Combat

How a Champions fight runs, from the Speed Chart and attack rolls to damage, defenses, Knockback and getting back up.

The Cinematic Combat Philosophy

Imagine directing an action movie where Superman fights Doomsday. You need to choreograph every punch, every blast of heat vision, every moment when our hero gets knocked through a building. The scene must feel epic, but also follow logical rules about cause and effect. Champions combat works the same way - it provides a framework for creating those amazing comic book fight scenes while maintaining dramatic tension and tactical depth.

Unlike turn-based systems where everyone politely waits their turn, Champions uses a Speed-based system that mirrors comic book action. Fast characters act multiple times while slower ones are still winding up their punches. It's like watching The Flash zip around while everyone else moves in slow motion.

The Turn Sequence: Twelve Seconds of Action

Champions divides time into 12-second "Turns" - roughly equivalent to one comic book page of action. Each Turn is split into 12 one-second "Segments". Your Speed (SPD) characteristic decides how many Phases (chances to act) you get in a Turn and which Segments they fall on; the Speed Chart below lists them. Combat always starts on Segment 12, so everyone with a Phase there (which is everyone) acts first, and then the Turn rolls on from Segment 1.

graph LR A[Combat begins] --> B[Segment 12<br/>everyone acts,<br/>highest DEX first] B --> C[Post-Segment 12<br/>free Recovery<br/>for everyone] C --> D[Segments 1 to 11<br/>act on your SPD's<br/>Phases] D --> E[Segment 12<br/>end of the Turn] E --> C style A fill:#ff9999 style C fill:#99ff99 style E fill:#99ccff

Speed in Action: The Flash vs. Regular Heroes

πŸƒβ€β™‚οΈ The Flash (SPD 12)

Acts on Segments: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12

Phases per Turn: 12 (acts every Segment!)

Real-world feel: Blurs around the battlefield, seemingly everywhere at once

πŸ•·οΈ Spider-Man (SPD 4)

Acts on Segments: 3, 6, 9, 12

Phases per Turn: 4 (acts every 3 Segments)

Real-world feel: Quick reflexes, but normal action frequency

πŸ¦Έβ€β™‚οΈ Superman (SPD 3)

Acts on Segments: 4, 8, 12

Phases per Turn: 3 (acts every 4 Segments)

Real-world feel: Powerful but deliberate, thinks before acting

πŸ‘¨β€πŸš’ Normal Human (SPD 2)

Acts on Segments: 6, 12

Phases per Turn: 2 (acts every 6 Segments)

Real-world feel: Cautious, needs time to aim and plan

The Speed Chart

Find your SPD and read off the Segments where you get a Phase:

Inside a Phase

Action Resolution: The 3d6 System in Action

When a character attempts something with an uncertain outcome, you roll 3d6 and try to roll equal to or under a target number. It's like playing limbo - lower is better, and the bar height depends on how difficult the task is. Skill and Characteristic Rolls use 9 + (Characteristic Γ· 5), so DEX 18 gives a 13- roll; attack rolls use 11 + OCV βˆ’ DCV. Whatever the target, a roll of 3 always succeeds and a roll of 18 always fails.

Understanding Target Numbers

Easy Tasks (Target 14- or better)

Success Rate: 90.7% or better (never quite 100%, because 18 always fails)

Examples:

  • Spider-Man swinging through familiar neighborhood
  • Superman flying in clear skies
  • Batman using basic detective skills
  • Iron Man operating familiar technology

Moderate Tasks (Target 11- to 13-)

Success Rate: 62.5% to 83.8%

Examples:

  • Hitting a moving target in combat
  • Performing acrobatics under pressure
  • Hacking a secured computer system
  • Persuading a hostile witness

Hard Tasks (Target 8- to 10-)

Success Rate: 25.9% to 50.0%

Examples:

  • Dodging a surprise attack
  • Performing surgery under fire
  • Negotiating with arch-nemesis
  • Flying through a tornado

Extreme Tasks (Target 5- to 7-)

Success Rate: 4.6% to 16.2%

Examples:

  • Catching a bullet bare-handed
  • Convincing a mind-controlled enemy
  • Defusing a bomb with seconds left
  • Threading dimensional portal needle

Attack Resolution: Bringing the Pain

Combat in Champions follows a clear sequence that mirrors comic book action panels: the hero winds up, takes aim, unleashes their power, and we see the dramatic result. Every attack tells a story.

The Four Steps of Attack Resolution

Step 1: Attack Roll

What happens: Attacker rolls 3d6 and hits on 11 + their OCV βˆ’ the target's DCV or less. Mental attacks use OMCV against DMCV the same way.

Comic book moment: "Spider-Man lines up his web-shooters..."

Modifiers:

  • Range: Harder to hit distant targets
  • Target size: Easier to hit big targets
  • Maneuvers and surprise: Some maneuvers change your OCV or DCV, and a target caught by surprise defends at reduced DCV
  • Cover: Partial protection reduces hit chance

Step 2: The Defender's DCV

What happens: There is no defense roll. The target's DCV is already built into the attacker's roll, so the defender's choices happen before the dice hit the table.

Comic book moment: "The Green Goblin twists away at the last second..."

Options:

  • Dodge: Raise your DCV against every attack until your next Phase
  • Block: Use limbs or weapons to stop a hand-to-hand attack
  • Dive for Cover: Get behind protection
  • Abort: Give up your next Phase to do any of these right now

Step 3: Damage Roll

What happens: Roll dice based on attack power

Comic book moment: "The web hits home with tremendous force!"

Damage types:

  • Normal Damage: Punches and Blasts, the bread and butter of superhero fights
  • Killing Damage: Lethal attacks (bullets, claws, swords)
  • Mental Damage: Psychic attacks that strike the mind
  • Other effects: Powers that don't hurt but incapacitate, such as Entangle or Flash

Step 4: Apply Damage and Effects

What happens: Subtract defenses (PD against physical attacks, ED against energy attacks), then apply what gets through

Comic book moment: "The Goblin crashes through a billboard!"

Results:

  • STUN damage: Shock and pain; take more STUN than your CON from one attack and you're Stunned
  • BODY damage: Real injury, permanent until healed
  • Knockback: Flying backward from impact (see below)
  • Special effects: Entanglement, blindness, etc.

The Two-Track Damage System

Champions uses a brilliant two-track system that captures both the stunning impact and actual injury from attacks. Think of it like the difference between being winded by a punch (STUN) versus having your ribs broken (BODY).

πŸ₯Š STUN Damage: The Knockout Track

What it represents: Shock, disorientation, being winded, temporary incapacitation

Comic book examples:

  • Getting punched and seeing stars
  • Being stunned by a flash-bang
  • The "impact lines" around a character getting hit
  • Characters shaking their heads to clear them

Game effect: Take more STUN than your CON from a single attack (after defenses) and you're Stunned, losing your next Phase. Run out of STUN and you're Knocked Out, unconscious but not seriously injured.

🩸 BODY Damage: The Injury Track

What it represents: Real physical damage, cuts, burns, broken bones

Comic book examples:

  • Blood from a cut
  • Limping from injured leg
  • Torn costume revealing wounds
  • Characters grimacing in pain

Game effect: When BODY drops below 0, you're dying: you keep losing BODY over time until someone stabilizes you, and if it falls far enough you die

Rolling Damage: Normal vs. Killing

Defenses

PD (Physical Defense) stops physical attacks and ED (Energy Defense) stops energy attacks. Against normal damage, subtract the defense from both the STUN and the BODY. Against killing damage, only Resistant defenses (such as Resistant Protection or armor) reduce the BODY; your full PD or ED still reduces the STUN. That's why a hero with sky-high PD but no Resistant defense can still be cut by a sword.

Damage in Action: Superman vs. Doomsday

Doomsday's Phase: The Bone Spike Attack

Attack Roll: Doomsday's OCV 9 against Superman's DCV 8 means he needs 11 + 9 βˆ’ 8 = 12 or less. He rolls 10. Hit!

Damage Roll: The bone spike is a 4d6 Killing Attack. The dice come up 3, 4, 5, 6 = 18 BODY. The Β½d6 STUN Multiplier rolls a 3, so STUN = 18 Γ— 3 = 54.

Defense: Superman has 30 PD, 12 of it Resistant.

BODY Damage: Only the Resistant PD counts: 18 βˆ’ 12 = 6 BODY (a real wound!)

STUN Damage: His full PD counts: 54 βˆ’ 30 = 24 STUN. His CON is 30, so he isn't Stunned.

Narrative Result: "Doomsday's bone spike punches through Superman's chest! The Man of Steel staggers backward, a look of shock on his face as he sees his own blood. The wound is real (BODY damage) and the impact rattles him (STUN damage), but he stays on his feet and swings back on his next Phase."

Getting Back Up: Recovery

Your REC (Recovery) characteristic is how fast you bounce back. Every Post-Segment 12 you get a free Recovery, adding your REC to your current STUN and END, and you can also spend a Phase catching your breath to take one. Knocked Out characters wake up the same way, though the further below 0 their STUN has fallen, the less often they get to recover. BODY heals far more slowly, over days of rest.

Knockback

When a big hit lands, roll 2d6 (add 1d6 for a Killing Attack; subtract 1d6 if the target is in the air) and subtract the total from the BODY the attack rolled, before defenses. If the result is negative, nothing happens. If it's 0, the target is knocked down. Each point above 0 sends the target flying 2 metres. Our 8d6 Blast above rolled 9 BODY; if the Knockback dice come up 5, the target is hurled 4 Γ— 2 = 8 metres, maybe straight through a wall.

Tactical Combat Options: Beyond "I Attack"

Great superhero fights aren't just slug-fests - they're strategic battles where heroes use the environment, teamwork, and clever tactics. Champions provides numerous options to make every combat feel like a choreographed action sequence.

πŸ₯Š Basic Combat Maneuvers

Strike

Effect: Standard attack with no modifiers (punch, kick or power)

When to use: Reliable damage when you need to hit

Comic example: Superman's straightforward punch

Haymaker

Effect: +4 Damage Classes (+4d6 on a punch), but βˆ’5 DCV and the blow lands a Segment later

When to use: All-or-nothing powerful attack

Comic example: Hulk winding up for a devastating blow

Multiple Attack

Effect: Attack several targets with penalties

When to use: Fighting multiple weak enemies

Comic example: Spider-Man web-slinging through a crowd of thugs

πŸ›‘οΈ Defensive Maneuvers

Dodge

Effect: +3 DCV against all attacks until your next Phase; you don't attack

When to use: Avoiding a devastating attack

Comic example: Daredevil flipping away from explosions

Block

Effect: Make an attack roll to stop an incoming hand-to-hand attack instead of hitting anyone

When to use: Can't avoid but can intercept

Comic example: Captain America using his shield

Abort to Dodge

Effect: Give up your next Phase to Dodge or Block right now

When to use: Surprised by unexpected attack

Comic example: Last-second dive for cover

⚑ Special Maneuvers

Grab

Effect: Hold opponent, they can't move freely

When to use: Control enemy position or actions

Comic example: Thing grabbing and holding Doctor Doom

Disarm

Effect: Remove weapon or item from enemy

When to use: Remove dangerous equipment

Comic example: Batman disarming gunmen with batarangs

Trip

Effect: Knock enemy prone

When to use: Gain tactical advantage

Comic example: Spider-Man web-lining someone's feet

Environmental Combat: The World as Your Weapon

Superheroes don't fight in empty white rooms - they battle on rooftops, in burning buildings, while flying through asteroid fields. The environment should be as much a character in the fight as the heroes themselves.

πŸ”₯ The Burning Skyscraper

Tactical Elements:

  • Smoke: Blocks vision, causes choking
  • Collapsing floors: Time pressure and falling hazards
  • Trapped civilians: Moral complications
  • Fire spread: Environment changes each turn

Creative Uses:

  • Ice powers to create temporary bridges
  • Super strength to support failing beams
  • Flight to rescue people from upper floors
  • Force fields to contain fire spread

πŸš€ The Space Station Battle

Tactical Elements:

  • Zero gravity: Movement in 3D space
  • Hull breaches: Explosive decompression
  • Limited oxygen: Time pressure
  • Delicate equipment: Collateral damage matters

Creative Uses:

  • Magnetic powers to control movement
  • Energy shields to seal breaches
  • Telekinesis for precise maneuvering
  • Ice powers to plug holes temporarily

🌊 The Underwater City

Tactical Elements:

  • Water resistance: Slows movement and attacks
  • Pressure effects: Crushing depths
  • Limited visibility: Murky water
  • Breathing concerns: Drowning risk

Creative Uses:

  • Electrical powers conduct through water
  • Sonic attacks travel farther underwater
  • Water control for devastating effects
  • Heat vision to create steam barriers

Teamwork and Combination Attacks

The best superhero teams don't just fight alongside each other - they create synergistic combinations that are greater than the sum of their parts. Think Cyclops providing cover while Wolverine charges, or Iron Man's repulsors amplifying Thor's lightning.

Teamwork Mechanics

🎯 Coordinated Attack

How it works: Multiple heroes attack the same target in the same Segment (Champions has formal rules for this using the Teamwork Skill)

Benefit: STUN piles up fast, the best way to drop a villain whose defenses shrug off any single attack

Example: X-Men all focusing fire on Sentinel

🀝 Cooperative Action

How it works: One hero helps another's action

Benefit: A bonus to the assisted roll, set by the GM

Example: Beast calculating trajectory for Cyclops' ricochet shot

⚑ Power Combination

How it works: Powers interact for enhanced effect

Benefit: New capabilities neither hero has alone

Example: Iceman creates ice slope for Colossus fastball special

πŸ›‘οΈ Mutual Defense

How it works: Heroes protect each other

Benefit: Extended defensive capabilities

Example: Invisible Woman's force field protecting entire team

Famous Combination Attacks

🏈 The Fastball Special

Team: Colossus + Wolverine

Mechanics: Colossus throws Wolverine as a living projectile

Game Effect: Wolverine's claws + Colossus' strength + increased range

When to use: Surprise attack or reaching distant enemy

⚑ Lightning Conductor

Team: Thor + Iron Man

Mechanics: Thor's lightning channels through Iron Man's armor

Game Effect: Massive electrical attack with technological precision

When to use: Overwhelming single target or powering equipment

πŸŒͺ️ Fire Tornado

Team: Human Torch + Storm

Mechanics: Storm's winds shape and amplify Johnny's flames

Game Effect: Area attack with fire and wind components

When to use: Multiple enemies or environmental control

Making Combat Dramatic: The Story Stakes

Great superhero combat isn't just about reducing hit points - it's about dramatic stakes, moral choices, and character moments. Every fight should advance the story and reveal character.

Elements of Dramatic Combat

⏰ Time Pressure

Examples:

  • Bomb will explode in 3 minutes
  • Building is collapsing
  • Villain escaping with hostage
  • Portal closing soon

Effect: Forces quick decisions over perfect plans

πŸ‘₯ Innocent Bystanders

Examples:

  • Civilians in crossfire
  • Hostages as human shields
  • Family members in danger
  • Other heroes mind-controlled

Effect: Limits tactical options, adds moral complexity

πŸ—οΈ Environmental Stakes

Examples:

  • Dam that mustn't break
  • Hospital during surgery
  • School bus on bridge
  • Nuclear plant cooling system

Effect: Restrains power use, creates secondary objectives

πŸ’­ Personal Stakes

Examples:

  • Fighting former ally
  • Protecting secret identity
  • First time using new power
  • Overcoming personal fear

Effect: Creates character development opportunities

Try It at the Table

Exercise: Combat Choreography

Design the first three Phases of a fight between these characters:

Hero: "Shockwave" (Sonic Powers)

  • Sonic blasts (ranged attack)
  • Sound barriers (defense)
  • Enhanced hearing
  • Flight via sound waves

Villain: "Silence" (Sound Absorption)

  • Absorbs all sound in area
  • Redirect absorbed sound as attacks
  • Creates zones of absolute quiet
  • Immune to sonic attacks

Setting: Metropolitan Opera House during performance

Stakes: 2,000 audience members, delicate acoustics, priceless instruments

Your task: Plan each Phase showing how their powers interact, what tactics they use, and how the environment affects the fight.

Exercise: Team Combination Design

Create three unique combination attacks for this superhero team:

  • "Prism": Light manipulation (bending, lasers, invisibility)
  • "Tremor": Earth control (earthquakes, stone shaping, tunneling)
  • "Mindbridge": Telepathy (mind reading, mental links, illusions)
  • "Catalyst": Chemical control (acids, gases, molecular changes)

Requirements:

  • Each combo must use exactly 2 team members
  • Describe the visual effect and tactical purpose
  • Explain what makes it more effective than individual actions
  • Give it a cool codename the team would use

Exercise: Environmental Challenge Design

Design a combat environment that specifically challenges these power types:

Challenge Flight Powers

Design an environment where flying is dangerous or impossible

Consider: What makes air travel hazardous? How can ground-based opponents threaten flyers?

Challenge Super Strength

Create a scenario where raw power creates more problems

Consider: What breaks easily? When is gentle touch required?

Challenge Blasters

Design a situation where ranged attacks are problematic

Consider: What amplifies or redirects energy? When does collateral damage matter most?

Where to Go Next

You now understand how to create dynamic, cinematic combat that feels like comic book action! The next part of this guide, Skills, Perks & Equipment, explores the non-powered side of heroes:

Because being a superhero is about more than just having amazing powers - it's about being amazing people!