Announcements Heroclix Preview Star Trek Tactics

Happy Release Day Tactics Fans!

Greetings HeroClix Fans!

Happy Release Day!

Assemble your fleets and embark upon your mission; explore strange new worlds, and seek out new life and new civilizations!

Featuring over 20 pre-painted ships inspired by all eras of Star Trek, Tactics offers players and fans a wide selection of Klingon and Federation vessels to battle each other with!  Star Trek HeroClix: Tactics is designed with HeroClix Powers and Abilities, and is 100% compatible with the standard HeroClix core rules system!

Star Trek HeroClix: Tactics is sold in two different packages: a Starter set and single figure, pardon, ship booster format. The Tactics Starter set will include everything a player needs, including rules and maps. The booster format includes the figures, similar to other previous HeroClix releases.

As a special sneak peek, here’s a look at the Warship Voyager found in the Star Trek HeroClix: Tactics Organized Play kits!

Commanded by the sadistic Captain Janeway, Warship Voyager begins play with a trait, No Time for Half-Measures. With this trait, any successful attack roll of doubles made by Warship Voyager or an adjacent friendly ship is a critical hit!

Warship Voyager has a range of nine and the Sharpshooter combat ability, which allows it to make ranged attacks against adjacent opposing ships. Warship Voyager starts its dial with Penetrating/Psychic Blast to show that it is a ship of destruction! Defensively, the ship’s triple-armored hull (Invulnerability) protects it from harm. Once Warship Voyager is off its first two clicks, it changes strategies and relies upon its Biogenic Weapons (Poison). Warship Voyager also drops Invulnerability and gains Toughness. Captain Janeway’s tactical prowess is also represented on clicks two and three via Outwit!

On the back half of Warship Voyager’s dial, the ship again switches offensive tactics and uses Steal Energy to help it heal some damage. Mid-dial, Warship Voyager’s “Borg fighting force” is shown as Close Combat Expert.

According to Kyrian historical records, Warship Voyager’s crew was “a gang of thugs.” This is represented on the ship’s dial as Blades/Claws/Fangs at the end of Warship Voyager’s dial. To compliment Blades/Claws/Fangs, Warship Voyager also gains late-dial Charge. If that’s not enough, the ship also has Ranged Combat Expert on its last two clicks!

Warship Voyager makes a great addition to any force at only 125 points and has some handy keywords (Federation, Soldier, and Warrior).

Enjoy your Release Day Star Trek fans and set your phasers for excitement!

Heroclix Preview Star Trek Tactics

Transparent Aluminum and Tribbles!

Greetings HeroClix Fans! Today we continue to explore the Star Trek HeroClix: Tactics set by first visiting the movie Star Trek IV: The Voyager Home.  We look at a former Klingon vessel taken over by Captain Kirk and the crew of the Enterprise, the H.M.S. Bounty.


The H.M.S. Bounty possesses the Indomitable ability as well as a 7 range with two targets.  Also, the H.M.S. Bounty possesses a trait called Whalesong, allowing her to be given a double power action.  Until the beginning of your next turn, each ship that makes an attack within 6 squares rolls a d6 after the attack resolves.  On a result of 1-3, deal the ship 1 unavoidable damage.   The H.M.S. Bounty begins play by slingshotting around the sun to go back in time in the form of two opening clicks of Hypersonic Speed.  For the rest of her dial, the H.M.S. Bounty has Plasticity,allowing her to tie down opposing vessels or have a better chance of breaking away to reposition herself to better use the rest of her powers.  For the first half of her dial, in her attack slot, the H.M.S. Bounty utilizes her range and 2 targets with Energy Explosion, while the back halve of her dial lets the her attack all ships within 4 squares with Pulse Wave. Defensively, for her first three clicks, the H.M.S. Bounty uses her cloaking devise in the form of Super Senses, switching mid-dial for three clicks to damage reducing Toughness, and closes out her dial with two clicks of Regeneration.  On her damage slot, the H.M.S. Bounty shows her crews willingness to alter time in the form of two clicks of Probability Control, Captain Kirk’s rebellious side as he ignores orders to do what he feels is right with three clicks of Outwit, and closes out her dial with three clicks of Support, to show her crew successfully saving the future by delivering their cargo home. The H.M.S. Bounty comes in at 125 points, and this unique vessel has the Federation keyword to show where her crew’s loyalties lie, but no team ability as she was a stolen vessel.  An aggressive power set and stats means the H.M.S. Bounty will be welcome on most forces. Also today, we take a look back into Star Trek: The Original Series to visit one of the most infamous vessels in the Klingon Empire, the I.K.S. Gr’oth. 


The I.K.S. Gr’oth begins play with a run of three clicks of Plasticity, enabling her to tie up your opponent’s ships.  In her attack slot, the I.K.S. Gr’oth shows off the projected stasis field weapon in the form of Incapacitate for one click, then ejects tribbles into space for two clicks in the form of Smoke Cloud, before switching back to Incapacitate. Defensively, the I.K.S. Gr’oth begins play with a click of Energy Shield Deflection, switches to two clicks of Toughness, and then closes out her dial with two more clicks of Energy Shield Deflection. In her damage slot, the I.K.S. Gr’oth has three front loaded clicks of Enhancement to help her teammates, and closes out her dial with two clicks of Range Combat Expert. The I.K.S. Gr’oth possess the uncopyable Klingon Empire team ability, allowing her to modify her attack by +1 until the end of your next turn if a friendly ship with the Klingon team ability is KOed. The I.K.S. Gr’oth has a 6 range with 2 targets and possesses the Klingon, Soldier, and Warrior keywords.  At 50 points, the I.K.S. Gr’oth is an inexpensive addition to your force. That’s all for today, be sure to join us later this week for more exciting previews from upcoming HeroClix sets, and mark your calendars for the release of Star Trek: Tactics this Wednesday!

Heroclix Preview Star Trek Tactics

The Undiscovered Country

Greetings HeroClix Fans!

Today we continue to explore the Star Trek HeroClix: Tactics set .  The first ship we visit is that of Captain Hikaru Sulu, the U.S.S. Excelsior!

The U.S.S. Excelsior begins play utilizing her 8 range and Running Shot to open it’s dial.  On her next click, the U.S.S. Excelsior engages her transwarp drive as she gains a click of Hypersonic Speed, followed by a click of Stealth.   From this point on the U.S.S. Excelsior keeps her powers for two clicks each as she cycles through Running Shot, Hypersonic Speed, and finally gains Flurry. On her attack slot, the U.S.S. Excelsior has Pulse Wave on her third click.

Defensively, the U.S.S. Excelsior starts with her deflectors engaged in the form of Invulnerability. On her second click, the U.S.S. Excelsior utilizes Willpower as she shows her captain’s resolve to stop an assassination plot.   For her next three clicks, the U.S.S. Excelsior uses her shields in the form of Toughness.  Following this are two more clicks of Willpower followed by two closing clicks ofRegeneration. 

In her damage slot, the U.S.S. Excelsior starts play with Outwit, alternating with Leadership, for her first four clicks.  After this, the U.S.S. Excelsior picks up two clicks of Range Combat Expert. Before she gets to her last click, the U.S.S. Excelsior gets one more click of Outwit.   The U.S.S. Excelsior possess the Federation and Scientist keywords, and has the uncopyable Federation team ability, allowing her to increase her defense by +1 when attacked by a ship with one or more action tokens.   At 150 points, the U.S.S. Excelsior  brings a solid power set and stats to your force.

Next, we visit the flag ship of the Klingon Empire as it brings Chancellor Gorkon to Earth for peace negotiations, the I.K.S. Kronos One!

The I.K.S. Kronos One possesses a trait called Klingon Fury, allowing her or an adjacent ship with the Klingon keyword that has two action tokens to be given a non-free action.  After this action is resolved, it is dealt 1 unavoidable damage and does not clear action tokens from it at the end of the turn.  This trait couples well with the Leadership on the first two clicks of the I.K.S. Kronos One, as well as her own Indomidible ability.

The I.K.S. Kronos One begins play with a click of Energy Explosion, and four clicks of Toughness as her damage reducer of choice.   On her second click, the I.K.S. Kronos One gains two clicks of Charge as well as three clicks of Smoke Cloud.  On her third click, the I.K.S. Kronos One picks up a run of three clicks of Exploit Weakness. 

Mid-dial, two clicks of Plasticity overlap the I.K.S. Kronos One’s Exploit Weakness.  In this stretch of the I.K.S. Kronos One, she picks up Pulse Wave and Mastermind, both for the last four clicks of her dial.  On her last three clicks, the I.K.S. Kronos One uses Perplex to help herself or friendly ships.  The I.K.S. Kronos One possess the uncopyable Klingon Empire team ability, allowing her to increase her attack by +1 if an opposing ship KO’s a ship using this team ability.  The I.K.S. Kronos One  also possess the Klingon and Flagship keywords.   At 100 points, this unique ship can be a huge asset to any Klingon force.

That’s all for today, be sure to join us next Monday as we continue to look at the Star Trek HeroClix: Tactics set.

Heroclix Preview Star Trek Tactics

Set Course for Deep Space 9!

Greetings HeroClix fans!

Today, we take a closer look at two starships with ties to the Deep Space Nine space station! First, let’s open all hailing frequencies and request permission from Captain Benjamin Sisko to board the U.S.S. Defiant!


Regarded by Starfleet Commander William Riker as a “tough little ship,” Defiant comes in at 100 points and has the Federation and Soldier keywords.  The ship has a range of eight with two targets and the Federation team ability, which allows it to boost its defense by +1 when it is attacked by a ship that already has one or more action tokens.

Defiant was built to fend off Borg attacks and is capable of reaching warp 9.2.  This speed is represented on Defiant’s dial through Running Shot on its first two clicks.  Offensively, Defiant appears unassuming but starting on its third click, it opens its primary phaser array to blast away at multiple enemy ships.  This attack is shown on Defiant’s dial as Energy Explosion.

As part of an agreement between the Federation and the Romulan Empire, Defiant was the first Federation starship equipped with a Romulan cloaking device.  This is represented defensively on Defiant’s dial as Super Senses on its opening click.

Once Defiant is off its first click, it ditches the cloaking device in favor of heavy ablative armor that allows it to withstand multiple hits from enemy ships.  This is shown as Invulnerability on Defiant’s next three clicks.  Late-dial, Defiant again changes defensive tactics and relies on its deflector shields (Energy Shield/Deflection) for protection!

Finally, the Defiant can confuse opposing ships thanks to the experience of its Executive Officer, Worf! This tactical advantage is shown on Defiant via mid-dial Perplex.

Speaking of Worf, let’s peek into the mirror universe and turn our attention to Regency 1!


Commanded by Regent Worf, Regency 1 is a Negh’Var-class flagship of the Klingon-Cardassian Alliance.  Regency 1 comes into play at 150 points and has the Flagship, Klingon, and Warrior keywords, and also has a range of nine!

Regency 1 is capable of reaching a sustained speed of warp 9.6.  This is represented on the ship’s dial via Hypersonic Speed on its first three clicks.  Mid-dial, Regency 1 switches from Hypersonic Speed and gains Running Shot.

As the flagship of the Klingon Empire, Regency 1 possesses the Indomitable combat ability, which allows it to ignore pushing damage! The ship also has Impervious on its starting click.  Once Regency 1 is off its top click, it uses a cloaking device that was stolen from our universe and brought to the Mirror Universe! This cloaking ability is represented on Regency 1’s dial as Super Senses.  Mid-dial, Regency 1 loses its cloaking device and Super Senses becomes Impervious once again.  Late-dial, the ship relies upon its shields (Toughness) to keep it in the fight!

Regent Worf’s battle experience helps Regency 1 get through tough fights. This experience is shown on Regency 1’s dial via Leadership on the ship’s first two clicks. Mid-dial, Regent Worf shows his benevolent side and Leadership becomes Support on Regency 1’s next two clicks. Late-dial, Regency 1 takes the fight into close quarters and gains Close Combat Expert!

On one notable mission, Regent Worf led Regency 1 into battle against Terran rebels for control of the Terok Nor space station.  Early-dial Quake represents Regency 1’s vicious attacks against the Terran rebels. Once Regency 1 gets close to an enemy ship, it unleashes a startling array of weapons.  This is shown via Blades/Claws/Fangs on Regency 1’s next two clicks.  Mid-dial, Regency 1 focuses its ranged attacks by using Penetrating/Psychic Blast!

We hope you enjoyed today’s preview! Be sure to join us next time when we continue our journey aboard the ships of Star Trek HeroClix: Tactics!

Heroclix Preview Star Trek Tactics

One Big, Happy Fleet…

Greetings HeroClix Fans!

Today we travel to Ceti Alpha VI to visit Dr. Carol Marcus’ Genesis Project on the U.S.S. Reliant!

Reliant is a 75-point Miranda-class Federation starship commanded by Captain Clark Terrell, with Commander Pavel Chekov as its first officer. As a Federation ship, Reliant has the Federation team ability, which allows it to boost its defense by +1 when it is attacked by a ship that already has one or more action tokens.

Originally built as a research cruiser, Reliant has a few tricks up its sleeves for opposing ships. It begins play with a special power in its movement slots, Genesis Testing. This power allows Reliant to use Charge. In addition, Reliant can be given a power action to remove from the map up to three blocking or hindering terrain markers within six squares. If at least one marker is removed with this power, Reliant can then use Smoke Cloud as a free action!

Offensively, Reliant starts with a range of 6 and can target two ships with its attacks. Reliant also has Incapacitate in its opening attack slots. At the same time, Reliant can bypass damage-reducing powers with it Dynoscanner Targeting (Exploit Weakness).  Mid-dial, Reliant switches to Smoke Cloud. Exploit Weakness becomes Support in the damage slots as Reliant assumes its role as a scientific and medical support ship!

Defensively, Reliant opens with three clicks of Barrier to represent phase two of the Genesis project. On the back half of its dial, Reliant powers up its Deflector Shields to help make it a harder target to hit from range!

HeroClix fans, it looks like we’ve arrived at our planetary destination! Wait. Something’s wrong. This doesn’t look like Ceti Alpha VI and that figure approaching looks like Khan Noonien Singh! He’s taken control of the U.S.S. Reliant!

This version of the Reliant represents the ship under the control of Khan, who was found by Captain Terrell and Commander Chekov on the wasteland planet, Ceti Alpha V. As part of Khan’s scheme to hijack Reliant, Khan implanted Ceti Eels into the brains of Terrell and Chekov to make them susceptible to suggestions. Ceti Eels is also the name of a trait possessed by Reliant when it begins play. When Reliant misses with a close combat attack, after actions resolve it can use Mind Control as a free action against the same target!

Reliant’s dial begins with Running Shot to represent Khan’s fearlessness in battle. That’s followed up with Plasticity at the heart of the dial to keep opposing ships from escaping. Offensively, Khan’s Reliant starts out unassuming with no attack power on its first click. Once Reliant has moved off its first click, it punches through shields and armor by using Penetrating/Psychic Blast and then follows up with Energy Explosion. Late-dial Pulse Wave is a last-ditch means of dealing out damage!

Defensively, this version of Reliant enters battle relying on its Deflector Shields (Toughness) to help it absorb damage. Mid-dial, the ship switches defensive tactics to Combat Reflexes to go along with its Plasticity clicks. On those same clicks, Reliant gains Close Combat Expert to represent Khan’s augment crew boarding enemy vessels! Finally, Khan’s tactical expertise is shown on Reliant’s dial as late-dial Perplex.

At 75 points and with a range of eight, Khan’s commandeered Reliant makes a great addition to many forces!

That’s all we have for today! Join us again next week as we warp into more Star Trek: Tactics previews, and stick around this week for more sneak peeks from the Marvel: Avengers Movie and Marvel: Galactic Guardians sets!

Heroclix Preview Star Trek Tactics

From the Caretakers Array to the Klingon Empire!

Greetings HeroClix Fans!

Today we continue to explore the Star Trek HeroClix: Tactics set by visiting the distant Delta Quadrant to check in with the U.S.S. Voyager!

The U.S.S. Voyager begins play with three opening clicks of Running Shot to get into a good position to attack your opponents, while Energy Explosion is on the first two clicks. Captain Janeway’s experience as captain is shown with an opening click of Leadership. The U.S.S. Voyager then switches to show the Marquis influence aboard with 2 clicks of Outwit.

Mid-dial, the U.S.S. Voyager switches tactics by picking up good stretch of Penetrating/Psychic Blast. Also in this bit of dial, on the U.S.S. Voyager the Doctor shows up to lend a hand to your force in the form of three clicks of Support. Late-dial, the U.S.S. Voyager again switches tactics with three clicks of Hypersonic Speed! 

The entire length of the dial shows the evolution of the U.S.S. Voyager as it made it’s way home, collecting alien technologies to repair and improve itself, but nowhere more than in the defense systems. Opening with no damage reduction on the first click, the U.S.S. Voyager has Toughness on clicks 2 and 3, Invulnerability on clicks 4-6, and Impervious to close out the dial on her last three clicks.

The U.S.S. Voyager also has the Federation team ability, allowing her to raise her defense by +1 if the ship attacking her has 1 or more action token.  At 150 points, with a good selection of keywords and with steady stats and powers, the U.S.S. Voyager is sure to find it’s way onto many forces.

Next up we visit the Klingon Empire and check in with the I.K.S. Ch’Tang!

The I.K.S. Ch’Tang begins play using hit and run tactics represented by Hypersonic Speed. Also on it’s first click is the I.K.S. Ch’Tang’s only click of damage reduction in the form of Toughness!When positioned properly, Enhancement will benefit your entire force for the front half of the dial of the I.K.S. Ch’Tang. After her opening click, the I.K.S. Ch’Tang keeps a move and attack power on every click as she alternates between Running Shot and Hypersonic Speed. 

Defensively, after her opening click of Toughness, the I.K.S. Ch’Tang gains 2 clicks of Super Senses to represent her cloaking devise, then 2 clicks of Klingon tenacity in the form of Willpower, and finely, Super Senses closes out the dial.

The I.K.S. Ch’Tang also has the Klingon Empire team ability, allowing her to get +1 to her attack if an opposing figure K.O.’ed a ship using this team ability on their last turn. For 75 points the I.K.S. Ch’Tang is an economical addition to most forces.

That’s all we have for today, but join us again next week as we warp into the more Tactics previews, and join us this week for more sneak peeks from the Avengers Movie and Galactic Guardians sets!

Heroclix Preview Star Trek Tactics

The Next Generation Has Arrived!

Greetings HeroClix fans!

Today we continue our series of previews for Star Trek Tactics by spotlighting the sixth Federation ship to bear the name “Enterprise.” Please watch your step as we board the U.S.S. Enterprise-E!

The Enterprise-E is a 150-point Sovereign-class heavy explorer starship under the command of Federation Captain Jean-Luc Picard. Enterprise-E has a range of nine and can target two opposing characters with its attacks. 

Enterprise-E begins play with a special power, Metreon Gas Venting, in its first two movement slots. Metreon Gas Venting allows Enterprise-E to use Phasing/Teleport. When it does, it may place hindering terrain markers in squares it moved through that were also occupied by opposing ships. Enterprise-E’s player may then roll a d6; on a result of 5 or 6, each ship that occupies a marker is dealt one damage! Mid-dial, Enterprise-E switches to Running Shot before regaining Metreon Gas Venting.

Offensively, Enterprise-E cycles between firing its phasers (Energy Explosion) and quantum torpedoes (Penetrating/Psychic Blast)!

The crew of the Enterprise-E was hand-picked by Picard and previously served on the ship’s predecessor, U.S.S. Enterprise-D. Early dial Leadership represents Picard’s familiarity with the Enterprise-E crew. The ship switches mid-dial to Outwit as a way of showing the crew’s experience. Late-dial Shape Change represents Enterprise-E using the famous Picard Maneuver battle tactic to make an opposing vessel believe it is facing two starships instead of one! 

On the defensive front, Enterprise-E initially uses its heavy deflector shields (represented by Invulnerability) for two clicks. After Enterprise-E takes damage, its shields aren’t at full power so it switches from Invulnerability to Toughness mid-dial. Late-dial Willpower displays the determination of the Enterprise-E and its crew to boldly go where no one has gone before!

Enterprise-E makes a great addition to forces that use the Federation, Scientist, and Soldier keywords. It also has the Federation team ability, which boosts its defense by +1 when it is attacked by a ship with one or more action tokens.

Are you ready to take a closer look at the I.K.S. Maht-H’a? Then as Captain Picard would say, “Make it so!”

The Maht-H’a is a 75-point Vor’Cha-class attack cruiser commanded by Klingon Empire Captain Nu’Daq. Like most starships in the Klingon Empire, the Maht-H’a is equipped with a cloaking device. This is represented by Stealth on its first two clicks. Once the Maht-H’a is ready to strike, it switches from Stealth to Charge for its next three clicks.

The Maht-H’a is notable for eradicating all the life on the planet Indri VIII during a quest to decipher a four-billion-year-old genetic program left by ancient humanoids. The ship’s destructive power is shown on its dial as Pulse Wave on its opening two clicks and Poison on its next three attack slots!

Defensively, the Maht-H’a has the Indomitable combat ability and opens with a click of Super Senses to help it evade damage. Once the ship is off its first click, it switches to Toughness. Mid-to-late dial, the Maht-H’a uses Exploit Weakness to help it bypass damage-reducing powers!

Finally, the Maht-H’a has a range of five and the Klingon Empire team ability, which allows it to modify its attack value by +1 until the end of your next turn whenever a friendly ship using this team ability is KO’d.  The Maht-H’a also has the Scientist, and Warrior keywords.

We hope you enjoyed today’s preview! Join us next time as we highlight a ship that was lost deep in the Delta Quadrant and a key vessel from the Dominion War! Until then, set your phasers to “fun” and keep your clix off their KOs!

Heroclix Preview Star Trek Tactics

These Are The Voyages…

Greetings HeroClix Fans!

In October we announced the latest addition to the HeroClix brand and introduced the world to Star Trek HeroClix: Tactics.  Today we begin our Star Trek: Tactics previews with the ships from the Starter set.  And what better way to start than with the Federation’s Flagship, and possibly the most famous starship of them all, the U.S.S. Enterprise-A!


The U.S.S. Enterprise-A begins play boldly going where no one has gone before with Running ShotToughness represents the deflector shields aboard the Enterprise while an opening click of Enhancement displays the tactical skills of Captain James T. Kirk as he orders the Enterprise to where it will do the most good.

Mid-dial, the Enterprise unleashes a barrage of Photon Torpedoes via Energy Explosion,  while Perplex demonstrates the skills of the Enterprise’s Chief Engineer, Montgomery Scott, as he ekes out every bit of performance as possible from the ship.  Late-dial, Enhancement returns to the dial, and Scotty performs yet another miracle to save the Enterprise-A in the form of Regeneration. 

At only 75 points, the Enterprise-A is a versatile craft with both consistent combat values and useful powers and abilities.  The Federation team ability grants the Enterprise a bonus to their defense in combat if they’re targeted by a ship with one or more action tokens, further increasing their durability.

The next ship in the Star Trek Tactics Starter is from the Voyager television series.  Captained by a future Harry Kim, here is the U.S.S. Rhode Island!

The U.S.S. Rhode Island begins play getting where it will be most useful thanks to Phasing/Teleport. Once in place, the combination of Incapacitate (to apply tokens to it’s target) and Energy Shield/Deflection used with the Federation team ability will make a counter attack very difficult for an opponent! Displaying command skills honed through years of exploring (and surviving!) the Delta Quadrant, Harry Kim assists your task force with Leadership which appears on the Rhode Island’s first three clicks.  Switching tactics on click two, the U.S.S. Rhode Island engages it’s tractor beams in the form of Super Strength as it maneuvers asteroids and other debris to deal additional damage to opposing ships.

Mid-dial, Toughness becomes the defensive power of choice, as Leadership is replaced by Probability Control for most of the rest of the dial.  Plasticity replaces Phasing/Teleport and Incapacitate returns for the rest of the dial. For 125 points, the U.S.S. Rhode Island will be a solid addition to any Federation force.

Next up we look at long-time enemies of the Federation, the Klingon Empire.  The first ship presented is the I.K.S. Rotarran!

The I.K.S. Rotarran begins play deftly striking from seemingly nowhere thanks to early-dial Stealth.  Super Senses further represents the ship’s Cloaking Device as it utilizes Outwit to hamper the enemies of the Klingon Empire and Energy Explosion to spread damage out amongst your opponents.  Once in position, the Rotarran switches tactics for the deadlier utilizing Penetrating/Psychic Blast to attack opposing ship’s vulnerable points while Perplex allows you to boost whichever system is the most critical to your needs of the moment.  Lastly Energy Shield/Deflection provides an early-dial bonus to the Rotarran’s defenses as it engages in ship-to-ship combat!

Mid-dial, the Rotarran switches to Force Blast as Energy Explosion, Super Senses and Outwit all return to the dial.  Late-dial, the I.K.S. Rotarran switches back to Stealth as Pulse Wave demonstrates an all-out assault phasers barrage!

Honor is critical to the Klingons and if your opponent should happen to defeat any of your vessels, the Klingon Empire team ability grants your ship a combat bonus against the opposing ship as you avenge your fallen comrades!  Combined with the Indomitable ability, the I.K.S. Rotarran is a great addition to your fleet at only 100 points!

Last, and certainly not least, in the Star Trek: Tactics Starter set is the I.K.S. Bortas!

The Flagship of the Klingon fleet for many years and the personal starship of Chancellor Gowron, the I.K.S. Bortas begins play with Stealth as it readies itself for battle agains the enemies of the Empire.  Once in position, Penetrating/Psychic Blast represents the skill of the Bortas’ gunners as they target critical systems and bypass their foes’ damage reducers.

Mid-dial, the Bortas gains Flurry as its boarding parties attacking enemy vessels.  Photon Torpedoes continue to barrage enemy vessels thanks to Energy Explosion while Willpower replaces early-dial Invulnerability as the Bortas displays Klingon tenacity in battle.

Late-dial, Running Shot appears on the dial as the Bortas maneuvers into the thick of battle.  True to the old Klingon saying, revenge is a dish best served cold as the Bortas unleashes Pulse Wave upon its foes and no true Klingon will go down without a fight!  At 100 points, with a good selection of keywords and the Klingon Empire team ability, the I.K.S. Bortas is sure to find it’s way onto many forces.

Thank you all for joining us today and be sure to check back every Monday as we continue our Star Trek HeroClix: Tactics previews! Warp speed ahead!

Announcements Heroclix Retailers Star Trek Tactics

Boldly Go Where No Clix Have Gone Before!

Greetings HeroClix fans!

Today we are very pleased to announce the expansion of our Star Trek offerings with the release of Star Trek HeroClix: Tactics!

Star Trek HeroClix: Tactics puts you in command of Federation and Klingon vessels and is 100% compatible with the HeroClix core rules system.  Tactics is intended as a standalone game system and will exist outside of the Modern and Golden Age tournament environments. What this mean is Tactics operates by the same rules and Powers and Abilities card that your standard HeroClix game is played with, but is meant to be played as its own game.

Tactics features more than 20 pre-painted ships from both the Federation and Klingon affiliations and will be available for sale in both a 4-Ship starter product and single figure boosters.  For more details, please refer to our Retailers Downloads section.