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. 


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!

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!


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!

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! 


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!

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!


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!

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!
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!

Preview Star Trek Tactics II

Star Trek Tactics II: HeroClix Starter Set!

Greetings HeroClix Fans!

We kick off our inaugural Star Trek Tactics II HeroClix preview with a closer look at the Starter Set accompanying this release.   As with the initial Star Trek Tactics HeroClix release, Star Trek Tactics II is 100% HeroClix PAC and Rules compatible and is a fully playable world (or should we say worlds?) in of itself, and allows Trek fans to simulate fast paced,ship-to-ship combat in the Star Trek universe!

We begin our Star Trek Tactics II Starter set previews with the U.S.S. Fearless!

The original testbed for an experimental warp drive system, the U.S.S. Fearless possesses a Trait entitled The Traveller.  The Traveller grants the U.S.S. Fearless the Improved Movement: Characters combat ability, but if it began its move adjacent to an opposing ship, you must roll a die after the Fearless completes its action.  If the die result is a one, the Fearless is dealt one unavoidable damage to represent the stress the new engine has placed upon its hull.

However, the U.S.S. Fearless is in a great position to take full advantage of its The Traveller Trait as it begins play with Running Shot, allowing it to make ranged combat attacks while ignoring enemy ships as it maneuvers into position to unleash its phasers! Energy Explosion gives the Fearless the opportunity to damage multiple ships in tight formations while it’s range value of 7 keeps it out of range of some retaliatory attacks.

Mid-dial, the U.S.S. Fearless enjoys increased Warp speeds as it replaces Running Shot with Hypersonic Speed for the rest of its combat dial!   Hypersonic Speed allows the Fearless to enjoy increased maneuverability and attack placement options but halves its range value (to an effective 4 squares) for any ranged combat attacks.

Defensively, the U.S.S. Fearless initially enjoys Energy Shield/Deflection which is replaced mid-dial by Super Senses (did you shoot at the Fearless, or its sensor echo?).  Finally, the U.S.S. Fearless demonstrates the resolve of its crew thanks to some end-dial Willpower.

At 100 points, the U.S.S. Fearless provides some nice tactical options thanks to its speed powers and Trait, while the Federation and Scientist keywords allows for some handy and thematic team builds.

Next up we turn to the Klingon Empire as we examine a ship that played a critical role during the short-lined Klingon/Cardassian Alliance, the I.K.S. Drovana!

Immediately, we can see that the I.K.S. Drovana is well-suited as a close-combat vessel thanks to its power selection and its Trait, Cloaked Mines.  Cloaked Mines allows the Drovana to use Smoke Cloud and for each of the opposing ships that find themselves adjacent to one or more of the Smoke Cloud tokens a die is rolled.  If the result is a 5 or 6 the opposing ship is delat 1 damage.  Cloaked Mines will slow opposing ships enough for the Drovana to move in for the kill or stymie enemy vessels just long enough as it moves to complete its mission.

 The I.K.S. Drovana begins play engaging its enemies at close range thanks to Charge.  However, if attacking opposing vessels at point blank range is not your cup of tea, the Drovana enjoys an 8 range value which, when combined with Ranged Combat Expert, can be devastating for its target!

Mid-dial, the I.K.S. Drovana further demonstrates its crew’s experience in close-quarters ship-to-ship combat as represented by Quake, while its initial Invulnerability is replaced by Super Senses as it relies on hit and run tactics thanks to its cloaking device.

Toward the end of its dial, the I.K.S. Drovana gets back into the melee attacking multiple targets thanks to Flurry while Toughness helps prevent some of the damage dealt by its foes.

The I.K.S. Drovana possesses the Klingon and Warrior keywords which should both be familiar to Klingon players, but also the new Cardassian keyword as well to further represent the brief Klingon/Cardassian Alliance.  At 100 points, the Drovana will make a great ship of the line for your next Klingon fleet!

Our very first Romulan Star Empire ship previewed is none other than the vessel commanded by Sela (the daughter of the heroic Tasha Yar), the I.R.W. N’Ventnar!

The Imperial Romulan Warbird (I.R.W.) N’Ventnar starts the game with Stealth, representing both its cloaking device and its commander’s predilection for subterfuge.  The Fire While Their Guard is Down special power further demonstrates the I.R.W. N’Ventnar’s willingness to strike unexpectedly as it grants an attack bonus for each action token on its target!  Three opening clicks of Outwit allow the I.R.W. N’Ventnar to counter powers on opposing ships and take even greater advantage of its special power potentially!

Mid-dial the I.R.W. N’Ventnar switches tactics slightly as it utilizes Energy Explosion with its 8 range value.  Outwit is replaced with Shape Change as Sela relies on her resemblance to her mother to sow confusion among her enemies Lastly, we see the initial click of Mastermind first replaced by Super Senses, with a late-dial return to Mastermind as the N’Ventnar relies on the rest of its fleet to run interference for it.

Throughout the I.R.W. N’Ventnar’s combat dial we see very steady and useful combat values and its team ability, the Romulan Star Empire, allows it to ensure that damage dealt by all ships with this team ability cannot be reduced below 1 against a single keyword of your choosing!  Suffice to say, the Romulan star Empire team ability is not copyable, but it definitely means that when the Romulans are on the table, their enemies had best be on their guard!

At only 100 points, the I.R.W. N’Ventnar is a great pick for your Romulan fleet’s flagship and its Roumlan and Spy keywords ensure that it will be easy to build a team to best take advantage of its abilities!

Last, and certainly not least, we see our first Dominion ship, the 4th Division Cruiser 1!

 The 4th Division Cruiser 1 is representative of the battleship mainstays of the Dominion’s war fleet.  Its Jem’Hadar crew is specially trained in close-quarters ship-to-ship combat and this is well represented by its special power, In The Thick Of Things.  This special power grants the 4th Division Cruiser 1 an attack value bonus of +1 for each adjacent opposing ship when it makes an attack, while an initial click of Exploit Weakness allows it to punch through its opponents’ defenses!

Early- to mid-dial the 4th Division Cruiser 1 switches tactics slightly as it gains Ranged Combat Expert.  Your opponents don’t want to engage you in the melee? No problem.  Reward them with some full-powered disruptors for their trouble! Initially the  4th Division Cruiser 1 is protected from harm thanks to Invulnerability, which is later replaced by Toughness.

Late-dial, we see the 4th Division Cruiser 1 moving back into the melee and pinning its enemies down thanks to Plasticity.  Exploit Weakness returns and the 4th Division Cruiser 1 enjoys some close-combat defense thanks to Combat Reflexes.

This is the first we see of the Dominion team ability as well, which gives you the option to have one of your ships deal one penetrating damage to an opposing ship within two squares whenever a ship with this team ability is knocked out.  Never underestimate the Dominion’s desire to win, as the Jem’Hadar are not afraid to use suicide tactics against their enemies!

With strong combat values and great damage dealing capabilities throughout its dial, the 4th Division Cruiser 1 is an effective addition to your fleet at only 100 points.  The Dominion, Jem’Hadar, and Warrior keywords will allow for some exciting team builds, particularly once we reveal more ships from Star Trek Tactics II!

Thanks for joining us today for this sneak peek into Star Trek Tactics II! Until then, keep your phasers on stun and shields up!