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Teenage Mutant Ninja Turtles HeroClix: Shredder's Return

TMNT HeroClix: Shredder’s Return – Bebop

Greetings HeroClix fans, and welcome to an exciting preview from the upcoming Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return set! Today, we’re taking a look at the pre and post-mutation versions of half of one of the most well known villainous duos the Turtle’s have faced, Bebop!

 TMNT HeroClix: Shredder's Return - Bebop

In his pre-mutation form, Bebop is a 50-point piece, with 5 clicks of life, and Improved Movement: Ignores Hindering Terrain. Being a big fan of the tire iron, he is a focused close combat piece, with the standard powers Charge, Flurry, Precision Strike, Combat Reflexes, Toughness, and Exploit Weakness to his credit. Of course, Bebop wouldn’t be the Bebop we all know and love without a way to mutate into his mohawked warthog self – and that’s via his Volunteer to Become Stronger trait. This trait states that when Bebop KO’s an opposing character, rolls a critical hit, or is healed, after actions resolve, you place a Mutagen token on his card and you may roll a d6 that can’t be rerolled. If the result plus the number of Mutagen tokens is 7 or more, replace this character with a character on the same click number named Bebop with a point value of 100 or less, then heal the character 1 click. TMNT HeroClix: Shredder's Return - Bebop

In his mutated form, Bebop is a 70-point piece, with 9 clicks of life and a range of 4 squares. His dial is bisected by a defensive power called Banished which appears on his sixth click of life, and transitions his play style drastically. Banished is a stop click, and states that for the rest of the game, Bebop can’t be healed. Before the stop click, Bebop is comfortable in either close or ranged combat situations, with the powers Charge, Sidestep, Invulnerability, Toughness, Perplex, Ranged Combat Expert, and Enhancement. After the stop click comes into play, he sees his damage output drop to zero, but in exchange for that he picks up Support to go along with his already present Sidestep and Toughness.

That’s it for today, ‘Clix fans! Tune in next time for more exciting previews as the release date of Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return comes ever closer!

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Teenage Mutant Ninja Turtles HeroClix: Shredder's Return

TMNT HeroClix: Shredder’s Return – Fugitoid

Greetings HeroClix Fans!

Welcome back to the warmth of the steam tunnels as we preview more exciting figures from Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return!  This third Gravity Feed set adds even more characters from the 32-years of TMNT history, based on both the comics and animated TV series.  Today we have a new version of one of the Turtles’ most reliable companions, Fugitoid.

The third iteration of Fugitoid we have in HeroClix is from the 2012 Animated Series and plays a different role than his previous versions. This trusted TMNT Ally is again the brilliant mind of a Scientist trapped inside a Robot body and is a vital part of the Turtles’ space adventures.

Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return - Fugitoid

Instead of being an offensive force on his own or a super taxi like the previous Fugitoids, this version is more of a teammate to help influence the battle while still being somewhat of a durable threat. Fugitoid possesses Telekinesis on his first click to help get your allies into place. He can also use it’s other functions like placing enemies or objects – possibly even using objects in attacks to circumvent his 0 damage! He doesn’t have to be conservative while moving characters or objects with Telekinesis either since he possesses Indomitable to ignore pushing damage. He also has a very distinct version of Probability Control in his special damage power, Crisis Time Machine. This power lets Fugitoid use Probability Control, but in addition to that also grants the ability to reroll a critical hit or critical miss rolled by any character within range and line of fire.

After the initial click of Telekinesis, Fugitoid has two clicks of Incapacitate, which will be useful to lock down opponents near or far with his range of 6. Fugitoid retains his multiple use status on clicks 3 and 4 as he gains Outwit instead of the special Probability Control.

Fugitoid has no speed powers until clicks 4 and 5 where he has Force Blast, which will usually only be useful to push back adjacent opposing characters since he has a 0 damage value for his entire dial.  On the defensive side of things, Fugitoid begins with Invulnerability and a respectable 17 defense before switching to Toughness for 3 clicks and then his last click reveals Regeneration to help Fugitoid get back to health and continue to impact the game.

At 65 points, this version of Fugitoid will be easy to fit on Turtle teams by players that enjoy the type of strategy this type of figure will require. Rather than being a one-trick taxi or standard attack piece, Fugitoid has abilities to greatly affect the status quo on the map – all with 0 damage the whole way down the dial.

That wraps it up for today.  Stay tuned for our next preview for the Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return Gravity Feed.  Now get on the phone dude, the pizza won’t order itself!

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Teenage Mutant Ninja Turtles HeroClix: Shredder's Return

TMNT HeroClix: Shredder’s Return – Casey Jones

Goongala, HeroClix fans, and welcome to another exciting preview of the upcoming Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return set! Today, we’re looking at one of the Turtle’s most dedicated allies – Casey Jones!

This version of Casey Jones is based on his appearance from the 2012 animated series, and is a 50-point piece with a range of 4 squares. For those 50 points, you’re getting some solid mobility and attack values, along with a great special power. His special power, called Goongala!, states that Casey Jones can use Quake. Additionally – after an action resolves in which he moved 3 squares or less, he can use Quake as a free action – great for when you find yourself surrounded by Foot goons, or when you want to put yourself squarely in the mix of a battle!

Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return - Casey Jones

For standard powers, Casey Jones makes use of all his different gear and talents. He’s got Roller Skates, which provide him with Running Shot, Exploding Hockey Pucks which give him Energy Explosion, and a Hockey Mask which grants Toughness. Couple that with his natural scrappiness and athletic abilities, and you also get the use of Leap/Climb, Combat Reflexes, Empower, and Enhancement Casey Jones might be comfortable as a solo act, but he can be a team player when the need arises!

That’s all for today, HeroClix fans! We hope you’ve enjoyed this preview of Casey Jones, and continue to enjoy the pieces shown for the upcoming Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return Gravity Feed. Until next time, Booyakasha!

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Teenage Mutant Ninja Turtles HeroClix: Shredder's Return

TMNT HeroClix: Shredder’s Return – Foot Tech

Greetings HeroClix Fans!

We’re just mere weeks away from the release of our third Teenage Mutant Ninja Turtles HeroClix set, Shredder’s Return. To kick off previews of the upcoming release, let’s take a look at a few characters that you may recognize from the previous sets.  The first two Teenage Mutant Ninja Turtles HeroClix sets included members of the Foot Clan based on the 1984 Mirage Comics run and 1987 animated series.  Today, we take a look at the various cybernetic Foot Tech from the 2003 animated series, which were created by Baxter Stockman as an improvement over the regular Foot ninja.

All four versions of Foot Tech have a trait called Invisibility Tech which lets you use a power action to place an Invisibility token on their character cards.  If there’s an Invisibility token on the Foot Tech’s card, it can’t be targeted by non-adjacent opposing characters and gains a +2 boost to its defense value.  The Invisibility token is removed when Foot Tech attacks or is attacked.  Each version has a point value of 35 and can shoot opposing characters within range and line of fire, even foes in adjacent squares, through their Improved Targeting ability.

TMNT HeroClix: Shredder's Return - Foot Tech (Katar)

Moving on to the individual versions, the Foot Tech (Katar) differs from its brothers thanks to its Katar, Penetrating Dagger special power, which lets it use Blades/Claws/Fangs.  Additionally, Foot Tech (Katar) deals penetrating damage if it occupies hindering terrain when it makes a close attack.  Foot Tech (Katar) is a fairly mobile attacker, which starts its dial with Charge and ends with Sidestep.  It can also shoot one target up to two squares away.  Defensively, Foot Tech (Katar) can soak up some damage dealt to its cybernetic armor, thanks to an opening click of Toughness.  It then switches to Super Senses to potentially evade attacks and finally has Enhancement to help its teammates dish out more damage when they shoot.

TMNT HeroClix: Shredder's Return - Foot Tech (Three-Segment Staff)

While Foot Tech (Katar) starts as a close attacker, Foot Tech (3-Segment Staff) opens with a click of Running Shot and Energy ExplosionFoot Tech (3-Segment Staff)’s last two clicks are similar to Foot Tech (Katar) but it also has a special power called Three-Segment Staff which lets you take a power action to make a close attack against up to three opposing characters.  Hit characters are then dealt 1 damage and given an action token.  Foot Tech (3-Segment Staff) can also shoot one target up to three squares away.

TMNT HeroClix: Shredder's Return - Foot Tech (Shuriken)

Like Foot Tech (3-Segment Staff), Running Shot appears on Foot Tech (Shuriken)’s opening click but it instead can shoot a target up to five squares away.  Foot Tech (Shuriken)’s special power, Shuriken, Weapon of Distraction, drops an opposing character’s attack and defense by -1 until your next turn if it hits with a ranged attack.  It’s last two clicks are laid out like Foot Tech (Katar) and Foot Tech (3-Segment Staff), with Sidestep, Super Senses and Enhancement.

TMNT HeroClix: Shredder's Return - Foot Tech (Twin Katanas)

Finally, the Foot Tech (Twin Katanas) has a similar range and dial layout to that of the Foot Tech (Katar), with one difference.  Foot Tech (Twin Katanas)’s special power, Twin Katanas, lets it use Blades/Claws/Fangs but when it does, roll 2d6 when and choose the result of one die.

The four versions each have the Foot Clan, TMNT Villain and Scientist keywords as options if you want to include them on themed teams.  With their low point values, Improved Targeting ability, and Invisibility Tech trait, Foot Tech should find their way onto many forces.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the Teenage Mutant Ninja Turtles HeroClix: Shredder’s Return set!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell- Graviturtle & Blobboid

Greetings HeroClix Fans!

Celebrate the Teenage Mutant Ninja Turtles HeroClix: Heroes In A Half Shell Gravity Feed release, with a look at the final two chase rarity characters in the set.  First up is the Super Turtle version of Leonardo, the gravity-powered Graviturtle!

TMNT HeroClix: Heroes in a Half Shell- Graviturtle

Graviturtle’s sculpt and dial are inspired by the 1984 Teenage Mutant Ninja Turtles comic series and he can be added to your force by spending either 75 or 50 points.  His 50-point starting line appears on click 3.  If you want to build a themed team around Graviturtle, you’re limited to only the TMNT keyword.  Graviturtle has the standard attack, defense and damage symbols, as well as the Wing speed symbol.  Graviturtle can shoot one target up to three squares away and his power set reflects his ability to make both close and ranged attacks.

Graviturtle has a steady set of combat values and special powers in his attack and damage slots, respectively.  In his attack slot, Graviturtle’s special power is Gravity Whip Fling, which works when he shoots or makes a close attack, and has a double whammy for opposing characters:  Characters that are hit by Graviturtle are given an action token and are blocked from making close attacks until your next turn.  Note that Graviturtle only has to hit an opponent for them to feel Gravity Whip Fling’s effects; the opponent doesn’t need to take damage.  While on the topic of hitting opponents, Graviturtle’s other special power is Super Turtles, Count It Off! which potentially lets an adjacent teammate with the TMNT keyword shake off an action token when they hit an opposing character and actions have resolved.  With Super Turtles, Count It Off! you can keep your team ready for battle by pulling off pesky action tokens.

When it comes to flexibility in combat, Graviturtle’s power set combines ranged and close combat well.  But when it comes to physical flexibility, the bombastic Blobboid is the Super Turtle you’ll want on your force!

TMNT HeroClix: Heroes in a Half Shell- Blobboid

Like the other Super Turtles, Blobboid can be played at two point values, 100 or 75 points.  Blobboid’s 75-point starting line appears on his third click.  Blobboid has all the standard combat symbols and can shoot an opponent up to four squares away.  For themed play, Blobboid also has the TMNT keyword as his only option.

Blobboid’s power set reflects his ability to adjust his physical form; he begins play with a trait called Ability To Change And Flow And Imitate that lets him use Plasticity and Shape ChangeBlobboid’s flexibility in combat is represented by a special power in his defense slot called Melt And Reform For Combat Configuration.  This power lets Blobboid choose either Close Combat Expert and Combat Reflexes or Ranged Combat Expert and Energy Shield/Deflection at the beginning of your turn.  The close or ranged option you choose lasts until you choose again.  Melt And Reform For Combat Configuration is Blobboid’s only special power; the rest of his dial features appropriate standard powers like Sidestep, Force Blast and Poison.

Thanks for reading!  We hope you’ve enjoyed our series of previews of Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell!  Visit your friendly local game store today to pick up the new set! Until next time, never trust Michelangelo with your pizza orders!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell- Rat King

Greetings, HeroClix fans! Today, we’re taking another look at the upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half-Shell set with one of the more unsettling villains from the pantheon of Turtles villains – Rat King!

 TMNT HeroClix: Heroes in a Half Shell- Rat King

A 100-point piece with 6 clicks of life, Rat King is all about board control and misdirection. He possesses Improved Movement – Ignores Hindering Terrain, as well as a trait called Rats Everywhere…I am Everywhere. This trait states that you may give Rat King a free action if he occupies hindering terrain. When you do, you may then place him in another square of hindering terrain within 6 squares. Played on the right map, Rat King is nearly impossible to keep in one place!

Moving on to Rat King’s special powers, his Movement special power called Pawns in My Game appears on his first 3 clicks and allows him to use Stealth. He’s also able to use Mind Control as if he had a range value of 6 – and when he does, he can use Improved Targeting – Ignores Elevation, Hindering Terrain, Blocking Terrain, and Characters. And if that wasn’t enough, his second special power, Game for the World, allows him to use both Perplex and Probability Control on his first two clicks of life.

Rat King also has a collection of standard powers that will frustrate your opponents! If his Mind Control doesn’t work out, Rat King has a Plan B in the form of Poison! If an opposing character does manage to pin him down, they’ll be paying the price with 1 click of damage. Furthermore, he also has Super Senses, giving him a chance to completely avoid taking damage with a lucky roll. Later in his dial, Rat King can use Phasing/Teleport to avoid combat, Outwit to counter powers, Shape Change to prevent attacks, and Regeneration to potentially heal back up to the top half of his dial!

The Rat King was often thought of as a joke, but the iteration of the character in the 2011 comic series really revitalized him into a truly terrifying villain. Rat King can be maddening to play against, and a true joy to play with. We hope you’ve enjoyed this look into the character, and hope you’ll come back soon to see more exciting previews! The Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set releases later this week so make sure to reserve your Gravity Feed today! Until next time, Shape Change for the win!

 

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell- Triceraton & Zog

Greetings HeroClix Fans!

Welcome back for another exciting preview for the Teenage Mutant Ninja Turtles HeroClixHeroes In A Half-Shell set!  This second Gravity Feed set adds more than 30 characters from the 32 years of TMNT history, based on both the comics and animated TV series.  The Turtles have fought enemies and made friends that are ancient, from other dimensions, and even from alien worlds like today’s preview of the Triceratons and Zog!

TMNT HeroClix: Heroes in a Half Shell- Triceraton & Zog

The Triceratons are a major threat to any that oppose their galactic empire and their representation in HeroClix is no different! Players will surely enjoy building an army of these figures, easily forming a themed team around any of their keywords: TMNT Villain, Triceraton and Soldier.  At 65 points you can fit 6 of them on a 400 point team.  These imposing beings are capable of dealing extreme damage, both at range near the top of their dial and in close combat near the end of their five clicks.  A Triceraton is built to run into battle with blasters drawn, demonstrated on its first click by combining Running Shot and Penetrating/Psychic Blast with a brutal printed 3 damage.  They also possess a special power on defense, Extremely Tough Hide that lets the Triceratons use Toughness and take a maximum of 2 damage from all attacks.  For their final two clicks, Triceratons can Charge into close combat with Blades/Claws/Fangs, again with the possibility of laying serious damage to opposing characters. The Triceratons possess Toughness on these last two clicks, a slight downgrade from their initial defense, but still sure to keep them fighting extinction.  That’s good for your standard Triceraton soldier but what about higher ranking honorable warriors?

TMNT HeroClix: Heroes in a Half Shell- Zog

Zog is a Triceraton that had some unfortunate luck and got transported to Earth where the difference in atmosphere caused his brain to deteriorate, leaving him vulnerable to delusions and a clever ploy by Raphael. Even so, this Triceraton is 150 points of pain that your opponent should be afraid of.  The Skull Commands Me is a trait that allows Zog to collect a Skull token when another friendly character KO’s an opposing character. Zog can then remove a Skull token to be given a move, close combat, or range combat action as a free action, though having his speed and attack values modified by -1.  Zog starts off much like any Triceraton soldier would, with Running Shot and Penetrating/Psychic Blast, which he enjoys on his first three clicks. These clicks are coupled with a defense power upgraded from his fellow Triceratons with Extremely Tough Hide, which lets him use Invulnerability and only take a maximum of 2 damage from attacks.  After those first three ranged-driven clicks, Zog has four clicks of close-combat-oriented powers. Zog’s Special Power on Speed, Can’t Get Pinned Down, Commander Zoraph, lets Zog use Charge, and if he’s also adjacent to a friendly Raphael when he begins the action, he modifies his speed value by +3.  Zog has Blades/Claws/Fangs for those last four clicks, along with a split between Invulnerability and then Toughness.

That wraps it up for today.  Stay tuned for our next preview for the Teenage Mutant Ninja Turtles HeroClix:  Heroes In A Half-Shell Gravity Feed, releasing next week.  Remember to tip your delivery driver extra when he delivers pizza to your sewer grate.

 

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell- Griddex & Shellectro Chases

Greetings HeroClix Fans!

We’re back with another exciting preview from our upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes In A Half Shell Gravity Feed release!  Today, we take a look at two of the chase rarity characters found in the set.  Let’s start with Raphael’s superhero counterpart from an alternate reality, Griddex!

TMNT HeroClix: Heroes in a Half Shell Griddex Chase

With a sculpt and dial inspired by the 1984 Teenage Mutant Ninja Turtles comic series, Griddex can be added to your force by spending either 125 or 100 points, with his lower-point starting line appearing on click 3.  If you want to build a themed team around Griddex, he has the TMNT keyword as his only option.  Griddex has the standard speed, attack, defense and damage symbols and his lack of range means he’s built primarily for close attacks.

Griddex begins play with a trait called Shrink To Save Yourself! that represents his ability to change size.  With Shrink To Save Yourself!, Griddex can choose at the beginning of your turn either the Giant or Tiny damage symbol to last until your next turn.  If Griddex chooses Tiny, he can’t make attacks.  Moving over to Griddex’s dial, he has a special power called Pound, Crush, Smash that lets him use Super Strength.  Additionally, when Griddex makes a close object attack and hits, after actions resolve he can make a close attack targeting the hit character.  Pound, Crush, Smash appears on Griddex’s first three clicks, as does ChargeGriddex’s solid attack and damage values make him a dangerous foe regardless of whether or not he’s holding an object.  Mobility may be an issue, however, so consider pairing Griddex with a character that can take him where he’s needed – someone like the Shellectro chase!

TMNT HeroClix: Heroes in a Half Shell Shellectro Chase

Shellectro is Donatello’s alternate reality superhero counterpart and can be played at either 100 or 50 points.  If Shellectro is used at 50 points, he starts his dial on click 4.  Like Griddex, Shellectro has the TMNT keyword for themed play; unlike Griddex, he also has the Scientist keyword as an additional option.  Shellectro has the wing speed symbol, which lets him carry teammates, and the standard attack, defense and damage symbols.  And while Griddex is built mainly for close attacks, Shellectro can shoot 2 targets up to 7 squares away.

Special powers appear on Shellectro’s dial in both his attack and damage slots and make good use of his ranged capabilities.  The attack special power, Zappower!, lets Shellectro use Energy Explosion and has the potential to knock back hit characters 3 squares.  Zappower! only appears on Shellectro’s first three clicks so it isn’t available if you play him at 50 points.  That’s not the case with Shellectro’s damage special power, Counter Force Bolt, which lets him choose an opposing character that he hits with a ranged attack and prevents them from making ranged attacks until your next turn.

Thanks for previewing two of the chase figures from the upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set!  Join us again as we continue our look at more super-powered Turtles!  Until next time, keep calm it’s pizza time!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell Fast Forces – Part 2

Greetings HeroClix Fans!

Welcome back for another exciting preview for the Teenage Mutant Ninja Turtles HeroClixHeroes in a Half-Shell set!  Today we finish previewing the Fast Forces Pack that joins the second Gravity Feed set, adding more than 30 characters from the 32 years of TMNT history, based on both the comics and animated TV series.  If you missed the TMNT HeroClix: Heroes in a Half Shell Fast Forces – Part 1 article, you can find it here. The last three characters in this Fast Forces, representing the Turtles and their allies from the original 1987 cartoon, are Michelangelo, Donatello, and April.

Each of the Turtles in this pack come in at 75 points, all share the TMNT, TMNT Ally, Animal, and Martial Artist keywords and a few other features that give Krang a headache.  Even though they are mutated into human size, they are still turtles and are most at home near water as evidenced by their Aquatic movement symbol that lets them get around the sewers unencumbered.  They all start off with similar defense powers; Invulnerability, moving into Toughness.  The last shared feature is the trait “’Clang’?  Did You Say ‘Clang’?” that modifies their attack value by +1 when attacking only characters 75 points or less, and modifies their damage values by +1 when attacking only characters with the Robot keyword.  That covers their basic ninja training skills, let’s get into their individual fighting styles.

TMNT HeroClix: Heroes in a Half Shell Fast Forces - Michelangelo

Michelangelo is pretty laid back for a nunchuker, which is part of what makes him a bit unpredictable at times. In this case, that’s represented by his Shape Change that later turns into Probability Control.  Defensively he departs from Leonardo and Raphael a little by putting some Combat Reflexes in between his damage reduction clicks.  Offensively, with a pair of fast swinging nunchuks, he can do a lot of damage with Flurry.  Choose his targets carefully though, for when you want him to deliver a Pizza To The Face to prevent a single opposing character he hits from using any attack powers until your next turn.  To finish his dial and keep the Foot Clan goons from getting away, or so he can skate away to finish his left over pizza, Michelangelo has a few clicks of Plasticity.

TMNT HeroClix: Heroes in a Half Shell Fast Forces - Donatello

Every team needs its brain, and Donatello has it where it counts.  He splits his mental efforts between Outwit to start with and Perplex on the back half of his dial.  Though he lacks a move and attack option, he does have Leap/Climb to get him wherever you need him to get the most out of his damage powers.  On defense, he departs from his teammates and has Energy Shield/Deflection instead of Combat Reflexes.  His teammates find his attack special very useful.  Trash Can Over The Head prevents a single character that Donatello hits from using any defense powers until your next turn.  That’s two ways to cancel or otherwise prevent an opponent from using their powers.  Donatello is one smart amphibian!

TMNT HeroClix: Heroes in a Half Shell Fast Forces - April

Our last character in the Heroes in a Half Shell Fast Forces Pack is one of the first humans the Turtles befriended as a TMNT Ally was Reporter, April O’Neil.  At 25 points, April only has a two-click dial with Plasticity, Super Senses, and a damage special power, I’ve Got Pizza Guys, that lets her heal one adjacent TMNT keyword-possessing character of one click for free or all adjacent TMNT keyword possessing characters of one click by giving her a power action on both clicks.  As if that wasn’t enough, April also has the We’ve Gotta Save April trait that adds to her utility at the risk of running up the opponent’s total score.  Whenever she would be KO’d by an opposing character’s attack, you instead put a Rescue token on her card and place her on the attacker’s card.  Friendly characters with the TMNT Ally keyword get +1 attack value when attacking that character.  When a character is KO’d with April on their card, you can place April in the square they last occupied on click #1.  At the end of the game, the opponent scores 25 points for every Rescue token on April’s card.

That’s all the characters you get in the Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell Fast Forces Pack, so what might a team of them look like?
Let’s try this:

75   Leonardo
75   Donatello
75   Michelangelo
50   Casey Jones
25   April           _
300 total points
TMNT Ally Keyword
+5 to initiative bonus
3 uses of Themed Team Probability Control

You get 3 actions per turn at 300 points, but can stretch that to 4 on certain occasions with Casey Jones’ Rules Are For Suckers trait.  Run April up into the fight to be the nosey investigative reporter and to tie up an opponent, practically forcing them to ‘capture’ her so all the rest of your team can get +1 attack from We’ve Gotta Save AprilDonatello Outwits characters and prevents use of defense powers when he hits, while Leonardo and Casey Jones add to close combat damage, each with Empower, making Michelangelo’s nunchuk Flurry extremely bad for the opponent’s health, which is able to deal up to 10 damage, in the right conditions, with successful attacks.  It’s a little close combat heavy so you’ll want a map that either prevents long range lines of fire from being drawn or a map that hinders enemy movement.  Of course, the Sewer Indoor map from the first set’s OP kit or the Turtles Lair Indoor map from the Teenage Mutant Ninja Turtles HeroClix: Mouser Mayhem! Starter Set are perfect for getting the most out their Aquatic movement symbols, as the water terrain that goes around most of those two maps acts like a moat and will hinder the movement of any regular size character with the plain boot symbol.

That’s all for today, HeroClix fans! Set your local pizza shop on speed dial, you won’t want to waste any time when the Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell Fast Forces Pack and Gravity Feed hit streets in a few weeks!  Also remember to pick up the TMNT Dice and Tokens Pack that has a pair of TMNT themed 6-sided dice and 6 poker chip style tokens with Turtles art on them.

Until next time, Cowabunga dudes!

 

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell- Karai

Greetings HeroClix Fans!

Welcome back for another exciting preview for the Teenage Mutant Ninja Turtles HeroClixHeroes In A Half-Shell set!  This second Gravity Feed adds more than 30 characters from the 32 years of TMNT history, based on both the comics and animated TV series.  Today’s preview thickens the plot between the Turtles and the Foot Clan, introducing the mysterious and deadly Karai!

TMNT HeroClix: Heroes in a Half Shell - Karai

Karai is an offense-driven Martial Artist piece that can shine whether she’s fighting alongside her Foot Clan tribe or as part of an uneasy coalition on a TMNT Ally team.  Leonardo, My… Rival is a trait that makes good work of teaming Karai with her frequent sparring partner, Leonardo. When adjacent to a friendly Leonardo, they both modify their attack values by +1 for even greater offensive output from both of them.  Karai is a dangerous ranged attacker with a range value of 6.  She starts off with Running Shot, letting her move and attack, and possesses Precision Strike, helping her get through some tricky defense powers and guaranteeing some damage when she hits. Outwit being present on her top three clicks will be very useful for her to limit opposing figures’ options to retaliate or to drop their defenses even further.  Energy Shield/Deflection, also on her first three clicks, will help her defend against opposing ranged attacks followed by Toughness for extra durability.

Of special note is that her dial includes a STOP click, which means players must stop turning the dial when her special power, The Shredder Bluff, is revealed, even if she was supposed to have taken more damage. There’s nothing more intimidating than disguising yourself in Shredder’s armor, so Karai can really pack a punch while on this click. The Shredder Bluff lets Karai use Close Combat Expert, but also lets players give Karai a free action to make a ranged attack that deals penetrating damage equal to the attack total minus the target’s defense value, instead of normal damage. Since Karai also possesses Sidestep on this click, she can use Close Combat Expert if she’s adjacent to an opposing character and then attempt to breakaway on a Sidestep to hopefully use the special ability at range (or vice versa, with the free action ranged attack first and then Sidestepping into adjacency for an attack using Close Combat Expert).  For 80 points, Karai is capable of dealing serious damage whether she’s at range with her bow & arrow or up close and personal with opposing characters.

That wraps it up for today.  Stay tuned for our next preview for the Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell Gravity Feed.  Go get on the phone, the pizzas don’t order themselves!