From Panel to Play: Vulture

In today’s From Panel to Play we take flight with another of Spider-Man’s rogue’s gallery, Adrian Toomes, famously known as the Vulture!

Adrian was a gifted engineer who created an electromagnetic harness that gave the wearer the ability to fly. After a betrayal by his business partner, he decided to go into the masked supervillain business as the high-flying Vulture. One to always flaunt his intelligence, Vulture once publicly announced his intended theft of diamonds from a local jewelry shop, and while everyone was watching the sky for his attack, he popped out of the sewers to grab the goods and flee through the subway tunnels!

Adrian is a close-range combatant who is very disruptive to an opponent’s plans. He is a Threat Value 3 character with mediocre defensive stats (5 Stamina on both sides and 3/3/3 defenses). As you would expect from someone with a flight generating harness and great big green wings, Vulture has the Flight Innate superpower that pairs well with his Medium movement.

Vulture’s razor-sharp feathers might cause an enemy target to Bleed after he uses his Raptor Strike, a Physical 5-dice close range attack that generates power for him. His second attack, Skyline Hunter, however, will send opponent’s flying as he dives into them and throws them Medium before the attack deals damage, ensuring the target will not remain in position. This 4-Power cost attack is also Physical in nature and boasts a sizable dice pool to go along with its Range of 3.

Vulture’s flight allows him to swoop in and out of the battle with ease. This comes through in his first Active superpower, Hit and Run. When combined with his Skyline Hunter attack or his next superpower, Vulture can be extremely mobile, difficult to hit, and disruptive to his opponents.

Vulture has one Reactive superpower–Abduct. This superpower is triggered when Vulture begins a move action such as the one granted by the earlier mentioned Hit and Run. Before moving, Vulture selects an enemy character and after his move action is complete, the enemy character is Placed within Range 2 of its current location (not Vulture’s current location). This can have major effects on the positioning of a key enemy character. The Place effect has no restrictions on it so it can be used to move an enemy away from your characters or it can be used to pull them in close.

If he can generate enough Power, Vulture can live the dream of combining Hit and Run with Skyline Hunter to use the Throw to bring the Size 3 or smaller enemy closer and potentially deal additional damage before using the move action granted by Hit and Run to trigger Abduct. He can then flee (or advance) while Placing the enemy character closer to his allies. This is a very expensive trick as it requires 8 Power to pull off, but he has one more superpower to help with that.

Adrian Toomes is a proud man. He knows he is a skilled engineer and is confident in his intelligence. This is a trait found in the other characters of the Sinister Six, and for Vulture comes in the form of a familiar Innate superpower, Scientific Hubris. This classic superpower allows Vulture to generate one Power whenever one of his dice rolls has a Critical result when the roll is complete. This applies to all of his dice rolls including Interact effects, attacks, and dodges giving him a boost to his Power generation.

That’s all we have for Vulture. 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 Vulture at your local game store or through the webstore today!

Until next time, Atomic Mass Transmissions, signing off!

From Panel to Play: Scarlet Spider, Ben Reilly

In today’s From Panel to Play we will be meeting one Peter Parker, a.k.a. Spider-Man–wait–is that Peter? No! That’s a clone! It’s the Scarlet Spider, Ben Reilly!

Following the death of Gwen Stacy, Ben Reilly was created by the scientist Miles Warren as a perfect clone of Peter Parker down to the arachnoid abilities and memories. At first, he battled Peter thinking he was the original, but eventually came to terms with his identity as a clone. He exiled himself for a while and took the name Ben Reilly in honor of Uncle Ben and Aunt May (Reilly) before finally returning to New York. Ben eventually began working with Peter Parker to fight crime in New York with his own unique costume and took on fighting the villains they encountered. He soon earned the name Scarlet Spider thanks to the Daily Bugle and now he debuts in Marvel: Crisis Protocol!

As the Scarlet Spider is a clone of Peter Parker, he has many similarities with him while maintaining a few subtle differences that let him stand out. He clocks in at a Threat Value of 4 with a moderate Stamina pool of 6 on his Healthy side and 5 on his Injured side along with a defensive stat line of 4/3/3. Unlike his quick moving predecessor, Ben’s limited to a Medium Speed stat, but like many of his Web Warrior allies, he’s more mobile than this indicates.

Scarlet Spider’s first attack is Scarlet Strike. This 5-dice attack builds Power equal to the Damage dealt and has the Elusive rule. Elusive is triggered when the attack roll contains a Hit and Wild, and it grants Ben a Short advance after the attack is resolved. His second attack is the classic Impact Webbing. This attack was first found on Spider-Man and has a solid Range of 4 and generates 1 Power every time it is used. Additionally, the slugs of webbing have a chance to Push enemies a Short distance Away to give Ben’s team some breathing room.

Whatever a Spider Can is his final attack. This 5-Power cost attack has a solid Strength of 8 and two special rules that perfectly capture the feeling of web-slinging. The first special rule guarantees a Medium advance. The second, the Catch! rule, gives him a chance to destroy a piece of terrain with a Size 2 or smaller within Range 3 of him and force the target of the attack to deal with a collision as if the terrain had been thrown into them! These two rules trigger after the attack is resolved so they can be used in the order of the attacking player’s preference. To top it off, Catch! can be used regardless of how far the target is from Scarlet Spider allowing him to both escape retribution and potentially finish the target off with a well-aimed car or mailbox!

Going along with these attacks are two Active superpowers. The first one, Web Whip, highlights the Web Warriors ability to push around their opponents with well-placed applications of webs and physics! This superpower costs 2 Power and can be used once per turn to Push a nearby enemy character towards Scarlet Spider. After the Push Scarlet Spider is Placed within Range 1 of that enemy character.

Scarlet Spider’s second Active superpower is Proportionate Strength of a Spider. This superpower costs 3 Power and lets Scarlet Spider Throw enemies of Size 3 or less within Range 3 of him Short.

Scarlet Spider’s final two superpowers are Innate superpowers found on many of the Web Warriors. The first is Spider-Sense which allows him to reroll up to two dice in his defense roll when attacked with Physical and Energy attacks. His second Innate superpower is the classic Wall Crawler, one of the best battlefield mobility superpowers out there and ubiquitous to the Web Warriors.

Now that we’ve sorted out who the real Spider-Man is from the clone, it’s time to swing away! Be sure to 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 Scarlet Spider at your local game store or through the webstore today!

From Panel to Play: Shocker

Today’s From Panel to Play is shaking off the foundations from the concentrated blasts of air fired by the failed petty crook turned self taught engineer turned supervillain named Shocker! Take cover and hang on until Spider-Man arrives to take him back to jail!

Herman Schultz was a poor orphan who became a criminal to make ends meet. Unfortunately, for him, he was never good at it and often got caught. However, it was during one stay in prison that he was sent to the workshop and managed to use the resources within to create his signature weapons–the vibro-shock gauntlets. He escaped prison with these homemade weapons and soon encountered Spider-Man while breaking into a safe for some much needed cash. This battle ended in a win for Shocker who escaped with the loot.

Shocker isn’t one of the more famous or effective villains out there but he has his moments of greatness. He is a 3 Threat Value character and has a mediocre stat line with 5 Stamina on both sides of his card with a Medium speed. His Energy and Mystic defenses are both 3 while his quilt-like suit gives him a little extra Physical defense.

Shocker’s gauntlets send a concentrated blast of air vibrating at a high frequency in a direction of his choosing. Using these gauntlets Shocker opens safes quickly and quietly by shaking them open and defends himself with vibrating air punches. His first attack, Vibro-Shock Strike, is a Range 3 attack with 5 dice that generates Power equal to the damage dealt. There is also a chance that the intense vibrations from this attack will leave the target with the Stun special condition and a headache.

When he really needs to make a statement, Shocker can keep the gauntlets going for a long time and cause structures to collapse as they resonate with the gauntlets! Shake ‘Em Down is Shocker’s second attack. Shocker lets loose with a sustained vibrating air blast and makes things crumble. This attack costs him 4 Power but has 7 dice and can Stagger the target with a Wild result in the dice roll.

Shocker isn’t the most resilient of characters, but he can channel the power of his gauntlets to create a Vibrational Shield around himself that can blunt the attacks of his enemies. This Reactive superpower costs 2 Power and lets him add 2 dice to his defense rolls against Physical and Energy attacks. This can give him a little extra staying power in the face of enemies more capable than him.

His second superpower is the Innate superpower If the Ground is Rocking… which keeps enemies off balance reducing the effectiveness of their attacks. Nearby enemies reduce the number of dice they roll on attacks by one. This superpower affects all attacks made near him which can give a little boost in his and his allies survivability.
Herman is not immune to the effects of his gauntlets, however, which is why he wears a suit that resembles a thick quilt. This suit insulates him from the vibrations generated by the gauntlets, making him immune to the Stun special condition with the Innate superpower Immunity (Stun).

If you want to shake things up, head to the webstore to preorder Shocker. Also, be sure to 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.

Until next time, Atomic Mass Transmissions, signing off!

Vulture, Shocker, Electro, & Sandman

CP156 Vulture, Shocker, Electro, & Sandman

A sinister lineup of villains enters Marvel: Crisis Protocol in this pack! As some of Spider-Man’s most noteworthy foes, Electro, Sandman, Vulture, and Shocker give players even more options when building their Spider-Foes and Criminal Syndicate squads. Supplementing these characters are Sandman’s two Sand Constructs that act as Grunts on the battlefield. In addition to miniatures and Stat Cards for each character, players will also find 6 Team Tactic cards that give them even more ways to accomplish their nefarious schemes.

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Stat and Team Tactics Cards

These are some of the Stat and Team Tactic Cards for Vulture, Shocker, Electro, and Sandman!

Team Tactic Cards

What’s Included

  • 1 Sandman Miniature
  • 1 Electro Miniature
  • 1 Shocker Miniature
  • 1 Vulture Miniature
  • 2 Sand Grunt Miniatures
  • 6 Bases
  • 4 Character Stat Cards
  • 2 Grunt Stat Cards
  • 6 Team Tactic Cards

360° View

Assembly Diagram

Find assembly diagrams for Vulture, Shocker, Electro, and Sandman here!

Download PDF

From Panel to Play: Vulture

Marvel: Crisis Protocol

04/29/2024

In today’s From Panel to Play we take flight with another of Spider-Man’s rogue’s gallery, Adrian Toomes, famously known as the Vulture!

Read more

From Panel to Play: Shocker

Marvel: Crisis Protocol

04/02/2024

Today’s From Panel to Play is shaking off the foundations from the concentrated blasts of air fired by the failed petty crook turned self taught engineer turned supervillain named Shocker! Take cover and hang on until Spider-Man arrives to take him back to jail!

Read more

Panel to Play: Electro

Marvel: Crisis Protocol

04/15/2024

The air is buzzing with electricity for today’s From Panel to Play as we introduce Max Dillon, the voltaic super foe of Spider-Man better known as Electro!

Read more

From Panel to Play: Sandman

Marvel: Crisis Protocol

04/22/2024

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!

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Asmodee Store

Available at your local game store or through the webstore

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Gwenom & Scarlet Spider

CP155 Gwenom & Scarlet Spider

Two alternate versions of prominent characters make their Marvel: Crisis Protocol debut in this new pack! On Earth-616 Gwen Stacy is dead. But on Earth-65, it is Peter Parker who has died and Gwen Stacy who lives life as a masked hero. Accepting a bond with the Venom symbiote and the power that if offers, she sets off on a quest to right the wrongs of her home universe. Gwenom is joined by Ben Reilly, a clone of Peter Parker made to be a weapon. Known as the Scarlet Spider, he is determined to prove that he is a hero in his own right. On the tabletop, these characters enhance the Web Warriors affiliation with their inherent web-swinging skills and three Team Tactic cards.

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Stat and Team Tactics Cards

Stat Cards

Team Tactics Cards

What’s Included

  • 1 Gwenom Miniature
  • 1 Scarlet Spider Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 3 Team Tactic Cards
  • 1 Token Sheet

360º View

Assembly Diagram

Find assembly diagrams for Gwenom and Scarlett Spider here!

Download PDF

From Panel to Play: Scarlet Spider, Ben Reilly

Marvel: Crisis Protocol

04/23/2024

In today’s From Panel to Play we will be meeting one Peter Parker, a.k.a. Spider-Man–wait–is that Peter? No! That’s a clone! It’s the Scarlet Spider, Ben Reilly!

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From Panel to Play: Gwenom

Marvel: Crisis Protocol

04/11/2024

We’ve got a combination of a famous symbiote and the drummer of the Mary Jane’s sliding in on a wicked axe in today’s From Panel to Play! That’s right, we are meeting Gwen Stacy, a.k.a. Ghost Spider, a.k.a. Gwenom!

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Asmodee Store

Available at your local game store, or through the webstore

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Kingdom of Wakanda Terrain Pack

CP59 Kingdom of Wakanda Terrain Pack

 

The Kingdom of Wakanda comes to the tabletop in this new terrain pack for Marvel: Crisis Protocol! Featuring a variety of terrain pieces from this technologically advanced nation, including lamps, a tree, and a vibranium transport, this pack allows players to cutomize their own Wakandan battlefields. Along with these terrain pieces, players will also find a new One-Shot card that invites them to modify their Crisis into a unique scenario focusing on the terrain they find in this pack.

What’s Included

• 1 Tree
• 8 Lamps
• 1 Vibranium Transport
• 1 One-Shot Card

Pre-Order Now

Miniature Assembly


Find assembly diagrams for the Kingdom of Wakanda here!

Download PDF

Asmodee store

Available at your local game store or through the webstore

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Klaw and M’Baku

CP116 Klaw and M’Baku

“Your mortality makes you weak.”

Ulysses Klaw was a fringe researcher in the field of applied sonics. When his latest project required the rare metal Vibranium to complete, he rallied a group of mercenaries and attacked Wakanda to get it. His surprise assault was successful but at great cost; Klaw was mortally wounded. In a last-ditch effort, he turned his new weapon on himself. His dying body was warped, and he now exists as a sentient sound-form. Impossible to kill and unbearable to listen to, Klaw’s arrival is always an ill omen.

The Wakandan chieftain M’Baku has long disagreed with the leadership of T’Challa, the Black Panther. Against direct orders, he revived an ancient magic hidden in the heart of the region’s legendary white gorilla. Intent on taking Wakanda for himself, M’Baku staged a coup with this newfound power. Despite this ill-fated attempt, the chieftain remains a powerful influence in Wakanda’s politics; sometimes with the Black Panther and sometimes against him. One might question M’Baku’s motives, but there’s no denying his awesome strength.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Klaw Miniature
  • 1 Plastic M’Baku Miniature
  • 2 Bases
  • 2 Character Stat Card
  • 3 Team Tactic Cards

360˚ View

Miniature Assembly


Find assembly diagrams for Klaw and M’Baku here!

Download PDF

From Panel to Play: Klaw

Marvel: Crisis Protocol

05/24/2023

Although not shy in spreading their evil intentions throughout the world, Klaw and several generations of his family have been heavily entwined with the nation of Wakanda.

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From Panel to Play: M’Baku

Marvel: Crisis Protocol

05/26/2023

M’Baku is a born and bred Wakandan native, having been born into the Jabari Tribe. The Jabari worship the White Gorilla in opposition to the more dominant Panther worshiping tribes.

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Asmodee store

Available at your local game store or through the webstore

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From Panel to Play: Klaw

CP116Klaw

We hope that you have a really good pair of earmuffs handy as the topic of today’s from Panel to Play is the master of sound himself: Ulysses Klaw. Klaw isn’t a villain that’s worried about making himself heard and you definitely won’t fail to notice him when he soon joins a tabletop near you!

Ulysses Klaw comes from a long line of criminals and nefarious individuals. Although not shy in spreading their evil intentions throughout the world, Klaw and several generations of his family have been heavily entwined with the nation of Wakanda. The Klaw family had been on the losing side of all those interactions, but Klaw eventually managed to turn the tables on Wakanda.

While pursuing a sample of Vibranium in order to complete the construction of a piece of experimental technology allowing him to convert sound waves into physical mass, he ended up killing the Wakandan king, T’Chaka. He was ultimately forced to retreat from that battle without his original prize after suffering several severe wounds, but felt he had earned himself at least a partial victory.

A decade later, Klaw had managed to complete his sonic converter and was attacking Wakanda once again when things went even worse for him than they did last time. He ends up having to make a last-ditch attempt to salvage the battle by jumping into his sonic converter in the hopes of gaining the power to defeat his enemies. Although successful in gaining superpowers, having been transformed into a creature of “living sound”, he still ultimately lost that fight.

We now find Klaw sometime after his “rebirth”. He has learned to make use of the powers he gained in his transformation and to devastating effect as a new 5 Threat character. The master of sound is a force to be reckoned with and a brand-new Leader for the Criminal Syndicate affiliation. As you’d expect from a being capable of complete control over sound energy, he absolutely excels at defending himself against Energy attacks with an impressive 5 defense. His enemies also find that it can be hard to inflict meaningful damage against someone lacking what we’d normally consider a physical body. This is represented on the tabletop with a strong pool of Stamina, 7 on his Healthy side and 7 on his Injured side.

Klaw has a very strong focus for his suite of attacks. He only has access to Energy attacks, but you’re not going to be disappointed by what you’re about to hear. His main attack, Sonic Blast, is a Range 3 attack that will provide him power equal to the damage he deals with the Strength 6 hit. The attack also has a set of punishing special rules attached to it that really amp up the utility of this attack. A Wild and Critical result will ensure the target character gains the Stun special condition before damage is dealt, which prevents them from gaining more than a single power for damage from the attack. It also has the Suppressive special rule which forces the enemy character to lose a Power for each Wild in the attack roll. Klaw ensures his enemies suffer in every way!

When Klaw finds himself powered up and needing to remove obstacles from his path, he lets loose with a Sonic Shockwave attack. You don’t often see attacks of this strength and size let loose, but when Klaw has 5 power to spend, he can blast his opponents with this 7 Strength, Beam 5 (That’s right, Five!) attack. This attack will Pierce right through his opponents’ defenses (ruptured eardrums anyone?), changing 1 of the defenders success results to a Blank if he rolls a Wild in the attack. It also destroys all Size 2 or smaller interactive terrain features that the Range tool overlaps!

Klaw is not a boss that does much for his cronies, he’s all about what they can do for him. He’s also very possessive of his assets, which is demonstrated in his Leadership, Black Market Entrepreneur. This Leadership may seem simple at first, but the options it can provide to reposition a character of this strength is sure to provide a puzzle to the other player. When an allied character is Dazed or KO’d, Klaw may Advance Short. Your opponent is going to have to think twice about taking out Klaw’s henchmen since they’ll never know where Klaw will end up!

Reconstitute Form is Klaw’s first superpower. This Active superpower allows Klaw to spend 2 power to reform his body and shrug off portions of the damage that his enemies have snuck through. This superpower ensures that even if the crowd isn’t asking for it, he’s going to be sure to deliver an encore they won’t soon forget!

Soundwave Barrier is a blast and perhaps the most unique of his superpowers. This reactive superpower costs 3 power to use but allows him to Push an enemy character Away Short when they end their Activation within range 3 of him. You’re going to have to be incredibly careful when positioning your characters when up against Klaw.

Absorb Vibrations is an innate superpower that is going to ensure Klaw has the power to fuel all of his rules. This power allows Klaw to convert the energy of his opponents attempts to put him down into additional power, granting him 1 power when he is targeted by a physical or energy attack or when making a dodge roll. It also ensures that he cannot be Pushed or Advanced by the effects of energy attacks or enemy superpowers.

When you’re ready to become a presence in the black market, be sure to pre-order your copy of the M’Baku and Klaw character pack at your local game store or through the webstore today. Also, be sure to 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.

Until next time, Atomic Mass Transmissions, signing off!