From Panel to Play: Karnak & Gorgon

01/30/2025

 

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.