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== Affiliations == Affiliations are Marvel Crisis Protocol teams. They are based on Team Leaders, like both Captain Americas, or Red Skull. You must have at least have half+1 of your roster be part of the specific affiliation to use its leaderships abilities. Affiliation Tactics Cards also can only be used by members of that affiliation (so for instance, Odins Blessing wont work with Hulk, for instance). === A-Force === A-Force is the all girl party. If you are a female hero you are probably on A-Force, and even if you are morally ambigous like Black Cat you can join. Having such a large roster with at least 15 entries gives this team a LOT of leeway for team building, and while She-Hulk is expensive she can shift her roster to so many 2 pointers (like Okoye or Black Widow) to 5 pointers (like Scarlet Witch) that she can play any threat game. Members: Angela, Black Cat, Black Widow, Black Widow: Agent of Shield, Captain Marvel, Crystal, Domino, Gamora, Medusa, Okoye, Scarlet Witch, She-Hulk, Shuri, Storm, Valkyrie, Wasp. Team Leaders: * She-Hulk/Jennifer Walters: She Hulk is 6 point piece, making her quite expensive, same as her cousin. She however has 20 health, making her really hard to drop quickly (it still is possible with her 3 defense, but its more unlikely). She can defend people with her bodyguard ability, which is a decent use of her 20 health. She also gets 2 power in the power phase, and after an attack she can move small allowing her to reach enemies a bit quicker. She can also throw people and terrain size 4, so go nuts throwing small building at people. Her spender has a possibility to Stagger enemies, which needs the character to get Slow and Stun, which are not that hard to apply with other teammates, so She-Hulk can stagger enemies herself. ** She Hulk has a fun tactic card with her cousin - Agents of Smash where both spend 3 power to throw a Size 5 building at someone. Which means you can throw Doctor Strange mansion at people for the laughs. Affilitation power: Defenders of Arcadia - When an allied character is damaged by an enemy effect, another allied character may gain 1 power. A character can earn power once this way per turn. * A-Force playstile is to get a LOT of energy. Pay attention to "turn" in the description, that means essentially at each activation an A-Force member can get power. If your opponent attacks one of your characters twice, two different characters can earn one power. A character that is activating suffers damage from an enemy power (like Counter attack), you can choose an ally to get power. This means that getting Power with this team is quite easy enough, and some characters can benefit a lot from it. * Certain members of A-Force who are often starved for power, like the X-men, or Captain Marvel, all benefit a lot and work well in this team because of it. After Valkyrie Nerf, she can still be a good piece with A-Force feeding her power to hit hard. * They can use their tactics cards quite well too, as A-Force assemble is about spending power to add die to protect yourself. Stalwart Determination is also good to making sure your character will STAY and not get moved or throw this turn, so securing objectives. * Special Delivery is about a character with Flight (like Crystal or Captain Marvel) that can take She-Hulk with her to position her better and then even make her basic attack to one enemy. === Avengers === Avengers is the biggest team with more than 25 characters being able to join the team. This gives them just as much space to choose and build their team around the affiliation. More over, the team has THREE Leadership abilities, with both Captain Americas (Rogers and Wilson) and Hulkbuster Iron Man. Team Leaders: * Captain America/Steve Rogers: The First Avenger is a 4 point character that comes from the starter box. He has high defense physical and energy, he has 11 health total. You can tell he is not a big offensive piece, as his attacks even his spender are small strenght attacks. His Vibranium shield can add 2 dice to his physical and energy defense, which compliments well for him having Bodyguard. He is a big resistant piece that can stay in the middle of objectives and throw enemies around with a small spender. When injured he is even MORE defensive, as he shares Black Panther healthy ability of adding blanks do his defensive die thats not considering his +2 dice to defense. ** He has three cards where he can combo with other characters. First is a ricochet blast that is target from Captain America and is shot by Iron Man. The other is Thor doing his Thunderwave. And the last is Captain America (both) going to the ends of the line with Winter Soldier where they become unmovable and COMBINE their defenses, making both Caps and Winter Soldier absolutely monsters in the field. Affilitation power: A Day Unlike Any Other - Each turn you may reduce the power cost of the first superpower used by each ally by 1, to a minimum of 1. * Now this is the Core Box ability. To get the most out of it, the ability can be used in any turn, be it yours or your opponent. So having characters that have more reactive superpowers (for instance, Vision can change his phase during an opponent attack, while in his turn he can use calculated trajectory to throw something). Cheapening any first ability is also useful for characters with expensive powers, like Captain Marvel who herself is not bad, but depends on her Binary Form to reach her proper potential. * Cards wise, they are prety basic. Power for damage to hulk, which is expensive and not really worthy for a character that has better ways of getting power. Second Wind for a small heal and Stun removal. And the one that you will most likely have in your hand, Avengers Assemble that allows your team to reposition a small movement. * Captain America/ Sam Wilson: 10 health total, but Sam has a Large movement that is incredible useful for himself. He is not as defensive as Steve (no I can do this all day), but his basic attack is the Shield Throw that can also push enemies away, making a decent way to securing objectives. He can throw enemies size 3, which is another way to displace enemies from the objective (and forcing enemies to take dodge tests). You can tell he is the more agressive of the the two Caps by his charge, which allows him to move and hit, which with his long range he can essentially reposition himself very well. He can also lift a few of his allies with his power. ** As piece, Sam works extremely well for removing enemies from objectives whenever they are. He is not the one likely to kill them, but he will be the one that will help his allies to keep the enemy at bay. Affilitation power: All New, All Different - When this character or an allied character is Dazed or KO'd , choose another non-dazed allied character. The chosen character remove 1 wound, removes one special condition, and may advance small. A character can only be affected by this ability only once per round. * Now this ability is what triggers the Sam Spam. While Captain America (Steve Rogers) is all about heroes who benefit from having powers active or reactive lowered, Sam is all about that wide net. He wants as many people in his team, so he can reposition his team when people fall. It's important to remember again that this game is all about action economy. When you lose a character, you techinically loses 2 activations if the character wasn't activated, or he is KO'd. Sam contributes so that losses don't ever go under one activation. Sometimes, if the opponent dazes an enemy that was activate you technically get plus one activation besides what he has. * The Avengers are perfect for this because they have a BIG number for the affiliation and lots of decent 3 pointers that can hit well enough. Ant-Man and Luke Cage for instance.
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