fbpx JOIN LOGIN JOIN

Elektra & Daredevil MCP Tactics Cards Spotted!

elektra-rules-marvel-crisis-protocolThe Elektra and Daredevil Team Tactics cards have been Spotted and confirmed by AMG- check out everything we know so far!

The new Elektra and Daredevil Team Tactics cards were spotted on the interwebs, then later (some of them) confirmed by Atomic Mass Games themselves, so that means these are the cards you’ll get. Well, at least some of them.

The cards for Elektra come from AMG. Let’s first check out the cards and rules we’ve seen so far, then jump into the new stuff.

Also, if you want to pre-order one for yourself, you can click here.

Marvel Crisis Protocol core set feature rDon’t forget to check out all the new changes for the game that went into effect on November 22nd here as well. Let’s first look at the rules preview they showed, then jump into the new cards!

How Grunts Will Work

Elektra and Daredevil 6

So, what are Grunts? A Grunt character is unlike our usual heroic and villainous figures; they are nameless backup that appear to support the hotshot leading them into battle. In a game of Marvel: Crisis Protocol, these characters represent the unsung legions joining the battle behind their commanders. Every time a Grunt falls, there’s another one waiting to take its place if their master calls.

This is so thematically perfect for the game as come on, who counts how many grunts fall in battle?

Nick Fury and Shield Agents

Mechanically this means Grunt characters are tied to a Parent character. A Grunt cannot enter the battlefield, be included in rosters or squads, or even take actions without their Parent character calling the shots. If a Parent character goes down, their loyal Grunts go with them.

While the Grunts can’t stand without their Parent, the reverse is not equally true. Knocking out a Grunt doesn’t hurt their Parent at all. In fact, Grunts tend to take the fall for their heroes. They fling themselves heedlessly into harm’s way, hoping to eke out an advantage their Parent can seize. This reckless fragility shows itself in the way Grunt characters handle damage. Grunts don’t have Injured sides and can’t be Dazed; if they would be Dazed, they are immediately KO’d instead.

This is interesting as they will be included in the threat of the parent character. Then, if the parent character falls, then they leave the field as well. However, they feel like they will be built-in bodyguards for the character as it said they will jump in the way for them. Not having an injured side or being KO’d when dazed do make them easy to take out, but they are grunts against superheroes… so what else did you expect.

Elektra Marvel Crisis Protocol Rules & Cards

Elektra Rules

But this is Elektra, and her stabs aren’t so simple as a mere jab with a bit of sharp steel. Her Ancient Throwing Blades represent the almost inhuman skill she has in combat, a Range 3, Strength 5 Mystic attack with both the Pierce and Bleed special rules. But even better, after hurling one of her blades at an opponent, she can summon a Hand Ninjas character to the field, which can make an immediate attack thanks to its own Ninja Ambush superpower.

It’s cool both she and Daredevil can summon the Hand Ninjas (their rules are below) and then they can ambush your foes!

Elektra Rules 2

But perhaps the most iconic attack at her disposal is Impale. Having been on the receiving end of it herself, Elektra knows exactly how it feels to have one of her sai punch straight through you. This close-ranged physical attack hits at 8 Strength, ignores critical results in the target’s defense roll, and allows Elektra to reposition after it lands. On top of that, if a Hand Ninjas character is close to her target, the attack gains 2 extra dice!

Getting buffed by the Hand Ninjas is just also super cool! Gaining two extra attack dice is no joke either!

Ninja Cards

Daredevil Cards 2

And about those ninjas… the Hand Ninjas are Grunts who lash out with their weapons to open bleeding wounds. Their ninja training grants them a variety of abilities, such as Ninja Vanish, an active superpower that allows them to transfer an objective token to a nearby friendly character, or Ninja Ambush, which allows them to make an immediate attack when they are summoned to the battlefield.

Ninja Ambush and Vanish are really cool rules to give you more flexibility in your list and pull off some sneaky maneuvers. Plus, with them being able to pop onto the field and then start bleeding the enemy is pretty sweet.

Nick Fury, Jr. & S.H.I.E.L.D. Agents Cards & Rules

Nick Fury cards

Fury has enough Stamina to stay on the field long enough to get the job done, which is enhanced by his decent Physical and Mystical Defense. When he needs to go on the offense, this S.H.I.E.L.D. agent brings a set of versatile Physical attacks.

Fury’s two basic attacks are the Fury Special and his Tactical Knife. Both hit at 5 Strength and have the Pierce special rule, and his knife can add the Bleed condition on his target. When Fury wants to bring down a priority target, though, he can Lead from the Front. This attack costs 3 Power to use and hits at 7 Strength. But as Fury lands his strike, he can call in for a tactical assist from a nearby allied S.H.E.I.L.D Agents character, who can make a short advance and unload on Fury’s target with a Pistol attack.

Obviously, a lot of his abilities work with the grunts, so it’s in your best interest to try and keep them on the field for a while so he can get all the benefits. He has some very powerful attacks and playing with the agents just seems like fun!

Nick Fury cards 2

Fury’s last two superpowers both interact with the S.H.I.E.L.D. Agents he brings into the field. Call in the Cavalry is a 2 Power ability that allows him to place and allied S.H.I.E.L.D. Agents onto the battlefield who can immediately interact with an Extract objective. Ziplining down from a hoverflier to pull civilians out of the hot zone is all in a day’s work for these agents! And no matter how many times they go down, there’s always another Grunt ready to pick up the mantle and carry on.

S.H.I.E.L.D. Affilation & Grunts Rules

Nick Fury CardsAll the characters make sense to us, and again, who doesn’t want to take grunts in their team at least a few times.

Nick Fury CardsThese pretty much just confirm all the rules we’ve seen so far, with some new restrictions which make more sense, and limit the spam factor a bit…

Elektra & Daredevil  Team Tactics Cards

Nick Fury CardsThis is a really interesting way to sort of teleport your Grunts across the field. As they can then be resummoned by Daredevil. Plus, you don’t want the enemy to be in cover, so you can sneak the ninjas extremely close, use their LoS and bam, they are gone!

Nick Fury CardsGetting an extra action after making a possibly risky move to take out a big threat is really nice. It can be hard sometimes though to ensure the model who does it if they are really high threat. Oh hey is that Silver Sable… She would be cool to see a figure of!

Nick Fury CardsGaining 3 extra dice is no joke, and with that many dice, you should get at least one to add Stagger. Ouch!

Nick Fury CardsShe will be getting a ton of extra dice, however, most of hers are conditional, but plenty of characters get dazed throughout a game, so shouldn’t be too hard to pull off.

Nick Fury CardsThis can really take your opponents by surprise as you’ll have way more energy than they thought, when their comeback energy kicks in…

Do you like the new idea of grunts rules in Marvel Crisis Protocol- what about the new Elektra and Daredevil team tactics cards?

Let us know in the comments of our Facebook Hobby Group, or our new Discord server, and make sure you enter the latest monthly giveaway for FREE today! 

Get ad-free access to our videos, a monthly crate of miniatures, and support some of the best creators out there for as little as $6 a month on Patreon!

patron_button

About the Author: Travis Pasch

Travis Pasch

travis pasch writer headshot profile bioJob Title: Head Writer & Editor

Socials: @paschbass 

About Travis Pasch: Travis has been a Warhammer 40k hobbyist since the 1990s, playing the game since Third Edition. Through extensive traveling, he’s seen a lot of the miniatures hobby from across the world, giving him a unique perspective on the latest gaming topics and trends.

Travis’s brother even owns a commission painting studio, where he’s picked up a lot of good advice and techniques for painting Warhammer and tabletop miniatures over the years, as well. Travis joined the Spikey Bits team in 2019 and has been the lead writer since 2020.

Currently, he’s working on converting all his 40k Adeptus Mechanicus models and becoming a true tech enjoyer, complete with both sad and happy robot noises!