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. ''From: Apocalypse Ufopaedia'' |
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− | __NOTOC__ |
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− | [[Image:Boomeroid.jpg|thumb|right| |
+ | [[Image:Boomeroid.jpg|thumb|right|Boomeroid]] |
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− | 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. |
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− | * The detection range is sixteen cells radius which cannot be changed. |
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− | * The proximity range (selectable) is 10.5m maximum. |
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− | * The hop distance is typically four cells. |
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− | ====Detection==== |
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− | * A flying unit 'taking off' or 'landing' on the same level as the boomeroid, and within the 16-cell circle, will be detected. |
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− | * 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). |
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− | * 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). |
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− | A boomeroid can be, like all explosives, set to explode on contact when thrown. |
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− | 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. |
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|[[Image:Boomeroid inventory.png|left]] |
|[[Image:Boomeroid inventory.png|left]] |
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* Weight: 3 |
* Weight: 3 |
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* Power: 70 |
* Power: 70 |
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− | * Damage Type: Explosive |
+ | * Damage Type: '''Explosive''' |
* Blast Radius: 7 |
* Blast Radius: 7 |
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* Base Price: $840 |
* Base Price: $840 |
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* 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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+ | 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. |
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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. |
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− | ==See Also== |
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− | * [[Alien Artifacts (Apocalypse)|Alien Artifacts]] |
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Revision as of 22:39, 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
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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).
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.