Difference between revisions of "Boomeroid"
m (Added see also) |
m (same) |
||
(29 intermediate revisions by 8 users not shown) | |||
Line 1: | Line 1: | ||
+ | [[Image:Weapon-Pedia-Boomer-(Apocalypse).png|right]] |
||
− | The boomeroid is a rather powerful (for an explosive) alien grenade/bomb/explosive. It 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]]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]] [[Proximity Mines]] 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 Missiles]] and [[Vortex Mines]] are in use by the aliens. |
||
+ | 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'' |
||
+ | {| |
||
+ | |[[Image:Equip-Weapon-Boomer-(Apocalypse).png|left]] |
||
+ | | |
||
+ | * 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 |
||
+ | |} |
||
+ | <br clear=all> |
||
+ | 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> |
||
+ | 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> |
||
+ | 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 [[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. |
||
− | Overall, it is a rather dissapointing and unsatisfying weapon, causing minimal damage (again, for an explosive) against shielded humans, taking down on average a third or so of an [[X-com]] soldier's shield, and maybe half of an alien soldier's shield. 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 |
||
+ | |||
− | ==See Also== |
||
− | + | {{Equipment (Apocalypse) Navbar}} |
|
+ | |||
+ | |||
+ | [[Category: Apocalypse]] |
Latest revision as of 13:53, 28 November 2023
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
|
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.