From Panel To Play: Red Skull & Hydra Troopers

CP74 Red Skull & Hydra Troopers

The eyes might be the window to the soul, but when the person you’re looking at has a literal red skull for a face, maybe you don’t need to look that close to know something funky is going on? This time on from Panel to Play we’re looking at an oldie but a baddie, the Red Skull!

At the height of his power, the Red Skull had an army of dedicated Hydra troops at his beck and call. With them, the man formerly known as Johann Shmidt waged a campaign of terror across the world. His specialty is sabotage and espionage, and as the sworn archenemy of Captain America, there is no line the Red Skull will not cross in his evil war on the rest of the world.

Red Skull brings more than just a handful of Hydra troops to the battlefield, thanks to his vast array of terrifying powers. As the Master of Hydra, Red Skull leads a vicious Blitz Strike against his enemies, a rapid physical attack that hits at Strength 6 and can force his target back while Red Skull follows up for another attack. When he has an opponent at his mercy, Red Skull commands his enemies with Kneel Before Me! Though it costs 5 Power to use, this devastating Strength 9 attack is your choice of Energy or Mystic and can throw characters as large as Size 4 a Medium distance away!

All of Red Skull’s power and rage are directed at his goal for domination. This comes in the form of a new leadership for the Hydra affiliation called, appropriately enough, World Domination. Skull rewards his underlings for following his orders to the letter, so allied characters gain 1 Power during the Power Phase if they are holding or contesting objectives during a crisis.

While his allies worry about objectives, Red Skull himself can go toe to toe with the heaviest hitters on the field. Outfitted in the supreme armor of Hydra, Skull can rely on his Empowered Gauntlets to hit hard. Costing 2 Power, this active power lets him add blank results to his next Blitz Strike attack roll. If he lacks the Power to use it, Skull can rely on his All-Consuming Obsession, which lets him trade 1 damage for 2 Power once per turn.

You might think being stuck in against meddlesome heroes might be a problem for Red Skull, but his Leviathan Armor offers him superior protection against many attacks. This innate power lets him choose a type of shielding during each Power Phase. He can activate a Dispersion Field, which gives him three extra dice when defending against energy attacks and prevents him from being pushed or advanced by the enemy, or he can rely on a Null Field to deaden the power of Mystic attacks and render him immune to collisions!

Red Skull is a terrifying foe on his own… but he isn’t alone on the battlefield. The Master of Hydra brings a squad of Hydra Troopers into battle, which he can reinforce with the Cut Off One Head... innate power. Hydra Troopers are grunts outfitted with energy weapons who secure objectives in the field and are willing to lay down their lives for the cause of the Red Skull! This is evident when you look at their Hydra Assault power, which lets them rush in and lay down fire with their energy weapons, rerolling any number of attack dice—and being KO’ed after the attack. Those that don’t go rushing into battle lock down any objectives on the battlefield, thanks to the Occupation Force innate power. While they aren’t able to interact with Extract objectives, the ability to hold Secure objectives without paying power makes them an efficient tool for controlling those objectives.

That’s it for our first look at the terrifying commander and master of Hydra. 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. Red Skull & Hydra Troopers arrive at your local game store on October 14. Pre-order your own copy at your local game store or through our webstore today.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Arnim Zola

CP76 Arnim Zola

Being super intelligent doesn’t necessarily make you a good guy, as is demonstrated by the subject of today’s From Panel to Play. He’s what you get when you stuff 10 pounds of mad science into a 5 pound sack—or, in this case, robotic body. It’s Arnim Zola!

Doctor Arnim Zola was a Swiss scientist and the lead of Project Nietzsche, which attempted to create super soldiers for the purpose of world domination. Zola was an early pioneer in biochemistry and genetic engineering, working from notes left by the Deviants. He was responsible for the suspended animation that allowed the Red Skull to live into the modern age, and replaced his mortal human body with an artificial one, allowing the mad scientist to continue his work to the present day.

On the tabletop, Arnim Zola crams a whole lot of mad science into his robotic body. First off, his Prototype Weapons attack allows Zola to fire off a blast of energy perfectly suited to any foe, thanks to the ability to choose what kind of attack it will be from Physical, Energy, or Mystic. The strange prototype is further enhanced by the Hydra Ingenuity special rule, allowing you to add one of the Bleed, Shock, Slow, or Stun special conditions for every wild in the attack roll! When you’re facing this kind of scientific genius, you can never predict what he’s going to throw at you next!

Zola can also use his ESP box, a device that allows him to control his creations, as a weapon to rattle the weaker minds of those who face him. A Focused ESP Box Blast is a Strength 6 Energy attack that allows Zola to take control of his target, moving them a Short range, which can also Slow a target with a wild result.

The degree of technological innovation in Zola’s machine body gives him even more tools to deal with those who would stop him. When faced with a dangerous foe, Zola can rely on his Experimental Enhancements to produce even more powerful attacks. For 3 Power, Zola adds two dice to his next attack roll, but clearly these enhancements are still in the prototype phase: if the enhanced attack roll produces a failure, Zola takes 1 damage.

It’s not just his own attacks that can benefit from Zola’s mad genius, however. He can leverage his engineering talents to enhance his allies as well. Hydra Engineering is a reactive power he can use whenever he or an allied character in Range 4 is attacking or defending. Zola can spend up to 3 Power, allowing the chosen character to reroll 1 die per Power spent during the Modify Dice step. Like his personal enhancements, this can have unpredictable results, though, and if the roll produces any failures the character gains the Bleed special condition.

Not that Zola needs to worry about bleeding. His artificial body protects him from such petty concerns as bleeding and poison, which is enough to make any scientist a little cocky. That’s probably why Zola is known for his Scientific Hubris, an innate ability that grants him 1 Power every time he rolls at least one critical!

That’s it for our look at the man in the box. 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

Baron Strucker & Arnim Zola Character Pack at your local game store or through our webstore today. Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Baron Strucker

CP76 Baron Strucker

What has the world come to, when you can’t even trust a 19th century Prussian nobleman with a face covered in fencing scars to do the right thing? Find out more on this installment of From Panel to Play, where we’ll be talking about the Original Supreme Hydra, Baron Strucker!

Baron Wolfgang von Strucker has committed his long life to evil. A contemporary of the Red Skull and founder of the Hydra paramilitary organization, Strucker’s nefarious and cruel mind has been bent toward plots of domination since the beginning of the 20th century. Thanks to the infestation of the Deathspore virus contaminating his blood, the baron’s aging has been suppressed and he continues to plague humanity as a force of true evil.

Strucker is an arrogant strategic genius who possesses strange powers thanks to his lifetime of nefarious deeds. Those who face him must confront the power of his Satan Claw, the metal gauntlet he wears that can produce potent energy blasts in the form of a Plasma Blast, a Strength 5 Energy attack that has a chance to Incinerate his opponent. Of course, Strucker is driven primarily by his desire for world domination (and the Deathspore virus that keeps him alive). When he wants to make a point, Strucker declares “The World is Mine,” and unleashes a devastating Strength 7 Physical attack that allows him to remove 1 damage for each damage he deals to his target.

For generations Strucker has been a leader of evil, and is the founding father of Hydra. In game he brings the new Hydra High Council leadership power for the Hydra affiliation. This leadership allows Hydra agents to turn the tables on their foes when they attack, letting them impose special conditions they are suffering on the target of their attacks before removing them from themselves. Even more, when members of the affiliation inflict a special condition on a target, they can remove 1 damage—perfect for when Strucker’s old ally Arnim Zola is on the field.

And Strucker’s enemies will have special conditions on them almost all the time, thanks to the Deathspore Virus in his blood. For 2 Power Strucker causes his infection to spread to every other character within Range 3, inflicting the Poison condition on them. Not only that, but the Deathspore virus is responsible for Strucker’s Healing Factor [1] innate power.

This might be why Strucker is such an arrogant man. His Arrogance can be both a benefit and a drawback, though. When he uses this reactive power during an attack, Strucker counts failures in his attack roll as successes—but so does his opponent for their defense!

This arrogance is often at odds with his otherwise brilliant strategic mind. His brilliance is reflected by the Strategic Genius innate power, which allows Strucker and allies within Range 2 to reroll one die in all their attack and defense rolls.

That’s it for our look at Hydra’s founder and delusional baron. 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 Baron Strucker & Arnim Zola Character Pack at your local game store or through our webstore today.

Until then, Atomic Mass Transmissions, signing off!

Baron Strucker and Arnim Zola

CP76 Baron Strucker and Arnim Zola

Baron Wolfgang von Strucker may have been born into the ranks of the nobility, but he has spent his prolonged life in pursuit of nefarious goals. As an ally of the Red Skull and wing commander of the Death’s Head Squadron, Strucker waged campaigns of invasion and oppression. As the founder of HYDRA, Strucker’s villainy has spread deeply across the world. After becoming infected with the deathspore virus, Strucker gained an array of superhuman abilities, including suppressed aging that keeps this notorious villain alive to this day.

Doctor Arnim Zola was a scientist who pursued the creation of super-soldiers for the purpose of world domination. Performing cruel experiments during World War II, Zola worked alongside villains like Baron Zemo and the Red Skull. The mad doctor transferred his consciousness into a synthetic body, allowing him to continue his nefarious work well into the future, using his genius intellect and scientific knowledge as weapons against all who would stop him.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Baron Strucker Miniature
  • 1 Plastic Arnim Zola Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 2 Team Tactic Cards

360˚ view

Miniature Assembly


Find assembly diagrams for Baron Strucker and Arnim Zola here!

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From Panel To Play: Baron Strucker

Marvel: Crisis Protocol

07/25/2022

Baron Wolfgang von Strucker has committed his long life to evil. A contemporary of the Red Skull and founder of the Hydra paramilitary organization, Strucker’s nefarious and cruel mind has been bent toward plots of domination since the beginning of the 20th century.

Read more

From Panel To Play: Arnim Zola

Marvel: Crisis Protocol

08/08/2022

Doctor Arnim Zola was a Swiss scientist and the lead of Project Nietzsche, which attempted to create super soldiers for the purpose of world domination.

Read more

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Available at your local game store or through the webstore

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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: Viper

CP61 Viper

This time on From Panel to Play we’re taking a look at someone with a really toxic personality: Viper!

Ophelia Sarkissian was one of twelve girls taken in for a special Hydra project, an orphan raised by the notorious Hydra agent Kraken. During her rise, she frequently combatted both Captain America and S.H.I.E.L.D., eventually earning her place at the top of Hydra as one of its leaders.

Sarkissian cut all ties with Hydra, setting out on her own course of villainy. Along the way, she assassinated the supervillain Viper and assumed his identity. Under her new name, she has been a toxic thorn in the side of S.H.I.E.L.D., the Punisher, and more, while employing her deadly skills with groups such as H.A.M.M.E.R. as a professional terrorist-for-hire.

The posture of Viper’s miniature captures her as she springs into the battle, her toxic blade at the ready to cut down her target. She embodies swiftness and danger, ready to leap like a coiled snake at the first victim within reach. Viper’s bodysuit is a great place for painters to work with texture and looks great with some strategically placed scale motifs.

As fits a woman of her skills, Viper is a fast-moving and stealthy character. She has several tricks that allow her to move across the battlefield and land powerful, venomous attacks against her opponents.

Every one of Viper’s three attacks has the potential to inflict special conditions on her target. Whether she attacks with her compact Assassin’s Pistol, a poisoned dagger, or her signature attack, Viper Strike, she leaves a lingering debility on her target to remember her by. The most potent of her attacks, Viper Strike sees her leaping or dashing forward near her target to land a Strength 6 toxic strike with the special Venom rule that inflicts the Slow and Stun conditions if she rolls a wild.

Viper Strike pairs well with some of her other abilities. After using it, she can activate her Displacement Ring to teleport away from an enemy counterattack. The Displacement Ring active superpower costs 2 Power to use and allows Viper to be placed anywhere within Range 2 of her current location. This movement is often just far enough for her Stealth innate superpower to take effect, forcing her opponent to use an action to close the distance before they can target her with an attack.

On days when Viper isn’t feeling like teleporting and hiding, her top-tier martial talents can help her out too. She is an experienced fighter and able to strike with blinding speed when she needs to, often fast enough to counter an enemy strike before it can land. Coiled Serpent represents these lightning reflexes, a reactive superpower that allows her to roll 5 defense dice instead of her usual 3. If she manages to block all the incoming damage, Viper responds with a quick counterstrike, inflicting 2 damage on her hapless opponent after the attack is resolved.

That’s it for our first look at Viper. How will you use Ophelia, the ophidian villain? And who’s next to make their transition From Panel to Play? Be sure to check out Atomic Mass Transmissions to find out!

From Panel To Play: Sin

CP61 Sin

I guess she has a thing for people with skulls where their faces should be? This time on From Panel to Play, we’re checking out the daughter of the Red Skull and partner to Crossbones, Sin!

The vile legacy of the Red Skull lives on through his daughter, Sinthea Schmidt. Indoctrinated from childhood with her father’s beliefs, Sinthea began her criminal life with the Sisters of Sin. An effort by S.H.I.E.L.D. to deprogram Sinthea failed when the mercenary Crossbones freed her from captivity. Together, she and Crossbones embarked on a campaign of terror and violence. As Sin, Schmidt seeks to do what her father could not manage: control the world and, as was once done to her, twist it to fit her father’s contorted vision.

Sin’s miniature is a study in violence and madness. Her expression is not suggestive of a stable personality, as she menaces her foes with a dagger. Plus, the skull on her torso suggests that she’s not the sort of person you’d want to mess with. Standing atop the rubble, she captures the menace of a born killer.

Sinthea Schmidt is a complicated woman with a lot of anger issues. For one thing, her dad is an unremitting villain with a face like a spooky Halloween decoration and aspirations of world domination. Working to uphold her family legacy, she has many tricks and powers to make any hero’s day a little bit worse.

Sin fights dirty. When she isn’t spraying bullets with her automatic pistol and keeping score on how many more targets she takes down than her partner Crossbones, she gets up close and personal with her opponents. The Make It Personal physical attack hits her target at strength 6, and if she’s lucky enough to score a critical and wild on the attack roll, she can add Insult to Injury. This rule lets her follow up with a second Make It Personal without paying its Power cost, and switches the attack type from physical to mystic, as she assaults her target in a psychotic rage.

But the daughter of the Red Skull is more than just violence and insults. As the heir to the throne of Johann Schmidt, she has also developed a keen ability to lead her underlings into battle. Like her father, Sin has a Leadership ability for the Cabal affiliation. But where Red Skull’s leadership is straightforward, hers is complex.

Red Mayhem is a chaotic leadership befitting Sin’s psychotic personality. Screaming orders at her Cabal companions, she directs them into position on vital objectives while forcing her opponents to give ground. During each Cleanup Phase, after tabulating Victory Points, Sin gets to roll a die for each objective contested by a friendly character. If the roll produces a Hit, wild, or critical result, she can push each enemy character contesting the objective a Short distance away. Red Mayhem also forces enemy characters holding Assets within proximity of Sin’s allies to drop their Assets for the Cabal to scoop up!

Of all the Cabal members, the one you can almost guarantee will join Sin in battle is her worse half, her partner in crime, the skull-masked Crossbones. This gruesome duo work in tandem to ruin the day of everyone they encounter. In game, her reactive superpower Partners in Crime represents their bond, letting Crossbones activate immediately after Sin if he is within Range 4 and doesn’t already have an activation token. Perfect for kicking an opponent when they’re already down!

Of course, Sinthea has several other tricks to spring on her enemies, but we’re out of time. Be sure to check back for another installment of From Panel to Play, where we’ll take a look at yet another character who makes the jump into the ranks of Marvel: Crisis Protocol.

Until then, Atomic Mass Transmissions, signing off!

Team Tactics Talk: Deadpool & Bob, Agent Of Hydra

CP45 Deadpool & Bob, Agent Of Hydra

The Deadpool & Bob, Agent of Hydra Character Pack brings some weird and wonderful new Team Tactics to Marvel: Crisis Protocol. Which is appropriate, if you think about who is going to be using these tactics: the Merc with a Mouth and his friends.

This character expansion comes with three new Team Tactics: one for the X-Force affiliation and two Unaffiliated cards.

Let’s talk about the tactic for the X-Force, Pretty Sneaky, Sis. Leave it to Deadpool to reference a commercial from the 80s to describe a tactical maneuver. This tactic allows the X-Force to infiltrate deeper into hostile territory before their opponents even know they’re on the prowl. Any member of the affiliation can spend 2 Power, and for the rest of the round members who spent Power have a kind of “super stealth,” preventing enemies further than Range 2 from targeting them with attacks.

You can play Pretty Sneaky, Sis during any Power Phase. You can use it to get a round of breathing room early on, as an opportunity to rest and recharge mid-game, or in the last push of a game to help you clinch victory. Forcing the other player to close the gap if they want to put damage on your team eats into their total number of actions during the round, which reduces their potential damage output, and it pairs nicely with the X-Force members who can heal from their injuries like Deadpool and Wolverine.

Next up is a part of any balanced breakfast, Chimichangas. These deep-fried staples of Tex-Mex cuisine are more than just a hearty meal, they’re also a powerful asset in Deadpool’s hands. By scarfing down a piping-hot chimichanga, Wade Wilson is more than mere man or mutant. He is unstoppable. When you use this tactic, a chimichanga asset is added to the game in Deadpool’s hands. At the end of a character’s activation, if they have the chimichanga they devour it to gain 1 Power and either remove 1 damage or one special condition.

Deadpool is a gracious host, though, and he can hand off his pack lunch to someone else thanks to the Interact: Chimichanga action, allowing any character to pick up the token.

Last, and certainly weirdest, is the Yoink tactic. Deadpool is known for his bizarre shenanigans and how… frustrating he can be to his closest friends and allies. This tactic puts his odd behavior front and center. After spending 2 Power to use this tactic, Deadpool has his pick of four different unusual effects. He can glom on a friendly Cable within Range 2. He can borrow a bit of Domino’s unusual luck to bounce a grenade at the enemy. He can pick the pockets of a friendly side of Canadian bacon and take a token held by Wolverine. He can even empty the magazine of Bob, Agent of Hydra (if Bob is foolish enough to be fighting for the other side).

This tactic is as wild and unpredictable as Wade Wilson himself, giving you a host of different tactical options based on the characters you—or your opponent—bring to the table. When Deadpool is on the field, expect the unexpected.

That’s it for our look at the Team Tactics releasing with the Deadpool & Bob, Agent of Hydra Character Pack. If you want to get your hands on a chimichanga hot out of the fryer, don’t forget to pre-order your copy at your local gaming store, or through our webstore today!

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