Categories
Star Trek Tactics II

Star Trek HeroClix Tactics II: The USS Enterprise!

Greetings HeroClix Fans!

 Space…the Final Frontier…

The ship featured in this special Release Day  Star Trek HeroClix: Tactics II preview is not the first or the last vessel to bear the name “Enterprise” but it is certainly one of the most beloved.  We are pleased to bring you the ship made famous by Captain James Tiberius Kirk, U.S.S. Enterprise (NCC-1701)!

027-U.S.S.-Enterprise

U.S.S Enterprise comes in at 150 points and has the Federation team ability.  It begins play with a trait called Inspiration that honors its status as the central ship in the Star Trek universe.  With Inspiration, when a friendly ship begins its turn adjacent to U.S.S. Enterprise, it can use Willpower until the end of the turn.  If that ship possesses the same team ability or keyword as U.S.S. Enterprise, modify its speed value by +2 and its attack value by +1 until the end of the turn.

Captained by James Kirk, U.S.S. Enterprise begins its dial with two clicks of Running Shot as Mr. Sulu brings the ship to its maximum warp speed!  On those same opening clicks, U.S.S. Enterprise has Energy Explosion in its attack slot as it fires all its phasers.  U.S.S. Enterprise can make good use of Energy Explosion with its range of seven squares and ability to target two ships with ranged attacks.  In its defense slot, U.S.S. Enterprise has a four-click run of Toughness as its remarkable engineer, Montgomery Scott, gives her all she’s got to keep her shields up!  U.S.S. Enterprise also has the Indomitable combat ability, which allows it to use Willpower.

A special power called The Corbomite Maneuver opens U.S.S. Enterprise’s damage slot and recalls an encounter the crew had with an alien named Balok who threatened to attack the ship.  The Corbomite Maneuver allows U.S.S. Enterprise to use two popular damage-slot powers, Outwit and Probability Control.

U.S.S. Enterprise’s third click is nearly identical to its previous one but without Running Shot in the speed slot.  Running Shot returns to U.S.S. Enterprise’s dial on clicks 4 and 5 but now Penetrating/Psychic Blast has taken the place of Energy Explosion.  In addition, Perplex has replaced The Corbomite Maneuver special power in the damage slot as U.S.S. Enterprise’s crew vows not to underestimate its foes ever again.

Like click 3, U.S.S. Enterprise’s final click is similar to its previous one but without Running Shot in its speed slot.

U.S.S. Enterprise has a steady set of combat values.  Its attack values never dip below 9 and its damage values never fall below 2.  U.S.S. Enterprise makes for a viable main attacker with its strong front-loaded combat values and The Corbomite Maneuver special power.  To aid in theme-team building, U.S.S. Enterprise has the Federation, Scientist and Soldier keywords.

Thanks for reading!  Please join us again for our next exciting HeroClix preview.  Until then, keep your Clix off their K.O.’s and keep your phasers set on “fun!”

Categories
Star Trek Tactics II

Star Trek HeroClix Tactics II: The Gor Portas!

Greetings HeroClix Fans!

Welcome back as we bring you another preview from the upcoming Star Trek HeroClix: Tactics IIToday we go inside the Dominion to look at a ship from the Breen Confederacy that utilized technology to penetrate Federation shields, the Gor Portas. 

009-Gor-Partas

The Breen adapted old technology to get around Federation shields, and this is represented on the Gor Portas with a trait called Energy Dissipator, which allows it to use Outwit on Impervious, Invulnerability, or Toughness, and when it does, that power is countered on all opposing ships within 5 squares.

The Gor Portas has a bit of offensive punch to start its dial as it begins play with a couple clicks of Range Combat Expert, paired with an 8 range.  Defensively, Energy Shield Deflection will make it harder to hit with range attacks.  Mid dial, Gor Portas gains another level of defense as Range Combat Expert is replaced with Shape Change, to allow it to attempt to avoid attacks.  At this point,  Gor Portas has its highest printed damage values.   At the end of its dial, Energy Shield Deflection is dropped, as Shape Change will be its only protection.

Gor Portas Has the Dominion keyword, which allows a ship using this team ability or sharing a keyword to deal 1 penetrating to an opposing ship within 2 squares when a friendly ship using this team ability is KO’d.  Gor Portas can be played in theme on teams built around the Breen, Dominion, and Soldier keywords.  At 75 points, a spot can be found on a lot of forces that can take advantage of its unique use of Outwit.

Thanks for joining us today.  Star Trek HeroClix Tactics II releases in stores everywhere this Wednesday, January 23rd so get ready to soar into the Final Frontier!

Categories
Star Trek Tactics II

Star Trek HeroClix Tactics II: R.I.S. Talvath!

Greetings HeroClix Fans!

Today’s preview from the upcoming Star Trek HeroClix: Tactics II takes us to the Romulan Empire as we look at a science vessel called the R.I.S. Talvath.

017-R.I.S.-Talvath

As with all of the ships from the Romulan Empire, the R.I.S. Talvath has the Romulan Star Empire team ability, and it states “Before the beginning of the first turn, choose a keyword possessed by an opposing ship for all friendly ships with this team ability; damage dealt by ships using this team ability to ships with the chosen keyword cannot be reduced to less than 1. Uncopyable.”

R.I.S. Talvath has a trait called Keep Us in Position that allows it to use Plasticity and Stealth, allowing it hide in hindering terrain, as well as lock opposing figures down, or make sure its own escape is more likely.   R.I.S. Talvath begins play to use Incapacitate on an opposing figure up 7 squares away with its printed range for the front half of its dial.  An opening click of Willpower will allow R.I.S. Talvath to press the attack without fear of pushing damage.  After this, a run of Super Senses will allow it to attempt to avoid attacks all together.

R.I.S. Talvath has a special power for most of its dial called Transmitting Our Analysis…  This special power allows R.I.S. Talvath to use Outwit, and when it does, it can draw line of fire and count squares from the square of any friendly ship it shares a keyword with.  One can see how useful such a power is, especially to an empire that relies on information and deception to further its goals.  On the last half of its dial, R.I.S. Tavath can ignore damage reducers on opposing ships with Penetrating/Psychic Blast. 

The R.I.S. Talvath will be a solid cornerstone on any force you choose to include it on, especially ones built around the Romulan and Scientist keywords to best utilize its Transmitting Our Analysis… special power.   At 100 points, R.I.S. Talvath will have plenty of room to build around.

Categories
Star Trek Tactics II

Star Trek HeroClix Tactics II: The Ti’Mur!

Greetings HeroClix Fans!

For today’s Star Trek HeroClix: Tactics II preview, we spotlight a ship from one of Earth’s oldest interstellar allies within the United Federation of Planets.  We are pleased to present the Vulcan ship Ti’Mur!

 015-Ti'Mur

The Ti’Mur is primarily used as a geological research vessel.  However, the Vulcan crew of the Ti’Mur has become adept at using the ship’s equipment for battle so it begins its dial with Running Shot in its speed stat slot as it drops out of warp and fires upon an opponent from up to eight squares away.  The Ti’Mur can also target two characters with its ranged attacks.  Pulse Wave occupies the first three clicks of the attack stat slot as the Ti’Mur’s drilling phasers are reconfigured for offensive use.  Pulse Wave is followed by three clicks of Telekinesis as the Ti’Mur’s tractor beam arrays hurl objects or ships where needed.

Defensively, the Ti’Mur begins its dial with a click of Energy Shield/Deflection as its micrometeorite deflectors make it difficult to hit with ranged attacks.  Once the Ti’Mur is off its top click, it drops Energy Shield/Deflection and gains a special power called Strategic Environmental Manipulation.  This power allows the Ti’Mur to use Barrier.  When it does, the blocking terrain markers placed do not need to be adjacent and all must be within line of fire.  Strategic Environmental Manipulation remains on the Ti’Mur’s dial for four clicks.

The Ti’Mur begins its damage stat slot with Support as the ship’s field engineers perform repairs.  Support also appears on the ship’s last two clicks.  Sandwiched between those clicks of Support are three clicks of Outwit, which logically represents the Vulcan crew’s preparedness.

The Ti’Mur comes in at 100 points and has the Federation team ability.  It also has the Federation, Scientist, and Vulcan keywords to help focus team building.  The Ti’Mur makes a great addition to Federation forces with its opening-click combo of Running Shot and Pulse Wave and its mid-dial possession of Outwit.  (Those Vulcans are always thinking ahead!)

Thanks for reading!  Please join us again for our next Star Trek HeroClix: Tactics II preview.  Until then, keep your Clix off their K.O.’s!

Categories
Star Trek Tactics II

Star Trek HeroClix Tactics II: Dominion 5th Wing Patrol Ship 6!

Greetings HeroClix Fans!

Today’s Star Trek HeroClix: Tactics II preview brings us to the Alpha Quadrant and the Jem’Hadar attack ship captained by the fourth clone of the Vorta diplomat Weyoun.  Welcome aboard the 5th Wing Patrol Ship 6!

004-5th-Wing-Patrol-Ship-6

5th Wing Patrol Ship 6 comes into play at 75 points and has the Dominion team ability.  The ship begins its dial with a four-click run of its phased Polaron beam (Penetrating/Psychic Blast) to punch through damage-reducing powers on opposing ships.  As a Dominion ship, 5th Wing Patrol Ship 6 has Willpower to show that its crew is unable to imagine disloyalty or defeat.

The 5th Wing Patrol Ship 6’s damage slot begins with a special power called We Follow Weyoun For As Long As He Lives.  This special power allows 5th Wing Patrol Ship 6 to use Leadership.  When it does, ships that possess the Dominion team ability are considered to have a lower point value.  Interestingly enough, We Follow Weyoun For As Long As He Lives only appears on the dial for one click. (Don’t worry, though, as Starfleet records showed that eight copies of Weyoun existed.  A new Weyoun is bound to turn up eventually!)

As we reach the midpoint of 5th Wing Patrol Ship 6’s dial, we see that it gains a short run of Shape Change to represent Vorta duplicity.  Energy Shield/Deflection appears at the end of 5th Wing Patrol Ship 6’s dial as it exercises caution.  Also at the end of its dial, 5th Wing Patrol Ship 6 reveals a special power in its attack slot.  This special power is called We Sacrifice All to the Founders and allows the ship to use Pulse Wave.  When it does, after the attack is resolved, deal it 1 unavoidable damage for each two ships that took damage from the attack.

5th Wing Patrol Ship 6 has a trio of keywords (Dominion, Jem’Hadar, and Soldier) to aid with team building.  At 75 points and with its We Follow Weyoun For As Long As He Lives special power, 5th Wing Patrol Ship 6 is a viable choice for forces that utilize the Dominion team ability.

Thanks for reading!  Please join us again for our next Star Trek HeroClix: Tactics II preview.  Until then, keep your Clix off their K.O.’s!

Categories
Star Trek Tactics II

Star Trek Tactics II: The Rav Laerst!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Star Trek HeroClix: Tactics II set.   Today we look at a warship allied with the Dominion, from the Breen Confederacy, the Rav Laerst! 

025-Rav-Laerst 

The Rav Laerst has a trait called Defensive Penetration that allows it to deal 1 penetrating damage to all opposing ships adjacent to an object or section of blocking terrain it destroys.   The Rav Laerst begins play with a couple of clicks of Leadership, allowing it the potential to add an action to your action pool, as well as remove an action token from an adjacent friendly ship.  The Rav Laerst rushes into battle, utilizing its 8 range with Running Shot.  Along the way, an opening click of Super Strength will allow it to pick up an object to attack an opponent that chooses to base it.  Or, it can push to its second click, were it will drop the object, and allow it to modify its defense by +1 against range attacks.  And speaking of defense against range attacks, the front half of the Rav Laerst’s dial has the protection of Energy Shield Deflection to give it +2 against range attacks.

A click into its dial, the Rav Laerst has a couple of clicks of Penetrating/Psychic Blast, allowing it to ignore damage reducers on whatever opposing vessel it hits.   As the Rav Laerst transitions through its mid-dial, it regains a couple clicks of Super Strength. 

On its late dial, the Rav Laerst gains some damage reduction as Toughness will cover the rest of its dial.  Offensively, the Rav Laerst switches tactics as it can deal a click of penetrating damage to all ships within 4 squares, or continue to target one ship with Pulse Wave. 

As they are allies of the Dominion, the Rav Laerst has the Dominion team ability, allowing a ship using this team ability or sharing a keyword with a friendly ship that was KO’d to deal 1 penetrating damage to an opposing ship within 2 squares.   Rav Laerst can be used on theme teams based around the Breen, Dominion, and Soldier keywords.     At 125 points, the Rav Laerst will be a welcome addition to many force builds.

That’s all we have for today but be sure to join us again soon as we delve deeper into Final Frontier!

Categories
Star Trek Tactics II

Star Trek HeroClix Tactics II: The U.S.S. Enterprise-D!

Greetings HeroClix Fans!

Welcome back as we boldly go where no one has gone before with another preview from the upcoming Star Trek HeroClix: Tactics II.  Today we preview the flagship of the “next generation” of the Federation, the U.S.S. Enterprise-D!

031-U.S.S.-Enterprise-D

U.S.S. Enterprise-D begins the game taking the fight to your opponent with Running Shot.  Penetrating/ Psychic Blast will make sure your range combat attacks damage will stick.  U.S.S. Enterprise-D is protected from counter attack by Invulnerability.   U.S.S. Enterprise-D has the ability to add an extra action to your action pool with Leadership.

On its second click, U.S.S. Enterprise-D has a few clicks of Perplex added to its dial.  On this click, it also gains a special power called Saucer Separation.   This power says “U.S.S. Enterprise-D can use Hypersonic Speed; when it does, before it moves, place a bystander token as described on this card in an adjacent square. Remove the bystander token at the beginning of your next turn. If the bystander is destroyed, deal U.S.S. Enterprise-D 1 unavoidable damage.”   The Saucer Section possesses Running Shot with a 6 range, and Toughness to give it a bit of damage reduction.

Mid-dial, U.S.S. Enterprise-D gains the ability to deal penetrating damage to multiple targets with Pulse Wave.  Toughness provides a little bit of damage reduction through this part of the dial.  On its middle two clicks, U.S.S. Enterprise-D has the ability to lock opposing vessels in place or give itself a better chance to break away with Plasticity.  At the end of its dial, U.S.S. Enterprise-D regains its Saucer Separation power.  This, along with its 10 range, will help get the most out of Energy Shield Deflection, making it harder to hit from range.

U.S.S. Enterprise-D possesses the uncopyable Federation team ability, allowing it to modify its defense by +1 when it is attacked by a ship with one or more action tokens on it.  U.S.S. Enterprise can be included on theme teams utilizing the Federation, Scientist, and Soldier keywords.   At 150 points, U.S.S. Enterprise will be half of your force, and has the silver unique ring on his dial.


Thank you for joining us for this Star Trek HeroClix: Tactics II preview.  Be sure to come back next week as we take a closer look at the mysterious Breen and their formidable warships! Until then, keep your Clix off their K.O.’s!

 

Categories
Star Trek Tactics II

Star Trek Tactics II: The Robinson!

Greetings HeroClix Fans!

As we continue to check out ships from the upcoming Star Trek HeroClix: Tactics II set, we go beyond Deep Space 9 to preview a captured Jem’Hadar ship and piloted by Captain Benjamin Sisko, the Robinson!

021-Robinson

Discovered on Torga IV while Captain Sisko and members of his landing party were conducting a planetary survey, the derelict Jem’Hadar ship was claimed by the Starfleet officers by right of salvage.  After some rather tense negotiations and close calls involving a Dominion rescue team, Sisko and his remaining team members were able to successfully defend their claim to the crashed vessel and returned with it in tow to Federation space where the ship was eventually repaired and studied.  Once the Jem’Hadar attack ship was returned to fill functionality, it was christened the “Robinson” and charged with a dangerous mission behind enemy lines.  A mission so secret, that not even other Starfleet vessels know the identities of the Robinson’s crew or its task, easily mistaking it for a solitary Dominion attack ship…

The Robinson begins play with Penetrating/Psychic Blast and a 6 range to engage in precision strikes.  Shape Change will allow the Robinson the potential to avoid an attack, and failing that, Energy Shield Deflection will make it harder to hit from range.  On its second click, the Robinson gains a special power for the rest of its dial called Sabotage Behind Enemy Lines.  This special power allows the Robinson to be given a power action to choose an object within range, and destroy it, removing it from the game.  If the object is held, it deals 2 penetrating damage to the ship holding it, and if it isn’t, deal 1damage to all ships adjacent to and occupying the square it is in.

The second click of the Robinson sees the last click of Penetrating/Psychic Blast and the first of a couple clicks of Perplex, allowing a combat ability to be modified to best benefit your force.  Late dial, the Robinson regains Shape Change, as it’s only means of defense.

The Robinson has the Federation team ability, allowing it to modify its defense value by +1 when it is attacked by a ship with one or more action tokens.   The Robinson can be played on a few different theme teams, as it has the Federation, Jem’Hadar, and Spy keywords.  At 50 points, finding a spot on any force that can take advantage of its special power shouldn’t be too hard.

We hope you’ve enjoyed this latest look at the ships in Star Trek Tactics II! Be sure to check out our next Tactics feature as we spotlight the former flagship of the Federation, and the fifth vessel to carry its name!

Categories
Preview Star Trek Tactics II

Star Trek Tactics II: The Kornak!

Greetings HeroClix Fans!

For today’s Star Trek HeroClix: Tactics II preview we check in with a Cardassian vessel that was reserved for only the toughest missions during the Dominion War.  We are pleased to bring you the Kornak!
018-Kornak
Captained by Gul Kulat, the Kornak comes into play at 150 points and has the Dominion team ability.  When a ship using the Dominion team ability is knocked out, one friendly ship that shares a keyword or team ability with the KO’d ship may deal 1 penetrating damage to an opposing ship within two squares!

The Kornak is a unique, as noted by the silver background on its character card and the silver ring on the base of its dial.  The ship begins its dial with Hypersonic Speed on its first two clicks as its improved propulsion systems.  The Kornak ends its dial with two more clicks of Hypersonic Speed to catch its opponents off guard.

On those same opening clicks of Hypersonic Speed the Kornak has a special power, Enhanced Phasers, which allows it to use Energy Explosion.  When it does, the damage dealt to the target of the attack is penetrating damage.  To make things interesting, the Kornak has a range of 8 squares and can target two ships with its ranged attacks.  Enhanced Phasers appears on the Kornak’s first three clicks.

Enhanced Phasers is followed by a run of Quake that appears for the remainder of the Kornak’s dial.  Speaking of runs, the Kornak has a long, five-click run of Outwit starting on its third click to represent information gathered by the Cardassian Central Command’s fearsome intelligence agency, the Obsidian Order.

Defensively, the Kornak starts with Invulnerability on its top click to soak up damage.  It then switches to a long run of Super Senses at the heart of its dial as it utilizes stolen cloaking devices to evade attacks.  At the end of its dial, the Kornak switches from Super Senses to Toughness to show that the ship is still a threat even without all the modifications.

At 150 points, the Kornak makes a great primary attacker with its long run of Outwit and its Enhanced Phasers special power.  If the Kornak goes down in battle, opponents will feel the sting from ships friendly to the Kornak thanks to the Dominion team ability.  Defensively, the Kornak has consistent values that never dip below 17 until its last two clicks.  For theme-team building, the Kornak has the Cardassian, Soldier, and Spy keywords.

Thanks for reading!  Please join us for our next Star Trek HeroClix:  Tactics II preview; in the meantime, live long and may your die rolls be prosperous!

Categories
Preview Star Trek Tactics II

Star Trek Tactics II: I.R.W. Haakona!

Greetings HeroClix Fans!

Today we continue our previews of the new ships from the upcoming Star Trek HeroClix: Tactics II set with a spotlight on a Romulan vessel, the I.R.W Haakona!

Investigating a possible Federation incursion into the Neutral Zone, the Imperial Romulan Warbird (I.R.W.) Haakona encounters the U.S.S. Enterprise-D  in orbit of the planet Iconia.  The I.R.W. Haakona demands the immediate withdrawal of the Enterprise from the Neutral Zone and the situation looks tense; will the two ships battle and risk war or can they disengage peacefully? However, before either ship can take action, both fall victim to an ancient computer virus left over from a long dead civilization.  What began as a standoff between two powerful starships quickly becomes a race for survival as the two ships begin losing control of their own systems!

The I.R.W Haakona can easily maneuver into position thanks to an opening click with a 14 movement and Phasing/Teleport.  Once in place, I.R.W Haakona can use its 8 range and 3 damage to strike at an opposing ship, or attempt to break up clusters of enemy ships with its Energy Explosion.  Impervious will help protect the Haakona from damage.   On its second click, I.R.W Haakona changes tactics as she gains a run of Running Shot.  A couple of clicks of early-dial Super Senses also allow the Haakona tto avoid attacks as it engages hit and run tactics thanks to its cloaking device.

Mid- to late-dial, the I.R.W Haakona changes its defense strategy yet again in order to reduce damage thanks to Toughness.  The Haakona also gains a special power called Iconian Virus, which allows it to use Perplex.  However, if the Haakona uses it to modify one of its own combat values by -1, it may reduce the same combat value by -2 on two opposing ships within 6 squares and line of fire!  At the same time, the Haakona adopts a more aggressive and focused attack stretgy, which is represented  by Penetrating/Psychic Blast as well as higher attack values.

I.R.W Haakona has the Romulan Space Empire team ability and fittingly, the I.R.W Haakona only possesses the Romulan keyword (as Romulans don’t tend to work well with others) which allows it to theme nicely with other Romulan vessels like the R.I.S. Vo and the I.R.W. N’Ventnar!   At 125 points, I.R.W Haakona brings a strong ranged combat power set as well as a special power that will help any fleet it’s a part of.

Thanks for joining us today.  Be sure to check incoming transmissions next week as we attempt to intercept secret Obsidian Order communiques! Until then, keep your Clix off their K.O.’s!