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Elektra Marvel Crisis Protocol Rules & Cards

By Travis Pasch | February 23rd, 2022 | Categories: Marvel, Marvel Crisis Protocol, rules, Warhammer 40k Rumors

elektra-rules-marvel-crisis-protocolThe new Elektra Character Card and rules are here for Marvel Crisis Protocol- check out what the latest release can do!

Atomic Mass Games (AMG) has been doing a great job of keeping things interesting as of late. So far we really like the updates and new release for Marvel Crisis Protocol. On their blog, they previewed the new character cards for Honey Badger.

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!

Marvel Crisis Protocol Grunts Rules Preview!

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.

Do you like the new idea of grunts rules in Marvel Crisis Protocol- what about Elektra?

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About the Author: Travis Pasch

travis pasch writer headshot profile bio

Travis Pasch

Job 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!