Saturday, April 30, 2022

The Book of Krang (Giant Form)

   The Book of Krang (Giant Form)

Bangerang TMNT Custom


The figures used for this unit is a 1994 5" Krang TMNT action figure.




ROBOTIC BODY SUIT
The Species of Krang is considered to be both Ultrom and Android. 

EYE BEAMS SPECIAL ATTACK
Range Special. Attack 5.
Choose 11 spaces in a straight line from Krang. All figures on those spaces who are in line of sight are affected by Krang’s Eye Beams Special Attack. Roll 5 attack dice once for all affected figures. Affected figures roll defense dice separately.



-Rulings and Clarifications-
EVENT HEROES
This rule, although optional, should always be used when playing with a C3G Event Hero. The main thing to remember about Event Heroes is that because they are a different type of hero, they are not susceptible to powers that specify Unique or Common Heroes.

EVENT HERO SPECIAL RULE:
When selecting cards to put in your Army, you cannot select two of the same Event Army Card. Event Heroes are never destroyed without first taking enough wounds to be destroyed. If a terrain rule or a special power on any Army Card, Glyph, or Destructible Object would automatically destroy an Event Hero, that terrain rule or special power instead inflicts 4 wounds on that Event Hero. Players may never take temporary or permanent control of an opponent’s Event Hero.

EVENT HERO CLARIFICATION - Event Heroes may not pick up Equipment Glyphs. Equipment Glyphs may only be equipped by Unique Heroes.

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
KRANG : MOLECULAR AMPLIFICATION
Krang (Giant) may benefit from Krang's MOLECULAR AMPLIFICATION special power.

Friday, April 29, 2022

The Book of Krang

 The Book of Krang

Bangerang TMNT Custom


The figures used for this unit is a 3D printed and painted Krang figure.




ROBOTIC BODY SUIT
The Species of Krang is considered to be both Ultrom and Android. 

ROCKET HANDS 
If Krang does not inflict one or more wounds when attacking an opponent’s non-adjacent figure with his normal attack, he may attack that figure one additional time with his normal attack.

MOLECULAR AMPLIFICATION
You may draft a Huge Krang figure. If you do, the Huge Krang does not start the game on the battlefield. When revealing a numbered order marker on Krang’s Army Card, you may also reveal an “X” order marker that is on Krang’s Army Card to activate Molecular Amplification for the duration of the round. While Molecular Amplification is active, switch this figure, if possible, with a Huge Krang figure you control. At the end of each round, or if your Huge Krang figure is destroyed, switch it with this figure. Switched figures will not take any leaving engagement attacks.

SUPER STRENGTH
A figure with Super Strength is not affected by the Falling and Major Falling rules, and they will also ignore any special powers that give automatic shields to Destructible Objects.

-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
KRANG (GIANT  FORM) : MOLECULAR AMPLIFICATION
Krang (Giant) may benefit from Krang's MOLECULAR AMPLIFICATION special power.

Synergy Benefits Offered
N/A

Wednesday, April 27, 2022

The Book of Baxter Stockmen (IDW)

 The Book of Baxter Stockmen (IDW)

Bangerang TMNT Custom


The figures used for this unit is Baxter Stockmen figure from Heroclix: Teenage Mutant Ninja Turtles.




ROBOTIC CONTROLLING DEVICE 
When revealing an Order Marker on Baxter Stockman, before taking a turn with Baxter Stockman, you may first take a turn with any Robot or Cyborg Hero or Squad you control.

TACTICIAN
All friendly figures adjacent to Baxter Stockman add 1 extra die to their attack, and 1 extra die to their defense.

TREACHEROUS TACTICS
Anytime Baxter Stockman would receive one or more wounds, you may instead destroy any figure you control adjacent to Baxter Stockman.

-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A


Synergy Benefits Offered
ROBOTIC CONTROLLING DEVICE : Robot and Cyborg Heroes and Squads
As Robots or Cyborgs the following may benefit from Baxter Stockman's Robotic Controlling Device Special Power.

Monday, April 25, 2022

The Book of Zak

 The Book of Zak

Bangerang TMNT Custom



The figures used for this unit is a modified and painted Nova Corp Sgt figure from Reaper Bones.





TRANSPORT
Before moving Zak, you may choose up to 2 unengaged friendly small or medium figures adjacent to Zak. After you move Zak, place the chosen figures adjacent to Zak.

EXTEME SPEED 5
After taking a turn with Zak, he may move up to an additional 5 spaces. Zak cannot use Extreme Speed 5 if he if used Transport during that turn.

FLYING
When counting spaces for Zak’s movement, ignore elevations. Zak may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Zak starts to fly, if he is engaged he will take any leaving engagement attacks.

-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
N/A

Saturday, April 23, 2022

The Book of Shredder (IDW)

 The Book of Shredder

Bangerang TMNT Custom

The figures used for this unit is a customized and painted Shredder figure from IDW: Teenage Mutant Ninja Turtles Shadows of the Past.




FOOT CLAN COMMAND
When revealing an Order Marker on Shredder, after taking a turn with Shredder, if Shredder is unengaged, you may take a turn with one of the following that you control:
•  Up to 2 Heroes with the Foot Clan Special Power
or 
•  1 Ninja Squad 
Any figure in the above list that is taking a turn must be within clear sight of Shredder before moving.

NINJITSU
Shredder can attack with his normal attack at any point before, during, or after his move as long as he is on a space where he could end his movement. Shredder can move through all figures and is never attacked when leaving an engagement.

RUTHLESS COUNTER STRIKE 
When rolling defense dice against a normal attack from an adjacent attacking figure, if Shredder is not destroyed by this attack, all skulls rolled count as unblockable hits on the attacking figure.

FOOT CLAN SPECIAL POWER
If every Army Card you control has this symbol, you may add 3 to your initiative roll. If every Army Card you control has this symbol each figure may add 1 to its move value. 



-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
FOOT CLAN NINJAS : Foot Clan Bonding
As a figure with the Foot Clan Special Power Shredder may benefit from the Foot Clan Ninjas' Foot Clan Bonding Special Power.

FOOT SOLDIERS : Foot Clan Bonding
As a figure with the Foot Clan Special Power Shredder may benefit from the Foot Soldiers' Foot Clan Bonding Special Power.

FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may aid with Shredder's Foot Clan Special Power movement bonus and when rolling for initiative.

Synergy Benefits Offered
FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may benefit from Shredder's Foot Clan Special Power movement bonus and when rolling for initiative.

Friday, April 22, 2022

The Book of Slash (nick)

The Book of Slash (nick)

Bangerang TMNT Custom



The figures used for this unit is Slash figure from Heroclix: Heroes in a Half Shell.



INDOMITABLE
If Slash begins his turn unengaged, add 2 to his Move value this turn. If he begins his turn engaged, add 2 to his Attack value this turn.

ARMORED HIDE
When defending with Slash, each shield rolled counts for one additional block.

RAPH’S PROTECTOR
If Raphael is within 5 spaces of Slash and rolls defense dice against a normal, non-adjacent attack, instead Slash must move adjacent to the figure if he is able to. Slash must roll defense and take any resulting wounds from the attack instead of the Raphael. When Slash uses Raph’s Protector, he will not take leaving engagement attacks. 

AQUATIC SPECIAL POWER 
While a figure with this symbol is on a water space, add 2 to its Defense. If a figure with this symbol starts its turn on a water space, add 1 to its movement for that turn. A figure with this symbol does not have to stop its movement when entering a water space.

MUTANIMALS TEAM SPECIAL POWER 
If every Army Card you control has this symbol, you may when rolling combat dice for attacking or defending, re-roll each blank once.

SUPER STRENGTH
A figure with Super Strength is not affected by the Falling and Major Falling rules, and they will also ignore any special powers that give automatic shields to Destructible Objects.


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A


Synergy Benefits Offered
N/A

Wednesday, April 20, 2022

The Book of Leonardo (IDW "Dark")

 The Book of Leonardo "Dark"

Bangerang TMNT Custom


The figures used for this unit is a 3D printed and painted Dark Leonardo figure.





IDENTITY CONFUSION 
Before taking a turn with Leonardo, roll the 20-sided die. If you roll 1-3, he may not attack or use any other special powers for the remainder of this turn. If you roll 4-17, nothing happens. If you roll 18 or higher, he may add 2 dice to his attack for the remainder of this turn.

SWORDPLAY
If Leonardo attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attack an adjacent figure again. He may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull.

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

FOOT CLAN SPECIAL POWER 
If every Army Card you control has this symbol, you may add 3 to your initiative roll. If every Army Card you control has this symbol each figure may add 1 to its move value. 

AQUATIC SPECIAL POWER 
While a figure with this symbol is on a water space, add 2 to its Defense. If a figure with this symbol starts its turn on a water space, add 1 to its movement for that turn. A figure with this symbol does not have to stop its movement when entering a water space.

-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
OROKU KARAI : FOOT MUTANT CREATOR
As a Mutant Hero with the Foot Clan Special Power Leonardo may benefit from Oroku Karai's Foot Mutant Creator activation bonus.

FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may aid with Leonardo's Foot Clan Special Power movement bonus and when rolling for initiative.

Synergy Benefits Offered
FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may benefit from Leonardo's Foot Clan Special Power movement bonus and when rolling for initiative.

Monday, April 18, 2022

The Book of Tokka

 The Book of Tokka

Bangerang TMNT Custom


The figures used for this unit is a modified and painted 3D printed figure of Slash (IDW).





THROW 14
After moving and before attacking, choose one small or medium non-flying figure adjacent to Tokka. 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 Tokka. The figure must land within clear sight of Tokka. 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 Tokka or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.

WEAK -MINDED 4
If any player rolls the 20-sided die to take temporary or permanent control of Tokka, that player may add 4 to the roll.

AQUATIC SPECIAL POWER 
While a figure with this symbol is on a water space, add 2 to its Defense. If a figure with this symbol starts its turn on a water space, add 1 to its movement for that turn. A figure with this symbol does not have to stop its movement when entering a water space.

FOOT CLAN SPECIAL POWER 
If every Army Card you control has this symbol, you may add 3 to your initiative roll. If every Army Card you control has this symbol each figure may add 1 to its move value. 

SUPER STRENGTH
A figure with Super Strength is not affected by the Falling and Major Falling rules, and they will also ignore any special powers that give automatic shields to Destructible Objects.

-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
OROKU KARAI : FOOT MUTANT CREATOR
As a Mutant Hero with the Foot Clan Special Power Tokka may benefit from Oroku Karai's Foot Mutant Creator activation bonus.

FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may aid with Tokka's Foot Clan Special Power movement bonus and when rolling for initiative.

Synergy Benefits Offered
FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may benefit from Tokka's Foot Clan Special Power movement bonus and when rolling for initiative.

Sunday, April 17, 2022

The Book of Sir Cottontail

 The Book of Sir Cottontail

Bangerang Holiday Special


The figure used for this unit is a 3D printed and painted Easter Bunny Chicken Rider (link: https://www.thingiverse.com/thing:4280928/makes )




PEEP CHICK SPEICAL ATTACK
Range Special. Attack Special.
If Sir Cottontail begin his turn unengaged, instead of moving and attacking normally, he may use his Cadbury Chick Special Attack. Choose a figure within 5 spaces of Sir Cottontail to attack and more Sir Cottontail adjacent to the chosen figure, then roll 3 attack dice. If the defending figure receives one or more wounds from that attack, you may move Sir Cottontail again up to 5 spaces. If Sir Cottontail ends that second move engaged, he may attack again by rolling 4 attack dice.

CADBURY CRÈME EGG
When Sir Cottontail receives one or more wounds, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.
 
HEALING WORD
After revealing an Order Marker on a wounded small or medium Hero figure you control that is adjacent to Sir Cottontail, and before using any other special powers on any Army Card or Glyph, you may first roll the 20-sided die. If you roll a 13 or higher, remove up to 2 Wound Markers from that Hero’s Army Card.

-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
ACOLARH : Ullar’s Amulet
As a follower of Ullar, Sir Cottontail may benefit from Acolarh’s Ullar's Amulet movement bonus.

CHARLEMAGNE PALADINS : RIGHTEOUS CAUSE
As a Paladin, Sir Cottontail may benefit from Charlemagne Paladins' RIGHTEOUS CAUSE activation bonus.

IVON : HORN OF CHARLEMAGNE : PALADIN FIGURES
As a PaladinSir Cottontail may benefit from Ivon's HORN OF CHARLEMAGNE movement bonus. 

Synergy Benefits Offered
N/A

Friday, April 15, 2022

The Book of Oroku Karai (IDW)

The Book of Oroku Karai

Bangerang TMNT Custom



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




FOOT MUTANT CREATOR 
When revealing a numbered Order Marker on Oroku Karai’s Army Card, you may also reveal an “X” order marker that is on Oroku Karai’s Army Card and then instead of taking that turn with Oroku Karai, you may take a turn with up to 2 Mutant Heroes you control with the Foot Clan Special Power. Any Unique Hero that is taking a turn instead of Oroku Karai must be within 8 clear sight spaces of Oroku Karai prior to its movement.  

NINJITSU
Oroku Karai can attack with her normal attack at any point before, during, or after her move as long as she is on a space where she could end her movement. Oroku Karai can move through all figures and is never attacked when leaving an engagement.

FOOT CLAN SPECIAL POWER
If every Army Card you control has this symbol, you may add 3 to your initiative roll. If every Army Card you control has this symbol each figure may add 1 to its move value. 

-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may aid with Oroku Karai's Foot Clan Special Power movement bonus and when rolling for initiative.

Synergy Benefits Offered
FOOT MUTANT CREATOR : FOOT CLAN MUTANT HEROES
As Mutant Heroes with the Foot Clan Special Power the following may benefit from Oroku Karai's Foot Mutant Creator activation bonus. 
FOOT CLAN SPECIAL POWER : Units with the Foot Clan Special Power
As Units with the Foot Clan Special Power the following may benefit from Oroku Karai's Foot Clan Special Power movement bonus and when rolling for initiative.

Wednesday, April 13, 2022

The Book of Slash (IDW)

 The Book of Slash (IDW)

Bangerang TMNT Custom



The figures used for this unit is Custom 3d pinted Slash figure.


TRACKING
While moving, Slash may add 2 to his move number. If he does, he cannot attack this turn.  

RAGE SMASH 4
When Slash attacks using a normal attack, he receives one extra attack die for each Wound Marker he has, up to a maximum of 4 extra attack dice for Rage Smash.

THROW 10
After moving and before attacking, choose one small or medium non-flying figure adjacent to Slash. Roll the 20-sided die. If you roll a 10 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Slash. The figure must land within clear sight of Slash. 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 Slash or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.

AQUATIC SPECIAL POWER 
While a figure with this symbol is on a water space, add 2 to its Defense. If a figure with this symbol starts its turn on a water space, add 1 to its movement for that turn. A figure with this symbol does not have to stop its movement when entering a water space.

SUPER STRENGTH
A figure with Super Strength is not affected by the Falling and Major Falling rules, and they will also ignore any special powers that give automatic shields to Destructible Objects.


-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A


Synergy Benefits Offered
N/A

Monday, April 11, 2022

The Book of Savanti Romero

The Book of Savanti Romero

Bangerang TMNT Custom



The figures used for this unit is Savanti Romero figure from Heroclix: Shredder's Return.



TEMPORAL MARKER 2
Start the game with two Glyph of Temporal Displacement on this card. After revealing an Order Marker on this card, at any point during Savanti Romero’s movement, you may place up to one Glyph of Temporal Displacement from this card power-side up on an empty space Savanti Romero previously occupied this turn.

HENCHMEN COMMAND
At the start of the game, you may choose up to 2 other Unique Heroes you control and place a Henchman Marker on each of their cards. After revealing an Order Marker on this card, instead of moving Savanti Romero, you may take a turn with one figure you control with an Henchman Marker on its card that is within 5 clear sight spaces of Savanti Romero.

TIME WARP
After taking a turn with Savanti Romero, you may remove one unoccupied Glyph of Temporal Displacement from the battlefield and place it on this card, place Savanti Romero on the space the Glyph of Temporal Displacement previously occupied, and take one additional turn with Savanti Romero. During this additional turn, Savanti Romero may not use his Temporal Marker 2 special power. When Savanti Romero uses Time Warp he will only take leaving engagement attacks from figures with the Temporal Defense special power.



-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A


Synergy Benefits Offered
N/A

Friday, April 8, 2022

The Book of Groundchuck

  The Book of Groundchuck

Bangerang TMNT Custom



The figures used for this unit is a modified and painted Minotaur #77501
 
figure from 
Reaper Bones.



RAMMING 11
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from Groundchuck, immediately roll the 20-sided die. If you roll 11 or higher, you may Ram the figure. The player who controls the Rammed figure must place that figure, if possible, on an empty space within 2 spaces of its current location, within clear sight of Groundchuck but not adjacent to him. The space must be on the same level as or lower than its current location. A Rammed figure never takes any leaving engagement attacks. A non-flying figure moved lower by Ramming can receive any falling damage that may apply.

RED RAGE
When attacking or defending  against an adjacent figure with Groundchuck, add 1 to his Attack value and subtract 1 from his Defense value, for each Wound Marker on Groundchuck’s Army Card, up to a maximum of 3.



-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
N/A

Wednesday, April 6, 2022

The Book of Panda Khan

 The Book of Panda Khan

Bangerang TMNT Custom



The figures used for this unit is a modified and painted Werebear with Hammer #20b figure from D&D: Tomb of Annihilation.



FIRST STRIKE
When Order Marker 1 is revealed on Panda Khan, add 2 to his Move number and 1 extra attack die for that turn.

COUNTER STRIKE
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.



-Rulings and Clarifications-

_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received 
N/A

Synergy Benefits Offered
N/A

Monday, April 4, 2022

TMNT UPDATE

Well this year I have been off to a good start with posting some completed units. Many of these have been finished but I was wanting to release them in groups or "packs". This is true for many of my TMNT customs. I was wanting to make a big release similar to what I did for the first release, but with the completed Technodrome (which would be a large terrain piece with little to no function). But I have yet to make any progress on it since the last time I posted about it...years ago. So this month with be all about getting all of the completed TMNT customs put up even if I don't have every thing that I would like to have complete for them all at this point. Example is Tokka but no Rahzar and Groundchuck but no Dirtbag.

I really enjoyed IDW comics TMNT run through issue 50 and have a few customs finished from that continuity ( issues 51-100 were okay, and 101 to current have been pretty awful). My favorite is "dark" Leonardo when he is brainwashed and is Chunin of the Foot!!!


With that I will need to add a new rule set for my custom Teenage Mutant Ninja Turtles: 

Mutanimals Team Special Power

If every Army Card you control has this symbol, you may when rolling combat dice for attacking or defending, re-roll each blank once.
Turtle Power!