From Panel to Play: Karnak & Gorgon

 

The Inhuman Royal Court is well known for its collection of stout defenders. This is perhaps best underscored by Karnak and Gorgon, respected allies of King Black Bolt. Karnak is a trained Martial Artist, known for his ability to find the weakness in any object, idea, or opponent. He often serves as a strategist and advisor to Black Bolt. On the other hand, Gorgon is characterized by his superhuman strength, agility, and durability. He is well known as a loyal protector of the royal family, with a complex personality shaped by his experiences and the responsibility of training young Inhuman warriors. In today’s From Panel to Play, Karnak and Gorgon come crashing into your games of Marvel: Crisis Protocol!

Analyzing the battlefield is Karnak Mander-Azur. Karnak has a respectable 3 Physical, 3 Energy, and 4 Mystic defense. He has 10 Stamina evenly split between his Healthy and Injured sides and is a 3-threat character. While his stats may seem average at first, further inspection reveals that Karnak brings a variety of insightful tools to the fight!

A pair of martial attacks give Karnak the edge in hand-to-hand combat. The first of these is Shattering Strike. A Range-2 attack with a Strength of 5, this physical assault will gain Karnak power equal to the damage dealt. Additionally, the target is Pushed away Short, regardless of its size. His second attack calculates the optimal point to strike, and for 4 Power Karnak can unleash Let me Show You Your Flaw. This flurry of blows adds the number of Skull results in both the attack and defense rolls to its total successes.

While both these attacks are potent in their own right, Karnak has a respectable 6 superpowers that add to his combat utility. The first of these is Meditate, allowing Karnak to expend an action to gain 2 Power. The next ability is a powerful support tool, Teachings of the Three Worlds. After another allied character within Range 3 makes an attack or defense roll, that allied character may add up to 2 Skull results as successes. This helps turn a critical miss into an unexpected victory.

When it is time to drive home the advantage and finish a foe, Karnak does so with his next superpower, Pinpoint Weakness. For two Power, Karnak can place or move a Weakness token onto a defending enemy character. When attacking or defending against a character with a Weakness token, Karnak uses Analyzing Strike to roll 3 additional dice. This gives his strikes and parries a welcome boost and is sure to give him the upper hand as he dismantles your opponent’s meticulous plans.

His final superpowers are Inhuman and Martial Artist. Although not enhanced by the Terrigen Mist like other Inhumans, Karnak still benefits from a reroll in his attack or defense rolls. His monastic training allows him complete focus in melee combat and will add Blanks in his defense rolls to the total success.

Smashing into his foes is the mighty Gorgon Petragon, bodyguard to King Black Bolt. His enhanced powers give him a respectable 4 Physical defense, as well as 3 Energy and Mystic. The majority of his 11 stamina can be found on his Healthy side, and he moves Medium on a 35mm base. As a 3 Threat character, Gorgon will be an easy addition to any Inhuman roster seeking additional protection.

Offensively, a trio of attacks highlights Gorgon’s Stat Card. The first of these is Mace Strike. Heavy blows cripple even the mightiest foe, as the roll of a Wild will trigger Stun. Gorgan can also control a burst of enemies with his next attack, Hoof Quake. A Beam 3 energy attack, this powerful earthquake will give the target character Shock on the roll of a Wild.

Finally, Gorgon can spend 4 Power to wreak havoc on any challenger with God Crusher. A Strength 8 barrage, this attack will throw a size 4 or less character away Short. Additionally, the roll of a Wild will give the target the Stagger special condition. These debilitating strikes give Gorgon the potential to hit well above his weight class and crush any challenger!

Several superpowers give Gorgon the edge in a fight. As an Inhuman, Gorgon may reroll 1 die in his attack or defense rolls. Additionally, his enhanced physiology gives him Immunity to Poison.

Flying in like a wrecking ball, Charge allows Gorgon to make a move action immediately followed by an attack action. Maneuvering around the battlefield ensures Gorgon is in the best spot to utilize his next superpower: You’re Going to Have to Deal With Me First. When an enemy character within Range 2 of Gorgon targets another allied character with an attack, he becomes the target of that attack, regardless of Range and Line of Sight. Enemies looking to harm the Royal Court will have to go through Gorgon first!

No Inhumans roster would be complete without a trio of new Tactic Cards! The Great Refuge can be played by any Inhumans character with a Leadership ability. For every 2 Power spent to play this card, an allied Inhuman character without an objective token can be placed within Range 3 of its current location. Once your warriors are maneuvered into the perfect position, an Inhumans character may spend 4 Power to play Inhomo Supremis. This Tactic Card boosts the natural potency of an Inhumans superpower reroll, allowing 1 additional die to be rerolled in an attack roll. Last but certainly not least, Karnak or Gorgon can spend 3 Power to play Royal Guardians. This character is Placed within Range 1 of the allied character and becomes the target of the triggering attack. If Karnak plays this card, the attacking character gains a Weakness token. If Gorgon plays this card, the attacking character gains the Shock and Stun special conditions.

When you are ready to undergo Terrigenesis, pre-order your copy of the Black Bolt, Gorgon, Karnak & Maximus Character Pack at your local game store or through the webstore today. 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 Games, signing off.

From Panel to Play: Maximus & Black Bolt

The Boltagon brothers couldn’t be more different. Black Bolt, the stoic and powerful king of the Inhumans, is the embodiment of order and is completely dedicated to protecting his people. Maximus, on the other hand, is an unpredictable whirlwind of chaos due to his electric charisma and unstable psyche. Despite their conflicts, a deep, unspoken loyalty runs between them. In times of crisis, they can unite against external threats, combining their complementary strengths and realizing their full potential as siblings. Black Bolt often acts as a grounding force for Maximus, while Maximus, in turn, can challenge Black Bolt to think outside the box. In today’s From Panel to Play we take a look at Maximus the Mad and King Black Bolt.

Maximus Boltagon joins the fray as a 4-Threat character. A powerful mind and dislike for hand-to-hand combat gives him a 2 Physical, 3 Energy, and respectable 5 Mystic defense. He moves Medium and has 12 Stamina spread evenly on his Healthy and Injured side. Royalty in his own right, Maximus brings a menagerie of mental shenanigans to your games of Marvel: Crisis Protocol.

Maximus the Mad is the second leader of the Inhumans Affiliation. He brings a unique Leadership, Call Me Maximus the Magnificent! The first time each Turn an allied character attacks or defends, it must use this Leadership: Reroll 1 attack or defense dice. If the rerolled result is Skull, after the attack is resolved, your opponent Places the allied character within Range 1 of its current position, and this character gains 1 Power. Maximus’s leadership truly reflects his chaotic nature, providing benefits to his allies at the occasional cost of unwanted movement.

With a focus on cerebral domination, Maximus is naturally equipped with two Mystic attacks. The first of these is Brain Freeze. A Range-4 attack with a Strength of 5, Maximus will gain Power equal to the damage dealt. Additionally, a roll of a Wild will trigger Suppressive. This allows Maximus to debilitate his target’s ability to respond after he’s dealt damage. When Maximus is tired of playing with his food, his second attack will undoubtedly end anyone unlucky enough to be hit by it. Neuro-Annihilation is a Range 3 Mystic attack with a Strength of 9. With a cost of 5 Power, you expect a wallop—and you’d be right to do so! The defending character cannot add additional dice to its defense roll or modify its defense dice, and a Wild in the attack roll will trigger Stagger on the targeted character. While these attacks are respectable, four additional superpowers bring extra danger to Maximus the Mad!

Always focused on his plan, Maximus is a competent manipulator of the battlefield. Did You Forget Why You’re Here?, his first superpower, allows Maximus the Mad to choose a character within Range 3 with an Activated token and Advance that character Short. At the lower cost of 2 Power, this superpower will be one that Maximus will want to use often. On the other side of the coin, Maximus can utilize It’s Madness, My Favorite Kind to reroll 2 of the attacking character’s dice. This strong option gives Maximus the ability to react to an unexpected attack by an aggressive opponent. Rounding out his superpowers are two innate abilities. Finally, Maximus Boltagon is an Inhuman and immune to Poison.

Ready to bring the might of the Inhumans to the battlefield, King Black Bolt is ready to lead his allies to a decisive victory. As a 6-Threat character, Blackagar brings all the tools expected of a regal juggernaut. His defenses are 4s across the board, and he has 15 health spread across his Healthy and Injured sides.

Two solid attacks are featured on his character card. Sonic Blast is a Beam attack with a Strength of 5 and will trigger Push on a Wild. This torrent of energy is sure to whittle down anyone foolish enough to stand in its way! His second attack is Wrath of the Midnight King. A Range-3 attack with a Strength of 8, this physical assault will automatically trigger Throw on a Wild. Finally, he may Advance Medium after the attack is resolved.

A whopping 7 superpowers round out King Black Bolt’s arsenal. The first of these is Increase the Volume. For 3 Power, Black Bolt can add 2 dice to his next attack action. The next is a familiar one: Hit and Run. This helps Black Bolt stay mobile and always help where he is needed most. His next superpower is Telepathic Command. If Black Bolt spends two Power, he can choose another allied character with Range 4, and Advance it Short. This ensures his allies are always where they need to be, even after getting thrown out of position.

Once unleashed, Black Bolt is an unstoppable force that enhances survivability in Anti-Graviton Control. When this character suffers damage, reduce the amount of damage suffered by 1 to a minimum of 1. Additionally, Black Bolt gains one additional power during the Power Phase. As the King of the Inhumans, Black Bolt is always guiding his people to victory, and Inhuman King aptly represents this. At the start of the Activation Phase, you may choose 1 allied character with the Inhuman superpower. The chosen character removes 1 special condition. Finally, Black Bolt is an Inhuman and will reroll 1 die in its attack or defense rolls and has Flight and Immunity to Poison.

A bundle of new Team Tactic Cards arrives to bolster the options of an Inhumans team. The first of these is Inhuman Queen. This card adds a third leadership to the Inhumans, allowing Medusa to play this Tactic Card and gain the following Leadership: Once per Turn, when an allied character Dazes or KOs an enemy character, it may gain 1 Power, may remove up to 1 damage, and may Advance Short. The next Tactic Card is Plots Within Plots. For 4 Power, when an enemy character ends a movement within Range 2 of an allied character, an allied character not within Range 2 of the enemy character may Advance Short. Finally, an allied Blackagar Boltagon may play Genetic Prophecy during the Power Phase. If you have at least 2 fewer VPs than your opponent, you gain 2 VPs. The character that played this card cannot make attack actions.

When you’re ready to spark a little sibling rivalry, be sure to pre-order your copy of the Black Bolt, Maximus, Karnak & Gorgon Character Pack at your local game store or through the webstore today. 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 Games, signing off!

Crystal and Lockjaw

CP35 Crystal and Lockjaw

Crystalia Amaquelin is a princess of the Inhuman Royal Family and younger sister of Medusa, the Queen of the Inhumans. Like other Inhumans, Crystal was exposed to the Terrigen Mists at a young age to gain powers through Terrigenesis, acquiring the ability to psionically control the classic elements of air, earth, fire, and water. Crystal is often accompanied by her loyal companion, Lockjaw.

Lockjaw is a giant Inhuman bulldog with the power of incredible teleportation. He serves the Inhuman Royal Family as an escort and loyal protector—as well as a means of transportation. Lockjaw can teleport himself and those nearby anywhere he desires on the Earth or Moon. Lockjaw can also psionically track scents across dimensions and has an empathic bond to those he protects. If his wards are ever in danger, Lockjaw fiercely protects them with his incredible strength.

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Stat & Team Tactic Cards

Stat Cards

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What’s included

  • 1 Plastic Crystal Miniature
  • 1 Plastic Lockjaw Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 2 Team Tactic Cards
  • 11 Tokens

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Miniature Assembly


Find assembly diagrams for Crystal & Lockjaw here!

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From Panel To Play: Crystal

Marvel: Crisis Protocol

01/18/2021

This time in From Panel to Play, we’re taking a closer look at another member of the Inhuman Royal Family, Crystal.

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From Panel To Play: Lockjaw

Marvel: Crisis Protocol

01/25/2021

Who’s a good boy? We’ll try to answer that question during this installment of From Panel to Play as we take a closer look at the biggest dog on the moon, Lockjaw!

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Black Bolt and Medusa

CP34 Black Bolt and Medusa

Blackagar Boltagon, known as Black Bolt, is the king of the Inhumans, a strain of humans genetically engineered by the Kree Empire to be living weapons. With his voice, Black Bolt harnesses immense power. When he speaks, he can produce a shockwave able to level a whole city. Even a whisper from Black Bolt renders his enemies feeble and broken. He has endured rigorous conditioning to control this power, choosing to remain totally silent. Only in defense of his people does Black Bolt unleash the power of his destructive voice.

Medusalith Amaquelin-Boltagon, or Medusa, is the wife of Black Bolt and queen of the Inhumans. Through exposure to the Terrigen mists, she gained psychokinetic control over her hair. Each strand is stronger than steel and she can manipulate them like an array of countless appendages. She can whip her hair faster than the speed of sound or use it to bind someone in place. Medusa’s control of her hair is so precise that she can use it to perform work as delicate as picking a lock or threading a needle.

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Stat & Team Tactic Cards

Stat Cards

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What’s included

  • 1 Plastic Black Bolt Miniature
  • 1 Plastic Medusa Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 4 Team Tactic Cards
  • 1 Affiliation Card
  • 1 Crisis Card
  • 12 Tokens

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From Panel To Play: Black Bolt

Marvel: Crisis Protocol

01/04/2021

In this installment of From Panel to Play, we’re looking at the real power of public speaking as we dive into the king of the Inhumans, Black Bolt!

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From Panel To Play: Medusa

Marvel: Crisis Protocol

01/08/2021

This time in From Panel to Play, we’re taking a look at the person whose ponytail has a kick like a mule, Medusa!

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From Panel To Play: Ms. Marvel

CP62 Ms. Marvel

Being a teenager is no easy task. You’ve got school and social obligations to juggle, planning for your future, and coming to grips with the alien mists that granted you incredible superpowers. #relatable. That’s right, this time on from Panel to Play, we’re taking a look at the one Avenger who cosplays at comic conventions as herself, Ms. Marvel!

Kamala Khan used to be a regular Pakistani-American teenager from New Jersey who was obsessed with Carol Danvers, a.k.a. Captain Marvel. A cloud of Terrigen Mists dropped on the Jersey Shore when she was a teenager, and she was accidentally exposed. Kamala realized she possessed morphogenetic power after she awoke from Terragenisis, allowing her to change her appearance, recuperate from injuries, elongate her body, and change her mass at command. Kamala took up the role of Ms. Marvel out of respect for her hero and lends her strength to groups like the Avengers, where her utopian attitude and encyclopedic knowledge of superheroes come in useful… not to mention the smackdown of her embiggened fists.

Ms. Marvel brings all the power of her mass-controlling abilities to the tabletop with a new spin on a power you might already be familiar with. Ant-Man and the Wasp introduced characters who can go from regular size to a smaller version. Ms. Marvel performs this feat in reverse, transforming from a standard Size 2 to a massive Size 4!

But let’s not get ahead of ourselves. Kamala only has a single attack, the Morpho-Punch. Stretching her limb, she clocks a target within Range 4 before grabbing a handful of their costume and dragging them a Short move closer. Or she can pick up a target or bit of terrain and throw it a short distance instead! And thanks to her inhuman status after Terragenesis, she gets to reroll 1 dice in either her attack or defense rolls!

But all of this changes when she transforms—or embiggens. The Embiggened form for High Five, which trades out a bit of range for some extra hitting power. Her extra size and wider wingspan gives her the ability to interact with objective tokens at a longer distance, too, thanks to the Polymorph innate power. Being able to stretch across the battlefield to flip switches or grab rare Wakandan herbs makes her a useful ally on any team.

Being as big as the Hulk is going to draw attention to her, so Ms. Marvel might not want to stay Embiggened through a whole crisis. Fortunately, she can choose to shift back to her normal size (and get a little bit extra out of it in the process) with her Morphogenetics innate power. With it, when she brings her oversized hand down on a target smaller than her she rerolls 2 dice in the attack roll, reverting back to normal in the process!

That’s it for our first look at this Jersey girl and her size-altering-stretching superpowers. 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 Ms. Marvel Character Pack at your local game store or through our webstore today.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Quicksilver

CP63 Quicksilver

This installment of From Panel to Play is a real “blink, and you’ll miss it” opportunity. We’re here to talk about the man with the best 40-yard dash in the game, the lightning-fast Quicksilver!

Pietro Maximoff and his twin sister Wanda were abducted at a young age from their home in Siberia for experimentation by the High Evolutionary. Afterward, they were returned disguised as ordinary mutants. Both of the siblings manifested extraordinary abilities, with Pietro’s taking the form of superhuman speed. Both Pietro and Wanda would have fallen victim to human prejudice if it were not for Magneto’s intervention, who took the twins in and inducted them into his Brotherhood of Mutants.

Quicksilver’s miniature springs into action with a dramatic sprinting pose. Quicksilver uses a piece of flying debris from an explosion as a literal stepping stone, capturing how, to Pietro Maximoff, the rest of the world might as well be standing still. Wearing his classic outfit with its  distinctive lightning bolt slashed across his chest, Quicksilver is ready to sprint across the tabletop.

When you look at Quicksilver’s rules, the first thing you might notice is that he’s fast. Some might even say insanely fast. His Long movement range is a good starting point, but the Speedster active power is where things start to get really interesting. For 2 Power, Quicksilver puts on some blinding speed and can make an additional Long movement—provided he isn’t holding something to weigh him down, like a celestial hammer or a Kree power core. That’s potentially three Long moves, or as we say in these parts, most of the map.

It doesn’t stop there. Quicksilver moves so fast he can blaze across water without sinking or sprint up the side of a building, so he has the Wall Crawler innate superpower. Quicksilver’s super-speed also makes him a challenge for opponents to hit. He has a pair of powerful defensive superpowers that let him duck out of the line of sight and actually dodge bullets.

And when he reaches an enemy, Quicksilver’s speed comes in handy on the offensive, too. Both of his attacks draw on his speed and mobility, giving him the chance to move after striking. His basic attack, Supersonic Strike, not only lets him perform a hit-and-run on one target, thanks to the Dash special rule, but he can carry that momentum into another attack on a different target with the Velocity special rule. Best of all, there’s no limitation on how often either of these two rules can trigger with Supersonic Strike, so Quicksilver can blur through the enemy, leaving a line of bruises to mark his passage!

With that, we’ve crossed the finish line of this first look at Quicksilver for Marvel: Crisis Protocol. Be sure to tune in next time when we show off how yet another character makes that first jump from Panel to Play. You can pre-order your own copy of the Scarlet Witch & Quicksilver Character Pack at your local game store or through our webstore here.

Until then, this is Atomic Mass Transmissions, signing off!

Team Tactics Talk: Crystal & Lockjaw

CP35 Crystal & Lockjaw

While Black Bolt and Medusa bring all the might and majesty of the Inhuman royal family to Marvel: Crisis Protocol, the Crystal and Lockjaw character expansion adds the power of the elements—as well as a chunky slobber monster who’s always on the lookout for his friends.

The character expansion includes two Team Tactics cards, both of which are Unaffiliated cards that specifically deal with the unusual powers of the princess and her oversized companion.

Elemental Infusion allows Crystal to add her mastery of the elements to her allies’ strikes. She wreathes their fists in flame, guides their projectiles to maximum effect by manipulating the winds, buffets them with torrents of water, or causes the ground to cling to their feet. When you play this Active tactic, Crystal can pay 2 Power to infuse her allies’ attacks. Until Crystal is dazed, or until the end of the round, whenever an enemy within Range 3 of Crystal suffers damage from an allied attack (be it a bundle of webbing, a thrown dumpster, or anything else) after the attack is resolved, Crystal’s elemental powers take effect, letting you choose a special condition to inflict from Incinerate, Stun, or Slow.

Elemental Infusion is a versatile tactic that allows you to tailor your response to the battlefield situation. If Crystal is front-and-center with your opponent’s force, she might be able to catch a whole enemy roster with a special condition!

Of course, being up in the front lines will make Crystal an attractive target for the enemy force. Fortunately, wherever she goes, 1,240 pounds of good boy goes with her. Lockjaw is a dedicated protector who wouldn’t let his mistress come to harm, and this dog has a few tricks he can use to bail her (or anyone else) out of the fire.

Last-Minute Save is an Unaffiliated Reactive tactic that lets Lockjaw pull one of his allies out of a bad situation. When an ally within Range 3 of Lockjaw would be KO’d, he can spend 3 power to teleport the ally away before the final blow can land. The target allied character removes 1 damage, isn’t KO’d, and is placed within Range 1 of Lockjaw; no doubt to be greeted with the sloppiest puppy kisses the big boy can muster.

Last-Minute Save is a reactive defensive measure, allowing you to pull a character back from the brink and potentially get another activation in before they get KO’d, or until you can figure out a way to get a Field Dressing or Medpack on their wounds. Lockjaw may look like an overstuffed bulldog, but with the kind of rescues he’s going to pull off, maybe he’s got a bit of Saint Bernard in him too?

That’s all for Crystal and Lockjaw’s Team Tactics. We’ll be back with even more discussion of Team Tactics cards in another Transmission.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Lockjaw

CP35 Lockjaw

Who’s a good boy? We’ll try to answer that question during this installment of From Panel to Play as we take a closer look at the biggest dog on the moon, Lockjaw!

Lockjaw is the product of Inhuman experimentation on canines. Exposed to Terragenisis before being born, Lockjaw was born able to teleport across space and even dimensional boundaries. A loyal and devoted companion, Lockjaw is one of the Royal Family of Inhumans, having a strong bond with both Black Bolt and Crystal. The Inhumans use Lockjaw’s extraordinary ability to traverse vast distances.

There are only so many opportunities in life to create a miniature of a big, sloppy, drooling dog. When they occur, you have to make the most out of them. Just look at Lockjaw’s big mushy face. The wide, expressive eyes and wrinkled muzzle are adorable and full of detail, but the real icing on the cake is his flopping tongue covered in drool. I just want to give him belly scratches so bad.

Like any good dog, Lockjaw is here to make other people’s lives better. He is a fantastic support piece with a list of powers to help his allies even better on the tabletop.

First of all, Lockjaw’s ability to teleport his allies is his most recognizable ability. Far faster and more effective than traveling by Greyhound, Teleport is an active Power that allows him to choose an allied character within Range 3 and place them within Range 3 of their current position. It’s perfect for positioning someone to secure an objective or support an ally and can pull precious objective-holding characters out of the line of fire.

Now, Lockjaw doesn’t just bounce his team around the battlefield. He also has incredibly enhanced senses and can sniff out just about anything. The Inter-Dimensional Bloodhound power represents this, letting you choose an enemy character for 3 Power and letting allies roll an additional die on attacks targeting them. You might be thinking I overlooked the range of Lockjaw’s power. Surely I meant, “choose an enemy character within Range 3,” or something?

No. I mean, “choose any enemy character on the field.” Lockjaw’s nose laughs at the concept of physical barriers and space-time.

Naturally, Lockjaw is a good boy. He just wants to protect his family and make them happy, as any good dog would. That’s why his innate Power, Who’s a Good Boy? makes me so happy. When he hears one of his allies within a short range say that, Lockjaw gains 3 Power. He’s just so eager to help!

That’s all for our first look at how Lockjaw made the leap from Panel to Play. Check back for our next installment, when we examine another of your favorite characters as they jump onto the table in Marvel: Crisis Protocol.

Until then, this is Atomic Mass Transmissions, signing off.