The Marvel Universe is full of all sorts of weird and strange creatures, from sentient trees and racoons to actual living planets that like to make out with humans! So many strange and wonderful creations over the past seven decades, but not many can hold a candle to M.O.D.O.K!
M.O.D.O.K is the co-creation of Messers Stan Lee and Jack Kirby and first debuted way back in 1967 in Tales of Suspense #93. The creature that was once George Tarleton would become one of the biggest problems to ever face Captain America, a fusion of man and computer that would be M.O.D.O.K. ((Mental Organism Designed Only for Killing) has been a major thorn in the side of most heroes in the Marvel Universe, and despite his strange appearance, he is not a character to be treated lightly as he is extremely cunning and intelligent and controls a vast army of A.I.M lackeys to do his every whim (unless they grow sick of him and houst him out of power again that is!).
The appearance of the character is total Jack Kirby with a head so large that he needs a special suit to support the weight and allow some form of movement via his Doomsday Chair. In the comics Modok has faced off against most of the major characters at one time or another, ruled AIM and even at one point had a crush on a certain female superhero (Angela half sister to the Thunderer himself Thor!)
Now the character is available for Atomic Mass Games excellent Marvel Crisis Protocol and its time to dust off the mass accelerator and stand back while I perform science, or in any case take a look at the expansion.
My video unboxing and thoughts are below, followed by more in-depth look!
Team Tactic Cards
The Modok Expansion comes with three brand new Team Tactics cards for use in your games.
This card allows Modok to make another character who he is allied with perform an additional move action during its next activation in the current round! This costs three power, but when played on slow characters such as Crossbones it can really make a lot of difference.
This card can be a pretty devastating one to play for both players. Before the calculate success/failure step at the end of the Modify dice step, for three power, this card makes both attacking and defending characters reroll all of their attack and defense dice.
This card gives both Modok and allied characters cover the round it is played and costs three power to play, and given that any allied character needs to be within range four for this to affect them, its a pretty big range of influence!
M.O.D.OK Character Card
As with all of the other characters in the core set, Modok has his very own roster card that details all of his attacks and powers. Unlike the Hulk who is a force of nature, Modok is more methodical and planning and will use his cunning to make the most of any battle!
Stamina. Modok starts out the gate with a stamina of 10 points, making him pretty darn tough from the get go. Once he takes damage and is flipped, Modok still has 4 points of stamina to get those last attacks in, or maybe a deliver a monologue!
Movement. Like Hulk, Modok only moves small, which means he is going to struggle to get up the battlefield, but also like Hulk he has a huge 60mm base which already gives him some great distance when he moves
Size. Again like Hulk, Modok is size 4, being a huge giant head thats on a floating chair of death. This huge size can be a real advantage to him
Threat. With the second highest threat in the game to date after Hulk, Modok will set you back 5 of your threat value if you wish to use him. This is five points well spent his power set more than makes up for his high costs.
Defense. Modok is fairly average when it comes to defense, with 2 against physical, and 3 against both energy and mystic.
Abilities and Powers
Psionic Blast: This is Modoks main MO when it comes to combat. It has a range of 4 and deals a whopping 6 damage and costs no power. Modok also gains power for each point of damage that the attack inflicts. If he rolls a wild it as the Sap Power ability which means that before damage is dealt the target character loses 1 power for every wild rolled, which is then transferred to Modok!
Doomsday Chair: If the Psionic Blast is Modoks MO, then Doomsday Chair is his Coup de Grace! Although it costs 3 power to use, it has a range of 4 and deals a massive 7 dice in damage. Its Whirling Blades allow it to make another additional Doomsday Chair attack, without paying the power cost, this must be against another target within range 2 of the first target, but this attack does not gain another attack against a third target! Wilds also issue the Bleed condition for any rolled
Bow to the Will of M.O.D.O.K!: (Active): This power costs 2 power to use and allows a enemy model within range 2 to be moved small, but can only be used once per turn!
Imbecile! All the World is a Weapon to M.O.D.O.K!: (Active): This power allows Modok to pick up a terrain feature of Size 3 or less within range 3 and throw it long, This costs 2 power and again can only be used once per turn!
Pea Brain! M.O.D.O.K’s Genius is Infinite: (Reactive): After rolling defence or attack dice, Modok may spend any amount of power to reroll any of its own dice, pretty handy if you are sitting on say 8 power.
Psionic Force Field (Innate): This is found only on the uninjured side of the character card and allows the character to change wild results into blanks when defending!
The only change when the character is injured is the loss of Psionic Force Field and dropping down to 4 stamina!
The Modok expansion also comes with its own Crisis Card detailed below
Alien Ship Crashes in Downtown!: This is an Extraction Crisis Card and is to date the most expensive one in the game coming in at 20 threat. The card sees the characters interacting with Kree Power Cores (counters given in the set). If the player is holding a Core it may only perform one move action per turn, and if it didn’t make an attack action it gains 1 damage! Players gain 2 victory points if they are holding a Core during the clean up phase
Modok is a fun character to play with, as he can be so unpredictable in combat and can lay down a lot of damage with his Doomsday Chair attack, plus move characters around the board which can make them targets of opportunity for other models to attack!
His stamina starting at 10 points is four higher than the next closest characters, which means he can take a good bit of damage before he flips over, though once he does and loses that all important Psionic Force Field, he is pretty much game for anyone to take out!
His ability to drain power from other characters also really helps and as it costs zero power to use, its really a valuable form of attack to the controlling player. The Doomsday Chair is where he comes into his own and can really use that sapped power to cause some harm to enemy models.
Overall I would team Modok with Ultron, Crossbones and Baron Zemo for a good combo team, or maybe run him with Black Widow, Doc Octopus and Spider-Man to make up for his slow speed!
The miniature goes together extemely easily as you can see in the video above and paints up really well. I used mostly primary colours to make him look more comic book like and decided not to include the cloud of jet spray he comes with, opting to use a piece of clear perspex rod from my local hobby store Wonderland. I maganitised this rod and the base of the model so that I can easily story the miniature when not in play!
Another great addition to the growing family of models from Atomic Mass Games and one that I am really pleased with.