Difference between revisions of "Boomeroid"

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[[Image:Boomeroid.jpg|thumb|right|The Boomeroid, image from the UFOpaedia]]
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[[Image:Weapon-Pedia-Boomer-(Apocalypse).png|right]]
An alien proximity mine with a difference. The aliens aquire these roughly at the same time as the Vortex Mine, and tend to be used gratuitously by Anthropods and Skeletoids. While it is comparabley weak compared to other alien explosives, it's deadliness is enhanced by a unique feature: the grenade has the ability of independant movement. If the Boomeroid senses motion beyond it's pre-set detonation range, it responds by leaping in the direction of the moving target and detonating when it reaches the required distance. The Boomeroid can cover several squares in a single bound and can move faster than most agents - continuing to run once a grenade begins it's pursuit will most likely result in the explosive catching up and causing serious injury. There are methods to escape, however:
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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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{|
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|[[Image:Equip-Weapon-Boomer-(Apocalypse).png|left]]
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|
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* Size: 2×2
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* Weight: 3
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* Power: 70
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* Damage Type: '''Explosive'''
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* Blast Radius: 7
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* Base Price: $840
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* 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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|}
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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 [[Known_Bugs_(Apocalypse)#Boomeroid_Bouncer|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.
  
* Flight - The grenades cannot sense vertical motion. A flight-capable agent can fly upwards until they are out of range of the blast. [''Note: I haven't played the game in a while - can someone  confirm this? Thanks. [[User:Senryu|Senryu]] 08:23, 18 June 2006 (PDT) '']
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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.
  
* Prematurely detonating the mine with explosive weapons.
 
 
* Standing still and hoping it chooses another target, or leading it off with another agent.
 
 
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.
 
 
'''''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.
 
 
==See Also==
 
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]
 
  
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{{Equipment (Apocalypse) Navbar}}
  
{{Equipment (Apocalypse) Navbar}}
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Aliens (Apocalypse)]]
 
[[Category: Alien Artifacts (Apocalypse)]]
 
[[Category: Agents Equipment (Apocalypse)]]
 
[[Category: Research]]
 

Latest revision as of 12:53, 28 November 2023

Weapon-Pedia-Boomer-(Apocalypse).png
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
Equip-Weapon-Boomer-(Apocalypse).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