Skill Rank: 4
Base Range: throw
Reload Die: n/a
Thanks to the latest in high-tech composite materials, the three-wing XXXXX-brand boomerang maintains the range of similar sport boomerangs and the striking power of the traditional aboriginal hunting weapon. This item is primarily designed for tactical scenarios versus AUTAC security devices, though a good throw can also temporarily hobble a flesh-and-blood opponent. Color options vary widely, and glow-in-the-dark variants containing LEDs or long-life cyalume are also available for easy nighttime tracking and retrieval.
The thrower must declare (before throwing) whether he intends to strike a particular target (in which case the boomerang does not return) or throw the boomerang and have it return to him without striking a target. The latter can be useful in order to (for example) cause a distraction or to activate a motion-sensitive alarm. If the throwing Attack succeeds (see 4.2.4 | Ranged Weapon Basics: Throwing, in the core rulebook), the boomerang strikes or returns as previously declared. Failed throws leave the thrower’s grip but do not strike the target or return to the thrower (for the direction of a failed throw, see also section 4.2.4). A returning boomerang comes back to the thrower within 1 round (in time for his next Attack roll; barring a Director ruling otherwise). Again, note that a boomerang only returns on a successful Attack roll where it does not strike a target or is not itself struck or held by an opponent or other force.
A target struck by a boomerang must succeed at a [MTL + WIT] check versus a TN equal to 7 + the amount of damage inflicted, or lose its next action. If the boomerang’s damage result exceeds the target’s MTL, the target suffers one wound as normal.