Difference between revisions of "Boomeroid"

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[[Image:Boomeroid.jpg|thumb|right|The Boomeroid, image from the UFOpaedia]]
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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. ''From: Apocalypse 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.
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[[Image:Boomeroid.jpg|thumb|right|Boomeroid]]
 
 
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====
 
* a flying unit 'taking off' or 'landing' within the 16 cell circle will be detected.
 
* a flying unit directly above a boomeroid moving about up or down (but not touching the ground) will not be detected
 
=====The "Boomeroid Two-Step" Dance=====
 
* "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.
 
 
 
 
 
==Stats==
 
===Boomeroid===
 
 
{|
 
{|
 
|[[Image:Boomeroid inventory.png|left]]
 
|[[Image:Boomeroid inventory.png|left]]
 
|
 
|
* Size: 2 × 2
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* Size: 2×2
 
* Weight: 3
 
* Weight: 3
 
* Power: 70
 
* Power: 70
* Damage Type: Explosive
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* Damage Type: '''Explosive'''
 
* Blast Radius: 7
 
* Blast Radius: 7
 
* 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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<br clear=all>
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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 (which cannot be changed). Flying units above or below the intelligent proximity mine will not be detected unless passing through the same level which will cause it to react to such movement. 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>
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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.<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.
  
==See Also==
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An error in the detection method: 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 detection radius if they cannot fly upwards but, the boomeroid will behave like an armed Marsec proximity mine.
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]
 
  
  

Revision as of 21:39, 7 August 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.  From: Apocalypse Ufopaedia
Boomeroid
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


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 (which cannot be changed). Flying units above or below the intelligent proximity mine will not be detected unless passing through the same level which will cause it to react to such movement. 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).
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.

An error in the detection method: 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 detection radius if they cannot fly upwards but, the boomeroid will behave like an armed Marsec proximity mine.


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