From Panel to Play: Midnight Sons Affiliation Pack

 

The Midnight Sons Affiliation Pack contains the characters and Team Tactic Cards needed to start playing Midnight Sons under Blade’s leadership, Bump in the Night.

Blade’s Stat Card has been updated with new artwork and the stat changes released during Ministravaganza 2023. In that update, Throwing Glaives was changed by adding the Pursuit trigger to it. Between Throwing Glaives, Bump in the Night, and Night of the Dhampir, Blade can almost always make 2 attacks during his Activation while moving around the board. Bump in the Night defines the Midnight Sons and their ability to fight on the move with all their characters.

Similar to Blade, Doctor Voodoo’s Stat Card has new artwork and stats released during Ministravaganza 2023, with minor changes to the text for clarity. Doctor Voodoo’s Possession has the potential to be one of the most game-altering superpowers, but it must be used carefully. If Possession is used without enough power to use Recall Spirit, Doctor Voodoo can quickly get Dazed due to his reduced defenses. Luckily, he has a very good set of attacks to use while building up the Power to use Possession. Spirit Venom is a great way to build Power, and it potentially does quite a bit more than that between Sap Power and Spiritual Strength.

Johnny Blaze got an update to his Stat Card during Ministravaganza 2021. The version in this box has those stats. Spirit of Vengeance makes Ghost Rider’s Power gain extremely dependable. With that Power, he can use Hell on Wheels to position to where he needs to be to have the most effect on the game. Alternatively, if he is already in position or has 8 Power, Penance Stare is one of the scariest attacks in the game. Attacking a character with 5 or more Power, Dazing them, and leaving them with no Power to retaliate with when they flip to their Injured side can swing the results of a game completely.

Moon Knight’s stats remain the same as when he was first released in CP48, and he has remained a solid member of the Midnight Sons. Multiple Personalities defines Moon Knight’s self-conflicted playstyle, but don’t let that random factor scare you away from playing him. Even if he rolls a Failure and there is no effect, Moon Knight pulls his weight with his Range 4 rapid fire attack and Stealth to keep him safe if he ends up outside of Range 3. With Bump in the Night, he often makes multiple attacks during his Turn while repositioning to stay in the shadows. When you roll the other results on Multiple Personalities, though, Moon Knight gets additional opportunities to shine if you can remain flexible enough to take advantage of them.

Each of the Team Tactic Cards found in CP220 has clarified wording and new art, but no substantial changes to the effects found in their original printing. Bats the Ghost Hound allows you to buy the dice result you need exactly when you need it. Many times, one more success will mean the difference between a Dazed character and one that’s Healthy and ready to strike back.

Banishment’s dice trigger comes up pretty frequently during a game, but it does not always come at the time the Midnight Sons player needs it. Bats the Ghost Hound can be used to help trigger this when it is needed. Moon Knight’s ability to reroll any of his dice when he is attacking with his Bo Staff, especially if he has added 2 dice to the roll using Multiple Personalities, also has a very good chance of getting the dice rolls needed to use Banishment. A well-timed Banishment could result in a big difference in the amount of Power the enemy Squad has access to.

There is no more defining card for Midnight Sons than Siege of Darkness. Between this Team Tactic Card and Bump in the Night, the Midnight Sons often get to make more attacks in a game than almost every other affiliation.

Séance amplifies the effects of Doctor Voodoo’s Brother Daniel token for no Power cost, allowing you to make his most impactful Rounds even more impactful!

Ghost Rider’s bargain with Mephisto ensures he is brought back to life when he is defeated…at a cost. Trading a lower Threat Value character for Ghost Rider is almost always worth it, though.

Ghost Rider can utilize his extreme mobility by using Highway to Hell. Hauling an important enemy character away from the protection of the other members and into the reach of Ghost Rider’s Squad and Incinerating them sets them up to be Dazed and KO’d. Following up with Siege of Darkness is game changing more often than not.

Thanks for joining on the latest installment of From Panel to Play, where we feature your favorite characters and explain how they come to life on the tabletop. The Midnight Sons Affiliation Pack is available now at your local friendly game store or through the webstore. Be sure to check back for more.

Until next time, Atomic Mass Games, signing off!

Midnight Sons Affiliation Pack

CP220 Midnight Sons Affiliation Pack

Bringing the supernatural to the frontlines, the Midnight Sons are ready to face any threat lurking in the shadows. This Affiliation Pack features Blade, Moon Knight, Ghost Rider, and Doctor Voodoo, as these champions of night face off against the depths of darkness.

Their superpowers and mystic abilities bring unique options to your games of Marvel: Crisis Protocol with the Midnight Sons Affiliation Pack. In this box you will find highly detailed miniatures, Stat Cards, Team Tactic Cards, and everything else needed for these characters. The Midnight Sons are ready to face any foe that threatens the world.

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Dice Pack

CP269 Dice Pack

 

This pack contains 10 dice for Marvel: Crisis Protocol to supplement those found in the Marvel: Crisis Protocol Core Set.

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From Panel to Play: Elsa Bloodstone

 

Elsa Bloodstone is the daughter of Ulysses Bloodstone, a legendary monster hunter who began his adventure as a caveman and came across the eponymous Bloodstone, an alien artifact that grants strength, healing, and slowed aging, rendering Ulysses almost immortal. After thousands of years of life, Ulysses views his children as little more than extensions of his monster-hunting enterprise and trained Elsa ruthlessly as a young child. He often would expose her to fearsome beasts to remove her weakness and encourage bloodthirst. What it also encouraged was a hatred for her father and his brutal parenting. After his passing, Elsa took up his monster-hunting career using her late father’s fortune, the Bloodstone, and her extensive weapons and combat training.

On her quest to kill all monsters, Elsa has had many adventures across the Marvel Universe with varied heroes and villains. At one point, she even found herself among a hidden city of monsters trying to develop their own society and worked leading the Legion of Monsters to discover why their citizens were reverting to savagery. This led her to reevaluate her biases against all of monsterkind and eventually led her to have more adventures alongside monsters in the future.

Ulysses Bloodstone may have been a monster himself, but his training methods gave Elsa the tools she needed to hunt monsters. With her extensive weapons training, Elsa uses her Monster Hunting Weapons attack to engage from range 4 with the potential to either Slow enemies with Cursing Shot or Incinerate with Hellfire, based on dice results. A range-4 attack that generates power equal to damage dealt is useful enough but not enough to banish the denizens of the night. Using her Bloodstone Choker she can channel the energy into a Bloodgem Blast, a mystic attack that can be between 6–9 dice. If the attack includes a Wild result, it triggers Degeneration, which stops the target from removing damage until the end of the Activation phase. This powerful ability can stop any character with the Healing Factor superpower or completely counteract many powerful abilities like that of Age of Ultron.

More important than her individual attacks might be the weaponry she brings to aid her allies in their quest against evil. Her leadership, Legion of Monsters, brings a new twist to the Midnight Sons Affiliation. Her vast fortune serves to provide her with the mundane and mystical weapons used against the forces of the night. Whenever an allied character attacks they may pay 1 power and use 1 of 3 different special effects! Boom gives each other character within range 2 an extra 1 damage, ideal for picking away at lower-health or hard-to-hit enemies. If that doesn’t work for you, choosing Horrify will give the target character the Root special condition and make their superpowers harder to activate. This is ideal for certain defensive characters that always rely on them like Captain America or Vision, or an aggressive powerhouse like Captain Marvel, Cosmic Avenger who wants to use their abilities to charge into the fray. Finally, Silver Bullet stops any superpowers or Team Tactic Cards from reducing or preventing damage.

Elsa has extensive combat experience against all manner of supernatural and monstrous foes, and it’s taught her to always keep on her toes to avoid the teeth and claws of the unnatural. Run and Gun allows her to make an attack action then move for a single action and 2 power. This superpower may be familiar, but few characters besides her can use it as well with her ability to attack in close or far range. Her Supernatural Senses rule is another representation of her highly attuned combat sense and the power of the Bloodstone Choker she wears into battle, giving Elsa the ability to reroll any defense dice against physical or mystic attacks. What’s truly magical about this power is that it also allows you to reroll Failures, drastically increasing her chances of preventing damage with her 4 defense dice. Finally, Elsa is the Bearer of the Bloodgem. This ability is two-fold, damaging any enemy for 1 whenever they put special conditions on her. Additionally, she cannot be Advanced or Pushed by mystic attacks or enemy superpowers. The power of the Bloodstone is mysterious, and seems to grant special protections to its favored wielders, discouraging attacks against her and stopping most of the ways characters will try to move her.

Elsa Bloodstone isn’t just out to kill monsters though; she has gathered together teams to fight the forces of darkness back into the shadows and has learned how to support her allies with her unique offensive overreactions. Covering Fire allows Elsa’s player to set up an offensive protection for the entire round. Once per turn Elsa can respond to the first attack against an ally by rolling 5 dice and dealing one damage for each Critical and Wild die result. Opponents will either be forced to Daze or KO Elsa or take the offensive end of her boomstick. Combined with Bearer of the Bloodgem, this could deal even more damage!

With her new variable leadership and arsenal of weaponry, Elsa brings a new offensive angle to Midnight Sons players in the battle against evil. Any other affiliation would be happy to bring her along just to find out if there’s any hidden vampires lurking in the team, with her strong attacks, ability to prevent healing, and defensive abilities.

Thanks for joining us on today’s 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 Elsa Bloodstone and Man-Thing at your local game store or through the webstore today!

Until next time, Atomic Mass Games, signing off!

From Panel to Play: Man-Thing

Dr. Theodore “Ted” Sallis was a young biochemist working in the Florida Everglades on a project hoping to recreate Captain America’s Super-Soldier Serum. When thugs tried to ambush him and steal the serum, Ted escaped with the last remaining sample. After injecting himself with it, he crashed his car into the swamp. There, the scientific serum and magical forces of the swamp combined, and he arose as the Man-Thing! With a burning touch and horrific strength he attacked his tormentors and fled into the swamp, no longer remembering the man he was before.

As Man-Thing, he has dim memories of his former life and a variety of supernatural abilities he uses as a reactionary creature of plant life. Ted’s massive body is made up of a collection of swamp vegetation in a humanoid shape, with long claws and a face of dangling tendrils. Many who get close comment on his strong odor of rotting plants, and observe that any damage to its body is quickly regenerated by new growth. With little rational thought, the Man-Thing often reacts to the emotional “broadcasts” of sentient beings, acting calm when reacting to wild animals and peaceful thoughts but becoming aggressive and confrontational in reaction to negative thoughts and fears. While the Man-Thing may seem to build relationships to those it interacts with frequently, it’s still unknown if those are actual friendships or more akin to a symbiotic relationship found in the natural world. Regardless, many brave adventurers have made use of Man-Thing’s connection to the mystical nexus of all realities and other supernatural powers.

When attacking, Man-Thing uses seemingly physical attacks consisting of his arms and tentacles grown from his body, but all might not be what it seems. His basic Lashing Tendrils attack serves to generate power like many characters’ first attack, but with luck, he will also draw his enemies toward him with a pull. Under Elsa Bloodstone as his leader, this pull can enable additional damage to nearby enemies. Man-Thing has a preternatural sense of emotions from those around him and when becomes enraged by fear and upset by other negative emotions. When he does detect fear from his victims, he automatically secretes a powerful corrosive that can scar or melt through many materials. In Marvel: Crisis Protocol, this represents itself in one way as his Emotional Agitation, a powerful 7-dice mystic attack which deals Poison and Incinerate. A truly devastating blow to anyone weak to mystical attacks, this attack serves as a potent way for Man-Thing to face off against hard-to-hurt enemies and enable allies to attack an easier target.

Another way that Man-Thing’s corrosive reaction to fear is represented is through All Who Know Fear Burn at the Man-Thing’s Touch. While it is a callback to his classic horror tagline, in game terms this ability allows him to hand out Incinerate whenever he is attacked or attacks another character and they’re within range 2. Since Incinerate is such a useful status effect to get through high defense, many players will use him to cut through big tough enemies and gain the advantage, but it also punishes any enemies that dare to attack him. Paired with his own pull ability or Blade’s leadership ability, Man-Thing can position himself to discourage attackers by getting closer.

The swamp that the man Ted Sallis fell into was not just a normal swamp, but in fact connected to the Nexus of All Realities, a passageway that enables sentient beings to travel to any of the possible alternate realities it is attached to, and as the Man-Thing, he acts as the guardian of the nexus, warding it against the evil emotions that cause him to drive away intruders. Guardian of the Nexus of All Realities is a superpower that allows Man-Thing to Place either himself or a friendly character range 3, opening the doors to many strategies. Man-Thing could Place himself to allow him to give Incinerate to more targets or move a friendly brawler up to get closer and get a large attack off. With Blade as his leader, opponents will struggle to see where any character might be next activation with 2 possible moves from Blade and the Man-Thing. In a pinch, you could even move a weaker target away and hope that the tanky Man-Thing can survive a large retaliatory attack. Opponents will find him difficult to Daze or KO. He’s made of Moss and Mud and Swamp, after all, so he stops the opponent’s attack dice from gaining extra dice on Critical results. That and Healing Factor [2], and Immunity to Hex and Stun will really cause opponents to struggle against this extremely tough 3 threat.

If Guardian of the Nexus of All Realities wasn’t enough, Man-Thing also has access to the unique Dimensional Quagmire Team Tactic Card. This card needs him to be sunk in with enemy characters at the Power Phase, but when used it gives you the chance to completely lock down enemy characters from moving away from him, and if they try he can (50% of the time) teleport them within range 3 of Man-Thing, potentially even yo-yoing them further towards where you choose them to be. That could be especially useful with access to Siege of Darkness in Midnight Sons. Many opponents won’t even try to advance away, and will instead try to attack the monster of Moss and Mud and Swamp.

With the ability to apply multiple special conditions and survive more attacks than your opponents expect, Man-Thing offers a lot to any Marvel: Crisis Protocol player looking for a 3-threat to tank damage and make fearful enemies burn.

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

Until next time, Atomic Mass Transmissions signing off!

Mephisto

CP66 Mephisto

 

Mephisto is a dimensional being of immense power and intellect. He is a mysterious and constant threat to all humans, biding his time and striking only when it suits him. From within the fiery dimension, he sends forth cunning schemes and wicked deals to ensnare the unwary in contracts to secure their souls. His ability to manipulate humans has allowed him to cut deals with the likes of Norman Osborn and Peter Parker when they were at their lowest. These deals always benefit him at the expense of the other party. Thanks to his ability to sense the future, his defeats are merely acceptable outcomes…

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Stat & Team Tactic Cards

 

Stat Card

Team Tactic Cards

What’s Included

  • 1 Miniature
  • 1 50mm Base
  • 1 Character Stat Card
  • 4 Team Tactic Cards
  • 1 Punch Sheet
  • 1 Insert

360° View

Miniature Assembly

Find the assembly diagram for Mephisto here!

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From Panel to Play: Mephisto

Marvel: Crisis Protocol

10/01/2024

The unfortunate often find themselves at a crossroads between bad choices. Will you make a deal with Mephisto? Read more!

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Asmodee Store

Available at your local friendly game store, or through the webstore

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Tomb of Dracula Terrain Pack

CPE05 Tomb of Dracula Terrain Pack

 

The immortal monster known as Dracula has plagued humanity for centuries. A being of terror and evil Dracula wields the unholy powers of vampirism as well as dark magic in his never ending quest to bring all the living beneath his thrall. Brought together through chance, these supernatural creatures share a common purpose: the protection and defense of their kind against both natural and unnatural threats. While they may be viewed as villains by most of humanity, this group which includes the ferocious Werewolf by Night, N’Kantu the Living Mummy, and Frankenstein’s Monster has saved those who hate and fear them many times, as they use their supernatural powers to stand against mortal and immortal dangers that lurk in the night.

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Cards

These are the One-Shot Cards included in the Tomb of Dracula Terrain Pack!

What’s Included

  • 1 Terrain Miniature
  • 2 One-Shot Cards
  • 1 insert

360° View

Miniature Assembly

Find the assembly diagram for the Tomb of Dracula Terrain Pack here!

Download PDF

Hobby Preview: Monsters and Tomb of Dracula

Marvel: Crisis Protocol

10/07/2024

Creative Director Dallas Kemp shares an in-depth look at the Tomb of Dracula and hobby tips.

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Hobby Preview: Tomb of Dracula Terrain

Marvel: Crisis Protocol

09/25/2024

Light those torches, sharpen those stakes, and stay tuned for more insights and info on all things related to Marvel: Crisis Protocol!

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Hobby Transmission – Building Dracula’s Castle – Part 1 

Marvel: Crisis Protocol

10/14/2024

Join Dallas for some assembly tips in today’s transmission!

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Hobby Transmission – Building Dracula’s Castle – Part 2

Marvel: Crisis Protocol

10/22/2024

Join Dallas as he walks us through part two of his process for this epic piece of terrain!

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Asmodee Store

Available at your local game store or through the webstore

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Hobby Transmission – Building Dracula’s Castle – Part 2

 

Hello Hobbyists! Today we are going to go over the process to paint up our Tomb of Dracula Terrain set! So grab your brushes and get ready to get spooky!

The goal with our painting today is to create a dark and creepy feel to the Tomb by building up colors and adding a lot of subtlety to the rocks so as to not be flat gray and lifeless. We want a painter-like vibe to add atmosphere to the Tomb and make it a centerpiece in our collection. That said, let’s prime the terrain black, and then get started!!! All paints used are ProAcryl from Monument Hobbies.

We are going to use drybrush and glazes to establish the look of the stones on the Tomb. Remember, when drybrushing, you want to remove almost all the paint from the bristles. Then gently drag the brush over the area you want to paint.

Our first coat will be Coal Black. Cover the entire stone surface with this color.

Follow up the Coal Black with a nice coverage of Paynes Grey. This adds a touch of blue to the mix and will help us later in the process…trust the process!

Next, we want to start building up with a lighter tone by drybrushing Dark Neutral Grey over the stones. Make sure you can still see all the layers below, we are building upon them, not blasting them away.

For an overall lighter tone on the stones, brush on some Ivory. This gets the stone to a nice bright value to work our glazes on.

I decided to give a very light drybrush of Grey Blue on the extreme upper portions of the castle walls. My goal here is to emulate moonlight later down the road in the process, so I needed to start establishing the difference between where moonlight was and was not. I also hit the stairwell going down into the Tomb imagining the light coming through the window in that direction.

Now we need to start tying all the drybrush work together. For this I mixed up a wash (a thin paint that goes over the area and settles into the recesses) using Dark Grey Blue and Glaze Wash Medium with a touch of water. Give the entire stone surface this wash to blend the drybrush layers together and give the piece a nice deep blue tone. Spooky!

Once the wash dries, we want to start laying in some glazes. This will enhance the atmosphere of our piece. I made thin paints of purple, red, orange, and teal and used an airbrush to apply them. The purple was for the deepest shadows (creepy) the reds and oranges were for the area the lights from the candles and torch would hit (kooky) and the teal was my mid-tone areas where no shadows or candlelight hit (frightening).

The final step was to drybrush Olive Flesh on the stones to once again tie the glazes and wash together. This was applied gently on all areas of stone facing up. I then used Pale Yellow on the very top edge of the Tomb walls and the stairwell where we began to establish the moonlight zone. This Pale Yellow will help reinforce that notion in the painting.

Now that the stones are painted, there is nothing left to do but finish the details! Red tapestries using Bright Pyrrole Red. The torch was done with glazes of yellow and orange over Pale Yellow. I chose to paint the Darkhold for this Tomb. Seems our Drac is looking for that Montesi Formula!!!

Thanks for taking this terrifying journey into painting the upcoming Tomb of Dracula Terrain set! Hopefully this will get you started on your path to painting your set up!!!

That’s all for today’s feature on building Dracula’s Tomb, and Dallas will be covering the stained glass window in a spooky hobby stream on October 30th. Be sure to check out the Atomic Mass Games channel on Twitch to hear more tips on painting Dracula’s Tomb as well as to see your favorite Marvel: Crisis Protocol fighters come to life for the tabletop! Tomb of Dracula and more are available for pre-order or purchase at your local game store or through the webstore.

Until next time, Atomic Mass Games, signing off!