Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: Columbia!

Greetings HeroClix fans!

Today’s Star Trek HeroClix: Tactics Series III set previews continues with the Columbia. Captained by Erika Hernandez, this ship is ready to boldly go where no one has gone before!


The Columbia possesses a single target with 6 range and she begins her first click with Charge and Toughness. A starting 7 movement lets you get into position to Charge early on to deliver 2 damage.

The Columbia if pushed to her second click trades Charge with Plasticity, which will make sure your opponent stays put so you can boldly deliver a reduction in your opponents hull plating.  She also gains Willpower which lets her attack more without taking damage for the push.

Introduced on the Columbia’s second click is a special power called Always Have a Plan B which lets Columbia use Probability Control, but may only reroll its own close combat attacks. Her third click brings Close Combat Expert and remains for the rest of her dial.

Columbia is a vessel made early in the Federation. She’s meant for close combat, but doesn’t bring a lot of close combat protection. Remember to use the Federation team ability, when a ship using this team ability is attacked by a ship with one or more action tokens, modify this ship’s defense value by +1. Uncopyable.

At 50 points, Columbia is a great tie up piece that can help the battle go the way you need it to. Use her to keep multiple ships in place with her Plasticity, then use her for softening them up or clean up duty.

Thanks for reading todays preview and stay tuned for our next Star Trek HeroClix: Tactics Series III preview!

BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix Starter Preview!

Greetings HeroClix Fans!

Today we take a look at the starter pack for the upcoming BioShock Infinite HeroClix set and piece together some possible 300-point team builds the set!  Let’s start by looking at the Vox keyword and Booker DeWitt!


Booker DeWitt comes into play at 75 points and has a trait called Bucking Bronco that allows him to use Telekinesis but only to attack with or place objects.  Booker DeWitt also begins his dial with a special power in his attack slot called Huntsman Carbine, which allows him to potentially make a follow-up ranged combat action as a free action if he’s given a ranged combat action and rolls doubles (other than a critical miss).  A short run of Running Shot and Willpower are sandwiched between Perplex clicks on the front and back of Booker DeWitt’s dial, allowing him to run-and-gun on consecutive turns.

A quartet of keywords (Detective, Founders, Soldier and Vox) and a range value of 5 squares round out Booker DeWitt’s dial and makes him an appealing choice right out of the starter pack.

Equally appealing is Booker DeWitt’s companion, Elizabeth, with whom he shares the Founders and Vox keywords.  (Elizabeth also has the Herald keyword.)


Like Booker DeWitt, Elizabeth is 75 points and hits the battlefield with a trait.  Elizabeth’s trait, Pieces of Another World, allows her to use Barrier.  When she does, each time she places a terrain marker, she may place a hindering terrain marker instead of a blocking terrain marker.  Pieces of Another World should come in handy to provide alternating hindering and blocking terrain markers for Booker DeWitt to move between when he’s on his Running Shot clicks.

Elizabeth begins her dial with a click of Telekinesis, which she can use to get Booker DeWitt into position for an attack.  Once Elizabeth is off her top click, she picks up a special power called Ready to Open the Tear! which modifies her ability to use Telekinesis so that an opposing character placed by this power is given an action token.

Two clicks of Support up front and three clicks of Outwit on the back end of Elizabeth’s dial make her a viable choice as a support figure for the attackers on your force.  Elizabeth also has a range of 8 squares and Pulse Wave on her last two clicks, enabling her to hold her own if opposing characters get too close.

With Booker DeWitt and Elizabeth already on our Vox team, we can easily add Daisy Fitzroy to the mix as she possesses the Politician and Vox keywords.


Daisy Fitzroy’s power set meshes well with Elizabeth as the former has Stealth on all but her last click and the latter’s Pieces of Another World, trait can create hindering terrain.  Daisy Fitzroy also enjoys some synergy with Booker DeWitt via her trait, I Hear Your Voice, which modifies the attack value of an adjacent friendly character by +1 when it attacks an opposing character with a higher point value than its own.

Scattered through Daisy Fitzroy’s dial are a few clicks of a special power called Revolutionary Leader, which allows her to use Leadership and Outwit.  At 80 points, Daisy Fitzroy can use Leadership to remove tokens from either Booker DeWitt or Elizabeth since her point total is higher than theirs.

To round out our Vox keyword team, we can add a Machine Gun Turret and a Rocket Turret.

We can build another 300-point team around the remaining characters from the BioShock Infinite starter, using Handyman as the centerpiece for our force.


Handyman comes in at 150 points and starts his dial with a special power called Clearing the Decks, which lets him use Charge and Leap/Climb.  When Handyman uses Charge, after actions resolve he may then use Force Blast as a free action.  Handyman also has a trait called Thrown into Action, which lets him use Super Strength.  Additionally, when Handyman has no action tokens, he can use Telekinesis as a free action but may only place an adjacent friendly character.  Thrown Into Action comes in, ahem, handy for positioning teammates right before Handyman bullies his way into action using Charge while carrying an object for added damage.

Handyman has an aggressive power set designed for close combat and an array of keywords (Armor, Brute, Founders, Monster and Robot) that make it easy to include him on many teams.


At 50 points, Automated Stallion makes a great teammate for Handyman with its Carrying Cargo To Market trait, which allows Automated Stallion to use the Carry ability and carry up to three friendly characters.  Automated Stallion is no one-trick pony, however, and also hits the battlefield with a special power called Ride in Armored Comfort.  This special power allows Automated Stallion to use a free action and give an adjacent friendly character Toughness until your next turn.  Although Handyman already has Toughness at the heart of his dial, Ride in Armored Comfort should come into play when Handyman is on his last two clicks, both of which feature Combat Reflexes.


The final character contained in the BioShock Infinite starter is Flakman, a 45-point ranged attacker who starts with Energy Explosion on his first three clicks and closes out the dial with Ranged Combat Expert.

Flakman, Automated Stallion and Handyman bring us to 245 points.  The BioShock Infinite HeroClix set contains several options to fill out this team to 300 points, from the 25-point Machine Gun Turret to the 50-point Boy of Silence.  Let’s see what you can come up with!

Thanks for joining us today!  We hope you’ve enjoyed this sneak peek at the BioShock Infinite HeroClix starter pack, and hopefully these team-building suggestions will make your journey through Columbia easier!  Until next time, keep your Clix of their K.O.’s!

BioShock: Infinite HeroClix Preview

BioShock Infinite HeroClix: Machine Gun and Rocket Turrets and Motorized Patriot!

Greetings Heroclix fans!

Today we will continue our previews of the Bioshock Infinite HeroClix set with a look at some of Columbia’s mechanized troops.



First off, we have not one but TWO turrets: the Machine Gun Turret and the Rocket Turret. Both the Machine Gun Turret and the Rocket Turret have the traits Let’s Move Into Position and Sentry. Let’s Move Into Position says any friendly character adjacent to the turret can use the Carry ability if they can’t already, but only to carry the turret. The turrets also can’t be targeted with Mind Control and can’t be dealt damage through Mastermind.

The Sentry trait says each time an opposing character within 6 squares makes an attack and hits, place one Alert token on the turret’s character card (to a maximum of four Alert tokens). When the turrets make an attack, you may remove any number of Alert tokens from their character card. For each token you remove, modify the turrets attack or damage value by +1.

Let’s Move Into Position allows you to more easily position the turrets, whether it is just using a damaged character that you are moving away or a character that you are going to use Running Shot or Charge in with. Positioning is going to be a key element to using the turrets, but they can be rather effective with the Machine Gun Turret’s 5 range and the Rocket Turret’s 8 range.

The Rocket Turret also has a special attack power called Halo Rockets which lets it use Energy Explosion and when it does the damage dealt to the target is penetrating damage. This makes effective use of the Alert tokens you have on the Rocket Turret’s character card to cut through opposing characters.

The Rocket Turret comes in at 45 points while the Machine Gun Turret comes in at 25 points, which are good for filling in points on your team when you are running a bit short.


Our final mechanized troop is the Motorized Patriot. Motorized Patriot has a trait called Relentless which allows him to use Running Shot if he has no action tokens. Motorized Patriot is pretty relentless with that trait combined with the Penetrating/Psychic Blast he has on his first three clicks. Motorized Patriot is also Indomitable so on turn one you can use Running Shot to get into position with his 6 range and two targets, then shoot again from that position next turn. Later down his dial he also gets Ranged Combat Expert, allowing him to boost up his damage by +2, attack by +2 or both values by +1 when making ranged attacks. Motorized Patriot is a 140-point ranged terror for your opponents.

Thank you for reading, please stay tuned while we show more previews from the Bioshock Infinite HeroClix set. Until next time, keep rolling those sixes.