From Panel to Play: Agent Venom

CP100 Agent Venom

From Panel to Play? More like “from High School bully to symbiote-powered secret agent,” am I right? This time on From Panel to Play, we’re taking a look at the guy who made Peter Parker’s time in Midtown Science High School miserable after a bit of alien symbiosis: it’s Agent Venom!

When Flash Thompson finished college he joined the military, which cost him both his legs in the line of action. When the United States government offered him the chance to serve once more as an experimental bioweapon, he accepted the Venom symbiote and became Agent Venom. He has since led an eventful life, joining forces with the likes of the Web Warriors, S.H.I.E.L.D., and even the Guardians of the Galaxy!

Agent Venom swings into the game with a tasty combination of Klyntar symbiote powers and heavy ordinance… it’s like chocolate and peanut butter!

Take a look at his three attack options. First up, Klyntar Firepower is a Physical attack with decent range. Agent Venom snaps off a volley at his target at Strength 5, with the potential to inflict a bleeding injury on them if you roll any wilds. For more of a sure thing, he can pay 1 Power to toss an Incendiary Grenade at the target, an Energy attack that lights its target on fire after dealing damage.

Last but not least, Agent Venom has an amazing crowd-control attack in the form of Symbiote Special Forces. A whirlwind of lead and flesh in the form of a Beam 3 Strength 7 attack, this volley has the potential to provoke the symbiote into a storm of Lashing Tendrils, dealing 1 damage to any enemy character within Range 2 of Agent Venom!

But his attacks are just a part of what Agent Venom brings to the table. Symbiote Web Swing is an affordable Active superpower that allows him to ride a line of webbing to a point within Range 3—which pairs well with his Wallcrawler innate superpower, if he’s looking to scamper into position. He can also draw on the conditioning of Project Rebirth 2.0, an Active superpower that lets him remove any one special condition he is currently suffering.

Being a symbiotic warrior is an exercise in cooperation. Flash Thompson and Venom both bring their best to this partnership. While he might best be remembered as Peter Parker’s school bully (despite them becoming friends later in life), Thompson was also an All-Star Quarterback. Now he can use the talent that let him throw a tight spiral to fling terrain up to Size 3 at his opponents. And Venom amps the team’s aggression with Symbiotic Instincts, which deny their victims the ability to modify defense dice during Agent Venom’s attacks.


That’s all for our first look at the symbiotic super-soldier, Agent Venom! 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 Agent Venom & Spider-Woman Character Pack at your local game store or through the webstore today!

Until next time, Atomic Mass Transmissions, signing off!

Captain America and The Original Human Torch

CP77 Captain America and The Original Human Torch

After receiving the Super-Soldier serum, the once sickly Steve Rogers fought for freedom on the front lines of World War II. The serum grants him superhuman strength, stamina, and agility, making him one of the strongest heroes in the world. Along with his signature vibranium-infused shield, Captain America contends with any foe who threatens the innocent.

The Original Human Torch was not born but built. Created by the brilliant Professor Phineas T. Horton, the android burst into flames when first exposed to oxygen. Eventually, the synthetic man learned to control the flames that wreathed his body and vowed to help humanity. From the battlefields of the Second World War to the streets of modern cities, the Original Human Torch burns brightly to banish the darkness of the world.

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  • 1 Plastic Steve Rogers, Captain America Miniature
  • 1 Plastic Jim Hammond, The Original Human Torch Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 2 Team Tactic Cards

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From Panel To Play: The Orginal Human Torch

Marvel: Crisis Protocol

08/15/2022

Jim Hammond’s existence began in the laboratory of Professor Phineas T. Horton in 1939. Horton was a pioneer of mechanical intelligence and robotics, and Hammond represented the triumph of his work: a synthetic human being capable of independent thought.

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From Panel To Play: Captain America

Marvel: Crisis Protocol

08/01/2022

Doctor Abraham Erskine’s super soldier serum was the pinnacle of chemical science, transforming Steve Rogers into the powerful defender of liberty, Captain America.

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From Panel To Play: The Orginal Human Torch

CP77 Human Torch

Not every hero is born. Some have to be made, like the subject of today’s From Panel to Play. He is the first of the Marvels, a man created by a scientific genius and a great guy to have at a barbeque. It’s Jim Hammond, the Human Torch!

Jim Hammond’s existence began in the laboratory of Professor Phineas T. Horton in 1939. Horton was a pioneer of mechanical intelligence and robotics, and Hammond represented the triumph of his work: a synthetic human being capable of independent thought. Hammond was a true achievement, but Horton did not predict an unusual side-effect of the photoelectric Horton Cells that covered his entire body. When exposed to oxygen, Hammond’s body was wreathed in flames, making him the first Human Torch! As the Human Torch he earned a reputation as a crime fighter, and helped defend the world against Martians, mad scientists, and criminal masterminds in the early 20th century.

The Original Human Torch is a fireproof, flying beacon on the tabletop who can direct the raging inferno against his foes. In play this is represented by both of his attacks being beam attacks that can scorch a whole line of targets. Burn Baby Burn is a straightforward energy attack that can Incinerate his hapless opponents, but he can really turn up the heat (seriously! We’re talking a million degrees here!) with a Nova Burst. The superheated flame starts at Strength 4 for one power, the same as his normal attack, but he can spend up to seven additional Power, increasing his attack roll by 1 die for every Power he spends, Incinerating each target he hits. The Human Torch really spends a lot of energy to pull off a Nova Burst, though, so he takes 1 damage for each attack resolved.

The Human Torch is tricky to pin down in combat due to his powers of flight, and he favors Hit and Run attacks, using this active power to make an attack action followed by a move action once per turn. Not that anyone would want to get too close to the Human Torch—he is on fire, after all. In fact, not only can he superheat objective tokens to be Too Hot to Handle, forcing an enemy to drop what they’re holding, but his Like Touching a Stovetop reactive power lets him pay 2 Power when an enemy character tries to push or throw him, inflicting 1 damage after the effect is resolved.

When you’re wreathed in scorching flames like the Human Torch, you learn to appreciate the power of a good Controlled Burn. He thrives on the fire, allowing it to invigorate him. This innate power means that whenever the Human Torch ends an advance, he gains 1 Power for each character within Range 2 of him that currently has the Incinerate special condition!

That’s it for our first look at the OG Human Torch. 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 Captain America & The Original Human Torch Character Pack at your local game store or through our webstore today.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Captain America

CP77 Captain America

What do you get when you introduce the most powerful chemical concoction ever created to a scrawny 90-pound kid from Brooklyn? You get the subject of today’s installment of From Panel to Play: CaptainAmerica!

Doctor Abraham Erskine’s super soldier serum was the pinnacle of chemical science, transforming Steve Rogers into the powerful defender of liberty, Captain America. With his new powers, Captain America traveled the world to battle all manner of nefarious foes, though none so bad as the criminal organization, Hydra, and its power-mad leader, the Red Skull. Captain America has fought across generations to ensure the world remains safe from the likes of the Red Skull and any other madmen who seek to lord over the innocent.

Captain America is the total package when it comes to being an American hero. He goes into battle with his vibranium shield, walloping evildoers with a solid Stars and Stripes Strike. This Physical attack is Strength 5 and has a chance to hit a second-time thanks to the Flurry special rule. If Cap feels like making a point, he can remind the bad guys I Don’t Like Bullies, a Strength 7 hit that can send characters of Size 3 or less hurtling backwards a Medium distance. Being unceremoniously tossed like this is sure to elicit some… colorful responses which a guy like Captain America won’t stand for. The Language! special rule imposes the Stun and Slow special conditions on a target who dares to make a remark best written out in random grawlix.

When he isn’t rebuking foes for off-color remarks, Captain America is saving the day in any crisis. On Your Left represents his superhuman speed, a power that lets him advance Medium once a turn for 2 Power when he’s not holding an objective.

And what does he do with the enhanced speed and strength the super soldier serum has given him? Well, if there’s one hobby Captain America can be proud of it is how often he’s taken down real evildoers. Why, to hear him tell it, I’ve Knocked Out Tyrants Over 200 Times. Putting that experience to good use, this reactive power lets him spend 3 Power to reroll any number of dice in an attack roll once per turn.

Just in case someone gets it into their head that they can swing back, Captain America can rely on his mighty shield. Vibranium Shield is a reactive power that lets him spend 2 Power when he’s targeted by a physical or energy attack to add 2 dice to his defense roll, bringing him up to 6 defense dice!

That’s it for our look at the latest incarnation of Captain America!

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 Captain America and the Original Human Torch Pack at your local game store or through our webstore today.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: Nick Fury, SR. and Howling Commandos

CP75 Nick Fury SR., and howling Comandos

So, a man with an eyepatch, a circus strongman, and a jazz musician walk into a bar. Despite sounding like the set up to one, this isn’t a joke, but a common sight when you’re talking about the subject of today’s From Panel to Play: Nick Fury and the Howling Commandos!

For almost a century, Nicholas Joseph Fury has been a man in the shadows, an invisible monster who keeps even worse monsters at bay. A cigar-chomping special agent and leader of a crack unit of special forces, there is no enemy Nick Fury will not face. As the NCO of the First Attack Squad, better known as the Howling Commandos, Fury has entered into theaters of combat against the worst villains the world has ever known. The Howlers have foiled plots from the likes of the Red Skull, Baron Zemo, and Baron Strucker, using their wits, weapons, and skills to keep the world safe.

On the tabletop, Nick is joined by the Howling Commandos Timothy “Dum Dum” Dugan and Gabriel Jones. The trio goes into battle with advanced Prototype Weapons that can lay down a barrage of Strength 5 firepower while the Howlers pursue their targets, using a rapid series of “shoot and scoot” maneuvers. If they need to clear targets out of an entrenched position, a salvo of Grenades leaves their foes blasted and Incinerated. When it comes time to finish the job, the Howling Commandos can decide The Show’s Over, going in for a Strength 6 attack that can be either Physical or Energy. Thanks to the special rule Pour it On, if the attack roll produces any wilds the Howling Commandos can follow up with an attack with their Prototype Weapons. Take that, Hydra!

Despite not being super powered, Nick Fury and the Howling Commandos do have some fascinating powers on the tabletop that represent both their experience in battle and their close bond. Siblings in Arms demonstrates the Howling Commandos’ willingness to get stuck in to a tough situation if one of their allies is in peril, letting you choose an allied character within Range 2 and either place the Commandos in Range 1 of it as they rush in to help, or place the character within Range 1 of the Commandos as they pull a friendly out of the hot zone.

Got Your Back is how you know the Commandos never leave a man or woman behind. You can use this reactive power whenever an allied character is dazed or KO’ed by the enemy. The Commandos bring their weapons to bear and unleash a Prototype Weapons attack on the enemy responsible, possibly giving their injured companion a chance to get clear.

Last, but certainly not least, the Howling Commandos are used to covert operations performed deep behind enemy lines, which is represented by their Stealth innate power. Creeping under the cover of shadows, Nick Fury and the Commandos can secure a mission objective and get out before the hostile forces of the enemy know they were ever there.

That’s all for our first look at this trio of multi-talented war heroes. 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

Nick Fury & The Howling Commandos Character Pack at your local game store or through our webstore today.

Nick Fury and S.H.I.E.L.D. Agents

CP55 Nick Fury and S.H.I.E.L.D. Agents

Nicholas Fury, junior is the son of famed S.H.I.E.L.D. Director Nick Fury. A veteran Army Ranger who served overseas, Nick Fury returned to the United States following the murder of his mother. He tracked down and neutralized the killer with the help of the Avengers and S.H.I.E.L.D., after which he became one of the top operatives of the Strategic Homeland Intervention, Enforcement, and Logistics Division. In addition to his high level strategic and tactical skills, Nick Fury has inherited the Infinity Formula in his blood, giving him faster healing and peak physical capabilities.

Accompanying Fury on operations is an elite fireteam of S.H.I.E.L.D. operatives. Outfitted with the latest in advanced weaponry and equipment, these agents support Fury in the field and secure vital assets in a crisis. Each is a highly-skilled, dedicated agent trained in both covert operations and full-scale crisis containment.

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  • 1 Plastic Nick Fury Miniature
  • 1 Plastic S.H.I.E.L.D. Agents Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 1 Affiliation Card
  • 10 Team Tactic Cards
  • 8 Tokens

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From Panel to Play: Nick Fury, Jr. & S.H.I.E.L.D. Agents

Marvel: Crisis Protocol

01/17/2022

This time on From Panel to Play, we’re taking a look at the coolest “junior” this side of rogue archaeology: its Agent 110911 himself, Nick Fury, Jr!

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She-Hulk

CP39 She-Hulk

Jennifer Walters is the cousin of Bruce Banner, the Hulk. After an attempt on her life left her in critical condition, a blood transfusion from Banner infused her with gamma irradiation and transformed her into the savage and sensational She-Hulk.

While she gained much of the superhuman strength of the Hulk, Walters retains her sharp wit and honed sense of justice when she transforms, becoming a less inhibited version of herself. She rarely sees the need to return to her original self, preferring instead to fight crime with her immense strength and durability.

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Stat Cards

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What’s included

  • 1 Plastic She-Hulk Miniature
  • 1 Base
  • 1 Character Stat Card
  • 4 Team Tactic Cards
  • 1 Affiliation Card
  • 11 Tokens

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Miniature Assembly


Find assembly diagrams for She-Hulk here!

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From Panel To Play: She-Hulk

Marvel: Crisis Protocol

12/01/2020

This time on From Panel to Play, we’re looking at none other than She-Hulk.

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Captain America and War Machine

CP38 Captain America and War Machine

After the super-soldier serum wore off, Steve Rogers was restored to his natural age. Unable to battle any longer, he retired from the role of Captain America. Rogers chose Sam Wilson, one of his closest and most trusted allies, to take up the shield in his place. Wilson had already proved his commitment to protecting justice as the Avenger Falcon and continues to protect the vulnerable as Captain America.

Lieutenant Colonel James “Rhodey” Rhodes is War Machine, an armored Avenger and walking arsenal. As Tony Stark’s personal pilot and closest friend, Rhodes wears the Variable Threat Response Battle Suit, a suit of armor equipped with a variety of armaments including shoulder-mounted cannons, missile launchers, particle beams, repulsors, and more. War Machine combines his many years of experience as a Marine pilot and Tony Stark’s cutting-edge designs as an Avenger and symbol of mechanized might.

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Stat & Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Captain America Miniature
  • 1 Plastic War Machine Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 4 Team Tactic Cards
  • 11 Tokens

360˚ view

Miniature Assembly


Find assembly diagrams for Captain America & War Machine here!

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From Panel To Play: Captain America

Marvel: Crisis Protocol

06/02/2021

In this installment of From Panel to Play, we’re checking out Captain America: Sam Wilson!

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From Panel To Play: War Machine

Marvel: Crisis Protocol

06/11/2021

In this installment of From Panel to Play, we’re checking out the man with enough firepower to make the Punisher blush. It’s War Machine!

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Asmodee store

Available at your local game store or through the webstore

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