Sunday, November 16, 2025

Let's Read Champions 1e (pg 40)

Alright, we're continuing on with weapons and, eventually, armor. First of all, we get descriptions of some of the special weapons on the table from the previous page. The Manpack SAM is a heatseeker; if the target is generating large heat blooms, there's no range modifier. However, if there's no heat, there's no missile lock, and it won't fire. Velocity is...400" per segment. Well, that's fast. I mean, ridiculously fast. Stupidly fast. That's a Flight speed of 4800" per turn, which with a SPD of 6 means you bought 800" of flight. That's 1600 points. Nobody is flying that fast in combat, period. Sure, with lots of non-combat multiples you could get there, but damn, that's ridiculous.

Next is the Heavy SAM, which is radar-guided, so it will only target metallic or large targets, and again there's no range modifier. And it's 550" per segment, even faster than the Manpack SAM. The Antitank Missile is flying at a paltry 100" per segment, which is still 1200" per turn, or 200" of Flight at SPD 6. I'm not sure they really thought the whole 'cost of flight speed' thing through for these weapons. Because it's simply not possible to buy those types of speeds for characters without putting massive limitations on the power.

The Shotgun has a special attack; anyone hit by a shotgun blast takes three separate 1D6 Killing Attacks, each applied against his resistant PD. So, if he's got 8 points of resistant defense, a shotgun isn't going to hurt at all.

So, that's the weapons. Next are the Sights. These are just accuracy-aiders for the various weapons, and three are listed here: A Telescopic Sight, which gives a +1 to OCV and a +3 to the overall range modifiers, and costs 4 points; a Laser Computing Sight, which is +2 OCV and +6 Range, costing 8 points; and a Starlight Scope costing 4 points which offers no bonuses but cancels out the night-time penalties. All sights take an extra phase to use, though, so it's not something to do when you're in the middle of a fight.

Alright, that covers ranged weapons. Next up are the melee weapons. Like the ranged weapons, these are given a more general range instead of specific weapons. There are four listed here: Knife (+½D6 HKA, 5 pts), Sword (+1½D6 HKA, 12 pts), Nightstick (+1D6 normal damage, 2 pts) and Club (+2D6 normal damage, 5 pts). The knife and sword only do their listed damage unless the character has an existing Killing Attack outside of them that he can add their damage to.

It's a short section; next up are the Explosives. These are basically Energy Blasts or Ranged Killing Attacks that have the Explosive power advantage, meaning they do damage to everything within a certain radius, with distance reducing the damage proportionally. We get six explosive devices (Frag grenade, concussion grenade, dynamite stick, 4 dynamite sticks, mortar round, and howitzer round) plus a bonus: Gas Tank. Yep, there are rules here for blowing up a gas tank. That's always fun.

Armor. Not the power, although that is what you would use to buy these devices. These are the sort of stuff cops or SWAT teams might be wearing. All of them are fully resistant, of course. Bulletproof vests give a +6 to PD and ED, Flak vests +8, and Flak suits +8 with a better chance of working. The first two have Activation rolls of 11 or less; the suit has 14 or less, since it covers more area. Again, there are point costs given in case players want their own characters to have this equipment.

And that will do it for this page; there's a quick tease at the bottom of what to expect on the next page, which is: Weapon Advantages. See you then.

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