The PC game FTL: Faster Than Light has roughly half a dozen different types of weapons. Each weapon offers different advantages and disadvantages. Bombs are the Swiss army knife of FTL, capable of delivering effects unlike any other weapon in the game. They function similarly to missiles, costing a missile for each shot and completely ignoring shields. The main difference is that bombs never deal hull damage and can target your own ship. The following guide to bomb weapons in FTL: Faster Than Light will help you decide which of these weapons are best for your needs.
Breach Bomb I (1 Power) – This bomb deals 30 damage to any personnel it hits, 1 damage to a system, and has a high chance to cause a breach. It is particularly good for disabling piloting quickly because the pilot will start repairing the breach and will lose even more health until it is fixed. If it breaches on the first shot, this bomb has a good chance of killing a crew member with a second shot.
Breach Bomb II (2 Power) – The Breach Bomb II is nearly identical to the previous weapon except the personnel damage is increased to 45 and the system damaged is increased to 3. A Zoltan will almost certainly die before the breach is fixed and a normal crew member will be nearly dead after repairing a breach. It also basically assures that an enemy can’t jump away with FTL.
Small Bomb (1 Power) – The Small Bomb deals 30 damage to personnel and 1 damage to a system. It does not, though, have a chance to cause a breach. This makes it much less useful for permanently disabling a system. Instead, it is a good quick fix when you need to quickly stop a FTL jump or disable a layer of shield. Keep it on reserve and only fire when it is critical.
Ion Bomb (1 Power) – The Ion Bomb is amazing. It deals 4 ion damage and completely ignores shields. It can disable any system on an enemy ship for 20 seconds, which is longer than the cooldown of this weapon. For the remarkably low power cost, you basically can’t find a better weapon for constant disabling a single system.
Healing Burst (1 Power) – The Healing Burst doesn’t do any damage. Instead, it heals all allies in the targeted room for 150 damage. This is perfect healing, if the bomb hits. Be warned that it can miss. Against your own ship you can unman piloting or remove power from engines to deal get rid of evasion. Against an enemy ship you just need to hope when trying to heal a boarding party. This is best used with ships that focus on boarding and have a clone bay instead of a medbay.
Fire Bomb (2 Power) – The Fire Bomb is similar to the small bomb. It deals 30 damage to personnel. But instead of dealing system damage directly, it has a high chance to set fire to a room. The Breach Bomb II is generally superior, but this is a modestly good substitute, if you don’t have any other option.
Crystal Lockdown Bomb (1 Power) – The Crystal Lockdown Bomb is so situational that it is practically worthless. It will make it nearly impossible for any crew member to enter or leave a room. You could try to pair this with a boarding team to give you an advantage, but the Healing Burst is a more effective pairing. Pass on this and only use it if you happen to get it for free.
Repair Burst (1 Power) – The Repair Burst will restore eight levels of system damage to the targeted room. This is only meaningfully useful for shields, engine, drone control, and weapon control. For the last one, always make sure this bomb is energized and in your first weapon slot so that you can use it unless your weapon control is completely disabled. If you are low on crew members and high on missiles, this is a good option.