Skip to main content

Affiliation Overview: Criminal Syndicate (2026 Update)


Why should you play the affiliation 

Criminal Syndicate are the more street level villains of the Marvel Universe and have a very deep and diverse roster of affiliated models and can boost no less than four different leaderships. On the table they can be fitted to a variety of play styles depending on which leader you play. 

How to start the affiliation 

The Criminal Syndicate Affiliation Pack with Kingpin, MODOK, Hood and Bullseye is probably a good pick up, unless you have no interest in having Kingpin in your roster. 

The other (or additional) first pick up would be the new Criminal Underworld Character pack with Shadowland Daredevil, Elektra and Klaw. 

Especially when you don't own a core set yet (but even if you do honestly) I'd highly recommend getting the Spider-Foes Starter set as well. It will give you the dice, tools and tokens you need to play the game and almost all of the Spider-Foes characters the set are also Criminal Syndicate affiliated. It's probably the single best deal in tabletop gaming so it's a no brainer. Finding one might be the biggest challenge there. 


What leaderships are available and what is the typical game plan? 



Illicit Network is a very good scenario leadership where the first part is often forgotten because the second is so strong but it is also a very good ability. The leadership has some crisis combinations, like Pay to Flips where it just doesn’t really work though so Kingpin usually needs a second leader to take over on these. It is also rather popular to have Doc Ock, Sinister Scientist there for that role as Spider-Foes and Criminal Syndicate have a lot of overlap anyway and the Ock leadership likes P2Fs much more.

With Kingpin in your roster you are probably aiming at a type 1 (pure scenario) game plan first.



Shadow War is an incredible attrition leadership. Possessed Matt Murdock really likes characters in his roster who have ways to attack more than two times per turn like Beams, Area attacks and especially Rapid Fire since the leadership is not once per turn.

Picking crisis and archetype for him is a bit tricky as he faces the dilemma of wanting a lot of VPs on the table to be able to have the leadership rerolls on basically every target but not so many that type 1 or 2 teams can outrun and outscore him faster than he can kill them.

It’s usually going to be a type 3 for his roster where you try to kill your opponent but have enough ways to play scenario to win against teams you simply can’t out fight.



A.I.M. is the most balanced leadership available for CS. It gives you a flat buff to your offense and defense when you’re playing the game. It works particularly great with Pierce characters turning the one Wild in your roll into 2 additional damage.

In terms of archetype a MODOK CS list can be tuned to the entire spectrum but probably lives best at type 3 or maybe 2.



Where A.I.M. was the most general Black Market Entrepreneur is the most specific. It may be the most selfish leadership in the game only affecting your leader (with Onslaugh nowadays being this selfish as well). It makes Klaw a lot better at his job (and arguably makes him worse as a character if he doesn’t have it). It’s pretty niche and requires a roster that is build specifically for him. It will probably follow a type 4 full attrition game plan or maybe a type 3, but you definitely need center of the board fighting crisis for Klaw to shine.


Type 1: Pure Scenario team, as many VPs on the table as possible and try to win by scoring out as early as possible and with as little engagement
Type 2: Midrange Scenario team. Similar to Type 1 but can fight and chase if necessary
Type 3: Midrange Attrition team. Wants to be the beatdown but can shift to scenario play if the other side is clearly the beatdown.
Type 4: Pure Attrition team. Wants to murder you as quick as possible. Tabling is a possible and achievable goal here, but not the only way to win (they mostly score their points and deny yours by virtue of your models being dazed or KO'ed)



Who could be added to the affiliation in the future, especially as leaders? 

Who knows at this point. Characters like Loki or Ulik weren’t on anyone’s mind as being affiliated here probably. It’s unlikely they’ll get a fifth leadership anytime soon though, but otherwise any villain character has a chance to end up here.


Rating every affiliated TTC and Character 

Team Tactics (6)
All According To Plan

A. Stealing Priority can be game winning. The price of the card is definitely high enough to not have it break the game though. There’s usually not many games you won’t take it but be aware of that when you already have prio to start the game and you’re facing a very wide list that is unlikely to ever get prio from you like Web Warriors.


Bounty Hunters

D. It’s very much in competition to be the worst card in the game. It’s trigger is much to hard for the effect.


Cruel Tutelage

B. It can be very good but also bite you in the a**. Definitely better in SLDD where you have an ability to reroll out of the first Skull. Great used on a character you expect to be dazed or KOed later in the round anyway.


Cruelty

B+. It’s an action less additional range 5 Mystic attack and the card can also be used by Splash characters. It has never secured me the kill I needed but that’s probably more of a statistical anomaly than then the rule.


No Mercy

B. 3 additional power is good. Mephisto loves the card for example. 


Shadow Organization

A-. The effect is very strong but the cost is also very high. It is definitely a mistake to have a strict plan like ” I’ll always play it in round 2 with anyone who can”, because it will severely hurt your power economy. It’s best use is to protect extracts carriers later in the game to secure a win.

Characters (35)


Abomination (5)

A. Abomination (often called Abomb) is a big tanky 5 threat with great attacks and cool superpowers. He fits well into every leader here and is probably the default affiliated 5 threat in CS, if you don't have a specific role in mind. 


Black Cat (3)

A. Black Cat did not get anything in the August 26 Updates. Some people think that makes her bad now somehow. I could not disagree more. She still has: Long Move, Stealth, a Place, a Steal (yes it's a bit less useful with Source Extracts), automatic Stagger for 2 Power and the best combination of defensive mechanics outside of Damage Reduction with Turning of exploding crits and no dice modifications. What she got is more competition for the slot from other models. 


Bullseye (2)

B. Having an affiliated 2 is always great and Bullseye is good at what he does. 


Crossbones (3)

B. Original Core Box Crossbones got increased to move Medium now. That helps him out a lot and with his paid for damage reduction (to 0) he has become an interesting option for Kingpin. 


Crossbones, Merciless Merc (3)

B+. Crossbones 2 is great. Aggressive and Hit and Run along with his Beam and flat damage reduction make him faster and more durable than his raw stats would suggest and his own damage output is also nothing to sneeze at. He has also been increased to Medium move.

Echo (3)

A. Echo nowadays is firmly in the conversation of best overall 3 threat in the game and having her affiliated means you'd have to have specific reason to not bring her. She is fast, has incredible damage potential and is pretty tough on top of it. 


Electro (4)

B-. Electro has a weird kit. He can move around the board rather fast with his teleport but he can’t hold an extract then. Which is maybe less of an issue with Source Extracts. His builder is decent, his spender mostly a trap. He mostly creates an area of the board your opponent has to be careful to walk into. He is super reliant on his Builder to generate hin power though. 


Elektra (4)

B-. Elektra isn’t bad but very reliant on her dice to show up as her, very important to her kit, teleport is reliant on her gainer to do damage. Without it she can get stranded and taken of the board then. The big Stamina increase to 7/7 will help a bit with that of course. Importantly her Hand Ninjas can now interact with Source Extracts.

Green Goblin (4)

B-. Norman brings long range fire and condition support on his front side and more damage potential but less scenario play on his back. He might be a forgotten piece in CS sometimes but can have some play especially under SLDD.


Gwenpool (4)

A. Gwenpool is a raw ball of good stats that just work. She also comes with a great TTC in They say keep your enemies close.


Hood (3)

B. Mystic Rapid Fire and a heal can be very handy. In Demon form he also becomes quite tanky and faster.

Iron Monger (3)

A. A great affiliated 3 threat chonker. Iron Monger has good attacks, is more mobile than you'd expect (though not what you would call fast either) and with his damage reduction is pretty tanky. 


Killmonger (4)

A-. With his increase to 7/7 Stamina the heat seeking missile that is Killmonger became even better at his job. His offensive output was always incredible and probably able to go through the increases Stamina of the field still. Before he would often get shot off the board before he could really go off, but his Stamina increase will definitely help with that. 

Killmonger, Usurper (4)

A-. KM, U got even more of an upgrade and is a very interesting model now. While he has less raw offensive output and sadly no access to Usurp the Throne, he is faster with Pounce and has more utility overall. 

Kingpin (4)

B+ in his leadership. C- under any other. If you bring Fisk you bring him as your leader. His kit is very good but he’s just too slow to use it a lot to be worth the 4 threat into him outside his own leadership.

Klaw (5)

B- In his own leadership, C- under other leaders. Without his own leadership Klaw is often too easily controlled and you’re very sad if you have to use one of his actions to move.


Kraven the Hunter (3)

A-. Offensively Kraven is very good and can hand out an additional die against a specific target for your entire team and with 6/6 Stamina and his reroll he isn't taken off the board trivially anymore. 

Loki, Prince of Lies (5)

A. Loki is a menace but at least here he isn’t fed power by the team constantly so it is a bit easier to play around Oh my what a pity.


M.O.D.O.K. (5)

B. Classic MODOK still brings very good attacks and control. Just keep him on the front side any way you can as he’s basically a none factor injured. 

M.O.D.O.K. Scientist Supreme (4)

B+ as a leader, C as a character otherwise. You can simply do better for 4 threat in my opinion.


Mephisto, Lord of Temptation (5)

A-. Mephisto hits hard, is seanky fast, tough to to take out when he has the right support pieces but also can tax your TTC slots. He can be an emergency P2F leader for Kingpin with his leadership card and otherwise he likes SLDDs leadership and Hand Ninjas to constantly shove attacks into very much.


Mysterio (3)

A. Mysterio was already an A tier character before he got his now medium move making his first round much better. He can dominate the game especially with his excellent TTC the Grand Illusion.

M‘Baku (4)

B+. M’Baku has a very high ceiling in terms of damage output and can add good control to it. He is very swingy though and his floor is rather low. He loves SLDD and especially MODOK leadership to make his important triggers more likely. 8 Stamina on the front is also a lot for a 4 threat. 


Omega Red (4)

B+. Omega Red is now the perfect Kingpin 4 threat: fast (Medium move, Medium Base and size 3 meaning the majority of terrain won't hinder his movement), durable with Damage Reduction and Range 4 Displacement that isn't once per Turn. Less interesting but still good under the other leaders. 

Prowler (4)

A. In the age of Pay to Flips and Source Extracts Prowler, now a 7/7, is living his best life (as he gains power back for his first interact per turn). He is fast, durable with Stealth and adds very good attacks on top of it. Good under every leader. 


Rhino (4)

A-. Nothing changed for Rhino since his TTC This is a Robbery was increased to 4 power but everyone around him getting better means Rhino isn't the obvious first choice for an affiliated 4 anymore. He is still among the fastest characters in the game and very tanky. Don't expect him to do a lot of damage though. 


Sandman (4)

B. I absolutely adore Sandman. It is very rough to loose both Grunts when you daze but aside from that he just puts in so much work. He is also a great counter if Thor 2 ruins your day, where you just trap him within the Sand Constructs, who don’t suffer collision damage. Add Kingpin, M’Baku and Rocket and Thor will cry himself to sleep. Obviously Thor 2 isn't the menace he was when this paragraph was originally written but I liked it too much to not keep it in. Sandman got more Stamina in the Updates which obviously helps but him regaining one Construct for free after he dazed would've gone a very long way to make his wake up turn feel like real. 

Shadowland Daredevil (4)

B+. As a leader. B- as a character. Shadowland Daredevil kind of doesn’t do all that much himself. Being able to throw something from Stealth range is nice and he’s good at guarding a secure and having Grunts on the table is always better than not having Grunts, especially as they can now finally interact with Sources. 


Shocker (3)

B. At 6/6 Shocker isn't removed from the board as easily as he had been before anymore. Reducing opponents attack dice is also nicely annoying. But I still think he has too much competition for a slot here. 


Silver Sable (4)

A-. Sable might be the most overlooked character in the August 26 Updates. The increase to 7/7 Stamina means she will stick around much longer and support the team from long range. 

Sin (3)

B. Now being able to use Partners in Crime with either Crossbones means she is great to controll priority. I still don't think she will do too much in her own activations but picking up an Extract in Stealth while her Boyfriend goes to punch or shoot someone might be worth it anyway.


Taskmaster (3)

B+. Taskmaster is tough, has good attacks and fits any game plan you need him to. Just a very good overall model.


The Wrecking Crew (4)

A-. Will Pagani, who made the core design for them must’ve really liked the Wrecking Crew as they are absolutely great and also come with two fantastic TTCs. They aren’t particularly durable though (the increase to 7/7 will help of course) but you basically can’t go wrong with them under any leader (probably the least in Kingpin).

From a recent interview we also know that Pagani didn't even know who they were when he started the design but was so amazed with them that he came up with the awesome card. Definitely give them a try if you haven't played them yet. One of the most fun characters to play in the game. 


Ulik (5)

A-. Fast, tough, great attacks, good control. Uliks biggest competitor nowadays is Abomination who plays a very similar role and had the advantage of coming in a box where both characters are CS affiliated. It’s really down to taste with these two as they are very similar overall.


Vulture (3)

C+. Vultures kit looks cool until you realise that his builder is somehow only Range 2 and he absolutely never wants to spend anytime in Range 2 to any enemy model as he has the defenses of a piece of paper. His dream turns are being able to Spender and also hit and run with Abduct are fantastic but he’ll probably only be able to pay for them once after his been flipped. The increase to 6/6 means he isn't as easily one shot anymore but still far from a tanky model. Medium base, medium move with Flight has its innate qualities though. 

Popular Splash Characters for the affiliation 

With the giant pool of affiliated characters it's not really necessary to Splash anything in particular. You can really look at your game plan and bring in what you like.

Example Roster 

This roster is more of a balanced take between Kingpin and Shadowland Daredevil to start. It's definitely better to focus more on either and MODOK or Klaw would bring other character than these again. Just an idea for a starting point. 

Characters (10)

* Kingpin (4)

* Shadowland Daredevil (4)

Abomination (5)

Black Cat (3)

Echo (3)

Iron Monger (3)

Mysterio (3)

Prowler (4)

The Wrecking Crew (4)

Silver Sable (4)


Team Tactics (10)

Sacrifice (R)

Shadow Organization

The Grand Illusion

Recalibration Matrix

All According To Plan

Cruelty

High-Tech Heist

Indomitable (R)

Mystic Menace

No Mercy


Secure Crisis

Infinity Formula Goes Missing! (B, 17)

Power Overload! Factory Goes Up in Flames (Y, 19)

Super-Powered Scoundrels Form Sinister Syndicate (F, 20)

Wedding Party Targeted in Terrible Attack! (R, 20)

Assault Ships Make Sweeping Search! (W, 16)


Extract Crisis

Unexpected Guests Crash Royal Wedding (N, 17)

Inhumans Deploy Advanced Weaponry (O, 18)

Jailbreak Leads to Mass Mutant Escape! (T, 20)

Skrulls Infiltrate World Leadership (J, 20)

Spider-Infected Invade Manhattan (F, 17)

If you want to support me in what I do here and get something out of these articles you could consider becoming a Patron at www.patreon.com/sgprotocol

Thank you for reading and Cheers from Germany 🍻




Comments

Popular posts from this blog

Affiliation Overview: Spider-Foes (2026 update)

  Why should you play the affiliation  Are you a somewhat of a scientist yourself? Do you like crushing arachnids? Do you love making overly complicated plans and see them ruined by a teenager?  Spider-Foes are a super fun faction, which boosts the best looking line of miniatures in the game and a very fun and unique play style with tricks and traps.  How to start the affiliation  As long as it's available you absolutely start with the Spider-Foes Starter set. It's the so gle best deal in MCP and probably all of tabletop wargaming.  The only characters you're missing out of the affiliation after that are:  Kingpin (available in the Criminal Syndicate Affiliation pack, which is a good additional pick up after the starter set)  Doctor Octopus (available in the Spider-Foes Affiliation Pack or Rivals Panel)  Doc Ock, Sinister Scientist (available in the Earth Mightiest Core Set, a good additional pick up if you need terrain) Venom (currently de f...

Affiliation Overview: Defenders (2026 Update)

  Why should you play the affiliation  Defenders are a giant affiliation containing both the more mystic focused Defenders of Doctor Strange and also the Marvel Knights which made up the Netflix show Defenders.  On the board Defenders have a super deep roster with a ton of great characters and some variety in play style.  How to start the affiliation The necessary first buy is the Defenders Affiliation pack, containing Doctor Strange, Wong, Daredevil, Luke Cage and Iron Fist.  Next I would look at the Hard to Hit character pack with Namor, Shang-Chi, Silver Sable and Black Panther, Chosen of Bast, who are all affiliated. And if you want to bring the currently competitively strongest version of Defenders to the table, you'll have to pick up Blue Marvel and Spectrum (unaffiliated).  What leaderships are available and what is the typical game plan?  Since his May 2025 Update Doctor Stranges leadership Judgement of the Vishanti is pretty cool and pretty st...

Ministravaganza 25 reactions

  Wow Ministravaganza 25 did a lot in just 35 mins of MCP this year. Let's dive right in and see if my predictions were even close to correct:  1. Roadmap We're immediately starting out with a banger here. Everything on Iron Lads card is just very good. His builder has a "for every wild" trigger with slow and stun which are both great, his Gainer can push, his Spender can automatically reroll any number of dice, he can remove a damage or special condition for a single power, has a size 2 terrain throw and can reroll attackers dice (just for himself but still). He's an extremely well rounded 3 threat.  A.  The first ever 3 threat on a 65mm base! And oh my what a 3 threat that is. A good builder that can choose to be physical or energy is followed by a great spender that has a throw and an extract steal (not just drop but actually stealing) trigger, as well has a place, rerolls and damage reduction. He is confirmed to be a member of the Criminal Syndicate and will ...