Sunspot & Warlock

CP153 Sunspot & Warlock

Despite growing up as the son of a millionaire, Roberto Da Costa made sure to challenge himself both mentally and physically, excelling in many avenues of life. Utilizing his ability to absorb and manipulate solar energy, he now makes a name for himself battling for a better age under the name Sunspot.

Warlock may appear to simply be an advanced robot of some kind, but he is actually a techno-organic life form that fled his home planet. Although his strange manner of speaking ensures he isn’t the most eloquent member of his team, he is a valuable ally that is always ready to defend his “self-friends” from any who would endanger them.

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Stat & Team Tactic Cards

 

Stat Cards

Team Tactic Cards

What’s Included

  • 1 Sunspot Miniature
  • 1 Warlock Miniature
  • 2 Character Stat Cards
  • 5 Team Tactic Cards
  • 1 Token Sheet

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Miniature Assembly

Find the assembly diagram for Sunspot and Warlock here!

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From Panel to Play: Sunspot and Warlock

Marvel: Crisis Protocol

07/30/2024

In today’s From Panel to Play we introduce two characters from the New Mutants: Sunspot and Warlock!

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From Panel to Play: Sandman

You’ll be shaking sand out of your clothes and hair after today’s From Panel to Play but not because we are going to the beach. We are bringing the beach to you as we look at one of Spider-Man’s iconic enemies, Will Baker, a.k.a. Flint Marko, a.k.a. Sandman!

At a young age, William Baker learned that the way to get respect and attention was through having money and being stronger than those around him. This led him to become a bully to his classmates before graduating to petty and then serious crimes. During one of his early stints in jail he adopted the name Flint Marko in order to hide his identity and look tough to the other prisoners.

While fleeing police pursuit after escaping from prison he accidentally took refuge in a place he shouldn’t have. The stories vary on what exactly happened, but they all end the same way. He was exposed to a large amount of radiation that caused his body to mutate and interact with the sand beneath him. He soon realized he could turn himself into sand and with some practice he could do amazing things with that ability.

He found his way to New York City where his criminal activity soon made him a nemesis–Spider-Man. Sandman’s many encounters with Spider-Man eventually attracted the notice of the notorious Doctor Octopus which led to his inclusion in the Sinister Six!

Sandman is known for being able to keep his opponents off balance and out of position by moving the ground beneath them rapidly and violently. He can bury them in sand or blast them out of position with a blast of stinging sand. This 4 Threat Value character also brings some unique rules and a unique playstyle sure to give the Spider Foes some new strategies against their web head opponents!

Sandman has 6 Stamina on his Healthy side (7 when Injured) boasting 4 Physical and Energy defense along with 3 Mystic defense. At first glance he is not very fast with Slow speed, but he makes up for it with his Grunt characters. Yes, Sandman can have more than one Grunt. Sandman is the first character to break the core rule that a squad can only have one Grunt character at a time. However, players are still unable to have two Grunts from multiple parents. More on his Sand Constructs in a bit.

Before we get to his Grunts, let’s go over Sandman’s attacks. Sandman’s three attacks showcase his control over the ground upon which his enemies tread. The first of them, Silicate Strike, is a Strength 5 attack that generates power for him. On a Wild result he demonstrates his mastery of the ground by Throwing enemies Short in any direction!

His second attack, Sand Blast, is a Range 3 beam attack. With a deft use of the pummeling sand, Sandman can Push enemies that are damaged by this attack in any direction he wants! This is a great way to manipulate the battlefield and setup for his third attack, Punchin’ Your Ticket!

Punchin’ Your Ticket requires 4 Power to use, but it has a high Strength of 8 and gets stronger if your Sand Constructs are near the target. This attack can potentially be 12 dice which is sure to leave opponents coughing up sand!

Sandman’s superpowers dovetail with his attacks to ensure he is able to keep pounding opponents. His first superpower is Reabsorb. His Sand Constructs are extensions of his mind and body, and he can use this superpower to swiftly move to their position and incorporate them into himself giving him surprising durability and mobility! This 3 cost superpower has two effects. First, it allows Sandman to Place within Range 1 of a Sand Construct before destroying it then it removes damage from himself. The range on this Place can be used to give him a lot of extra movement into a fight or a quick escape from one going the wrong way.

His second superpower is the previously hinted at Create Sand Construct. This Innate superpower allows Sandman to have two Grunts in play! Before getting too far into this rule let’s clarify some important things about this rule. This superpower does not allow players to have multiple Grunts from different parent characters. You are still limited to only one Grunt parent character having a Grunt on the battlefield at a time. Additionally, these Grunts are both activated before Sandman. One Sand Construct will complete its activation before the second begins.

Create Sand Construct is an Innate superpower that gives him a way to bring more Sand Constructs onto the battlefield after they are KO’d. At the start of his Activation, if he has fewer than two Sand Constructs in play, he can sacrifice two Stamina to bring another into play within Range 2 of him. This can easily sap Sandman of his Stamina so to help offset the loss, Sandman has the Healing Factor superpower.

Sandman’s Grunts have a few nice rules but one of their best may be on Sandman’s card. Sand Manipulation gives Sandman Power whenever his Grunts deal damage or take damage from an enemy which can give him surprising bursts of Power generation to bury his opponents in a never ending wave of sand!

The last superpower on his card is Wallcrawler. He may be made of sand, but there’s enough sand for him to scale all but the biggest of terrain features quickly and easily.

With Sandman’s card covered, let’s take a look at his Grunts in detail. The Sand Constructs are weak Grunts with a measly 2 Stamina and a 1 for every defense along with a Slow speed. They’ll be dispersed quickly by almost anything Sandman’s opponents can throw at them–except Throws!

Sand Constructs have one attack, the Sand Slap. This 4 dice attack has the same Underfoot rule Sandman’s Sand Blast attack has which can result in a lot of enemies not being where they planned to be. The Sand Constructs cannot contest, hold, or Interact with objectives due to their Crumbling Form. This prevents them from contributing to the crisis in most ways, but their slaps can make it difficult for enemy characters to remain relevant to the crisis.

Difficult Terrain allows them to reduce the damage they take from Physical attacks, but that may not come up too often given their low Stamina. As an added benefit, Difficult Terrain makes the Sand Constructs immune to damage from collisions and prevents them from being Thrown. One of the best ways to remove a low health character is to Throw something or someone at them but this rule completely eliminates that as a valid strategy.

 

 

Sandman needs to use some of his attention to keep his constructs active and their final superpower, Dust to Dust, illustrates this by destroying them if they wander too far from Sandman and will KO them if he is Dazed. He may need to use that extra bit of Stamina on his Injured side to bring one back into play if he is to keep up the pressure on his opponents.

That’s all we have for Sandman. Be sure to shake out your shoes before coming inside and check back later 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 copy of Sandman at your local game store or through the webstore today.

Until next time, Atomic Mass Transmissions, signing off!

Brotherhood of Mutants Affiliation Pack

CP140 Brotherhood of Mutants Affiliation Pack

“Felonious Fellowship”

Many a mutant has turned to the X-Men for a steady hand and calm home. But many others aren’t seeking peace; and where there are mutants looking for bedlam, the Brotherhood of Mutants’ door is always open. Revenge, justice, or even a simple love of action could motivate members to join. The Brotherhood of Mutants has a roster as diverse as their shifting goals, and the raw power to back up any punches they throw.

Recruit your own Brotherhood of Mutants for your games of Marvel: Crisis Protocol with the Brotherhood Affiliation Pack. In this box you will find highly detailed miniatures for Mystique, Magneto, Sabretooth, and Toad. With Stat Cards and Team Tactic Cards to match, your Squad will be ready to claim what’s theirs.

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Stat Cards

What’s included

  • 1 Plastic Magneto Miniature
  • 1 Plastic Mystique Miniature
  • 1 Plastic Sabretooth Miniature
  • 1 Plastic Toad Miniature
  • 2 Metal Construct Miniatures
  • 6 Bases
  • 4 Horizontal Stat Cards
  • 7 Team Tactic Cards
    • Asteroid M
    • Brotherhood of Mutants
    • Magnetic Refraction
    • Magnetic Crush
    • The Books of Truth
    • Deception
    • X-Ceptional Healing
    • Weapons X-Program
  • 1 Crisis Card
    • Mutant Extremists Target U.S. Senators!

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Miniature Assembly


Find assembly diagrams for Magneto, Toad, Sabretooth, & Mystique here!

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Available at your local game store or through the webstore

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The Blob and Pyro

CP82 The Blob and Pyro

Fred Dukes, the “Blob,” is a mutant whose dormant abilities surfaced when he reached puberty. The Blob employed his superhuman mutant powers as a carnival performance, thinking of himself as nothing more than “an extra-strong freak,” as he put it. Blob’s main superhuman power was the ability to become virtually immobile at a whim while in touch with the earth. He achieved this by using his willpower to bind himself to the soil under him, effectively creating a mono-directional increase in gravity beneath him. He has been duped into serving others on numerous occasions, most famously as a member of the Brotherhood of Mutants.

St. John Allerdyce is Pyro, a mutant with the ability to control, but not generate, fire and flame. Allerdyce can shape fire, increasing or diminishing its heat, intensity, and size. He wears a highly insulated suit with a built-in flamethrower that can fire a stream of flame a limited distance, which he can manipulate psionically. Mystique discovered Allerdyce and recruited him to join her iteration of the Brotherhood of Mutants.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic The Blob Miniature
  • 1 Plastic Pyro Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 3 Team Tactic Cards

360˚ view

Miniature Assembly


Find assembly diagrams for Blob and Pyro here!

Download PDF

From Panel To Play: Pyro

Marvel: Crisis Protocol

10/17/2022

St. John Allerdyce discovered his mutant powers as a teenager. He spent his early years as a journalist after deciding that his ability to control flame, but not generate it himself, was ultimately worthless.

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From Panel To Play: The Blob

Marvel: Crisis Protocol

10/10/2022

Fred Dukes grew up big and he grew up mean. Unaware that he possessed a powerful mutation, he joined a circus as a strongman, expecting to live a lonely life as a sideshow

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Available at your local game store or through the webstore

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From Panel to Play: Sabretooth, Apex Predator

Sabretooth, Apex Predator

Today we take a first look at a second version of a familiar face. Welcome back to a man who wants nothing more than to ruin your day (and Logan’s too if he can swing it): Victor Creed! Or as he may be better-known: Sabretooth, Apex Predator!

Victor and Logan had a lot in common, for a time. Both were born with similar mutations, granting them rapid healing, natural claws, and innate ferocity. But their paths diverged when Wolverine escaped Weapon X, leaving his fellow experiment Victor behind. Where Logan worked to become a better man, Victor focused his energies on becoming a worse one. And now that the prodigal son is sniffing around their old home, Sabretooth, Apex Predator would like nothing more than to find out path produced a superior warrior—and which one ends bleeding out in the snow.

Some things never change, and Victor’s Claw Slash attack is the one to worry about when he enters the tabletop. As per usual, it’s a Range 2 Strength 5 attack that generates Power equal to the Damage dealt. It also keeps its signature single Wild trigger, from which it gains Pierce (costing the target one of their successes in the defense roll) and inflicts the Bleed special condition.

But some things DO change, and this Apex Predator has developed an all-new attack: Bloodthirsty Onslaught! This Range 3, Strength 6 attack only costs him 2 Power. After resolving the beatdown, he will Place himself within Range 1 of the target character. And because he’s a man of specific tastes, it has the same single Wild trigger for Pierce and Bleed that can be found on Claw Slash.

And just to remind everyone who should really be watching out for him, Sabretooth gets to use his favorite nickname for Logan with Catch, Runt! This 3-Power Active superpower will send any enemy of Size 3 or less sailing Medium away from him with a powerful Throw. Then to follow it

up, Sabretooth can spend another 3 Power to use Primal Pounce and close the newly-opened distance, by Throwing himself Medium. He’s more dexterous than he looks, and won’t suffer any Damage from this maneuver.

If the rest of his abilities were not enough to signal that his primary goal is murder, he can drop 4 Power on the Active superpower Stop Squealing and Die to add 3 dice to the next claw- related attack on his turn.

But in Crisis Protocol one does not usually get to do a lot of murders if they can’t take the pain themself. Sabretooth’s 4/3/4 Defense stats and 7/6 Stamina are already impressive. Add in Healing Factor [1] and anyone who intends to put Victor Creed down had better do it fast.

That’s all for today’s look at the evolution of malicious ferocity. Be sure to check back in the future 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 copy of the Rival Panels: Weapon X Program pack at your local game store or through our webstore today!

Until next time, Atomic Mass Transmissions, signing off!

From Panel To Play: Logan, the Wolverine

Logan, The Wolverine

Today’s face may seem familiar to long-time fans of the game. But don’t let appearances fool you; our Panel to Play takes a look at the newest incarnation of a man who collects new lives and second chances like some people collect stamps. That’s right: today we have the utterly unkillable Logan, the Wolverine!

His is a tale as old as time. Or at least a tale as old as illicit bio-weapons programs. James Logan Howlett has been many people. First, a young mutant with a healing factor and bone claws, living a feral life of blood. Then, an enormously unwilling subject in the Weapon X Program’s vile experiments. From there he became an amnesiac escapee on the run, lost and confused, before ending up as a beloved member of Xavier’s X-Men. But the ties between these many identities are blurry, and the puzzle pieces of the past don’t quite fit together. This version of Wolverine is one looking for answers to long-dead questions. With a bike, a hat, and a nasty habit for cigars, Logan intends to find the truth… or die trying.

Logan’s not exactly a standard detective when it comes to finding out what he wants to know. Clocking in at 6/6 Stamina, 4/4/2 Defense Stats, Healing Factor [2], and Immunity to Stun, this guy is ready to get in close and make it personal. He can open with the brutal X-Slash attack from Range 3 at Strength 5. In addition to gaining Power for Damage dealt, he always ends this feral lunge by Placing himself within Range 1 of the target. And thanks to a thick coating of unbreakable Adamantium on his retractable claws, a single Wild result will score him Pierce; negating one of the ill-fated defender’s hard-rolled successes.

The man looking for the missing pieces of his mind is not exactly in the mood to negotiate. He’s a little on-edge, and if you push him over, you might be treated to a full-on Tornado Claw. It hits at Strength 7, with a single Wild result triggering both Pierce and inflicting the target with

Bleed. This attack costs him 4 Power, but since he’s not in the mood to be discriminate, it hits everyone in a Range 3 Beam before giving him another Place at Range 1 of his final target.

Those who have played the previous version of Wolverine might recall that he is “the best there is at what he does”. This new version would like to remind you that “What I Do Isn’t Very Nice”. This Active superpower costs 3 Power and an Action, to grant him an X-Slash attack with the added bonus of Throwing any target Size 3 or less. Which is admittedly extremely rude.

He retains his Innate superpower Adamantium Skeleton, since no-one has been able to get it off him. This makes him count as Size 3 when he is Pushed or Thrown, given how dense the metal makes his bones.

But as we mentioned earlier, this Logan is not in his best mental state. It’s hard to blame him, given how badly everyone involved in his past would like to make his mind a living nightmare. Get Out Of My Head! is his Innate, uncontrollable response to Mystic attacks addling his already stressed mind. The first time an enemy Mystic attack damages him each Turn, Logan lashes out at his allies in confusion, dealing any of them within Range 3 of him 1 Damage. It’s

hard to say getting stabbed by your friend has an upside, but at least any allies damaged this way also gain 1 Power.

This poorly-restrained violence leads Logan to steer clear of other people. If there are no other allied characters within Range 3 of him, Logan can cut loose and go On The Hunt, rerolling 2 of his attack dice on every attack he makes.

That’s all for today’s look at a man you probably shouldn’t stare at anyway. Be sure to check back in the future 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 copy of the Rival Panels: Weapon X Program pack at your local game store or through our webstore today!

Until next time, Atomic Mass Transmissions, signing off!

Magneto and Toad

CP42 Magneto and Toad

Max Eisenhardt, the man who would become Magneto, faced unimaginable discrimination and evil during the Third Reich’s rise to power in World War II. He survived, thanks in part to the manifestation of his mutant power to control magnetic fields. Following the war, he resolved that such a fate would never befall mutantkind. An uncompromising freedom fighter for his fellow mutants, his extreme beliefs for mutant superiority drove a wedge between Magneto and his close friend, Professor Xavier. Magneto’s vision for mutantkind caused him to form the Brotherhood of Mutants, who fight for mutant supremacy.

Mortimer Toynbee, known as Toad, is a genetically flawed mutant. Visibly mutated since birth, he was abandoned by his parents to an orphanage where he was ostracized for his appearance. When Magneto discovered and recruited him, Toad embraced the mission to conquer the human race who had rejected and degraded him. Toad serves Magneto as an unquestioning lackey using his mutant abilities of enhanced jumping and prehensile tongue.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Magneto Miniature
  • 1 Plastic Toad Miniature
  • 2 Metal Constructs
  • 4 Bases
  • 1 Crisis Card
  • 2 Character Stat Cards
  • 4 Team Tactic Cards
  • 13 Tokens

360˚ view

Miniature Assembly


Find assembly diagrams for Magneto & Toad here!

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From Panel to Play: Toad

Marvel: Crisis Protocol

10/09/2020

In this installment of From Panel to Play, we’re looking at Magneto’s personal crony and aide-de-camp with the wickedest tongue in the world, Toad!

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From Panel to Play: Magneto

Marvel: Crisis Protocol

10/13/2020

In this installment of From Panel to Play, we’re looking at a complicated man with a desire to protect his people no matter what it takes, the best friend and worst enemy Professor Charles Xavier ever had, Magneto.

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Asmodee store

Available at your local game store or through the webstore

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Juggernaut

CP56 Juggernaut


Cain Marko is the Juggernaut, a human wrecking ball of unstoppable force who lays waste to everything unlucky enough to be in his path. He was once an average human before discovering the Crimson Gem of Cyttorak, a conduit to the power of the deity of the Crimson Cosmos, that transformed Marko into the Juggernaut. Possessing unfathomable strength and durability, he is among the strongest physical beings alive. Juggernaut has endless strength and kinetic power, with the ability to shatter mountains, and a mystical force field makes him impervious to any harm. Once he gains momentum, nothing on Earth can stop his advance.

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Stat and Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Juggernaut Miniature
  • 1 Base
  • 1 Character Stat Card
  • 3 Team Tactic Cards

360˚ view

Assembly Diagram


Find assembly diagrams for Juggernaut here!

Download PDF

From Panel to Play: Juggernaut

Marvel: Crisis Protocol

11/29/2021

Today on From Panel to Play, we’re taking a look at the man who says, “Through. Through is good.” That’s right; it’s Cain Marko, a.k.a., the Juggernaut!

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Available at your local game store or through the webstore

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