Marvel Crisis Protocol is a game that its publisheratomic mass gamesmanaged to grow and expand at a breakneck pace, even in its first year! With over 120 different characters already available, deciding where to start your collection can seem almost impossible.
In short, this is a great old-fashioned list of all Marvel Cris Protocol miniatures, characters, and affiliations.
We've compiled brief descriptions of what each Marvel Crisis Protocol and character is good for, as well as what affiliations they belong to, accompanied by an overview of available affiliations at the bottom of the article. You can use the index below to navigate to the characters you're interested in, or you can just start scrolling from Amazing Spider-Man to X-23.
If you're new to the game, the descriptions in this article will make more sense if you first take a look at ourMarvel Crisis Protocol game guide.
This article will be updated whenever new characters are released for the game, so check back often!
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Character summary (alphabetical)
Agent Venom (Flash Thompson)
Agent Venom is a truly versatile ranged fighter that crawls through walls. Its standard attack, Klyntar Firepower, can bleed the target at range 4, and its incendiary grenade attack costs 1 power and always incinerates the target. His big attack with an energy cost of 4, called Symbiote Special Forces, is a force 7 lightning attack that also has a chance to damage all enemies within range 2 of the target.
Agent Venom also has three Active Super Powers: Symbiote Web Swing allows him to teleport at Rank 3, and All-Star Quarterback allows him to play land up to Size 3. Finally, as a huge advantage in fights against enemies that apply Special Condition (which, essentially, is just about everyone), Project Rebirth 2.0 allows Agent Venom to remove a Special Condition for the cost of 1 Power.
While Agent Venom's attacks are pretty good, what really makes him formidable on offense are his symbiotic instincts for innate superpowers, which prevent characters defending against Agent Venom's attacks from modifying their defense dice (note that this does not prevents adding defense ability dice: it "simply" prevents them from changing the results of dice rolls, which is good enough on its own.)
Agent Venom is a symbiotic relationship between Venom and Flash Thompson, and this symbiosis extends to their cooperation with other characters as well. For example, the Foreign Assignment Tactics card gives Agent Venom a bunch of special abilities based on which Guardians of the Galaxy allied characters he's close to on the battlefield; for example, he can heal alongside Groot or get an extra attack action alongside Rocket Raccoon, making him a fun choice for a Guardians of the Galaxy squad.
Amazing Spider-Man (Peter Parker) [Defensores, Web Warriors (Líder)]
This version of Spider-Man has a Leadership skill for Web Warriors that allows any of his allies to pay 1 Power to slow an enemy character. As a fighter, Amazing Spider-Man is a fast and mobile character with full replays for dodging and defending, as well as several abilities that combine attacking and moving himself or others.
Elder (Elder) [Summon, Defenders]
The Elder excels at mystical attacks and can apply poison and stun targets. It also has Watoomb's Cool Winds reactive ability, which can pull an attacker closer to the Ancient One regardless of how far away he is attacking.
Angela (Aldrif Odinsdottir) [A-Force, Asgard, Guardians of the Galaxy)
This Asgardian blademaster excels at closing in on his target and dealing devastating damage in close combat. Her attack Heven's Wrath allows her to add attack dice equal to the target's size, making her a true giant slayer as well, and she can fly.
Ant-Man (Scott Lang) [Avengers]
Ant-Man has two profiles: one for when he's small (size 1) and one for when he's normal size (size 2). His full-sized profile has a strong Lightning attack (hits multiple targets in a row) that applies Poison and Stun, as well as a standard attack that also allows him to switch to his Tiny profile. Tiny Profile has a better standard attack that also allows Ant-Man to change size, but not a beam attack. Instead, he has a free power that allows him to move within range 3 once per turn, and a full defense roll and dodge dice, making Ant-Man a very versatile character who can switch between a stance defensive and aggressive. profile – and the kit comes with a template for each of the profiles!
Arnim Zola (Arnim Zola) [Hydra]
This Hydra villain has an extremely versatile default attack that lets you choose the attack's damage type, as well as whether you want to bleed, shock, slow, or stun the target if the attack deals damage, an attack that literally has something to do with stopping you. all. he can also increase your attack dice at the risk of damaging himself, and he is generally an unpredictable character who grants you great power at the risk of negative effects to himself or his allies. It's scientific superhero anxiety in its purest form!
Baron Mordo (Karl Amadeus Mordo) [Kabbalah, Summoning]
Like the Ancient One, Baron Mordo is a sorcerer who specializes in mystical attacks that also apply special conditions. She can follow up your attacks with Soul Barb, an ability that lets you charm, incinerate, poison, or slow an affected enemy character for all of your nearby allies. Additionally, Cyttorak's Ferocity allows Baron Mordo to improve the attack dice of an ally who pays the price for the spell by receiving a wound in return.
Barão Strucker (Wolfgang von Strucker) [Hydra (lids)]
Baron Strucker's character is a master at transferring damage and special conditions between himself, his allies, and his enemies. His World Is Mine attack costs 4 power but heals him for the same amount of damage he deals with the attack, and his Hydra Affiliation Leadership ability is a double strike that allows an allied character to transfer a special condition that an enemy character has. then a successful attack, thus removing the special condition from himself, and then heals an allied character who loses a special condition for 1 damage. As a great combo skill for this skill, Strucker can also poison all characters within Rank 3 of him for 2 power. Strucker is generally a leader who excels at adding value to his allies and has a healing factor and a good buff to defense and attack rolls to boot.
Baron Zemo (Helmut Zemo) [Kabbalah]
Baron Zemo is a swordsman with incredible reach and mobility. It uses up the large movement meter, but it also has an ability that allows it to perform a move action and an attack action as a single action. As long as he remains close to his target, he can also reroll all of his attack and defense dice when using or defending against physical attacks, and as if that weren't enough, he allows nearby allies to reroll two of their defense dice. . and attack. He's a true gem of an accessible villain.yIt is included in the starter set.
Bestia (Henry McCoy) [Avengers, Inhumans, Uncanny X-Men]
This acrobatic wall-crawling mutant excels at taking movement away from attacking actions. You can also throw things, pay Power to reroll, and gain Power by rolling skulls. His many movement abilities require a good tactical player to fully utilize them, but since he has good access to gain power, hitting him across the board, applying damage and bleeding with his Animalistic Freestyle attack is definitely a viable way forward. .
Beta Ray Bill (Bill)
Beta Ray Bill is a durable, flying, giant-killing melee fighter.
Its standard attack, Stormbreaker, has a chance to stun its target, and its Range 4 Strength 6 Energy Invoke Storm attack can shock the target and can reroll some of its attack dice against flying characters. His final attack, Godhunter, is a Strength 5 attack that adds attack dice equal to the target's Size (great fun against Size 5 Sentry Guns!) and has a chance to throw the target at Medium range.
Beta Ray Bill can Throw characters and terrain resources up to Size 4 and can reduce damage taken by 1 for a Power cost of 1.
He can also dash close range toward any attacker that damages him, gaining 2 power each power phase.
Beta Ray Bill loses 1 Stamina when switching to his Wounded side, but has 4 Defense against physical and energy attacks, making him quite resistant, in addition to being immune to Bleed, Incinerate and Poison.
Black Bolt (Blackagar Boltagon) [Inhumans (Leader)]
As the sole leader of the Inhumans affiliation, Black Bolt is a must for Inhumans players. His Leadership ability lets you move 1 power token from an ally character to another nearby ally, and he has a nice 4-power attack, but the real fun starts when you flip your character card to the wounded side: then he gains Whisper attack: A Beam attack that applies Stun and Stagger, lets you roll 9 attack dice (which another of your abilities can increase to 11!)ydestroy all small interactive terrain features in the line of fire of the Beam attack. An awesome way to portray the terrifying voice of the king of the Inhumans!
Gata Negra (Felicia Hardy) [A-Force, Criminal Syndicate, Midnight Sons, Web Warriors]
Black Cat is a specialist character who cannot deal much damage, but in return she is very fast, has an attack that has a 100% chance to apply the Stagger special condition, and most importantly, a superpower that allows her to steal a token Active or Civil of an adjacent enemy character. She is also very difficult to hit, so if you want an approachable character that can fit into 4 different affiliations and derail your opponent's plans, Black Cat has what you need.
Black Dwarf (Black Dwarf) [Black Order]
This big brute hits very hard, but his true utility lies in his Reactive superpower of Intimidating Presence which allows him to pay 2 Power to become the target of an enemy attack instead of the originally intended target, regardless of the attacker's distance. Additionally, Black Dwarf has an innate superpower that reduces all damage done to him by 1 (but cannot be less than 1). In short, Black Dwarf is the tank for your super villain adventure party.
Black Panther (T'Challa) [Wakanda (Leader), Avengers]
The sole leader of the Wakandan affiliation for obvious reasons, Black Panther allows his allies to spend 1 power to reroll a die when attacking, defending, or dodging. However, he's also a formidable fighter in his own right, with the option to pay Power to reroll his dice, and with access to energy and physical attacks, good movement, and a defensive superpower of Vibranium Armor that changes when you use it. get it right. about your character card. injured side. Finally, his Kinetic Blast attack has a chance to inflict Explosive Force, which pushes all characters around him into a small range, dealing 1 damage to each of them. Very rude.
Black Swan (Black Swan) [Black Order]
The Black Swan's default attack isn't particularly special, but the Black Swan is one of those characters that lets you pull off absolutely devastating attacks in one activation, if you have the power to pay for it. If, for example, you have 6 power tokens on it, you can pay 2 to take your Charge action (take a move action and an attack action as a single action) and let the attack be All Dies, a attack attack. attack. for 4 Power. , which can throw the target. Everything Dies, meanwhile, unleashes a free Eye Beam attack, a Force 5 Energy attack that applies Incinerate to the target and lets you swap one of your defense success dice for a blank one, targeting the same enemy as the first. attack. So for 6 Power, you run up to an enemy, hit them really hard, throw them and set them on fire with your eyes! In addition to all this, the Black Swan is also a gem bearer.
Black Widow (Natasha Romanova) [A-Force, Avengers, SHIELD]
Black Widow is one of the first characters in the game and only costs 2 threat levels. She has three different attacks. two physical attacks and one energy attack, the ability to counterattack (deal damage to an attacker), has great movement, and the superpower Stealth Innate, which means she cannot be targeted by ranged attacks. This profile for Black Widow isn't as interesting as the next one, so if you have access to it, consider using it.
Black Widow, Agent of S.H.I.E.L.D. (Natasha Romanoff) [A-Force, Avengers, SHIELD]
This second profile for Black Widow has a really cool default attack called Auto Pistol, which lets you use the attack twice, a poison-inducing tear gas area attack, and the Widow's Kiss energy attack that adds 1 die to your attack roll for each special condition. has the goal. Even more interesting, this version of Black Widow has the Interrogate Reactive superpower, which can be used if she is near stunned enemy characters. If she uses this superpower, the Victory Points gained from Crisis cards in the next Cleanup Phase will be increased by 1. Black Widow, Agent of S.H.I.E.L.D. it has a threat level of 1 more than Black Widow's normal profile, but it's worth it.
Blade (Eric Brooks) [Avengers, Defenders, Sons of Midnight (Leader)]
Blade is the leader of the Midnight Sons affiliation (allowing an allied character to spend 1 power to reallocate level 1 each turn), but he's also an absolute berserker with his twin blades. All of his attacks trigger the Bleeding special condition, and his Night of the Dhampir Mystic attack can reroll its attack dice if the target already has the Bleeding special condition. This is all combined with his innate superpower Vampiric Immortality, which heals him for 1 damage and grants him 1 power at the end of its activation for each character near him with the Bleed special condition, allowing Blade to get back on his feet and continue attacking. . as long as he's on the front lines handing out bleed conditions.
Bob, Hydra Agent (Robert Dobalina) [Cabal]
Bob, a Hydra agent, is completely insane. His defenses are pretty bad, his default attack is as simple as it gets, but oh, his excessive violence is pretty crazy. A Strength 9, Range 4 attack that does 2 damage to everyone around Bob and throws him into Small Range away from the target and Bob takes 3 damage if he doesn't have a stun token (we'll come back to that in a second). . The attack basically simulates someone (Bob) who doesn't know how to handle a rocket launcher shooting an enemy character in the face. To use this attack, Bob needs a Charged token, which is something he gets at the start of the game, and if he spent it, he must pay 8 Power to get a new one. And we're not done yet! On the injured side, Bob cannot be eliminated. Instead, he gains a stun token and continues, but loses 3 Power each Cleansing Phase.
Finally, if Bob is on the Wounded side and is the only character you have on the battlefield, you lose the game. Crazy.
Bullseye (Benjamin Poindexter) [Cabal, Crime Syndicate]
Bullseye is a ranged specialist with two Range 4 attacks, one of which can be fired twice in a single action. He also has the "reverse charge" Hit and Run superpower that allows him to perform an attack and then a move action, and the I Never Miss superpower allows him to pay 1 Power after a failed attack to deal 1 damage to the enemy. target. . Bullseye isn't good at synergies or big combos, but he is good at dealing ranged damage while staying out of harm's way.
Cable (Nathan Summers) [Avengers, X-Force (Leader), Uncanny X-Men]
Cable is the leader of the X-Force affiliation, with a simple but nice leadership ability that allows all allies to reroll 1 attack die per turn. His standard attack has a very long range for a standard attack, and his Son of Askani attack is a strong (but expensive) area attack that also heals him (and has a chance to stagger the target when Cable is hurt).
Cable can also empower nearby allies' defense rolls and cast terrain features of varying sizes based on how much power he expends to do so.
Captain America (Steve Rogers) [Avengers (Leader)]
The Steve Rogers version of Captain America is one of the few different leads for the Avengers affiliation. Your Leadership ability reduces the Power cost of the first superpower an allied character uses each turn. His attacks are all physical, but full of utility: Strike can knock down the target, Shield Throw ignores line of sight and has a chance to trigger another attack, and Shield Slam can throw the target. Additionally, this version of Captain America has the very useful Bodyguard Reactive superpower that allows him to become the target of an enemy attack instead of the original target. Finally, his thematically amazing innate superpower, I can do this all day, makes him much better on defense plays when his card is on the wounded side.
Captain America (Sam Wilson) [Avengers (Leader)]
Sam Wilson's version of Captain America is also the leader of the Avengers affiliation, but his leadership ability is quite different from that of Steve Rogers: All New, All Different is activated when Wilson or another allied character is stunned or knocked out. . You can then choose another friendly character who isn't stunned and let him heal a wound, make a small move, and remove a special condition. Since this can happen once per round and doesn't require you to lose a character first (Dazed works too), this is a pretty useful ability.
Sam Wilson also has a Shield Throw attack, but in addition to that, he has Redwing Assault, which has greater strength and allows you to move that character as well. Wilson can also use Air Lift to move another friendly character next to him, which works really well with his ranged speed stat. Overall, Wilson is a more mobile Captain America with some interesting leadership skills.
Captain Marvel (Carol Danvers) [A-Force, Avengers]
Captain Marvel, another character from the game's Core Set, has a good physical attack, an Energy Blast that he can reroll all his attack dice for, an awesome Rocket Punch, a throwing superpower called Danvers' Special, and the ability to pay 4 Power to add 2 dice to your attack and defense rolls. This might seem a little pricey for a skill you really need to power up your attacks, but it can also absorb the power of enemy energy attacks, so you have a chance of having more than enough power to keep churning out good energy attacks. .
Butchery (Cletus Kasady) [Spider-Foes]
Carnage is an excellent melee fighter with a standard attack that causes bleeding, an area attack that also causes bleeding, and a few extra wounds, but his other superpowers are what really set him apart. For 3 power he can fully heal, move and attack after stunning/knocking an enemy character, defending characters cannot add extra dice to their critical strike rolls and can add 2 extra dice to their attacks for 2 power with the risk of also suffering injury. In short, he is a true berserker, but he also has an Arch Nemesis ability that makes him much better against Eddie Brock, but alsotemto attack him if he is close. Carnage is a beast as long as you keep him away from energy and mystic attacks, which he only has 1 defense against.
Cassandra Nova (Cassandra Nova Xavier) [Cabal]
Cassandra Nova is primarily a mystical character and she has a lot of tricks up her coat sleeve: her Psionic Bolt attack can drain her target's power, Mind Possession allows her to move her target, and the physical attack Flesh Manipulation is a blunt attack that you can also push the characters. Also, she can slow downyHe roots enemies with one ability, ignores collision damage (for the price of 2 power) with another, and has a reactive superpower that can deal damage to characters moving near him. Add his flight and healing factor to that, and it's no wonder he has a threat level of 5!
Clea (Clea) [Summons, Defenders]
Clea is a mystical character with a standard attack that causes bleeding, and Ikthalon's terrifying Icy Tendrils have a chance to slow and stun.yStagger. She can gain 3 extra power on each activation at the risk of taking up to 5 damage (meaning she was stunned or knocked out). She can also throw objects or characters and move herself or another character nearby. In short, Clea is great at inflicting special conditions on enemies and moving them around, but like all other magic practitioners, there can be a price to pay for expending too much power on her.
Colossus (Piotr Rasputin) [Brotherhood of Mutants, X-Force, Uncanny X-Men]
Colossus is a true tank, with the ability to become the target of an enemy attack directed at another friendly character, an innate superpower that reduces damage dealt by 1, immunity to bleed, two good physical attacks.yhis health increases by 1 when his card is flipped over to the injured side, making him very difficult to take down.
Corvus Glaive (Corvus Glaive) [Orden Negra]
Corvus Glaive is a powerful gem wielder with the cool Death Blow attack that allows him to move around and gives him a chance to do a free standard attack. Both are even better if Glaive pays 3 Power to turn all blank dice on his attack rolls into successes with Glaive's Edge. What really makes him shine though is if you introduce him with his partner, Proxima Midnight. You can pay 1 Power to activate it after Glaive, and skipping the enemy's chance to activate between two of your activations is always a huge advantage.
Crimson Dynamo (Dimitri Bukharin) [Winter Guard (Leader)]
Crimson Dynamo is a leader of the Winter Guard affiliation, with a leadership ability that allows allied characters to remove 1 special condition per round and resist being pushed back when contesting a safe objective - a good ability to maintain your position in objectives.
It can get 2 extra power each turn for free, it can reduce damage taken, and it can reroll some of an attacker's dice when targeted, but one especially cool thing about Crimson Dynamo is that its default electrical blast attack is a lightning. attack with a chance to cause the Shock special condition. It's always nice to have an attack that can hit multiple targets without costing any power.
Crossbones (Brock Rumlow) [Cabal, Criminal Syndicate]
Crossbones is part of the Core Set and is a fun and easy to play character. His Overpower attack is great for grabbing targets as it allows him to teleport towards the target and have a chance to throw it as well. He can add three dice to his attacks for 4 power and spend 1 power to reduce damage taken. Finally, you can always move towards an attacker after taking damage from their attack. Crossbones is definitely an aggressive wrecking ball that is always heading towards the fight.
Crystal (Crystal Amaquelin) [A-Force, Inhumans]
Crystal is notable for having no less than 4 different attacks that cost no power to use. Three of them cause different special conditions (Stun, Slow, Incinerate), and the last one can knock back the target. Crystal uses Power for Elemental Onslaught, which costs 4 Power and allows you to do two different attacks in a row. Enemy characters near Crystal cannot use Shake to remove the special conditions she can cause, and she can always reroll one of her dice on attack or defense rolls. All this makes Crystal a very versatile character, but also complex to play.
Cyclops (Scott Summers) [Uncanny X-Men (Leader)]
Cyclops is a leader of the Uncanny X-Men affiliation, with a leadership ability that allows allied characters to spend 1 power to reduce the power cost of the currently activated allied character's attack action, which is definitely one of the best leadership abilities.
He has a standard attack called Optical Blast (of course), but his really good attack is called Optical Devastation, a Force 7 lightning attack that weakens the target. Other than that, Cyclops can pay 2 Power to perform a move action.yan attack action and can grant a small free movement to a nearby friendly character.
Daredevil (Matt Murdock) [Defenders, Web Warriors]
Daredevil is a fast, wall-crawling superhero with a good melee attack, a long-range grappling hook attack that ignores line of sight, and an area attack that gets stronger the more enemies he hits. If attacked by a nearby enemy, Daredevil can pay 2 Power to perform a Free Strike attack against the attacker, but only when Daredevil's character card is on his Healthy side. If the card is on the Wounded side, Daredevil can make an additional attack against a nearby enemy for 2 Power, at the risk of taking some damage.
Darkstar (Laynia Petrovna) [Winter Guard]
Darkstar has the superpower Innate Flight, and his standard attack Darkforce Strike allows him to re-roll all 5 dice for the attack. His other attack, Rending Force, is a little expensive at 3 power, but at 7 strength, the chance to bleed the targetythe option to choose whether the attack is physical or energy every time you use it makes it pretty cool.
Otherwise, Darkstar is a support character who can teleport or an ally character, as well as add 2 dice to a nearby ally's defense roll and increase their resistances to certain special conditions by 3 power.
Deadpool (Wade Wilson) [Vengadores, X-Force, Arma X]
Deadpool as a comic book and movie character is absolutely insane: he's a tongue-in-cheek, fourth-wall-breaking, murderous clown with the ability to heal from almost any injury, an ability that allows him to behave like a Looney Tunes character. in real life. . .
In Marvel Crisis Protocol, this translates nicely to its rules: its default attacks are called Stab and Bang (and certain dice results can turn Bang into Bang, Bang, or Bang, Bang, Bang for additional attacks), and the superpower of his Mercenary Bigmouth allows to remove 2 power from an enemy character (through the power of loathsome burns). He can't be moved by mystic attacks or superpowers, because his brain is too exhausted for that, and he has a healing factor of 2, of course.
Deadpool also counts as healthy for the purposes of securing objectives, even when his card is on the wounded side, and he also gains a very strong attack called Max Effort! when being injured.
Doctor Octopus (Otto Octavius) [Spider enemies]
Doctor Octopus is a character that comes with the Core Set and is quite easy to play. His standard Strike attack has a Range of 3, and if he rolls any Wild symbols, that counts as two successes. He also has a long-range arm laser attack, can throw characters and items, and gains 1 power for each die roll he scores a critical hit. Finally, his mechanical tentacles also give him the innate superpower of climbing walls.
Doctor Strange (Stephen Vincent Strange) [Convocation, Defenders (Leader), Midnight Sons]
This first of Doctor Strange's two different character profiles is definitely not for beginners, as his character card contains roughly twice as many rules as most of the Core Set characters. Let's start with the easy stuff: his standard attack can push his target away, he can fly, he's a gem carrier so he can carry soul or time gem, he can heal other allied characters, and he can reroll his attack rolls . .and defense.
In addition, it is an affiliation of the Leader of Defenders, with a Leadership ability that allows allies to pay 1 power to give the Hex special condition to the targets of one of their attacks and change the type of that attack. He can empower allied defense rolls and gains 1 power each time he rolls a die with at least one shield symbol.
Finally, his Crimson Bands of Cyttorak attack has a chance to give an unactivated enemy target an activation token, meaning the character skips its activation. That's a pretty impressive list of skills!
Doctor Strange, Sorcerer Supreme (Stephen Vincent Strange) [Summoning, Defenders]
This second, newer version of Doctor Strange is not a leader, but a support character. His standard attacks are, well, pretty standard, but his big Mystic attack, Bright Circle of Seraphim, has a Strength of 7, it hits an area instead of a target.yHas a chance to heal nearby allies and remove a special condition from them. It's a little pricey to use, but Strange gets 2 instead of 1 power per turn, so you'll eventually be able to use it. He can also obtain Strange's Mystic Armor Power, one of his innate superpowers.
Finally, Eye of Agamotto allows Strange to reroll all of his attack or defense dice once per attack, as well as modify and reroll Skulls' rolls.
This version of Strange isn't amazing in the first round, but if you play it right he can really do some crazy magic once you get enough energy for it.
Doutor Voodoo (Jericho Drumm) [Avengers, Summons, Children of Midnight]
Doctor Voodoo is a fun character, but quite advanced to play. His two standard attacks are notable for their ability to de-power targets (and one of them even gives Doctor Voodoo that power), but the core of the character's abilities have to do with his brother token Daniel, which symbolizes the dead voodoo ghost. brother.
Doctor Voodoo starts the game with the token, granting him better defenses and an extra power for every turn he rolls at least one skull, but the token also has offensive capabilities. With Possession, you can spend an amount of Power equal to the Threat Level of the character you wish to possess, then move the Brother Daniel token to that (enemy) character. That character then discards all of his objective tokens and loses the ability to interact with targets in any way as long as he has the Brother Daniel token.
Voodoo can also cast characters, and if a character has the Brother Daniel token, they can even cast it if they are size 3. Voodoo can retrieve the token for himself at each Power phase, and for 2 Power when targeted by a blow.
Brother Daniel's token is very good at disrupting enemy plans for targets, and depleting enemy energy reserves through attacks is also very good. The only thing to keep in mind is that Doctor Voodoo has poor defenses against physical and energy attacks when he doesn't have his brother Daniel Token.
Dominó (Neena Thurman) [A-Force, X-Force, Uncanny X-Men, Arma X]
Domino is a ranged character with the ability to generate critical hits on her throws.
Its standard attack can generate additional attacks, its Grenade Bounce attack ignores cover, and its Lucky Shot attack can stun the target. Additionally, your Chance Manipulation Superpower lets you convert Skull rolls into critical hits, but you have to pay 1 Power for each die you want to hit. This is a bit situational, but it's a fun way to turn a losing streak into a good one. Additionally, critical hits do not generate extra rolls for characters attacking or defending against Domino.
Dormammu (Dormammu) [Dimension of Darkness (Leader)]
Dormammu is an affiliation of Leader of the Dark Dimension. He's the only member of that affiliation, but don't be fooled: every time Dormammu is added to a team,allon this team he achieves affiliation with the Dark Dimension! Everyone in the affiliation gains 1 additional Power per turn. This makes Dormammu fun to use for mixed squads that otherwise wouldn't fit into an affiliation; so if you're willing to flip the sheets and figure out the ideal combination of characters, regardless of affiliation and theme, then Dormammu is for you. the leader for you.
Its standard attack draws power from the target, and its Force 8 Incantation of Obliteration attack can unleash another attack of the same type against another nearby target. Unlike most of these multi-attack types, you can get another Charm attack from the second attack as long as you hit a nearby target that hasn't been hit by a Charm.
Dormammu can only gain a maximum of 1 Power when he takes damage from an attack, but he also gains 1 Power each time one of his allies takes damage, including the damage they take if they have 6 or more Power (an effect of his Leadership ). ). ), so you can really power up Dormammu by sacrificing your allies, just like a true supervillain.
Dormammu can also teleport, hex attackers, and grow even stronger when injured, so overall he's a real beast, even for a threat level of 8!
Drax the Destroyer (Drax) [Guardians of the Galaxy]
Drax is a close combat character who is dedicated to taking down single targets. Its default attack is Strength 5 and it can bleed, but if the target already has the bleed special condition, you can re-roll two dice for the attack, perfect for attacking a character multiple times. Its Headbutt attack can stun and knock down the target, and Titan Killer can throw characters up to a size 4, and you can add dice to the attack for every wound the target takes, which is great for taking down big enemies.
Everything gets even better if Drax uses his Vengeance token. He gains the token when damaged by an attack, then applies the token to the character who attacked him. When attacking a character with the Vengeance token attached to him, Drax suddenly rolls 3 additional attack dice against him: This means he has a free standard attack with effectively Strength 8 and a chance to reroll two of those dice!
Finally, Drax reduces the damage taken by 1, giving him a chance to stay in the fight a little longer. In general, it has a big impact for a threat level of 3.
Ebony Maw - Black Order
Ebony Maw is a powerful mystic character whose two attacks are excellent for forcibly moving enemy targets (both attacks are also solid for dealing damage, with Strength 6 and 8 respectively). He is also a gem wielder capable of using the mind or space gem, and while the model looks quite frail, he is very strong with 7 health and the ability to use his mystic defense from 6 toanyattack, unless the attacker pays 2 Power to dodge.
Finally, Ebony Maw has serious spellcasting abilities, with the ability to cast terrain elements of size 4 or less, and it gains 3 power instead of 1 each power phase.
Ebony Maw is a rather complicated character who is dedicated to moving things around with her attacks and abilities, but she also does good damage and is difficult for a "mage".
Elektra (Elektra Natchios) [Crime Syndicate, Defenders]
Elektra is a strong fighter, who can use a super power to deal damage to her attackers, but what's really interesting about her is how one of her attacks, Ancient Throwing Blades, can summon a character from Hand Ninjas (see Grunts overview to follow). I don't play, and that Hand Ninjas character serves as a buff for Elektra's other attack, Impale, so you can end up rolling 10 (!) dice for that attack.
Being able to summon an additional character to your team as part of an attack is important, but Elektra can also bleed, charge forward after her Impale attack, and manipulate enemy defense dice. She is a very solid choice for a melee fighter, especially since the Hand Ninjas model comes in the same package as her.
Emma Frost (Normal e Diamante) (Emma Frost)
Emma Frost is a formidable mystical fighter who can change from normal to a highly defensive diamond form.
In his Normal form, his standard Psychic Spike attack lets him dash towards his target, and his massive Strength 8 Hands Free attack costs 4 Power and has a chance to Throw the target. Her Reactive Superpower Shield Mind allows her to prevent herself or an ally from being moved by an enemy effect, and Telekinetic Deflection also allows her to avoid collisions.
All of this makes Emma Frost an amazing character, but she has other abilities that really make her unique. The superpower's innate inhibition prevents enemies from using Reactive Superpowers or Team Reactive Tactical Cards during Emma Frost's activation, which is a big deal, but the most notable superpower she possesses is still Diamond Form, a stat-cost reagent. power superpower 1 that allows him to transform into his diamond form when targeted by an attack, changing his character card and template on the battlefield.
Diamond form only lasts until activation after she transforms (Far From My Best Look innate superpower causes her to revert to normal at the end of an activation, starts out like her diamond form) but makes her very durable against mystical attacks. (and good against the other two) and prevents Mystic's attacks from moving her, but she can't play Team Tactics Cards in this form, and that cool ability that prevented enemies from reacting to her activation is also missing in her Diamond Form .
What you get in addition to improved defenses are some great attacks. Diamond Strike is her standard attack that can stun the target and change one of her defense rolls from a success to a hit on a critical roll. Shatter, his other attack, costs a whopping 6 power, but is a 7-strength area 2 attack that can also turn a defender's successful defense roll (one of them) into a target, allowing him to return to its normal form.
Emma Frost is quite an advanced character to play as you need to know how to make the most of switching between her forms, but with the ability to steal Reactive Superpowers and Tactic Cards from the enemy on activation and some very good ones. offensive and defensive capabilities in any form is definitely worth it.
Sorceress (Blackberry) [Asgard, Cabal]
Enchantress is a versatile character who can do all sorts of things: her default attack Spurned Affection is a Beam attack that can steal energy from the target, and her Enthrall attack can slow, stun, or stagger the target.
She can cast small terrain features, she can fly, move enemy targets closer to her, use her mystical defense against anything unless the attacker pays 2 power, but most importantly, Enchantress canto stealActive or civilian tokens of enemy characters and carry them herself. This last superpower is great for gaining victory points, but it requires the Enchantress to get very close to the target she wants to steal.
Gambit (Remy LeBeau) [Brotherhood of Mutants, Uncanny X-Men]
Gambit is an X-Man character who specializes in combat control: his Bo Staff can push his target away, Kinetic Ace damages nearby characters when it deals damage to its target, and 52 Card Pickup is a Beam attack where wild plays count as two successes. – In short, a great toolbox to wreak havoc on the game board!
He can also move away from an attacker after being attacked for 2 power, convert a hit to a critical strike for 1 power, and add 2 dice to his attacks for 3 power.
Gambit only has a threat level of 3, and while he's not the biggest damage dealer in the game, he actually has a lot of combat options for such an accessible character.
Gamora (Gamora) [A-Force, Guardians of the Galaxy]
Gamora is a strong hand-to-hand fighter, through and through. Her standard attack can cause bleeding, and her Cosmic Assassin attack can be used twice for the energy cost of one attack. Gamora can also throw herself and can only be targeted by enemy characters with range 3 or less. Finally, he has the Martial Prowess Reactive superpower, which allows him to roll five defense dice against an attack instead of his appropriate defense score for that attack, and then deal 2 damage to the attacker if the attack does no damage.
On top of all that, Gamora has a long range of movement, so she really is the perfect berserker that you can launch at a priority target to tear them apart.
Ghost Rider (Johnathon Blaze) [Defenders, Sons of Midnight]
Ghost Rider is a very versatile character who can lower a target's power pool, apply a number of different special conditions, and gain power from his allies upon taking damage.
Its standard attack Chains of Damnation (the fact that this is the name of its most basic attack says something about its overall level of heavy metal) can cause the special condition Hex and Flames of Hell is a lightning attack that applies Incinerate to its enemies. .
Penance Stare adds attack dice to your roll equal to the target's Power (but no more than 5), and the target then loses 1 Power for each point of damage it takes from the attack.
Hell on Wheels allows Ghost Rider to pay 3 power to move at long range instead of medium for a move action, and Wicked's Judgment deals damage to attackers based on their attack roll.
Finally, Ghost Rider gains 1 power for each attack against one of his allies that deals any damage and is also immune to various conditions. Overall, he's a great character who uses the strengths of his targets and attackers against them.
Ghost Spider (Gwen Stacy) [Web Warriors]
Ghost-Spider is a fast character who is excellent at throwing and pulling people. His standard attack spider technique adds three dice to his attack if he has already attacked the chosen target once in the same activation, and if Ghost-Spider has already dashed or deployed in the same activation, he can make a ranged dash after the attack. coup. Was solved.
Impact Webbing is a long-range attack that can knock your target away, and Freestyle Beatdown can throw your target away.
In the pull department, Web Line can pull an enemy character closer to Ghost-Spider (that's still called pushing in Crisis Protocol terms, but you get the idea), and Life Saver can pull an allied character that is targeted by an attack. for Ghost-Spider, which means that you have a chance to roll that character in reach of the attacker so that the attack never happens.
All of this makes Ghost-Spider a very effective character in the hands of an experienced player. After all, movement and positioning are key in a game that is all about completing objectives.
Green Goblin (Norman Osborn) [Spider-Foes (Leader), Criminal Syndicate]
Green Goblin is the main affiliation of Spider-Foes, which allows one ally per turn to re-roll one of their target's defense dice during an attack.
In addition, his Pumpkin Bombs attack is extremely flexible: it can be physical or energy and can cause bleeding, poison or incineration. Its strongest attack Night of the Goblin is Strength 7 and applies poisonyIncinerate.
His attacks are enhanced by the superpower Hit & Dash, which allows him to perform an attack action followed by a move action, which counts as an action at the cost of 2 Power.
Trick or Treat is a reactive superpower that allows the Green Goblin to drop a terrain resource on an oncoming enemy character, and eventually Arch Nemesis (Peter Parker) gives the Green Goblin all sorts of bonuses if he's fighting Peter Parker. .
Green Goblin changes when his card is flipped to the wounded side: he loses Hit and Run and gains Glider Ram, which knocks him midway, and Unstable Psyche, which gives him a chance to gain some extra power at Green's expense. no. he can no longer interact with objective tokens in any way.
Groot (I'm Groot) [Guardians of the Galaxy]
Groot is a very defensive character who can heal 3 wounds per turn, root enemy characters and deal a lot of damage with his standard Strike attack and his Strength 8 attack. I am Groot! - and that is all. Groot's true usefulness lies in his synergies with Rocket Raccoon, who is a furry little weapon loader with a lot of firepower and very little health. Groot can intervene against attacks against Rocket and direct those attacks towards himself.
Hawkeye (Clint Barton) [Avengers, Defenders, SHIELD]
Hawkeye is a long-range brawler with only one attack, but it's a good one: Arrow Shot has a range of 5, can be physical or energy, and has a chance to bleed, shock, slow, or poison (chosen by the player who puts Hawkeye). ).
You can pay 1 power to make Arrow Shot ignore line of sight and cover, but that's not the best part: Reactive Superpower Fast Draw allows Hawkeye to do an Arrow Shotagainst an attacking characterif the attacker is more than 3 Range from him. Attacking outside of its activation is always great, and the fact that the superpower resolves after being targeted by an attack, rather than after the attack has occurred, gives you a chance to knock the attacker down before he can do any damage. .
All that said, Hawkeye is a pretty frail character with 4 hitpoints and very poor defenses against anything but physical attacks, so you have to be careful to keep him out of harm's way.
Heimdall, the All-Seeing (Heimdall) [Asgard]
Heimdall is a strong defensive hero who is good at holding positions. His default Strike attack is pretty straightforward, but he can use it on the opponent's activation with the Reactive Super Power Forefend, which allows him to perform a Strike attack against an enemy that ends his movement near Heimdall.
In a similar defensive fashion, Horfund's attack can push its mid-range target away after taking damage; most skills like this just push back the short range target, so it's pretty good.
The All-Seeing Eyes reactive superpower allows a nearby friendly character to reroll up to 2 of their dice for a turn, even for Crisis and Team Tactics card rolls. This super power is not limited to one use per turn, so if you have enough power it can really strengthen your team. Fortunately, Heimdall gains 2 power instead of 1 each power phase. Finally, Heimdall can also teleport himself or an allied character within range 4 once per turn.
Hela, Queen of Hel (Hela) [Asgard]
Hela is a powerful fighter who thrives on enhancing her attacks with the use of her Captured Soul tokens.
Its standard attack Hel Forged Blade can bleed and is nothing special, but its mystical range attack Soul Reclaim grants you a captured soul token if you deal any damage with it. These tokens can also be obtained if another character (friend or foe) is stunned or knocked out, and Hela can have up to three of them. You can then discard 1-3 of them to add as many dice to an attack roll and bleed the target of that attack.
But wait, didn't the standard attack have a chance to inflict bleed anymore? Yes, but having a 100% chance to inflict this via Captured Soul tokens is key to Hela's big move, Hel's Rain. Rain of Hel is a Strength 7 attack, and if the target already has the Bleeding special condition (see?), the target cannot use wild results on a defense roll as successes. However, if Hela rolls wild results for the attack, enemy characters near the target will also take damage. Powerful stuff, even if it takes a bit of planning to pull off.
Captured Soul tokens have an additional use: if Hela's character card is on her Wounded side, has three tokens, and is KO'd, she can discard all damage and all Captured Soul tokens and avoid being KO'd. This is effectively like being stunned twice!
Honey Badger (Gabrielle Kinney) [X-Force, Uncanny X-Men, Arma X]
Honey Badger is a melee fighter who can also support her close allies, especially her sister X-23.
Its standard Claw Slash attack can cause Bleed, and its Hamstring attack causes Slow.yIt bleeds and allows you to move into mid lane after the attack if you get wildcard results.
If Laura Kinney (X-23) is nearby and damaged by an enemy, Honey Badger can move towards the character that damaged her sister, and while Honey Badger cannot interact with target tokens in any way, she can create enemies. roll one less defense die
Hood (Parker Robbins) [Cabal, Crime Syndicate]
Hood is a very unusual character, mechanically: when he is his normal self and takes any damage from an enemy, he can transform into his Possessed version, which is a different model and a different profile. These two profiles are not the same as the Healthy/Wounded sides that normal character cards have: both Normal and Possessed versions of Hood can be either Healthy or Wounded, and whenever one of the two profiles is Stunned, it becomes the other. Profile and then turns to the injured side. If that sounds complex, wait until we start getting to grips with the skills of the two profiles (and that's it, we're getting into that now!).
HeNormalHood has a standard Hex Shot attack that can generate an additional attack, and his Dark Lightning attack has 6 strength and can deal an extra point of damage to nearby characters and shock your target.
He can also heal 3 damage to a close friendly character, but that character also gains the Bleeding special condition - after all, the Hood gets its powers from a demonic source, and finally, the Hood's Invisibility Cloak allows it to use its defense Mystic (your best defense) to a defense or dodge roll and add blank dice rolls as successes.
In general, Normal Hood is okay, but it doesn't stand out.
The possessed hood, however, can charge (take a move actionyan attack action as an action of 2 power plus the cost of those actions) and reduces damage taken by 2. Your Razor Claws are a strong melee bleed attack, and if you stun or knock the target prone, the Possessed Hood becomes the regular Hood again. .
The empowered Dark Lightning is a much stronger version of the Normal Hood's Dark Lightning, but always causes the Hood to revert to its normal version after the attack. Finally, being damaged by a mystical attack always turns the Possessed Hulk into a regular Hulk, and it is also particularly vulnerable to mystical attacks.
In short, when playing Hood you constantly switch between two different profiles: one defensive and supportive, the other super aggressive, making Hood a true Swiss army knife character.
Hulk (Bruce Banner) [Avengers, Defenders]
The first thing you should know about the Hulk is that he is very tough (20 stamina!), his character cardno injured side. Just play with him until he's stunned, and then he'll be knocked out. He gains 3 power each power phase and adds 1 die to his attack rolls for every 4 damage dealt to him. In short, he gets stronger and stronger the more his opponent hurts him.
Hulk's default attack (the one that doesn't cost any powers to use) has a Strength 7, which is pretty crazy considering you often add attack dice to the damage you've taken, and the attack can knock the target away as well. before assigning damage.
Thunder Clap is a strength 5 beam attack, and Hulk Smash is strength 8 and can stagger around in addition to throwing the target. Hulk can also teleport with Gamma Leap and can throw things of size 4. Finally, he can pay 4 power to reroll defense dice against a physical or energy attack and is immune to poisons.
In short, the Hulk is a beast. When he takes a good amount of damage, his attacks become devastating and he is also good at staying in the fight. The only problem is getting him to appear in said fight, as his movement is only short-range.
Hulkbuster (Tony Stark) [Avengers (Leader)]
Hulkbuster is essentially a character that transforms like the Hood here, but it works a little differently, more on that in a moment. The first thing to know about him, though, is that he's one of your choices for a leader for the Avengers affiliation, and his leadership ability reduces damage taken from collision damage by 1.
The healthy side of Hulkbuster has a Heavy Repulsor Blast that knocks the target back and gains power even when it does no damage, and Meteor Punch is a Force 8 attack that deals damage in an area around the target and also knocks the target back.
These attacks can be used with Hit and Run, which allows you to take an attack and a move action (in that order) as a single action for 2 Power plus the cost of the respective abilities used. Hulkbuster also reduces damage taken by 1 for the cost of 1 power.
When Hulkbuster turns onto its injured side, it is removed and replaced with Iron Man/Hulkbuster, a model Iron Man with a different profile. It's way weaker in terms of resistance (down from 13 to 5), but it has a different version of Repulsor Blast that can generate an extra attack, do an extra move after being attacked for the cost of 2 Power, and when I'm stunned is knocked out instead.
However, if Iron Man Hulkbuster survives long enough to acquire 10 power, he can be replaced with a new Hulkbuster model, at the cost of 10 power and Hulkbuster skipping an activation. That means you can have 13 Hulkbuster Stamina twice in one game, and that's pretty powerful.
Iron Fist (Danny Rand) [Avengers, Defenders, Sons of Midnight]
Iron Fist is a very straightforward melee fighter with a mix of energy and physical attacks. Its standard attack can stun the target, and its other free attack, Flying Kick, has a range of 3 but teleports it within range of 1 of the target after the attack. His big energy attack, The Iron Fist, is very expensive (8 power!), but at Strength 9, it deals damage to all other enemy characters within range 3 of the target.yapplies Stagger to the target, forcing them to skip its activation if it hasn't already activated in the current turn. This is a real nuclear strike!
Irong Fist gains 2 power each power phase and adds blanks to his successful defense rolls when defending against energy and physical, but this is also very necessary as he is a very vulnerable character with only 5 power. fairly average health and defenses.
Iron Man (Tony Stark) [Avengers, SHIELD]
This is the default Iron Man character from the starter set, and he's not that difficult to play.
On his healthy side, he has two attacks: Repulsor Blast can push the target back, and Homing Rockets bypasses cover and line of sight, as well as dealing damage to all enemies near the target. He can also pay 2 Power to add 2 dice to his attacks, can Fly and reduces damage taken by 1.
On the wounded side, Iron Man retains all of that, but also gains the much stronger Unibeam beam attack, which gives him some much-needed damage against groups of enemy characters.
Jean Grey (Jean Grey) [Uncanny X-Men]
Jean Gray is a powerful psychic mutant with a good combination of different abilities. Her standard attack, Psionic Bolt, can take the target's power and deliver it to Jean Grey, and her great Telekinetic Force attack can hurl the target and damage nearby enemy characters.
Speaking of casts, Battlefield Manipulation also allows Jean Gray to cast mid-range terrain resources for 3 power and can push characters that have already been activated in the same turn.
When it comes to defenses, Jean Gray can pay 2 power to avoid being pushed, advanced, or placed by an enemy attack or superpower, and this superpower can even be used on allied characters!
All of this makes Jean Gray really good at moving things around the battlefield, as well as being able to hold her own.
Fanatic (Cain Marko) [Brotherhood of Mutants]
Juggernaut is a huge boulder of a melee fighter. Its standard attack can push back the target, but I'm the Juggernaut! Here's where it gets interesting: it's a Force 7 attack, but if you hit any wild symbols it triggers a free Nothing Stops the Juggernaut! superpower. Nothing stops the Juggernaut! is a superpower that pushes Juggernautacrossterrain elements, destroying them and damaging all characters they pass through. This super power can also be used for just 3 power.
Unstoppable Momentum is an innate superpower that adds 3 dice to an attack roll if it follows a move action (and gives you 2 power after that move action), meaning Juggernaut has a playstyle that consists of keep moving. It can be difficult to combine movement and attack all the time, as the Juggernaut only has a short range movement, but if you can manage it, it's really dangerous.
In terms of defensive capabilities, Juggernaut can pay 1 power to reduce damage taken by 1, cannot be knocked back or pushed forward by mystical enemy attacks or superpowers, and is immune to stun.
Killmonger (N'Jadaka) [Wakanda, Cabal, Criminal Syndicate]
Killmonger is a dangerous melee fighter who becomes more powerful the more enemies he kills. Its standard attack can change the enemy's Crit, Wild, or Shield defense rolls to blanks, and its Black Ops Strike attack teleports it to the target and can cause the Stagger special condition.
He has the superpower Charge which allows him to pay 2 Power to take a move action and an attack action as a single action (while still paying the corresponding Power cost for those actions). This is very useful, as his Innate superpower Focused on the Kill allows him to add 2 dice to the attack roll of an attack if he has already attacked the target once in the same turn.
Kill Count is another innate superpower that grants Killmonger a Kill Count token every time he stuns or knocks out a target. For each token, Killmonger can re-roll one die when making an attack roll.
Of course, taking out multiple enemy characters isn't something Killmonger will do in every game you play, so it's really his ability to stack attack dice on a specific enemy target that makes him a useful character to play.eyou eliminate your target, Killmonger gets better at what he does as a bonus.
Finally, Killmonger can use shield rolls instead of attack rolls as successful hits on an attack roll if he wants to for 1 power, a fun way to turn the fortunes of a dice roll.
Kingpin (Wilson Fisk) [Cabal, Criminal Syndicate (Leader), Spider-Enemies]
The Kingpin is one of the leaders of the Crime Syndicate affiliation, with a really cool leadership ability: Illicit Network allows the Kingpin to move a resource or civil token from one ally character to another on that ally character's activation once per turn. for the cost of 2 powers. The ability also allows healthy allied characters to count as two when determining target control.
In addition, the Kingpin is a formidable fighter with a Headbutt attack that can knock back and stun, a Cane Laser Beam attack that ignores line of sight and cover, and the Hail to the King attack that applies the Stagger special condition and launches at the target. . .
Kingpin can also cast resources from terrain or enemy characters of size 3 or less and can pay 1 power to reduce damage taken by 1. Finally, he is so big and robust that he doesn't take collision damage when colliding with other characters.
Kraven the Hunter (Sergei Nikolaevich Kravinoff) [Crime Syndicate, Spider-Enemies]
Kraven is an expert hunter who relentlessly pursues his prey. Its standard attack applies Bleed and allows Kraven to move a small range after the attack, and Spear Thrust is a Strength 4 attack that becomes Strength 7 if Kraven has already attacked that target in the same turn and allows you to dash forward again after the attack. .
The Corner the Beast superpower is the true star of Kraven's skill toolbox, forcing an enemy character to take damage every time he dashes forward or up, and if he has the Wall Crawler skill (I wonder who this is for?, specifically?), loses this ability until activated again. Skills that add risk to a choice the opponent can make (in this case, moving a character) aren't as common in this game, so it's interesting that it's used for Kraven here, and if you're up against a friendly neighborhood. superhero of some kind, it's so fun and themed to use.
Expert Tracker is another great superpower, allowing you to pay 3 power to have all friendly characters roll an extra attack die against a specific enemy target for a round. Kraven himself can also re-roll a die on each attack or defense roll, making him even more dangerous and resilient for his lowly threat level 3.
Lagarto (Curtis Connors) [Spider-Foes]
Lizard is a reasonably cheap character with one attack that can knock down the target and another that can bleed and slow the target. You can also cast resources from terrain or enemy characters.
All of this is pretty standard fare that you might find on many other characters, but Lizard combines this with a pretty high amount of toughness for its threat level.ya healing factor plus the innate ability to reduce damage taken from enemy effects by 1, making him a very durable character among lower-level ones.
Lockjaw (Lockjaw) [Inhumans]
Lockjaw is a very good dog that can do all sorts of things: his standard (and unique) attack can cause bleeding, he can expel terrain features, he can give allies an extra attack die against a specific target, he can teleport or an ally and may reroll a die for any attack or defense roll.
To make use of all these superpowers, Lockjaw has the innate superpower Who's a Good Boy?, which gives him 3 Power at the start of every activation he is near a friendly character.
All in all, Lockjaw is a good support character with a bit of added survivability.
Logan, o Wolverine (James Logan Howlett) [Arma X, Uncanny X-Men]
This is a newer version of Wolverine who can function as the leader of the Weapon X affiliation (see our explanation of how it works in the affiliation list below).
He is usually a really powerful threat level 4 character. His standard attack, X-Slash, puts him within range 1 of his target (attack has range 3) and has a chance to pierce the target. His other attack, Tornado Claw, is a Beam 3, Strength 4 version of the same attack, so Logan is teleported to the last target in Beam and also has a chance to bleed.
X-Slash can be used as part of the What I Do Isn't Very Nice superpower, which allows you to spend an action to make an X-Slash attack, then hurl the target if it is Size 3 or smaller. a cost of 3 .Strength .
For the purposes of being moved or bumping into things, Logan is treated as a size 3, even though he is a size 2, and if he is damaged by Mystic's attacks, the first time this happens, nearby allies take 1.00 damage. and they will win. 1 power. - a strange but thematic superpower.
Logan also has Healing Factor 2 and can reroll up to 2 of his attack dice if there are no allies nearby, making him a great solo attacker.
Loki, Deus do Mal (Loki Laufeyson) [Asgard, Cabal]
Loki is a strong mystical character with all sorts of tricks up his sleeve. He has three attacks: Strike is an absolutely standard Strength 5 attack that gives you Power for every point of damage you deal to the target (just like almost any other standard attack). Frost Blast is a Beam attack that slows down the target, and last but not least, Illusions is a hilarious attack that turns the target into a missile - if you throw two Wild symbols you can move the target at their speed (great fun if your target has ranged movement!), then it deals 1 damage to anyone within 2 range of where the target ends its movement.
Loki can empower all of these attacks significantly if he can pay 2 Power before an attack (or defense) roll, allowing him to treat blank rolls as successes on that roll.
The shenanigans don't stop there: the superpower Trickster Reactive allows Loki to move out of Small's reach when he is targeted by an attack, allowing him to dodge that attack entirely (but the attacker can choose another action instead of the attack). , and the God of Mischief's innate superpower forces nearby enemy characters to expend 1 power before using a reactive or active superpower. Additionally, Loki is a gem wielder with the option to take the Mind or Space gem. That's a lot of use for threat level 4!
Luke Cage (Luke Cage) [Avengers, Defenders]
Luke Cage is a very tough fighter who can "tank" other allied characters. Its standard attack can cause Stagger, and its strongest attack Sweet Christmas can throw the target and cause Slow.yStun him too.
He can also cast small terrain features, reduces damage taken from enemy effects by 1, and is immune to bleed. The best thing about him, though, is his ability to redirect an attack aimed at a nearby ally back at himself, making him a great bodyguard for one of your more vulnerable characters.
Magic (Illyana Rasputin) [Summoning, Defenders, Uncanny X-Men]
Magik is a powerful mutant fighter who is very good at breaking the rules of dice rolls. It has two "free" attacks: Bolts of Oshtur is a ranged attack that grants you 1 power regardless of whether you hit anything with it, and Soulsword is a mystical melee attack that can convert a successful defense roll . .
Darkchylde, however, is the real star of her character card: she adds miss rolls (skull symbol) to both attack and attack.and defense playfor the attack to its successes, which means that the attack's Strength value has the potential to be greater than what it actually says on the card. The attack also adds bleeding and incineration to the target, making it a pretty formidable attack overall.
Further adding to Magik's utility, Limbo Step allows her to spend 1-3 power to teleport in a range of 1-3, and her innate superpower Sorcerer Supreme of Limbo allows her to change an enemy hit roll into one in white. symbol that rolls when defense rolls. roll, then gain 1 Power for each die that changes.
Magneto (Max Eisenhardt) [Brotherhood of Mutants (Leader), Cabal]
Magneto is one of two possible leaders of the Brotherhood of Mutants affiliation (the other being Mystique). His Leadership ability activates when a land resource is destroyed and grants 1 Power to a number of allies up to the size of the land resource (so a size 2 land resource grants 1 Power to 2 allies). .
Magneto's standard attack can reroll his entire attack roll if the target is close enough, or if farther away he can push the target. His other attack, Shrapnel Blast, is closely related to Magneto's Leadership ability and its associated innate superpower, so we'll have to explain it first: Master of Magnetism allows Magneto to place a metal building (a size 2 terrain resource that comes with your thumbnail). ) on the battlefield in the Power Phase, and you gain 1 Power from it and any other Metal Building in play. You can keep doing this during consecutive Power Phases as long as there are never more than 2 buildings on the battlefield.
Okay, back to Shrapnel Blast - this attack's range can be gauged from one of these metal constructs instead of Magneto, and after the attack resolves, that construct is destroyed, triggering the leadership skill's power gains from Shrapnel. Magnet, of course. The attack also stuns the target. Using the Fatal Attraction superpower, Magneto can also launch the Constructs.
The use of Constructs means that Magneto can damage enemies within a very large area due to the extended range of his attacks through Constructs and his ability to cast them at Long Range. Bear in mind, however, that Magneto's own move is only short-range, so you'll need to think about some moves up front to get the most out of his satellite builds.
Finally, Magneto can fly, has an incredible mystical defense (because of his helmet) and goes from 6 to 8 resistance when his card is turned to the injured side.
Malekith the Accursed (Malekith) [Kabbalah (Leader)]
Malekith is one of the leaders available for Cabal membership. Your leadership ability, The Dark Council, kicks in when Malekith or an ally defeats an enemy, at which point you can choose an ally that isn't stunned and give them 1 power, heal them for 1 damage, and move them into a small range. This can only happen to the same character once per round, but can happen to several different allies in a round.
Malekith has a very strong standard attack called Blade of Midninght with 7 strength that can change a successful enemy defense dice roll to a target, and another free attack called Blood Boil, which is a lightning attack that can poison your enemy. target.
His third attack, Butcher of Thors, is a Strength 10 attack that costs 4 Power. Teleports Malekith to the target, whereupon the target gains one Bleed, Shock, Slow or Stun for each Wild symbol Malekith rolled on the attack roll.
Ferocity, Malekith's superactive power, is an advanced charge action that lets you moveyuse Blade of Midnight, then throw the target if it takes any damage.
His Shadowcloak reactive superpower allows him to pay a number of power points equal to the number of failure dice he wants to Crit, a very powerful ability.
To make all of this possible, Malekith gains an additional power at each power phase, and lastly, attackers cannot modify their dice rolls when attacking him (and he can fly, as well as being immune to Hex and Stun).
In short, Malekith isverystrong. It has a threat level of 7, but it's worth the cost of an aggressive Cabal squad.
Medusa (Medusalith Amaquelin-Boltagon) [A-Force, Inhumans]
Medusa is a strong fighter with several skills that allow her to control the enemies and allies around her.
Its standard Braid Bash attack can knock down its target, but it also has a chance to trigger an additional Braid Bash attack, a good way to make a standard attack much more valuable.
Her other attack, Split Ends (you'll find a lot of puns in this paragraph, sorry), is an area attack that can pull targets towards Medusa and cause multiple targets to bleed.
Medusa can also simply flip enemy characters face-up with her Hair Flip Super Power (I told you so), or use her hair to tactically move allies with Royal Decree.
He has 3 innate superpowers: Inhuman allows him to reroll 1 die on attack or defense rolls, he has poison immunity, and finally, he has Living Strands, which prevents the opponent's movement tool from overlapping his base when measure the trajectory of a movement or climb. , and also prevents enemies from modifying attack dice on their attack rolls when Medusa is targeted.
Having so many ways to manipulate what's going on around Medusa is pretty cool, and when you combine that with the possibility of a double attack with Braid Bash, you end up with a formidable force on the battlefield.
Modok (George Tarleton) [Cabal, Crime Syndicate]
M.O.D.O.K's reputation as a wacky mastermind might lead you to expect him to be a really complex character to play, but behind the long-winded titles of his superpowers, he's actually pretty straightforward. Powerful, but not that difficult to understand.
Its standard attack is a ranged attack that can steal energy from the target, and its Doomsday Chair attack automatically grants you an additional free Doomsday Chair attack and can cause bleeding.
The rest of the M.O.D.O.K. they can be summarized as follows (so you don't have to type their ridiculously long names): you can teleport to a nearby ally, cast a land resource, expend any amount of power to reroll that many dice on an attack or defense roll , and can change Wild symbols in an enemy attack roll against him on blanks.
When facing its injured side, it goes from 10 toughness to 4 and loses the ability to turn wild symbols into blanks, so make the most of it before it gets stunned.
Moon Knight (Marc Spector) [Defensores, Midnight Sons, Web Warriors]
Moon Knight is a fighter who can deal damage both up close and long range, with a dash of his multiple personality disorder thrown into the mix for a change.
His Bo Staff attack is fully reusable and can stagger the target, but it only has 4 strength. Throwing Crescent, its other attack, is a ranged attack that spawns another Throwing Crescent attack if it hits.
On the defensive side, Moon Knight can spend 2 Power to add 2 dice to his defense roll against a mystical attack and also avoid being moved by the attack. He can also only be targeted by enemies within range of 3 of him.
Finally, the Innate Multi-Personality Superpower makes you roll 1 die when Moon Knight initiates any activation. If you take a critical hit, you can take an additional free movement action. If he rolls a wild or success symbol, he can add 2 dice to his next attack roll for that activation. If it's a shield or a target, it gains 1 power, and if it's a miss, nothing happens. This form of random bonus is hard to count, of course, but since all the positives are really good, it definitely makes Moon Knight a lot more valuable than his somewhat standard attacks would suggest.
Mr. Sinister (Nathaniel Essex) [Kabbalah]
Mister Sinister is a somewhat advanced character whose powers revolve around genetic sample tokens, which he can spawn with the Beam Genetic Splicing attack. He has a standard strength 5 punch at close range for power, but it's the connection between the tokens and his big attack. a critical, a wild symbol and a hit, the attack does 1 damage to all enemy characters within the attack's range, which can be quite a lot if you have 3 tokens (Sinister can only have a maximum of 3 tokens at a time).
Tokens can also be discarded to remove special conditions (1 token for 1 condition) or you can discard a token to root a nearby enemy. They can also be discarded instead of taking damage, so generally playing Mister Sinister is all about using Genetic Union as much as you can to fuel all of your other superpowers.
Mrs. Marvel (Kamala Khan) [Avengers, Inhumans]
Like Ant-Man, Ms. Marvel can be represented by two different miniatures on the battlefield, one normal and one large.
Its Normal version has a standard ranged attack that can push the target back and throw terrain features and enemy characters. If he pays 3 Power, he can transform into his Embiggened version.
Its Embigged version has a default attack of Strength 5, but if the target is smaller than it, it can reroll 2 attack dice. The Embiggened version, being large, can also interact with targets within Rank 2 instead of Rank 1. Whenever this version finishes its activation, it reverts to the Normal version.
Both versions of Mrs. Marvel can reroll a die on any attack or defense roll and are immune to Poison.
Mysterio (Quentin Black) [Cabal, Criminal Syndicate, Spider-Foes]
Mysterio is a mystical character with some very powerful defenses. Its standard attack can push the target forward, and its big Curtain Call attack can launch and stagger the target, and that's all for offensive skills!
However, attacking Mysterio can be just as dangerous as being attacked by him. The Tricks and Traps Reactive superpower makes him pay 3 Power when an enemy finishes a move near him to roll 4 dice, and for each Crit or Wild symbol, the target takes 1 damage, and then Mysterio can advance Small Range if he has done any. . damage with those 4 dice. This can happen whenever Mysterio is attacked, as he cannot be attacked beyond the range of cheats.
When attacked, Mysterio can always use his excellent (5) Mystic Defense unless the attacker pays 2 Power.
To fuel it all, Mysterio gains 1 power every time he rolls at least one blank die.
Mystique (Raven Darkholme) [Brotherhood of Mutants (Leader), Cabal]
Mystique is one of two possible leaders of the Brotherhood of Mutants. Its leadership ability allows one ally per turn to gain 1 power when interacting with a drawn objective token, and also allows all allies to place a token on a target to continue competing even when none of their allies are nearby, until one enemy start. contesting it.
Mystiques' attacks are not uncommon: Pistol can generate an additional Pistol attack, and Espionage always stuns its target. Her Super Active Sabotage Expert destroys a terrain resource and damages all enemies near it, so this can be seen as another attack option for her.
Mystique can also add blanks to her successes for defense rolls against physical or energy attacks, and characters must be near her to attack her, but her best trick is that enemies can't use reactive superpowers or tactics cards. team during its activation.
Nebula (Nebula) [Guardians of the Galaxy]
Nebula is a fast moving fighter who is adept at taking down targets that have targets. She cannot contest or hold the targets herself, but she can reroll all of her attack dice against enemies on the targets.
She has three attacks: Strike can shock the target and grants Nebula Power equal to the damage dealt. Blaster Pistol is a ranged attack that gives you 1 power each time you use it, and Shock Sword Assault teleports Nebula to the target's side and has a chance to stun them.
He can reroll a die on a defense roll and heals 1 damage at the start of his activation, in addition to being immune to Bleed, Poison and Stun.
Nebula's powers might not seem all that special separately, but they're all designed to remain out of harm's way until the enemy closes in on a target, andthenshe steps in to do a lot of damage. Finally, his inability to contest objectives seems to have given him a discount on the threat level (he only has 2).
Nick Fury (Nicholas J. Fury, Junior) [SHIELD (Líder)]
Nick Fury is the leader of S.H.I.E.L.D. affiliation and your Leadership ability affects how you gain Victory Points: If you have fewer Victory Points than your opponent, you gain 1 Victory Point the first time in a round that your allies are stunned or knocked out by an enemy effect . If you have the same number of Victory Points as your opponent, you can spend 1 Power to advance in Close Range with an allied character each time an enemy character deals damage to him.
Nick Fury can also summon SHIELD agents by spending 2 power to summon 1 of them. It cannot be activated until the start of the next round, but it can interact with an extraction target token immediately if it is close enough. Agents can also reroll one of their attack or defense dice if they are near Nick Fury, and Fury gains 1 power each time agents deal or take damage.
In addition to all agent abilities, Fury has 3 attacks: Fury Special can pierce the target (changing one of your successful dice rolls to a target), Tactical Knife can pierce and bleed the target, and finally drive forward is a Strength 7 attack thatalsoallows a nearby grunt of Operators to move towards the target and perform a Pistol attack against them.
Fury relies heavily on interaction with S.H.I.E.L.D. Agents grumble, but since they come in the same box, that's exactly how it should be.
Nick Fury from the Living Commandos (Nicholas Fury, Sr., Timothy "Dum Dum" Dugan, Gabriel Jones) [SHIELD]
This version of Nick Fury is actually 3 models on the same base (but not a Grunts character!). Your default attack. Prototype Weapons, is a ranged attack that gives you a chance to move towards the target before dealing damage. GRENADES! (that's how it's spelled) Incinerates the target, and The Show's over is a Force 6 attack that you can choose from Physical or Energy, and also triggers an additional Prototype Weapon attack.
Fury can also teleport other characters towards him, and when an ally next to him is stunned or knocked out, Fury can perform a Prototype Weapon attack on the enemy that caused the ally to fall. Finally, this version of Fury has Stealth, so it cannot be attacked beyond range 3.
Okoye (Okoye) [Força A, Wakanda]
Okoye is a defensive character who can deflect attacks aimed at allies back at herself with her bodyguard ability. Its Strike attack is a fairly weak Strength 4 attack, but its Vibranium Spear Thrust attack can generate a free Strike attack if you roll any Wild symbols for it, as well as if you change one of the defendant's successful defense dice to one. blank space. . Her final attack, Vibranium Spear Blast, is the same as Strike but with a range of 4.
Okoye is very difficult defensively for a threat level 2 character: she can reroll a die on each defense roll, and if she is targeted by an energy or melee physical attack, she can treat blanks as successes. on your defense rolls. Bringing in Okoye as a bodyguard for Black Panther or Shuri is great thematically, so it's great that the rules fit that style of play as well.
Omega Red (Arkady Gregorivich Rossovich) [Cabal, Criminal Syndicate]
Fullquiteof rules on the Omega Red character card, but the most important thing to understand about him first and foremost is that he is a wandering Poison cloud.
Any character that ends their turn within Level 2 of it gains the Poison Special Condition, and any character within the same range when Omega Red ends its own activation also gains it. This is combined with the Death Factor active super power, which allows Omega Red to pay 2 power to deal 2 damage tothe sameand all characters within Range 2 of it that have the Poison Condition. If you can get Omega Red near a group of low-resistance enemies, that's pretty powerful! You can't do this often, as Omega Red doesn't have a healing factor and only has 6 stamina, but to make up for that, he reduces the damage taken by 1 and his Carbonadium Coils attack heals him by 1 point. . damage if you dealt damage with it. To make even more use of his Poison Aura, his Ensnare Active superpower can push an enemy character closer to Omega Red.
Finally, his Red Terror attack can be Energy or Physical, and can change an enemy defense dice roll from a success to a failure, and Omega Red gains 1 Power for doing so.
Proxima Midnight (Proxima Midnight) [Orden Negra]
Proxima Midnight is a fast fighter who is good at applying special conditions to her targets, but works best in co-op with her partner, Corvus Glaive. '
Her standard Slam attack has a chance to turn one of the target's successes on her defense roll into a target, and her Spear Throw teleports her to the target and has a chance to poison them.
Its big attack, Quantum Starburst, is much more interesting: if it deals any damage, the target gains the Poison, Bleed and Stun special conditions, weakening it significantly. This is great in combination with Proxima's long range of movement, which means you can send her out to KO a target you know you want to take out with other, more impactful characters.
When it comes to defense, Proxima has two main superpowers: Martial Prowess allows her to pay 2 Power to roll five defense dice against an attack instead of what her Defense against that type of attack allows, and if she takes no damage from attack, the attacker takes 2 damage. It's a good ability at the cost of power, and just knowing that she has this superpower available will be a deterrent to any opponent considering attacking her. Just remember that Martial Prowess only works within range 2, so stay close to potential threats. Invulnerability is her other defensive superpower, an innate superpower that reduces damage from enemy effects by 1.
Like her partner, Corvus Glaive, Proxima can pay 1 Power at the end of her activation if she is near Corvus, allowing him to activate immediately after her if she hasn't already in the same round. Allowing yourself two activations before your opponent gets one is too strong, so keep those two lovebirds close.
Punisher (Frank's Castle)
The Punisher is a ranged character who gets better the more allies are defeated. Its default attack, Hip Fire, fires and the additional Hip Fire attack, if aimed at the same target, is effectively a Force 8 attack against one target for the cost of zero power!
His other attack, Aimed Shot, can change one of the target's defense success dice to a blank one, and if the attack does any damage, the target gains the Stun and Slow special conditions.
The Punisher can also pay 2 power to make an extra close-range move, and can pay 3 power to destroy a land resource and deal 2 damage to all characters near it before being destroyed.
However, the full potential of the Punisher rules is in the use of punishment tokens. He gains a destruction token each time another ally is stunned or knocked out (up to a maximum of 3 tokens), and once per turn, he may discard 1 to 3 tokens to add that many dice to his next attack roll. .
If you're looking at this list without having played the game, you might think this is a bad skill since you don't want your other characters to die, but remember that being stunned is just the middle ground to being KO'd. - almost all characters have to deplete the stamina pool of the healthy and injured sides of their character card before they are knocked out, becoming stunned, which also gives the Punisher a destruction token if it happens to one of his allies. It's something that happens all the time.
Pyro (St. John Alleroyce) [Brotherhood of Mutants]
Pyro is (surprise!) a fire-based character with lots of energy attacks. Its first standard attack, Fireblast, has Strength 5 and a chance to Incinerate, and its other standard attack, Flame Jet, is a Beam attack that can also Incinerate. His big attack, Inferno, is a melee strength 7 attack that always incinerates the target, also dealing 1 damage to any enemy character in a small area around the target.
Pyro's Firewall superpower applies Root and Slow to a nearby enemy character, and Stoke the Flames allows you to pay 3 Power to add 2 dice to your next attack action. In addition to all of this, Pyro has the innate superpower Fire Manipulation, which allows him to incinerate an enemy character near his target after attacking a target that gains the Incinerate special condition. In short, Pyro is a cheap, aggressive brawler (Threat 3) who excels at applying Incinerate everywhere to make his enemies make their defenses worse when his big hitters show up.
Quicksilver (Pietro Maximoff) [Avengers, Brotherhood of Mutants, Inhumans]
Quicksilver is an extremely fast character who is all about movement - his two innate superpowers are the only abilities on his character card that don't give him any kind of extra movement!
His standard attack, Supersonic Strike, has a chance to give him an additional charge and a chance to perform a second Supersonic Strike against a different target. His other attack, Cyclonic Vortex, gives him a mid-range move after the attack resolves.
Once per turn, Quicksilver can spend 2 power to make a long move if he doesn't have an objective token, and his reactive superpower, Can't Catch Me, allows him to move a short distance when targeted, giving him a chance . to avoid the attack completely.
All of these abilities mean that Quicksilver can dash across the battlefield every turn if you have the power available to do so!
Quicksilver can also reroll 2 of his defense dice (against Physical or Energy) or dodge (when trying to avoid being thrown into it), and is a Wall Crawler.
Red Guard (Nikolai Krylenko)
Red Guardian is a character who is good at keeping his enemies away from him. Its standard Strike attack can knock down its target at close range, and its Siberian Shield Slam attack can throw the target.
Your Shield Throw attack ignores Line of Sight and Cover and has a chance to generate another Shield Throw attack against another nearby enemy.
For 2 power, the Red Warden can add blanks to his successes against an energy or physical attack, and his innate superpower, the Red Warden Suit, grants him 1 power when damaged by an enemy effect without dazzling.
Red Skull (Johann Schmidt) [Kabbalah (Leader)]
Red Skull is a leader of the Cabal affiliation and is part of the basic starter set for the game. His leadership ability grants 1 power to an ally every time that ally damages an enemy with his attack, simple but useful.
Red Skull is also a leader in a more domineering way: when targeted by an attack, he can spend 2 power to redirect that attack to another ally near him, sacrificing his teammate to stay in the fight.
His standard attack can push the target away, and his Cosmic Blast is a ranged attack that has a chance to weaken the target and deliver them to the Red Skull.
Its big attack, Unleash the Cube, knocks the target back if the attack does any damage, and if you roll any wild symbols for the attack roll, it also stuns the target and anyone else (except Red Skull) within range 1 of the cube. target. .
Speaking of the Cube, the Cosmic Cube is an active superpower that grants Red Skull 3 Power. He then has to roll 5 dice, and for each Failure symbol rolled, he takes 1 damage. It's a bit risky, but since you can always use 2 of those 3 powers to redirect an attack aimed at the Red Skull, it's worth it even if you take some damage.
Finally, Master of the Cube allows Red Skull to move himself or another ally to Rank 2 once per turn.
Red Skull (Johann Schmidt) [Hydra (Leader)]
This newer version of Red Skull is the Hydra Leader affiliation, and his Leadership ability grants 1 Power per Power phase to any friendly character who owns or contests an objective token.
Its standard attack, Blitz Strike, is a strong zero-power attack with Strength 6 and a chance to dash Red Skull up close and/or push the target away. Blitz Strike can be increased by paying 2 Power to treat blanks as successes on one of your attack rolls. The Red Skull's other attack, Kneel before me! is a Strength 9 attack that can be Energy or Physical, and has a chance to Throw the target.
Instead of gaining 3 power and rolling 5 dice like the original Red Skull, this version can choose to only take 1 damage and gain 2 power once per turn.
At each power phase, Red Skull can choose between two types of armor: Dispersal Field grants him 3 additional defense dice against energy attacks and makes Red Skull immune to being moved by mystical or superpowered attacks. The other type of shield, Null Field, gives you 3 additional defense dice against mystical attacks and makes you immune to collision damage.
Finally, at the beginning of his activation, Red Skull can place a Hydra Troopers character on the battlefield next to him, if they are not already in the game. They have the Stagger special condition, so they basically only have 1 action the first time they are activated.
Rinoceronte (Aleksei Sytsevich)
Rhino is a size 4 heavy hitter. He only has one attack, Gore, which is Range 3 and Strength 5, and allows you to teleport within Range 1 of the target. This can be amplified with Rhino's active burst of superpower, which pushes him forward, destroying any size 2 terrain resources in its path, then adds 2 dice to his next Gore attack.
Its other active superpower, Nobody Ever Accused the Rhino of Good Manners, allows it to cast up to a size 4 mid-range terrain resource, which is pretty wild.
Finally, Rhino has 3 innate superpowers: Aggressive allows him to move a small range towards anyone who attacks him if he takes damage from the attack. Ornery gives him 1 power every time he takes damage without being stunned, which is good as he needs a lot of power to be fully effective as he only has 1 attack and his active superpowers cost 3 power each. Finally, Rhino Hide reduces damage done to Rhino by 1.
This all adds up to Rhino being a really tough character who wants to get into melee very quickly and then stay there, getting stronger as he takes damage. It only has short-range movement, but Gore, Stampede, AggressiveyNo one ever charged... greatly increases your threat range.
Rocket Raccoon [Guardians of the Galaxy]
First of all, Rocket Raccoon isnoa raccoon if you ask him. Other than that, he's a pretty cheap guy with only 3 Stamina, but that's because he's supposed to play alongside his best friend, Groot. If Rocket is near Groot, he canAlwaysredirect an attack aimed at himself at Groot instead.
Rocket's default attack, Plasma Rifle, has a very long range of 5, and his other attack, Hadron Enforcer, has a chance to damage everyone around the target and push them back towards the target.
He can also pay 3 Power when an enemy approaches him to roll 4 dice and deal damage to that enemy for each Crit and Wild symbol rolled.
Finally, because Rocket is so small and agile (he's a size 1), he can't take damage from collisions and is always considered protected.
Rogue (Anna Marie LeBeau) [Sisterhood of Mutants, Uncanny X-Men]
Rogue is a good fighter who is particularly notable for her Mutant Absorb superpower, which allows her to pay 2 power to target an enemy within range 2, roll 5 dice, and remove 1 power from that target for each Crit, Wild symbol, or Hit. obtained. If the target loses more power than it has, the excess only counts as damage dealt! That's pretty good for 2 Power!
The Rogues' default attack also has a chance to steal power from the target, and their big attack, Southern Hospitality, can knock the target down. Both attacks can be used with Charge, which allows you to pay 2 Power to take a move action and an attack action. He can also cast land and reduces damage taken from enemy effects by 1.
Ronan the Accuser (Ronan the Accuser) [Guardians of the Galaxy, Inhumans]
Ronan the Accuser is a wielder of the Poisonous Gem and is also a very strong combatant. His standard attack attack can hit the target, and his universal weapon attack is a ranged attack that can electrocute the target.
Its ultimate attack, Kree Justice can stun and stagger the target, and if you roll any Wild symbols on your attack roll, it also deals 1 damage to each enemy character within range 2 of the target.
When Ronan is stunned or knocked out by an enemy, Ronan can move a short distance and then attack the attacker before collapsing - a really cool superpower that doesn't cost any power-ups to use.
Finally, Ronan can pay 2 Power to apply the Judgment special condition to an attacker that damages him or an ally.
Sabretooth (Victor Creed) [Brotherhood of Mutants, Cabal, X-Force]
Sabretooth is a fierce, swift bundle of fur, fangs, and claws. Its standard attack, Claw Slash, can bleed and change one of the target's Defense Success Dice to a target.
Its second attack, Savage Predator, is a Strength 7 attack that also has a chance to trigger an additional Claw Slash for which you can reroll all attack dice.
If Sabretooth pays 3 Power, he can add a die to his next attack roll for every point of damage the target has taken, making him perfect for knocking down injured enemies.
Even Sabretooth's defensive superpowers are pretty aggressive: once per turn, if an attacker is within range 2 when attacking this character, Sabretooth can perform a Claw Slash attack against him for the cost of 2 Power. . Additionally, whenever Sabretooth is attacked and takes damage from the attack, he can move a short distance towards the attacker.
Finally, Sabretooth has a healing factor of 1 to keep him in the fight.
Sabretooth, Apex Predator (Victor Creed) [Brotherhood of Mutants, Weapon X]
This is a newer version of Sabretooth, which may be part of the Weapon X affiliation (see our description of how this affiliation works in the list of affiliations below).
Its standard attack, Claw Slash, has a chance to pierce and bleed the target, as does its other attack, Bloodthirsty Onslaught, which is a range 3, strength 6 attack that also teleports Sabretooth within range 1 of the target.
Both attacks can be enhanced with the Stop Screaming and Die superpower active for a power cost of 4, which adds 3 dice to Sabretooth's next attack.
Sabretooth can also launch himself at mid-range for 3 power with Primal Pounce, or a size 3 enemy for the same distance and power cost with Catch, Run!.
Finally, Sabretooth has a Healing Factor of 1 and a Stamina of 7, which is reduced to 6 on its Wounded side.
Scarlet Witch (Wanda Maximoff) [A-Force, Avengers, Brotherhood of Mutants, Defenders]
Scarlet Witch is a character with a very strong default attack: Hex Bolt is a ranged strength 6 attack, and for every error symbol rolled on her attack roll, the target gains Bleed, Hex, Incinerate, or Poison. That's a lot for zero energy cost!
His second attack, Cruel Twist, ignores Crit rolls on the defender's defense rolls, and if you roll any misses on the defense roll, you can trade a successful defense die for a blank die.
In general, failed rolls are great for the Scarlet Witch - treat failures like successes on all your rolls!
Whenever Scarlet Witch is damaged by an enemy, you can pay 2 Power to apply the Judgment special condition to the attacker, and to support this, enemies who take Agitate actions near Scarlet Witch cannot remove the special conditions Judgment, Spell or Poison.
The only real counterweight to all these big rules is that Scarlet Witch is relatively expensive at a threat level of 5.
A Sentinel is huge (size 5!) and is notable because you can include 2 of them in a squad instead of the normal limit of 1 for each character. Your standard Plasma Blast attack costs no power, but you can choose to spend up to 3 power to add as many dice to your attack roll.
Its big attack, Suppression Protocols, adds Slow, Shock, or Incinerate to the target for every Wild symbol rolled.
Sentinels can push a target towards them, gain 2 power per power phase (1 if they are on the injured side), and cannot be pushed or advanced by mystical effects. Wild symbols also have defense rolls against Mystic attacks as 2 successes, can fly, and are immune to Bleed and Poison.
Sentinel Prime MK4
Sentinel Prime MK4 is the leader of the Sentinels affiliation, and his leadership ability allows you to choose a number of allies equal to the threat level of a newly stunned enemy and give each of those allies 1 power.
The Prime can also pay up to 3 power to reroll himself or an ally as many dice for an attack or defense roll.
Otherwise, Prime works as a stronger and more durable Sentinel MK4, until your card is turned to the injured side, that is: then in the power phase, you must roll 5 dice, and for each Crit and Hit rolled, the Prime gains 1 power, and also takes 1 damage if he rolls at least 1 miss.
Shadowland Daredevil (Matt Murdock) [Crime Syndicate (Leader)]
This second version of Daredevil is a leader of the Criminal Syndicate (long story; if you're curious about that, read the 2010 Daredevil: Shadowland comics), and his Leadership ability allows an ally to attack an enemy they're holding or contest a target. one of your attack dice, even if it has the failure symbol.
Its standard attack summons a grunt Hand Ninjas character if it's not already on the battlefield, and its Demon's Devastation attack adds 2 dice to its attack roll if Hand Ninjas are nearby, raising it from a Strength of 7 to 9 The attack also has a chance to allow Daredevil to teleport to range 2 after the attack. Fascinatingly, Demon's Devastation changes from a Physical attack to a Mystic attack when Daredevil's character card is on the Wounded side, and on that side, you can also pay 3 Power to change the attack's range from 2 to A2, transforming it in an area attack. .
Baton Snare is Daredevil's ranged attack and ignores line of sight and cover, as well as allowing you to dash Daredevil towards the target before dealing damage.
On the defensive side of things, Daredevil has innate superpowers that allow him to add blanks to his hits when he rolls defense against physical or energy attacks, and only allows enemies to attack him when they are within range of 3 of him. .
Mulher-Hulk (Jennifer Walters) [A-Force, Vengadores, SHIELD]
Like her cousin the Hulk, She-Hulk has 20 Stamina andno injured sideto your character card, so it's durable, but when he's out, he's out!
She is also a leader of the A-Force affiliation, and her leadership ability grants 1 power to an ally when another ally takes damage.
Its standard attack, Sensational Uppercut, always applies a slow to the target, and its other attack, The Defense Rests, is a Force 9 attack that can slow, stagger, and stun.
She-Hulk can also throw terrain or enemy characters and can pay 3 power to add dice to an attack roll equal to the size of the attack target - pretty scary against large monster characters!
She can also act as a bodyguard, allowing you to pay 2 Power to redirect a targeted attack at an ally near She-Hulk, she gains 2 instead of 1 Power each Power phase, and can always move to Close Range towards an attacker if your attack did not deal any damage to them.
Shuri [Fuerza A, Wakanda]
Shuri has a rather odd default attack, Panther Gauntlets, with Strength 6 and Range 5 (great for a standard attack!), but it has a rule that forces it to only deal 1 damage, no matter how much damage you would normally deal (more than 1 ), but always knocks back the target if it is size 3 or less.
This leaves you with his big attack, Sonic Crush, to deal damage (as well as Stun and possibly Stagger the target), but that costs 4 Power. To keep her energy pool high, Shuri has an innate superpower that gives her 1 power peranyroll you make in which you roll at least one Failure.
She can also pay 1 Power to choose to count Shields instead of Hits as successes on an attack roll after rolling, and if an ally is within range 4 and attacking or defending, Shuri can spend up to 3 Power to allow her to play. that amount back. dice for the roll.
Sin (Sinthea Schmidt) [Cabala (leader), crime syndicate]
Sin is a Cabal leader affiliation with a pretty wild leadership ability: in each cleanup phase, right after victory points are scored, you roll a die for each objective token one of your allies is contesting, and if succeeds (Critical, Wild, or Hit), you may push any enemy also contesting that target away from him. YoualsoRoll a die for each enemy character that has a Resource token near one of your allies, and again, on success, drop the token.
On the offensive side of things, Sin has a Hit and Run active superpower that allows him to pay 2 power to make an attack and then a move action. For attack, he has his standard attack, Auto Pistol, which performs another Auto Pistol attack against the same target, and the Force 6 Make It Personal attack, which has a chance to trigger an additional Make It Personal attack against the same target. if you roll a criticalya symbol of comfort, but this second attack switches from being physical to being mystical.
Sin has a reactive superpower that allows her to activate her partner in crime, Crossbones, immediately after her, before the opponent receives their next activation.
On the defensive side, she gains 1 Power each time she takes damage without being stunned and can only be attacked from range 3.
Skurge, o Carrasco [Asgard, Cabal]
Skurge is a pretty straightforward but fun and aggressive support character. Your standard battleaxe attack can bleed and your Strength 8 executioner attack can reroll up to 2 of your attack dice against a target with the special bleed condition and canalsoapply bleeding.
Skurge can also redirect an attack directed at a nearby ally back at himself at 2 power, and after an attack against him resolves, he can move a short distance towards the attacker, so Skurge gets in front of a short ally. damage and then starts to run with his ax causing bleeding towards the enemy.
Spider-Man (Miles Morales) [Warriors of the Web (Leader)]
This version of Spider-Man Miles Morales is the leader of the Web Warriors affiliation, and his leadership ability allows allies to reroll 1 defense die.ythey can modify and reroll errors if they have or contest the objectives.
Its own standard attack, Webline Kick, can knock the target down, and its big attack, Venom Blast, forces the target to drop any Target Tokens it's carrying.
The Webline Kick has an "upgrade" to the active superpower of the Web Swing, which allows it to teleport Spider-Man and add 2 dice to his next Webline Kick attack roll in the same turn.
Spider-Man is (naturally) also a wall crawler and can reroll 2 defense dice against physical or energy attacks, or 2 dodge dice. Finally, he can only be attacked within range 3, so even though he only has a toughness of 5, Miles Morales is all about being up close and personal in combat.
Spider-Man (Peter Parker) [Defenders, Web Warriors]
This is the classic Spider-Man character from the starter set. He has 2 "free" standard attacks: Strike is just a strength 5 melee attack, while Impact Webbing is a range 4 attack that has a chance to knock the target back. His big attack, Taser Webs, can stun the target.
Spider-Man can also push an enemy towards him or launch an enemy or terrain resource, and like Miles Morales, he can reroll two defense dice (against Physical and Energy) or dodge dice, and is a speed tracker. walls.
Spider Woman (Jessica Drew)
Spider-Woman is a speedy character who crawls along walls and focuses on energy attacks. Her standard attack, Bioelectric Strike, has a chance to choose Poison, Shock, or Stun and apply that Special Condition to the target. Its other attack, Intoxicating Blast, is a Strength 7 attack that can allow you to dash the target if it's already poisoned, and after the attack, the target drops all of its target tokens, which is great since the attack is an attack. Rank 2., so Spider-Woman is there to get them.
Spider-Woman can teleport in a power range of 2 to 2, and when defending against short-range physical or energy attacks, she counts blanks as successes, made even better by the fact that enemies cannot attack it unless the attackers are within range. . 3 or closer.
However, Spider-Woman's most interesting superpower is Interrogate, which increases the Victory Points you gain from Crisis Cards in a Cleanup Phase by 1 for a Power cost of 3 if Spider-Woman is in close proximity. any character. This and Intoxicating Blast make Spider-Woman great for disrupting enemy scores and maximizing her own targets' victory points.
Star-Lord (Peter Quill) [Guardians of the Galaxy (Leader)]
Star-Lord is the leader of the Guardians of the Galaxy affiliation, and his Leadership skill grants up to 3 allies a Flying token in the Power Phase. Those allies can spend this token to reroll up to 2 dice for a dice roll, such as an attack, defense roll, or dodge roll. At the end of each round, any unspent Flying tokens are discarded.
When it comes to how Star-Lord himself plays as a fighter, he can pay 2 power to take an attack action immediately followed by a move action, and for that he has his standard level 4 elemental pistol attack. and his great full auto attack. . , the latter of which can apply bleed, shock, stun, or slow for each wild symbol rolled on the attack roll.
If the Star-Lord doesn't roll any success symbols on an attack roll, or any shields on a defense roll, he can reroll all his dice on that roll, which is just fine. Finally, he is also a wielder of the gem of power and can fly.
Steve Rogers, Captain America (Steve Rogers) [SHIELD]
This new version of Captain America is a pretty scary fighter. Its standard Stars and Stripes attack has a chance to spawn another Stars and Stripes attack, and its I Don't Like Bullies attack has a chance to throw the target and a chance to stun and slow them. If Captain America pays 3 Power, he can reroll a full attack roll once per turn, making these attacks even better.
To further aid his aggressive playstyle, he can also pay 2 power to enter the mid lane if he doesn't have an objective token.
Finally, he can pay 2 Power to add two dice to his defense rolls against a single Physical or Energy attack.
Tormenta (Ororo Munroe) [A-Force, Wakanda, Uncanny X-Men (Leader)]
Storm is a Leader affiliation of the Uncanny X-Men, and his Leadership ability can teleport an ally during his turn once per round, and any friendly character who is attacked by someone not Level 2 on them is considered Cover.
Storm's standard attack, Lightning Bolt, can shock the target, and its other standard attack, Ice Blizzard, is a beam attack that stuns the target. Her big attack is an area attack called Hurricane, which ignores line of sight and cover and deals bonus damage to flying enemies.
He can empower his attacks by paying 3 Power to add 2 dice to his next attack roll, and can cast features from terrain or enemy characters.
Finally, it cannot be targeted by attacks made from outside its Range 3.
Super Giant (Super Giant) [Black Order]
Supergiant is a Gem Bearer of the Soul Gem, and she is a very complex mystical fighter. her default attack, Mental Vampire, can heal her if she deals any damage, and her big attack, Devastate Intellect, is a Force 8 that does no damage! Instead, it damages the target's energy pool and has a chance to stun and stagger the target. If you land a crit, a wild symbol, 2 hits and 2 misses, the target is immediately stunned or knocked out! It's a slim chance, but if you're going up against the Hulk, it's definitely worth a try for the 8 energy cost.
The Supergiant can also spend up to 5 Power to interact with a Civilian token at a distance equal to the amount of Power spent on the superpower and without paying the Power cost to perform the Interact action.
He can also prevent a nearby ally from being knocked back by paying 2 power and reduces any damage taken from a physical attack to just 1 damage and discards all target tokens if he takes damage from such an attack.
Finally (!) she gains 1 Power whenever an enemy character within her Range 3 rolls 1 or more Criticals on any dice roll.
Coach (Anthony Masters) [Criminal Syndicate, SHIELD, Hydra]
Taskmaster is one of the few characters in the game who are Rogue Agents, meaning that one of them can be considered an affiliated character when creating your squad, regardless of which affiliation you choose.
Its standard attack, Sword Strike, has a chance to apply bleed, and its Shield Throw attack ignores line of sight and cover and can trigger an additional Shield Throw attack on a different target than the original attack.
Its "big" attack, Mnemonic Technique, is only Strength 4,butadds dice to your attack roll equal to the target's Physical Defense (so if the target's Physical Defense is 4, the attack now has Strength 8) and the target cannot reroll or modify any dice for its roll defense.
Those are pretty good attacks already, but the way Taskmaster reacts to being attacked is really what defines his playstyle: when an attack is made against him, Taskmaster can pay 2 Power to roll 4 dice if the attack comes of a Rank 3 (6 dice if the attack is the second attack against that attack's Trainer this turn) and then deals 1 damage to the attacker for each Crit and Wild symbol rolled.
Likewise, if an attacker directs a second attack on the same turn against Taskmaster, you can add 2 dice to your defense roll against him, and when Taskmaster defends against a Physical or Energy attack at close range, add spaces blank to your successes. . All of this defensive excellence is a great way to translate the comic book character's ability to analyze and learn enemy attack patterns into rules for the game, making him a formidable dualist in close combat.
Thanos, the Mad Titan (Thanos) [Black Order, Leader]
Thanos is the leader of the Black Order affiliation, and he is a wielder of gems of mind, power, reality, soul, space and time, he can use 2 of them at a time, and he doesn't have to pay any power to use his superpowers! His Leadership ability differs from the Healthy side of his character card to the Wounded side: On the Healthy side, he simply gives you 1 Victory Point when an enemy character is KO'd, making the Black Order the best affiliation option. if you just want to introduce your opponent. On the wounded side, the ability changes to allow allies to take up to 3 damage to reroll that many attack dice, leaning even more towards the affiliation's aggressive playstyle.
Thanos' default attack is Strength 6 and has a chance to Throw the target, and his other "free" attack, Cosmic Blast, can slow the target, and you can pay up to 3 Power to add that many dice to the roll. Attack.
Thanos can also teleport a character within range of 4 of him, friend or foe, and when an ally attacks an enemy, Thanos can pay 2 power to add 2 dice to the attack roll if the target is on his healthy side. , and 4 if he is on the injured side.
The Blob (Fred Dukes) [Brotherhood of Mutants]
The Blob is a size 3 fighter who is great at defending himself. Its standard attack Strike can push the target away, and its big attack, Thundering Slash, is a Strength 7 Range 3 attack that starts by teleporting the Blur to the target's side before damage is dealt. So, if you roll any wild symbols, characters near the target will be knocked back and take damage as well.
The Blob can also throw characters and features from the surrounding terrain and can pay 1 Power when about to take damage to reduce that damage by 1 and then KO the attacker if within Range 3. Though the Blob is great for Hitting and Throwing itself cannot be moved by force, making it a great tank or defensive fighter for its handy threat level 3.
The Original Human Torch (S.H.I.E.L.D.)
The Original Human Torch is a character that specializes in lightning attacks and incinerating the enemy. Its standard attack, Burn Baby Burn, is a lightning attack that can incinerate the target, and its big attack, Nova Burst, is also a lightning attack with strength 4, but you can pay up to 7(!) extra power to add this . lots of dice on his attack roll and always Incinerates his targets. However, if this attack does any damage, the Human Torch will also take 1 damage after the attack ends.
The Human Torch can pay 2 power to take an attack action followed by a move action, and pay 3 power to make a nearby enemy drop an active token. If someone tries to Push or Throw Human Torch, you may pay 2 Power to deal 1 damage to that character.
Finally, when the Human Torch finishes a dash, he can gain 1 Power for each passing character who had the Incinerate condition.
Thor, Prince of Asgard (Thor Odinson) [Avengers, Asgard (Leader)]
Thor is the Leader of the Asgard affiliation, and his Leadership ability allows each ally to pay 1 Power at the start of their turn to remove 1 damage or 1 special condition from them.
He can pay 3 power for For Asgard! Active superpower to perform a move action followed by his standard attack, Smash, which he can launch at his target. If he performs the attack as part of For Asgard! and the attack deals damage, the target also gains the Stagger special condition.
Thor has two more attacks: Hammer Throw is a ranged attack that shocks the target and God of Thunder is a force 7 area attack.
Finally, Thor can also Throw resources from terrain and enemy characters and gains 1 additional Power each Power phase.
Toad (Mortimer Toynbee) [Brotherhood of Mutants]
Toad is a fighter who is very good at interacting with targets.
Its standard attack, Tongue Lash, can knock down the target, and its other attack, Spit Acid, incinerates the target.
Toad may pay 2 power points to steal an active or civil token from aally(out of harm's way preferred), pays 2 Power to teleport to Range 2, or pays 2 Power to advance to Medium Range after taking damage from an attack, and can Interact with targets within Range 2 instead of Range 1 usual.
Ulik is a threat level 5 melee fighter with some very strong attacks.
Its standard attack, Pounders, is a Strength 6 attack that can knock back up to Size 4 targets at close range. It can be upgraded with Active Superpower Crushing Leap, which allows you to spend 1 action to dash at close range, teleport 2 ranges away, then perform a Pounders attack. His other attack, called Shatter Mountains, Shatter Bones, is a Force 9 attack that Stagger inflicts, but if he rolls a crit, joker, hit, and miss, he'll give the target an Activated token if he doesn't. . have one, preventing them from doing a full activation!
Ulik can also cast medium-sized terrain elements of up to 4 to 3 power and reduces damage taken by 1. To empower all of his superpowers, he gains an additional power in the power phase.
Ultron (Ultron) [Kabbalah]
Ultron is a very straightforward fighter who is a good source of damage and special conditions.
His default Strike attack is a Force 6 attack, Energy Blast can incinerate the target, and Metallic Fury is a Force 7 attack that can be physical or energy and can cause bleeding.
Ultron can also throw earth resources, and when defending against a mystic attack, he can count wild symbols as 2 successes (and his mystic defense was already 4!), and he can always reroll one of his attack dice for each critical hit on target. defense play.
Ursa Major (Mikhail Ursus) [Winter Guard]
Ursa Major is an aggressive fighter with a simple but fun playstyle. Its standard attack, Bear Slap, can cause bleeding, and its Bear-Armed Brawler attack can launch and stagger the target.
It can pay 2 power to take a move action and then an attack action, and it can throw terrain elements.
Finally, if he takes damage from an attack, he can immediately move a short range towards the attacker. Very scary when you are a huge Russian bear that causes bleeding.
Valkyrie (Brunhilde) [A-Force, Asgard, Defenders]
Valkyrie is a strong melee fighter with a very consistent hit rate on her attacks. Her default Strike attack is a Strength 5 melee attack, and her Dragon Fang attack causes Bleed and has a chance to generate an additional Strike attack.
He can pay 2 Power to perform a move action followed by an attack action, and he can throw enemy characters and terrain features, gaining 1 additional Power each Power Phase.
Finally, you can pay 2 Power to convert a die into a hit for each Crit or Wild symbol on your next attack roll.
Venom (Eddie Brock) [Spider-Enemies, Web Warriors]
Venom is a truly frightening melee fighter who can heal himself by dealing damage. His standard attack Symbiote Tendrils causes bleeding, and his We Are Venom attack heals him for 1 damage for every damage he deals.
Venom can also throw resources from terrain or enemy characters and can push enemy characters closer to him. It also prevents targets from modifying defense dice when attacking them.
Lastly, Venom can pay 2 Power to immediately attack a target right after attacking them.
Viper (Ophelia Sarkissian) [Cabala]
Viper is a speedy character who, as the name suggests, is good at poisoning enemies.
Its standard attack Poisoned Blade can poison the target, Assassin's Pistol can stun the target, and Viper Strike teleports it towards the target with a chance to slow and stun them.
Viper is also very good at staying out of harm's way. Scroll Ring allows her to teleport to range 2 once per turn for 2 power, cannot be attacked from outside range 3, and Coiled Serpent allows her to pay 2 power to roll 5 defense dice against an attack in instead of the amount dictated by your defender. statistic for that type of attack, and if she takes no damage from the attack, the attacker takes 2 damage.
Vision (Victor Shade) [Avengers]
Vision is a fighter most notable for his Lag superpower, which makes him choose one of two types of Lag at the start of each power phase: Enhanced Density makes him much more resistant to physical attacks and being knocked back, and another type, phased, makes it more resistant to energy attacks and collision damage. With the fast reactive superpower phase, Vision can also pay 2 power to change phase type when targeted by an attack.
Its default attack, Solar Energy Beam, is a Beam attack (surprise!) that can steal energy from the target, and Synthezoid Avenger is a physical attack that disables crits for the defense roll.
On top of all that, Vision can also discard terrain features and enemy characters, and can use an action to gain 2 power, which is a pretty strong superpower.
War Machine (James Rhodes) [Vingadores, SHIELD]
War Machine is a very straightforward character whose only goal is ranged damage, but that doesn't mean his rules aren't good!
Its standard attack, Metal Storm, is a Beam attack that can cause bleeding, and Rocket Pods is a ranged attack that triggers another Rocket Pods attack, effectively making it a Force 8 attack, but split evenly between two goals.
His big attack, Empty Magazine, is risky but cool: when you roll a crit, you don't roll 1 extra attack die, you roll 2! However, for every Crit scored on the attack roll, War Machine takes 1 damage.
Other than that, War Machine can fly and reduces incoming damage by 1. That's it! Simple but fun.
Wasp (Janet Van Dyne) [A-Force, Avengers]
Like Ant-Man and others, Wasp can be represented by 2 different miniatures on the battlefield: a normal one and a small version of it. Both versions have a character card with a Healthy side and a Wounded side, but with different abilities.
The Normal side has an attack that allows you to transform into the Tiny version of Wasp after the attack resolves. Once per turn, the Normal side can also transform into the Tiny version for 1 Power if you can't find anyone to attack.
The Normal side can also discard terrain resources, and can eventually pay 1 Power to transform into its Tiny version when targeted or collided.
The Tiny version is much harder to hit: the enemy must be within range 3 to attack it, and it can reroll its total defense or dodge dice. The only downside to its size is that it cannot contain objective tokens.
The Tiny version has a Stinger Blast attack that prevents the target from gaining power when taking damage from the attack, and it also has a Wasp's Fury attack that allows it to dash to mid-range after the attack, as well as transform into the Normal version for free.
Winter Soldier (James "Bucky" Barnes) [SHIELD]
Winter Soldier is a Rogue Agent, which means he can count as an affiliated character in any squadron, regardless of affiliation.
His standard Assault Rifle attack can cause bleeding and has a chance to generate an additional Assault Rifle attack against his original target, and his Great Strength 7 red rage attack knocks down the target and then unleashes an Assault Rifle attack additional as well. As if that weren't enough with Assault Rifle attacks, Winter Soldier can also pay 3 power to perform an Assault Rifle attack on the attacker when one of his allies is stunned or KO'd by an enemy.
Finally, he can also teleport to a nearby ally to appear beside him, and he can reroll any attack or defense roll when made against a character within his Level 1.
Wolverine (James Logan Howlett) [Avengers, Defenders, X-Force, Uncanny X-Men]
Wolverine is famous for his healing abilities, and in-game this is represented by a healing factor of 2. His standard Adamantium Slash can cause bleeding and has a chance to turn a target's defense roll into a target. This attack can be used in the Best At What I Do active superpower, which allows you to pay 3 Power to perform a move action and an Adamantium Slash action. This Adamantium Slash action counts each Wild symbol on your attack roll as 2 successes, making it a potentially very dangerous attack!
Wolverine's big attack, Berserker Barrage, moves Wolverine closer to the target and, if he deals any damage, can also knock the target away.
Although Wolverine is a size 2, he counts as a size 3 when someone tries to push or pull him.
When Wolverine's character card is flipped wounded, he gains an additional innate superpower, Savage Rage, which adds 1 die to his attack rolls for every point of damage taken since he was stunned, but also prevents him from interacting or hold. targets.
Wong (Wong) [Summoning, Defenders, Sons of Midnight]
Wong is a dedicated support character who is at his best when he's around a Doctor Strange character. He only has one attack, Strik, which is standard as they come with 4 Strength and 1 Power gained per attack, but he can get 1 free Power as an action and spend 2 Power to grant 1 Power to a nearby ally. You can also spend 1 Power to heal a nearby ally for 2 damage or remove a special condition.
Finally, he adds 1 die to his defense rolls when near a Doctor Strange character.
X-23 (Laura Kinney) [X-Force, Uncanny X-Men, Arma X]
X-23 works like Wolverine in many ways: he has a healing factor of 2, counts as a size 3 when thrown or pushed. Additionally, he has the Adamantium Slash attack (see above under W) and has a reactive superpower that allows him to get in close range and perform an Adamantium Slash attack after he stuns or knocks out a target, giving him a chance to knock him out. them out. 2 characters in a row.
He also recently gained the ability to lead the Weapon X affiliation (see our breakdown of how it works in the affiliation list below).
Like her sister Gabrielle Kinney (Honey Badger), she can run at mid-range towards the attacker if her sister takes any damage.
Overview of Grunts (Alphabetical)
Hand Ninjas are Grunts with Elektra and Shadowland Daredevil as main characters. Their standard attack has a chance to inflict bleed, and they can immediately make an attack when one of their parent's abilities puts them onto the battlefield.
They can interact with Active or Civilian tokens, but cannot contest or maintain objectives, and they can sacrifice themselves to transfer an Active or Civilian token from them to a nearby friendly character.
HYDRA soldiers are Grunts with Red Skull, Master of Hydra as their main character. Their default attack is a ranged energy attack, and they cannot interact with civilian or asset tokens, buthe canmaintain and contest objective records. They can sacrifice themselves to take a move action, then reroll all attack dice for their next attack action (so move, shoot, KO).
ARMORS. Agents [SHIELD]
ARMORS. The agents are Grunts with Nick Fury as the main character. Their default attack is a Strength 4 medium attack, and they cannot attack safe targets, buthe canInteract with civilian or asset parts. If they drop an objective token, the player who sent the agents plays it onto the battlefield, not the opponent.
Marvel Crisis Protocol Membership Overview (alphabetical)
- She-Hulk (Leader)
- Black cat
- black Widow
- Black Widow, Agent of S.H.I.E.L.D.
- captain marvel
- Scarlet Witch
- Thor, Prince of Asgard (Leader)
- Heimdall, the all-seeing
- Integer, pure of Integer
- Loki, deus do mal
- Skurge the Executioner
- Captain America (Steve Rogers) (Leader)
- Captain America (Sam Wilson) (Leader)
- Hulkbuster (Leader)
- Ant Man
- Black Panther
- black Widow
- Black Widow, Agent of S.H.I.E.L.D.
- captain marvel
- Dead Pool
- voodoo doctor
- Hawk Eye
- iron hands
- Iron Man
- luke's cage
- lady wonder
- Scarlet Witch
- Ella Hulk
- Thor, Prince of Asgard
- War machine
- Thanos the Mad Titan (Leader)
- black dwarf
- Corvus AdderName
- ebony mouth
- next midnight
brotherhood of mutants
- Magneto (Leader)
- Mystique (Leader)
- On its own
- saber teeth
- Sabretooth, Apex Predator
- Scarlet Witch
- Malekith the Accursed (Leader)
- Red Skull (Leader)
- Sin (Leader)
- Arnim Zola
- Baron Mordo
- strong baron
- Baron Zemo
- Bob, Hydra agent
- Casandra Nova
- crossed bones
- Loki, deus do mal
- mister sinister
- red omega
- Red Skull, Hydra Master
- saber teeth
- Skurge the Executioner
- Baron Mordo
- strange doctor
- Doctor Strange, Sorcerer Supreme
- voodoo doctor
- Kingpin (Leader)
- Shadowland Daredevil (Leader)
- Black cat
- crossed bones
- Green Goblin
- kraven the hunter
- red omega
- Doctor Strange (Leader)
- amazing spider man
- Doctor Strange, Sorcerer Supreme
- Ghost Rider
- Hawk Eye
- iron hands
- luke's cage
- moon knight
- Scarlet Witch
- Spider-Man (Peter Parker)
Guardians of the Galaxy
- Star Lord (Leader)
- poison agent
- Drax the destroyer
- rocket raccoon
- ronan or accuser
- Baron Strucker (Leader)
- Red Skull, Hydra Master (Leader)
- Arnim Zola
- Baron Zemo
- Bob, Hydra agent
- crossed bones
- Red skull
- Black Bolt (Leader)
- lady wonder
- ronan or accuser
- Blade (Leader)
- Black cat
- strange doctor
- voodoo doctor
- Ghost Rider
- iron hands
- moon knight
- Sentinel Prime MK4 (Leader)
- Casandra Nova
- Centinela MK4
- Nick Furia (Leader)
- black Widow
- Black Widow, Agent of S.H.I.E.L.D.
- Hawk Eye
- Iron Man
- Nick Fury Mr. and the Howling Commandos
- Ella Hulk
- Steve RogersCaptain America
- the original human torch
- War machine
- winter soldier
- Green Goblin (Leader)
- medical powder
- kraven the hunter
- Cyclops (Leader)
- Storm (Leader)
- honey badger
- gray jeans
- Logan o Wolverine
- On its own
- Black Panther (Leader)
(This one works a little differently: instead of the leadership ability being on a character, it's on a tactic card called Are You Sure You Want to Remember?, which can be played by Laura Kinney (X-23) or James Logan Howlett (Logan, The Wolverine) after deployment The character who played the card gains 3 memory tokens and the leadership ability It Was YOU!!!, and if he took no damage from the attack, move Short Range towards the attacker. If one of your allied characters is knocked out or stunned, you gain a Memory Token, which you'll be building towards as the game progresses.)
- Dead Pool
- honey badger
- Logan o Wolverine
- Sabretooth, Apex Predator
- The Amazing Spider-Man (Leader)
- Spider-Man (Miles Morales) (Leader)
- Black cat
- ghost spider
- moon knight
- Spider-Man (Peter Parker)
- Crimson Dynamo (Leader)
- Black Star
- red guardian
- Big Dipper
- thread (leader)
- Dead Pool
- honey badger
- saber teeth
What is the affiliation rule in Marvel Crisis Protocol? ›
An Affiliation is a Group of Superheroes. To be consider a group you need to be composed of OVER 50% of the Superheroes as listed on the Affiliations Card. Each Affiliation gains a game effect as listed on the team leaders stat card.How many characters are in Crisis Protocol? ›
Marvel Crisis Protocol is a game that it's publisher Atomic Mass Games has managed to grow and expand at a breathtaking pace, even in its first year! With more than 120 different characters already available, deciding where to start your collection can seem almost impossible.How many crisis protocol models are there? ›
The terrain itself can be thrown, crashed into, and even destroyed during this super powers showdown! Players bring 10 models to a standard game of Crisis Protocol. They will then narrow those down into a smaller team based on the Crisis Cards that are played and determine the scenario.Is Marvel crisis protocol worth buying? ›
Playing the Marvel: Crisis Protocol is a fun and breezy experience. Even though terrain is integral to game play, it's not overly complicated to use and it adds immensely to the cinematic nature of the game. Maneuvering around the battlefield is not difficult or time consuming.Is there an anti Avengers? ›
That's where the Thunderbolts come in. During the D23 panel, the recently announced Marvel Cinematic Universe movie confirmed who would make up the titular team. And this roster is stacked with edginess. Call them the anti-Avengers.Is there an anti Avengers team? ›
The Thunderbolts are a group of anti-heroes who execute suicide missions. Their original leader was Baron Zemo, following the Avengers' tragic demise in the crossover events. Their mission was to help protect the world, but no one knew that this new Thunderbolts team was the Masters of Evil in disguise.Can you mix heroes and villains in Marvel Crisis Protocol? ›
But you can also field teams that are a combination of heroes and villains. In short, it's a huge amount of build variety in one box compared to standard two-team starter sets for other games. So yeah, the Marvel Crisis Protocol Core Set will give you everything you need to get started playing.How long does a game of crisis Protocol take? ›
Marvel Crisis Protocol Core Set | Miniatures Battle Game | Strategy Game for Adults and Teens | Ages 14+ | 2 Players | Average Playtime 90 Minutes | Made by Atomic Mass Games.Who is the leader of the defenders in Marvel Crisis Protocol? ›
The Marvel Crisis Protocol characters in the Defenders are: Leader: Doctor Strange. Ancient One. Amazing Spider-Man.Who are the new characters in Crisis Protocol? ›
The new Rivals Pack, which includes new versions of both Wolverine and Sabretooth along with several new terrain pieces, will be released in December 2022. Additionally, Marvel Crisis Protocol also officially revealed the Blob and Pyro Character Pack, which will be set for release in December.
Is Marvel Crisis Protocol hard to play? ›
Is Marvel Crisis Protocol Hard to Put Together? The short answer is yes.What are the 3 major protocol? ›
There are three main types of network protocols. These include network management protocols, network communication protocols and network security protocols: Communication protocols include basic data communication tools like TCP/IP and HTTP.What are the rules of the Sokovia accords? ›
Those with secret identities must reveal their legal names and true identities to the United Nations. Those with innate powers must submit to a power analysis, which will categorize their threat level and determine potential health risks. Those with innate powers must also wear tracking bracelets at all times.Does Marvel have an affiliate program? ›
Join the Superheroes Gears Affiliate Program
A Superhero affiliate program designed for content creators in Superhero and gaming-related niches: Marvel, DC Comics, Batman, Superman, Spiderman, and more!
- R-rated content only allowed on Netflix. ...
- Must act like a superhero, on- and off-screen. ...
- Rigorous diet and exercise. ...
- Relinquish all creative control. ...
- Closely-guarded script secrets. ...
- Must always be prepared for reshoots. ...
- Cannot perform any stunts deemed too dangerous.
As far as other superpowers go, Daredevil has all the wall-crawling, stealthy, radar-sensing abilities you'd expect from the Man Without Fear. What you might not expect is his new Leadership ability for the Criminal Syndicate affiliation, Shadow War.