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!

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!

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!

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!