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Michelangelo

MrNobody

Just A Head
Michelangelo

C3G2_Michelangelo.png


Card PDF

NAME= MICHELANGELO
IDENTITY = N/A

UNIQUENESS = UNIQUE HERO
SPECIES = TURTLE
CLASS = NINJA
PERSONALITY = ENTHUSIASTIC

SIZE/HEIGHT = MEDIUM 5

LIFE = 4

MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 6

POINTS = 170

COWABUNGA! 14
Once per turn, after activating Michelangelo, you may roll a d20, adding 1 to the roll for each ally or enemy adjacent to Michelangelo. On a 14+, activate Michelangelo again.

LOCK AND STRIKE
When defending against an adjacent normal attack, each excess block inflicts 1 wound on the attacker. If a figure receives 1+ wounds from this ability, its activation ends.

COMBAT FLIP 14
During Michelangelo's transition and after combat against an enemy, you may maneuver him up to 2 spaces. During this maneuver, Michelangelo has Flying and Stealth, but may not move more than 14 levels up or down.

FACTION = TMNT
PUBLISHER = IDW
KEYWORDS = Mutagen
SYMBOLS = N/A
WORLDS COLLIDE: Michelangelo doesn't take things too seriously. He feels deeply and tries to have fun. His primary weapons are the nunchaku.

Resources and Rulings
  • The suggested figure for this unit is a Heroclix figure: Teenage Mutant Ninja Turtles #103 / Michelangelo
  • See this card's wiki page for synergies and strategies!

Credits
Updates
  • N/A
 
Last edited by a moderator:
First attempt! I figured Mikey was best since he's the one we seem to be looking at making the least adjustments to.

I think it'll probably be better to test them as a group than to try and confirm each Turtle's cost individually.
 
'after making an activation with Michelangelo' = after activating Michelangelo

If nothing is really changing here from the 1.0 card other than combat flip, I would think the points would be pretty similar.

Just not really into the idea of giving them the stealth symbol or is it because you it's an ability lifted from the Rangers and they wouldn't have the stealth symbol?
 
I think that the switch to Combat Flip *may* help him get more utility out of Cowabunga because it might be slightly easier to keep the Turtles adjacent to each other so he can use the other Turtles for his boost. We'll see if that bears out in practice.

I like the drop to 12+ instead of 14+ (which is probably a change worth testing, but could wait until full group testing, I think).

LOCK AND STRIKE
When defending against a normal attack from an adjacent figure, all excess blocks count as unblockable hits on the attacking figure. If a figure receives one or more wounds from Lock and Strike, its activation immediately ends.

You can just say "on the attacker" here instead of "on the attacking figure." And you can say "receives 1+ wounds".

Looking good! I think what might make sense here is to get all four Turtles rolling, get so we're largely comfortable with their wording and abilities, and then test them together to see if they feel like 700 or we need to make tweaks.

Alternately, you could just do some quick sanity testing with Mikey (the 14+ to 12+ and Combat Flip probably are enough to justify the need for that) and then quickly move him to art so he's ready already when the others come down the pike.
 
Made the updates y'all suggested. Thanks!
Looking good! I think what might make sense here is to get all four Turtles rolling, get so we're largely comfortable with their wording and abilities, and then test them together to see if they feel like 700 or we need to make tweaks.

Alternately, you could just do some quick sanity testing with Mikey (the 14+ to 12+ and Combat Flip probably are enough to justify the need for that) and then quickly move him to art so he's ready already when the others come down the pike.
Yeah, my thinking was that we'll get the most value out of testing all 4 of them at once? If our goal is to make them hit a round total as a group, I think we'll be able to play the group and say "Hey, Raph is coming in really strong compared to the others, maybe he takes 10 points from Donnie" or whatever. Vs. testing Mikey, determining his value, adjusting him later, etc.
 
Works for me. :up: I'd just wait until you feel set on the wording and concepts of the abilities for each, then, and then start the next one until we have all four ready to test.
 
Works for me. :up: I'd just wait until you feel set on the wording and concepts of the abilities for each, then, and then start the next one until we have all four ready to test.

This is my vote. I don't want to send something to art that we know is going to get more testing in the group soon. I think it's fine running these guys basically overlapping. Get one comfortably worded and hit the next.
 
Should combat flip only trigger when defending against enemy attacks? Like don't really know if that's worth pursing in 1.0 since that one Spider-Man is already out, but for 2.0 might be worth changing.

Like Turtles and Power Rangers don't especially have a reason to be paired with dudes who can roll 1 attack a bunch or whatnot.


Also man, giving Turtles Combat Flips naturally is going to make designing the Turtles as Power Rangers harder to stand out. Cowabummer
 
I’d be into restricting it to like “or attacks or defends against an enemy” to close friendly fire exploits, yeah.
 
Fwiw, messaged Dr. J on Discord to see if he had any thoughts here. If not, I think we're good to move to Editing/Art and start up the next one!

If Dr. J does stop in, I guess the questions raised were:
-Is there any interest in dropping the "no swipes/LEAs" language from Combat Flip and giving the Turtles, Rangers, and Takuya the Stealth/Disengage symbol? I lean towards no - it'd be cool on the Turtles, but would probably feel weird on the Rangers?
-Are you cool with the "on defense" flips only happening on opponent's attacks? It makes sense that you can't shoot your own Rangers to make them flip forward.
 
1. Yeah, I think I agree with your instinct that the Power Rangers disengaging with their normal moves would feel "off."
2. Obviously I'm in support of that direction. Clearly the other option is cheese.
 
Re: Michelangelo (VOTE for Editing Hold)

Okay, it's been a few days, so I added the enemy restriction to Combat Flip. Let's send Mikey to the Editing Void until the other Turtles are completed!
 
Re: Michelangelo (Testing)

Seems like a straight port her but was fun in 1.0 so it makes sense. Wording looks good.
 
Re: Michelangelo (Testing)

Couple small updates I'd make:

COWABUNGA! 12
Once per turn, after activating Michelangelo, you may roll a d20, adding +1 for each figure adjacent to Michelangelo. On a 12+, you may activate Michelangelo again.

LOCK AND STRIKE
When defending against an adjacent normal attack, all excess blocks count as unblockable hits on the attacker. If a figure receives 1+ wounds from this ability, its activation immediately ends.
 
Re: Michelangelo (Turtle Wording)

Thread titles updated.

Made all of Archie's updates except for the "add +1" wording, just cause we haven't been doing that so far. (See Enchantress, forex.)
 
Re: Michelangelo (Turtle Wording)

Yeah people weren't hot on the "add +1" when I originally floated that, haven't been pushing it.

Could say "end its activation" instead of "its activation immediately ends" maybe? Not sure its our strongest "immediately" but it's not our worst one. I generally favor getting rid of those.
 
Re: Michelangelo (Turtle Wording)

That's because + and add mean the same thing, so it'd be redundant. :p

I'm down with "end its activation" (and generally agree with the aesthetic that "immediately" almost never adds real value the way we've been using it in 1.0).
 
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