Friday, April 20, 2018

The Book of Fugitoid

The Book of Fugitoid
Bangerang TMNT Custom




The figures used for this unit is an Fugitoid #023 figure from Heroclix: Teenage Mutant Ninja Turtles.



SIMULATED ANTHROPOMORPHIC LIFE
The Species of Fugitoid is considered to be both Neutrino and Android.

INTERDIMENSIONAL PORTAL CREATOR 
At the start of the game, you may place a Glyph of Interdimensional Portal power-side up on any empty space on the battlefield that is not in a Start Zone. If Fugitoid is in your Start Zone, instead of moving normally with Fugitoid or an adjacent figure, you may immediately place that figure on any empty space within 2 spaces of a Glyph of Interdimensional Portal. Placed figures will not take any leaving engagement attacks.



-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
N/A

Thursday, April 19, 2018

The Book of the Glyph of Interdimensional Portal

The Book of the Glyph of Interdimensional Portal
Bangerang TMNT Custom



-Type of Glyph-
Permanent Glyph: See the TMNT Heroes in a Half Shell rule booklet for more details.

-Rulings and Clarifications-
N/A

Wednesday, April 18, 2018

The Book of Nobody

The Book of Nobody
Bangerang TMNT Custom




The figures used for this unit is an Nobody #019 figure from Heroclix: Teenage Mutant Ninja Turtles Shredder's Return.



INVISIBILITY
When revealing a numbered order marker on Nobody’s Army Card, you may also reveal an “X” order marker that is on this figure’s Army Card to activate Invisibility for the duration of the round. While Invisibility is active, this Nobody has no visible Hit Zone.

THROW 14
After moving and before attacking, choose one small or medium non-flying figure adjacent to Nobody. Roll the 20-sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of this figure. The figure must land within clear sight of this figure. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of this figure or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.

TURTLE TEAM SPECIAL POWER 
If every Army Card you control has this symbol, each time you roll the 20-sided die for a special power you may add 1 to the die roll for each Mutant you control, up to a maximum of +3.


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
TURTLE TEAM SPECIAL POWER : Units with the Turtle Team Special Power
As Units with the Turtle Team Special Power the following may benefit from Nobody's Turtle Team Special Power when rolling the 20-sided die.

Tuesday, April 17, 2018

The Book of Renet Tilley

The Book of Renet Tilley
Bangerang TMNT Custom




The figures used for this unit is an Renet Tilley #024 figure from Heroclix: Teenage Mutant Ninja Turtles.



WIELDER OF THE TIME SCEPTER
Start the game with the Glyph of Time Scepter on this card. Renet Tilley can hold a Equipment Glyph even if there are other Equipment Glyphs on this card, up to a maximum of 2. Renet Tilley cannot lose the Glyph of Time Scepter by any means unless she is destroyed.

TIME APPRENTICE 
Once per round after taking a turn with Renet Tilley, you may immediately place her on this card and remove all Wound Markers from this card. Order Markers may still be placed and revealed on this card. Whenever you or an opponent reveals an Order Marker, if Renet Tilley is on this card and not destroyed, you may immediately remove 1 unoccupied Glyph of Temporal Displacement from the battlefield and place it on the Glyph of Time Scepter card, then place Renet Tilley on the space that the Glyph of Temporal Displacement previously occupied. When Renet Tilley uses Time Apprentice she will only take leaving engagement attacks from figures with the Temporal Defense special power.

TEMPORAL DEFENSE 
Once per round, if Renet Tilley or any friendly figure within 3 spaces of Renet Tilley is attacked by an opponent’s figure that does not have the Temporal Defense special power, and at least 1 skull is rolled, you may reveal and remove any numbered Order Marker on this card. After removing the numbered Order Marker, the opponent’s turn immediately ends and the attacked figure receives no wounds.



-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
N/A

Monday, April 16, 2018

The Book of the Glyph of Time Scepter

The Book of the Glyph of Time Scepter
Bangerang TMNT Custom





-Type of Glyph-
-Rulings and Clarifications-
N/A

Friday, April 13, 2018

The Book of Splinter

The Book of Splinter
Bangerang TMNT Custom




The figures used for this unit is a custom 3D printed figure.



SKILL SHOT SPECIAL ATTACK
Range 6. Attack 3.
Before attacking with Skill Shot Special Attack, you must first roll the 20-sided die.
• If you roll 1, you may not attack this turn.
• If you roll 2-10, attack normally.
• If you roll 11-19, the targeted figure rolls 2 fewer defense dice.
• If you roll 20, the targeted figure cannot roll defense dice.

MEDITATE
Instead of taking a turn with Splinter, you may remove all Wound Markers from Splinter’s Army Card.

MASTER MARTIAL ARTIST
When attacking an opponent’s adjacent figure with a normal attack, add one automatic skull to whatever is rolled. When defending against a normal attack from an adjacent figure, add one automatic shield to whatever is rolled, and all excess shields count as unblockable hits on the 
attacking figure.

PHANTOM WALK
Splinter can move through all figures and is never attacked when leaving an engagement.

TURTLE TEAM SPECIAL POWER 
If every Army Card you control has this symbol, each time you roll the 20-sided die for a special power you may add 1 to the die roll for each Mutant you control, up to a maximum of +3.


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
TURTLE TEAM SPECIAL POWER : Units with the Turtle Team Special Power
As Units with the Turtle Team Special Power the following may benefit from Splinter's Turtle Team Special Power when rolling the 20-sided die.

Thursday, April 12, 2018

The Book of Casey Jones

The Book of Casey Jones
Bangerang TMNT Custom




The figures used for this unit is an Custom 3D printed figure.



DOUBLE ASSAULT 
When Casey Jones attacks an adjacent figure or destructible object, he may attack one additional time.

TURTLE ALLY
At the start of the game, choose a Unique Hero with the Turtle Team Special Power you control, to be the Casey Jones’s Turtle Ally. Casey Jones rolls 1 additional attack and defense die when his chosen Turtle Ally is within 2 clear sight spaces. You can choose only one Turtle Ally for Casey Jones.

TURTLE TEAM SPECIAL POWER 
If every Army Card you control has this symbol, each time you roll the 20-sided die for a special power you may add 1 to the die roll for each Mutant you control, up to a maximum of +3.


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
TURTLE TEAM SPECIAL POWER : Units with the Turtle Team Special Power
As Units with the Turtle Team Special Power the following may benefit from Casey Jones' Turtle Team Special Power when rolling the 20-sided die.