



What’s included
- 1 Plastic M.O.D.O.K. Scientist Supreme Miniature
- 1 Base
- 1 Character Stat Card
- 2 Team Tactic Cards
- 1 Token Sheet
360˚ View

It’s important to have thick skin. Just ask the subject of today’s Panel to Play, the man who’s willing to charge headlong into any situation: it’s the human avatar of armored assault, Rhino!
Read moreIt’s important to have thick skin. Just ask the subject of today’s Panel to Play, the man who’s willing to charge headlong into any situation: it’s the human avatar of armored assault, Rhino!
Aleksei Sytsevich began his career as a simple thug in the Russian Mafia with high hopes of quick cash. Tempted by the promises of wealth and power, he agreed to undergo a risky procedure to transform him into his boss’ personal weapon. A powerful suit of armor was modeled after a rhinoceros’s hide and permanently bonded to his flesh. But playing pawn didn’t suit the aptly-named Rhino, and Aleksei chose to rampage not for the mafia, but for himself.
Rhino crashes onto the tabletop as a 4 Threat steamroller. His large Size of 4 and Short movement may look like he’s not going to be able to grab much cover or cover a lot of ground… but looks can be deceiving.
His basic attack, Gore, is a Strength 5 Physical attack. Rhino builds up momentum by charging at his target, and this attack has a special rule that lets you place him within Range 1 of his target before doing damage to represent this short dash. While it’s his only traditional attack, Gore is not the only way Rhino can dish out damage.
First, Rhino can change that short charge into an all-out rush with his Stampede superpower. Rushing forward, Rhino moves Medium distance and clobbers through interactive terrain of Size 2 or less. If he follows this up with a Gore attack, he adds 2 dice to the attack roll to represent the added momentum of his headlong charge.
He can also hit distant targets with Nobody Ever Accused the Rhino of Good Manners. Picking up terrain of Size 4 or less, Rhino can use his enhanced strength to hurl the object at a target within a Medium distance.
Aleksei also isn’t known for having an even temperament, as represented in game with the one-two punch of the Aggressive and Ornery superpowers. Aggressive helps to make up for his lower movement speed. As with other characters who have this superpower, whenever an attack targeting Rhino deals damage, he can advance Short toward the attacker. Adding to the attacker’s woe, Ornery represents Rhino getting more and more riled up from attacks: when he is damaged by an allied or enemy effect, after the attack Rhino gains 1 Power if he isn’t Dazed.
With all the attention he’s going to draw, it’s a good thing Rhino has a beefy 7 Stamina. What’s even better is that the suit fused to his body offers him some ablative armor. The Rhino Hide innate superpower lets Rhino reduce the damage he suffers from an enemy effect by 1, to a minimum of 1—letting the angry megafauna-themed villain stay in the fight even longer!
That’s all for our first look at the man who really puts the “crash” into “what is a group of rhinos called?” 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 Rhino Character Pack at your local game store or through the webstore today!
Until next time, Atomic Mass Transmissions, signing off!
Last time, we explored how we approached translating Captain Marvel into Crisis Protocol. Today, we’re going to take a look at how a being of pure evil genius, that malevolent leader of AIM, M.O.D.O.K. shaped up in Crisis Protocol.
Read moreWe’re back at it again with another article looking at the updates to Marvel: Crisis Protocol characters!
Read moreWhat’s a little pyromania between friends? Today’s Panel to Play gives us our first look at the man gunning to put your local fireworks stand out of business: it’s the mutant flame- manipulator, Pyro!
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. Mystique disagreed. With the addition of a flame-generating backpack and the snappy name of Pyro, he followed her lead through the Brotherhood of Mutants and subsequent Freedom Force.
Pyro’s presence in Marvel: Crisis Protocol heralds the flames. All three of his attacks inflict the Incinerate special condition on their targets. But he’s not a purely one-trick character; each pattern of the flames has its own unique utility. Fire Blast can burn up to Range 4 and generates a flat 1 Power with 5 Strength. Flame Jet is Strength 4, but hits all targets in a Beam up to Range 3, and generates 1 Power for each of them. And for the finale, Inferno rages in at 7 Strength with a Range 2 restriction, and damages all other characters within Range 2 of the target as well.
But St. John isn’t so enamored with fire he can’t think ahead. More cunning than one might expect from a Threat 3 burner, Pyro can spend 2 Power to use the Active superpower Firewall. This superpower doles out the Root and Slow special conditions to an enemy within Range 3 as Pyro strategically boxes them in with flame. Once he’s got them where he wants them, he can spend 3 Power for Stoke the Flames, and add 2 dice to his next attack action that turn.
Leaping tongues of fire across the battlefield is still always the end goal. The more enemies immolated, the better! For this, Pyro relies on his namesake Innate superpower, Fire Manipulation. When he targets an enemy with an attack, if they end up with the Incinerate special condition, he can choose another enemy character within Range 2 of the target and share the love… or, in this case, the Incinerate special condition.
With all of these fire-fueled superpowers, it’s easy to forget Pyro only controls flames; he doesn’t create them. He himself has no immunity to Incinerate. But he does have a protective suit that grants him 4 Energy defense, courtesy of Mystique. It pays to plan ahead.
That’s all for our first look at the mutant matchstick, Pyro! 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 Blob & Pyro Character Pack at your local game store or through the webstore today!
Until next time, Atomic Mass Transmissions, signing off!
Most of us can understand acting a little stubborn from time to time. But the subject of today’s Panel to Play takes “immovable” to a whole new level. Join us today for a first look at the man who truly cannot be moved: Fred Dukes, The Blob!
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. But his fortunes turned fast when first Xavier, then Magneto, then Mystique scouted him for various superpowered teams. Suddenly surrounded by peers who appreciated his abilities rather than mocked them, Fred quickly formed an attachment to his mutant identity. Now known as The Blob, his performing career may be behind him; but his superpowered shenanigans have just begun!
On the tabletop, The Blob is a 3-Threat tank. At Size 3 with 6 Stamina on both Healthy and Injured sides, he takes up space on the table, and he doesn’t plan to move. Anyone who gets too close will be met with a Range 2, Strength 5 Strike attack. If the irritating instigator in question is particularly unlucky, after The Blob gains his Power equal to the Damage dealt, they may be treated to a Short Push away from their assailant.
If someone has REALLY gotten on Fred’s nerves, they should probably stay outside of Range 3 of him. If he has 3 Power, anyone closer than that can be treated to a Strength 7 Thunderous Splash. This leaping bellyflop is one of the few things The Blob is willing to move for, and before Damage is dealt, he may Place himself within Range 1 of the unfortunate target. And if any Wilds pop up on those 7 dice, all other characters within Range 2 of The Blob will be Pushed Short by the force before suffering 1 Damage from the impact.
But The Blob is more than just a big guy with a Short movement speed. Being a strongman wasn’t an act; for 3 Power, The Blob can use Catch, Little Man! to hurl Size 3 terrain features Medium.
But if The Blob is going to stand around and throw things at people, he’s got to be able to take a little pain right back. Fortunately for him, whenever he suffers Damage, he can pay a single Power to activate Ha, Ha, Ha, That Tickles! This superpower gives him the staying power he needs to stay planted, as it reduces incoming Damage by 1 to a minimum of 1.
But what The Blob is most known for is being utterly immovable! His final superpower is Innate, and prevents him from ever being Pushed or Thrown by attack special rules. Nothing Can Move The Blob!
That’s it for today’s look at our newest member of the Brotherhood of Mutants. 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 Blob & Pyro Character Pack at your local game store or through our webstore today!
Until next time, Atomic Mass Transmissions, signing off!
In this latest installment of Atomic Mass Transmissions Panel to Play series, we’re taking a moment to hail to the king. It’s the Black Panther!
Read moreIn this latest installment of Atomic Mass Transmissions Panel to Play series, we’re taking a moment to hail to the king. It’s the Black Panther!
Read moreWe’re back at it again with another article looking at the updates to Marvel: Crisis Protocol characters!
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