Teenage Mutant Ninja Turtles: Shadows of the Past – Hero Pack: Casey Jones
Teenage Mutant Ninja Turtles: Shadows of the Past – Hero Pack: Casey Jones Rulebook
Table of Contents
Table of Contents
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.
Battle 1: Casey's Old Man
Casey's dad, Arnold, has run afoul of a loan shark associated with the Foot Clan. The heroes, passing by on their patrol, happen to see this and decide to step in.
Battle 1 Special Rules
- The ? token is Casey Jones' dad, Arnold. Arnold has 6 life and 2 defense, and cannot move or be moved. His defense is increased by 1 for each hero adjacent to him, and it may be increased by special moves that increase the defense of friendly figures, such as Leo's I'll Hold Them Off! card.
- The heroes may spend their focus to re-roll any of Arnold's defense rolls. Unlike normal, there is no limit to how many times they may re-roll one of his defense rolls.
- Each chi rolled by a hero adjacent to Arnold heals Arnold of 1 wound in addition to its normal effects.
Battle 1 Strengths
- Hero skill mods: -1
- Villain focus: 3
Battle 1 Objectives
- Hero objective: The heroes automatically win at the start of round 4.
- Villain objective: The villain wins if Arnold is ever reduced to 0 life.
Battle 1 Winning
- If the heroes win: The heroes manage to protect Arnold and decide it's time to clean up the neighborhood. Proceed to Battle 2. The heroes may call upon an ally.
- If the villain wins: The heroes aren't able to protect Casey's dad, who's going to have to spend some time in the hospital. Clearly, the neighborhood needs to be cleaned up! Proceed to Battle 2, but the villain's hand size is increased by 1 for the battle.
Battle 1 Terrain Cards
Blocking Terrain, Unstable Terrain, Covered Terrain, Slow Terrain, Throwing Items, Elevated Terrain, Elevated Terrain 2.
Battle 1 Villain Figure Pool and Deck
The chart shows four figure icons, left to right, with these counts: x5, x5, x1, x3. Each icon has a figure and deck bar beneath it; the colour bars are part of the printed chart and are not decoded in text. The chart is headed "+ Regroup".
Battle 1 Map
Map Tile 2A and Map Tile 4A, with spawn zones and a HERO START marked on the map. The tile graphics themselves are not transcribed; their labels are given here.
Battle 2: Crackin' Skulls
After the assault on Casey's dad, the heroes decide it's time to kick this particular group of thugs out of the neighborhood.
Battle 2 Special Rules
- Each time a Foot Clan Bruiser or Elite is KO'ed, put a focus token on the Foot Clan Elite's Villain sheet.
Battle 2 Strengths
- Hero skill mods: 0
- Villain focus: 4
Battle 2 Objectives
- Hero objective: The heroes win if there are 4 focus tokens on the Foot Clan Elite's Villain sheet.
- Villain objective: The villain wins if a hero is given a KO'ed token.
Battle 2 Winning
- If the heroes win: The heroes drive the bad guys back to their headquarters, and may call upon an ally to help. Proceed to Battle 3.
- If the villain wins: The heroes pick themselves back up and launch an assault on the bad guys' headquarters. Proceed to Battle 3, but the Villain's focus is increased by 1.
Battle 2 Terrain Cards
Unstable Terrain, Covered Terrain, Slow Terrain, Throwing Objects.
Battle 2 Villain Figure Pool and Deck
The chart shows three figure icons, left to right, with these counts: x5, x2, x3. The chart is headed "+ Regroup". Colour bars are not decoded in text.
Battle 2 Map
Map Tile 2B and Map Tile 5B, with spawn zones and a HERO START marked on the map. Tile graphics are not transcribed; labels are given here.
Battle 3: Not in Our Town
The heroes launch an assault on the gang's headquarters, they have to hurry before reinforcements can be called!
Battle 3 Special Rules
- No Villain figures may be spawned during this battle.
Battle 3 Strengths
- Hero skill mods: 1
- Villain focus: 4
Battle 3 Objectives
- Hero objective: The heroes win if they KO the 3 Foot Clan Elites.
- Villain objective: The villain wins at the start of round 5, as reinforcements arrive.
Battle 3 Winning
- If the heroes win: The heroes make their way inside the headquarters, only to make an unpleasant discovery. The gang has been kidnapping people for some nefarious purpose! Proceed to Battle 4. The heroes may call upon an ally.
- If the villain wins: The heroes beat a hasty retreat inside the building, only to learn that the bad guys have been kidnapping people off the streets for some sinister purpose! Proceed to Battle 4, but increase the difficulty of all the doors by 1.
Battle 3 Terrain Cards
Blocking Terrain, Slow Terrain, Unstable Terrain, Elevated Terrain 1 & 2, Throwing Objects.
Battle 3 Villain Figure Pool and Deck
The chart shows three figure icons, left to right, with these counts: x4, x3, x3. The chart is headed "+ Regroup". Colour bars are not decoded in text.
Battle 3 Map
Map Tile 4A and Map Tile 2B, with HERO START marked on each side of the map. Tile graphics are not transcribed; labels are given here.
Battle 4: Let 'Em Go!
It turns out that the gang has been kidnapping people off the streets and holding them for some evil purpose. It's time for a jail break!
Battle 4 Special Rules
- The 4 doors on the map are cell doors. Each is locked (difficulty 2), and cannot be hacked. Instead, these doors may only be broken open as described on the Locked Doors Terrain card.
- These doors are too strong for ranged attacks and can only be broken with melee strikes.
- Once a cell door is broken open, the prisoners inside immediately flee the building.
Battle 4 Strengths
- Hero skill mods: 2
- Villain focus: 4
Battle 4 Objectives
- Hero objective: The heroes win if they break open all 4 doors on the map.
- Villain objective: The villain wins at the start of round 6, as Foot Clan ninjas arrive and carry off the remaining prisoners.
Battle 4 Winning
- If the heroes win: The heroes have freed the prisoners and foiled the Foot Clan's operation in the neighborhood! The heroes win!
- If the villain wins: The Foot Clan makes off with some of the prisoners, simply moving their operation elsewhere. The villain wins!
Battle 4 Terrain Cards
Blocking Terrain, Slow Terrain, Locked Doors, Elevated Terrain 1 & 2.
Battle 4 Villain Figure Pool and Deck
The chart shows three figure icons, left to right, with these counts: x4, x4, x3. The chart is headed "+ Regroup". Colour bars are not decoded in text.
Battle 4 Map
Map Tile 3A and Map Tile 4B, with spawn zones, difficulty markers (difficulty 2 on the cell doors), and a HERO START marked on the map. Tile graphics are not transcribed; labels are given here.
Icon Reference
The Adventure Comic's icon key lists the following. Icon images are shown in the printed comic; the descriptions are transcribed below.
- Move icon (single): Receive move points equal to your character's Move attribute.
- Move icon (double): Receive move points equal to twice your character's Move attribute. These points may not be split into separate actions.
- Katana icon: Use the katana icon to attack an adjacent enemy (including diagonal).
- Double katana icon: Double katanas counts as two katana icons when rolling Battle dice. You may not separate this icon into separate attacks.
- Shuriken icon: Use shuriken icons to attack an enemy at least two spaces away.
- Double shuriken icon: Use the double shuriken to attack an enemy at least two spaces away. You may not separate this icon into separate attacks.
- Shell icon: 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.
- Katana and shell icon: This icon is a combination of the katana icon and the shell icon and is used in both attacks and during defending attacks.
- Chi icon: A rolled chi icon restores one focus and heals your character one Battle die worth of wounds.
- Single hit icon: Single hit icon counts as one point of Damage.
- Double hit icon: Double hit icon counts as two points of Damage.