USING THE ADVENTURE COMIC This comic contains one full adventure, which can be played as single battles or as a campaign. This is not a rulebook; it is a reference guide that will give you setup instructions and special rules for each battle scenario. Read the rules in their entirety before using this Adventure comic. Each battle scenario will provide players with key information such as:»» Win conditions for both the hero and villain players.»» Villain setup instructions, including which units the villain player will have access to and which cards will go in the Villain deck.»» Special rules (should there be any for the chosen battle).»» Terrain setup and rules. SPECIAL RULES Unaware Figures Some battles may have unaware figures in them. These figures may not be activated on the villain s turn until they have become aware. Figures become aware through means described in the battle. If the villain only has unaware figures on the board during their turn, they collect 1 focus (which may exceed their usual limit) and skip their turn.
Carried Items Some battles may feature items that can be carried by figures, such as the data stick in Battle 1. Carried items may be picked up by any figure in their space for free during their turn. Handing Off Carried Items Carried items may be handed to adjacent allied figures by making a melee strike (no special moves allowed). To do so, at least 1 hit must be rolled, plus 1 extra hit for each enemy the character handing off the item would have to break away from if they tried to leave their current space. I.e., if the character would have to break away from 2 enemies to leave their current space, the melee strike needs 3 hits to successfully pass the carried item to the friendly figure. Throwing Carried Items Carried items may also be thrown to non-adjacent allied figures by making a ranged strike (no special moves allowed). There must be line of sight between the thrower and the catcher, and the strike must roll hits equal to the range, plus 1 for each enemy the catcher would have to break away from if they tried to leave their current space.
Dropping Carried Items If an attempt to hand off or throw a carried item fails, or a character carrying a carried item is KO ed, place the item in the empty space nearest to the intended target. If there is more than one such space, the opposing player(s) choose which space. Intercepting Thrown Carried Items If a thrown carried item passes through a space containing an enemy figure, that figure may attempt to catch the item for free. Roll battle dice equal to the figure s Move, and if any double-hits are rolled, the figure catches the carried item and is now carrying it. Hacking Computers A figure adjacent to a computer may hack it by succeeding at a focus check against the computer s difficulty. This allows the hacker to penetrate the computer s security in order to use it for anything the battle says it may do. Downloading Data A common use for computers is downloading data from them. Once the computer is hacked, the hacker (and only the hacker) may spend non-shell action icons from their action dice to download 1 data per icon spent. If a character downloading data suffers 1 or more wounds (after any defense rolls), the process is disrupted, and must start over, although the computer remains hacked for that character.
TABLE OF CONTENTS Battle 1: Keep Away... 1 Battle 2: The Stoolie... 5 Battle 3: The Break-In... 9 Battle 4: The Virus... 13
BATTLE 1: KEEP AWAY The heroes move to infiltrate StockGen and steal data from their computers using a special data stick. Be careful, however, April only has one data stick. SPECIAL RULES The two brawlers inside the building are the only figures in the figure pool initially, and they are unaware until the door is opened. An alarm is sounded if any of the following things happen: one of the brawlers starts the villain s turn adjacent to the computer, a camera is alerted, a camera is destroyed, or a hacking attempt is made on the computer, whether successful or not. When the alarm sounds, add the other listed figures to the figure pool and immediately spawn figures. One of the heroes starts the battle carrying a data stick (represent it with a? token). It is a carried item that suffers 1 die of damage if dropped and may be attacked while on the ground. If it ever suffers a double-hit, it is destroyed. STRENGTHS HERO SKILL MODS: -1 1 VILLAIN FOCUS: 2
OBJECTIVES HERO OBJECTIVE: The heroes must download 8 data from the computer onto the data stick and then move off the board with the data stick. VILLAIN OBJECTIVE: The villain wins if the data stick is destroyed or if a Villain figure moves off the board while carrying it. WINNING IF THE HEROES WIN: The heroes discover the location of a secret Foot Clan base. Proceed to Battle 3. IF THE VILLAIN WINS: The heroes must seek out a local informant for the information that was destroyed. Proceed to Battle 2. TERRAIN CARDS Blocking Terrain, Covered Terrain, Locked Doors, Cameras, Slow Terrain, Elevated Terrain, Elevated Terrain 2 2
VILLAIN FIGURE POOL & DECK LEADERS x1 x1 Figures Decks Unlocked HERO START Unlocked Map Tile 3A SPAWN SPAWN 3
+ Regroup MINIONS x3 x5 Figures Decks PAWN Map Tile 4A PAWN 4
BATTLE 2: THE STOOLIE Having missed their chance at the data from StockGen, the heroes must get to a local informant before the Foot Clan do. SPECIAL RULES The Bruiser on the map starts out carrying the Stoolie (represented by a? token), who s been knocked out. A figure in his space or an adjacent space may pick him up by spending all remaining move actions (minimum 1). While carrying the Stoolie, it costs +1 move point to move each space. The Stoolie cannot be handed off, only dropped in the figure s current space (which happens automatically if the figure carrying him is KO ed). STRENGTHS HERO SKILL MODS: -1 5 VILLAIN FOCUS: 3
OBJECTIVES HERO OBJECTIVE: The heroes must move the Stoolie off of the map through any edge while not within 2 spaces of an enemy figure. VILLAIN OBJECTIVE: The villain wins if the Stoolie is dropped on either of the getaway cars on the board. WINNING IF THE HEROES WIN: The heroes locate a hidden Foot Clan base, and may call upon an ally to help. Proceed to Battle 3. IF THE VILLAIN WINS: The heroes lose their last shot to locate the base, and the villain wins the adventure! TERRAIN CARDS Blocking Terrain, Covered Terrain, Slow Terrain, Elevated Terrain 1 & 2. 6
VILLAIN FIGURE POOL & DECK LEADERS x1 Figures Decks HERO 01 HERO 02 Map Tile 3B HERO 03 HERO 04 SPAWN SPAWN 7
+ Regroup MINIONS x8 x2 x1 Figures Decks SPAWN Map Tile 1B SPAWN 8
BATTLE 3: THE BREAK-IN The heroes have an opportunity to get to a Foot Clan base and upload a virus to their computer. But first, they have to break in! SPECIAL RULES The minions on the subway tracks are unaware. They become aware if the alarm sounds, or a hero enters a square within 3 spaces of one of them. The entry doors are unlocked and open. The? tokens represent an overhang that protect anyone in those spaces from ranged attacks from elevated terrain. The security door must be buzzed open from two different computer stations at the same time, each of which must first be hacked. Difficulty to hack each computer is 6. Difficulty goes down by 1 for both computers at the end of a round in which a failed attempt was made against one of them. The general alarm will sound if a camera is alerted, a hacking attempt against either computer is failed, or a Villain figure starts the villain s turn adjacent to one of the computers. If the alarm sounds, add Alopex, Karai, and 4 Foot Clan Elite to the figure pool, and the minions on the subway tracks become aware. STRENGTHS HERO SKILL MODS: 0 9 VILLAIN FOCUS: 2
OBJECTIVES HERO OBJECTIVE: The heroes win if they deal at least 5 damage to the high security door in a single melee strike while it s open. This sabotages it and prevents the Foot from sealing the heroes inside the base. VILLAIN OBJECTIVE: The villain wins at the start of round 6, as word reaches the base of the heroes presence and they go on full lockdown. WINNING IF THE HEROES WIN: The heroes have successfully broken into the base without attracting too much attention. Proceed to Battle 4. IF THE VILLAIN WINS: The heroes manage to break in, but things are looking dicey for them! Proceed to Battle 4, but start the battle on round 2 instead of round 1. TERRAIN CARDS Blocking Terrain, Slow Terrain, Elevated Terrain 1 & 2, Cameras, Locked Doors. 10
VILLAIN FIGURE POOL & DECK LEADERS x1 x1 Add once alarm sounds Add once alarm sounds Figures Decks SPAWN High Security Difficulty 6 HERO START Unlocked Difficulty 6 11 Unlocked Map Tile 3A Difficulty 6 SPAWN
+ Regroup MINIONS x6 x2 Figures Decks Add 4 once alarm sounds PAWN Map Tile 6B PAWN 12
BATTLE 4: THE VIRUS Here s the heroes chance. If they can get the virus uploaded, they re home free. But these ninjas seem heavily armed... SPECIAL RULES Foot Clan Ninjas in this battle are armed with ranged weapons and may spend their katana icons as shurikens. The door leading into the interior of the base is locked (difficulty 6). One of the heroes is carrying the data stick from battle 1, this time loaded with a virus. The heroes wish to hack the computer (difficulty 6) and upload the virus (8 data) onto the computer from the data stick. The first time a camera is alerted, add Old Hob to the figure pool. The second time, add Karai to the figure pool. After that, each time a camera is alerted, the villain may draw 1 card, and then discard 1 card from his hand. Note that if 2 cameras see a hero at once, that s 2 alerts. STRENGTHS HERO SKILL MODS: 2 13 VILLAIN FOCUS: 5
OBJECTIVES HERO OBJECTIVE: The heroes win if they upload 8 data from the data stick, loading the virus onto the Foot s computer system and damaging their operations. VILLAIN OBJECTIVE: The villain wins if the data stick is destroyed or at the start of round 8. WINNING IF THE HEROES WIN: The heroes have crippled the Foot Clan s computers and drastically set back their operations in the city. The heroes win! IF THE VILLAIN WINS: The Foot Clan, warned of the heroes intentions, move their computers to a new location. The heroes have missed their opportunity to strike a blow against the Foot Clan. The villain wins! TERRAIN CARDS Blocking Terrain, Slow Terrain, Cameras, Locked Doors, Elevated Terrain 1 & 2. 14
VILLAIN FIGURE POOL & DECK LEADERS x1 x1 Add to pool after 1st alert Add to pool after 2nd alert Figures Decks Difficulty 6 Difficulty 6 Map Tile 3A Immobile Immobile Immobile Immobile 15
+ Regroup MINIONS x3 x10 x2 Figures Decks SPAWN Difficulty 6 Map Tile 4B SPAWN HERO START SPAWN 16
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CREDITS Game Design: Kevin Wilson Game Artwork: Tony Vargas Graphic Design: Samantha Barlin Editing: David Hedgecock, Nate Murray, Ian Zang, and Kyle Merkley Photography: Jack Rivera Product Development: Jerry Bennington and Nate Murray Production Management: Shauna Monteforte Playtesters: Dylan Bradley, Matt Cary, Andrew Christopher Enriquez, Eli Gingerich, Adam Johnson, Rachel Kirin, Rob Matsushita, Erik McCarthy, Greg Parkinson, Zap Riecken, Eric Skogerboe, John Skogerboe, Mark Snow, Billy Jean Van Knight, Nick Walker, Charles Warman, and Daryl Andrews Special Thanks To: Joan Hilty, Linda Lee, Bobby Curnow, Tom Waltz, Kevin Eastman, Peter Laird, Ted Adams, Greg Goldstein, Chris Ryall, and Robbie Robbins. Teenage Mutant Ninja Turtles 2017 Viacom International Inc. All Rights Reserved. 18
Receive move points equal to your character s Move attribute. Receive move points equal to twice your character s Move attribute. These points may not be split into separate actions. Use the katana icon to attack an adjacent enemy (including diagonal). Double katanas counts as two katana icons when rolling Battle dice. You may not separate this icon into separate attacks. Use shuriken icons to attack an enemy at least two spaces away. Use the double shuriken to attack an enemy at least two spaces away. You may not separate this icon into separate attacks. This is a passive boost to your character s defense rolls when you are attacked. Roll 1 additional Battle die for each shell icon you have. This icon is a combination of the katana icon and the shell icon and is used in both attacks and during defending attacks. A rolled chi icon restores one focus and heals your character one Battle die worth of wounds. Single hit icon counts as one point of Damage. Double hit icon counts as two points of Damage. Block icon defends the roller against one point of Damage. Does nothing when rolled during an attack.