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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 – Fugitoid

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 release adds more than 30 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’ staunch allies, Fugitoid.

Teenage Mutant Ninja Turtles: Heroes In A Half-Shell - Fugitoid

The original 1984 comics iteration of Fugitoid is quite the value for your TMNT Ally team at just 50 points. The first thing we notice on Fugitoid is his trait, Running From the Federation and Triceratons for Years, which gives him Energy Shield/Deflection and Stealth, making him difficult to hit with ranged attacks. The trait also has a bonus ability where, if an attack misses Fugitoid, you may place him up to 3 squares away after actions resolve, giving him extra protection from enemies and enabling him to get where he needs to be to help the rest of your team.

The Scientist Honeycutt, whose mind was suddenly transferred into the Robot body you see here, is the Inventor of the Transmat, which is the name of Fugitoid‘s special speed power that will be very helpful for your team. This special power lets Fugitoid use Phasing/Teleport with a massive speed value of 12 to carry up to 4 characters that share a keyword with him.  This makes him a very mobile taxi that can keep on moving two consecutive turns without penalty thanks to possessing Indomitable; a perfect situation to move a foursome of turtles across the map quickly.

Aside from being an excellent taxi, Fugitoid also offers assistance by having Outwit on his second and third clicks followed by two clicks of Support. He is protected in his metal shell with four clicks of Toughness followed by Regeneration to help keep him around even longer. After losing his special speed power, Fugitoid gets two clicks of Sidestep to help get him adjacent to his teammates to offer healing via Support or to escape opposing characters where, at range, his trait will kick in.  Fugitoid will be a vital part of moving your team around the map and has enough defensive abilities to make sure he’s able to do his job long-term and still be handy when he gets there.

That wraps it up for today.  Stay tuned for our next preview of the Teenage Mutant Ninja Turtles HeroClix: Heroes In A Half-Shell Gravity Feed.  Now get to the dojo and practice your dice chucks!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

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

Cowabunga, dudes! Welcome to another totally righteous look into more awesome figures from the upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set! Today, we’re going to dive deep on the stars of the show from the 1987 animated series – Raphael, Michelangelo, Donatello, and Leonardo – the Teenage Mutant Ninja Turtles!

To start, all four of the Turtles are 60-point pieces, and each has 5 clicks of life. Each also possess the Swimmer movement symbol, and each has the TMNT, TMNT Ally, Animal, and Martial Artist keywords. Finally, in the cases of Leonardo and Raphael, they are both Indomitable – allowing you to push the two of them without taking any pushing damage.

TMNT HeroClix: Heroes in a Half Shell - Teenage Mutant Ninja Turtles - Raphael

To start our look into the Teenage Mutant Ninja Turtles themselves, we’ll first look at Raphael. Raph possesses a trait called Cool but Crude, which allows him to use Battle Fury and Shape Change. He also has a special power on the first three clicks of his attack called Lock Blades, which allows him to use Blades/Claws/Fangs, but prevents opposing adjacent characters from using it. For standard powers, he has Charge, Sidestep, Blades/Claws/Fangs, Combat Reflexes, and Toughness.

 TMNT HeroClix: Heroes in a Half Shell - Teenage Mutant Ninja Turtles - Michelangelo

Next up is everyone’s favorite ‘chucker, Michelangelo! Mikey has a trait called Party Dude which states that when Michelangelo or another friendly character with the TMNT keyword makes an attack, attack rolls of 11 are also critical hits! He possesses a special movement power on his first two clicks, and final click, called Sewer Skating, which says that if Michelangelo is indoors, he can use Hypersonic Speed – and, if he’s outdoors, he can use Sidestep. Standard powers bring Mikey Flurry, Toughness, Willpower, Perplex, and Empower.

TMNT HeroClix: Heroes in a Half Shell - Teenage Mutant Ninja Turtles - Donatello

Third is the brains of the operation – Donatello! Donnie’s trait is called Does Machines, which states that you can give Donatello a power action when he’s adjacent to an object or a character holding an object. That object is removed from the game, and all friendly characters with the TMNT keyword modify their attack values by +1 until one of those characters hits an opposing character. He also has a special power appearing on his first two clicks, and last click of damage called Brains of the Bunch. This power allows Donatello the ability to use Outwit. When he does, you’ll then roll a d6 – on a result of a 5 or 6, Donatello can use Outwit a second time this turn, targeting the same character. For standard powers, Donnie can use Leap/Climb, Sidestep, Defend, Toughness, and Close Combat Expert.

TMNT HeroClix: Heroes in a Half Shell - Teenage Mutant Ninja Turtles - Leonardo

Finally, we come to the man in blue, Leonardo. Leo’s trait is called Leads, which states that Leonardo can use Leadership. When he does and succeeds, modify the defense value of one friendly character with the TMNT keyword by +1 until your next turn. On attack, he has a special power on his first 3 clicks called Twin Katanas, allowing Leonardo to use Blades/Claws/Fangs. When he does, he may instead roll 2d6 and choose one as the result. For standard powers, he has Charge, Leap/Climb, Blades/Claws/Fangs, Toughness, and Combat Reflexes.

Together, the heroes in a half-shell come out to 240 points, giving you room to add someone like Casey Jones, Fugitoid, Renet Tilley, or Splinter to the team and maintain the TMNT Ally theme.

That’s it for today! We hope you’ve enjoyed this look into the totally awesome Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set! Until next time – Cowabunga!

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Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell

TMNT HeroClix: Heroes in a Half Shell – Shredder

Greetings HeroClix Fans!

It’s time for another HeroClix preview from the upcoming Teenage Mutant Ninja Turtles HeroClix: Heroes in a Half Shell set!  Today, we are pleased to present the head of the Foot Clan’s New York branch and arguably the Turtles’ most famous foe.  Please welcome Oroku Saki (aka Shredder)!

TMNT HeroClix: Heroes in a Half Shell - Shredder

Based on his initial appearance in the 1984 Mirage Comics series, this version of Shredder has a point value of 50 and is built for close attacks.  He has the standard speed, attack, defense and damage symbols and a fairly consistent set of combat values.  His dial features two special powers in his defense and damage slots, respectively.  Shredder’s defense special power, You Cannot Beat Me, Even Four to One, boosts his defense value by +1 for each opposing character within 3 squares.  Shredder’s damage special power, Head of the New York Branch of the Foot, lets him use Leadership with a twist:  On a successful roll for Leadership, Shredder can potentially remove action tokens from up to two adjacent friendly characters with the Foot Clan keyword regardless of point value.  Head of the New York Branch of the Foot should be particularly useful if Shredder leads a swarm of low-point Foot Ninjas to add an extra action to your action pool and free up friendly characters for attacks by removing their action tokens.

The special powers aren’t the only interesting thing about Shredder.  During his first battle against the Turtles, Shredder detonated a thermite grenade in a last-ditch attempt to destroy them.  As a nod to this moment in TMNT history, Shredder has a trait called Thermite Grenade which comes into play when he’s KO’d from an attack.  When Shredder is KO’d, all characters within 3 squares of the same elevation of the square he last occupied are dealt 3 penetrating damage.  Thermite Grenade is a devastating trait for opponents who unwisely choose to get too close to an already weakened Shredder.

If you wish to include Shredder on a themed team, he has the Foot Clan, TMNT Villain and Martial Artist keywords as options.

You’ll want to hold back Shredder initially to get some use out of the Leadership from his Head of the New York Branch of the Foot special power to add an extra action to your action pool and remove action tokens from teammates so they can keep wearing down opponents.  The popular combination of Charge and Blades/Claws/Fangs at the start of Shredder’s dial will get him into a fight quickly and potentially deal plenty of damage.  Should Shredder fall in battle, hopefully you’ve softened up any nearby opponents to give them a parting gift of penetrating damage from the Thermite Grenade trait – just make sure to keep your own characters out of the 3-square area of effect!

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 on Shreddin’!

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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!

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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!