Marvel Crisis Protocol: Weapon X & Maverick
AMG zeigen die Karten und Regeln zu Weapon X & Maverick.
From Panel to Play: Weapon X & Maverick
Before he was known far and wide as the Super Hero Wolverine, he was the specimen known as Weapon X in the Weapon X Program. Aimed at creating super soldiers, the scientists first worked at making a team of highly effective soldiers with no other loyalties using a combination of mind control and implanted memories. When that proved successful, they took Logan and fused his skeleton with unbreakable adamantium in a process designed to make him an even more effective living weapon. With his healing and unbreakable skeleton, they envisioned a programmable killing machine able to complete any high-risk operation. What they didn’t envision was losing control of him in the process and creating a savage, enraged warrior that didn’t remember anything that might temper his anger. Weapon X broke out, allowing him to live life as a free man and eventually find his way to Xavier’s School for Gifted Youngsters.
Wolverine, Weapon X focuses on doing what he’s best at, which isn’t very nice! Berserker Rage grants an extra die when attacking a target for a second time, and pierce gives him the chance to do more damage than a strength 5 attack would suggest. When he has 4 Power he can unleash his Uncontrollable Weapon attack, rolling 7 dice but also potentially dealing damage to all other characters within range 2 AND potentially making a second free Uncontrollable Weapon attack on the same target. Thankfully for his teammates, you can use Charge to reposition first to hopefully avoid damaging too many friendly characters.
Weapon X’s new Adamantium Skeleton causes him to count as a size 3 for effects that want to Throw or Push him, and Healing Factor [3] is going to further make him difficult to injure if your opponent doesn’t fully hurt him. Unfortunately, Savagery Protocols stops him from having any effect on Extract tokens, but his dogged instincts are sharpened around Secure Tokens. While within range 1, Weapon X will gain 2 attack dice but remove 1 defense die as he focuses on the only thing he cares about in the moment: the removal of his enemies, or those he views as such!
As Weapon X becomes injured, he becomes even more of a threat to his opponents and liability to his allies. The first change being Berserker Rage becoming A2. With Charge, this becomes an incentive for your opponents to spread out or enjoy the attention of an angry Weapon X.
When injured, he loses Savagery Protocols for the simpler Berserker Wrath, keeping the inability to control Extract tokens while losing the ability around Secure objective tokens. He also gains Aimless Aggression, a unique ability that potentially allows him to damage all characters within range 2 when he is KO’d. Pushing Weapon X forward to engage multiple enemies makes the opponent think twice before attacking him or risk the aggression of a brutal counterattack.
Christoph Nord, or Maverick, is a member of the Weapon X program and a skilled mercenary. As such, he has access to weapons and experiences that make him a dangerous opponent to anyone looking to stop his objectives. His Plasma Blasters and Adamantium Knife give him strong choices for energy and physical attacking, his Agent Zero Attack allows him to roll 7 dice and Throw an enemy character of size 3 or less.
His Anti-Healing Factor Corrosive is a nasty surprise he took from the Weapon X Program, and in Marvel: Crisis Protocol it allows him to stop a nearby character from removing any damage from themselves! Additionally, he has the power of Kinetic Energy Absorption, giving him 1 Power and a short advance in any direction after he’s been damaged by a physical attack.
Representing their time in the Weapon X Program, Weapon X and Maverick come with 2 dynamic options for your Weapon X squads. Implanted Memories allows an allied Weapon X character to damage someone after an enemy effect damages them. Nicely, this doesn’t have to be an attack, so they can go after Magneto after one of his many throws!
Alongside it, Maverick’s Weapons Stash shows how this mercenary is always prepared for whatever job he takes. Maverick may spend 3 Power and place a Stash to allow allied characters to gain cover or remove the token from the board and gain 2 additional dice on their next attack. Whatever illicit guns he has in that crate are more than enough to even the playing field!
When you’re ready to level up your army of fighters with these two mercenaries, be sure to pre-order Weapon X & Maverick at your friendly local game store or through the webstore. Check back later for yet another installment of From Panel to Play, the series where we give you your first look at how your favorite characters transition to the tabletop in Marvel: Crisis Protocol.
Until next time, Atomic Mass Transmissions, signing off!
Quelle: Atomic Mass Games Transmissions
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