SuperSystem: Showdown! is the latest supplement for the SuperSystem super hero miniatures battle system. Before I go into a full review, first lets have a little history behind the supplement. Initially, the supplement was going to be a little $5 book that had some new powers, characters, scenarios, and, most importantly, a quick start version of the rules. These quick start rules would be for people unfamiliar with game. At the request of a large number of SuperSystem players, though, it turned into a major supplement with a comprehensive list of all the powers that runs at a reasonable $20.
The contents of Showdown! are basically as follows; a set of quick-start rules, new and revised rules, new and revised powers, additional scenarios, and new Four-Color universe characters with stats for two popular Superhero RPGs.
The quick-start rules are a nice introduction to the game’s mechanics. They are intended for someone to pick up the rules and play a game by themselves in a matter of minutes. They also work well as a guide for someone presenting the concepts of SuperSystem and demonstrating the rules. They really show how elegant the system is. The downside is this section isn’t very useful to veteran players who don’t demo the system. But heck, it is only one page.
The new and revised rules add 3 new rules and 3 revisions. I would look at it as 4 new rules and 2 revisions but I am just being difficult. Of these rules, I think two have the most impact. The first is the Cuff ‘em rule. Its impact is largely in league play that has a role-play component to it. Before Showdown if a good character wanted to take out a regenerating character they would have to perform a Coup de Grace – this lead to un-heroic results. Cuff ‘em solves this nicely. The second of these rules is the revised knockback rule. With the additional of knockback, what was once a sometimes-static battle now becomes a full blown, flying across the table affair. SuperSystem always did a great job of capturing the feel of battles in the comics. I didn’t think this feel could be added to. Well, I was wrong.
The new and revised powers are intended to be a comprehensive list of all the powers and abilities in the rules. There are some new powers that combine and replace older powers like ‘Extra Forms’ replaces ‘Duplication’ and ‘Summoning.’ There are some totally new powers like the ‘Boost’ or ‘Everyman.’ And there are the powers we know and love with some slight clarifications and additions. The only problem with this is that they may have missed more or two of the powers. (But don’t tell anyone. They did such a good job…)
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