Difference between revisions of "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. | 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. |
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====Detection==== | ====Detection==== | ||
− | * | + | * A flying unit 'taking off' or 'landing' on the same level as the boomeroid, and within the 16-cell circle, will be detected. |
− | * | + | * 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). |
− | + | * 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). | |
− | + | * Battlescape features (rubble, dead trees, etc.) may block a boomeroid jump motion and may cause it to get stuck in it. It will hop on the spot if it wants to move towards someone. | |
− | * | + | * The [[Known_Bugs_(Apocalypse)#Boomeroid_Bouncer|shadow]] of a flying agent 'on' the boomeroid will prevent it from jumping towards any movement. This can be used to safely remove agents from the 16-cell radius if they cannot fly upwards. The boomeroid will behave like an armed Marsec proximity mine. |
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+ | A boomeroid can be, like all explosives, set to explode on contact when thrown. | ||
==Stats== | ==Stats== | ||
===Boomeroid=== | ===Boomeroid=== | ||
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|[[Image:Boomeroid inventory.png|left]] | |[[Image:Boomeroid inventory.png|left]] | ||
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− | * Size: | + | * Size: 2×2 |
* Weight: 3 | * Weight: 3 | ||
* Power: 70 | * Power: 70 |
Revision as of 14:43, 26 April 2022
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.
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.
Detection
- A flying unit 'taking off' or 'landing' on the same level as the boomeroid, and within the 16-cell circle, will be detected.
- 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).
- 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).
- Battlescape features (rubble, dead trees, etc.) may block a boomeroid jump motion and may cause it to get stuck in it. It will hop on the spot if it wants to move towards someone.
- The shadow of a flying agent 'on' the boomeroid will prevent it from jumping towards any movement. This can be used to safely remove agents from the 16-cell radius if they cannot fly upwards. The boomeroid will behave like an armed Marsec proximity mine.
A boomeroid can be, like all explosives, set to explode on contact when thrown.
Stats
Boomeroid
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See Also