The cover is a simple russet sheet with Courier-font lettering. On it is the title, "HOW TO KILL...SUPERHEROES". //|| //^^\\ || || .|. COHERENT COMICS UNINCORPORATED PRESENTS // || \\ || || --X--------------------------------------------- //====TIME=CAPSULES====== '|` ASH UNIVERSE: TIME CAPSULES #11 // || \\ || || "The Abyss Looks Back" // || \\__// || || Copyright 2007 by Dave Van Domelen ___________________________________________________________________________ [Excerpt from "Max & Dex's Guide To Freakhunting", Paladin Press 1993. Full text available by request to those with appropriate clearance.] CHAPTER FOUR - UP CLOSE AND PERSONAL Let's say you can't take the freak out from a distance by sniping or a well-laid trap, and you're stuck in a face to face confrontation. What next? Well, if your a freak too, doing the world a favor by thinning your own herd, the details are gonna depend on exactly what your powers are. You'll wanna check out chapter seven real carefully. But keep reading, because some freaks keep mooks around as security, and those mooks probably know all the stuff in this chapter already too and will try to use it against you. However, if all you have are guts and guns, you're gonna need to know the appropriate tactics to use against your target. And yeah, that can mean surrendering or running away...dying for the cause sounds pretty, but it doesn't really help the cause a lot. We're gonna go into the details of how each type works and the major subtypes you'll find later in the book, but for now, here's the classifications me and Dex have worked out for freaks. You have wimps, martial artists, bricks, zappers, mentalists, crossclass, suits, mages and megafreaks. 1) Wimp. These guys don't really have any powers useful in a fight, nor are they trained. Maybe they can fly, or have a little bit of mind power, but not at a level that will make things too difficult. These guys you can deal with however you want, you might even want to use your bare hands for that extra bit of personal satisfaction. Just be sure to wipe the crime scene (see Chapter 9) really carefully. Odds are you won't be able to claim self defense on these guys like you can for most of hte others. 2) Martial Artist. Maybe they have powers, maybe not, but their main assets in a fight are their fighting skills. They depend on mobility for defense, so you really want to take them by surprise if you can, but in this chapter we're assuming that didn't work. Anyway, this group of freaks may not actually have training, some just get by on inhuman speed and dexterity, but the same principles apply. When I was a cop, they always told us to go for center of mass shots, and not waste time with head shots or kneecapping, and that's your advice here too. Why? Because no matter how much fancy footwork they may use, their center of mass (usually in their stomach) is easy to track. Well, easier than a head or a leg. These guys train long and hard to learn how to fake out attackers and make them waste shots, don't fall into that trap. You're just wasting your time trying to take that head shot unless you're so good you're practivally a freak yourself. Center of mass shtos are an especially good idea if you have one of those anime-imitating idiots who's always jumping around. On the ground they may be able to bob and weave all over the place, but once they jump they're just clay pigeons. Their center of mass has to follow a nice easy parabola like in high school science class, and that's when to take your shot. It has the extra benefit of putting them above anyone else in your crew, reducing the chances of friendly fire. [Callout Box] DEX SEZ! Max has a good point, but he's forgetting one little detail. Guys have been shooting at jumping-bean freaks for years now, and the enemy's starting to catch on. There's plenty of ways to make yourself a harder target even when on a ballistic path. For one, if you bend into a C shape, your center of mass is no longer actually inside your body, so you can still dodge a shot aimed along your trajectory. Also, throwing stuff at attackers while in the air will change the trajectory a little, as will doing weird aerodynamic tricks with capes and robes and stuff. You might want to arrange with your crew to assign someone to always shoot at jumpers a little high or a little low while everyone else is skeet shooting. Just in case. [End of box] Now, the thing about being a martial artist type is that you need your mobility, so armoring up is a bad thing. You'll run into the occasional one with a force field or magic "silksteel" togs or diamond skin, but they don't really count as "martial artists" anymore in our book. They're that "crossclass" mentioned earlier. Anyway, at most they'll have some kind of torso armor and maybe a helmet. You see, they know their center of mass is the easiest to hit, so they armor up there. Not a problem. Why, you ask? Because unless you're a freak too, you're not going after these guys alone. Trust me, even with body armor, taking a .45 slug to the chest will throw you off your game for at least a couple of seconds. Once you hit the freak in the chest, your buddies can take those harder-to-make head shots and put the target down. Although, if you know you're going up against a martial artist who wears traditional body armor, you might want to pack armor piercers. Area effect weapons are generally a bad idea against these guys, though, as much as it might seem to cut down their defensive advantage. It's hard to get clear of these freaks, and you end up taking down too many of your own guys in the process. Even stuff like gas isn't a great idea, because martial artists are fast enough to snag a mask off one of your crew. If you can get some sort of exotic field effect weapon with a defense that's hard to spot and remove, though, use it. Sonics are great for this, because you can get ear filters that go all the way inside the ear. Keep in mind, though, the type that got their goods from training might be able to resist the effects of a lot of nonlethal weapons long enough to feed the weapon to you sideways. 3) Brick. Built like a brick outhouse, these are the guys who throw cars and shrug off bullets like rain. You need serious prep to go after them, but they have plenty of weaknesses you can exploit, usually. Their most common issue is speed. Where martial artists are all about not being hit, bricks are about not caring if they're hit. So you can take all day to set up your shots. Even with a regular pistol and ammo, a bullet in the eye, down the throat, or in the ear can mess up their day, and you don't have to be Commander Force to make good a face shot on a brick. And if you think a kick in the goodies hurts, a bullet there will make even Set bend over and toss his cookies. Agile bricks are around, though. They're rarely as strong as regular bricks or as nimble as martial artists, but they're enough of both to count as crossclass. The key to fighting a brick, though, is research. Almost none of them are protected against everything you could use. Most are vulnerable right between the ears, so if you can get your hands on a psi weapon of some kind your golden. A lot of them still need to breathe, and they're not fast enough to grab your gasmask. Sonics are also usually good against them, although only as a delaying tactic. And if you run into a brick you haven't researched, try out a few of the standards...if nothing else, finding one that works will help fellow freak-hunters later. Forget the armor-piercers on these guys, though. First off, most AP rounds are designed to defeat a particular kind of armoring, like ballistic cloth. No guarantee a given brick's hide will have the right properties to be penetrated. Second, ricochets are gonna happen no matter what, and you have to think about how well your buddies are gonna be able to handle it with their body armor. You may even want to consider glasers instead. As long as your not getting through their hide, why risk hurting anyone else? [Callout Box] DEX SEZ! Still, remember the whole research thing. A lot of bricks just have thick skins, so an AP round will work just fine on them. And there's always the option of getting your hands on specialty "mad scientist" bullets that release acid or have mini-nukes in them or something. Doesn't matter what makes a brick tough, a Californium bullet's gonna hurt. [End of box] 4) Zappers. These guys are all about throwing energy blasts around. They can often fly, which messes up tactical training something fierce as most of us have trouble thinking in a truly three-dimensional way. Thing is, they rarely like to get up close and personal themselves. They might have forcefields that can stop anything you can shoot at them, but most are pretty wimpy physically. Try to get into hand to hand combat with these freaks, wrestle them to the ground and go for a bonebreaker hold or something. Forcefields that are great against penetration may not stop you from twisting their arm out of its socket with the right hold. A word of warning, some zappers can go all electric eel on you. The ones who use fire particularly like to cover themselves in flames so you can't touch them. Usually they're too dumb to keep this secret, though, so if they look safe to touch they probably are. Just avoid the ones who come into a fight crackling with lightning all over, on fire, or otherwise with clear "no touchy" signs. The kind of energy a zapper throws around is often a good clue to defeating them. Going up against a fire user? Get your hands on some of that new firefighting gel. Electrical? Make sure you're well insulated or even wear a grounding wire so the current goes through it instead of through you. Guy emits hard radiation? Well, don't grapple with that one if you want to have kids. But there's some radiation cleanup gizmos out there that would help. Make friends with emergency response teams and learn where you can get countermeasures to various kinds of energy. [Callout Box] DEX SEZ! Usually the counter-energy trick works, but not always. Sometimes you get someone who controls a whole spectrum from one end to the other, like light and darkness, fire and ice, that sort of thing. You can't toss an opposite element at them and expect it to work, and your more passive defenses might blow up in your face. For instance, a grounding wire might stop EMerald's electroblasts, but her magnetic pulses could make it wrap around you like a snake. [End of box] Because zappers like to stay away from you, though, area weapons are easier to use on 'em. Sure, they're not as hard to hit as martial artists, but they're not sitting ducks either, and a guaranteed hit is always fun. Just make sure your area weapon isn't an energy type they control...it's NEVER fun to have your flamethrower bursts turn around and come after you! It's also not fun to find out that your zapper feeds on the kind of energy you're using, like an ice guy who turns out to be a heat-eater and just loves those flamethrowers of yours. 5) Mentalists. I'm talking here about guys whose main schtick is getting inside your head somehow. If all they have is telekinesis, they might be considered mentalists by some, but they're just another flavor of zapper to us. The good news is that mentalists are usually both soft and and slow most of the time. Forcefields are likely, though, and some are smart enough to wear body armor. The bad news is, they usually avoid getting hurt by simply making you not attack them. Or by hiding. The really sneaky mindfreaks don't wear costumes or make themselves obvious, they stand around in hte crowd of bystanders and snipe. Those guys you really have to concentrate on taking down without a face-to-face, since they won't let you have one anyway if they have a choice. The key to dropping a mentalist, in general, is to break their concentration. While a distracted brick is still armored and can still smash you into red goo, a distracted mentalist is often all but useless. Sonics, flashbangs, puke gas...these are all good things. So is being a sneaky bastard yourself and planting someone in the crowd to take a shot from suprise. If they don't know an attack is coming, they can't block it. Mind you, a lot of these guys can pick up hostile thoughts, so it only works some of the time. [Callout Box] DEX SEZ! Here's a good time to bring up some points about forcefields, since so many mentalists use them as a primary defense. Zappers, some martial artists, and a lot of Suits do too, though. There's a lot of styles of forcefield, but most of them still let you see and hear through. They'll blunt lasers or sonic drills down to non-damaging levels, but there's plenty of things that can get through and mess up your target. Carry a strobe along, your target may find out the hard way he's epileptic. Dazzle weapons like the military has developed for crowd control are also good, and so are disorenting sound weapons. Of course, a forcefield often does nothing against an old fashioned net, and once they're down you can pull out the really big guns and see if you have anything that can get through the field. [End of box] The worst thing about mentalists, though, is that they love to take over your own guys and turn them against you. If you're going after one of these puppetmaster types, nonlethal weapons are a really good idea, since you might be staring down one of your own barrels! Once you have the freak knocked out, you can always just beat him to death with a rifle butt. 6) Crossclass. The speedy brick, the diamondskinned martial artist or mentalist, the zapper who can punch holes in walls with his hands. These guys are a lot harder to deal with, because they tend to cover the weaknesses of one type with the strengths of another, and your tricks won't work on them. Your best bet is often running away or even surrendering and hoping your legal team's good enough (see Chapter 7 about building a good one). However, crossclass types are rarely as good at any one thing as the more specialized freaks are. That means that against a specialist, they can be outclassed. It's not a reliable or easily used tactic, but you can always try to sic someone on a crossclass to do the job for you. Fight freak with freak. Your job will be to act as support and make sure that the target is forced to try to compete with the specialist in their own area. Keep the speedy brick from using his speed against your brick. Keep distracting the mentalist zapper so he can't brainfry your zapper. That sort of thing. 7) Suits. This is a special sort of crossclass, where most or all of the powers come from a powersuit of some kind, either high tech or magical. These guys are often nearly as good in every area as a specialist, but it comes at a price. Namely, since the power's not inside them, it can be taken away or bypassed. Tech suits are often susceptible to scrambling, turning the engine of death into a paperweight. Then you just need to pop a seal and drop a grenade inside the suit or something. Magic suits are harder to deal with, but there's mystic scramblers floating around on the black market too. I think Paladin publishes a catalog. Dex is supposed to chime in with some advice on dealing with forcefields, and a lot of that applies to suits too. If you can generate a special tone that makes people puke, puking inside a suit is gonna ruin the freak's day even faster than puking inside a forcefield. The tech guys will tend to install defenses against that sort of thing, though, so you'll never catch 'em twice with the same gimmick. 8) Mages. "True" sorcerers are hard to come by, but they exist. Mostly you can treat them like mentalists, but they're a lot more versatile, and the smarter ones set up defensive spells in advance or even make charms to protect themselves. There is a special way to take down a mage, though, but it's gonna hurt a lot. If you can make a mage overextend himself, there's a chance he's gonna drop one of the many balls he has in the air and suffer what magic guys call "Backlash". I'm not really sure how it works, but I've seen it happen a couple of times, and it's really ugly. Mages balance a lot of forces, and if you can make that balance slip, it tends to come crashing in on the mage hard. The only problem is lasting long enough to push the mage to that point. [Callout Box] DEX SEZ! An Anchor can be a great asset to a freak-hunter team, as long as you're not depending on any supertech. Some are even professional freak-hunters, since they can shut down freaks' powers. But against mages they're especially useful. With a martial artist, odds are good he can still kick your head in even without his powers. If a brick throws a car at you from outside the Anchor's range, the Anchor's not going to do anything against the car hitting you. But almost everything a mage can do to you will be completely stoppable by an Anchor. Plus, just having an Anchor around seems to make Backlash more likely, from what I hear. [End of box] 9) Megafreaks. Face it, some guys have it all. They're so powerful that either their weaknesses are all covered, or even their weak spots are too strong to touch. Guys like WarStar, Antiochus V, or Devastator. But notice that these are all "badguys". You may not be able to touch them, but you probably don't have to, as the freaks currently pretending to be humanity's protectors will fight most megafreaks for you. With these guys, run away. Pretend to be a normal joe. Just don't get into a fight with them, most of them won't even accept a surrender. Know your limits and don't pick a fight with someone way outside those limits. Or do something about your limits, like me and Dex did. Now that we've covered the basics, let's look at some of these tactics in more detail. ============================================================================= Kaoru skimmed the rest of the chapter. It was all fairly dry, the sort of thing that looked like it had been half copied from a police training manual. Which, considering how Max and Dex were disgruntled cops before they went on their decade-long quest to eliminate superhumans, it probably had been. "A zealot is one who redoubles his efforts while losing sight of his goals," said Santayana, or words to that effect. Max and Dex certainly fit that definition. They had been so obsessed with "freaks" that they became some of the freakiest people of the Third Heroic Age. Mutated into unstable forms by Devastator (acting through intermediaries), their brains salvaged by Antiochus V and placed in robot bodies, their slain spirits dragged back to unlife by Lord Ebon...if the Wanderer hadn't finally laid them to rest odds were pretty good Doublecross would have gotten his hands on them and turned them into photonics, just to complete the set and have them working for all the era's greatest evils. They never seemed to care who gave them power, so long as they got a chance to kill superhumans. And their benefactors didn't really care which ones Max and Dex killed, using them as distractions or blunt instruments. A mutually malignant relationship all around. Kaoru closed the file and decided to go get some lunch. Sometimes there was only so much hate-filled insanity you could take in a morning, especially when it was so lucidly presented.... ============================================================================ Author's Notes: This one started as a quick paragraph or so, written more or less in Chuck Morse's "voice", as something I thought I should work into a story eventually (the bit about leaping martial artists). Then, in the course of explaining it on my LiveJournal, I decided I could get a "story" out of it all on its own. Well, an in-setting piece of "nonfiction", anyway. After tinkering with some ideas, I settled on an excerpt from a book by Max & Dex, a recurring couple of baddies from my ASH Champions game and its successor Raiders campaign. Commander Force also comes from that campaign, infamous for being kicked out of ASH after one mission because he didn't seem to care about where his missed shots went. He later got improved targeting software for his cybereyes, though, and became synonmous with deadly accuracy, the reason WarStar hired him (see WarStar #4). Paladin Press is a real outfit, publishers of the infamous "How To Kill" chapbook. I picked up a copy back in college, and it's a hoot. Purporting to be based on declassified Army training manual information, its advice ranges from the probably apocryphal (Russian anti-tank mine dogs) through the silly and useless (throwing a thermos's worth of liquid nitrogen at someone's head to freeze it solid...trust me, it doesn't work) all the way to the downright hazardous to the user (a recipe for caseless ammo that's all but guaranteed to explode in the barrel and injure the firer). There's some real stuff in there, but it's generally hidden by the bullshine. The most convincing story I've heard about Paladin Press is that it's a dummy company set up by the military in the wake of laws being passed that required declassification and dissemination of a bunch of stuff the military didn't want declassified, much less disseminated. So Paladin Press would buy the exclusive publishing rights to all this info, then put out deliberate disinformation like the liquid nitrogen foolishness, with just enough real stuff in there to be able to claim they were using the info they had the rights to. Their books were invariably cheap little black and white chapbooks like "How To Kill", and by the time I was in college they were widely known (among those who had heard of them at all) as a joke at best, and deliberate misinformation at worst. Thus making them a perfect target for subversion by Bennett Rush's "Ringer" agents in the late 1980s, although this is a "retcon" I decided on just today, not something I used back at the time (although I now wish I'd thought of it then!). After all, no one trusted their info to be valid, making them ideal for publishing stuff Rush wanted spread around right under the noses of the authorities. Paladin Press became a sort of supervillain small press, helping them share information and even spread the word to normals who might be sympathetic (such as the people who tended to buy Max & Dex's book). Even after Rush became the insane Lord of Living Light, his now-independent former agents in Paladin continued running it as a very profitable illegal enterprise. And heck, they even had all that declassified true military info to draw on for the stuff they sold on the racks in Haven. :) Paladin Press went out of business in 1998 for reasons which should be fairly obvious. It's possible some of the Ringers were normals and spared the events of July 6, but there just wasn't a market anymore.... By the way, you'll notice more typos than usual for me. This is intentional. After proofreading I went back and put in a few to lend it that "really small press" authenticity. ============================================================================ For all the back issues, plus additional background information, art, and more, go to http://www.eyrie.org/~dvandom/ASH ! To discuss this issue or any others, either just hit "followup" to this post, or check out our Yahoo discussion group, which can be found at http://groups.yahoo.com/group/ash_stories/ ! There's also a LiveJournal interest group for ASH, check it out at http://www.livejournal.com/interests.bml?int=academy+of+super-heroes ============================================================================