Hey, faithful readers! If you've made it this far, you must really like old-school RPGs, because this Champions read-through has dominated the blog for the past little while. There are other things to talk about, of course, but for now I'm sticking with this. And so are you, so kudos.
Alright, we continue with details on falling damage. Specifically, a table that shows how fast and how far you fall, broken down by segments. Did you know that in twelve seconds, you can fall 285", or 570 meters? That's half a kilometer. That will hurt. Velocity maxes out at 30" per segment, so the most damage you'll take from falling is only 30D6. No wonder they call it terminal velocity; a fall that hard is pretty much guaranteed to kill any normal person.
Oh, there's an interesting rule. If a character is conscious, he may subtract his Superleap inches from the number of dice of damage done. So if the Hulk is falling, and he's got 20" of Superleap, terminal velocity on him will only be 10D6, which isn't even going to stub his toe. You can also slow your falling velocity if you can grab or fall through something. Grabbing something subtracts its BODY pips from the velocity; if the velocity exceeds the object's BODY, it snaps. You still have the lower velocity, though.
And now, we come to the weapons. The weapons table is basically just ranged guns of various types. Not specifics; you won't find stats for a Glock or a .44 Magnum, but there are stats for a 'pistol', 'rifle', 'autocannon', and 'tank gun'. There are light, medium and heavy variants for several of these as well. What's interesting is that the damage listings comes in two parts: Killing damage and Normal damage. This is so you can take a weapon as an Energy Blast, for example, which does normal damage rather than killing damage. Super-agent blasters, for example. They're high-tech plasma rifles, but they work the same as a normal rifle, just doing normal instead of killing damage. The choice has to be defined when the weapon is bought with points. Note that 'STUN only' is also an option.
The table also gives the range mods for each weapon; some of them are very, very accurate. Instead of the normal -1 per 3" rule we have seen, the more powerful guns have range mods of -1 per 6" for a machine gun, -1 per 16" for a heavy autocannon, and -1 per 24" for a very heavy tank gun. Autocannons and tank guns have to be mounted on vehicles or in static mounts; the range mod includes the 'braced' modifier already, so you can't take it again.
The table gives the cost of the weapon to buy it as a power as well. There are three costs given for the portable weapons, listed as 6/11/13, for example. The lowest point total is for a weapon that fires one shot per phase; the second is for weapons that only shoot on Autofire mode, and the third is for weapons that can do both.
Finally, there are some special weapons at the bottom, including a shotgun and surface-to-air missiles. these all just do killing damage; they don't mess around. The heavy SAM actually does killing explosion damage, which is just nasty.
I know, it's another short page. But it's done, and there's nothing I can do about it. Next time we'll get more details on some of the special weapons, as well as rules for sights, melee weapons, and explosives. Blowing stuff up is always fun in comic books, isn't it?
No comments:
Post a Comment