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AMG Drops New MCP Rules for Sentinels & Prime

AMG has revealed the MK4 Sentinels and Prime Sentinel Marvel Crisis Protocol character cards and rules; here is the latest!

The cards come from AMG’s latest transmission. First, check out the new pack we saw, then jump into the rules!
Both Sentinels expansion packs are due to hit stores on 10/14/2022, so it’s good to know what they can do before you buy!  Also, if you want to order one for yourself, you can click here or on the header below.

Sentinel Prime MK IV: $49.99

Click here to order yours: | Amazon | Asmodee Website |

Sentinel MCPThis is just such a cool mini, and during the initial reveal, they said there will be other head variations for when it’s damaged, and they may or may not have Wolverine claw marks all over them! They also mentioned there will be multiple bodies and more with the kit with ball joints for assembly, which sounds really dope!

Sentinels MKIV: $64.99

Click here to order yours: | Amazon | Asmodee Website |

Sentinel MCP 3If you’re grabbing the big guy, you might as well grab a box of the MK4’s. We hope these also come with extra options; considering they are big minis, you might as well have extra heads and bits!

Marvel Crisis Protocol Sentinels Rules & Character Cards!

MCP sentinels cards and rules

The Plasma Blast attack may seem like a simple energy beam at first glance, but it can really scorch the flesh off of some adamantium bones thanks to the ability to pay Power to increase its Strength from 4 up to a maximum of 7! Don’t think that beating up on the MK4 is going to do you any favors, either. When it flips to its damaged side, Plasma Blast becomes Plasma Leak, which adds an extra attack die for each critical you roll—while also slowly melting the Sentinel into a pile of slag.

For those tenacious mutants, the MK4 has the potent Suppression Protocols attack. Costing 3 Power to use, this Strength 8 Physical attack has a chance to inflict the Incinerate, Shock, and Slow special conditions on its target, reflecting how a Sentinel can tailor its strikes to deal with specific mutant prey.

Obviously, they are quite strong, and suppression protocols are just so flavorful! Not to mention giving special conditions is always going to be strong. Then, the power matrix just really lets them take advantage of all their abilities. So basically, no matter what, you get the two power every turn (after you activate) for free.

MCP sentinels cards and rules

The MK4 also includes several innate powers to reflect its masterful creation and robotic nature. Master Mold allows you to take two of the towering robots instead of the normal limitation of one character per alter ego, to really put some fear into your opponent. Power Matrix, representing the immense power supply of the machine, gives the MK4 2 Power at the end of each of its activations—perfect for setting up a Restraint Cable on your next turn or for charging up a Plasma Blast. And the machine mind of the MK4 benefits from Sentinel Programming, which prevents it from being moved by Mystic attacks (or superpowers), while further bolstering its mystic defenses with 2 additional defense dice against mystic attacks. Telepathy, magic, and other such shenanigans mean nothing to the might of the machine!

Rounding it out, a MK4 has the ability to fly, and as you might expect from a robot, immunity to the Bleed and Poison conditions.

Plasma leak makes your attacks much stronger, but be careful, as it will also slowly kill your sentinels. However, you will only be getting one power a turn when damaged, but it’s nice to see a big change in how they play after being damaged. That being said, the Suppression protocols may be the way to go on the injured side.

Sentinel Prime Rules & Cards

MCP sentinels cards and rules 2

The Prime Sentinel retains everything that makes the MK4 great, with the same flight and immunities, Restraint Cables, Sentinel Programming, and Power Matrix—with the added… uh… benefit of an Overloading Power Core when it is damaged that can score the Prime up to 5 additional Power at the risk of causing itself some damage.

But what makes the Sentinel Prime really special are two powers the garden-variety MK4 lacks. The first is the Mutant Hunters leadership for the Sentinel affiliation. Prime rewards its loyal Sentinels with power when they successfully deal with prey, dishing out 1 Power to a number of its allies equal to the target’s Threat!

Mutant Hunters is really cool, and with how strong all of its attacks are, this could be a great way to keep injured sentinels powered up!

MCP sentinels cards and rules Prime

To top it off, the Prime has one of the most iconic abilities of the Sentinels: adaptability. Sentinels are so fearsome because every time you fight them, you’re adding to their knowledge of how to combat your abilities and defeat you in the future. Pattern Analysis reflects this trait and allows the Prime or one of its allies to reroll up to 3 dice when attacking or defending!

Pattern Analysis can really buff up your units and mess up the enemy! His power matrix changes significantly compared to the “regular” sentinels when damaged. You won’t further damage your character and can hopefully continue to keep your sentinel team gaining power with the MK2 blast on both sides coupled with their new leadership ability!

New Tactic Cards for Sentinels & Prime:

The Online and Operational card is pretty wild. While the cost is quite high, removing all damage and special conditions is really good for injured sentinels because they flip back to their healthy side.

So be sure to kill those injured sentinels before they activate or they will come back as strong as ever and keep rampaging through your forces.

Under your skin lets you take one non-affiliated character, so since you’re probably spending a ton on just a few models, having something like this gives you that little bit of flexibility out of the Sentinels affiliation that normally can just choose Casandra Nova.

That non-affiliated character also gets immunity to Poison and Bleed while gaining flight.

Sentinel Tactic Cards 2Directive One looks really strong! You can stop stealth, rerolls for defense dice, and you don’t need LOS for your attacks for only two power (so you have to have two “allied” Sentinel faction models on the board).

This really stops Web Warriors (or at least it seems like it will) and while this isn’t game-breaking, for only two power, it feels great.

Efficient Machines is also a good card, considering you don’t have many models; getting to change your dice rolls is always awesome. It can really help if you get an unlucky dice roll and maybe change the game in your favor.

Lastly, Scrap Metal is just super fun, and if your opponent runs up a bunch of characters to take your Sentinel out, this could seriously do a ton of damage! Plus, stunning all characters is really strong (cause they won’t get as much power now), and it’s just fun to see a Sentinel blowup and damage all kinds of other characters.

So overall, these are some really cool tactic cards! Plus, we’ll say it again, you can totally heal a sentinel!

Click Here To Order Yours Today!

Do you like the new rules for Sentinels in Marvel Crisis Protocol? Will you be picking the minis up?

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About the Author: Travis Pasch