BoLS logo Today's Tabletop & RPG News
Advertisement

Marvel: Crisis Protocol – Nimrod Rules Reveal – The Sentinels Are Coming

5 Minute Read
Apr 16 2026
Advertisement

Nimrod, The Hunter is joining Marvel: Crisis Protocol and we’ve finally got a close look at this rules. The Hunt is on!

Atomic Mass Games teased Nimrod’s rules during the AdeptiCon Preview. However, we never got an official super high quality image. There were images floating around from the promo/tournament kits. And now we’ve got a detailed look at his rules along with Bastion and Omega Sentinel, too. I’ll be breaking those other two down later because I think Nimrod really deserves his own look. Is Nimrod the ultimate mutant hunter? Yes. But how does that translate to the tabletop? We’ve got to look at this card to find out!

Nimrod, The Hunter Rules Review

Advertisement

Kicking things off his defensive stats are impressive. He’s 4/4/4 with 7 stamina on both sides of his card. He’s also a massive size 4 on a 65mm base with a short move. While that might mean he’s “slow” Nimrod has a movement boost with his Teleportation Matrix. That power costs 3 but places him within range 2 of his current position. Based on the base size (and if you’ve played around with Hulk’s leap before) you know that’s quite a bit of distance! Nimrod clocks in at a Threat 5 but I think that’s appropriate. You’ll see why as we keep going.

Nimrod also has Flight, Healing Factor [2], and is immune to both Bleed and Poison. The Healing Factor is really going to allow him to stick around when you combine it with his other defensive boosts in his kit. Enhanced Sentinel Power Core gives him an additional energy every Power Phase. It also prevents him from being Advanced or Pushed by Mystic attacks or enemy superpowers. He is going to be tough to dislodge when he gets where he wants to be!

His Metahuman Power Recognition and Adaptation Protocol allows him to boost his impressive defensive rolls further with 2 additional dice. It costs 2 energy but it also adds another dice every time he’s used it this turn. If he’s got the energy he’s going to be one of the tankiest characters in the game, hands down!

Advertisement

While his entire defensive kit is impressive he wouldn’t be a good hunter without some offensive capabilities. His builder is Adaptive Energy Blast. It’s range 3 and packs in 6 dice. However, he can choose if it’s a physical or energy based attack. Furthermore, wilds will either cause Incinerate or Root based on the attack type, too. His Shockweb is an Area 2 attack that costs 3 energy to use. But it’s 6 dice and applies Shock to each defender caught in the AoE in they take any damage.

Nimrod’s big spender attack is Total Annihilation and it’s very dangerous for anyone with a healing factor. It’s range 3 for 8 dice and cost 4 energy but this attack has a built in short throw. What really makes it scary is on wilds it triggers Degeneration. This prevents the defender from removing damage until the end of the Activation Phase this round! That should shut down Healing Factors and also any heals from Team Tactic Cards, too.

Finally, his Magnetokinesis is a 3 cost power that gives him a medium throw for terrain size 4 or less. Just incase you needed to make some room or chuck a building at someone to finish them off.

Advertisement

The Sentinels Are Looking Good

The Sentinel Affiliation is going to get a massive boost with the arrival of the Bastion, Nimrod, & Omega Sentinel Box. These characters (plus the Prime Sentinels) will really round out the faction and make them a really scary Affiliation to go against. I’m already planning out lists that revolve around Nimrod and Bastion. I think they are both going to be auto-includes for me.

Team Tactic Cards also shore-up that decision for me as well. Technological Jump Start makes Nimrod a power battery for other allied Sentinels if he’s out of position and you just really need to give them all juice. A Perfect Future allows him to make a MASSIVE follow-up move for 2 energy.

Advertisement

Again, that’s a LONG move on a 65mm base! Sure, you have to Daze or KO a target to play this card but I don’t think Nimrod is going to have that issue. And here’s the OTHER reason I think a Nimrod and Bastion are auto-include for me as well:

This card just gives Bastion Healing Factor [2] and immunity to bleed and poison. And while it costs 2 energy from both Bastion and Nimrod, you can literally play this card at the start of the game because BOTH of them effectively start the game with 2 energy. We’ll cover Bastion later but he’s no slouch either!

Advertisement

I can’t wait for this boxed set now. They might be the bad guys but these are the types of baddies we need in MCP! Their boxed set is up for Pre-Order now and is slated to ship out May 22, 2026.

 

Marvel: Crisis Protocol – Bastion, Nimrod & Omega Sentinel $64.99

Advertisement

Since their creation, Sentinels have been programmed to hunt down mutantkind, and like their targets, Sentinels have also evolved. No longer thoughtless machines, Omega Sentinel, Bastion, and Nimrod have all developed their own machinations, strategies, and plans for both mutant and mankind. So while these may be the most effective Sentinels to date, mankind may also find itself on the receiving end of the Sentinels’ protocol.

 

Things aren’t looking good for the Mutants…or anyone else caught in the blast wave!


 

Advertisement

Author: Adam Harrison
Advertisement
  • Marvel: Crisis Protocol - Who's In The Thunderbolts Affiliation