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!
Young Jessica Drew’s powers began as a desperate father’s attempt to save his ailing daughter. Poisoned in the early 20th century by the uranium that was common in her childhood home in Transia, her father sought a… let’s call it unorthodox remedy. Johnathan Drew, an expert in the regenerative properties of certain arachnids, injected his daughter with an experimental serum and placed her in a genetic accelerator, where she remained for decades. When she emerged, she had unusual powers and eventually took on the identity of Spider-Woman. Under this moniker Drew has been a spy, a private detective, a double-agent of both S.H.I.E.L.D and Hydra, an Avenger, and a superhero serving countless organizations.
She’s quick, she’s multitalented, and she brings an amazing package of abilities to the tabletop for her 4 Threat. Spider-Woman makes fantastic use of all the bio-electric abilities that turn-of-the-century genetic engineering can provide!
Bio-Electric Strike has a good range and power, but this spider’s bite packs more of a punch as it courses through the nervous systems of those on the receiving end. The Neuro-Disruption special rule allows Spider-Woman to inflict one of the Poison, Shock, or Stun special conditions on her target for every wild in her attack roll.
However, bio-electricity isn’t the only spider-power she has—Spider-Woman takes her web-slinging namesake’s strategies seriously. Intoxicating Blast is a mighty Strength 7 energy attack that causes the target to drop all objective tokens it is holding. Additionally, if the target character has the Poison condition, she can take advantage of their addled mind to cause her target to move closer before dealing damage.
In addition to her attacks, Spider-Woman has an array of superpowers to represent her gear and the talents she’s developed over her long career. Using the winged webbing on her suit, she can place herself around the battlefield with I Don’t Fly, I Glide. When she’s close to a dazed opponent, she can use her extensive training as a covert operative to Interrogate that character. The intel she gains from a grueling interrogation allows you to increase the number of VPs from Crisis Cards during the Cleanup Phase by 1—knowledge really is power!
Rounding out her skillset, her training as a Martial Artist lets her add blank results against attacks from within Range 2, her covert ops training gives her the Stealth innate superpower, and she has the Immunity [Poison] and Wallcrawler superpowers!
That’s all for our first look at the woman who does more than a spider can, Spider- Woman! 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!
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