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Teenage Mutant Ninja Turtles

Teenage Mutant Ninja Turtles HeroClix: Michelangelo

Greetings HeroClix Fans!

Welcome to another preview from our highly anticipated Teenage Mutant Ninja Turtles HeroClix set!  As a reminder, the Teenage Mutant Ninja Turtles HeroClix Gravity Feed features more than 30 characters spanning the franchise’s 32-year history and is based on both the comics and animated TV series.  Today, we’re taking a look at the kookiest of the four turtles, the nunchaku-spinning prankster Michelangelo!  We’ll start off with a version of Michelangelo based on the original 1984 Mirage Comics series.

Teenage Mutant Ninja Turtles HeroClix: Michelangelo 002

Michelangelo is an attacker who can bring the fight to the enemy while simultaneously helping his teammates.  To show this, he starts with the Charge and Empower standard powers on his dial.  The early-dial pairing of Charge and Empower means you can have Michelangelo move in for an attack, then bump up an adjacent teammate’s damage value when it’s their turn to take a swing at an opponent.

Like the 1984 comics versions of Raphael and Donatello we previously revealed, Michelangelo has the Fighting through the Swarms trait that allows him to be placed in any square adjacent to an opposing character he hits.  Also like Raphael and Donatello, Michelangelo’s weapons of choice (two nunchakus) are represented as a special power.  That special power, Nunchakus, lets him make two close attacks via Flurry.  Additionally, each time he hits an opponent, he can give that character an action token after actions resolve.

Michelangelo can be added to your force for 50 points and is a viable choice as an attacker who can also slow down an opponent’s force by dishing out action tokens through his Nunchakus special power.

Teenage Mutant Ninja Turtles HeroClix: Michelangelo 026

Our modern take on Michelangelo is a lot more unpredictable but can still help his teammates when needed.  From the 2012 Nickelodeon animated series, this version comes in at 60 points and begins play with an Improved Movement ability called Most Acrobatic of the Turtles, which lets him ignore elevated and hindering terrain when he moves.  Michelangelo #026 also has a trait, Most Unpredictable of the Turtles, which prevents opposing characters from using Probability Control to reroll attacks made by Michelangelo or that target him.

Like his Mirage counterpart, Michelangelo has a special power in his attack slot that can slow down opponents by giving them action tokens.  With Spin Attack, he can use Quake.  When he does, each hit character is given an action token after actions resolve.  Michelangelo has an additional special power in his defense slot, Most Endurance of the Turtles, which lets him use Combat Reflexes and Willpower.  His power set includes Sidestep, Flurry, Smoke Cloud, Toughness, and Perplex.  Unlike his brothers, Michelangelo’s combat values aren’t as steady and feature a few spikes in his stats.

Should you choose to include Michelangelo on a themed team, both versions have the Animal, Martial Artist, TMNT, and TMNT Ally keywords.  Both versions are also inexpensive, so you can add other teammates on your force as you see fit.

Until next time, booyakasha!

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Teenage Mutant Ninja Turtles

Teenage Mutant Ninja Turtles HeroClix: Baxter Stockman

Greetings HeroClix Fans!

Welcome back for the next exciting preview of the much anticipated Teenage Mutant Ninja Turtles set!  The Teenage Mutant Ninja Turtles Gravity Feed features more than 30 characters from their 32-year history, based on both the comics and animated TV series.  It is time to listen to your sensei and pay close attention to this preview of one of the Turtles’ oldest enemies, Baxter Stockman!

Teenage Mutant Ninja Turtles HeroClix: Baxter Stockman

One of the first foes the Turtles faced in their premiere comic book series, pre-mutation Baxter Stockman is a bargain at 30 points and will be a powerful asset to his evil Mousers.  Those Mousers may keep coming if Baxter gets lucky rolls with his trait, I Don’t Need Anyone Except My Mousers! When one of Baxter’s friendly Mousers is KO’d by an opponent’s attack, a single-die roll result of 4-6 places another Mouser from outside the game in an adjacent square.

Baxter possesses Stealth for his entire 4-click dial, forcing your opponents to get up close and personal if they want to deal with him — providing they survive his robot creations! Also for his entire dial, Baxter’s special power, Robotics Genius, lets him take a free action to heal an adjacent friendly character with the Robot keyword 1 click. If that Robot is already on its first click, it instead gets a +1 to both its Speed and Attack values – a huge buff to his Mousers’ deadliness!

Baxter’s scientific genius is represented by Outwit on his first two clicks and Perplex on his last two, giving him plenty of opportunity to affect the battlefield, safely behind a wall of his tiny Mousers that he will be able to see over.

Baxter became more than just an evil genius of a scientist however.  Enter: The Fly! Here we have Baxter Stockman of the original animated series after an unfortunate incident combined his molecules with those of a common housefly and mutated him into the well-dressed insect creature you see before you! This Baxter Stockman possesses the following keywords: Monster, Scientist and TMNT Villain.

Teenage Mutant Ninja Turtles HeroClix: Baxter Stockman

The first thing we notice about Baxter is his trait, Four ArmZZZZ, allowing him to carry up to 4 Tiny-size characters. I’m sure it would be no surprise if he’s seen carrying his Mouser creations into battle!

This Baxter is quite mobile, having Flight combined with Sidestep and then Phasing/Teleport on his dial. He will have to use that mobility to get within 4 squares of opposing characters to make ranged combat attacks, and can target up to two opposing characters. He also has Energy Explosion on his first two clicks for the possibility of extra damage to untargeted characters adjacent to his target(s).

Opposing characters will have some hurdles when attacking Baxter as they try to get through both Shape Change and Super Senses on his first click. After that first click, Baxter becomes very useful with his special power Muta-Zoo Ray, which allows him to use Outwit and Perplex, though he must target the same opposing character with both powers. At the end of his dial, Baxter has regular Perplex and gets a defensive boost from Energy Shield Deflection. The aforementioned Phasing here can get him safely away from those close-combat-oriented turtlezzzz!

Now my students, meditate on today’s lessons, and take an extra large fly swatter with you when you go out to fight the Foot Clan.  Until next time, extra pepperoni and hold the anchovies.  Stay tuned for more previews of the Teenage Mutant Ninja Turtles HeroClix Gravity Feed.

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Teenage Mutant Ninja Turtles

Teenage Mutant Ninja Turtles HeroClix: Donatello

Greetings HeroClix Fans!

Welcome to another preview from our highly anticipated Teenage Mutant Ninja Turtles HeroClix set!  Today, we’re taking a look at the smartest of the four turtles who is regarded as the group’s second-in-command, the bo staff-twirling tinkerer, Donatello!  Up first is a version of Donatello based on his original appearances in the 1984 Mirage Comics series.

Teenage Mutant Ninja Turtles HeroClix: Donatello

Donatello has consistent attack and damage values throughout his dial and works well as an attacker who can hang back in a supportive capacity when needed.  Like the 1984 comics version of Raphael we previously spotlighted, Donatello has the Fighting through the Swarms trait that allows him to be placed in any square adjacent to an opposing character he hits.

At the start of Donatello’s dial is a special power called Bo Staff which knocks back opponents when he deals damage to them.  Bo Staff also lets him hit opponents with close attacks up to two squares away as if they were adjacent.  The rest of Donatello’s dial reflects both his tech savvy and his training under SplinterCharge and Leap/Climb help him stay mobile on the battlefield.  Toughness and Combat Reflexes represent his shell and defensive ninja training, respectively.  Outwit and Close Combat Expert show his inventive prowess and offensive ninja training.

For 50 points, Donatello can be added to your force and would serve you well in breaking up clusters of opposing characters, thanks to the knockback generated by his Bo Staff special power.  Additionally, Bo Staff gives Donatello a longer reach for his attacks and Outwit allows him to counter powers from a distance, so feel free to hold him back while the rest of his team provides the bulk of your close attacks.

Taking inspiration from the 2012 Nickelodeon animated series, we bring you a version of Donatello that comes with more defensive tendencies late in the game.  Although he’s not as mobile as his Mirage Comics counterpart, Donatello #023 does have a consistent set of damage values with the potential mid-dial to dish out even more damage, thanks to a special power at the heart of his dial called My Bo… Converts to a Naginata.  This special power lets him hit opponents up to three squares away with close attacks as if they were adjacent.  My Bo… Converts to a Naginata also lets Donatello potentially deal up to six clicks of damage through Blades/Claws/Fangs, but only to a non-adjacent character that he’s attacking.

Teenage Mutant Ninja Turtles HeroClix: Donatello

Late in the game, Donatello becomes very useful keeping his teammates in the fight, thanks to the pairing of Defend and Support toward the end of his dial.  Support lets him heal his teammates while Defend lets him share his defensive values.  Rounding out the rest of his standard powers are Leap/Climb, Sidestep, Toughness, and Perplex.

Donatello can be added to your force for 60 points and makes a great addition to any force, thanks to his protective powers and his mid-dial high-damage potential from My Bo… Converts to a Naginata.  His layout of powers allows him to take a hit, retaliate, then fall into the role of protector.

Both versions of Donatello have the Animal, Martial Artist, Scientist, TMNT, and TMNT Ally keywords should you choose to include them on a themed team.  Either version is inexpensive enough to allow you to include other support characters and attackers.

Until next time!

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Teenage Mutant Ninja Turtles

Teenage Mutant Ninja Turtles- Raphael

Greetings HeroClix Fans!

Welcome to a series of previews that everyone is excited about; the upcoming Teenage Mutant Ninja Turtles set!  The Teenage Mutant Ninja Turtles Gravity Feed features more than 30 characters from the 32-year history, based on both the comics and animated tv series.  Today, we take a look at two versions of the toughest member of the ninja turtles, the sai-wielding Raphael!  First up is #001 Raphael, which is based on the 1984 Mirage Comics series!

Teenage Mutant Ninja Turtles- Raphael  001

This version of Raphael comes in at 50 points and has all the standard speed, attack, defense and damage symbols.  At only 50 points, Raphael leaves plenty of room for the rest of his brothers, and maybe even some allies, depending on your force build total.  He is built for close combat and has a power set that’s appropriate for this role.

Raphael enters play with a trait called Fighting through the Swarms which makes him a very mobile attacker.  When he hits an opposing character, after actions resolve you may place him in any square adjacent to that character.  Charge appears on Raphael’s first three clicks so if you hit an opponent with the close attack granted by Charge, after actions resolve you can reposition him by placing him in another square adjacent to the character you just attacked.  Fighting through the Swarms is great for those times when you want Raphael to get in an attack, but then need to keep lines of fire blocked by having a character in between him and a ranged attacker.  Or you can place him in an adjacent square and set up for an attack against a different opponent on your next turn.

We mentioned Charge on Raphael’s first three clicks.  On those same clicks, he has a special power in his attack slot called Sai which lets him use Flurry.  In addition to Flurry, Sai lets him deal penetrating damage when he makes a close attack.  Raphael has damage values of 2 on his Sai clicks but the multiple attacks from Flurry and the penetrating damage should help him get some damage past an opposing character’s defenses.  Leap/Climb appears on his last two clicks in place of Charge.

Defensively, Raphael starts with two clicks of Toughness to absorb some damage dealt to him.  He then becomes a bit tougher to hit with close attacks, thanks to Combat Reflexes on his last three clicks.  Mid-dial, Raphael picks up Battle Fury, which lets him ignore Shape Change and prevents him from being targeted by Incapacitate or Mind ControlBattle Fury also bars him from being carried or making ranged combat attacks.  Finally, Raphael drops Battle Fury on his last two clicks and remembers his training by gaining Close Combat Expert.

Raphael has a very consistent set of combat values, particularly in his defense and damage slots, built for close combat attacking.  With his mix of powers and traits, he can fight his way through a group of opposing characters and dish out damage as he goes.  If you choose to include Raphael on a themed team, he has four keyword options available:  Animal, Martial Artist, TMNT and TMNT Ally.

For an updated take on Raphael, we’ve drawn inspiration from the 2012 Nickelodeon animated series.  This version of Raphael (#025) has a point value of 60, which still leaves plenty of room to fill out your force.  Like his Mirage Comics counterpart, #025 Raphael has the standard speed, attack, defense and damage symbols.  He also has the same quartet of keywords (Animal, Martial Artist, TMNT and TMNT Ally) and is built for close attacks.  However, this version of the surly ninja turtle ditches the trait in favor of two special powers.

Teenage Mutant Ninja Turtles- Raphael 025

Raphael has a steady set of combat values and his powers are laid out to reflect his aggressive nature.  He starts with two clicks of Charge in his speed slot and Quake in his attack slot.  In his defense slot, he has Toughness on his first three clicks.

Once Raphael is off his first two clicks, he picks up a special power, Most Attitude of the Turtles, for the rest of his dial.  Most Attitude of the Turtles lets him use Charge and Flurry.  On those same clicks he has Blades/Claws/Fangs, which potentially lets him deal out high amounts of damage with his close attacks when used in tandem with Most Attitude of the Turtles. Additionally, he gains Battle Fury on his final four clicks.  Defensively, Raphael ends his dial with three clicks of a second special power, Hey! We’re Not Kung Fu Frogs, We’re Ninja Turtles, which lets him use Combat Reflexes and Willpower.

Thanks for reading!  Join us again as we reveal more exciting characters from the Teenage Mutant Ninja Turtles Gravity Feed!  Until then, may all your pizza slices be cut evenly and may all your die rolls be ever in your favor!