Page 1 of 1

Crazy Use of Magic Net

Posted: Fri Jul 09, 2010 7:37 am
by Mouser13
Well I had I brilliant, but crazy Idea this morning about magic net under the rules couldn't you magic net mini-missiles since they can't dodge?

Re: Crazy Use of Magic Net

Posted: Fri Jul 09, 2010 10:13 pm
by Goliath Strongarm
Abub wrote:i think yes but what is the range on Magic Net? I think if it has enough range to spare you the blast radius it might also be a great way to counter act missile volleys.



I'd say it's LEGAL, but... better hope the char is not close, because the missles would explode upon hitting the net... IMO, anyways...

Re: Crazy Use of Magic Net

Posted: Sat Jul 10, 2010 12:13 am
by drewkitty ~..~
I would cast the MN on that tree or bush (or between those trees and bushes like a big spider's web) between me and the missiles, because just casting the MN on the missiles will not stop them from just being netted mid-air.

The missiles might not be able to maneuver anymore, but they are still on a powered ballistic course, so maybe a -1 or -2 to strike.

Re: Crazy Use of Magic Net

Posted: Mon Jul 12, 2010 1:32 pm
by Prysus
Greetings and Salutations. Hmm ... question! How long does it take a mini-missile to strike? Do you have a few actions (or at the end of the attack turn), or are the mini-missiles fired and you need to take a defensive action? If the former, it's a viable action (playing by R:UE rules where the spell can go off in one action). If the latter, then you don't have time to cast. I can't remember the missile rules off the top of my head, though I've always done it with immediate defense required in my games (that could be wrong by the rules as written). Thank you for your time and patience, please have a nice day. Farewell and safe journeys to all.

Re: Crazy Use of Magic Net

Posted: Sun Jul 18, 2010 9:33 am
by ShadowLogan
Prysus wrote:
Greetings and Salutations. Hmm ... question! How long does it take a mini-missile to strike? Do you have a few actions (or at the end of the attack turn), or are the mini-missiles fired and you need to take a defensive action? If the former, it's a viable action (playing by R:UE rules where the spell can go off in one action). If the latter, then you don't have time to cast. I can't remember the missile rules off the top of my head, though I've always done it with immediate defense required in my games (that could be wrong by the rules as written). Thank you for your time and patience, please have a nice day. Farewell and safe journeys to all.

The amount of time is dependant on range. Still characters are allowed to dodge the attack unless it is a volley of 4 or more.

For Mini Missiles fired at Maximum Range (all times are rounded) if I did the math right:
HE is 7.2sec
Frag is 3.6sec
AP is 2.6sec
Plasma is 3.0sec
Smoke is under 1sec

Depending on the specific warhead: Short Range are between 9-36sec, Medium Range is between 102.8-240sec, Long Range is over 1000sec.

As to weather it would work or not I would treat it as shooting down missiles using a non-missile attack. This would the chance of a missile slipping through the netting. I think I agree with another poster it would have to be cast on something to form a volleyball/tenis net structure not in open air.

Re: Crazy Use of Magic Net

Posted: Wed Jul 21, 2010 2:47 am
by The Dark Elf
Yes its legal, but I wouldnt allow it. With what force does a magic net gravitate towards the ground?

Re: Crazy Use of Magic Net

Posted: Thu Jul 22, 2010 10:28 pm
by Mercdog
I might rule that the use of Magic Net as a Simultaneous attack could snare the mini-missiles, but I think I'd allow the missiles a second Strike roll. If a Natural 16+ is rolled (no modifiers allowed), then one or more missiles "slip through" the net, so to speak.

Re: Crazy Use of Magic Net

Posted: Thu Jul 22, 2010 11:20 pm
by Cinos
I'd allow it, but you'd need to keep in mind the range and radius of the missile (i.e character may still be in it). I doubt the net alone will stop missiles momentum, depending on it's size / speed ability. If I recall, there was a labeled PS limitation to breaking Magic Nets, so I imagine most light or better Missiles can snap right through without much trouble, but it might distort it's accuracy for a small distance (-1 - -2 to Strike unless it has the distance to re-align itself). Rockets and Mini-Missiles will be easier to outright trap or distort due to their lighter mass, lower speeds, generally less advanced targeting systems, and shorter ranges. Lastly, there should be a required strike roll from the caster for something moving so fast, it should just be consdiered a dodging character at all times (more so if the missile itself has a program designed to aid against direct fire tactics and countermeasures). Lastly, determine if the warhead has a dummy trigger set to go of if the targeting computer knows it's stopped moving (or to go dud), or simply runs off an impact trigger (i.e is very old or shottly made), which the net just may instantly trigger anyway.