From Panel to Play: Nova

 

Richard Rider was a normal Earthling teenager, although one that struggled with self-esteem issues and was filled with self doubt. One day, the wounded alien Rhomann Dey chose Richard as the recipient of his powerful responsibility of Nova Prime, the superpowered cosmic energy and space suit that would enable Richard to fight the space pirate who mortally wounded him. With those powers, Richard enthusiastically became Nova, The Human Rocket, and fought crime and tyranny on Earth and in space.

As he matured and grew in his own strength, Nova began taking on as much responsibility as his awesome powers demanded. Initially focusing on superheroics on Earth, he eventually transitioned to serving as a sort of interstellar police officer, working with other Nova Corps officers against the criminals of the galaxy. He returned to Earth with regularity, and found allies and romance, but space called him back to adventure. Eventually he would lead cosmic armies against destructive cosmic evil, fight powerful enemies one on one, and form new teams and alliances to protect life and free will across the cosmos. Among the stars, Richard Rider is considered one of the most valiant and fearsome protectors of good.

Nova’s offensive output is mostly expressed through his various expressions of the Nova Force, a near-limitless source of energy. For 0 energy, Nova can use either Nova Burst or Gravimetric Cannon. Nova Burst looks like a simple attack intended to gain 1 power for the attacker, until you notice it has a Wild trigger to Throw a target up to an impressive size 4. Being able to Throw almost any character is an extremely powerful ability and grants useful displacement options. Gravimetric Cannon has a longer range of 4 and one more power, with an additional chance of Pushing the target if it damages or applying the Judgment special condition. Players might notice that this specific Push doesn’t specify size, so he can move any character with it at range!

Nova often fights in space against hordes of enemies or ships, rocketing himself through them and trusting his protective aura, acting as a human rocket, and this is ideally represented on the tabletop by Lightspeed Lance. It’s a range-5 beam attack rolling 7 dice against each target. Additionally, it also Pushes each target on a Wild and Places Nova within range 1 of the last targeted enemy. Since the active player can choose what order to do the attacks in a beam, Nova can Place himself almost anywhere after the salvo of attacks is made. Savvy players will notice that all 3 of Nova’s attacks have either a Push or Throw, giving him fantastic displacement abilities that will make him sought after by many affiliations. In Web Warriors, Richard can supplement the already impressive focus on displacement and movement, whereas in many affiliations without it, he acts as a powerhouse addition bringing something new.

Players might notice that both Nova Burst and Gravimetric Cannon only gain a single power when used, without the potential for more. Well, thanks to the Nova Force superpower players don’t need to worry about gaining power. After a move action, Nova can remove all special conditions and gain 2 power. Then, the next Nova Burst or Lightspeed Lance attack gains 3 dice. The Nova Force pushes Nova to move and attack, and that’s represented fully in this powerful ability. If players really want to push the power gained, they might want to include him in a leadership that generates additional power, maybe like A-Force with She-Hulk’s leadership.

With Nova’s Faster Than Light superpower, Nova can make an attack and then place himself within range 2 of his location. This means that Nova can move for his Nova Force ability to trigger, attack for a boosted attack, and then Place himself range 2 in order to Interact or Contest with an objective token. If all that offense wasn’t enough, Nova also has access to the Xandarian Worldmind. This ability gives Nova and his allies within range 3 the ability to reroll defense and dodge dice for one power each. The Worldmind has incredible cognition, but at a high cost to the individual, and Nova has to decide if he needs that power to be on the offense or defense.

Nova has operated in a wide range of positions other than superhero teams on Earth, and he comes with two Team Tactic Cards representing that. Call for Backup represents his time in the Nova Corps when he could always rely on other Nova officers. By paying 3 Power, Nova can either choose a Secure objective within range 2 and Push each enemy character Contesting it Short, or he can give Slow to each enemy character holding an extract. In a pinch, Nova could even use this to line up enemy characters to get more enemies under a Lightspeed Lance attack. With Veterans of the Annihilation War, players can relive a moment from the Annihilation comic series. In it, Richard Rider and Gamora began a romantic relationship while working closely to keep back the deadly Annihilation Wave. When both characters use this card, they each gain a superpower similar to each other, showing their shared experiences. Gamora gains a version of the Worldmind giving her 2 defensive rerolls, while Nova gains Star-Crossed Strike from Gamora, enabling him to change a result to a hit if he rolls any Wilds. Giving Nova Star-Crossed Strike is especially powerful for a Lightspeed Lance attack.

With a bevy of offensive attacks, movement abilities, and defensive powers, there’s no wonder Nova was frequently called the Human Rocket, and now players of Marvel: Crisis Protocol can bring that Human Rocket to their battles.

That’s it for today’s installment of From Panel to Play! Thanks for joining us for this close-up of Nova and all he has to offer on the tabletop. Be sure to check back for more on new and upcoming releases of your favorite characters in Marvel: Crisis Protocol, and pre-order your copy of Yondu and Nova at your local gamestore or through the webstore today.

Until next time, Atomic Mass Games, signing off!

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

360° View

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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Asmodee Store

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Cosmic Ghost Rider

CP90 Cosmic Ghost Rider

“Human or Alien, Evil Must be Punished.”

In another timeline, the Punisher’s life ended abruptly as so many do: at the hands of Thanos. Desperate for a chance at revenge, the deceased hero entered a deal with Mephisto to return with a vengeance as the latest Ghost Rider. But the devil never plays fair, and by the time his transformation was complete, Earth was dead. And Thanos was gone.

Driven mad by grief and loneliness, the man once called Frank Castle jumped at any chance for redemption, revenge, or even someone to talk to. Encounters with Galactus, Odin, and Thanos himself have finally led the rider home: back to Earth-616, with a new lease on life and more power than any sane man knows what to do with.

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Stat & Team Tactic Cards

Stat Card

Team Tactic Cards

What’s included

  • 1 Plastic Cosmic Ghost Rider Miniature
  • 1 Base
  • 1 Character Stat Card
  • 3 Team Tactic Cards
  • 1 Token Sheet

360˚ View

Miniature Assembly


Find assembly diagrams for Cosmic Ghost Rider here!

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From Panel to Play: Cosmic Ghost Rider

Marvel: Crisis Protocol

05/19/2023

Frank Castle lived a life of violence and death. It was a complicated, bloody existence guided by the overriding principle “the ends justify the means”.

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From Panel to Play: Agent Venom

CP100 Agent Venom

From Panel to Play? More like “from High School bully to symbiote-powered secret agent,” am I right? This time on From Panel to Play, we’re taking a look at the guy who made Peter Parker’s time in Midtown Science High School miserable after a bit of alien symbiosis: it’s Agent Venom!

When Flash Thompson finished college he joined the military, which cost him both his legs in the line of action. When the United States government offered him the chance to serve once more as an experimental bioweapon, he accepted the Venom symbiote and became Agent Venom. He has since led an eventful life, joining forces with the likes of the Web Warriors, S.H.I.E.L.D., and even the Guardians of the Galaxy!

Agent Venom swings into the game with a tasty combination of Klyntar symbiote powers and heavy ordinance… it’s like chocolate and peanut butter!

Take a look at his three attack options. First up, Klyntar Firepower is a Physical attack with decent range. Agent Venom snaps off a volley at his target at Strength 5, with the potential to inflict a bleeding injury on them if you roll any wilds. For more of a sure thing, he can pay 1 Power to toss an Incendiary Grenade at the target, an Energy attack that lights its target on fire after dealing damage.

Last but not least, Agent Venom has an amazing crowd-control attack in the form of Symbiote Special Forces. A whirlwind of lead and flesh in the form of a Beam 3 Strength 7 attack, this volley has the potential to provoke the symbiote into a storm of Lashing Tendrils, dealing 1 damage to any enemy character within Range 2 of Agent Venom!

But his attacks are just a part of what Agent Venom brings to the table. Symbiote Web Swing is an affordable Active superpower that allows him to ride a line of webbing to a point within Range 3—which pairs well with his Wallcrawler innate superpower, if he’s looking to scamper into position. He can also draw on the conditioning of Project Rebirth 2.0, an Active superpower that lets him remove any one special condition he is currently suffering.

Being a symbiotic warrior is an exercise in cooperation. Flash Thompson and Venom both bring their best to this partnership. While he might best be remembered as Peter Parker’s school bully (despite them becoming friends later in life), Thompson was also an All-Star Quarterback. Now he can use the talent that let him throw a tight spiral to fling terrain up to Size 3 at his opponents. And Venom amps the team’s aggression with Symbiotic Instincts, which deny their victims the ability to modify defense dice during Agent Venom’s attacks.


That’s all for our first look at the symbiotic super-soldier, Agent Venom! 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 Agent Venom & Spider-Woman Character Pack at your local game store or through the webstore today!

Until next time, Atomic Mass Transmissions, signing off!

Star-Lord

CP18 Star-Lord

Peter Quill was originally born on Earth, but dreamed of exploring the vast reaches of space. After a chance meeting with a celestial being on one of his first trips off world, Quill chose to venture out on his own to find adventure among the stars as the intergalactic hero Star-Lord. An expert marksman and a clever tactician, Star-Lord leads the motley group of heroes known as the Guardians of the Galaxy against any and all threats across the cosmos.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Star-Lord Miniature
  • 1 Base
  • 1 Character Stat Card
  • 2 Team Tactic Cards
  • 1 Crisis Card Affiliation Card
  • 1 Infinity Gem Card
  • 14 Tokens

360˚ view

Miniature Assembly


Find assembly diagrams for Star-Lord here!

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From Panel To Play: Star-Lord

Marvel: Crisis Protocol

03/10/2020

Adopting the name Star-Lord, Peter Quill’s natural charisma and leadership capabilities made him a natural leader for the Guardians of the Galaxy.

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Marvel: Crisis Protocol – Guardians Of The Galaxy Updates

Marvel: Crisis Protocol

10/18/2021

Today we are diving into the updates coming to everyone’s favorite cosmic crew: the Guardians of the Galaxy!

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Asmodee store

Available at your local game store or through the webstore

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Beta Ray Bill and Ulik

CP130 Beta Ray Bill and Ulik


“Shatter Mountains and Break Storms”

When the alien Korbanites were nearly wiped out by a galactic catastrophe, they sought a champion among them to guide their survivors to a new home. The man for the task was Beta Ray Bill, a noble and gentle soul. Their scientists equipped him with durable cybernetics and a sentient ship to bolster him for the task ahead. Though they could not have predicted that the Korbanite fleet would find itself in Asgardian space, their faith in Bill proved warranted. Bill proved himself to Odin in a duel against the god’s son Thor and was awarded his own magic hammer for his bravery. Now he travels the galaxy as the defender of all who seek his help, no matter which realm they hail from.

Ulik is the strongest and fiercest of all the Rock Trolls. Virtually nothing is known of his ancestry or why he’s so much more powerful than other members of his race. The King of the Rock Trolls has turned to Ulik on many occasions, sending his trusty fists up against a variety of foes as Nornheim’s vanguard. Armed with knuckle dusters made from the same metal as Thor’s mighty hammer, Ulik won’t stop swinging until his foes are smashed to dust.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Beta Ray Bill Miniature
  • 1 Plastic Ulik Miniature
  • 2 Bases
  • 2 Stat Cards
  • 3 Team Tactic Cards

360˚ view

Miniature Assembly


Find assembly diagrams for Beta Ray Bill & Ulik here!

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From Panel to Play: Beta Ray Bill

Marvel: Crisis Protocol

01/25/2023

When the subject of today’s From Panel to Play announces that it is hammer time, you better stop. We’re taking a look at the old Godslayer himself: it’s Beta Ray Bill!

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From Panel to Play: Ulik

Marvel: Crisis Protocol

01/25/2023

We who are about to rock, salute you! Today’s Panel to Play gives us our first look at the Unstoppable, Unconquerable, Invincible Ulik the Rock Troll!

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Asmodee store

Available at your local game store or through the webstore

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Agent Venom and Spider-Woman

CP100 Agent Venom and Spider-Woman

“Agents and Spies, Secrets and Lies.”

Once a high school bully to Peter Parker, a matured Flash Thompson enlisted in the Armed Forces to turn his life around. Returning from war without his legs, Thompson agreed to undergo a dangerous procedure that would see him bonded to the Venom Symbiote. Designated Agent Venom, Thompson carries out the most dangerous missions while struggling to contain the Symbiote’s more violent impulses. With a mix of heavy weaponry and Symbiotically-mimicked spider-powers, Agent Venom is a soldier that is greater than the sum of his parts.

After an accident with uranium afflicted her with severe poisoning, a young Jessica Drew was placed in a genetic accelerator by her scientist parents to reverse the damage. When Drew awoke decades later, she found herself cured of the poisoning—but barely aged, spider enhanced, and terribly alone. Jessica struck out on her own, attempting to find purpose. First, she joined the New Men, then HYDRA; then at last discovered heroism with Nick Fury and S.H.I.E.L.D. Her espionage training and spider-venom strikes make her a fighter to be reckoned with, no matter whose side she’s on.

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Stat and Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Agent Venom Miniature
  • 1 Plastic Spider-Woman Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 4 Team Tactic Cards

360˚ view

Miniature Assembly


Find assembly diagrams for Agent Venom & Spider-Woman here!

Download PDF

From Panel to Play: Agent Venom

Marvel: Crisis Protocol

01/03/2023

This time on From Panel to Play, we’re taking a look at the guy who made Peter Parker’s time in Midtown Science High School miserable after a bit of alien symbiosis: it’s Agent Venom!

Read more

From Panel to Play: Spider-Woman

Marvel: Crisis Protocol

01/25/2023

Few heroes boast a resume as diverse and impressive as the subject of today’s From Panel to Play. Whether she’s taking thugs off the streets or fighting against an invasion of shapeshifting aliens, she does it with style: it’s Spider-Woman!

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Asmodee store

Available at your local game store or through the webstore

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Marvel: Crisis Protocol – Guardians Of The Galaxy Updates

Marvel: Crisis Protocol – Guardians Of The Galaxy Updates

Welcome to another installment of our series looking at the character rebalancing in Marvel: Crisis Protocol. Today we are diving into the updates coming to everyone’s favorite cosmic crew: the Guardians of the Galaxy!

Designed right alongside the Core Set and many of the other characters we will be talking about in future articles in this series, the Guardians were certainly the characters we took the most risks on in terms of stretching the bounds of what was possible in Crisis Protocol. We took an off the wall approach to their leadership and built in some very thematic synergies in ways that no other characters or affiliations really had seen yet with things like Rocket and Groot and how they each amplified the other through their superpowers and Team Tactic cards. As with everything, though, as our understanding of the game grew from both our continued reps with developing and designing new characters as well as watching play patterns emerge once players had Crisis Protocol in their hands, we saw that some of our risks paid off and some fell just a little short of where we wanted everything to sit within the bell curve of balance within the game.

We might as well kick things off by talking about the leader of the Guardians of the Galaxy, the legendary outlaw Star-Lord. Star-Lord was our very first 3-threat leader and one of the first characters to really lean into doling out Special Conditions as a primary part of his kit. His design was therefore very much based around being a ranged focused attacker who could use his element guns to blast away at enemies, while characters like Gamora or Drax moved in to bring the hurt up close. While his ability to utilize his Full Auto attack very consistently when outfitted with the power gem and a strength 5 range 5 energy attack for his builder certainly saw him dominate at this role within the original batch of characters, as more characters were introduced, he found himself left a bit behind in terms of tactical flexibility.

And, of course, there was his Leadership. While mathematically an incredibly powerful effect, the cost of having to spend a Team Tactic card ultimately proved to be too restrictive based on the importance of Team Tactic cards to player strategies, which meant that the Leadership simply did not have the impact to the affiliation that all Leadership abilities are meant to have.

It’s a new day for the Guardians as Winging It now no longer costs anything, other than a bit of forethought before the Activation Phase begins. Not only can the Guardians now count on benefiting from their Leadership every round, but it also still provides that classic Guardians flexibility as the other 88% of the plan comes together in the middle of the action.

The other change to Star-Lord was one to add a bit more tactical flexibility and flash to Star-Lord’s kit. Hit and Run perfectly fits in with Star-Lord’s game plan of wanting to stay largely mid-field of the action without forcing him to sacrifice being able to attack twice each turn in order to keep himself out of the thick of the fight where his fellow Guardians are better suited.

Speaking of characters that want to be right in the middle of the action, the Deadliest Woman in the Galaxy, Gamora, is also benefiting from some slight adjustments to make sure she is worthy of her fearsome reputation. Gamora was another unique character, being the first, and for quite some time, only non-threat 5 character to boast a basic attack at Strength 6. Combined with her exceptional speed, her Assassin’s Leap, and her signature Deadliest Woman in the Galaxy ability, Gamora was a terror among threat 4’s during our original testing. The tradeoff for her incredible offensive power came from her relative fragility. She was a character that demanded careful planning and play, and often relied on Winging It rerolls to help her get to her target. However, as the field of characters expanded, it became clear that, despite being one of the strongest offensive melee characters in the game threat for threat, she was just a little too fragile to hit the level of consistency and counter play we originally envisioned for her.

As with the majority of these character rebalances, it only takes a couple of small nudges to net big results. The first thing we identified when looking at Gamora was that her Stamina value of 5/5 made Dazing or KO’ing her with a single decent attack too reliable. By simply increasing her stamina on both sides by 1, the likelihood that she would require more focused effort to neutralize increased significantly. The additional stamina also meant she could generate additional power that she could use before being Dazed or KO’d for either offense or for her defensive superpower Martial Prowess. And speaking of Martial Prowess, the addition of Stealth not only provided her more survivability and fit her skills as a highly trained cosmic assassin, it also meant that she could more reliably count on Martial Prowess to do what it was intended to do and add tactical options for keeping her in the fight longer by increasing both her defenses and serving as a deterrent to lower strength attackers trying to chip away at her. Overall, we’ve been loving how these two minor adjustments have really brought Gamora back into the discussion as a potent 4-threat to be feared.

Last, but certainly not least, we need to talk about the deadly duo of Rocket and Groot. While both of them are individual characters and can certainly go out on missions without the other, we really wanted players to be rewarded and encouraged to run this pair together. Groot was the very first character to introduce widespread healing mechanics to the game, both through his superpower and his We Are Groot Team Tactic Card. His durability was designed precisely to work in tandem with Rocket, who traded in all the durability for some of the craziest attacks ever dreamed of by a 2-threat character. While each could function fine without the other, the idea was always that by putting them together each one would complement the other. Groot’s ability to soak damage ensured that Rocket could blast away without care. In the end the combination worked, but the original restrictions to their paired abilities meant that, when fielded together, players were forced into a very restrictive play pattern, and one that had a counterplay aspect that was never really intended.

Groot received minor adjustments but, paired with the changes made to Rocket that we will look at next, each had a significant impact on the pair. First, we increased the range of his Strike from 2 to 3. Not only does this better represent his powers as we see them in the comics, it also lets him contribute more to the battle while still hanging a bit back with his companion Rocket. Additionally, with this change, we had to also address the fact that Groot could now much more easily access his healing from Living Plant. So, it was adjusted to be once per turn.

Rocket’s changes all came from his Superpowers. The first one worth covering is the fact that Personal Bodyguard has gone from a very restrictive Range 1 to a much more dynamic Range 2. Combined with Groot’s increased Strike range, this allows the pair to have much more impact on the battlefield. The second change to Rocket is a whole new superpower called Nimble. One of the unintended play patterns that emerged for dealing with Rocket and Groot was to simply throw Groot into Rocket. This never really sat well with us and certainly wasn’t intended as the counterplay to the pair. Nimble not only now stops that unintended interaction between the pair, it also gives Rocket a bit more survivability and forces players to choose to either deal with Rocket directly or ignore him for bigger threats at their own peril. We’ve all seen Rocket use his small stature and dexterity to great effect in the Marvel Universe, and this new power really carves out his space within the realm of other threat 2’s and as a pseudo threat 5 when paired with Groot.

That concludes our look at the upcoming character rebalances for everyone’s lovable misfits, the Guardians of the Galaxy. Be sure to watch out for our next article in the series as we continue exploring what this new phase will bring to everyone’s favorite characters.

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