Bombs
From Data Realms Wiki
(Added tactical note.) |
(Since "Browncoat Tech" is the name in Browncoats.rte/Index.ini, I'm considering it more official than the file directory naming.) |
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* Detonation: None | * Detonation: None | ||
* Damage: Low | * Damage: Low | ||
- | * Description: "This is the cheapest weapon in the Ronin arsenal, yet very effective because of its long range. The stone can be picked up after throwing for another go in case it didn't break." | + | * Description: "This is the cheapest weapon in the Ronin arsenal, yet very effective because of its long range. The stone can be picked up after throwing for another go in case it didn't break." <br> |
+ | Relying on mass and velocity for damage, its carry weight badly affects mobility. Being reuseable has limited utility since Stones come more cheaply than any other weapon and it will likely not bounce far from its target in enemy territory. | ||
=== Pineapple Grenade === | === Pineapple Grenade === | ||
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* Detonation: Impact | * Detonation: Impact | ||
* Damage: Medium | * Damage: Medium | ||
- | * Description: "German explosive invention which explodes immediatly on impact, including dropping it. Handle with extreme caution. It features a longer throwing range than the frag grenade." | + | * Description: "German explosive invention which explodes immediatly on impact, including dropping it. Handle with extreme caution. It features a longer throwing range than the frag grenade." <br> |
+ | Aiming a single grenade toss at long range is difficult. But with its low weight, several Stick Grenades can be carried and time taken lining up throws from beyond the enemy's accurate firing range. | ||
=== Molotov Cocktail === | === Molotov Cocktail === | ||
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* Detonation: Impact | * Detonation: Impact | ||
* Damage: Medium; Pyro | * Damage: Medium; Pyro | ||
- | * Description: "The classic improvised explosive. Burns explodes and starts fires on impact." | + | * Description: "The classic improvised explosive. Burns explodes and starts fires on impact." <br> |
+ | Has a pretty fire animation and some area denial as any pyro bomb does, but is a liability inside bunkers and, for the price, isn't as good a deal as the other Ronin offerings. | ||
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* Description: "This harmless device will get the attention of enemy troops that notice it and makes them fire at it. Use that to your advantage and try to hit in the middle of an enemy squad to have them shoot each other!" | * Description: "This harmless device will get the attention of enemy troops that notice it and makes them fire at it. Use that to your advantage and try to hit in the middle of an enemy squad to have them shoot each other!" | ||
- | == [[ | + | == [[Browncoat]] == |
The fire-loving Browncoats offer napalm galore | The fire-loving Browncoats offer napalm galore | ||
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== [[Techion]] == | == [[Techion]] == | ||
- | + | ''' Nanoswarm Canister ''' <br> | |
- | <in development, | + | <in development><br> |
+ | [[Image:Nanoswarm_Canister_INDEV--4X.png]] | ||
+ | * Gold Value: 50 | ||
+ | * Description: "This metal can holds a swarm of nanobots that, when released, attack nearby enemies. Be careful around attacking swarms, as high-speed nanobots may also cause damaged to teammates!" | ||
+ | |||
+ | ''' Warp Grenade ''' <br> | ||
+ | <in development><br> | ||
+ | [[Image:Warp_Grenade_INDEV--4X.png]] | ||
+ | * Gold Value: 10 | ||
+ | * Description: "This device warps its user to the location of its detonation." | ||
- | |||
- | |||
[[Category:Tech]] | [[Category:Tech]] |
Latest revision as of 02:10, 14 July 2012
Bombs are ideal for attacking around cover or without otherwise exposing yourself to enemy fire. They include conventional explosives and a few special-purpose devices, all meant to detonate away from your body, and anyone's you want to keep intact.
Most bombs are deployed by infantry, but a few are "craft-bombardment" type meant to be delivered over a target by dropships.
The various Techs field bombs detonated on timer, on impact, by proximity, and by remote detonator. Enjoy!
see also TDExplosive
Contents |
Free Trade
Specializes in "craft-bombardment" ordinance best deployed via dropship, though rockets and crate bombs also work. C4 and detonators are now automatically set to your team's one color (thus no multiple sets of placed bombs). Traditional grenades and proximity landmines are also for sale.
Standard Bomb
- Gold Value: 30
- Mass: 5
- Deployment: Dropship
- Detonation: Impact
- Damage: Medium-High
- Description: "Normal craft-bombardment bomb. ONLY for dropship use. Fly high above before dropping these so you won't hit yourself with your own payload!"
This bomb... Never equip it to a soldier, it won't end well. This thing detonates on impact and is designed to be dropped from dropships. Tip: if you want a dropship to deploy soldiers and bombs, load a crab in between; this will keep the bombs from being equipped to the soldier automatically.
Napalm Bomb
- Gold Value: 50
- Mass: 20
- Deployment: Dropship
- Detonation: Airburst, low altitude
- Damage: High
- Description: "Napalm craft-bombardment bomb. ONLY for dropship use. Rain flaming death upon troopers by cooking them with hot napalm ordnance!"
Cluster Mine Bomb
- Gold Value: 150
- Mass: 20
- Deployment: Dropship
- Detonation: Airburst, medium altitude
- Bomblet Det: Proximity
- Damage: Special
- Description: "Mine field deployment bomb. ONLY for dropship use. Scatter mines across the battlefield to stop enemy advances! Explodes several meters above the ground to assure maximum coverage."
Mines will be set off by proximity with your own units.
Frag Grenade
- Gold Value: 5
- Mass: 2
- Deployment: Thrown
- Detonation: Timed
- Damage: Medium
- Description: Typical timed explosive meant to bounce into position; detonate on 2.5 second delay.
Blue Bomb
- Gold Value: 5
- Mass: 4
- Deployment: Thrown
- Detonation: Impact
- Damage: Medium-Low
- Description: Meant to detonate on impact, backed up by a 3.25 second timer, these were used prominently in the "Zombie Cave" mission where nanoassemblers churned them out for half-baked clones.
Remote Explosive
- Gold Value: 50
- Mass: 3
- Deployment: Placed
- Detonation: Remote Control
- Damage: High
- Description: "Manually placed C4 explosives that are automatically set to operate on your team's frequency. Detonate using the Detonator tool."
Damage-resistant to avoid premature detonation. It is great for setting traps. Just remember where you placed it all, and that all goes off at once.
Anti Personnel Mine
- Gold Value: 20
- Mass: 3
- Deployment: Planted
- Detonation: Proximity
- Damage: Medium-High
- Description: "A plantable mine that detonates when enemy units interrupt its laser. Disarm with the Mine Disarmer. This mine must be placed by an actor before it detects enemies!"
Coalition
The Coalition has an array of timer-delayed grenades and a breaching charge which sticks where it's placed with no bouncing.
Grenade
- Gold Value: 10
- Mass: 1.5
- Deployment: Thrown
- Detonation: 4 sec.
- Damage: Medium
- Description: "Explosive fragmentation grenade. Perfect for clearing awkward bunkers. Blows up after a 4 second delay."
Cluster Grenade
- Gold Value: 30
- Mass: 6
- Deployment: Thrown; Scatter
- Detonation: 4 sec.
- Bomblet Det: Impact
- Damage: High
- Description: "Explosive cluster grenade. Awesome power! Blows up spreading many explosive clusters after a 4 second delay."
Incendiary Grenade
- Gold Value: 25
- Mass: 1
- Deployment: Thrown
- Detonation: 3 sec.
- Damage: High
- Description: "Upon detonation, this grenade produces molten iron by means of a chemical reaction. In other words: use the three seconds you have to get out of its way!"
Timed Explosive
- Gold Value: 25
- Mass: 7
- Deployment: Planted
- Detonation: 10 sec.
- Damage: Very High
- Description: "Destructive plantable explosive charge. You can stick this into a wall, door or anything else stationary. After planting, run for your life, as it explodes after 10 seconds."
Dummy
Dummy grenades are unconventional, offering some unique options
Impulse Grenade
- Gold Value: 10
- Mass: 1
- Deployment: Thrown
- Detonation: 10 sec.
- Damage: Low; Knock Back
- Description: A powerful explosive blast that pushes things with force. It deals little damage on it's own, but when your actor is pushed into a wall it dies anyway. Many more powerful actors can be utterly decimated by a well placed Impulse Grenade.
Disruptor Grenade
- Gold Value: 20
- Mass: 3
- Deployment: Thrown
- Detonation: 3.5 sec.
- Damage: Medium; Area Denial
- Description: Area Denial, a disruptor Grenade sends sparks all around the point of detonation for a few seconds. The result is a field of death that keeps fleshy, or flimsier actors away.
Ronin
These are the makeshift bombs the Ronin craft.
Stone
- Gold Value: 1
- Mass: 10
- Deployment: Thrown
- Detonation: None
- Damage: Low
- Description: "This is the cheapest weapon in the Ronin arsenal, yet very effective because of its long range. The stone can be picked up after throwing for another go in case it didn't break."
Relying on mass and velocity for damage, its carry weight badly affects mobility. Being reuseable has limited utility since Stones come more cheaply than any other weapon and it will likely not bounce far from its target in enemy territory.
Pineapple Grenade
- Gold Value: 5
- Mass: 0.5
- Deployment: Thrown
- Detonation: 5 sec.
- Damage: Medium
- Description: "Timed grenade, make sure to throw it away after you've pulled the pin."
The lowest carry-weight fragmentation grenade, it retains comparable power to 1kg and 2kg counterparts with less impact on unit mobility for a low price.
Stick Grenade
- Gold Value: 5
- Mass: 0.75
- Deployment: Thrown
- Detonation: Impact
- Damage: Medium
- Description: "German explosive invention which explodes immediatly on impact, including dropping it. Handle with extreme caution. It features a longer throwing range than the frag grenade."
Aiming a single grenade toss at long range is difficult. But with its low weight, several Stick Grenades can be carried and time taken lining up throws from beyond the enemy's accurate firing range.
Molotov Cocktail
- Gold Value: 10
- Mass: 1
- Deployment: Thrown
- Detonation: Impact
- Damage: Medium; Pyro
- Description: "The classic improvised explosive. Burns explodes and starts fires on impact."
Has a pretty fire animation and some area denial as any pyro bomb does, but is a liability inside bunkers and, for the price, isn't as good a deal as the other Ronin offerings.
Distractor Device
Commented out as of Build 27. Device data still present, functional.
- Gold Value: 5
- Mass: 1
- Deployment: Thrown
- Detonation: 3 sec.
- Damage: Special
- Description: "This harmless device will get the attention of enemy troops that notice it and makes them fire at it. Use that to your advantage and try to hit in the middle of an enemy squad to have them shoot each other!"
Browncoat
The fire-loving Browncoats offer napalm galore
Fuel Bomb
Note: named "Fuel Bomb" in Build 27, renamed "Fire Bomb" in post B27 development version.
- Gold Value: 10
- Mass: 1
- Deployment: Thrown
- Detonation: 3 sec.
- Damage: High, Pyro
- Description: "When thrown, this canister will burst into flames in 3 seconds and burn for 10 seconds."
Fuel Bomb (new)
<in development, type unspecified>
"explodes into fuel that ignites a little bit after"
Imperatus
The Imperatus have no bombs in current Build 27. No in development bombs have been mentioned by the developers yet.
Techion
Nanoswarm Canister
<in development>
- Gold Value: 50
- Description: "This metal can holds a swarm of nanobots that, when released, attack nearby enemies. Be careful around attacking swarms, as high-speed nanobots may also cause damaged to teammates!"
- Gold Value: 10
- Description: "This device warps its user to the location of its detonation."