We hope you’re ready for the royal treatment in today’s From Panel to Play. Although he isn’t considered a King in any country, the topic of today’s article definitely has an ego to match that of the most powerful rulers in the world. Let’s peek under the mask of none other than Baron Helmut Zemo!
Although thirteen is considered lucky in some parts of the world, all those who meet the thirteenth Baron Zemo find themselves changing their minds. Raised to believe that only those in his family line are truly worthy to rule, Helmut Zemo is definitely living up to the worst examples the family has to offer.
Although mirroring his father in many ways, not least of which was an unfortunate accident with Adhesive X, Helmut Zemo is also his own man. A renaissance man in many ways, Helmut Zemo is a gifted scientist and engineer, as well as a fighting man with few equals. On top of his own personal accomplishments, he has followed in his family’s aspirations of leadership by ruling many a team of supervillains and nefarious individuals. Allied with Hydra, he has even been seen leading the Army of Evil.
Baron Helmut Zemo hits the tabletop as a 4 Threat character with 4 Physical, 3 Energy and 4 Mystic defense. He has 5 Stamina on his Healthy side and 6 Stamina on his Injured side, as well as a Medium Movement speed.
Baron Helmut Zemo may be willing to take advantage of whatever technological marvels are available, but he still enjoys that personal touch. His first attack is a Sword Strike that reaches out to Range 2 and hits with 5 dice. He’ll gain Power equal to the damage he deals and his pinpoint accuracy ensures he can Pierce his opponent’s defenses, changing of their successful block results to a Blank. He can also really show off the finesse he is capable of when he rolls a Critical and Wild during the attack, utilizing his Dancing Strike. This special rule allows him to Advance Short after the attack is resolved.
Although it was the cause of some deep, personal anguish for him, Baron Helmut Zemo still utilizes this wicked formula designed by his father. His Adhesive X Pistol can shoot up to Range 4 and hits with a dice attack. Adhesive X is a special chemical that is able to bond with any material and is nearly impossible to remove. This is represented through the special rules on his attack, which provide an increasing gauntlet of debilitating special conditions for the enemy character to overcome. A Wild result will inflict the Slow special condition, which forces the enemy character to use the Short movement tool. A Critical and Wild will inflict the Stun special condition, which limits the character to only gaining a single power at a time. Finally, a Critical, Wild and Failure will inflict the Stagger special condition. This will cost the enemy character one of their precious actions during their activation. Not limited to a single result, with a lucky roll, you could end up giving the enemy character all three conditions!
As a master swordsman, Zemo can be an elegant combatant and is at times able to flow from enemy to enemy with the beauty of a waterfall. His Coup de Grâce attack can reach Range 3 and hits with 7 dice. Not just a strong slash, it also allows him to Advance Short when he Dazes or KO’s the target character.
The Army of Evil Leadership is a new option available to the Hydra affiliation and brings an interesting, never before seen new rule to Marvel: Crisis Protocol! Team Tactic Cards represent some of the most powerful and cinematic moments in the game and are a resource that have to be used with care and consideration. This Leadership boosts this resource in two powerful and interesting ways. A player is normally limited to choosing only 5 Team Tactic Cards to be used during a game, however, this Leadership allows you to add 1 additional card to your available Team Tactic Cards. You are limited to choosing either a Hydra affiliated or Unaffiliated card, but having access to 6 Team Tactic Cards during the game is an incredibly powerful effect.
That isn’t all that the Leadership does either. One of the limits that players have to work around is the choice that many Team Tactic Cards place before them. Do you spend your available Power on playing the card or do you use it for the characters superpowers? The second effect of the Army of Evil Leadership helps make this choice just a little bit easier for you. It allows you to choose one of the characters paying Power to play a Team Tactic Card and having them gain 1 Power back. You get to have your cake and eat it too!
A lithe and speedy individual, Zemo is able to cross the battlefield faster than most enemies expect. His Active Superpower Quick Step allows him to spend 2 Power towards making a Medium Advance. He unfortunately can’t be burdened with any objectives when he wants to use this superpower, but it helps ensure no superhero ever escapes his grasp!
As a Master Duelist, Baron Helmut Zemo is able to capitalize on his enemies’ weaknesses. This innate superpower helps him keep up the pressure, which manifests itself as the ability to add 2 dice to his attack roll when he is attacking a character for the second time in a single turn. Having gotten them off balance with his first attack, the second is sure to put on the hurt!
Zemo is also a Strategic Genius, able to direct not just his own efforts, but those of his allies into the best possible course of action. This innate superpower allows himself and allied characters within Range 2 to reroll 1 die in all of their attack or defense rolls.
When you’re ready to claim your rightful place in the world, be sure to pre-order your copy of the Earth’s Mightiest Core Set at your local game store or through the webstore today. Also, 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 Transmissions, signing off!
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