Difference between revisions of "Boomeroid"
Jump to navigation
Jump to search
(incorrect desciption) |
(cleanup, the dance craze is dead!) |
||
Line 3: | Line 3: | ||
A Boomeroid is an alien proximity mine which can move itself closer to any unit moving within its detection zone by 'jumping in short hops' until close enough to explode. |
A Boomeroid is an alien proximity mine which can move itself closer to any unit moving within its detection zone by 'jumping in short hops' until close enough to explode. |
||
− | * |
+ | * The detection range is sixteen cells radius which cannot be changed. |
− | * |
+ | * The proximity range (selectable) is 10.5m maximum. |
− | * |
+ | * The hop distance is typically four cells. |
− | * the explosive is susceptable to detonation by other weak explosions nearby. |
||
====Detection==== |
====Detection==== |
||
− | * |
+ | * A flying unit 'taking off' or 'landing' on the same level as the boomeroid, and within the 16-cell circle, will be detected. |
− | * |
+ | * A flying unit directly above/below a boomeroid moving about, up, down, anywhere will not be detected unless the unit is on the same level as the bomb, even momentarily (eg: a unit falling off a roof, passing the same level as the bomb will cause it to react). |
+ | * Units moving behind a wall will cause the boomeroid to hop closer, but it won't explode even when the unit is within the bombs explode-distance setting until the bomb can 'see' the unit (eg: when a door opens). |
||
− | <!-- Not as descibed |
||
+ | * Battlescape features (rubble, dead trees, etc.) may block a boomeroid jump motion and may cause it to get stuck in it. It will hop on the spot if it wants to move towards someone. |
||
− | =====The "Boomeroid Two-Step" Dance===== |
||
+ | * The [[Known_Bugs_(Apocalypse)#Boomeroid_Bouncer|shadow]] of a flying agent 'on' the boomeroid will prevent it from jumping towards any movement. This can be used to safely remove agents from the 16-cell radius if they cannot fly upwards. The boomeroid will behave like an armed Marsec proximity mine. |
||
− | * "Agent One" spotted a boomeroid jump closer - don't move Agent One. |
||
− | * "Agent Two", from the opposite direction moves closer, '''one cell at a time''' to the boomeroid until it jumps towards this new movement. Don't move this Agent Two. |
||
− | * Agent One steps <u>one cell</u> away from the boomeroid, it jumps towards this new movement. |
||
− | * Agent Two steps <u>one cell</u> away from the boomeroid, it jumps towards this new movement. |
||
− | * ... |
||
− | * When these two agents no longer cause the boomeroid to jump due to their movement, they are safe. |
||
− | --> |
||
− | |||
− | The Boomeroid doesn't pack a particularly huge punch, but is capable of softening up the tougher aliens, and cutting down shields quickly. When you first face aliens with this weapon, [[Anthropod (Apocalypse)|Anthropod]]s especially will toss them around like confetti often causing massive damage to the building you are fighting in and occasionally killing a soldier or two. It is a step up from [[Marsec]] [[Marsec Proximity Mine|Proximity Mine]]s in firepower. It is also very common, and is used enough by the aliens later on that there will often be more than enough for routine use, even after [[Dimension Missile]]s and [[Vortex Mine]]s are in use by the aliens. |
||
− | |||
− | It does not cause too particularly much damage unless used a lot, so it is a safe explosive to use in buildings with whom your relations with the owners are sensitive |
||
− | |||
− | If push comes to shove, or you just cannot be bothered with the boomeroid's quirky gimmick, you can bypass the boomeroid's main feature and simply set the mine to blast on impact and use it as a glorified grenade. |
||
− | |||
+ | A boomeroid can be, like all explosives, set to explode on contact when thrown. |
||
==Stats== |
==Stats== |
||
===Boomeroid=== |
===Boomeroid=== |
||
Line 32: | Line 19: | ||
|[[Image:Boomeroid inventory.png|left]] |
|[[Image:Boomeroid inventory.png|left]] |
||
| |
| |
||
− | * Size: |
+ | * Size: 2×2 |
* Weight: 3 |
* Weight: 3 |
||
* Power: 70 |
* Power: 70 |
Revision as of 15:43, 26 April 2022
Official Entry: The Boomeroid is a devastating and terrifying weapon. It is actually a semi-intelligent device that hurls itself towards any moving organic target and then explodes when it reaches a pre-set range. The Boomeroid has to be primed for explosion proximity as well as time delay.
A Boomeroid is an alien proximity mine which can move itself closer to any unit moving within its detection zone by 'jumping in short hops' until close enough to explode.
- The detection range is sixteen cells radius which cannot be changed.
- The proximity range (selectable) is 10.5m maximum.
- The hop distance is typically four cells.
Detection
- A flying unit 'taking off' or 'landing' on the same level as the boomeroid, and within the 16-cell circle, will be detected.
- A flying unit directly above/below a boomeroid moving about, up, down, anywhere will not be detected unless the unit is on the same level as the bomb, even momentarily (eg: a unit falling off a roof, passing the same level as the bomb will cause it to react).
- Units moving behind a wall will cause the boomeroid to hop closer, but it won't explode even when the unit is within the bombs explode-distance setting until the bomb can 'see' the unit (eg: when a door opens).
- Battlescape features (rubble, dead trees, etc.) may block a boomeroid jump motion and may cause it to get stuck in it. It will hop on the spot if it wants to move towards someone.
- The shadow of a flying agent 'on' the boomeroid will prevent it from jumping towards any movement. This can be used to safely remove agents from the 16-cell radius if they cannot fly upwards. The boomeroid will behave like an armed Marsec proximity mine.
A boomeroid can be, like all explosives, set to explode on contact when thrown.
Stats
Boomeroid
|
See Also