Blade and Moon Knight

CP48 Blade and Moon Knight

Born while the vampire Deacon Frost fed on his mother, Eric Brooks had a portion of the vampiric condition passed on to him. He uses the abilities of this infection to destroy vampires as Blade, a super-powered hunter who possesses the strengths of vampire kind while having none of their weaknesses.

Marc Spector is Moon Knight, the “Fist of Khonshu.” On an archaeological expedition in Egypt, Spector uncovered a temple to the ancient Moon God, Khonshu. Betrayed and left for dead, the god gave Spector a second chance at life as Moon Knight, a super

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Blade Miniature
  • 1 Plastic Moon Knight Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 3 Team Tactic Cards
  • 11 Tokens

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Miniature Assembly


Find assembly diagrams for Blade & Moon Knight here!

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From Panel To Play: Blade

Marvel: Crisis Protocol

07/20/2021

Here to prove that some people are always trying to ice skate uphill, on today’s installment of From Panel to Play we’re looking at the foremost leech exterminator around, Blade!

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From Panel To Play: Moon Knight

Marvel: Crisis Protocol

07/14/2021

When the moon hits your eye, like the might of an ancient Egyptian god that grants you incredible powers, that’s-a Moon Knight…

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Marvel: Crisis Protocol – Core Set Character Updates

Marvel: Crisis Protocol – Core Set Character Updates

We recently announced several Marvel: Crisis Protocol characters would be receiving updates to their stat cards. Today, Head of Product Development Will Shick is here to discuss those changes and show off the updates to some of your favorite characters. Join him as he takes a look at the future of Marvel: Crisis Protocol!

Avengers Assemble!

Welcome to the first in a series of articles that will be exploring some of the character changes that will be coming to Marvel: Crisis Protocol later this year.

The TLDR version is that over the course of 2022, Crisis Protocol will be localized for various languages. While we couldn’t be more excited to offer the ever-growing global community better access to the game in their own language, in order to accomplish this, we had to go back and redesign the original stat cards into a format that was built for localization in multiple languages.

Changing the stat cards across the game presented our development team with an opportunity to go back and take a second look with more seasoned eyes at many of the characters originally designed before the public even knew Marvel: Crisis Protocol existed. While we have taken every effort to maintain a fair and consistent balance since those initial characters, as our skill and understanding of the game grew with more and more time spent developing, it was inevitable that early efforts be just a bit shy of where they’d be if we were to design them today. Given that so many of those early characters are true icons in the Marvel Universe, the move to localization and the eventual reprinting of all the current characters into the new gave us a chance to dive back in and make adjustments so that these beloved characters could continue to be valuable and fun options for both old and new.

And what better place to start this series than with the characters being adjusted in the Core Set. When looking at Captain America, we realized that he was slightly underperforming for his 4-threat value compared to others in his weight class. While he has always boasted one of the most powerful Leadership abilities in the game, Steve Rogers was always meant to be much more than just a leadership. Moving his displacement abilities to allow him to deal with characters at Size 3 instead of Size 2 not only gives him more scenario play, it also dramatically increases the danger presented by his Shield Slam attack, especially given its low cost of 2 Power.

The biggest change, though, was with his Shield Throw attack. This version of Captain America really reflects his best qualities as a leader. He makes everyone better around him, but also steps in to protect his team as well. Adding a flat 1 Power to the Shield Throw attack lets him more consistently use his Bodyguard and Vibranium Shield abilities more often. Additionally, moving the strength of the attack from 4 to 5 gave him that offensive punch he needed to feel like a true threat 4 character.

You can’t really talk about Captain America and the Avengers without talking about Iron Man. While there are about as many interpretations of Iron Man as there are people who know who Iron Man is, this version of billionaire Tony Stark was designed to work with his fellow Avengers in the Core Set as the primary ranged attacker of the group. While the rest of the team would charge forward, Tony would be able to hang out on a flank or rear objective and contribute through his range 4 Repulsor Blasts, which themselves would be augmented by Friday AI. Being able to push out effectively strength 6 ranged 4 energy attacks that also generated back power at the time was quite potent. However, looking back, it became clear that as the pool of characters widened and the questions being asked of characters became broader, Iron Man’s ramp up was just a little too much to ask from a more focused character.

You’ll see that in this case we only adjusted one number. Friday AI has gone from 3 Power to 2 Power. This means under Cap’s leadership he can start blasting with Friday AI on Round 1, and even outside of Steve’s leadership it doesn’t take nearly as much for Iron Man to get to the point where he can double tap with Friday AI every activation, and still be building a bit of power for a timely Helios Laser Bombardment or a massive Unibeam attack on his Injured side.

The last of the Avenger characters to receive an update in the Core Set, Captain Marvel was a character that suffered from similar issues as Iron Man. An absolute terror once able to tap into Binary Form, the issue with Carol was really with the premium placed on getting to Binary Form.

Once again, a simple number tweak bringing Binary Form’s cost from 5 to 4 really let’s Carol Danvers feel like the powerhouse she is meant to be. Under Cap’s leadership or part of She-Hulk’s A-Force, getting into Binary by Round 2 is very easy, and from there keeping it going is well within a player’s grasp depending on tactical situation.

Additionally, we made one other simple number change to Captain Marvel (that has big implications to her effectiveness) and that was to change the Size restriction on her Danver’s Special to allow her to now throw Size 4 characters and terrain. With several other characters seeing Size restrictions of their Pushes and Throws coming down to Size 3, having Captain Marvel have access to a Size 4 throw gives her even more tactical flexibility and more meaningful choice between Binary Form or Danver’s Special. Last but not least, Captain Marvel also gained Immunity: Incinerate, to better help represent her energy absorption abilities and have a nice parallel to a character we are going to talk about next!

The final Core Set character to be adjusted is definitely not an Avenger. In fact, you might call him the anti-Avenger. We are talking of course about everyone’s favorite robot, Ultron.Similar to Captain America, as the field of characters expanded Ultron simply found himself left a little behind by new characters that filled his offensive role just a bit better. With Ultron we wanted to really put some polish and make him shine beyond just being a great Ultimate Encounter. There were a number of substantial changes to bring Ultron back in line and worthy of his 4-threat cost and position as fearsome Avenger foe.

The first thing we did was give a stronger reason for players to use Ultron’s strike. At strength 6 and granting 1 power, this attack is no longer just filler. It’s a potent attack and puts Ultron in rare company among his 4 threat “peers.” The next change was to give his Energy Blast Wild Incinerate. Easily one of the best special conditions, Incinerate not only lets Ultron be more effective, it also synergizes really well with Red Skull’s Cabal leadership and the Cabal’s Dark Reign team tactic card by making it that much easier to deal damage to those pesky opposing characters.

The next big change was another little number tweak with plenty implications. Kinetic Field Generator went from being able to throw Size 3 terrain to throwing Size 4 terrain. Now, throwing Size 4 terrain is pretty great, but Ultron gets to throw this terrain from Range 3 away. This means he’s almost always guaranteed to have something to hurl at his foes as he monologues away.

Finally, we completely reworked his superpower Analyze and Annihilate. No longer a Reactive superpower, Analyze and Annihilate is now innate and simply lets Ultron reroll one die in his attack roll for each Critical in the opposing defense roll.

And that wraps up all the adjustments to the Marvel: Crisis Protocol Core Set characters. Keep your eyes peeled on our Social Media for the next installment of this series and prepare yourself for the next phase of Crisis Protocol!

From Panel To Play: Ms. Marvel

CP62 Ms. Marvel

Being a teenager is no easy task. You’ve got school and social obligations to juggle, planning for your future, and coming to grips with the alien mists that granted you incredible superpowers. #relatable. That’s right, this time on from Panel to Play, we’re taking a look at the one Avenger who cosplays at comic conventions as herself, Ms. Marvel!

Kamala Khan used to be a regular Pakistani-American teenager from New Jersey who was obsessed with Carol Danvers, a.k.a. Captain Marvel. A cloud of Terrigen Mists dropped on the Jersey Shore when she was a teenager, and she was accidentally exposed. Kamala realized she possessed morphogenetic power after she awoke from Terragenisis, allowing her to change her appearance, recuperate from injuries, elongate her body, and change her mass at command. Kamala took up the role of Ms. Marvel out of respect for her hero and lends her strength to groups like the Avengers, where her utopian attitude and encyclopedic knowledge of superheroes come in useful… not to mention the smackdown of her embiggened fists.

Ms. Marvel brings all the power of her mass-controlling abilities to the tabletop with a new spin on a power you might already be familiar with. Ant-Man and the Wasp introduced characters who can go from regular size to a smaller version. Ms. Marvel performs this feat in reverse, transforming from a standard Size 2 to a massive Size 4!

But let’s not get ahead of ourselves. Kamala only has a single attack, the Morpho-Punch. Stretching her limb, she clocks a target within Range 4 before grabbing a handful of their costume and dragging them a Short move closer. Or she can pick up a target or bit of terrain and throw it a short distance instead! And thanks to her inhuman status after Terragenesis, she gets to reroll 1 dice in either her attack or defense rolls!

But all of this changes when she transforms—or embiggens. The Embiggened form for High Five, which trades out a bit of range for some extra hitting power. Her extra size and wider wingspan gives her the ability to interact with objective tokens at a longer distance, too, thanks to the Polymorph innate power. Being able to stretch across the battlefield to flip switches or grab rare Wakandan herbs makes her a useful ally on any team.

Being as big as the Hulk is going to draw attention to her, so Ms. Marvel might not want to stay Embiggened through a whole crisis. Fortunately, she can choose to shift back to her normal size (and get a little bit extra out of it in the process) with her Morphogenetics innate power. With it, when she brings her oversized hand down on a target smaller than her she rerolls 2 dice in the attack roll, reverting back to normal in the process!

That’s it for our first look at this Jersey girl and her size-altering-stretching superpowers. Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Ms. Marvel Character Pack at your local game store or through our webstore today.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Blade

CP48 Blade

Here to prove that some people are always trying to ice skate uphill, on today’s installment of From Panel to Play we’re looking at the foremost leech exterminator around, Blade!

Eric Brooks is Blade, a human-vampire hybrid who has sworn to rid the world of the bloodsucking fiends for good. Using the advantages his unique physiology offers, he has trained himself to be the perfect vampire hunter.

Blade’s mission started on the day of his birth. When his mother Tara Brooks suffered complications during labor, a doctor named Deacon Frost was brought in. Instead of helping Blade’s mother, Frost, a vampire, drained the woman of her blood, inadvertently passing on aspects of his vampirism to the child, making him immune to the bite of a vampire.

This immunity served Blade well in the following years, as he developed into one of the foremost slayers of vampire-kind in the world. A frequent ally of Doctor Strange and leader of the Midnight Sons, Blade will not rest until he’s planted a stake in the heart of the last vampire.

Blade leaps into battle (literally!) with a dynamic miniature that captures him as he descends on the grasping hands of some undead nasties that are about to have a really bad time. His trenchcoat gives the miniature an excellent sense of motion and drama, while his snarling expression shows how ready Blade is to slice up some bloodsuckers.

On the tabletop, Blade is a solid package for his threat. He brings a plethora of edged weapons into every crisis in the form of his signature katana and a whole bunch of throwing glaives, both of which deal a decent amount of Physical damage. Plus, they can impose the Bleed condition on his targets.

You know who loves bleeding targets? Half-vampires, that’s who. Blade’s Mystic Night of the Dhampir attack hits a target for a respectable Strength 7, and if his target already has the Bleed condition, he can reroll any number of attack dice before making a Medium advance. And if the target doesn’t have the Bleed condition already, Night of the Dhampir slaps it on.

Bleeding targets benefit Blade in other ways, as well. His innate superpower Vampiric Immortality rewards the Daywalker for each other character (friend or foe!) currently suffering the Bleed condition in Range 2 with 1 Power and by removing 1 damage!

Perhaps most exciting is the fact that Blade has a Leadership for the Midnight Sons affiliation. Bump in the Night gives every member of the affiliation the ability to spend 1 Power during their activation to be placed within Range 1 of their current position, perfect for refining the position of the team or driving deep into an enemy formation. Like some sort of stake. Into the heart of the enemy.

You get the idea.

If you’d like to learn more about how Blade and the powers he’s gained by his unique physiology, be sure to check out his full rules when they become available, and don’t forget to pre-order your own copy of the Blade and Moon Knight Character Pack from your local gaming store or our website. Until then, this has been Atomic Mass Transmissions’ first look at this sword-slinging fighter of all things hemophagic.

Until the next time, this is Atomic Mass Transmissions, signing off!

From Panel To Play: War Machine

CP38 War Machine

In this installment of From Panel to Play, we’re checking out the man with enough firepower to make the Punisher blush. It’s War Machine!

James “Rhodey” Rhodes was a United States Marine Corps lieutenant and combat pilot.  Rhodes was an early ally of Tony Stark, eventually accepting a job as his personal pilot. Rhodes  grew to become Stark’s one of Stark’s closest friends and most trustworthy companions.

When Stark was unable to serve as Iron Man, Rhodes suited up in his place. Having proved his  ability to use the armor, Stark went on to construct a new suit of armor, the Variable Threat  Response Battle Suit, Model XVI, Mark I, which he nicknamed “War Machine.” It was a more  heavily armed version of the Iron Man armor, designed for all-out warfare. Donning the armor,  Rhodes now fights as War Machine, a walking arsenal attached to a powerful suit of battle  armor.

War Machine is poised for battle. His miniature bristles with armaments and lifts off the base on  twin jets of fiery exhaust. War Machine’s classic color scheme is an excellent opportunity to use  true metallic paints and the complex detail of his armor allows painters to pick out panels to place spot colors.

Rhodes brings a walking (and flying) arsenal to your roster. The Variable Threat Response  Battle Suit is outfitted with heavy weaponry suited to almost any situation. When absolutely  every opponent on the battlefield needs to take some damage, accept no substitutes.

War Machine has two heavy weapons, his shoulder-mounted minigun and his multiple-warhead firing rocket pods. These weapons can damage multiple targets with each attack, either blazing  a line of bullets through his opponents or dropping an explosive barrage on them. When War  Machine needs to focus-fire on a single target, he can dump his entire arsenal in one dramatic  shot—but not without a cost. Empty the Clip is a Strength 8 physical attack that allows War  Machine to roll two additional dice for every critical result instead of one. Still, in return, War  Machine suffers 1 damage for each critical in the attack roll.

Fortunately, the battle suit Rhodes wears can shield him from all manner of enemy damage. Its  durable armored plating can withstand bullets, bombs, and beams of all descriptions. The

Titanium Armor Plating innate superpower lets Rhodes reduce the damage caused by enemy  effects (attacks or otherwise) by 1, to a minimum of 1.

That’s all for our first look at this walking, one-man arsenal. Be sure to check back for more installments of From Panel to Play, as we take a look at your favorite characters and how they  shape up in Marvel: Crisis Protocol.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Captain America

CP38 Captain America

How do you choose who to pass your legacy on to? After being rapidly aged into an old man, this dilemma was a real one for Steve Rogers, the first Captain America. He turned to none other than his fellow Avenger and close friend, Sam Wilson, a.k.a. Falcon. In this installment of From Panel to Play, we’re checking out Captain America: Sam Wilson!

After many years as the Avenger Falcon, Sam Wilson took up Captain America’s shield and mantle when Steve Rogers was forced to step down. As the new Captain America, Wilson has distanced himself from both S.H.I.E.L.D. and the U.S. government, seeing his role as one requiring a more significant deal of social activism and participation, rather than just being a tool of the military. While his stance has drawn some detractors, it has not hindered Captain America’s ability to protect the world from Hydra’s threats or even the deadly Chitauri.

Combining the power of flight with the mighty vibranium shield, Sam Wilson is a captain for a new, more complicated world.

Sam Wilson soars onto the tabletop with a dramatic and dynamic miniature. Gliding over an explosion with his signature wing harness, this Captain America is ready to put his shield to work, protecting the innocent and taking down the villainous.

Despite being called Captain America, Sam Wilson has an all new, all different set of rules to play with. Like Steve Rogers, he can hurl his vibranium shield and bounce it off the skulls of his opponents, but Steve never brought Redwing into battle! A holdover from his time as Falcon, Redwing swoops down to strike Sam’s target with a strength 6 attack throwing the target a Short distance. After Redwing’s target lands in an ungainly heap, Sam takes advantage of the window of opportunity to move anywhere within Range 2 of his current position.

Like the previous Captain America, Sam Wilson leads the Avengers in a crisis. His new Leadership ability All New, All Different keeps the Avengers in the fight, even when odds have turned against them. When Sam or one of his allies is Dazed or KO’d, another Avenger can remove 1 damage and any special conditions, then make a Short move, pressing forward no matter the cost.

That’s not the only way Sam helps out his allies. Using his jet-powered wing harness, Sam can scoop up his companions and carry them to the front line or pull them to safety. Air Lift is a reactive superpower that lets Sam move an allied character within Range 2 at the start of an advance to within Range 2 of its current position.

That’s all for this first look at the new Captain America, but we still have tons of characters coming in further installments of From Panel to Play. Until then, this is Atomic Mass Transmissions, signing off!

From Panel To Play: Quicksilver

CP63 Quicksilver

This installment of From Panel to Play is a real “blink, and you’ll miss it” opportunity. We’re here to talk about the man with the best 40-yard dash in the game, the lightning-fast Quicksilver!

Pietro Maximoff and his twin sister Wanda were abducted at a young age from their home in Siberia for experimentation by the High Evolutionary. Afterward, they were returned disguised as ordinary mutants. Both of the siblings manifested extraordinary abilities, with Pietro’s taking the form of superhuman speed. Both Pietro and Wanda would have fallen victim to human prejudice if it were not for Magneto’s intervention, who took the twins in and inducted them into his Brotherhood of Mutants.

Quicksilver’s miniature springs into action with a dramatic sprinting pose. Quicksilver uses a piece of flying debris from an explosion as a literal stepping stone, capturing how, to Pietro Maximoff, the rest of the world might as well be standing still. Wearing his classic outfit with its  distinctive lightning bolt slashed across his chest, Quicksilver is ready to sprint across the tabletop.

When you look at Quicksilver’s rules, the first thing you might notice is that he’s fast. Some might even say insanely fast. His Long movement range is a good starting point, but the Speedster active power is where things start to get really interesting. For 2 Power, Quicksilver puts on some blinding speed and can make an additional Long movement—provided he isn’t holding something to weigh him down, like a celestial hammer or a Kree power core. That’s potentially three Long moves, or as we say in these parts, most of the map.

It doesn’t stop there. Quicksilver moves so fast he can blaze across water without sinking or sprint up the side of a building, so he has the Wall Crawler innate superpower. Quicksilver’s super-speed also makes him a challenge for opponents to hit. He has a pair of powerful defensive superpowers that let him duck out of the line of sight and actually dodge bullets.

And when he reaches an enemy, Quicksilver’s speed comes in handy on the offensive, too. Both of his attacks draw on his speed and mobility, giving him the chance to move after striking. His basic attack, Supersonic Strike, not only lets him perform a hit-and-run on one target, thanks to the Dash special rule, but he can carry that momentum into another attack on a different target with the Velocity special rule. Best of all, there’s no limitation on how often either of these two rules can trigger with Supersonic Strike, so Quicksilver can blur through the enemy, leaving a line of bruises to mark his passage!

With that, we’ve crossed the finish line of this first look at Quicksilver for Marvel: Crisis Protocol. Be sure to tune in next time when we show off how yet another character makes that first jump from Panel to Play. You can pre-order your own copy of the Scarlet Witch & Quicksilver Character Pack at your local game store or through our webstore here.

Until then, this is Atomic Mass Transmissions, signing off!

From Panel To Play: Scarlet Witch

CP63 Scarlet Witch

What do you get when you take the daughter of a powerful sorceress, subject her to unethical genetic experiments, and mark her as the vessel of an elder god with one eye on stepping into the mortal world? You get Scarlet Witch, that’s what!

Along with her twin brother Pietro, Wanda Maximoff was abducted at a young age by the High Evolutionary and subjected to unrestricted experimentation. Wanda is the Scarlet Witch, possessing the power to alter reality and receptive to magical energy as a powerful sorceress. The mutant Magneto rescued the pair from a group of humans intent to do them harm and brought them into the fold of his Brotherhood of Mutants. After ending her time in the Brotherhood, Scarlet Witch has served with numerous teams of powered individuals.

Scarlet Witch’s miniature rises from the earth within a crackling storm of chaotic, magical energy. Wearing her iconic red costume and distinctive headpiece, she is a striking figure on the tabletop, and the intricate pattern of magic surrounding her gives her a dramatic punch that’s hard to beat.

Scarlet Witch brings a little bit of chaos to her opponents in a game of Marvel: Crisis Protocol. With multiple opportunities to impose special conditions on the opposing force, and powers that make it hard for an enemy to shake those conditions, Scarlet Witch can be a potent controller in your roster.

As you might expect, both of Scarlet Witch’s attacks are mystic. They have decent ranges and above-average Strength, but what makes them stand out is the special rules representing the forces of reality manipulation and chaos magic Scarlet Witch can command. Her basic Hex Bolt attack is a great example. Hitting at Strength 6, Wanda weaves a bit of debilitating chaos to hex her enemies with the Chaos Magic special rule. For each failure in her attack roll, her target suffers from a list of different special conditions. This ability to impose multiple special conditions is just one of the various tools in Scarlet Witch’s arcane arsenal.

Her attacks aren’t the only place where Scarlet Witch does new and exciting things with her dice. The Elder God Chthon selected the young Wanda Maximoff to be a vessel of his power on Earth, which bestows her with unique and potent capabilities. The Chosen of Chthon innate superpower allows Wanda to add failures to her rolls when attacking, defending, or dodging. She literally alters the probability of success in her favor (to the tune of about 12 percent per die)!

There’s a whole lot more in Wanda’s suite of superpowers, including an ability that prevents enemies from removing certain special conditions while they’re in proximity to her, the ability to soar above the battlefield, and more, but that’s all we have time for today.

Be sure to check back for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol. Pre-order your own copy of the Scarlet Witch & Quicksilver Character Pack at your local game store or through our webstore here.

Until then, Atomic Mass Transmissions, signing off!