Don't do it. [One final comment on Champions. If someone set up a city set piece and I get to bring my superhero, join some friends, and throw down against the GMs super villain team for a four hour mega-battle on a Saturday afternoon? I'm all in! As a tactical supers "boardgame" for this kind of cinematic fun, I think it would be a blast.]
I found the biggest liability for running this game is something called Fred. My definition for the anagram is full rules equal disaster. It is too stupidly big (over 500 pages) with no option to "use what you want and leave the rest." Because someone at the table is going to get butthurt that rule a,b and c (found on page 5, page 36 and somewhere past page 200) isn't being used.
The next liability arises because players think/want/insist? all the rules of the game are in force all the time. You will never get a chance to make a quick adjudication at the table because someone will say "Wait, I think it explains it on page black hole suck of time. In essence people play Champions because they want to play Champions and this is not the same as playing a supers role playing game. You play Champions you just do that. Combat is a slog. The Speed Chart is a cluster fuck of "wait no its my turn." or "Is it my turn yet."
You will never be able to get on with the action of adventuring and campaigning because you will be looking up rules every time someone wants to do something. Or watch someone else at the table do it. Really impractical when your game should be faster than light supers action.
As a game master I believe making rulings on the fly just to keep the action moving along is an important skill. What I mean is, once I understand the internal logic of the game I can make snap decisions which will never be far off the mark from a "by the book" figure. In a game of Champions this becomes a discussion with people flipping through the book to make sure the situation is totaled up "by the book". It doesn't make sense. And none of the subsystems mesh. Damage has no relation to how you calculate attacks. Speed doesn't track with distance, you can't figure out say if a bomb is going to go off in 4 seconds can you get out of blast radius. Or you can figure out yes you could do it if we are not in combat time, but not if in combat time. Very opaque. There is no base mechanic. You just can't say you need an 8 or less to hit, or a 15 or less to hit on 3d6 (i do like a 3d6 bell curve) because someone at the table will dive into the book to make sure everything is figured correctly.
New players are generally lost and experienced players generally play a rulebook instead of interesting supers with fucked up situations forcing drastic action from a list of nothing but bad choices. And all these details seem to drive players to expect specific details when in combat. How far away is something, how much can I carry, does it weigh as much as, how long will this power last... Things which in real comic action would have to be guessed at in split second action times. I stand by my earlier statement anything past 3rd edition (2nd edition repackaged) is awful.
But now I know. I got a good run at the system with my original setting and some decent PC concepts the players came with and I threw my shoulder into it because I wanted to know can a good supers campaign be had with this system. As far as I can tell the answer is no. I have run and played now the classic Marvel supers from TSR, The Hero Instant, Prowlers and Paragons, and Icons. I have read and built characters with Mutants and Masterminds, Supergame, Superworld, Blood of Heroes (MEGS) and Villains and Vigilantes. When you include Champions (which I have the most familiarity with) that is 10 different systems (that I can recall there are probably a couple more) exhaustibly examined and understood and don't care for any of them except DC Heroes/Blood of Heroes, Mayfair Game's MEG system and the Marvel supers game released by TSR. I will most likely do a blog post for both these systems and why I find them attractive for running supers games, but for now I have to give Champions a big thumbs down.
Parting shot, Champions has always claimed you can make any superhero you want with their game, and this is true. But it is also true you can do the same with all the other games I listed above! I have translated the same few superheroes of my own in each one of the above listed systems and low and behold I would come up with the same character. Yes, I can build anything I find in Champions with any of these other games - and quicker! Most people who play Champions seem to be married to a piece of character creation software. If you need a computerized spread sheet and custom programmed software to build a character, I don't know. A superhero is an intimate creation and pencil to paper is a strong way to come out with a strong character concept.
Pace. Pace, pace, pace! Like real estate is location a supers game is all about pace. And it should be brisk. And that is why I will not use or play Champions and prefer the old Marvel system and the old DC Heroes MEGs.