Pyro is joining the Brotherhood of Mutants in Marvel Crisis Protocol, and his new character card and rules are indeed hot fire!
Also, if you want to pre-order one for yourself, you can click here or click the header below.
The Blob & Pyro: $39.99
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This is another cool addition, as The Blob and Pyro are just such fun and, honestly, a little ridiculous character-wise.
Here’s what they have to say about the set:
The immovable Blob and fiery Pyro make their Marvel: Crisis Protocol debut in this new pack! Fred Dukes, known to many as the “Blob,” has the superhuman ability to become virtually immovable at a whim while in touch with the earth. Joining him is St. John Allerdyce, more commonly known as Pyro.
Allerdyce can shape fire, increasing or diminishing its heat, intensity, and size, making him a menacing addition to any team. Together, these characters supplement the Brotherhood of Mutants Affiliation with their mutant abilities and three Team Tactic cards that give them even more ways to work together with their teammates.
Here’s hoping for more two and three-threat characters for the Brotherhood!
AMG Reveals Marvel Crisis Protocol Rules for Pyro!
Pyro’s presence in Marvel: Crisis Protocol heralds the flames. All three of his attacks inflict the Incinerate special condition on their targets. But he’s not a purely one-trick character; each pattern of the flames has its own unique utility. Fire Blast can burn up to Range 4 and generates a flat 1 Power with 5 Strength. Flame Jet is Strength 4, but hits all targets in a Beam up to Range 3, and generates 1 Power for each of them. And for the finale, Inferno rages in at 7 Strength with a Range 2 restriction, and damages all other characters within Range 2 of the target as well.
As you would expect, he has some pretty strong flame attacks, and you can choose to go for the higher strength, or hit more enemies with the Flame Jet. Plus, these all work so well with his other powers as he can keep spreading Incinerate. Lastly, Inferno is strenght seven (which is quite awesome) and can deal damage all around!
More cunning than one might expect from a Threat 3 burner, Pyro can spend 2 Power to use the Active superpower Firewall. This superpower doles out the Root and Slow special conditions to an enemy within Range 3 as Pyro strategically boxes them in with flame. Once he’s got them where he wants them, he can spend 3 Power for Stoke the Flames, and add 2 dice to his next attack action that turn.
Leaping tongues of fire across the battlefield is still always the end goal. The more enemies immolated, the better! For this, Pyro relies on his namesake Innate superpower, Fire Manipulation. When he targets an enemy with an attack, if they end up with the Incinerate special condition, he can choose another enemy character within Range 2 of the target and share the love…
If you combine Firewall, Stoke the Flames, and more onto one character, they might just get burned to a crisp! Then Fire Manipulation is just a really cool superpower that’s innate and can spread fire to the whole enemy team!
AMG Reveals New MCP Tactics Cards for The Blob & Pyro
Pyro’s Incinerate is already a really cool ability, but now you can even make people drop objectives and get pushed! Then, if you take Toad, he and The Blob can move and strike for really cheap! Lastly, Brace for Impact seems to be getting a reprint with the “X” symbol.
Click Here to Get This New Expansion for MCP!
Do you like the new rules for Pyro in Marvel Crisis Protocol? Will you be picking the mini up?
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