I'm putting together a GURPS character as a PC option for my players. The idea is that it's a heavy lifting robot that gained sentience when an AI took it over, but is limited to its current form. It is tentatively named "CARL-3".
CARL-3 has an innate attack - he can shoot a harpoon-like dart from each "arm" that is attached to a winch, and use it to reel or tow objects, or haul himself into difficult spaces (he's got tracks, instead of legs).
I've got a lot of advantages/disadvantages figured out already for his chassis, but I'm having a hard time with the harpoon attack.
Obviously, he'll have
Innate Attack (Impaling) at at least 1 level, which defaults to a ranged attack. There are tons of afflictions and stuff that I could apply to that, but I'm having a hard time figuring out something that would essentially work like the harpoon equipment item works - it prevents something from moving away if it fails a ST contest.
Binding seems like it does more than I need - he can't root somebody in place like Spiderman, but he can spear them and haul them closer like Scorpion from Mortal Kombat.
Since it isn't just an attack, but also works on objects, and lets CARL-3 lift himself, I might need to tack on other advantages as well. I'm trying to keep CARL-3's point total below 200, which isn't impossible-seeming since he has a ton of disadvantages (horizontal, no fine manipulators, no sense of humor, etc), so I'd prefer to try to keep the point cost of this ability below 50. I'm the DM, so I have plenty of leeway if that isn't possible.
What's the best way to build this ability?