Difference between revisions of "Boomeroid"
(format and de-clutter) |
(clari) |
||
Line 1: | Line 1: | ||
− | __NOTOC__ |
||
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 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]] |
||
Line 8: | Line 7: | ||
* Weight: 3 |
* Weight: 3 |
||
* Power: 70 |
* Power: 70 |
||
− | * Damage Type: Explosive |
+ | * Damage Type: '''Explosive''' |
* Blast Radius: 7 |
* Blast Radius: 7 |
||
* Base Price: $840 |
* Base Price: $840 |
||
Line 18: | Line 17: | ||
Explode-on-impact when thrown. RMB on mine image in agent's hand. |
Explode-on-impact when thrown. RMB on mine image in agent's hand. |
||
− | An |
+ | An Alien 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 its 16cell range. Any unit moving behind a wall will cause the boomeroid to hop closer but it will not explode until the bomb can 'see' the unit (eg: when a door opens).<br> |
+ | Detection Range = the built-in movement sensing distance of the mine which cannot be changed. |
||
⚫ | |||
⚫ | |||
⚫ | 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== |
||
⚫ | |||
− | * [[Alien Artifacts (Apocalypse)|Alien Artifacts]] |
||
⚫ | 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. |
||
{{Equipment (Apocalypse) Navbar}} |
{{Equipment (Apocalypse) Navbar}} |
Revision as of 14:18, 6 May 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.
|
Explode-on-impact when thrown. RMB on mine image in agent's hand.
An Alien 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 its 16cell range. Any unit moving behind a wall will cause the boomeroid to hop closer but it will not explode until the bomb can 'see' the unit (eg: when a door opens).
Detection Range = the built-in movement sensing distance of the mine which cannot be changed.
Battlescape features (rubble, dead trees, etc.) may block a boomeroid hop motion and may cause it to get stuck. 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.