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.
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.
While Foot Tech (Katar) starts as a close attacker, Foot Tech (3-Segment Staff) opens with a click of Running Shot and Energy Explosion. Foot 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.
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.
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!