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

CP55 Nick Fury, Jr. & S.H.I.E.L.D. Agents

Hey, you could say saving the world is the family business. 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!

The man who would become Nick Fury, Jr. was once known as Marcus Johnson. The child of special agents Nia Jones and Nick Fury, he spent most of his life not knowing the truth of his parentage—or of the Infinity Formula that was pumping through his veins thanks to his father. After educating himself at the University of Georgia and rising through the ranks of the United States military, Johnson learned the truth of his origin during the War of the Serpent. As the Serpent plunged the world into chaos, Marcus Johnson discovered he was in fact the son of Nick Fury. He embraced his father’s legacy to join S.H.I.E.L.D. as one of its top agents, eventually rising to become the right hand of Director Maria Hill.

Fury doesn’t go into the field on his own, however. Fighting by his side is a crack team of S.H.I.E.L.D. agents who bring to bear the technological might of the organization. Each one of them is ready to hold the line against any megalomaniac, extraterrestrial invader, or other entity that shows its face.

Fury hits the field of Crisis Protocol as the point man of a squad of S.H.I.E.L.D. agents, but he is still a respectable package standing on his own. Fury has enough Stamina to stay on the field long enough to get the job done, which is enhanced by his decent Physical and Mystical Defense. When he needs to go on the offense, this S.H.I.E.L.D. agent brings a set of versatile Physical attacks.

Fury’s two basic attacks are the Fury Special and his Tactical Knife. Both hit at 5 Strength and have the Pierce special rule, and his knife can add the Bleed condition on his target. When Fury wants to bring down a priority target, though, he can Lead from the Front. This attack costs 3 Power to use and hits at 7 Strength. But as Fury lands his strike, he can call in for a tactical assist from a nearby allied S.H.E.I.L.D Agents character, who can make a short advance and unload on Fury’s target with a Pistol attack.

Fury is also a potent tactical piece in a crisis. His unique leadership, Last Line of Defense represents the never-say-die attitude of this extraordinary agent. Fury and S.H.I.E.L.D. never quit in the face of a threat, be it a megalomaniac with a fancy hoverboard or a literal Asgardian god bent on chaos and destruction. This leadership allows Fury’s team to score victory points the first time an allied character is dazed or KO’d each round. Additionally, if Fury’s team has equal to or greater than the opponent’s VPs, each time an allied teammate is damaged by an enemy attack they can spend 1 Power to advance toward the attacker, pressing ever forward in the face of a crisis.

Fury’s last two superpowers both interact with the S.H.I.E.L.D. Agents he brings into the field. Call in the Cavalry is a 2 Power ability that allows him to place and allied S.H.I.E.L.D. Agents onto the battlefield who can immediately interact with an Extract objective. Ziplining down from a hoverflier to pull civilians out of the hot zone is all in a day’s work for these agents! And no matter how many times they go down, there’s always another Grunt ready to pick up the mantle and carry on.

Lastly, Fury’s Director of S.H.I.E.L.D innate superpower makes the agents who follow him into the field that much better. His valiant underlings can reroll a die on attack or defense rolls when they are close enough to hear his tactical directives, and Fury himself gains Power when the Agents deal or take damage.

And what about these Agents? Well, they are a special kind of unit, a Grunt. Grunts are tied to one or more parent characters and can be brought into the field to provide support. (If you’re itching to know more about how Grunt characters work in Marvel: Crisis Protocol, you can find the details in our earlier transmission on the topic!)

S.H.I.E.L.D Agents have limited Stamina and Defense, but can make the difference in extreme situations thanks to their Buy You Time innate superpower. While the Agents can’t interact with Secure objectives, they don’t have to pay Power to interact with Civilian or Asset tokens. And like a bunch of heroes playing keep-away with a dangerous artifact, they drop an objective token, their controlling player chooses where to place it instead of their opponent. This can buy the precious time needed to get your hands on those vital Extract objectives.

That’s all for our first look at this Man of Fury and the Agents he commands in the field. 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, Jr. & S.H.I.E.L.D. Agents Character Pack at your local game store or through our webstore today. Until then, Atomic Mass Transmissions, signing off!

Agent Venom and Spider-Woman

CP100 Agent Venom and Spider-Woman

“Agents and Spies, Secrets and Lies.”

Once a high school bully to Peter Parker, a matured Flash Thompson enlisted in the Armed Forces to turn his life around. Returning from war without his legs, Thompson agreed to undergo a dangerous procedure that would see him bonded to the Venom Symbiote. Designated Agent Venom, Thompson carries out the most dangerous missions while struggling to contain the Symbiote’s more violent impulses. With a mix of heavy weaponry and Symbiotically-mimicked spider-powers, Agent Venom is a soldier that is greater than the sum of his parts.

After an accident with uranium afflicted her with severe poisoning, a young Jessica Drew was placed in a genetic accelerator by her scientist parents to reverse the damage. When Drew awoke decades later, she found herself cured of the poisoning—but barely aged, spider enhanced, and terribly alone. Jessica struck out on her own, attempting to find purpose. First, she joined the New Men, then HYDRA; then at last discovered heroism with Nick Fury and S.H.I.E.L.D. Her espionage training and spider-venom strikes make her a fighter to be reckoned with, no matter whose side she’s on.

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Stat and Team Tactic Cards

Stat Cards

Team Tactic Cards

What’s included

  • 1 Plastic Agent Venom Miniature
  • 1 Plastic Spider-Woman Miniature
  • 2 Bases
  • 2 Character Stat Cards
  • 4 Team Tactic Cards

360˚ view

Miniature Assembly


Find assembly diagrams for Agent Venom & Spider-Woman here!

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From Panel to Play: Agent Venom

Marvel: Crisis Protocol

01/03/2023

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!

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From Panel to Play: Spider-Woman

Marvel: Crisis Protocol

01/25/2023

Few heroes boast a resume as diverse and impressive as the subject of today’s From Panel to Play. Whether she’s taking thugs off the streets or fighting against an invasion of shapeshifting aliens, she does it with style: it’s Spider-Woman!

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Asmodee store

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: War Machine

CP38 War Machine

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!

James “Rhodey” Rhodes was a United States Marine Corps lieutenant and combat pilot.  Rhodes was an early ally of Tony Stark, eventually accepting a job as his personal pilot. Rhodes  grew to become Stark’s one of Stark’s closest friends and most trustworthy companions.

When Stark was unable to serve as Iron Man, Rhodes suited up in his place. Having proved his  ability to use the armor, Stark went on to construct a new suit of armor, the Variable Threat  Response Battle Suit, Model XVI, Mark I, which he nicknamed “War Machine.” It was a more  heavily armed version of the Iron Man armor, designed for all-out warfare. Donning the armor,  Rhodes now fights as War Machine, a walking arsenal attached to a powerful suit of battle  armor.

War Machine is poised for battle. His miniature bristles with armaments and lifts off the base on  twin jets of fiery exhaust. War Machine’s classic color scheme is an excellent opportunity to use  true metallic paints and the complex detail of his armor allows painters to pick out panels to place spot colors.

Rhodes brings a walking (and flying) arsenal to your roster. The Variable Threat Response  Battle Suit is outfitted with heavy weaponry suited to almost any situation. When absolutely  every opponent on the battlefield needs to take some damage, accept no substitutes.

War Machine has two heavy weapons, his shoulder-mounted minigun and his multiple-warhead firing rocket pods. These weapons can damage multiple targets with each attack, either blazing  a line of bullets through his opponents or dropping an explosive barrage on them. When War  Machine needs to focus-fire on a single target, he can dump his entire arsenal in one dramatic  shot—but not without a cost. Empty the Clip is a Strength 8 physical attack that allows War  Machine to roll two additional dice for every critical result instead of one. Still, in return, War  Machine suffers 1 damage for each critical in the attack roll.

Fortunately, the battle suit Rhodes wears can shield him from all manner of enemy damage. Its  durable armored plating can withstand bullets, bombs, and beams of all descriptions. The

Titanium Armor Plating innate superpower lets Rhodes reduce the damage caused by enemy  effects (attacks or otherwise) by 1, to a minimum of 1.

That’s all for our first look at this walking, one-man arsenal. Be sure to check back for more installments of From Panel to Play, as we take a look at your favorite characters and how they  shape up in Marvel: Crisis Protocol.

Until then, Atomic Mass Transmissions, signing off!

From Panel To Play: She-Hulk

CP39 She-Hulk

The old saying goes, “Blood is thicker than water.” Well, if you’re talking about the gamma infused blood of one Robert Bruce Banner, then you’re darn right. This time on From Panel to Play, we’re looking at none other than She-Hulk.

Jennifer Walters was a high-powered Los Angeles lawyer who got caught in the crossfire between her father, Sheriff Morris Walters, and the crime boss Nicholas Trask. Severely wounded and in critical condition, Walters might have died if not for the desperate intervention of her cousin, Bruce Banner.

Also known as the Incredible Hulk.

Banner gave her a blood transfusion. His gamma-irradiated blood caused a speedy recovery, but it also transformed Jennifer Walters into the savage She-Hulk!

Despite being savage after her transformation, She-Hulk eventually gained the ability to keep her full intellect even while big and green. The confidence she experienced while transformed led to Walters remaining as She-Hulk for her day-to-day life. If she’s fighting crime in the courtroom or with one of the many teams who’ve called her a member, She-Hulk is both strong and sensational.

She-Hulk’s miniature showcases her immense strength by capturing the moment before she hurls a few tons of steel girder at a target. She is impressively large and has the detailed muscular definition you would expect to see. She-Hulk’s outfit takes some visual cues from the uniform of a female bodybuilder, down to the fingerless weightlifting gloves she wears and her size 23 high tops.

She-Hulk is an absolute powerhouse on the tabletop. A Threat 6 character with 20 stamina and decent defenses, her character card is jam-packed with powers and abilities to make her a force to be feared.

Her basic attack, Sensational Uppercut, hits at an impressive Strength 7, but it’s not even her heaviest strike. The Defense Rests hits a target in Range 3 with a nine dice attack that imposes the Slow and Stunned special conditions. If She-Hulk hits a target that’s already Slowed, it becomes Staggered instead. While this attack might cost 5 Power to dish out, every time it lands, your opponent will feel it!

She-Hulk has a ton of superpowers to boot. Her Leadership, Defenders of Arcadia, allows members of the A-Force affiliation gain 1 Power when an ally is damaged by an enemy effect—perfect for juicing up She-Hulk for her heavy attack. The Legal Defense power allows She-Hulk to spend 2 Power when an ally within Range 2 is the target of an enemy’s attack. She becomes the target of the attack, regardless of the range or line of sight. I suppose when a nearly 7-foot tall green lawyer wants to get your attention, she has it.

Not that targeting her will do your opponent much good. Thanks to the power Gamma Infusion, after an enemy attack that damages her is resolved, She-Hulk gets an immediate Short advance toward the attacker. The more you shoot at her, the sooner she’ll be within smashing distance. When She-Hulk gets there, her target hopes she doesn’t use her Superior Weight Training power. For 3 Power, it allows her to add her target’s Size to the number of dice she rolls in an attack. That means she can hit characters like M.O.D.O.K., Black Dwarf, and her cousin for an 11 dice Sensational uppercut… for just three power!

Whether she’s in the courtroom or the battlefield, She-Hulk is built to crush the opposition. When she hits the field, you better hope she’s your public defender.

That’s all for our look at She-Hulk. Check back next time when we dive in with a closer look at yet another character for Marvel: Crisis Protocol!