Explosive}} torpedoes and bombs make it effective against armored targets
  
=== Hound ===
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There is also the {{sh|Virtuoso}}, an [[Alliance Tournament]] variant of the Nemesis that has some attributes of a {{sh|Daredevil}} attack frigate. As a limited edition [[Alliance Tournament|AT ship]], the Virtuoso is quite rare and does not have a big role in everyday gameplay.
The [[Hound]] is the Minmatar Stealth Bomber. It gets a bonus to explosive damage and uses Nova torpedoes. With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU. It features a 5-3-3 layout, composing of three mid slots, and three low slots. It also has the fastest align time and highest scan resolution out of all of the bombers.  
 
  
=== Manticore ===
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Stealth Bombers all have the following bonuses, regardless of Empire:
The [[Manticore]] is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a slightly more ideal slot layout (5-4-2). It gets a bonus to kinetic damage, and uses Scourge torpedoes.
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* 75% bonus to torpedo velocity
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* 50% bonus to torpedo flight time
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* 99.65% bonus reduction in Torpedo Launcher powergrid needs
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* 50.00% bonus reduction in Cloak CPU usage
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* 100.00% bonus targeting delay after decloaking
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{| class="wikitable"
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|-
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! Hound !! Manticore !! Nemesis !! Purifier
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|-
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| [[Image:Hound.jpg|thumb|The Minmatar Hound]] || [[Image:Manticore.jpg|thumb|The Caldari Manticore]] || [[Image:Nemesis.jpg|thumb|The Gallente Nemesis]] || [[Image:Purifier.jpg|thumb|The Amarr Purifier]]
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|}
  
=== Nemesis ===
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=== Torpedoes ===
The [[Nemesis]] is the Gallente Stealth Bomber. It shares the Manticore's slot layout. It has a bit less CPU, so it can't quite fit the same range of modules in its midslots. Pilots who wish to fit Tech 2 versions of the mid slot modules will find it difficult to fit as well. The Nemesis gets a bonus to thermal damage and uses Inferno torpedoes.
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Torpedos are slow flying, hard-hitting, long-range missiles launched by torpedo launchers. Launchers are massive compared to typical frigate-sized weapon systems and are designed for extended bombardments of hard targets like battleships and stations. Torpedo launcher magazines have a large capacity, which is offset by their slow firing rate, long flight times, and trouble applying damage to small, fast ships. To prevent the obvious exploit of launching torpedoes and then warping out before the torpedoes connect, if a ship enters warp, all torpedoes in-flight vanish immediately. This means that especially at long range, bombers on a torpedo run must stay on grid until all of their fired torpedoes have landed to avoid losing damage. The balance between the stealth bomber's fragility and the need to stay on grid is part of the inherent challenge of flying these hulls.
  
=== Purifier ===
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Each torpedo type corresponds to a specific damage type in EVE.  {{Co|#fa8d84|Inferno}}, {{Co|#71c4f8|Mjolnir}}, {{Co|#f8e97c|Nova}}, and {{Co|#73dc76|Scourge}} apply {{Co|#fa8d84|thermal}}, {{Co|#71c4f8|EM}}, {{Co|#f8e97c|explosive}}, and {{Co|#73dc76|kinetic}} damage, in that order. Each torpedo inflicts only one type of damage, but all torpedoes deal the same amount of damage. Stealth bombers are bonused for their empire's damage type, so only one type of torpedo is carried in a given bomber's hold.
The [[Purifier]] is the Amarr Stealth Bomber. It shares the same slot layout as the Hound (5-3-3). It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races. It gets a bonus to EM damage and uses Mjolnir torpedoes.
 
  
==UniBombers==
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=== Bombs ===
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Bombs are untargeted, area-of-effect (AoE) weapons fired by bomb launchers, with stealth bombers being the sole ships capable of equipping them. The use of bombs is prohibited in empire space, restricting their deployment to nullsec or wormhole space outside of deadspace pockets.
  
Update 170718.  The UniBombers group has disbanded and is no longer in service.  There is still interest in a EVE University bomber fleet, but no current plans are made for bomber roams.  Please check the Eve University forums for updates.
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When skillfully employed, bombs can effectively damage or destroy groups of clustered ships, making them ideal for hit-and-run attacks on unsuspecting foes.
  
The [[UniBombers|UniBombers]] are a group of unistas who share a collective interest in learning more about flying stealth bombers. UniBombers go on regular stealth bomber roams around low/nullsec, and occasionally venture into high sec to chase after wartargets.
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Essentially, [[bombs]] are unguided missiles that deal AoE damage of a specific type. Launched from the front of a stealth bomber, they travel in a straight line for 30 km at 3 km/s for 10 seconds before detonating. Bombs do not require a target lock, and their direction depends on the stealth bomber's orientation upon activating the bomb launcher. To successfully utilize these high-damage weapons, pilots must master timing, direction, and skill to align the stealth bomber with a target, approach, uncloak, launch a bomb at 30 km, and evade capture.
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Bombs are separated into two categories.
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* Damage Bombs: Unguided weapons delivering 5,800 points of {{Co|#fa8d84|thermal}}, {{Co|#71c4f8|EM}}, {{Co|#f8e97c|explosive}} and {{Co|#73dc76|kinetic}} damage with a 400m explosion radius.
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* Utility Bombs: Bombs inflicting a small amount of omni-damage alongside an EWAR effect.
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**Void bombs neutralize 1,800 GJ of energy from the affected ships' capacitors.
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**Focused Void Bombs: Similar to regular Void Bombs, but neutralize 15,000 GJ of energy in a much smaller area of effect. They are only effective against capital-sized ships.
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**Lockbreaker bombs emit an Electronic Counter Measure (ECM) burst of 12.5 strength to all sensor types.
  
 
== Fitting ==
 
== Fitting ==
[[Image:Manticore.jpg|thumb|The Caldari Manticore]]
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=== Essential modules ===
All stealth bombers get a 15% bonus to racial (Amarr/EM, Gallente/Thermal, Caldari/Kinetic, Minmatar/Explosive) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity, and a 50% bonus to explosion velocity and torpedo flight time. Lastly they receive a flat role bonus of a -99.65% reduction in Torpedo Launcher powergrid needs, -50% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are largely to ensure the ship can equip battleship size missile launchers, and that the covert-ops cloak is used exclusively on covert-ops ships.
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Given the limited fitting space on stealth bombers, it is crucial to discuss the indispensable modules for an effective fit:
 
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# Covert Ops Cloaking Device II: As the foundation of stealth bomber piloting, this cloaking device is essential. A stealth bomber without a cloak is a non-starter; if you cannot fit a Covert Ops cloak, you should not fly a stealth bomber.  
In fitting a bomber it is ideal to maximize potential damage. This is done largely with the use of target painters, and ballistic control systems. These greatly increase the DPS torpedoes do to non-battleship size targets. Newer players will have trouble fitting three launchers as well as a bomb launcher without perfect fitting skills. The purifier in particular is difficult to fit.
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# Torpedo launchers/bomb launchers: Stealth bombers are the sole ships capable of mounting bomb launchers and the only sub-battleship vessels that can fit torpedo launchers. With bonuses for both, they are mandatory fits (depending upon the use case).
 
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# Ballistic Control System (BCS) modules: BCS modules significantly boost torpedo damage and rate of fire, but demand substantial CPU fitting space.
A standard general fitting is as follows:
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# Propulsion Module (afterburner/microwarp drive): Due to their slow base velocity (275m/s - 310m/s), stealth bombers require propulsion modules.  
 
 
'''Highs''': <br>
 
3 Prototype 'Arbalest' Torpedo Launcher<br>
 
1 Covert Ops Cloaking Device<br><br>
 
1 Bomb Launcher '''**'''<br>
 
'''Mids''':<br>
 
1 Target Painter<br>
 
1 Propulsion Module<br>
 
1 Remote Sensor Dampener<br><br>
 
'''Lows''':<br>
 
2 Ballistic Control Systems<br>
 
1 Low module of your choice.<br><br>
 
 
 
'''**''' The Bomb Launcher is largely very difficult to fit in addition to the three 'Arbalest' launchers. It is often found that bombers have to alter the standard fit to include 1 bomb launcher and less torpedo damage modules, or they fit for only torpedo damage.  
 
 
 
The choice of what meta level module to fit for the mid and low slots is largely user choice, however it is recommended that you fit the highest (up to meta 5/Tech II) module that you can. If CPU usage is a problem with the Arbalest launchers, the meta 1 variants (Malkuth) offer less performance but less CPU usage. Alternatively, if the DPS difference is smaller, altering the rigs used on the bomber may allow for better fits.
 
 
 
The sensor dampner is used to increase the bomber's lifespan. Dampners are used to reduce enemy ships targetting range and scan resolution. It is recommended that all ships carry both scripts in their hull so switching can be done on the fly. However in multiple bomber gangs it is usually advised to run the targeting range script.  
 
  
All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants.  
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After the essentials, there will be some flexibility.
 
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* Depending on skills and fit, pilots may equip a high slot with a bomb launcher or an expanded probe launcher in addition to their torpedo launchers.
=== Alternative low slots ===
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* EWAR modules, such as target painters, remote sensor dampeners, warp disruptors, and warp scramblers, are commonly used in available mid-slots following the propulsion module.
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well.
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* If a fit is too tight, a Co-processor may occupy a low slot instead of an additional Ballistic Control System.
 
 
=== Modules that are not recommended ===
 
Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now), thus limiting the types of engagements one can be useful in. Sensor boosters, while good for locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile bombs require no lock to fire, and are thus preferred for engaging smaller targets.
 
 
 
Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability is trying mitigate the ship's weaknesses instead of playing to its strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase signature radius and should not be used.
 
  
 
=== Rigs ===
 
=== Rigs ===
The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catalyst boosts torpedo damage, however other modules increase missile range (useful for staying outside targeting range {thanks to your sensor damps}) and velocity, or firing rate and thus DPS. Alternatively, there are rigs to decrease explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missile launcher rigs are useful in someway on the stealth bomber. It largely depends on individual flying preferences and styles. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult.
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Rig choices depend on a pilot's skills and fitting requirements. Missile launching rigs, such as the Warhead Calefaction Catalyst (boosts torpedo damage) and the Warhead Rigor Catalyst (decreases missile explosion radius for increased effectiveness against smaller targets), are popular. However, they also increase CPU usage for each launcher, complicating fitting on already challenging bomber hulls.
 
 
Astronautic rigs are also widely used, these are useful in increasing ship agility and speed. These are useful in situations in which the bomber needs to align quickly and warp off grid. These situations are frequent with bombers and thus having a short align time is a must. The downside of these rigs is that they reduce armor amount, and thus make the bomber that much more fragile. Suggested astronautic rigs are: Low Friction Nozzle Joints and Poly-Carbon Engine Housing.
 
  
Since the introduction of the Processor Overclocking Unit rigs with the Inferno expansion these are useful on stealth bombers as well. Processor Overclocking Unit rigs increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. Stealth bomber fits still remain tight but with these rigs it is possible to mount tech 2 Torpedo launchers alongside the other standard modules including the Bomb Launcher.
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The Processor Overclocking Unit, which increases ship CPU output at the cost of slower shield regeneration, is also useful for stealth bombers. As stealth bomber tactics prioritize escape over combat, the shield regeneration penalty is acceptable. With these rigs fitting Tech 2 Torpedo launchers and other standard modules, including the Bomb Launcher, is possible.
  
The Bomber uses small sized rigs.
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Astronautic rigs like Low Friction Nozzle Joints and Poly-Carbon Engine Housing, which enhance ship agility and speed, are also utilized on bombers for swift alignment and grid escape when deploying bombs. The trade-off is reduced armor, making the bomber more fragile, but increasing the likelihood of escape.
  
 
== Skills ==
 
== Skills ==
[[File:Nemesis.jpg|thumb|The Gallente Nemesis]]
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{{ note box | While the minimum skills will allow a pilot to get into the ship, the covert ops cloak, and the weapons systems, to fit and fly the ship well requires a more substantial skill train. | italics = yes }}
=== Required skills ===
 
All bombers have the following skill requirements to operate:
 
*Racial Frigate V
 
*Spaceship Command III
 
*Covert Ops I
 
*CPU Management II
 
*Power Grid Management II
 
*Electronics Upgrades V
 
  
However, it is not recommended, and downright stupid, to fly a bomber in a PVP setting without a covert ops cloaking device, and Torpedo Launchers. The use of these modules, require the skills:
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=== Minimum skills ===
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To fly a stealth bomber:
  
*Cloaking IV
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*Racial Frigate V
*Torpedoes I
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*{{sk|Electronics Upgrades| V}}
*Missile Launcher Operation IV
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*{{sk|Spaceship Command| III}}
*Heavy Missiles III
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*{{sk|Covert Ops| I}}
*Light Missiles III
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*{{sk|CPU Management| II}}
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*{{sk|Power Grid Management| II}}
  
=== Suggested skills ===
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To operate a covert ops cloaking device module:
[[File:Hound.jpg|thumb|The Minmatar Hound]]
 
Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimize it's chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules.
 
  
*Navigation III
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*{{sk|Cloaking| IV}}
*Acceleration Control III
 
*Warp Drive Operation III
 
*Spaceships Command IV
 
*Evasive Maneuvering III
 
*CPU Management V
 
*Power Grid Management V
 
*Target Painting II
 
*Electronic Warfare II
 
*Sensor Linking II
 
*Long Range Targeting III
 
*Signature Analysis III
 
*Target Management III
 
*Shield Management III
 
*Shield Operation III
 
*Capacitor Management III
 
*Energy Upgrades III
 
*Launcher Rigging II
 
*Astronautic Rigging II
 
*Jury Rigging III
 
*Mechanics IV
 
  
In addition, you will want to get missile launcher skills as high as possible, as well as Bomb Launching skills. These skills include: <br>
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To operate a torpedo Launcher module:
*Missile Bombardment IV
 
*Missile Projection III
 
*Rapid Launch III
 
*Target Navigation Prediction III
 
*Warhead Upgrades III
 
*Bomb Deployment I
 
*Covert Ops IV
 
  
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*{{sk|Torpedoes| I}}
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*{{sk|Missile Launcher Operation|IV}}
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*{{sk|Heavy Missiles| III}}
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*{{sk|Light Missiles| III}}
  
Presented from an export from EVEMon from a blank Caldari character:(No implants, etc.)
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To launch bombs:
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*{{sk|Missile Bombardment| IV}}
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*{{sk|Bomb Deployment|I}}
  
'''Skill plan for Manticore StealthBomber'''
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=== Suggested skills ===
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The following skills aim to enhance the bomber's strengths, reduce CPU and power consumption, and contribute to its survivability.
  
*Skill Name (Time to complete; approximage cost of skill book)
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*{{sk|Acceleration Control|III}}
**Caldari Frigate III (7 hours, 19 minutes, 2 seconds
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*{{sk|Astronautics Rigging|II}}
**Caldari Frigate IV (1 day, 17 hours, 23 minutes, 40 seconds)
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*{{sk|Capacitor Management|III}}
**Caldari Frigate V (9 days, 18 hours, 9 minutes, 40 seconds)
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*{{sk|CPU Management|V}}
**Electronics Upgrades I (16 minutes, 40 seconds; 100,000 ISK)
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*{{sk|Electronic Warfare|II}}
**Electronics Upgrades II (1 hour, 17 minutes, 38 seconds)
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*{{sk|Energy Grid Upgrades|III}}
**Electronics Upgrades III (7 hours, 19 minutes, 2 seconds)
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*{{sk|Evasive Maneuvering|III}}
**Electronics Upgrades IV (1 day, 17 hours, 23 minutes, 40 seconds)
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*{{sk|Jury Rigging|III}}
**Electronics Upgrades V (9 days, 18 hours, 9 minutes, 40 seconds)
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*{{sk|Launcher Rigging|II}}
**Covert Ops I (33 minutes, 20 seconds; 4,000,000 ISK)
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*{{sk|Long Range Targeting|III}}
**CPU Management IV (20 hours, 41 minutes, 50 seconds)
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*{{sk|Mechanics|IV}}
**Cloaking I (50 minutes; 3,500,000 ISK)
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*{{sk|Navigation|III}}
**Cloaking II (3 hours, 52 minutes, 52 seconds)
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*{{sk|Power Grid Management|V}}
**Cloaking III (21 hours, 57 minutes, 8 seconds)
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*{{sk|Sensor Linking|II}}
**Cloaking IV (5 days, 4 hours, 11 minutes)
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*{{sk|Shield Management|III}}
**Missile Launcher Operation I (8 minutes, 20 seconds; 20,000 ISK)
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*{{sk|Shield Operation|III}}
**Missile Launcher Operation II (38 minutes, 50 seconds)
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*{{sk|Signature Analysis|III}}
**Missile Launcher Operation III (3 hours, 39 minutes, 30 seconds)
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*{{sk|Spaceship Command|IV}}
**Missile Launcher Operation IV (20 hours, 41 minutes, 50 seconds)
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*{{sk|Target Management|III}}
**Light Missiles I (16 minutes, 40 seconds; 20,000 ISK)
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*{{sk|Target Painting|II}}
**Light Missiles II (1 hour, 17 minutes, 38 seconds)
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*{{sk|Warp Drive Operation|III}}
**Light Missiles III (7 hours, 19 minutes, 2 seconds)
 
**Heavy Missiles I (25 minutes; 100,000 ISK)
 
**Heavy Missiles II (1 hour, 56 minutes, 26 seconds)
 
**Heavy Missiles III (10 hours, 58 minutes, 34 seconds)
 
**Torpedoes I (33 minutes, 20 seconds; 400,000 ISK)
 
**Torpedoes II (2 hours, 35 minutes, 14 seconds)
 
**Torpedoes III (14 hours, 38 minutes, 6 seconds)
 
**Torpedoes IV (3 days, 10 hours, 47 minutes, 20 seconds)
 
**Acceleration Control I (33 minutes, 20 seconds; 40,000 ISK)
 
**Acceleration Control II (2 hours, 35 minutes, 14 seconds)
 
**Acceleration Control III (14 hours, 38 minutes, 6 seconds)
 
**Warp Drive Operation I (8 minutes, 20 seconds; 30,000 ISK)
 
**Warp Drive Operation II (38 minutes, 50 seconds)
 
**Warp Drive Operation III (3 hours, 39 minutes, 30 seconds)
 
**Spaceship Command IV (20 hours, 41 minutes, 50 seconds)
 
**Evasive Maneuvering I (16 minutes, 40 seconds; 25,000 ISK)
 
**Evasive Maneuvering II (1 hour, 17 minutes, 38 seconds)
 
**Evasive Maneuvering III (7 hours, 19 minutes, 2 seconds)
 
**CPU Management V (4 days, 21 hours, 4 minutes, 50 seconds)
 
**Power Grid Management IV (20 hours, 41 minutes, 50 seconds)
 
**Power Grid Management V (4 days, 21 hours, 4 minutes, 50 seconds)
 
**Target Painting I (25 minutes; 90,000 ISK)
 
**Target Painting II (1 hour, 56 minutes, 26 seconds)
 
**Electronic Warfare I (16 minutes, 40 seconds; 120,000 ISK)
 
**Electronic Warfare II (1 hour, 17 minutes, 38 seconds)
 
**Sensor Linking I (25 minutes; 100,000 ISK)
 
**Sensor Linking II (1 hour, 56 minutes, 26 seconds)
 
**Long Range Targeting I (16 minutes, 40 seconds; 88,000 ISK)
 
**Long Range Targeting II (1 hour, 17 minutes, 38 seconds)
 
**Long Range Targeting III (7 hours, 19 minutes, 2 seconds)
 
**Signature Analysis I (8 minutes, 20 seconds; 75,000 ISK)
 
**Signature Analysis II (38 minutes, 50 seconds)
 
**Signature Analysis III (3 hours, 39 minutes, 30 seconds)
 
**Target Management I (8 minutes, 20 seconds; 100,000 ISK)
 
**Target Management II (38 minutes, 50 seconds)
 
**Target Management III (3 hours, 39 minutes, 30 seconds)
 
**Shield Management I (25 minutes; 170,000 ISK)
 
**Shield Management II (1 hour, 56 minutes, 26 seconds)
 
**Shield Management III (10 hours, 58 minutes, 34 seconds)
 
**Shield Operation III (3 hours, 39 minutes, 30 seconds)
 
**Capacitor Management I (25 minutes; 170,000 ISK)
 
**Capacitor Management II (1 hour, 56 minutes, 26 seconds)
 
**Capacitor Management III (10 hours, 58 minutes, 34 seconds)
 
**Energy Grid Upgrades I (16 minutes, 40 seconds; 79,000 ISK)
 
**Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds)
 
**Energy Grid Upgrades III (7 hours, 19 minutes, 2 seconds)
 
**Mechanics III (3 hours, 39 minutes, 30 seconds)
 
**Jury Rigging I (16 minutes, 40 seconds; 60,000 ISK)
 
**Jury Rigging II (1 hour, 17 minutes, 38 seconds)
 
**Jury Rigging III (7 hours, 19 minutes, 2 seconds)
 
**Launcher Rigging I (25 minutes; 100,000 ISK)
 
**Launcher Rigging II (1 hour, 56 minutes, 26 seconds)
 
**Astronautics Rigging I (25 minutes; 20,000 ISK)
 
**Astronautics Rigging II (1 hour, 56 minutes, 26 seconds)
 
**Mechanics IV (20 hours, 41 minutes, 50 seconds)
 
**Missile Bombardment I (16 minutes, 40 seconds; 80,000 ISK)
 
**Missile Bombardment II (1 hour, 17 minutes, 38 seconds)
 
**Missile Bombardment III (7 hours, 19 minutes, 2 seconds)
 
**Missile Bombardment IV (1 day, 17 hours, 23 minutes, 40 seconds)
 
**Missile Projection I (33 minutes, 20 seconds; 100,000 ISK)
 
**Missile Projection II (2 hours, 35 minutes, 14 seconds)
 
**Missile Projection III (14 hours, 38 minutes, 6 seconds)
 
**Rapid Launch I (16 minutes, 40 seconds; 40,000 ISK)
 
**Rapid Launch II (1 hour, 17 minutes, 38 seconds)
 
**Rapid Launch III (7 hours, 19 minutes, 2 seconds)
 
**Target Navigation Prediction I (16 minutes, 40 seconds; 60,000 ISK)
 
**Target Navigation Prediction II (1 hour, 17 minutes, 38 seconds)
 
**Target Navigation Prediction III (7 hours, 19 minutes, 2 seconds)
 
**Warhead Upgrades I (41 minutes, 40 seconds; 1,000,000 ISK)
 
**Warhead Upgrades II (3 hours, 14 minutes, 4 seconds)
 
**Warhead Upgrades III (18 hours, 17 minutes, 36 seconds)
 
**Bomb Deployment I (33 minutes, 20 seconds; 8,000,000 ISK)
 
**Covert Ops II (2 hours, 35 minutes, 14 seconds)
 
**Covert Ops III (14 hours, 38 minutes, 6 seconds)
 
**Covert Ops IV (3 days, 10 hours, 47 minutes, 20 seconds)
 
  
'''34 unique skills, 95 skill levels; Total time: 62 days, 15 hours, 52 minutes, 54 seconds; Cost: 18,687,000''' N.B. Skill costs are based on CCP's database and are indicative only
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In addition, increasing these relevant missile, bomb, and spaceship command skills to V has significant impact
 +
*{{sk|Bomb Deployment|V}}
 +
*{{sk|Covert Ops|V}}
 +
*{{sk|Missile Bombardment|V}}
 +
*{{sk|Missile Projection|V}}
 +
*{{sk|Rapid Launch|V}}
 +
*{{sk|Target Navigation Prediction|V}}
 +
*{{sk|Warhead Upgrades|V}}
  
=== Recommended skills ===
+
==Different roles of Stealth Bombers==
 +
Stealth bombers find their place in various roles across different types of space, seamlessly integrating with fleets.
  
The Recommended skill plan essentially pushes the previous listed skills as high as possible. You want to maximize the ship's DPS by getting all the missile support skills to IV or V. As well as the Covert Ops skill itself to V, however it is a very long train at around 18 Days. Additionally, you want to maximize the ships agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Engineering, and Mechanic. Lastly, you will want to get Bomb Deployment to IV for the ability to use the Void and Lockbreaker Bombs.
+
=== Black Ops ===
 +
Stealth bombers can effectively participate in black ops operations involving all cloaky ships.
  
== The different roles of stealth bombers ==
+
# Recon identifies and tackles a target in System A.
 +
# The rest of the gang, waiting in a neighboring system or wormhole, or using a black ops battleship's covert jump portal, jumps to the target system.
 +
# In this role, bombers are usually optimized for torpedoes instead of bombs.
  
===Black Ops gang===
+
=== Bomber wing ===
Bombers can be very effective in gangs of all cloaky ships. Usually a recon will find and tackle a good target and then call in the rest of the gang, either from the neighbouring system, wormhole or by lighting a cyno for a black ops battleship's covert jump portal. In this role bombers tend to be optimised for torpedoes rather than bombing.
+
Stealth bombers can support a large fleet. A sizable bomber force operates independently from the main fleet, often as a separate in-game fleet under their own bomber FC. In non-empire space, bombers can execute bombing runs on enemy fleets to destroy, weaken, or distract them, providing support for the main fleet. Bombers in this role are typically equipped with bombs.
  
===Bombing wing===
+
=== Bomb squadron ===
A large fleet can be accompanied by a force of bombers. The bomber force acts mostly independently of the main fleet, often with their own FC and as a separate in-game fleet. The bomber wing will try to get bombing runs in on the enemy fleet to destroy, soften up or simply distract them as support for the main fleet. Bombers in this role will be bomb fit.
+
A bomb squadron typically consists of seven bombers, all launching the same type of bomb and ideally using the same type of bomber hull. Coordinating multiple bomb launches increases complexity, making the FC's skill crucial. Multiple bomber wings can execute bomb runs on a single target.
  
====Bombing squadron====
+
=== Torpedo damage dealer ===
In general usage a Bombing Squadron is composed of 7 bombers. It is required that all bombers in the squadron have the same type of bomb. Ideally, the squadron is homogenous as far as type of bomber hull.
+
Applicable in Wormspace, Nullspace, Low-security, and High-security space, Bombers can be employed in frigate gangs to deliver a powerful punch against larger targets. EVE University roams may occasionally encounter large signature targets, where torpedoes can inflict significant damage. Even against small signature targets, torpedoes contribute to overall damage.
  
===Fleet DD===
+
# Carry a primary torpedo loadout.
A bomber attached to a fleet that's not part of a bombing wing (either because there are too few bombers or you are fighting in high or low sec where bombs aren't available) can deal damage with torpedoes. In this role a bomber acts a little like an EWAR ship, warping in at range, fighting aligned at maximum range and warping out when targeted. If left alone a bomber's torpedoes will do impressive damage to battlecruiser and battleship sized targets, however if a bomber is frequently targeted its continual warping out and in will reduce its DPS considerably compared to a more durable battleship or battlecruiser. Bombers can be used in frigate gangs to bring a "big punch" for use against large targets, but this is rare. Remember, you're made of glass, so don't decloak until:
+
# Operate independently of fleet movement.
*You're in position at range.
+
# Engage targets of opportunity.
*You're aligned out.
+
# When attached to a high or low-security roaming fleet, bombers often swap bomb launchers for torpedo launchers. In this role, bombers function like cloaked EWAR ships: they warp in at range, align out, choose a target, uncloak, apply EWAR, activate torpedoes, and warp out when targeted. If left undisturbed, a bomber's torpedoes can deal substantial damage to ships with large signature radii (battlecruisers and battleships). However, frequent targeting and warping away considerably reduces inflicted damage.
*You're ready to fire, at a ship you can properly damage with torpedoes.
 
*There's nothing around that can tackle you (hint: Lachesis or interceptors).
 
  
===Ersatz scout===
+
=== Fleet scout ===
While not as capable in this role as a covert ops frigate, a bomber is still quite adept at evading gate camps and enemy fleets, providing intel and getting warp-ins on enemy ships hanging at tacticals. A bomber attached to a fleet that is not part of a bombing wing may well be asked to perform some or all of these roles.
+
A bomber within a fleet can serve as a scout, reporting target movements and intelligence to the FC.
  
=== Fitting exceptions ===
+
# Scout ahead or behind the main body.
*Probe Launcher
+
# Evade gate camps and enemy fleets.
**A bomber may be requested to fit an expanded probe launcher to find further targets in the system. The extreme CPU requirements of this module require it to be kept offline or to use a modified fit that will seriously reduce the bomber's effectiveness at its main role. As such, if the fleet needs a prober a covert ops ship is very much preferred.
+
# Remain cloaked at a safe distance from stargates and deadspace sites, reporting target activity.
*Warp Disruptor
+
# Position undetected behind target ships to provide a tactical fleet warp-in.
**If you do not have recon ships during Black ops operations then you may also need to have your Manticore or Nemesis fit a Point to the ship and act as a tackle. This should only be used as a last resort because their fragility means a bomber usually cannot hold a tackled target for long.
 
  
 
== Tips ==
 
== Tips ==
  
=== The five "R's" ===
+
=== General Stealth Bomber tips ===
 
+
*'''Run Away''' When deploying bombs, warp away as your bomb is released. With few exceptions, stealth bombers do not remain on grid post-bomb release. Uncloak, bombs away, then run away.
Bombing runs are the ultimate purpose of Stealth Bombers.  To throw bombs at some unsuspecting group of ships defines the concept of gank.  However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".
+
*'''Reload''': As soon as practical, make sure you reload your bomb and/or torpedo launchers.  Many escape points are far enough away that you are able to uncloak and complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.
 
+
*'''Shotgun away and recloak''' For making your getaway, you and your fleet will be warping to a pre-planned escape point. If everyone successfully cloaked upon warping away from the bomb run, then everyone will land cloaked without issue. However, if any of the other stealth bombers land uncloaked or became uncloaked during warp, shotgun away from where you landed with the goal of putting at least 2,500 meters between you and your fleet mates. Recloak once you have a safe distance. Remember, ABC: Always Be Cloaked
*RUN AWAY:  As soon as your bomb is released, warp away. With few exceptions the Stealth Bomber never remains on grid post bomb release. Uncloak - Bombs Away! - '''RUN AWAY'''!"
+
*'''Reset''': After reaching your escape point the bomber leader may have you reset at an observation point. Being reloaded, recloaked, and ready-to-go may give your squadron the opportunity to restrike a target.
*REMOVE YOURSELF:  After running way you will likely be heading in warp to a pre-planned escape point.  Upon landing at that escape point, '''REMOVE YOURSELF''' from the place you just landed.  Other members of your squadron may be landing there in short order and SB's in close proximity post-attack are a mistake.  Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen.
 
*RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher.  Many escape points are far enough away that you ought to be able to complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.
 
*RECLOAK: An SB that is not cloaked is a glass pigeon waiting to get popped.  '''RECLOAK''' as soon as you have reloaded.
 
*RESET:  After reaching your escape point the bomber leader may have you '''RESET''' at an observation point.  Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target...  Be ready, immediately.
 
 
 
=== Pre-fleet ===
 
*Bookmarks, bookmarks, bookmarks, BOOKMARKS!  Spend some time in a fast frigate (fitted with a Covert Ops II cloaking device and Overdrive injectors) before the operation creating bookmarks around the system gates of interest.  Create, at the least, two perches, and eight tacticals (bookmarks at ~200km, ~800km at each cardinal direction, bookmarks at ~200km, ~800km above and below) at each gate.
 
*More BOOKMARKS!  Revisit the systems and expand your bookmark database.  A near-perfect 78-bookmark tactical grid above and below every gate in every system your fleet roams through, qualifies you for the the "Bomber Grid Master" and "Hero of the Fleet" decoration medals.  See your corporation about decorations and accomplishments.
 
*Tactical bookmarks, that is, bookmarks on a gate or station placed 250-350km away from the gate are your life blood and savior in bombers.  They allow you to warp into a gate at range, to check the gate for potential targets, without the worry of being decloaked by enemy ships.  Additionally, bookmarks provide a great close-to-the-fight bounce spot if you need to warp out of an engagement. Warping to a bookmark 200km away from the fight is a much faster way to break a lock, cloak back up, than warping to a celestial.  Additionally, tactical bookmarks around warpgates and stations will save your ship countless times in null security space where bubbles abound on gates and stations.
 
*Know the optimal range of your launchers and what range you need to warp in at.  At your ship's optimal range, it may take up to 10-12 seconds for the first volley of torpedoes to hit the target.  It is not uncommon to have up to 3 volleys in space before the first torpedo hits the target.
 
 
 
=== Basic fleet tactics ===
 
*Make sure your SC and FC know they have a/some bombers. Do this '''before the fleet undocks'''. Check that they're happy to have bombers along, and find out if they want to use you in a specific way.
 
*Travel ahead or behind the fleet.  Do your best to travel just behind or in front of the fleet (sort of a -1 or -0.5).  Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last.
 
*Land on grid and move to the side.  After landing at the battle grid, double click in space in a direction perpendicular to the direction you approached from before realigning.  This will keep fleetmates who show up a few moments after you from decloaking you if they arrive on grid on the same line.
 
*Move into optimal firing range and align out.  Be on the field as close to the beginning of the battle as possible, in comfortable torpedo optimal range (around 40-50km) and aligned to a celestial (for advanced pilots, align to a bookmark ~200km from the fight, if at a gate).  Wait for the battle to start.  Waiting gives the target time to lock its maximum number of attacking ships.
 
*Decloak, lock target, launch torpedoes.  Decloak after the battle starts and targets are otherwise occupied.  Attack whatever ship your FC calls primary. '''Only decloak if you are ready to lock and attack immediately.'''  Once you get a lock, activate all of your torpedo modules and wait for impact.
 
*Launch two salvos, wait for impact, cloak.  You cannot re-cloak immediately.  Generally firing around 2 salvos while getting ready to either re-cloak or warp out is ideal.  However if there is an abundance of blue force ewar on the field, you may consider staying to unleash the pain.  When your second salvo launches, wait for impact.  If your ship cloaks during any torpedo flight time, those torpedoes will not impact the target.  Re-cloak and wait for your launcher cycle to finish.  You can cloak while your modules are active; they will automatically shut off.
 
*Warp to the close-to-the-fight bookmark or celestial if you are targeted and taking damage.
 
*Decloak and repeat. Your torpedoes '''will NOT hit''' if you re-cloak within 3 seconds of them hitting the target.
 
 
 
=== Ships to watch out for ===
 
*Interceptors/Fast Tackle: They can close the 50km gap between you and the battle in a matter of seconds.  They '''will''' do this, and they '''will''' kill you.  Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.
 
*Snipers: Keep an eye out for ships that are often fit for range, such as the Tornado, Naga, Oracle, Apocalypse, or Zealot.  They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.
 
*Drones: A target's drones will continue to attack you after they have been jammed and their locks on you will prevent you from cloaking. Even after the target has been destroyed its drones can keep you locked and prevent you from cloaking.  The point here is to not get locked. '''At all.'''
 
* HAC's / Factional Cruisers: [[Vagabond]], [[Dramiel]]s, [[Cynabal]]s, are frigate killers. These ships have speed, distance, Drones, and a punch. If these are on the field then keep cloaked until they are destroyed, or watch them like a hawk for signs they are coming for you.
 
 
 
=== Rookie mistakes ===
 
New Stealth Bomber pilots will probably do one or two of these at least once.
 
*Warp to 0 on a battle.
 
*Linger on a gate and end up getting smartbombed.
 
*Forget to prealign before decloaking.
 
*Get decloaked by a fleetmate who warped past them because they did not immediately start moving upon landing at the battle site.
 
*Get locked by an enemy and tell themselves "I'm good for another salvo."
 
  
 
=== Targets ===
 
=== Targets ===
*Good targets for bombers:  battlecruiser, battleships.  You will be most effective against larger targets like battlecruisers and battleships. At no point should a bomber ever consider engaging any cruiser or frigate by itself. Cynabals and Dramiels are bomber eating machines.
+
Stealth bomber torpedoes are highly effective against larger targets such as battlecruisers and battleships due to EVE's missile mechanics. As the ship's signature radius approaches the explosion size, more damage is inflicted. Conversely, smaller ships take considerably less damage from torpedoes. For instance, a torpedo's 400-meter explosion deals minimal damage to cruiser-sized ships and smaller.
*Medium targets for bombers:  cruisers, a ship with active microwarpdrive.  Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD.
 
*Bad targets for bombers:  frigates.  Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off.
 
 
 
== Bombing techniques ==
 
 
 
The other thing that sets the bomber hull apart, besides the ability to fit torpedoes onto a frigate hull, is where it actually gets it name from - the ability to fit the Bomb Launcher I/II. From this module you fire the six flavors of bombs that exist. But what is a bomb actually?
 
 
 
=== The bomb ===
 
 
 
[[Bombs]] are in essence a missile that does Area of Effect damage of a certain type. It will shoot out from the front of your ship at 3km/s for 10 seconds and then blow up. However, unlike a missile, it doesn't require that you lock a target. It's essentially a 'dumbfire' rocket. Where your ship's nose is pointed at the time you cycle the bomb launcher module, is the direction it will go. This make the bomb a weapon that takes a fair bit of experience and skill to use effectively. And when you factor in that you have six other bombers also shooting off a bomb, the complexity increases and the skill of the FC becomes a critical factor. Then imagine that you have multiple bomber wings making a run on the same target... it sounds impossible to coordinate and pull off, but it can be done.
 
 
 
Bombs can also be separated into two categories.
 
 
 
Damage Bombs: Straight forward big explosions of either EM, Explosive, Thermal or Kinetic damage.
 
 
 
Utility Bombs: They require higher levels of skill with Bomb Deployment, but are useful in niche situations. The Void Bomb will neutralize a certain amount of capacitor energy from any ship within its area of effect. The Lockbreaker Bomb is an ewar bomb in essence. It will cause any target locks that a ship is maintaining to fail within its area of effect.
 
 
 
=== Team technique ===
 
 
 
This is where each bomber is co-ordinated by the FC. The FC will call for each bomber to approach/align to a target/target zone/bookmark. They will warp to the point where they begin their attack run, approach and call out ranges to target for the FC. The FC then has to judge the best time to order the release of bombs, whereupon the wing will warp immediately to the escape point. Onus with this technique is on how well the bombers act as a team, and actual piloting skill. Its versatile, flexible and the FC can call abort at any point, until the bombs are flying. It's also ideal for bombing single/small gang targets. It's weakness is that fleet management and FC-ing becomes impractical as soon as you grow beyond two wings of bombers. It also allows human error in aiming the bomb into the equation.
 
  
=== Quarterback/Flyhalf technique ===   
+
Target painters play a crucial role in stealth bomber fleets because of this. Applying just three target painters to a Vexor Navy Issue cruiser, for example, increases its signature radius from 135m to 234m, significantly improving torpedo damage application. When a target-painted ship activates a microwarpdrive, the 500% signature radius bloom combined with target painting results in a substantial increase in damage inflicted on that ship.
  
This technique uses a cloaked scout to sneak to within 30km of the enemy fleet/target. The FC then warps the fleet of bombers to a point where he can draw a straight line from his fleet, through the scout, and straight into the enemy targets. He will then squad warp the bombers to the scout at zero. The bombers in midwarp, will keep a close eye on their 'Distance to target' reading and speed. The moment they begin to decelerate, they decloak, and spam the Bomb launcher button, until it turns red. The effect of this is you will exit warp, and the instant your warp field collapses, a bomb will shoot out of your launcher. Bombers can immediately warp off to the escape point/align to random celestial (in the case of an ad hoc bomb attack) to escape, reload bomb launcher and cloak up. The advantage of this is that it allows for minimum amount of time on a dangerous grid, the aiming has already been done for the whole bomber wing by the scout, and the mid-warp shuffle that the game does to arrange the ships, has the effect of nicely overlapping the AOE damage of each bomb.
+
It is generally advisable to avoid engaging frigates and destroyers. Despite target painting and signature bloom, these smaller ships pose a greater threat to bombers than bombers do to them.
  
The Flyhalf technique also allows for the coordination of multiple wings of bombers. When the bomber fleet gathers at the observation point, they are assigned ranges to warp at. (John warps at 0, Jill at 10, James at 20, Harmony at 30, Guile at 50, Titus at 70, Steven at 100). This will prevent a mass cascade decloak of the entire fleet if one person DCs/makes a mistake, or in the case of a spy/awoxer, only one bomber wing will die. The FC can then squad warp each bomber group at will at the enemy. Ensuring enough time between squad warps so that their bombs have enough time to detonate, before the next wave of bombs goes off.
+
=== Threats to Stealth Bombers ===
 +
* [[Interceptors]]/Fast Frigates: With their on-grid speed, these ships can close a 50km gap between you and the battle in just a few seconds. Keep your overview sorted by range, and when you notice someone quickly ascending the list, it's time to warp away, cloak, and re-engage from a different angle.
 +
* Sniper ships: Tornadoes, Nagas, Oracles, Apocalypses, Zealots, or any ships fitted for long-range attacks can pose a serious threat. They only need to hit you once, and even if you have a sensor dampener fitted, it won't be effective enough to protect you from their attacks.
 +
* Drones: If a target's drones continue to attack, you'll be unable to cloak. Even if the target is destroyed, their drones can still prevent you from cloaking by keeping you locked. The key is to avoid being locked in the first place.
 +
* Heavy Assault Cruisers (HACs) / Cruisers: Ships like Vagabonds and Cynabals are designed to destroy frigates. These vessels have speed, range, drones, and deal significant damage. If they're on the field, stay cloaked until they're eliminated, or closely monitor them for signs they're coming after you.
  
==See Also==
+
==See also==
 
*[[Bombs]]
 
*[[Bombs]]
 
*[[Cloaking]]
 
*[[Cloaking]]
 
*[[Covert Ships Skillset]]
 
*[[Covert Ships Skillset]]
*[[UniBombers]]
 
  
 
==External links==
 
==External links==
* [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Hallan Turrek's stealth bomber guide] discusses these ships from a non-University perspective.
+
* [https://www.torpedodelivery.com/new-products/torpedo-delivery-guide-wingspantt WingspanTT's Official ''Torpedo Delivery: Stealth Bomber Handbook for Enterprising Pilots'']
* [http://themittani.com/features/bomber-piloting-basics More recent guide by Lioso]
+
* [https://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Hallan Turrek's stealth bomber guide] While some of the information is dated because of game changes, it still provides relevant information.
  
[[Category:PvP]]
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[[Category:Ships]]

Latest revision as of 18:34, 27 July 2023

Stealth bombers, often abbreviated as "bombers", represent a captivating subclass of frigates in EVE Online. Equipped with cloaking devices, these ships can traverse star systems without being detected by directional scanners or combat probes. When flying solo, stealth bombers excel at surveillance and intelligence gathering.

In addition to cloaked scouting and reconnaissance, stealth bombers can support fleets with on-grid electronic warfare and damage capabilities. They can silently approach targets and unveil themselves at a strategically chosen moment to unleash potent torpedoes and bombs. As one of New Eden's most formidable T2 frigates, stealth bombers boast considerable firepower, but they also exhibit fragility and a slow base time to warp.

This combination of attributes makes every uncloaked moment for stealth bombers a high-stakes encounter, both for the pilots and their adversaries. To effectively command these powerful ships, pilots must remain acutely aware of their vulnerabilities and exercise caution.

Stealth Bombers

Stealth bombers are specialized frigates that can warp while cloaked and lack sensor recalibration delays, enabling them to lock targets immediately after decloaking. Equipped with battleship-sized torpedo launchers and bomb launchers, they can deploy area-of-effect weapons exclusively in nullsec or wormhole space. Stealth bombers deliver exceptional alpha strike damage, but their fragility makes them vulnerable to swift destruction if they sustain damage. Consequently, bomber pilots often launch a few salvos or a single bomb before warping away and recloaking. In well-coordinated groups, stealth bombers pose a significant threat to large ships, including capital vessels, particularly in nullsec.

Each stealth bomber has a Covert Ops-based damage bonus for bombs (5% per level) and torpedoes (15% per level) reflecting its empire's associated damage type.

  • AmarrPurifier The Purifier has the lowest CPU, making it harder to fit. With bonuses for EM torpedoes and bombs, it is effective against shielded targets
  • CaldariManticore Bonused for Kinetic torpedoes and bombs, the Manticore is the easiest stealth bomber to fit due to its high CPU.
  • GallenteNemesis With bonuses for Thermal torpedoes and bombs, the Nemesis is the middle of the pack and a solid pick for most situations. Like the Manticore, its four mid slots offer some extra utility.
  • MinmatarHound The Hound has the best base time to warp of the stealth bombers. Its bonuses for Explosive torpedoes and bombs make it effective against armored targets

There is also the SerpentisVirtuoso, an Alliance Tournament variant of the Nemesis that has some attributes of a SerpentisDaredevil attack frigate. As a limited edition AT ship, the Virtuoso is quite rare and does not have a big role in everyday gameplay.

Stealth Bombers all have the following bonuses, regardless of Empire:

  • 75% bonus to torpedo velocity
  • 50% bonus to torpedo flight time
  • 99.65% bonus reduction in Torpedo Launcher powergrid needs
  • 50.00% bonus reduction in Cloak CPU usage
  • 100.00% bonus targeting delay after decloaking
Hound Manticore Nemesis Purifier
The Minmatar Hound
The Caldari Manticore
The Gallente Nemesis
The Amarr Purifier

Torpedoes

Torpedos are slow flying, hard-hitting, long-range missiles launched by torpedo launchers. Launchers are massive compared to typical frigate-sized weapon systems and are designed for extended bombardments of hard targets like battleships and stations. Torpedo launcher magazines have a large capacity, which is offset by their slow firing rate, long flight times, and trouble applying damage to small, fast ships. To prevent the obvious exploit of launching torpedoes and then warping out before the torpedoes connect, if a ship enters warp, all torpedoes in-flight vanish immediately. This means that especially at long range, bombers on a torpedo run must stay on grid until all of their fired torpedoes have landed to avoid losing damage. The balance between the stealth bomber's fragility and the need to stay on grid is part of the inherent challenge of flying these hulls.

Each torpedo type corresponds to a specific damage type in EVE. Inferno, Mjolnir, Nova, and Scourge apply thermal, EM, explosive, and kinetic damage, in that order. Each torpedo inflicts only one type of damage, but all torpedoes deal the same amount of damage. Stealth bombers are bonused for their empire's damage type, so only one type of torpedo is carried in a given bomber's hold.

Bombs

Bombs are untargeted, area-of-effect (AoE) weapons fired by bomb launchers, with stealth bombers being the sole ships capable of equipping them. The use of bombs is prohibited in empire space, restricting their deployment to nullsec or wormhole space outside of deadspace pockets.

When skillfully employed, bombs can effectively damage or destroy groups of clustered ships, making them ideal for hit-and-run attacks on unsuspecting foes.

Essentially, bombs are unguided missiles that deal AoE damage of a specific type. Launched from the front of a stealth bomber, they travel in a straight line for 30 km at 3 km/s for 10 seconds before detonating. Bombs do not require a target lock, and their direction depends on the stealth bomber's orientation upon activating the bomb launcher. To successfully utilize these high-damage weapons, pilots must master timing, direction, and skill to align the stealth bomber with a target, approach, uncloak, launch a bomb at 30 km, and evade capture.

Bombs are separated into two categories.

  • Damage Bombs: Unguided weapons delivering 5,800 points of thermal, EM, explosive and kinetic damage with a 400m explosion radius.
  • Utility Bombs: Bombs inflicting a small amount of omni-damage alongside an EWAR effect.
    • Void bombs neutralize 1,800 GJ of energy from the affected ships' capacitors.
    • Focused Void Bombs: Similar to regular Void Bombs, but neutralize 15,000 GJ of energy in a much smaller area of effect. They are only effective against capital-sized ships.
    • Lockbreaker bombs emit an Electronic Counter Measure (ECM) burst of 12.5 strength to all sensor types.

Fitting

Essential modules

Given the limited fitting space on stealth bombers, it is crucial to discuss the indispensable modules for an effective fit:

  1. Covert Ops Cloaking Device II: As the foundation of stealth bomber piloting, this cloaking device is essential. A stealth bomber without a cloak is a non-starter; if you cannot fit a Covert Ops cloak, you should not fly a stealth bomber.
  2. Torpedo launchers/bomb launchers: Stealth bombers are the sole ships capable of mounting bomb launchers and the only sub-battleship vessels that can fit torpedo launchers. With bonuses for both, they are mandatory fits (depending upon the use case).
  3. Ballistic Control System (BCS) modules: BCS modules significantly boost torpedo damage and rate of fire, but demand substantial CPU fitting space.
  4. Propulsion Module (afterburner/microwarp drive): Due to their slow base velocity (275m/s - 310m/s), stealth bombers require propulsion modules.

After the essentials, there will be some flexibility.

  • Depending on skills and fit, pilots may equip a high slot with a bomb launcher or an expanded probe launcher in addition to their torpedo launchers.
  • EWAR modules, such as target painters, remote sensor dampeners, warp disruptors, and warp scramblers, are commonly used in available mid-slots following the propulsion module.
  • If a fit is too tight, a Co-processor may occupy a low slot instead of an additional Ballistic Control System.

Rigs

Rig choices depend on a pilot's skills and fitting requirements. Missile launching rigs, such as the Warhead Calefaction Catalyst (boosts torpedo damage) and the Warhead Rigor Catalyst (decreases missile explosion radius for increased effectiveness against smaller targets), are popular. However, they also increase CPU usage for each launcher, complicating fitting on already challenging bomber hulls.

The Processor Overclocking Unit, which increases ship CPU output at the cost of slower shield regeneration, is also useful for stealth bombers. As stealth bomber tactics prioritize escape over combat, the shield regeneration penalty is acceptable. With these rigs fitting Tech 2 Torpedo launchers and other standard modules, including the Bomb Launcher, is possible.

Astronautic rigs like Low Friction Nozzle Joints and Poly-Carbon Engine Housing, which enhance ship agility and speed, are also utilized on bombers for swift alignment and grid escape when deploying bombs. The trade-off is reduced armor, making the bomber more fragile, but increasing the likelihood of escape.

Skills

While the minimum skills will allow a pilot to get into the ship, the covert ops cloak, and the weapons systems, to fit and fly the ship well requires a more substantial skill train.

Minimum skills

To fly a stealth bomber:

To operate a covert ops cloaking device module:

To operate a torpedo Launcher module:

To launch bombs:

Suggested skills

The following skills aim to enhance the bomber's strengths, reduce CPU and power consumption, and contribute to its survivability.

In addition, increasing these relevant missile, bomb, and spaceship command skills to V has significant impact

Different roles of Stealth Bombers

Stealth bombers find their place in various roles across different types of space, seamlessly integrating with fleets.

Black Ops

Stealth bombers can effectively participate in black ops operations involving all cloaky ships.

  1. Recon identifies and tackles a target in System A.
  2. The rest of the gang, waiting in a neighboring system or wormhole, or using a black ops battleship's covert jump portal, jumps to the target system.
  3. In this role, bombers are usually optimized for torpedoes instead of bombs.

Bomber wing

Stealth bombers can support a large fleet. A sizable bomber force operates independently from the main fleet, often as a separate in-game fleet under their own bomber FC. In non-empire space, bombers can execute bombing runs on enemy fleets to destroy, weaken, or distract them, providing support for the main fleet. Bombers in this role are typically equipped with bombs.

Bomb squadron

A bomb squadron typically consists of seven bombers, all launching the same type of bomb and ideally using the same type of bomber hull. Coordinating multiple bomb launches increases complexity, making the FC's skill crucial. Multiple bomber wings can execute bomb runs on a single target.

Torpedo damage dealer

Applicable in Wormspace, Nullspace, Low-security, and High-security space, Bombers can be employed in frigate gangs to deliver a powerful punch against larger targets. EVE University roams may occasionally encounter large signature targets, where torpedoes can inflict significant damage. Even against small signature targets, torpedoes contribute to overall damage.

  1. Carry a primary torpedo loadout.
  2. Operate independently of fleet movement.
  3. Engage targets of opportunity.
  4. When attached to a high or low-security roaming fleet, bombers often swap bomb launchers for torpedo launchers. In this role, bombers function like cloaked EWAR ships: they warp in at range, align out, choose a target, uncloak, apply EWAR, activate torpedoes, and warp out when targeted. If left undisturbed, a bomber's torpedoes can deal substantial damage to ships with large signature radii (battlecruisers and battleships). However, frequent targeting and warping away considerably reduces inflicted damage.

Fleet scout

A bomber within a fleet can serve as a scout, reporting target movements and intelligence to the FC.

  1. Scout ahead or behind the main body.
  2. Evade gate camps and enemy fleets.
  3. Remain cloaked at a safe distance from stargates and deadspace sites, reporting target activity.
  4. Position undetected behind target ships to provide a tactical fleet warp-in.

Tips

General Stealth Bomber tips

  • Run Away When deploying bombs, warp away as your bomb is released. With few exceptions, stealth bombers do not remain on grid post-bomb release. Uncloak, bombs away, then run away.
  • Reload: As soon as practical, make sure you reload your bomb and/or torpedo launchers. Many escape points are far enough away that you are able to uncloak and complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.
  • Shotgun away and recloak For making your getaway, you and your fleet will be warping to a pre-planned escape point. If everyone successfully cloaked upon warping away from the bomb run, then everyone will land cloaked without issue. However, if any of the other stealth bombers land uncloaked or became uncloaked during warp, shotgun away from where you landed with the goal of putting at least 2,500 meters between you and your fleet mates. Recloak once you have a safe distance. Remember, ABC: Always Be Cloaked
  • Reset: After reaching your escape point the bomber leader may have you reset at an observation point. Being reloaded, recloaked, and ready-to-go may give your squadron the opportunity to restrike a target.

Targets

Stealth bomber torpedoes are highly effective against larger targets such as battlecruisers and battleships due to EVE's missile mechanics. As the ship's signature radius approaches the explosion size, more damage is inflicted. Conversely, smaller ships take considerably less damage from torpedoes. For instance, a torpedo's 400-meter explosion deals minimal damage to cruiser-sized ships and smaller.

Target painters play a crucial role in stealth bomber fleets because of this. Applying just three target painters to a Vexor Navy Issue cruiser, for example, increases its signature radius from 135m to 234m, significantly improving torpedo damage application. When a target-painted ship activates a microwarpdrive, the 500% signature radius bloom combined with target painting results in a substantial increase in damage inflicted on that ship.

It is generally advisable to avoid engaging frigates and destroyers. Despite target painting and signature bloom, these smaller ships pose a greater threat to bombers than bombers do to them.

Threats to Stealth Bombers

  • Interceptors/Fast Frigates: With their on-grid speed, these ships can close a 50km gap between you and the battle in just a few seconds. Keep your overview sorted by range, and when you notice someone quickly ascending the list, it's time to warp away, cloak, and re-engage from a different angle.
  • Sniper ships: Tornadoes, Nagas, Oracles, Apocalypses, Zealots, or any ships fitted for long-range attacks can pose a serious threat. They only need to hit you once, and even if you have a sensor dampener fitted, it won't be effective enough to protect you from their attacks.
  • Drones: If a target's drones continue to attack, you'll be unable to cloak. Even if the target is destroyed, their drones can still prevent you from cloaking by keeping you locked. The key is to avoid being locked in the first place.
  • Heavy Assault Cruisers (HACs) / Cruisers: Ships like Vagabonds and Cynabals are designed to destroy frigates. These vessels have speed, range, drones, and deal significant damage. If they're on the field, stay cloaked until they're eliminated, or closely monitor them for signs they're coming after you.

See also

External links