Star Trek HeroClix Tactics II: The USS Enterprise!

Published on January 23rd, 2013

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!”

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