Announcements Star Trek: Attack Wing

WizKids Games Announces Star Trek Attack Wing: The Collective!


Greetings Star Trek: Attack Wing Retailers & Fans!

WizKids Games has just posted information about the next exciting Storyline Organized Play program for Star Trek: Attack Wing— The Collective.  In this article, we are going to take a closer look at The Collective to provide you with some more in-depth information about the structure of the the program.

The Collective is a 3-month storyline organized play event series starting in July 2014 with three unique organized play kits each to support one event per month.  The Kits are as follows:

SKU 71508 The Collective Month 1 OP Kit— First Contact

SKU 71509 The Collective Month 2 OP Kit— The Battle Of Wolf 359

SKU 71510 The Collective Month 3 OP Kit— The Battle of Sector 001

Kits include participation prizes for each player, scenario game rules with associated map elements and an exclusive Star Trek: Attack Wing ship for the winner of the event.  Each kit supports up to 10 players.

New to this event series is The Collective Tournament Ship Bricks (SKU 71645). The Collective Tournament Ship Bricks are 10 individually packed ships (with their corresponding cards and tokens) containing one of five different ships that are unique to this event series (each brick contains 2 copies of each of the 5 ships).   The ships are packed in sealed blind boosters so players will not be able to know which ship they will be receiving.

NOTE: Stores may choose to run The Collective organized play events without The Collective Tournament Ship Bricks if they so choose.

For stores purchasing The Collective Tournament Ship Bricks, the suggested format for the events are for players to pre-build a fleet of 90 points and— using the contents of their ship pack they drew from The Collective Tournament Ship Brick— field a 30 point ship that they add to their fleet.  Each ship pack contains options for generic/named ship, captains and upgrades that can provide multiple different configurations for a 30 point ship.  It is recommended that stores charge an entry fee for The Collective events (where local laws allow) to cover the cost of the OP Kit and Tournament Brick.

To recap:

  • The Collective Organized Play Kits will be packed separately from The Collective Tournament Ship Bricks and are separate SKUs to be ordered.  Stores may opt to run The Collective Organized Play series without purchasing The Collective Tournament Ship Bricks if they so choose.
  • The Collective Organized Play kits will support up to 10 players, unlike previous kits that supported up to 12 players.  If a store can demonstrate that they average more than 10 players, they may speak with their sales representative at their distributor to request additional OP kits/Tournament Bricks.

Thank you all for your continued support of Star Trek: Attack Wing and we leave you with this FAQ (below) that will hopefully answer any lingering questions you may have about The Collective Organized Play Event Series.

-The WK Team


Star Trek: Attack Wing- The Collective Frequently Asked Questions (FAQ)

Q: What is Star Trek: Attack Wing- The Collective?
A: Star Trek: Attack Wing- The Collective is a three-month storyline Organized Play program beginning in July 2014.  The Collective features exclusive content found only in The Collective Tournament Ship Bricks and limited edition prizes found only in The Collective Organized Play kits.

Q: How often will Star Trek: Attack Wing- The Collective events take place?
A: Each Star Trek: Attack Wing- The Collective Organized Play kit will support one monthly event. The event itself is 3 months long.

Q: How many players does each Star Trek: Attack Wing- The Collective kit support?
A: Each Star Trek: Attack Wing- The Collective Organized Play kit will support 10 players. Please note that this is a change from the STAW The Dominion War event series.

Q: What are the requirements to participate in Star Trek: Attack Wing- The Collective?
A: Stores must be registered in the WizKids Event System (WES), and must have signed off on the WizKids Promotional Product Licensing Agreement.  Lastly, stores must schedule their monthly Star Trek: Attack Wing- The Collective events in the WES as well.

Q: How do I order Star Trek: Attack Wing- The Collective Organized Play materials and Tournament Ship Bricks?
A: Contact your Star Trek: Attack Wing distributor’s sales rep to order today!

Q: What if my distributor runs out of Star Trek: Attack Wing- The Collective OP kits or Tournament Ship Bricks
A: Make no mistake, we anticipate that Star Trek: Attack Wing- The Collective will be hot and the Tournament Ship Bricks will only be available while supplies last.   We suggest that you place your orders as soon as possible.

Q: What if I need three or more Star Trek: Attack Wing- The Collective Organized Play kits to support my store’s monthly Star Trek Attack Wing- The Collective events?
A: Talk to your Sales Rep; every request for additional kits will be reviewed on a case-by-case basis.

Q: What if, after speaking with my sales rep, I still cannot get enough Star Trek: Attack Wing- The Collective Organized Play kits or Tournament Ship Bricks?
A: The Collective organized play events can be run without The Collective Tournament Ship Bricks.  For stores running The Collective events without The Collective Tournament Ship Bricks,we suggest a standard constructed 100 point fleet build format.

Q: Where can I find more information about Star Trek Attack Wing- The Collective?
A: More information about what is included in each Star Trek Attack Wing- The Collective OP Kit can be found at   Links to the instruction sheets will become active in the coming weeks.

Star Trek Tactics III

Star Trek HeroClix Tactics Series III: Assimilation Target Prime!

Greetings HeroClix Fans!

Here we are with another exciting preview from the upcoming Star Trek HeroClix: Tactics Series III!  Today we continue our previews by visiting an alternate dimension where the Borg’s assimilation of the Alpha Quadrant has progressed a lot further along.  The U.S.S. Enterprise has managed to remain mostly free from the Borg, but has become Assimilation Target Prime!


 Firstly,we notice that Assimilation Target Prime possesses a trait called Scavenged Borg Technology, which says that when it uses the Borg team ability, it may place the Assimilation token on its own character card.  When it is hit with an attack, you may remove Assimilation tokens from it and modify the attacker’s damage value by -1 for each removed token.

The front half of Assimilation Target Prime’s dial begins with a special power called Fighting on the Run, which allows it to move up to three squares after it resolves a range combat attack.   An opening click of Toughness will give it a bit of damage reduction, before switching to a couple clicks of Energy Shield / Deflection for a bit, making it harder to hit with range combat actions.  This section of the dial also has Outwit, allowing Assimilation Target Prime to deprive an opposing ship of a key power until your next turn.

On the back half of its dial, Assimilation Target Prime has a run of Pulse Wave, allowing it deal penetrating damage to all ships within 4 squares.   A couple of clicks of Toughness are back, before switching to a closing click of Energy Shield / Deflection.  Throughout its dial, the indomitable combat ability will let it act without fear of pushing damage.  And an impressive 8 range will give Assimilation Target Prime a long reach to make range combat attacks, or to use its Outwit.  Assimilation Target Prime can be played on some solid theme teams using its Borg, Federation, Robot, and Warrior keywords.

Assimilation Target Prime has the Federation team ability, allowing it to modify its defense by +1 when attacked by a ship having one or more action tokens.    It also has the Borg team ability, letting it put an Assimilation token on any opposing ship it hits with an attack.  And remember, an Assimilation token can be removed for each click of damage it would be healed, instead of being healed.  And when action tokens are removed, roll a d6 and remove an Assimilation token on a result of 5 or 6.

Thanks for joining us, and be sure to join us next week for more previews from  Star Trek HeroClix: Tactics Series III!


Preview Star Trek Tactics III

Star Trek HeroClix Tactics III: Tactical Borg Cube 138!

Greetings HeroClix Fans!

And welcome back as we continue to explore the upcoming Star Trek HeroClix: Tactics Series IIIToday we take a look at one of the most ruthless foes the Federation has ever encountered, the Borg.  Specifically, we take a look at Tactical Cube 138!


Let’s take a look at the top of the dial on Tactical Cube 138, and see what it brings to the table.  First, Tactical Cube 138 comes on a 2×2 base, and can be played at 3 different point levels, 800, 600 or 300 points.  It has the Borg team ability, allowing it to put an assimilation token on each hit target, and with a long 9 range with two targets, it should be able to get a lot of assimilation tokens into play.  For combat abilities, it has the Flier combat ability, a must for fling around in space.  Tactical Cube 138 also has the Sharpshooter combat ability, allowing it to make range combat attacks against adjacent opposing figures, or to ignore other opposing figures when making range attacks.  The Indomitable combat ability will allow it to ignore a click of pushing damage at can us Willpower.  And lastly, as the size the dial represents, Tactical Cube 138 has the Colossal combat ability, allowing it to break away automatically, to make range combat attacks out of adjacency, and to continue to act when it has two action tokens, at the cost of a click of unavoidable damage.

This last item on the dial top is a trait called Assimilation Underway, which allows Tactical Cube 138 to use the Multiattack ability, as long as one of the actions is an attack on a ship marked with an Assimilation token.   Now, let’s have a look at the dial.

Tactical Cube 138 begins play being able to attack almost anywhere it wants with a couple opening clicks of Hypersonic Speed.  Coupled with printed attack values of 13 and 14, and a printed 7 damage, will all but ensure the targets feel the wrath of the Borg.  Defensively, Invincible will half whatever damage is dealt in retaliation.  On its second click, Tactical Cube 138 gains a long string of Outwit, allowing it to deprive an opposing figure of a key power.   On the next four clicks, Tactical Cube 138 maintains the same power set, as it will now utilize Running Shot to move and attack opposing figures.  And making sure there are plenty of targets to get the most use out of its Multiattack ability, Pulse Wave will ensure a lot of Assimilation tokens are on opposing vessels.  Impervious will allow Tactical Cube 138 to reduce damage, if not avoid it altogether.

At this point in the dial is the 600 point starting line, and it starts like the last section, with two opening clicks of Hypersonic Speed.  This time, Impervious will provide defensive protection for Tactical Cube 138.  The next click in brings another string of Outwit.  Click number 9 sees the return of Running Shot and Pulse Wave.  Another click in sees a new damage reducer, this time Invulnerability.  Click number 11 brings two more powers to the dial for the first time.  First, Phasing/Teleport will allow Tactical Cube 138 to reposition with ease.  And Range Combat Expert will allow Tactical Cube 138 to modify attack and or damage as necessary to ensure an opposing figure takes damage.  And click number 12 brings a run of the only special power to Tactical Cube 138’s dial, called Assimilation Target Shields, which makes it so any damage dealt by Tactical Cube 138 is penetrating.

This brings us to the 300 point starting line of Tactical Cube 138.  This section of the dial begins with a couple clicks of Running Shot, and continues on with the Assimilation Target Shields special power.   Impervious will again protect Tactical Cube 138 for a small stretch.   On click number 15, Running Shot will be replaced by Phasing/Teleport for a good length of dial.  For nearly the same bit of dial, Outwit will again allow Tactical Cube 138 to relive an opposing vessel of a key power.   The next click will again give the ability to give out lots of damage, and Assimilation tokens, with the return of Pulse Wave, while Invulnerability will protect it for the same stretch.   The next section of the dial has some solid damage potential with printed 4 and 3 damages.   At this point, Range Combat Expert returns for the rest of the dial, and a new power also comes onto the dial for the first time, Blades/Claws/Fangs.  But, if being this deep into the dial without the benefit of damage reduction or avoidance is not to your liking, four consecutive clicks of Regeneration has the potential to put Tactical Cube 138 back into its last click of Impervious. 

Thanks for reading!  Please join us for our next Star Trek HeroClix: Tactics III preview when we look at pioneering starship that just so happens to be the first to bear an iconic name.  Until then, keep your Clix off their K.O.’s and your phasers set to fun!

Preview Star Trek Tactics III

Star Trek HeroClix Tactics III: Borg Sphere 4270 and Borg Sphere 3095!

Greetings HeroClix fans!

Our exploration of the Borg Collective continues in today’s Star Trek HeroClix: Tactics III preview as we look at a pair of ships that may not look like the more recognizable cubes but are dangerous nevertheless.  First up, let’s look at Sphere 4270!


Borg spheres are smaller and faster than their cubed counterparts and are the result of improvements made by the Collective over time to make their ships more efficient.  Sphere 4270 begins play with a click of Running Shot paired with a speed value of 11 and a range of 8 squares and two targets.  Sphere 4270 then switches to a short run of Plasticity as it locks down opposing ships in order to begin the process of assimilation.  A click each of Running Shot and Plasticity respectively rounds out Sphere 4270 speed slot.

Three clicks of Invulnerability kick off Sphere 4270’s defense slot as it absorbs most of the damage from attacks.  Sphere 4270 then switches to Energy Shield/Deflection as it becomes more difficult to hit with ranged attacks.  A pair of Regeneration clicks closes out Sphere 4270’s dial, giving it a chance to land back on more useful clicks.

Sphere 4270 has the Sharpshooter combat ability and also begins play with a special power called Remodulate Primary Weapons, which lets it use Penetrating/Psychic Blast.  When it does, damage dealt to each hit target with an Assimilation token is modified by +1.  Remodulate Primary Weapons appears on the front half of Sphere 4270’s dial; it then switches to Energy Explosion for its next two clicks.

Speaking of Assimilation tokens, Sphere 4270 has a trait called Target Confirmed that allows other friendly ships to modify their attack values by +1 when they target an opposing ship marked with an Assimilation token and adjacent to Sphere 4270.

Sphere 4270 has a value of 175 points and possesses the Borg team ability.  It also has a trio of keywords (Borg, Robot, and Soldier) to aid in team building.  Sphere 4270 is front-loaded with strong combat values and an aggressive power set and makes an excellent teammate for our next subject, Sphere 3095!


Coming in at 150 points, Sphere 3095 begins its dial with two clicks of Running Shot and Penetrating/Psychic BlastInvulnerability starts off Sphere 3095 defense slot, then it switches to a run of Toughness.

Sphere 3095 had the ability to travel through time by creating temporal vortexes and traveled to Earth’s 21st Century to assimilate humanity before it could make contact with the Vulcans and successfully launch its first warp-driven ship.  On its second click, Sphere 3095 begins a run of a special power called Creating Temporal Vortex that allows the ship to use Probability ControlSphere 3095 can use Probability Control a second time when it is not your turn, but only when a ship marked with an Assimilation token makes an attack.

Once Sphere 3095 is off its top two clicks, its power set switches from ranged to close combat attacks.  Sphere 3095 ditches Running Shot and Penetrating/Psychic Blast in favor of a short run of Flurry and Steal Energy.  If that fails, toward the end of its dial Sphere 3095 then relies upon a pair of Pulse Wave clicks to take out opposing ships.

Things become more dangerous as we look back at the middle of Sphere 3095’s dial.  Outwit appears on Sphere 3095’s fifth click and sticks around for nearly the remainder of the dial.  Sphere 3095’s run of Toughness is then replaced by an equally long run of Regeneration.  On Sphere 3095’s sixth click, Regeneration and Steal Energy appear and give the ship two options to heal back toward the top of its dial.

Like Sphere 4270, Sphere 3095 has the Borg and Robot keywords to help with team building.  Sphere 3095 also has the Borg team ability.

Sphere 4270 and Sphere 3095 combine for 325 points.  Star Trek HeroClix: Tactics III has several ships at 75points or less to round this this team out at 400 points.  The Borg cube Scout 608 comes in at 50 points and has Perplex folded into its special power, Your Systems Have Been Infiltrated, making it a viable teammate for the two spheres.

That’s all for now!  Please keep checking back for more previews from the Star Trek HeroClix: Tactics III set.  Until next time, keep your Clix off their KO’s!

Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: USS Raven and Assimilated Vessel 77139!

Greetings HeroClix fans!

Sit back as we share a tale from our upcoming Star Trek HeroClix: Tactics III set!  This is the story of the U.S.S. Raven, whose crew of exobiologists was on a mission to find and study the Borg.


Led by scientists Magnus and Erin Hansen, U.S.S. Raven has a range of 6 squares and begins its dial with two identical clicks that feature Stealth, Energy Explosion and two special powers.

The first special power, Multi-Adaptive Shielding, appears in the defense slot and represents the shielding that helped U.S.S. Raven avoid detection from both the Romulans and Borg.  Multi-Adaptive Shielding allows U.S.S. Raven once per game to take a free action and choose a keyword possessed by an opposing ship.  When U.S.S. Raven is attacked by a ship with the chosen keyword, it can use Super Senses and evades attacks on a result of 4-6!

The second special power is called Gathering Intelligence and allows U.S.S. Raven to use Perplex and Probability Control.  However, when U.S.S. Raven uses either power, it may only target opposing ships.

On its third click, U.S.S. Raven retains Stealth and Energy Explosion but it drops both Multi-Adaptive Shielding and Gathering Intelligence.  Instead, both special powers are replaced by Energy Shield/Deflection and Perplex, respectively.  On U.S.S. Raven’s last three clicks, Stealth disappears but Energy Explosion, Energy Shield/Deflection and Perplex remain.

U.S.S. Raven has the Federation team ability and keyword.  It also has the Scientist and Spy keywords, which opens its theme team building options.

But alas, the story of U.S.S. Raven does not end happily.  After covertly studying the Borg for two years, U.S.S. Raven’s multi-adaptive shielding went offline for 13 seconds, which was long enough for the Borg to spot the vessel and determine it was a threat.  U.S.S. Raven was assimilated into the Collective, which brings us to our next Tactics III ship:  Assimilated Vessel 77139!


Coming in at 50 points, Assimilated Vessel 77139 has a range of 5 squares and the Borg team ability.  Assimilated Vessel 77139 begins its dial with Charge as it locks onto a target and meets it in close combat.  The Borg’s assimilated technology has resulted in an upgraded defense for Assimilated Vessel 77139 and this is represented as Toughness on the first two clicks.  On those same two clicks, Assimilated Vessel 77139 has Exploit Weakness to bypass damage-reducing powers.

At the heart of its dial, Assimilated Vessel 77139 clamps onto opposing ships by using a short run of PlasticityAssimilated Vessel 77139 also has a special power in its attack slot called Assimilating Technology, which lets it use Poison and Steal Energy.  When Assimilated Vessel 77139 uses Poison, deal 1 additional damage to any ships marked with an Assimilation token.  Defensively, Assimilated Vessel 77139 switches from Toughness to Willpower on its last three clicks.

Assimilated Vessel 77139 naturally has the Borg and Robot keywords.  It also has the Scientist keyword and makes for an effective low-point option on teams that utilize its trio of keywords.

Thanks for reading!  Join us for our next Star Trek HeroClix: Tactics III preview as we revisit the Collective and take a look outside the box.  Until then, keep your Clix off their KOs!

Preview Star Trek Tactics III

Star Trek HeroClix Tactics III: Species 8472’s Bioship Alpha and Bioship Beta!

Greetings HeroClix Fans!

And welcome as we continue to go where no Clix have gone before as we continue to explore the upcoming Star Trek HeroClix: Tactics Series IIIToday we take a journey into a parallel dimension known as fluidic space to check out a couple of ships from Species 8472.  Able to resist the Borg, we start with Bioship Alpha!


Bioship Alpha has a trait called Biomatter Defenses, which allows the use of Shape Change, and makes it so it can’t be targeted with Incapacitate.  Additionally, as they are one of the few species to avoid assimilation by the Borg, this trait makes it so the Borg team ability won’t place Assimilation tokens on this ship.

Bioship Alpha begins play with a special power that will be on more than half of its dial called Fluidic Space.  This special power allows the use of Phasing/Teleport, to get to wherever it is needed, and Running Shot, giving it a solid move and attack option.   Giving it protection from range counter attack is an opening click of Energy Shield/ Deflection.   On its second cluck, Bioship Alpha trades it printed 4 damage foe the ability to ignore damage reducers with tree clicks of Penetrating/Psychic Blast. Also at this point, Invulnerability will provide some solid damage reduction.

Click number four sees the power set on Bioship Alpha begin to change.  As Fluidic Space, Penetrating/Psychic Blast and Invulnerability all make their last appearances; Range Combat Expert begins a run that will last the rest of the dial.  On the next click, Fluidic Space is replaced by standard Running Shot, and Energy Shield/ Deflection will again provide protection against range combat attacks.  A 7 range will allow Bioship Alpha a good distance to get use from Energy Shield/ Deflection, but should an opposing figure base it, the Sharp Shooter combat ability will allow the use of its potent range combat attack abilities.

Next up, we have the Bioship Beta:


Bioship Beta has the same Biomatter Defense trait as the Bioship Alpha, allowing it to use Shape Change, and ignore Incapacitate, as well as the placement of Assimilation tokens by the Borg team ability.

Bioship Beta can get to where ever it will do your force the most good with a full dial of Phasing/Teleport.  On the front half of its dial, Bioship Beta has two special powers, the first called Energy-Focusing Ship.  This special power allows you to give Bioship Beta a free action and choose either attack or damage, and modify the chosen combat value by +1 on all adjacent friendly ships.  Defensively, adjacent friendly characters will also come in handy as Bioship Beta has a special power called Defensive Escort Bioship, which allows the use of both Invulnerability and Mastermind. 

On the back half of its dial, Bioship Beta gains Pulse Wave, and will be able to use it for the rest of its dial.    Bioship Beta also gains Toughness as a damage reducer for a couple of clicks.  After this, Bioship Beta can attempt to heal back up into its mid dial with a couple closing clicks of Regeneration.  An impressive printed 8 range will allow Bioship Beta plenty of firing range to damage opposing figures, and the Sharpshooter combat ability will allow it to make range attacks even when based.

Thanks for reading!  Please join us for our next Star Trek HeroClix: Tactics III preview when we look at a Federation ship and what happened to it when the Borg assimilated it!  Until then, keep your Clix off their K.O.’s and your phasers set to fun!

Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: Borg Scout 608 & Queen Vessel Prime!

Greetings HeroClix Fans!

Today we will continue our preview of Star Trek Tactics HeroClix Series III with some of the most terrifying foes the Federation has ever encountered in their many travels, the Borg! Utilizing a collective “hive-mind”, the Borg are deadly adversaries who assimilate other cultures and technology and can respond to threats with an almost immediate adaptation!

Of course, before the Borg can assimilate they must first investigate, and that’s where the Scout 608 cube comes in!


The Scout 608  flies in at only 50 points, making it an easy addition to team building. Scout 608’s dial starts out with its special damage power called Your Systems Have Been Infiltrated. Your Systems Have Been Infiltrated states that Scout 608 can use Perplex, but may only target opposing ships. If the target ship is marked with an Assimilation Token, it may modify the chosen combat value by an additional -1. This allows you to take extra advantage of the Borg Team Ability.

Scout 608 also starts out with Energy Explosion and Toughness. Scout 608 also has a range of 6 to take advantage of the Energy Explosion. Scout 608 ends its dial with Plasticity and Steal Energy. This is a very handy combination that allows Scout 608 to keep an opposing figure near it while it tries to heal itself.

The Borg, Robot, and Spy keywords ensure easy them team building and consistent combat values allow you to use the Scout 608 as an effective harassment or tie-down piece while its bigger Borg brothers attack from a distance!

Speaking of, our next Borg ship is the Queen Vessel Prime which flies in at an impressive 200 points.


Queen Vessel Prime starts out with a trait called Ruthless Efficiency, which says When Queen Vessel Prime hits with an attack, damage dealt is penetrating. This trait is particularly devastating considering the Queen Vessel Prime’s two targets and 8 range, and initial damage value of 4(!).

The Queen Vessel Prime also begins play with a special damage power called The Queen. The Queen says that Queen Vessel Prime can use Leadership and Outwit. When it uses Leadership, it may use Probability Control, but only for that roll.  Phasing /Teleport allows the Queen Vessel Prime to travel unhindered by both terrain and opposing ships, while an initial click of Impervious protects it from its enemies’ attacks.

On the second click, Queen Vessel Prime gains both Incapacitate and a special power called All is In Service to the Collective. All is In Service to the Collective lets the Queen Vessel Prime use Invulnerability and Mastermind, and when it uses Mastermind, friendly ships with the Borg keyword within 4 squares and line of fire are considered adjacent! Careful positioning will allow the Borg to always be ready to protect the Queen Vessel Prime thanks to this special power! Late-dial, Queen Vessel Prime’s dial then ends with Perplex and Regeneration.

At 200 points, the Queen Vessel Prime is a hefty investment in a 300 point game, but with the right support it will be a devastating adversary for your opponents thanks to its consistent (and impressive) combat values, the Borg Team ability, and both its Ruthless Efficiency trait and All in Service to the Collective special power.  The Borg, Robot, and Ruler keywords allow for thematic team building in a variety of strategies as well.

That’s all we have from the Borg Collective today, but please keep checking back for more previews from the  Star Trek HeroClix Tactics Series III! Until next time keep your phasers at stun!

Preview Star Trek Tactics III

Star Trek Tactics HeroClix: Series III Starter Set!

Greetings HeroClix fans!

We begin our series of Star Trek Tactics III HeroClix previews with a look at the set’s four-ship starter pack.  As with the previous two Star Trek Tactics HeroClix releases, Series III is 100 percent compatible with the HeroClix Powers and Abilities Card and RulesStar Trek Tactics III HeroClix also introduces the popular Borg into the HeroClix universe, which allows Star Trek fans to assimilate their opponents’ ships into the Collective!

Enough with the banter!  Let’s begin our starter set preview with a look at one of the Borg’s scout vessels, Scout 255!


Scout 255 is one of the smaller cube ships used by the Collective to gather information about new races it encountered.  Scout 255 comes into play at 50 points and has a range of 6 squares with two targets.  It also has the Borg team ability, which reads: “When a ship using this team ability hits an opposing ship, place 1 Assimilation token on the target.”  Note that you only have to hit the opposing ship to give it an Assimilation token; whether or not it takes damage makes no difference.

Assimilation tokens represent the Borg’s corruption of a ship and its crew and have the following rules:  When a ship would be healed, it may instead remove 1 Assimilation token for each click of damage it would be healed.  When action tokens are removed from a ship, roll a d6.  On a result of 5 or 6, remove an Assimilation token. Additionally, Borg ships gain various benefits against ships that are marked with Assimilation tokens.  In the case of Scout 255, this ability appears on its second click as a special power in the damage slot called Full Analysis Complete.  This special power lets Scout 255 use Probability Control but only to reroll an attack roll made during an attack against a ship marked with an Assimilation token.

Scout 255 also modifies its damage value by +1 when it targets a ship with an Assimilation token. Borg scout ships aren’t as durable as the larger cubes and Scout 255 is no exception.  Defensively, Scout 255 begins with three clicks of Toughness.  In its attack slot, Scout 255 starts with a click of Incapacitate then ends with two clicks of Penetrating/Psychic BlastScout 255 has the Borg, Robot, and Spy keywords for use when theme team building.

The Star Trek Tactics III HeroClix starter set also includes a second Borg ship, Assimilator 84!


Assimilator 84 comes in at 150 points and has a range of 7 squares with one target.  Like Scout 255, Assimilator 84 has the Borg team ability and the Borg and Robot keywords.

On the first five clicks of its speed slot, Assimilator 84 has a special power that showcases how quickly the Borg’s influence and destruction can spread.  You Will Be Assimilated – Or Destroyed allows Assimilator 84 to use Mind Control and Phasing/Teleport.  When Assimilator 84 uses Mind Control, after actions resolve each target hit is dealt 1 penetrating damage for each Assimilation token on it.

A long run of Energy Explosion highlights Assimilator 84’s attack slot while its damage slot possesses a special power on each of the ship’s clicks.  With Your Defenses Are Irrelevant, Assimilator 84 can use Outwit but only to counter defense powers.  Speaking of defenses, Assimilator 84 starts with two clicks of Invulnerability, then switches to a run of Toughness, and ends its dial with RegenerationAssimilator 84 also has the Indomitable combat ability, which allows it to use Willpower.

Our next ship is a Federation vessel that saw its captain captured by the Borg and transformed into the being known as Locutus.  We are pleased to bring you the USS Enterprise-D!


We previously encountered USS Enterprise-D in the Star Trek Tactics II HeroClix set.  While that version of USS Enterprise-D was fresh from its space dock, Star Trek Tactics III’s version represents the ship after its first encounter with the Collective!

USS Enterprise-D comes in at 125 points and hits the battlefield with a trait called Planting a Command in the Collective: “SLEEP”, which reads:  “When an opposing ship within 8 squares of USS Enterprise-D places an Assimilation token and actions resolve, roll a d6; on a result of 5-6, give that opposing ship an action token.

Running Shot and Phasing/Teleport highlight the majority of USS Enterprise-D speed slot.  Defensively, USS Enterprise-D starts with a click of Toughness, then switches to a pair of Invulnerability clicks.  Willpower highlights the last three clicks of USS Enterprise-D’s dial to help protect against countering effects or powers like Outwit.

In its damage slot, USS Enterprise-D starts with a click of Leadership to represent Captain Jean-Luc Picard’s control of the helm.  When Captain Picard was captured by the Borg and turned into Locutus, control of USS Enterprise-D went to First Officer William Riker, whose influence is represented through three mid-dial clicks of Perplex.  Three ending clicks of Close Combat Expert represent USS Enterprise-D’s rescue of Captain Picard from a Borg Cube. USS Enterprise-D’s attack slot begins with a long run of a special power that plays off Captain Picard’s knowledge of the Collective after his rescue from the Borg Cube.  You Will Only Defeat Him By Letting Him Go gives USS Enterprise-D an advantage by allowing it once per game to choose a keyword possessed by an opposing ship.  USS Enterprise-D then gains a +1 to its attack value when it targets opposing ships with the chosen keyword.  If Borg is the chosen keyword, roll a d6 when an attack hits; on a result of 5-6 the damage dealt by the attack is penetrating damage!

Naturally, USS Enterprise-D has the Federation team ability, and the Federation and Soldier keywords.  USS Enterprise-D has a solid combat values and its trait and special power make it well-suited to battle Borg forces.

Finally, Star Trek Tactics III HeroClix isn’t just about the Borg and the Federation.  Known by the Borg as species 329 but considered unworthy of assimilation, the Kazon are represented in the starter set through the Ogla-Razik.


At 75 points, Ogla-Razik begins play with a trait called Proton Beam which can boost the ship’s damage value by +1 with it makes a ranged combat attack against a ship marked with an action token.  Ogla-Razik has a range of 7 squares and one target.

Ogla-Razik starts its attack slot with a click of Incapacitate, then picks up a short run of Penetrating/Psychic Blast before switching back to IncapacitateOgla-Razik ends it dial with two clicks of Pulse Wave.  Defensively, Ogla-Razik begins with two clicks of Energy Shield/Deflection then plays out the remainder of its dial with Toughness.

The Kazon and Warrior keywords make Ogla-Razik an interesting addition to your Star Trek Tactics forces as a secondary or tertiary attacker, particularly when it makes ranged combat attacks against ships marked with an action token.

Thanks for reading!  Come back again and assimilate our next Star Trek Tactics III HeroClix preview when we encounter a ship commanded by the “One Who is Many”.  Until then: Resistance is futile…