Changes are coming to the Marvel Crisis Protocol Guardians of the Galaxy as an update for those characters is on the way!
Atomic Mass Games has been doing a great job of keeping things interesting and we really like the updates. On their blog, they previewed some of the new character cards (which are printed in the new style) and why they made certain changes.
If you want to see how the core set is changing, be sure be sure to check out those changes here.
Let’s take a look at some of these new changes and what to expect with the Guardians of the Galaxy that are rumored to be rolling out soon.
Welcome to another installment of our series looking at the character rebalancing in Marvel: Crisis Protocol. Today we are diving into the updates coming to everyone’s favorite cosmic crew: the Guardians of the Galaxy!
Marvel Crisis Protocol Guardians of the Galaxy Update
Let’s start with the Star-Lord himself! Overall, however, these are all pretty small changes, but they are all good and really bring them to where the game is now.
It’s a new day for the Guardians as Winging It now no longer costs anything, other than a bit of forethought before the Activation Phase begins. Not only can the Guardians now count on benefiting from their Leadership every round, but it also still provides that classic Guardians flexibility as the other 88% of the plan comes together in the middle of the action.
This is a really great change. It improves his flexibility while making his hit and run also adds that flexibility. If Star-Lord is good at anything, it’s being flexible and it’s cool to see them taking it that way.
Gamora Updates
As with the majority of these character rebalances, it only takes a couple of small nudges to net big results. The first thing we identified when looking at Gamora was that her Stamina value of 5/5 made Dazing or KO’ing her with a single decent attack too reliable. By simply increasing her stamina on both sides by 1, the likelihood that she would require more focused effort to neutralize increased significantly.
This is a good change, as the game has evolved, she was just getting beat on pretty hard. This is a small adjustment that feels like it will actually make her strong again. As she really should be!
Groot Changes
Groot received minor adjustments but, paired with the changes made to Rocket that we will look at next, each had a significant impact on the pair. First, we increased the range of his Strike from 2 to 3. Not only does this better represent his powers as we see them in the comics, it also lets him contribute more to the battle while still hanging a bit back with his companion Rocket. Additionally, with this change, we had to also address the fact that Groot could now much more easily access his healing from Living Plant. So, it was adjusted to be once per turn.
He’ll be hitting a little harder but it looks like they really upped his synergy with Rocket, which makes us happy! However, he’ll only be able to do Living Plant once per turn so that’s a bummer.
Rocket Changes
The first one worth covering is the fact that Personal Bodyguard has gone from a very restrictive Range 1 to a much more dynamic Range 2. Combined with Groot’s increased Strike range, this allows the pair to have much more impact on the battlefield. The second change to Rocket is a whole new superpower called Nimble.
Adding the two ranges together makes the pair much stronger. Especially with them adding Nimble, this stops your opponent from damaging him by throwing Groot into Rocket or Rocket into like… anything else. Plus, this helps his survivability in all terms of the game. Just remember, you can only use Living Tree once per turn, so be careful with Groot.
All the Latest News & Releases for Marvel Crisis Protocol
Are you excited about the changes? Do you like the new card layout?
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