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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- 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!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes In A Half Shell Fast Forces Part 1

Greetings HeroClix Fans!

Welcome back for another exciting preview for the Teenage Mutant Ninja Turtles HeroClixHeroes in a Half Shell set!  The Fast Forces Pack joins the second TMNT HeroClix Gravity Feed  set adding more than 30 characters from the 32-years of TMNT history, based on both the comics and animated TV series.  The first three characters we are going to look at in this Fast Forces Pack represent the turtles and their allies from the original 1987 cartoon show. Introducing Leonardo, Raphael, and Casey Jones.

Each of the turtles in this pack come in at 75 points, share the TMNT, TMNT Ally, Animal, and Martial Artist keywords and have a few other features that make the Shredder’s head spin.  Even though they are mutated into human size, they are still turtles and are most at home near water, which is evident 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 - Leonardo

Starting us off is the team leader, Leonardo.  Leonardo keeps on the move with a mix of Charge and Sidestep to keep chasing the Foot Clan goons and their lackeys.  In addition to late dial Blades/Claws/Fangs, representing his skills with dual katana blades, Leo adds a special attack power to his close combat repertoire, the Two-Toed Kick. This special power that lets him use Force Blast as a free action after hitting a single character with a close attack and gives that character an action token, if they don’t already have one.  On damage, he shows his practical leadership chops as he Empowers his brothers in shells to hit harder.

TMNT HeroClix: Heroes In A Half Shell Fast Forces - Raphael

When Leonardo’s cool head doesn’t prevail, Raphael gets mad and gets even!  Starting off with Sidestep and finishing a little more motivated with Charge and Close Combat Expert, Raphael’s dial is also bookended by a special attack power.  Break Open A Fire Hydrant lets him use Incapacitate with a range value of 4 and, after actions resolve, any hit characters are knocked back a number of squares equal to the number of actions they have.  Like Leonardo, he also has Combat Reflexes to let the soft close attacks bounce off his shell.

TMNT HeroClix: Heroes In A Half Shell Fast Forces - Casey Jones

One of the turtle’s closest human allies, Casey Jones, brings the wild world of sports to your table along with a healthy contempt for the referee.  His trait Rules Are For Suckers states that Casey’s actions do not count against your action total.  This is especially convenient considering his theme-friendly keywords, TMNT Ally and Martial Artist, and his almost-free-agent-status point cost of 50.  Offensively Casey is an all-star but he understands that every championship team has to work together.  He gets into the game with Charge and Toughness and lends an assist to his teammates with Empower.  He stays in the game with Flurry, Combat Reflexes, and trades his 5 range value in for protection from Mind Control, Incapacitate, and being confused by Shape Change with Battle Fury.  Although on a team with the Turtles, you may want to keep him off of his Battle Fury clicks as he may be the only ranged attacker you have that is able to shoot pucks and lob baseballs at the bad guys from 5 squares away.

That’s all for today, HeroClix fans! Stay with us as we finish up previewing the Fast Forces and more figures from the upcoming Teenage Mutant Ninja Turtles HeroClixHeroes in a Half Shell set!

Until next time, give ‘em shell!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell – Irma



Greetings HeroClix Fans,

Welcome to another fun look into the exciting upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set! Spoiler alert – today, we’re looking at one of the more surprising villains from the 2012 Turtles animated series – Irma!

 TMNT HeroClix: Heroes in a Half Shell - Irma

Fans of the 1987 animated series will remember Irma as April O’Neil’s friend, and little else. In the 2012 series, she was reintroduced, and filled much of the same role – with one grand exception…she was secretly the Kraang Subprime! With her trait, Irma?, you’re able to play this version of her as either sweet, innocent, inconspicuous Irma at 25 points, or, you can run her as the powered up Kraang Subprime version at 60 points! When she’s played at 25 points, she is KO’d when crossing the red KO line, but if she’s played at 60 points, she’s not KO’d until reaching the KO markers on her dial.

Her dial, predictably, is a stark dichotomy into her two identities. As April’s friend, Irma possesses just one standard power, Sidestep. She has one special power as well, which appears on all three clicks of her damage track, called That’s Just Irma. This power states that she can use Perplex, and doesn’t block friendly characters’ lines of fire.

However, when Irma crosses that red KO line, she turns truly aggressive with a wide mix of powers. For standard powers, she brings Charge, Flurry, Super Strength, Toughness, and Close Combat Expert, which allows her to hit for up to 5 damage on two of her clicks. She also has one special power called Hidden Kraang Subprime, which functions as a Stop click. Appearing on her defense immediately after the red KO line, this power allows Irma to stop turning her dial from taking damage, and allows her to use Invulnerability.

Irma is versatile not only in her power set, but also in her keywords. She’s able to be played on TMNT Ally, TMNT Villain, Utrom, Robot, and Spy themed teams – and at a relatively small point investment, she’s well worth including on a team to help shore up your attacking forces.

That’s it for today, ‘Clix fans! Be sure to join us again for more exciting previews of Teenage Mutant Ninja Turtles: Heroes in a Half Shell. Until then, don’t be afraid to push!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell – Renet Tilley

Greetings HeroClix Fans!

For today’s Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell preview, we bring you the time-traveling ally of the Turtles who hails from the 79th Dimension of Null-Time.  Taking a break from her week-long punishment of dusting Lord Simultaneous’ library, please welcome the impulsive apprentice Timestress, Renet Tilley!

Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell - Renet Tilley

From the 1984 Teenage Mutant Ninja Turtles Mirage Comics universe, Renet Tilley can be added to your force for 55 points and has a power set that is sure to be a hit.  Renet Tilley can shoot one target up to seven squares away and has the standard speed, attack, defense and damage symbols.  Renet Tilley also has the TMNT Ally, Future and Past keywords as options if you wish to include her on a keyword themed team.

The highlights of Renet Tilley’s dial are the special powers in her speed and damage slots.  Her speed special power, Take Us When And Where We Need To Go!, lets Renet Tilley use Phasing/Teleport and Sidestep.  Additionally, she can use the Carry ability and when she does, she can carry up to four characters.  With Renet Tilley’s high opening speed value of 12, Take Us When And Where We Need To Go! should get you where you need to be in a hurry.  Renet Tilley’s damage special power, Scepter Of The Sands Of Time, should come in handy if you’ve, ah, traveled a bit too far and find yourself face-to-face with unfriendly figures.  That’s because Scepter Of The Sands Of Time lets Renet Tilley use Probability Control, regardless of range and line of fire.

The rest of Renet Tilley’s dial features appropriate standard powers that make her difficult to hit (Energy Shield/Deflection and Super Senses) and potentially an offensive threat (Penetrating/Psychic Blast, Blades/Claws/Fangs and Quake) if no other options are available.  Renet Tilley won’t be your force’s primary attacker; her power layout demands that you use her Take Us When And Where We Need To Go! special power to get your force in and out of trouble, and to nudge attacks in your characters’ favor with Scepter Of The Sands Of Time.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set!  Until next time, may all your Probability Control rolls be ever in your favor!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell – Bebop

Greetings HeroClix fans!

Today we are kicking off previews of the upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set. We are pleased to bring you a popular villain who, alongside his pal Rocksteady, frequently fumbles the orders of the Turtles’ arch nemesis, Shredder.  Making his highly anticipated HeroClix debut, please welcome the bumbling mutated warthog with a purple Mohawk, Bebop!

TMNT HeroClix: Heroes in a Half Shell - Bebop

With a sculpt based on the 1987 Teenage Mutant Ninja Turtles animated series, Bebop has the standard speed, attack, defense and damage symbols.  He can also shoot a single target up to five squares away.  If you wish to include Bebop on a themed team, he has the Foot Clan, TMNT Villain, Animal and Brute keywords as options.

Bebop has a solid set of combat values to go with his standard powers.  However, it’s his traits that really make him shine.  His first trait, So My Part Of The Plan Was What?, lets him use Willpower if a friendly character named Shredder is on the map.  Additionally, the trait lets friendly characters Shredder or Rocksteady use Enhancement, but only to boost Bebop or RocksteadyBebop’s second trait, Uh… Did I Screw Up Again?, allows you to place an Incompetent Idiot Token on his card when he misses an attack.  If he collects enough tokens, he can use a free action to remove them and heal two clicks of a teammate with whom he shares a keyword.

Bebop’s power set sees him start as a ranged attacker with Running Shot and Energy Explosion. Then he switches mid-dial to a close attacker with Charge and Super StrengthSidestep and Regeneration on Bebop’s last click let him slink away to safety or heal to prolong a fight.

At 80 points, Bebop leaves you with plenty of room to include teammates like Shredder and Rocksteady, both of whom can benefit from Bebop’s So My Part Of The Plan Was What? trait.  Don’t be frustrated if Bebop misses his attacks as it will allow him to collect Incompetent Idiot Tokens and potentially heal his teammates.

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: Heroes in a Half Shell set.  Until then, keep calm and shred on!