December 7th, 2013
In Focus Review - Super System 3rd Edition and Super Figs
from Four-Color Figures
While you can find more fantasy and sci-fi skirmish games out there than ever before... there's still somewhat of a lack of superhero miniatures skirmish games available. At present, and not including HeroClix, there's really only two notable products in this genre and that's SuperSystem and Pulp City.
SuperSystem has been around for years now, and it's one of the most memorable superhero skirmish games available for miniature gaming. The most current version of SuperSystem is 3rd Edition. The easiest way to obtain Supersystem 3rd Edition is to purchase the .pdf version for $10.95. There's a hard-copy version available too for $25, but it seems more elusive to find in-print.
The first thing I noticed right off the bat is that 3rd Edition looks like what may have been the 2nd Edition rulebook, just with some additions and updates. I say this because right from the start the documentation refers to the game as S2 (SuperSystem 2nd Edition), and this continues on throughout the entire rulebook.
Playing the game
To play the game the rules claim that you need about 20x D6 dice, the rulebook of course, painted models, the SuperSheets found in the back of the rulebook detailing your models, and a 4 X 4 playing surface. Fair enough. I also like how they stress “painted models”. Personally nothing is more unappealing to me than playing ANY miniatures game with unpainted, primed, or half-painted models. It's nice to see I'm not the only who thinks this way.
Goal Rolls is a main mechanic in SuperSystem. To perform certain actions you roll X number of D6 dice, of course based on what ever that dice pool is. The results of 4, 5 and 6 are considered successful, while anything less than 4 is ignored completely.
Strength, Agility, Mind and Resolve all have their own numerical value stat, which reflects how many dice you get to roll when any of those four attributes are called upon for a Goal Roll. If my Strength stat is 4, then my dice pool is 4x D6. A nice touch is that a roll of 6 at any time is always considered Special, and when you end up with a 6 it counts as two goal rolls in one.
Combat ends up being a round of Opposed Goal Rolls pitting both players against each other. My attack roll may grant me 4x D6, while my opponent may have a dice pool of 5x D6 to roll in their defense, and which ever player ends up with the most goals wins. In the case of a tie the Defender has the upper hand though, as Defenders always win in the case of a tie.
A round of play isn't overcomplicated with multiple phases either. This I like. There's an Initiative Round, and a Combat Round every turn, and that's it. It's no more complicated than that. At the start of every round each player elects a model to be the Leader, and that model's Agility or Mind stat is used and both sides roll off to see who gains Initiative to go first that turn.
The Combat Round is played out as each player alternates activating their models, and once the last model is finished activating another Initiative Round begins to start the next turn. There's also Action Points utilized in SuperSystem. A model's AP value is equal to the sum of the Agility and Mind attributes of a model.
Lets say I have a total of 8 AP to use per turn. The only thing to keep in mind is that you cannot make more than one attack per round, ever. However you may attack at the start of an activation, during an activation or at the end of your activation, as long as you have enough AP to cover the cost of what you want to do.
For instance movement is 1-inch per AP, which is simple enough. In terms of modes of movement there's standard walking and running, but also climbing, jumping and flying as well. To attack at range or in close combat it's a cost of 3 AP, picking up items or activating a device costs 2 AP, and some other more complex maneuvers have variable AP costs.
Charging in SuperSystem is a little different than in other games, yet somewhat similar as well. You must spend 5 AP minimum to perform a Charge, but every AP spent on a Charge grants you 2-inches worth of movement. At the end of the Charge if you reach base contact with a foe, then you can perform an attack, and with the bonus of +2 D6 on your Goal Roll on that attack.
Damage also ends up an Opposed Goal Roll with the Attacker rolling their DMG Dice pool versus the Defenders Physical Resistance dice pool. So the Defender has a chance to cancel out some damage, and what ever difference the Attacker may win by is how many points of Vitality the Defender will loose in the end.
Ranged Combat is pretty straight-forward too. There's no pre-measuring allowed, but ranges are broken up into Range Bands. A measurement of 0-3-inches is Point Blank, incurring a +1D modifier to the target. Up to 15-inches is considered Short Range with no modifier. Other ranges go as high as 30, 45 and 60-inches, each of which incur higher modifier penalties like +2D, +4D and +6D respectively. Over 60-inches is simply out of range. Ranged attacks can also be performed in close combat, which just feels more superhero-like too.
In Superhero-like fashion when a model ends up KOed in SuperSystem, the player has the option of spending 2 AP to perform a Coup De Grace, which is essentially a killing blow to eliminate them from the game, or they can elect to Cuff'Em instead. In addition to the standard hero/villain characters, Henchman are also part of the package, and you can create them in groups to accompany your hero/villains.
There's also about five pages worth of what they call Combat Maneuvers, and this is essentially special moves you can pull off like Haymaker, PowerDive, Grab, Precision Attack just to name a few. Each have a cost in AP to perform, and most offer some sort of bonus.
Character creation is pretty in-depth too. With literally pages worth of powers and abilities to choose from, there isn't much that exists in a comic book that you can't create a character to mimic in SuperSystem. Actually it's so in-depth, that at times it's a bit overwhelming at first to figure out just how to pull it all together to create a character by the rules and restrictions.
Essentially you pay a build cost for the abilities/powers, and also for the number of dice used in the specific dice pools. The system also rewards players for being super-human, as the more super-human you are, the higher your dice pools/stats can be. By spending an insane number of build points with what's provided, you could even create god-like characters like Galactus if you wanted too. The possibilities are extremely flexible in SuperSystem.
The next few pages define the Four Color universe, a handful of scenarios you can play and how to carry over experience in a campaign-like setting to upgrade your characters. The scenarios provided are Ambush, Assassination Agenda, Getaway, The Rescue, Rooftop Rumble and Slugfest. The names alone give you an idea of what they're all about, and it's a nice variety of different mission types to play out, all of which are very comic-book-like.
One thing I like about the scenarios is that they have a Special Events mechanic, which can toss everything from civilians or an unexpected ally into the scenario to the discovery of weird radiation or an unexpected tachyon field during each one. That random element is pretty cool, and is also very comic-book-esq in presentation.
Another section towards the back of the book is called Optional Skill System, which is an optional way to help utilize SuperSystem in more of an RPG-like setting. The last few pages include some basic rules for breaking objects, some basic profiles for specific super archetypes, and lastly play aids. Play Aids include an alternate way to play the game with playing cards without dice. There's also a pretty cool dice average table provided detailing all the possible dice rolling outcomes. The very last pages include blank Super Sheets for character creation, a Series Tracker sheet for campaign play and a listing for all of the available SuperFig models by model # and price.
SuperSystem has been around for years now, and it's one of the most memorable superhero skirmish games available for miniature gaming. The most current version of SuperSystem is 3rd Edition. The easiest way to obtain Supersystem 3rd Edition is to purchase the .pdf version for $10.95. There's a hard-copy version available too for $25, but it seems more elusive to find in-print.
The first thing I noticed right off the bat is that 3rd Edition looks like what may have been the 2nd Edition rulebook, just with some additions and updates. I say this because right from the start the documentation refers to the game as S2 (SuperSystem 2nd Edition), and this continues on throughout the entire rulebook.
Playing the game
To play the game the rules claim that you need about 20x D6 dice, the rulebook of course, painted models, the SuperSheets found in the back of the rulebook detailing your models, and a 4 X 4 playing surface. Fair enough. I also like how they stress “painted models”. Personally nothing is more unappealing to me than playing ANY miniatures game with unpainted, primed, or half-painted models. It's nice to see I'm not the only who thinks this way.
Goal Rolls is a main mechanic in SuperSystem. To perform certain actions you roll X number of D6 dice, of course based on what ever that dice pool is. The results of 4, 5 and 6 are considered successful, while anything less than 4 is ignored completely.
Strength, Agility, Mind and Resolve all have their own numerical value stat, which reflects how many dice you get to roll when any of those four attributes are called upon for a Goal Roll. If my Strength stat is 4, then my dice pool is 4x D6. A nice touch is that a roll of 6 at any time is always considered Special, and when you end up with a 6 it counts as two goal rolls in one.
Combat ends up being a round of Opposed Goal Rolls pitting both players against each other. My attack roll may grant me 4x D6, while my opponent may have a dice pool of 5x D6 to roll in their defense, and which ever player ends up with the most goals wins. In the case of a tie the Defender has the upper hand though, as Defenders always win in the case of a tie.
A round of play isn't overcomplicated with multiple phases either. This I like. There's an Initiative Round, and a Combat Round every turn, and that's it. It's no more complicated than that. At the start of every round each player elects a model to be the Leader, and that model's Agility or Mind stat is used and both sides roll off to see who gains Initiative to go first that turn.
The Combat Round is played out as each player alternates activating their models, and once the last model is finished activating another Initiative Round begins to start the next turn. There's also Action Points utilized in SuperSystem. A model's AP value is equal to the sum of the Agility and Mind attributes of a model.
Lets say I have a total of 8 AP to use per turn. The only thing to keep in mind is that you cannot make more than one attack per round, ever. However you may attack at the start of an activation, during an activation or at the end of your activation, as long as you have enough AP to cover the cost of what you want to do.
For instance movement is 1-inch per AP, which is simple enough. In terms of modes of movement there's standard walking and running, but also climbing, jumping and flying as well. To attack at range or in close combat it's a cost of 3 AP, picking up items or activating a device costs 2 AP, and some other more complex maneuvers have variable AP costs.
Charging in SuperSystem is a little different than in other games, yet somewhat similar as well. You must spend 5 AP minimum to perform a Charge, but every AP spent on a Charge grants you 2-inches worth of movement. At the end of the Charge if you reach base contact with a foe, then you can perform an attack, and with the bonus of +2 D6 on your Goal Roll on that attack.
Damage also ends up an Opposed Goal Roll with the Attacker rolling their DMG Dice pool versus the Defenders Physical Resistance dice pool. So the Defender has a chance to cancel out some damage, and what ever difference the Attacker may win by is how many points of Vitality the Defender will loose in the end.
Ranged Combat is pretty straight-forward too. There's no pre-measuring allowed, but ranges are broken up into Range Bands. A measurement of 0-3-inches is Point Blank, incurring a +1D modifier to the target. Up to 15-inches is considered Short Range with no modifier. Other ranges go as high as 30, 45 and 60-inches, each of which incur higher modifier penalties like +2D, +4D and +6D respectively. Over 60-inches is simply out of range. Ranged attacks can also be performed in close combat, which just feels more superhero-like too.
In Superhero-like fashion when a model ends up KOed in SuperSystem, the player has the option of spending 2 AP to perform a Coup De Grace, which is essentially a killing blow to eliminate them from the game, or they can elect to Cuff'Em instead. In addition to the standard hero/villain characters, Henchman are also part of the package, and you can create them in groups to accompany your hero/villains.
There's also about five pages worth of what they call Combat Maneuvers, and this is essentially special moves you can pull off like Haymaker, PowerDive, Grab, Precision Attack just to name a few. Each have a cost in AP to perform, and most offer some sort of bonus.
Character creation is pretty in-depth too. With literally pages worth of powers and abilities to choose from, there isn't much that exists in a comic book that you can't create a character to mimic in SuperSystem. Actually it's so in-depth, that at times it's a bit overwhelming at first to figure out just how to pull it all together to create a character by the rules and restrictions.
Essentially you pay a build cost for the abilities/powers, and also for the number of dice used in the specific dice pools. The system also rewards players for being super-human, as the more super-human you are, the higher your dice pools/stats can be. By spending an insane number of build points with what's provided, you could even create god-like characters like Galactus if you wanted too. The possibilities are extremely flexible in SuperSystem.
The next few pages define the Four Color universe, a handful of scenarios you can play and how to carry over experience in a campaign-like setting to upgrade your characters. The scenarios provided are Ambush, Assassination Agenda, Getaway, The Rescue, Rooftop Rumble and Slugfest. The names alone give you an idea of what they're all about, and it's a nice variety of different mission types to play out, all of which are very comic-book-like.
One thing I like about the scenarios is that they have a Special Events mechanic, which can toss everything from civilians or an unexpected ally into the scenario to the discovery of weird radiation or an unexpected tachyon field during each one. That random element is pretty cool, and is also very comic-book-esq in presentation.
Another section towards the back of the book is called Optional Skill System, which is an optional way to help utilize SuperSystem in more of an RPG-like setting. The last few pages include some basic rules for breaking objects, some basic profiles for specific super archetypes, and lastly play aids. Play Aids include an alternate way to play the game with playing cards without dice. There's also a pretty cool dice average table provided detailing all the possible dice rolling outcomes. The very last pages include blank Super Sheets for character creation, a Series Tracker sheet for campaign play and a listing for all of the available SuperFig models by model # and price.
SuperFigs Models
The SuperFigs Models have been around for years now. I remember seeing them in the early 2000s, and they're still around today. While the number of releases has slowed to a crawl, there's still a lot of really nice models to be had in the SuperFigs range.
All SuperFigs are made of metal, which may contain lead, and are all 28mm scale. Although they did start to create a 15mm range of models, but it seems it never took off, or they gave up on 15mm, because there's literally only a small number of models available in that scale.
On average most 28mm scale SuperFigs are in the $3.99 USD price-range. Some larger models are a wee bit more, but overall they're probably the most affordable range of super hero/villain models out there next to the models in Reaper's Chronoscope range.
The big difference is that there's hordes of models available in the SuperFigs range. I counted more than 110 different models available in the SuperFigs range, that's a lot of models. I also like how they categorize the models. They're all separated into category names like Brick, Brawler, Speedster, Blaster, Super, Alien and so on.
Here's a little rundown of the models I was sent for review...
Brawler 1/Wildman
Like all SuperFigs models, this is also a single piece casting. So there's no arms, legs, or heads or weapons to glue on. Right out of the package this guy is ready for primer and painting. The sculpt is that of a muscular long-haired male standing there with fists clenched ready for a fight.
At a glance I see a lot of the classic Marvel villain Sabertooth when I look at this model, and he's no doubt the inspiration for Wildman. The only thing missing is a plastic base, but there's an integral base molded on at the feet, and he does stand just fine with it alone. This model sell s for $3.99 USD.
WereWolf 2/QuickClaw
This is one of the few 2x model SuperFigs sets. This set comes with two separate models in a single package. Quickclaw is depicted in a human form, and werewolf form both via two unique models. Both look great, and I like the fact that both models are standing there in the same exact pose, the only difference is that one is in transformed werewolf form, and one isn't.
Both models have integral bases, and both are single piece castings so there's nothing to assemble. Mold lines and flash are at a minimum too, as they're quite clean right out of the package. This set sells for just $6.00 USD.
Megapulse
I'm not quite sure what category this model falls under, as I couldn't find her listed at the SuperFigs site. However it's clear she's maybe a blaster or psychic super of some sort, as she has a faceless mask and has her one fist clenched and held upwards.
There's a 2nd model included as well, which looks like a shrunken version of the original. So maybe she has some ability to shrink, or they tossed in this 2nd smaller model to be used in 15mm scale games, as that's what scale the smaller model appears to be. She retails for $4.95 USD.
Blaster 1/Doc Shock
As the name implies, this is a blaster model. Of all the models I've seen so far, this one just looks really generic to me. This is clearly one of the very first models created for the line, and it shows. It's not a bad looking model by an means, but the trench coat, and fist pointed outwards as if he's going to blast someone just doesn't impress me much.
The Duke Nukem crew-cut hair cut really ruins it for me too. Again this isn't a bad looking model, it's just not what I'd consider a blaster. Doc Shock retails for $3.99 USD.
Brick 13/Stoneflower
Once again the name gives away that this is another Brick model. This is a female brick model, with a mask and a believable super hero/villain outfit. Like the rest she too comes on an integral metal base, and carries a price-tag of $3.99 USD.
Brick 12/Kragg
Here's another brick, this time a muscular male version. This guy reminds me a lot of one of the Marvel super villains from the wrecking crew. I can't recall the exact name, but he looks the part. He looks like he should have a lamp-post or crow-bar in his hand.
Kragg is also in dramatic pose, lunging forward punching away at what ever stands in his way. Good stuff. He sells for $3.99 USD.
Speedster 2/Split Second
Here's another really nice model from the SuperFigs range. I've always had a soft spot for speedsters like the Flash and Kid Flash, and this is a female speedster model. She has some really cool looking techno-gauntlets of some sort on her wrists, and she's dramatically posed in motion running forward. At $3.99 USD this is another one of the must-have models from the range.
Flyer 1/Grav Girl
While I've always been a fan of flying models, especially the superman-like ones, but this one isn't cutting it for me. First off she's really tall, so tall she's a bit out of scale with the rest of the models.
I do however like the pose, as it looks like she's just setting down from flight, and she's coming in at an angle. I guess with the right paint job she can be a nice addition to any super force, and at $3.99 USD she won't break the bank to obtain her.
Max Megaton
This is another 2x model pack of models. Max Megaton is wearing a visor, he's wearing spandex and has some really big fists. So it's hard to say what his class is, but it's clear he's ready to kick some butt, and overall I think it's a nice model.
Like Megapulse, Max here comes with a tiny version of himself as well in 15mm scale. Again I'm not totally clear if the idea is that he can shrink down, or if that's a 15mm scale model they throw in as a bonus to play SuperSystem in 15mm scale, but he will only set you back $4.95 USD.
That's really just the tip of the iceberg when it comes to SuperFigs too. With over 110 models available, there's definitely a super hero/villain model out there for everyone to choose from. While most are single or double packs, they also offer some very reasonably priced henchman packs with 5x models for $10 or under too.
The only issue with SuperFigs is the same issue with SuperSystem in general, availability. OldGlory seems to be the official retailer for SuperFigs models.. Aside from OldGlory the only other source I found online was FRP Games.
Conclusion
SuperSystem 3rd Edition and SuperFigs combined make for a lot of fun if you're a super hero/villain or comic-book enthusiast looking for a tabletop skirmish game. I tend to think of SuperSystem 3rd Ed as a really versatile toolkit for all things super-hero/villain skirmish gaming in 28mm-30mm-ish scale.
What really puts it in such a good position is the total lack of more options when it comes to super-hero/villain miniature model skirmish games for tabletop gaming enthusiasts. Sure there's HeroClix for getting your Intellectual Property (Marvel Comics/DC Comic) super-hero fix, and Pulp City is one of t newest kid on the block with great models and fun gameplay too, both of which are great games in their own right.
SuperSystem might not totally overshadow the rest of the competition, because there's some things that each of the options available have over the other, but there's one thing that SuperSystem has that the competition doesn't. One word describes it too...versatility!
You can simply do so much more with SuperSystem that can't be done with any of the other super-hero games out there. The SuperFigs line of models is also an amazingly affordable option, which literally costs 50% less than say Pulp City models. Now in their defense I will say that Pulp City has without question the nicest looking models, sculpted by the industries best sculptors, but that's why they cost so much too.
The best thing about SuperSystem is that you're not required to use SuperFigs, you could easily use your favorite Pulp City models and create an all new hero/villain from them, along with a new back story for them in the Four Color world of SuperSystem 3rd Edition. You could even use a handful of uber cheap HeroClix models, or some of Reaper's Chronoscope super models, the sky is the limit with SuperSystem.
The SuperFigs Models have been around for years now. I remember seeing them in the early 2000s, and they're still around today. While the number of releases has slowed to a crawl, there's still a lot of really nice models to be had in the SuperFigs range.
All SuperFigs are made of metal, which may contain lead, and are all 28mm scale. Although they did start to create a 15mm range of models, but it seems it never took off, or they gave up on 15mm, because there's literally only a small number of models available in that scale.
On average most 28mm scale SuperFigs are in the $3.99 USD price-range. Some larger models are a wee bit more, but overall they're probably the most affordable range of super hero/villain models out there next to the models in Reaper's Chronoscope range.
The big difference is that there's hordes of models available in the SuperFigs range. I counted more than 110 different models available in the SuperFigs range, that's a lot of models. I also like how they categorize the models. They're all separated into category names like Brick, Brawler, Speedster, Blaster, Super, Alien and so on.
Here's a little rundown of the models I was sent for review...
Brawler 1/Wildman
Like all SuperFigs models, this is also a single piece casting. So there's no arms, legs, or heads or weapons to glue on. Right out of the package this guy is ready for primer and painting. The sculpt is that of a muscular long-haired male standing there with fists clenched ready for a fight.
At a glance I see a lot of the classic Marvel villain Sabertooth when I look at this model, and he's no doubt the inspiration for Wildman. The only thing missing is a plastic base, but there's an integral base molded on at the feet, and he does stand just fine with it alone. This model sell s for $3.99 USD.
WereWolf 2/QuickClaw
This is one of the few 2x model SuperFigs sets. This set comes with two separate models in a single package. Quickclaw is depicted in a human form, and werewolf form both via two unique models. Both look great, and I like the fact that both models are standing there in the same exact pose, the only difference is that one is in transformed werewolf form, and one isn't.
Both models have integral bases, and both are single piece castings so there's nothing to assemble. Mold lines and flash are at a minimum too, as they're quite clean right out of the package. This set sells for just $6.00 USD.
Megapulse
I'm not quite sure what category this model falls under, as I couldn't find her listed at the SuperFigs site. However it's clear she's maybe a blaster or psychic super of some sort, as she has a faceless mask and has her one fist clenched and held upwards.
There's a 2nd model included as well, which looks like a shrunken version of the original. So maybe she has some ability to shrink, or they tossed in this 2nd smaller model to be used in 15mm scale games, as that's what scale the smaller model appears to be. She retails for $4.95 USD.
Blaster 1/Doc Shock
As the name implies, this is a blaster model. Of all the models I've seen so far, this one just looks really generic to me. This is clearly one of the very first models created for the line, and it shows. It's not a bad looking model by an means, but the trench coat, and fist pointed outwards as if he's going to blast someone just doesn't impress me much.
The Duke Nukem crew-cut hair cut really ruins it for me too. Again this isn't a bad looking model, it's just not what I'd consider a blaster. Doc Shock retails for $3.99 USD.
Brick 13/Stoneflower
Once again the name gives away that this is another Brick model. This is a female brick model, with a mask and a believable super hero/villain outfit. Like the rest she too comes on an integral metal base, and carries a price-tag of $3.99 USD.
Brick 12/Kragg
Here's another brick, this time a muscular male version. This guy reminds me a lot of one of the Marvel super villains from the wrecking crew. I can't recall the exact name, but he looks the part. He looks like he should have a lamp-post or crow-bar in his hand.
Kragg is also in dramatic pose, lunging forward punching away at what ever stands in his way. Good stuff. He sells for $3.99 USD.
Speedster 2/Split Second
Here's another really nice model from the SuperFigs range. I've always had a soft spot for speedsters like the Flash and Kid Flash, and this is a female speedster model. She has some really cool looking techno-gauntlets of some sort on her wrists, and she's dramatically posed in motion running forward. At $3.99 USD this is another one of the must-have models from the range.
Flyer 1/Grav Girl
While I've always been a fan of flying models, especially the superman-like ones, but this one isn't cutting it for me. First off she's really tall, so tall she's a bit out of scale with the rest of the models.
I do however like the pose, as it looks like she's just setting down from flight, and she's coming in at an angle. I guess with the right paint job she can be a nice addition to any super force, and at $3.99 USD she won't break the bank to obtain her.
Max Megaton
This is another 2x model pack of models. Max Megaton is wearing a visor, he's wearing spandex and has some really big fists. So it's hard to say what his class is, but it's clear he's ready to kick some butt, and overall I think it's a nice model.
Like Megapulse, Max here comes with a tiny version of himself as well in 15mm scale. Again I'm not totally clear if the idea is that he can shrink down, or if that's a 15mm scale model they throw in as a bonus to play SuperSystem in 15mm scale, but he will only set you back $4.95 USD.
That's really just the tip of the iceberg when it comes to SuperFigs too. With over 110 models available, there's definitely a super hero/villain model out there for everyone to choose from. While most are single or double packs, they also offer some very reasonably priced henchman packs with 5x models for $10 or under too.
The only issue with SuperFigs is the same issue with SuperSystem in general, availability. OldGlory seems to be the official retailer for SuperFigs models.. Aside from OldGlory the only other source I found online was FRP Games.
Conclusion
SuperSystem 3rd Edition and SuperFigs combined make for a lot of fun if you're a super hero/villain or comic-book enthusiast looking for a tabletop skirmish game. I tend to think of SuperSystem 3rd Ed as a really versatile toolkit for all things super-hero/villain skirmish gaming in 28mm-30mm-ish scale.
What really puts it in such a good position is the total lack of more options when it comes to super-hero/villain miniature model skirmish games for tabletop gaming enthusiasts. Sure there's HeroClix for getting your Intellectual Property (Marvel Comics/DC Comic) super-hero fix, and Pulp City is one of t newest kid on the block with great models and fun gameplay too, both of which are great games in their own right.
SuperSystem might not totally overshadow the rest of the competition, because there's some things that each of the options available have over the other, but there's one thing that SuperSystem has that the competition doesn't. One word describes it too...versatility!
You can simply do so much more with SuperSystem that can't be done with any of the other super-hero games out there. The SuperFigs line of models is also an amazingly affordable option, which literally costs 50% less than say Pulp City models. Now in their defense I will say that Pulp City has without question the nicest looking models, sculpted by the industries best sculptors, but that's why they cost so much too.
The best thing about SuperSystem is that you're not required to use SuperFigs, you could easily use your favorite Pulp City models and create an all new hero/villain from them, along with a new back story for them in the Four Color world of SuperSystem 3rd Edition. You could even use a handful of uber cheap HeroClix models, or some of Reaper's Chronoscope super models, the sky is the limit with SuperSystem.