Difference between revisions of "Boomeroid"

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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.
 
[[Image:Boomeroid.jpg|thumb|right|The Boomeroid, image from the UFOpaedia]]
 
[[Image:Boomeroid.jpg|thumb|right|The Boomeroid, image from the UFOpaedia]]
'''''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 [[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.
 
 
A boomeroid can be, like all explosives, set to explode on contact when thrown.
 
 
A minor additional trick that the proximity mine can perform is to increase the detection range of a [[Boomeroid]]. Normally the Boomeroid stops at 10.5m while the proximity mine can be set to a maximum of 12m. To increase the Boomeroid's range to 12m, first open the proximity mine's interface, set it to maximum range and cancel the arming process. Proceed to arm the boomeroid as normal.
 
 
 
{|
 
{|
 
|[[Image:Boomeroid inventory.png|left]]
 
|[[Image:Boomeroid inventory.png|left]]
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* Base Price: $840
 
* Base Price: $840
 
* Battlescape Score: 7
 
* Battlescape Score: 7
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* Detection Range: ~45m (16cells)
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* Proximity Range: 10.5m (4cells)
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* Hop: ~11m (4cells) typically
 
|}
 
|}
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Explode-on-impact when thrown. RMB on mine image in agent's hand.
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An exotic proximity mine which can move itself closer to any unit moving within its detection range by 'jumping in short hops' until close enough to explode. The pre-set proximity range is how close it will get to the victim then explode after the pre-set duration. It is used to chase any entity moving within its detection range. Maximum proximity detection radius is four cells on the same battlescape level. Flying units above or below the intelligent proximity mine will not be detected, however, passing through the same level will cause it to react to such movement if within the 16cell range. Any unit moving behind a wall will cause the boomeroid to hop closer, but it won't explode even when the unit is within the bombs proximity distance until the bomb can 'see' the unit (eg: when a door opens).<br>
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Battlescape features (rubble, dead trees, etc.) may block a boomeroid hop motion and may cause it to get stuck in it. It will bounce on the spot if it wants to hop further.<br>
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Note: proximity range can be increased to 12m (5cells) if a Marsec proximity mine was set to maximum range (but not armed) immediately before arming a boomeroid.<br>
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The [[Known_Bugs_(Apocalypse)#Boomeroid_Bouncer|shadow]] of a flying agent over the boomeroid will prevent it from jumping towards any movement. This can be used to safely remove agents from the 16cell radius if they cannot fly upwards, however, the boomeroid will behave like an armed Marsec proximity mine.
  
 
==See Also==
 
==See Also==

Revision as of 16:27, 28 April 2022

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.
The Boomeroid, image from the UFOpaedia
Boomeroid inventory.png
  • Size: 2×2
  • Weight: 3
  • Power: 70
  • Damage Type: Explosive
  • Blast Radius: 7
  • Base Price: $840
  • Battlescape Score: 7
  • Detection Range: ~45m (16cells)
  • Proximity Range: 10.5m (4cells)
  • Hop: ~11m (4cells) typically

Explode-on-impact when thrown. RMB on mine image in agent's hand.

An exotic proximity mine which can move itself closer to any unit moving within its detection range by 'jumping in short hops' until close enough to explode. The pre-set proximity range is how close it will get to the victim then explode after the pre-set duration. It is used to chase any entity moving within its detection range. Maximum proximity detection radius is four cells on the same battlescape level. Flying units above or below the intelligent proximity mine will not be detected, however, passing through the same level will cause it to react to such movement if within the 16cell range. Any unit moving behind a wall will cause the boomeroid to hop closer, but it won't explode even when the unit is within the bombs proximity distance until the bomb can 'see' the unit (eg: when a door opens).
Battlescape features (rubble, dead trees, etc.) may block a boomeroid hop motion and may cause it to get stuck in it. It will bounce on the spot if it wants to hop further.
Note: proximity range can be increased to 12m (5cells) if a Marsec proximity mine was set to maximum range (but not armed) immediately before arming a boomeroid.
The shadow of a flying agent over the boomeroid will prevent it from jumping towards any movement. This can be used to safely remove agents from the 16cell radius if they cannot fly upwards, however, the boomeroid will behave like an armed Marsec proximity mine.

See Also


Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons