Simple Grappling hooks/jetpacks
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- RunsWithLegos
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Re: Simple Grappling hooks/jetpacks
btw welcome back aoffan!
- aoffan23
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Re: Simple Grappling hooks/jetpacks
Well I've been back for a bit now, but thank you nonetheless!
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Tzan wrote:I agree with Warhead.Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
- IVhorseman
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Re: Simple Grappling hooks/jetpacks
Yeah, that's pretty much my entire argument right there.aoffan23 wrote:I guess we could give the minifig the action anyway; mainly for the greater potential awesomeness
Some grappling hooks are one-handed, others are two. Some are withdrawn by cabled winches, others by hand. In either case, a minifig would at least have the option to "sprint" up the rope/chain, no?
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Simple Grappling hooks/jetpacks
I always just figured grappling hooks were one of the things you can load into a Launcher. Unfortunately this means that a regular minifig-carried launcher (max WS 1", so max PS" 0) wouldn't be strong enough to pull (reverse Launch) the minifig up by itself, so he'd mostly be climbing the rope under his own power. That's all fine, most grappling hooks work that way in real life in any case.
In order to do the Batman-style thing, that's where we need the custom rules, since the Launcher would have to be size 2" to be strong enough to pull the minifig up. I'd definitely force the grapple launch and the rope retraction to be on separate turns though, to give enemies the chance to mess with it.
In order to do the Batman-style thing, that's where we need the custom rules, since the Launcher would have to be size 2" to be strong enough to pull the minifig up. I'd definitely force the grapple launch and the rope retraction to be on separate turns though, to give enemies the chance to mess with it.
Natalya wrote:Wtf is going on in this thread?
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Re: Simple Grappling hooks/jetpacks
Do you need spider gymnastix to climb rope at full speed?
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Simple Grappling hooks/jetpacks
What about swinging?
*raises shield*
*raises shield*
BrikThulhu eats 1d6 minifigs each turn.
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Re: Simple Grappling hooks/jetpacks
Good question. I imagine that you can swing in a standard pendulum motion: if you are 4" away horizontally from the overhead beam you grappled to, then you may swing 4" past it. I'd also just fudge it and let you do a cool swing if you want to do a cool swing, though.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- IX_Legion
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Re: Simple Grappling hooks/jetpacks
Fixd.aoffan23 wrote:And if the tug-of-war lasts more than one turn, the hero will let go of the rope and shoot the people on the other side as they hilariously collapse and stagger into each other.
This should be in the Rulebook somewhere:
"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)
"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)
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Re: Simple Grappling hooks/jetpacks
Home brewed slash harken stats for Knightmare mechs:
Slash Harken: Size 1 launcher that does 1d6 damage and initiates a AutoGrab upon successful hit. All subsequent attacks between the mech and whatever it hit are autohits, and the target’s movement is limited by the string. Upon successful hit, the mech is entitled to one free attack (this ghetto stopgap was added to cover up a tactical issue).
As a separate action, a pilot can roll his skill against the target’s size (size - skill). The difference is how much the mech reels itself towards the target if positive or how much the target is reeled in if negative.
If people don't like the ghetto stopgap, then I can rule that Knighmare pilots must have Multitasking in order to graduate Anime Pilot academy.
Slash Harken: Size 1 launcher that does 1d6 damage and initiates a AutoGrab upon successful hit. All subsequent attacks between the mech and whatever it hit are autohits, and the target’s movement is limited by the string. Upon successful hit, the mech is entitled to one free attack (this ghetto stopgap was added to cover up a tactical issue).
As a separate action, a pilot can roll his skill against the target’s size (size - skill). The difference is how much the mech reels itself towards the target if positive or how much the target is reeled in if negative.
If people don't like the ghetto stopgap, then I can rule that Knighmare pilots must have Multitasking in order to graduate Anime Pilot academy.
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Re: Simple Grappling hooks/jetpacks
I thought it was autohits if adjacent and then you were going to give the pilot a bonus to hit if they weren't.