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!

Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: Enterprise!

Greetings HeroClix Fans!

Long before James T. Kirk “beat” the Kobayashi Maru or Jean-Luc Picard met the Borg Collective, there was Jonathan Archer, the man who played a major role in the formation of the United Federation of Planets.  Today in our Star Trek HeroClix: Tactics Series III preview we go to the year 2151 and look at Captain Archer’s voyage on the first starship to bear the name Enterprise (NX-01)!


The first thing we notice about the NX-01 Enterprise is that it possesses a trait called Temporal Cold War, which allows the ship to choose one of the following options:

  • 1) DANIELS’ DATABASE: Enterprise can use Probability Control this turn;
  • 2) QUANTUM BEACONS: Ranged combat attacks made by Enterprise and up to one adjacent friendly ship can’t be evaded this turn.

Enterprise starts off with two clicks of Running Shot and Toughness.  On click 2 Enterprise picks up Perplex and a special power called Lt. Reed, Target their Weapons Systems.  When Enterprise makes a successful attack roll and the result is doubles, the target’s range value becomes 0 and is locked until your next turn.

Enterprise is a five-click dial for 75 points that ends with two clicks of Support, but wow what a dial.  Enterprise has a range of 6 squares and the Indomitable combat ability.  Enterprise’s keywords are Federation, Scientist and Soldier so she works well when teamed up with her sister ships.

Build a 400-point team using U.S.S. Enterprise captained by James T. Kirk, U.S.S. Enterprise-D captained by Jean-Luc Picard and Enterprise captained by Jonathan Archer, and let three generations of the name Enterprise take you to victory!

Thanks for reading and continue to look toward the stars for more upcoming Star Trek HeroClix: Tactics Series III.  Until then, Shape Change for the Win!!

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 Series III: Shuttlecrafts Einstein and Sakharov!

Greetings HeroClix fans!

Today’s Star Trek HeroClix: Tactics Series III previews takes us from the majestic Federation starships to the smaller shuttlecraft that play a vital role when transporters aren’t available.  Up first, let’s take a look at Einstein!


Einstein comes into play at 25 points, which is good news for players looking to evenly round out their Star Trek HeroClix: Tactics forces.  Einstein has both the Federation keyword and team ability.

In its speed slot, Einstein has limited warp capabilities on its first two clicks in the form of Phasing/Teleport.  Defensively, Einstein’s speed and agility are shown as Energy Shield/Deflection.  And since shuttlecraft are much smaller than most ships, Einstein has the Tiny Size combat ability, which gives it a +1 to its defense against ranged attacks and allows it to be carried by larger adjacent friendly characters.

In its damage slot, Einstein has a special power called Dispatching Support Engineers, which allows the ship to use Support.  However, this use of Support can only heal a maximum of 2 damage.  Additionally, when Support is used and doubles are rolled, you may remove an action token from the ship that is healed.

Thanks to Dispatching Support Engineers and its short run of Energy Shield/Deflection, Einstein is meant to stay back and heal the rest of your force.  However, some Federation shuttlecraft can play an offensive role.  Take the Sakharov, for example.


Also coming into play at 25 points and with the Federation keyword and team ability, Sakharov has a special power on each click of its attack slot called Planting Hull MinesPlanting Hull Mines lets Sakharov use Incapacitate.  When it does and hits, roll a d6 and on a result of 6 deal 1 damage to the target.  Sakharov will have to get in close to use Planting Hull Mines, since it has a range of 0.  No worries, however, since Sakharov was designed for close-quarters combat and has Combat Reflexes on its first two clicks.  It also has the Indomitable combat ability, which allows Sakharov to use Willpower.

So we’ve got two 25-point shuttlecraft and plenty of points to spare.  How about filling some of those points with the 150-point #031 U.S.S. Enterprise-D from the Star Trek HeroClix: Tactics Series II set?  With Running Shot on its first click, U.S.S. Enterprise-D can carry either shuttlecraft without a -2 penalty to its speed because of the Tiny Size ability and fire away with its long 10-square range.

Another viable ship to consider is the 100-point U.S.S. Reliant from the first Star Trek HeroClix: Tactics set.  U.S.S. Reliant opens with Running Shot on its first two clicks and can target two ships with its ranged attacks.  However, its range is 8 squares.

Thanks for reading!  Please join us for our next Star Trek HeroClix: Tactics III preview when we look at ships from a Species that even the Borg fear.  Until then, keep your Clix off their K.O.’s and your phasers set to fun!

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…

Star Trek Tactics II

Star Trek HeroClix Tactics II: R.I.S. Talvath!

Greetings HeroClix Fans!

Today’s preview from the upcoming Star Trek HeroClix: Tactics II takes us to the Romulan Empire as we look at a science vessel called the R.I.S. Talvath.


As with all of the ships from the Romulan Empire, the R.I.S. Talvath has the Romulan Star Empire team ability, and it states “Before the beginning of the first turn, choose a keyword possessed by an opposing ship for all friendly ships with this team ability; damage dealt by ships using this team ability to ships with the chosen keyword cannot be reduced to less than 1. Uncopyable.”

R.I.S. Talvath has a trait called Keep Us in Position that allows it to use Plasticity and Stealth, allowing it hide in hindering terrain, as well as lock opposing figures down, or make sure its own escape is more likely.   R.I.S. Talvath begins play to use Incapacitate on an opposing figure up 7 squares away with its printed range for the front half of its dial.  An opening click of Willpower will allow R.I.S. Talvath to press the attack without fear of pushing damage.  After this, a run of Super Senses will allow it to attempt to avoid attacks all together.

R.I.S. Talvath has a special power for most of its dial called Transmitting Our Analysis…  This special power allows R.I.S. Talvath to use Outwit, and when it does, it can draw line of fire and count squares from the square of any friendly ship it shares a keyword with.  One can see how useful such a power is, especially to an empire that relies on information and deception to further its goals.  On the last half of its dial, R.I.S. Tavath can ignore damage reducers on opposing ships with Penetrating/Psychic Blast. 

The R.I.S. Talvath will be a solid cornerstone on any force you choose to include it on, especially ones built around the Romulan and Scientist keywords to best utilize its Transmitting Our Analysis… special power.   At 100 points, R.I.S. Talvath will have plenty of room to build around.

Star Trek Tactics II

Star Trek HeroClix Tactics II: The Ti’Mur!

Greetings HeroClix Fans!

For today’s Star Trek HeroClix: Tactics II preview, we spotlight a ship from one of Earth’s oldest interstellar allies within the United Federation of Planets.  We are pleased to present the Vulcan ship Ti’Mur!


The Ti’Mur is primarily used as a geological research vessel.  However, the Vulcan crew of the Ti’Mur has become adept at using the ship’s equipment for battle so it begins its dial with Running Shot in its speed stat slot as it drops out of warp and fires upon an opponent from up to eight squares away.  The Ti’Mur can also target two characters with its ranged attacks.  Pulse Wave occupies the first three clicks of the attack stat slot as the Ti’Mur’s drilling phasers are reconfigured for offensive use.  Pulse Wave is followed by three clicks of Telekinesis as the Ti’Mur’s tractor beam arrays hurl objects or ships where needed.

Defensively, the Ti’Mur begins its dial with a click of Energy Shield/Deflection as its micrometeorite deflectors make it difficult to hit with ranged attacks.  Once the Ti’Mur is off its top click, it drops Energy Shield/Deflection and gains a special power called Strategic Environmental Manipulation.  This power allows the Ti’Mur to use Barrier.  When it does, the blocking terrain markers placed do not need to be adjacent and all must be within line of fire.  Strategic Environmental Manipulation remains on the Ti’Mur’s dial for four clicks.

The Ti’Mur begins its damage stat slot with Support as the ship’s field engineers perform repairs.  Support also appears on the ship’s last two clicks.  Sandwiched between those clicks of Support are three clicks of Outwit, which logically represents the Vulcan crew’s preparedness.

The Ti’Mur comes in at 100 points and has the Federation team ability.  It also has the Federation, Scientist, and Vulcan keywords to help focus team building.  The Ti’Mur makes a great addition to Federation forces with its opening-click combo of Running Shot and Pulse Wave and its mid-dial possession of Outwit.  (Those Vulcans are always thinking ahead!)

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!