Showing posts with label tactics. Show all posts
Showing posts with label tactics. Show all posts

Thursday, September 1, 2022

Thrilling Comics #3 - pt. 4

We're back (after a LONG time away!), still with the Three Comrades, though you'll only see two of them on this page. 

Max should be statted as a guard, or maybe a beat cop. 

Note that our two Heroes intentionally surrender to Von Sneer, no doubt to learn what he's up to. If they'd wanted to, they could have rushed him, even from across the room, and still gone before him if they'd won initiative (which I see happen in comics a lot!).

It's worth noting that Heroes shouldn't have to worry about what languages they know, but you're encouraged to take this benefit away from non-Hero characters. This is a good way to give Heroes another advantage over normal people (and here, greatly assists the plot!).

This page brings up an interesting point, because a lot of the time Heroes are tied up for deathtraps, but are almost never gagged. And they almost never yell for help either. Now, we don't expect them to because it doesn't come off as very heroic, but it is certainly the most natural reaction to being tied up. 

I am skeptical about allowing a filing cabinet tipping over on someone to knock them out - though it will famously be super-effective against Iron Man years later - and would probably allow this to do no more than 1 point of damage. Of course, it's possible for mobsters to only have 1 hit point!

That's a really good guess as to what the oil drums are for. I probably would have guessed they were smugglers myself, but this makes for a better story with higher stakes.

It's weird how physics work in comic books to feed the narrative. A filing cabinet tipping over knocks out a guard, but Lucky bounces down a flight of stairs, caught halfway in a barrel, and seems virtually unharmed. Two thoughts: 1) this proves that damage ranges are a thing, and 2) it makes me wonder if objects should be able to soak damage. I have ruled before if you fall on a person, you can half your damage and transfer the other half to the person you're landing on. But if we applied that to inanimate objects...then armor has to work much differently game mechanics-wise. I think we'll skip this for now.


"Attaboy, Lucky, keep 'em busy killing you!" Seriously, how is Lucky not dead, as the mobsters shoot down at him at short range and he's only moving as fast as a motorboat attempting to match to their vessel? Luckily, in the hands of a 1 HD mobster, even sub-machine guns only get 1 attack per turn. 

I am as unconvinced by that wooden beam being able to do that as I was by the filing cabinet. This is a very generous Editor these boys' players have.

Using the oil seemed an ingenious move at first, but wouldn't starting a fire with it have been more effective?




We're done with those crazy kids and moving onto the next feature, The Woman in Red. The violence level is pretty extreme in this feature, with a man being shown (granted, in silhouette) hanging from the rope that you see on this page on the previous page, and on this page you get a knife thrown into someone's neck (again, granted, not the first time I've seen that in a golden age comic book; it even features into Amazing Man's origin story). 

I mainly include this page for two points. One, American mansions have a tendency to be castles or have many castle-like features in golden age comic books -- and that is a good thing, because you can freely borrow castle maps from That Other Game and use them here and they fit this game. And secondly, telling the handedness of someone from how they tied a knot sounds like a basic skill check to me.

Okay, one more observation - other than having very pronounced cheekbones, there doesn't seem to be anything too terrifying about The Terror.
 
Since The Woman in Red and The Terror are both unencumbered and, hence, moving at the same movement rate, it's only natural that WiR fails to catch up. 
 
Here, we learn that you can open a secret door and still get a surprise turn after. 
 
A 200' drop is a very tall castle, unless this also accounts for a dry moat at the base of the castle wall too? 
 
It's not clear where the mysteriously handy rope is hanging from. Depending on how far down she is when she passes it would help me determine how fast she's falling and, from that, the AC to reach out and "hit" the rope -- AC 9 in the first second, AC 7 in the second second, AC 4 in the third second - by then she's fallen more than halfway. I might also require a Strength or a Dexterity check (whichever is better on the 1st second; whichever is worse on the 3rd second) to determine if she can keep a hold on the rope after catching it, or if her downward momentum pulls her past it. 
 
I'm puzzled by what that shape is in front of the window, as I'm not aware of that being a castle feature. I mean, it makes sense, as it makes it harder for anyone to smash through the window and fit inside, but I just don't know what that pole would be called.  
 
I wish I had enough detail to map this castle, because we keep getting tantalizing glimpses of how elaborate it is. So far we have a rooftop access door from a tower, multiple staircases, rooms that are only accessible by secret doors and outside windows (or by digging your way into them), and a literal dungeon with cell doors (double-barred no less) on the same floor with a library.
 


 
More interesting points - the Woman in Red gives away her real name in order to gain someone's trust, a rare instance of a gun being used to disarm a knife, and in the Scooby Doo-esque climax we learn that the butler - that is, someone named Butler - did it.
 
 
 
 
Here's a quick look at the next feature, which gives us two novel twists - one, a new location to rescue a damsel in distress from, and two, a new "Macguffin" - a military code book (thank goodness it's not yet another new invention!).

(Scans courtesy of Digital Comic Museum.)
 


 






  


Saturday, April 9, 2022

Thrilling Comics #3 - pt. 1

It's no Multiverse of Madness, but on this Dr. Strange adventure we get a trip to the Orient. Or at least as far as Chinatown, so far. Is this page worth sharing? I thought it noteworthy for three things. One, "plans for canal fortifications" felt like such a welcome relief from the upteenth adventure to revolve around a stratoplane or a new type of torpedo. Two, there's the interesting distinction between Chinese and Manchurian. Although we think of Manchuria as part of China today, and it was pretty much assimilated by China long before 1940, throughout most of the 1930s Manchuria had been conquered and "liberated" by Japan. Three, most heroes' contacts in Chinatown are "respectable" businessmen who turn out to be criminals, but this story skips over all that and reveals this guy Fang as a gang leader from the start. This is better (and less racist), as it frees up the rest of Chinatown to be represented by real respectable businessmen. 


That's got to be pretty embarrassing, falling for the ol' go-in-first-while-I-lock-the-door-behind-you trick. Almost as embarrassing as the collection of racist cliches in panel 3! But even that may pale in comparison to how incredibly dorky Doc looks in panel 4, with his incredibly misshapen shoulder, Don King hairstyle, and his short pants that barely reach his socks.   

That is a lot of attackers coming at Doc, but he does have a tactical advantage of bottlenecking them on the same side of the railing. 

More interesting to me is the last panel, with all the hideout dressing in the corner. There's a box, a pail, a coffer, a barrel, a chest, a...couch? A drip pan for oil changes? It's harder to tell with the smaller objects.

Trap doors with slides to lower levels? How D&D-like! A room filled with coffins? Also D&D-like! We only differ when the action moves away from the hideout to a new locale -- though cargo ships can also be hideouts!




I'm pretty sure Doc just killed four men with his Raise Elephant power. 

He could have wrapped up the adventure right there by capturing the men on the ship and learning from them who they worked for, but instead he inexplicably leaves the scene to go talk to someone, so the ship can slip away in his absence, and then has to get lucky trying to find it again. He can't track over water, so this is just a question of a lucky wandering encounter, and/or the Editor just being nice. 

Doc is pretty rich, owning a yacht and a plane already. We've talked many times about brevet ranks for this game. Do we need to start talking about ...brevet starting money?

Doc is lucky that plane isn't a rental!

There isn't any mechanic that would determine if your foot catches in something, so that's simply Editor's Fiat.

Kicking a plane out of the water...hmm. I'm tempted to say that's Extend Missile Range with several Roman numerals after it...but since it isn't used for combat, this could just be flavor text. 

More important is the following panel. How far can a superhero swim? Non-superhumans have swam over 100 miles without stopping, so the fact that Doc swam 30 isn't that impressive. Maybe it's the speed that he swam it? But that could be measured easily with a Race the- power. Anyway, back to my original question...I'm going to say that H&H Heroes can swim 1-6 miles per point of Constitution they have.

Hoo-hum, the old cliche of the warship disguised as a tramp! 

Shielding himself from fire is easy, that's just the power Fire Resistance at work. But shielding or blocking someone else with his own body...that requires a different mechanic, one that is universal in application and not specific to a certain power -- since there are many circumstances in a H&H game when the Heroes might need to shield people.

I am reminded of a recent time I ran Monsters!Monsters!, the Tunnels & Trolls variant where you play the monsters. In it, the only game mechanic outside of combat was saving throws. Need to hide? Make a saving throw! Trying to duck behind cover? Make a saving throw! Shield someone with your body? Oh! Hmm...



There's some insidious history alteration going on here I should point out. Kachukuo isn't a real place, but it looks like it's based on Manchukuo. Yes, Manchukuo had a ruthless dictator, but that dictator was Japanese, not Manchurian, and he was Hirohito -- Manchukuo was a puppet state created in Manchuria by their Japanese "liberator"/conquerors, as I alluded to at the beginning of this post. Suggesting that the Manchurians themselves were the bad guys suggests Japanese sympathies which surely evaporated in December 1941.
 
Besides that, there's a rare (at this point) example of a superhero punching a villain upwards into the air. The H&H mechanics deal with converting damage into feet pushed at a 1:1' ratio, but if that should be modified to account for gravity, I haven't done so yet - nor will likely do, honestly; sometimes realism just robs us of chances to have fun.  

The old man being attacked feels like a wandering encounter, while the twist of the "main bad guy" being so civil is refreshing, even if he's just being civil in a Bond villain-way.
Doing random good deeds have a way of coming back to help Heroes later, like how the old man knows a secret entrance. It would have been nice to see how the secret door operated! We do get some nice hideout dressing, with the carved pillars, and the closing walls trap is a classic. 
 
I think it's interesting how there's guards stationed at the secret entrance. I guess Kong doesn't like to take any chances? Or perhaps they too were just wandering encounters, heading back to their guard station.
 
It's interesting that Kong is so sure this cage will work when he knows Doc just busted through a stone wall. I wonder what the bars are made out of/what they were treated with? 

I also like the prismatic raygun, each color having a different power. This one is quite powerful - not for the charm ray, but the raise dead ray.

(Scans courtesy of Digital Comic Museum.)
 







 

Monday, March 28, 2022

Rocket Comics #2 - pt. 4

I probably shouldn't be as impressed as I am with the adventures of Buzzard Barnes, and maybe I'm reading too much into things here, but as Barnes and Andy argue over who has the most kills, it reminds me of Legolas and Gimli. In addition, we get to see some of the things you can do during aerial combat, including setting each other's planes on fire, and shooting copilots.


Now this also intrigues me, probably being the first instance of a record being played backwards in a comic book.



I could tell Jack Cole's The Defender is a blatant ripoff of the pulp novel hero, The Avenger, but an even more knowledgeable fan on Comic Book Plus tells us that this story specifically plagiarizes the third Avenger pulp novel, "The Sky Walker." 

Pittsburgh is an unusual setting for a comic book story and might actually be its first appearance in one. 

Drinking carbolic acid is more of a save or die situation rather than doing points of damage - though I could see it still doing damage even if the saving throw vs. poison is made.

The first invisible plane in comics? I'm not sure about that...might have to go back through the blog to check.

It seems like the Defender is kinda' reaching here...wouldn't it be more likely that Peerless Steel just makes inferior product, than the conspiracy theory that Supex Steel is using a stolen ray from an invisible plane to damage any steel that's not theirs? Well, this is comic books, so...


Here's another mad science invention for your Hideouts & Hoodlums campaigns: a sound detector that can follow specific vibrations over a distance of miles, hours later (as unlikely as that seems). 

You'd think inventing a bulletproof airplane might have been a better use of his time...


I get why it was done this way, for story, so it would look like the villains were getting away, but I hope not too many H&H players will plant time bombs in enemy planes, rather than capturing the villains and turning them over to the police with evidence. Although, on second thought, this strategy keeps me from having to give out trophy planes to my players...

(Scans courtesy of Comic Book Plus.)

 




 



Monday, February 7, 2022

Fantastic Comics #5 - pt. 2

We're back for round 2 of Samson vs. Eelo! Although he doesn't look like your "traditional" merman, I'd already decided last time I would stat Eelo as a merman. So panel 1 is either proof that mermen have great swimming movement rate, or this is the first clue that Eelo is actually a supervillain buffed with the Race the Train power.

I've seen some interesting rayguns in golden age comic books, but an underseas gun is a new one. A heat ray shoots heat. What is this one shooting out? Underseas? Is it just a water pistol?

That is some significant wrecking going on there. A submarine weighs a couple of thousand tons, so we're talking battleship category. 

But a hero shouldn't have to do everything; eventually moping up the enemies gets to be rote, or antic-climactic. It's good, then, to have the "cavalry" come in and mop up the remainder, or the remaining sub in this case.
 


I like most of this page. Samson, stoically guarding the two reunited lovers...Eelo, almost heroically, pulling himself up for one more contest with Samson (Eelo must be a supervillain with a few more powers at his disposal, to think he has a chance here)...

And then Samson just hits him and kills him. Ugh. Death-Dealing Blow needs to be its own power. It would be more powerful than Super Punch because Super Punch just does a bunch of damage to knock out virtually any foe, whereas Death-Dealing Blow must make you save vs. plot or die. So, a level 5 power? Maybe level 6? At this point, Samson only should have enough XP to reach 2nd level, so he's either been gifted more brevet ranks, or he's had more all this time and was actually holding back.

Like with ultra-powerful magic-users in the comics, one could ask me, Scott, if superheroes are this powerful, then don't you need more power inflation in even the early levels for Hideouts & Hoodlums? Good question, random stranger, but two explanations for this: 1) the superhero class is based on the first year of Superman stories, before all this power inflation happens, and 2) there are certainly elements I don't want to emulate about the early comic books because I just don't like them. These include done-in-one-blow fights and grossly overpowered heroes.

"Mercury is getting closer to the Sun every year. Eventually it will be destroyed by the - ah, I'm just kiddin'. Mercury is in a stable orbit and is gonna outlast both of us, baby." Apparently Flip just likes to periodically test how gullible Adele is.

Now I'm being flip, but this science is so bad it actually makes me mad that anyone would write it in a book children would be reading. What if they repeated this nonsense in class?




You know...you'd think someone brilliant enough to invent a fourth-dimensional projector would figure out a way to put two separate seats into it. I suspect Flip just uses this as an excuse to get all hands-on with Adele.

I don't even know what I'm looking at with those aliens. Are they giant pigeon angels with halos? Are those beanie copters?


Darn, I was just getting excited about statting Mercurian pigeon angels, but those are just thought-wave helmets. 

Whoa, I thought the misogyny in this issue was just going to be subtle, but this just got way over the top. Not cool, giant pigeon angle impersonators! But what do we think about Flip now? Is he off the hook for sparing her feelings, or should he be honest and tell her that the aliens are women-bashing in front of her? 

A thought about the architecture: at first these look like Earth skyscrapers, but if the natives are birds...what if these "buildings" are actually solid perches for the natives to roost on top of?

Nice...looks like I'm getting something cool for the Mobster Manual after all out of this issue. Heidites are D&D basilisk-like monsters, but instead of having a petrifying gaze attack, they exude green slime from their skin! From a D&D context, this potentially makes them even more dangerous than basilisks. 

Heck, I'm so excited, I just added it into the manuscript now! *sigh* Now to fix all the layout of the book after it...



 
Jumping ahead to Golden Knight, we have a lot of people in chainmail here. Except the girl, of course, who is for some reason in a 20th century bathing suit instead of even a dress. The chainmail is AC 5, but it exists almost as flavor text -- if you hit the target, you can stab right through the chainmail as if isn't there.


I had commented recently on a Facebook post about monster tactics in D&D that the DM has to have some latitude for deciding how advantageous to make those tactics, that the Editor had to stop short of making them so advantageous that the players will switch to the same tactics.

Here, we see entangling with nets giving great advantage. The Golden Knight, despite having a sword in hand, can apparently not cut his way out, or stab through the nets. Now, if this is simply a failed saving throw, and the player knows it, maybe this won't become his next character's main tactic. But if nets work like this every time? Then he will, and he'll expect it to always work for him too, and should. 

Other than that, what bothers me most about this page? The spaghetti straps on The Golden Knight's tabard? The Gothic style of the castle in medieval times? The fact that the castle is brightly painted all over? Okay, it's actually all three.

(Scans courtesy of Digital Comic Museum.) 







Saturday, December 25, 2021

Weird Comics #1 - pt. 2

We're still looking at the Sorceress of Zoom -- well, not too much of her on this page; this is still focused on Tom like this guy is the most important person in the world. I still don't get what the Sorceress sees in Tom, except that this is Tom's story, and I suppose if I met Tom in person maybe I'd be wowed by his 18 Charisma. 

This stranger interests me - I like the idea of the heroes having a magic-user benefactor, but one who is not acting out of altruism, but to use the heroes as pawns against the villain. It's also worth pointing out that this stranger only has to make eye contact to cast spells. Are his eyes his wand?

If I really wanted to apply science to this story, this would need to be a more powerful version of the Levitate spell that also protects the beneficiary from cold and lack of oxygen. That city is up really high! Better hope the spell duration doesn't end before you get up there, Tom!  

Spoilers: the Sorceress' spells require her concentration, including keeping the floating city in the sky (which makes you wonder how she ever sleeps...), so all Tom has to do is distract her and they all win.

So let's move on to Blast Bennett, because I think there's something interesting going on here despite these largely empty panels. Although Blast and his pal are interested in the meteor, neither is, understandably, interested in landing on it. Here's a little spoiler from the next page: the scenario requires them to land on the meteor. So what is a poor Editor to do if his players won't go where the adventure is waiting for them? You have four mysterious spaceships show up and push the location directly into the heroes' path, so they can't evade it!

The X-Men would sure like to have an anti-Magneto gun laying around! 

I was Googling "transverse valve" and the first hits were about rectums. I don't think I've ever stopped searching for something faster.

Let's talk briefly about "universe explorers," because that really seems like an all-encompassing job title. Unless they can access the multiverse in this future? 

The last caption we get just says "Later", with no indication how long it really took to build the gun. This is one of several reasons I've never been able to come up with inventing things rules for Hideouts & Hoodlums that satisfy me. Because, as easy as it is find examples of heroes kit-bashing things together, I seldom have any sense of time for how long it should take.
Now here's an interesting new mobster. I just wish it had a name! It's called "horrible monster" on the next page, so I'll probably have to go with that. Weird how this seemingly aquatic monster -- with its webbed hands and feet and sail, not wings, on its back - is on a waterless meteor, and it makes me think the space pirates either imprisoned it here, or planted it here expressly to kill Blast if he survived the crash. 

Although this page gives us a very poor sense of scale, the next page makes it clear the horrible monster is no more than 9' tall -- and strong -- as it clobbers Blast with one blow. The first panel on this page makes me think it can camouflage itself too, since Blast and Red don't notice it until it steps away from the wall. 


This page leaves the reader with way too many questions. Are they pirates or Canadian Mounties? Blast drops the monster on the pirate-Mounties? Is Blast super strong? Actually, they should all be near weightless on a meteor (there shouldn't be air either, but let's keep ignoring that), but if the monster is easy to pick up and drop because it's near-weightless, then it won't fall on anyone very hard either. And how does it happen to fall on all four of them at once? And how lucky are they that there were only four pirates on board when they confiscate the ship? And whatever happened to the other three pirate ships??


We're going to jump into the next story about Dr. Mortal, a character in the vein of Landor Maker of Monsters. The hero is Mr. Brent, who already knows something is amiss because Dr. Mortal, his girlfriend's father, has weird, malformed manservants with double thumbs. The scenario could go in several directions at the point where Mortal asks him to leave. Mr. Brent could have belligerently insisted he wasn't going anywhere until he got some answers. He could have decided Marlene wasn't worth this and started ghosting her. But I like this middle option he chose, of snooping around. At that point, it could have gone from roleplaying to exploration, with Mortal's house becoming a hideout.

However, this is just an 8-page story, so to move things along Mr. Brent just happens to see Dr. Mortal revealing all his nefariousness through the window.

Four mostly empty panels is really disappointing and tells me this was hastily made filler. 

I'm not sure what makes this guy a monster, other than having no hair, a super-long nose, and no memory of who he was until Mr. Brent, or Gary, does ...whatever it is he does here. Is he hypnotizing the monster to make him remember? 

That is one eloquent ex-monster there. 

What is up with how Dr. Mortal wants all his monsters in Speedos behind closed doors? 

Stray bullet, or intentional shot? If I was looking to make a fast escape, and I had, oh, let's say, consumed a potion of fire resistance recently, then filling the room with fire seems like a good way to safely cover my escape. 

On the other hand...if it's a pistol with six bullets, and there's only four monsters, why not use the last two on Gary and Marlene and skip escaping altogether?

(Scans courtesy of Digital Comic Museum.)

 



 





Sunday, November 14, 2021

Zip Comics #3 - pt. 1

Yay, it's Charles Biro's Steel Sterling! Panel 2 is packed with detail. Steel looks so cool in that suit. The way Steel amuses himself when he's bored is a trait we seldom see from action heroes, and the third identity was super-original at the time (we can call this the "Mike Murdock" mistake now, in hindsight).


"Notorious" is an odd term to use here. Steel isn't wanted by the law that I recall from issues 1 and 2, so I think what she means here is "famous" or "most talked about."  

Brazonia is Brazil, that's an easy one. Orio is a little trickier, since Brasília is the capital of Brazil. It's certainly unusual, from a RPG campaign perspective, to send your Heroes to another continent already on their third adventure, but there's certainly strong precedent for it, going back to Superman's trip to South America in his second story. Biro's Steel Sterling is very much intended to be his answer to Superman, with the invention of the twin used to solve the question of how the maskless superhero goes without being discovered, and Steel conquering South America around the same time in his career. 
 

I can't figure out what city "Colosso" might represent; it doesn't match any of the big city names in Brazil I know. 

Winged tanks should not be a thing, but golden age comic book writers really seemed to love them.

That is a long range for that magnetism power. It's impossible to say how far exactly, but those planes could be anywhere from 100-1,000 feet away already.

Foreign nations always seem to be turning their defense over to Americans; at least Steel used some powers to impress them first. 


Okay, sometimes Biro is moving too fast for his own good. Steel has been given 12 hours to stop Dr. Yar, so instead of looking for Yar, or questioning that pilot he captured (unless the plane crashed and the pilot died...?), he decides to keep up his second secret identity on a long boat trip. So long that it takes him 12 hours to get back to Orio? Or did Yar break his word and attack early (that does seem very villainous)?  

Here's a surprisingly tough call -- if Steel is wrecking the hatch on a tank, is he wrecking a door or a tank? When it's too tough to make a call, go in the middle; Steel is wrecking the hatch as if it was a robot.

Taking over the winged tank instead of wrecking it seems sound strategy. And you get a trophy out of it afterwards!

I'm not sure what tactical advantage the protective circle would have...but tank pilots can make mistakes and this was clearly a mistake, grouping up like that.

Steel survives the explosion thanks to the Invulnerability power. The fact that he's now worried about being hurt by fire proves that powers have limited durations, especially since Steel got his powers in the first place by diving into molten steel (we even saw a replay of it on page 1!).

Steel is going to regret wrapping himself in asbestos someday -- but nobody knew that in 1940. At the time, fashioning himself an asbestos suit out of the lining was quite ingenious. 

I'm a little apprehensive about allowing Heroes to catch missile weapons in mid-air, unless they are superheroes buffed with one of the Race the- powers, or perhaps some other related power -- I could see maybe Improvise Missile Weapon being rationalized, if Steel were catching it to then use as a missile weapon.

The range seems really impressive on those oil ball canons, but if Steel has seen the trajectory of enough of them, I could see letting him find the source with a successful Intelligence check.

Although the narration in the final panel says Steel is breaking into a building, it appears he is breaking through a fence outside the building. Steel walls wreck as tanks, but a steel fence, I might treat that as a truck instead.
Okay, I've had my fair share of quibbles with this story so far, but this page is gold. Henchmen with lightning guns! Steel showing a vulnerability to electricity (or at least thinking he is). Steel's smart tactics -- bringing down the roof to get at the villains out of range, and smashing through a wall to help surprise the main villain. Alligator men (anticipating the Monster Society of Evil?)! Although, between "Oogle gop!" and that suspicious looking seam between shirt and pants in panel 7, I have a sneaky suspicion these are just human hoodlums in costumes. 

Biro also anticipates something that at this time isn't yet true about Superman's stories: here the Black Knight is behind every plot, even in disguise, much like Luthor will later be in Superman stories.

Little details like how Steel recharges his powers from the static electric charge he gets from running his fingers through his hair help me really appreciate this feature. In H&H, you don't need to have a visual gimmick to activate your powers, but if you as a player decide to have one, it is up to you to play it consistent.

It looks like I was wrong about the alligator men being guys in costumes, unless those are amazingly good costumes. I would probably treat them as lizard men instead of statting alligator men separately. And yeah, I can definitely see 6 lizard men being able to take down one superhero with grappling attacks, particularly if the superhero has no good combat-related buffing powers left.

That the sound carrier looks like a giant megaphone is one of those comic touches that tells me Biro isn't taking this story too seriously, and neither should I.

The deathtrap is a good one, particularly for superheroes who can so easily wreck open doors...
 
But I'm skeptical about this solution. Does pushing a drill through a wall really not apply unusual pressure to the wall? In an instance like this, where I'm unsure if I should have a trap go off or not, I might allow the hero a save vs. science to answer the question for me.

Sterling's aim being perfect is worth noting because unbuffed superheroes don't get the bonuses to hit that fighters do. A lucky roll, or was he holding onto the Bulls-Eye power? 

I'm amused by how the colorist often doesn't know what to do with Biro's sometimes sketchy art style. When he doesn't draw lines on the sides of Steel's head in panel 1, suddenly he has no hair there anymore! And the colorist has no idea what to make of that guard. 

Things get really dark in panel 8 -- the Black Knight/Dr. Yar has apparently convinced Dora's father to concoct a chemical weapon, even after telling her father that he plans to use it on Dora. BK is either extremely convinced that he's broken the man's will, or isn't all that worried about whether whatever's in that cocktail will work or not. Perhaps it's just one last attempt to torture the old man before escaping.

(Scans courtesy of Comic Book Plus.)