von BK-Rafael | 25.12.2025 | eingestellt unter: Marvel

Marvel Crisis Protocol: Inhuman Affiliation Pack

AMG präsentieren eine Vorschau der Inhumans für Crisis Protocol.

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Marvel: Crisis Protocol – Panel to Play: Inhuman Affiliation Pack

In the Kree’s hunt for galactic dominance, they began experimenting on various species across the galaxy to create living weapons. On Earth, they made the Inhumans, who later used terrigen crystals to form a mist that would further enhance their given talents, causing amazing and unpredictable transformations. In the Inhumans Affiliation Pack, players gain access to four of the most popular characters, and the core of many squads a player might want.

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The leader of the reclusive and powerful Inhumans, Blackagar Boltagon’s words carry incredible power—not just because he speaks as the king of a genetically enhanced group of superhumans. His voice is one of the most devastating forces known. With a word, he can level a mountain or destroy a city. To control this destructive power, he has undergone rigorous training to control himself. Unless he desires, Black Bolt remains utterly silent, making not a sound even while he dreams.

For 5 Threat, you get a great combatant with good Physical and Energy Defense. His standard attack, Energy Bolt, has the Pierce ability, which allows you to change one of the defender’s successful defense dice into a blank. Energy Bolt is a quick and limited use of his Inhuman ability to manipulate electrons. Being struck by it is a warning. If pushed too far, he can do so, so much worse.

Looking at his Powers, the first thing that stands out is his Leadership ability, King of the Inhumans. It represents Black Bolt’s calm and systematic approach to directing his fellow Inhumans in battle, assuring they work as a cohesive team. Appropriately, this Leadership affects the Inhumans affiliation and allows one character per turn to spend 1 Power, causing an allied character within Range 3 to gain 1 Power in return.

As anyone who’s confronted Black Bolt can attest, the last thing you want to do is make him angry. The destructive power of his voice is so immense, Black Bolt only uses it as a last resort. When he decides to let loose after being Injured, he can destroy whole cities. Black Bolt is a rare character whose power increases substantially when he becomes injured. His Stamina rises from 6 to a massive 9, and he gains the Whisper attack.

With a hushed voice, Black Bolt’s Whisper strikes his targets with tremendous force. This Beam 4 energy attack hits at Strength 10, destroys any terrain of Size 2 or smaller it overlaps and leaves the target of the attack Stunned and possibly Staggered. It is a beam of destructive quasi-sonic force that flattens anything in its path. Of course, this doesn’t come cheap and requires Black Bolt to spend 6 Power to use.

Like all other Inhumans, Black Bolt has enhanced strength and durability thanks to the process of Terragenisis. In-game, the innate power Inhuman allows him to reroll one die in an attack or defense roll, perfect for those clutch moments in a game when you need it.

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Among the Inhumans, Medusa is royalty. She is the wife of Black Bolt and acts as his interpreter, but is herself a master of statecraft. Like her husband, Medusa looks for a way to maintain peace between humans and the Inhumans but must also fight to protect her people. Medusa has joined forces with the Avengers of Earth and even Ronan the Accuser in her never-ending crusade to keep the Inhumans safe.

As you might expect, on the tabletop, Medusa uses her Inhuman physiology and unusual hair to significant effect. Her basic attack pummels a target with her mighty mane, battering her foe into submission with a whirlwind of luxurious locks. Braid Bash is a Strength 5 attack with the ability to knock a damaged target reeling. Like any good headbanger, Medusa can whip her hair in a veritable cyclone, so Braid Bash also has the potential to trigger Flurry, which allows her to make a followup Braid Bash attack.

Of course, Medusa’s hair isn’t limited to just whipping people in the face. She can also use it defensively, like thousands of super-strong tendrils that knock aside enemy strikes and impede her foes’ advance. The innate power Living Strands prevents an advancing or climbing enemy from overlapping Medusa with the movement tool, and enemies cannot change or reroll their attack dice when they target her with an attack.

Combined with CP166 Inhuman Royal Court, Medusa also gains her own leadership to command a squad of Inhuman warriors, but that’s a story for another time.

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Lockjaw is the product of Inhuman experimentation on canines. Exposed to Terragenisis before being born, Lockjaw was born able to teleport across space and even dimensional boundaries. A loyal and devoted companion, Lockjaw is one of the Royal Family of Inhumans, having a strong bond with both Black Bolt and Crystal. The Inhumans use Lockjaw’s extraordinary ability to traverse vast distances.

Like any good dog, Lockjaw is here to make other people’s lives better. He is a fantastic support piece with a list of powers to help his allies even better on the tabletop.

First of all, Lockjaw’s ability to teleport his allies is his most recognizable ability. Far faster and more effective than traveling by Greyhound, Teleport is an active Power that allows him to choose an allied character within Range 3 and place them within Range 3 of their current position. It’s perfect for positioning someone to secure an objective or support an ally and can pull precious objective-holding characters out of the line of fire.

Now, Lockjaw doesn’t just bounce his team around the battlefield. He also has incredibly enhanced senses and can sniff out just about anything. The Inter-Dimensional Bloodhound power represents this, letting you choose an enemy character for 3 Power and letting allies roll an additional die on attacks targeting them. You might be thinking I overlooked the range of Lockjaw’s power. Surely I meant, “choose an enemy character within Range 3,” or something?

No. I mean, “choose any enemy character on the field.” Lockjaw’s nose laughs at the concept of physical barriers and space-time.

Naturally, Lockjaw is a good boy. He just wants to protect his family and make them happy, as any good dog would. That’s why his innate Power, Who’s a Good Boy? makes me so happy. When he hears one of his allies within a short range say that, Lockjaw gains 3 Power. He’s just so eager to help!

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Crystalia Amaquelin is the younger sister of the Inhuman Medusa and a part of the Inhuman Royal family. Her exposure to the Terrigen Mists as an infant allows Crystal to manipulate the four classical elements of Air, Earth, Fire, and Water. She can summon the winds of a Category 3 hurricane, generate earthquake tremors of nearly 7 on the Richter scale, manipulate thousands of gallons of water, mold fire to burn, or protect, who she desires, among many other applications of her extraordinary abilities.

Of all the Inhumans, Crystal has the most sturdy bond with humanity. She spent much time among Earth’s people, partnering with terrestrial heroes on multiple occasions, like when she joined the Avengers to destroy Onslaught’s menace. Crystal’s rapport with humans led to Medusa appointing her as an ambassador of the Inhuman people. In this role, she helps with humanitarian efforts and oversight of regions threatened by the Terrigen Mists.

Crystal has four unique attacks for her different elemental powers. All of them have a remarkable effect if the attack roll has any wilds, like pushing a target with a gust of hurricane-force wind or lighting it on fire with a bit of volcanic fire. Her attacks have a mix of different ranges, powers, and damage types, letting Crystal tailor her strikes to the current circumstances and her target.

Making things even better, Crystal’s mastery of her powers allows her to unleash a torrent of elemental fury. The Elemental Onslaught active power enables her to follow up one attack with another, though she can’t use one of the attacks she’s already used that turn. She’ll have to diversify her powers!

There’s more to say about how Crystal can make the lingering effects of her attacks stick around or use her innate Inhuman power to a better result, but that will be all for our first look at this particular inhuman.

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Featuring dynamic new artwork, CP218 also contains several team tactics cards to impact the game. Most important of all might be Terrigenesis and Inhuman Royal Family. Inhuman Royal Family represents the tight-knit band of leaders that rule over Attilan working together. By paying 2 power, each character that did is allowed to reroll any dice of one attack OR defense rolls. This card allows you to help swing the odds whether you need to attack or survive a powerful attack. Meanwhile, Terrigenesis represents the ability of the Inhumans to expose someone to the Terrigen Mists, potentially activating a latent transformation that was just waiting for exposure. When played, an enemy character holding a Civilian token can potentially take up to 4 damage, and if they are dazed or KO’ed, the Inhumans player will score 2 victory points!

If you’re excited to visit one of the strangest and most unusual teams in Marvel: Crisis Protocol, you can pre-order the Inhumans Affiliation Pack at your friendly local game store, or through the Asmodee webstore today!

Until next time, Atomic Mass Games signing off!

Quelle: AMG Transmission

BK-Rafael

Seit 2002 im Hobby mit Mage Knight, gefolgt von Confrontation, um dann bei Warmachine/Hordes hängen zu bleiben. Aktuelle Projekte: OPR, Halo Flashpoint, SW Shatterpoint, SW Imperial Assault, Infinity und Kill Team.

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