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Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: I.K.S. Toral!

Greetings HeroClix fans!

Today’s Star Trek HeroClix: Tactics Series III set previews continues with the I.K.S. Toral.  Captained by the cunning Klingon sisters Lursa and B’Etor, the I.K.S. Toral is a dial that shows its ability to rule an empire through deceit.

 006_I.K.S.Toral

The I.K.S. Toral has a range of 7 squares and 2 targets and begins the first two clicks of its dial with Energy Explosion, Super Senses, and the special power called Power for the TakingPower for the Taking lets I.K.S. Toral use Leadership and Outwit.  Let’s take a closer look at what schemes you can get up to with this character!

The I.K.S. Toral has the trait Master Manipulators: Once per game, choose a keyword possessed by an opposing ship.  I.K.S. Toral can use Mind Control and modifies its attack value by +1 when it does, but may only target ships with the chosen keyword.  This trait represents the sisters machinating behind the scenes to get others to do their bidding.

Next up, the I.K.S. Toral’s top two clicks have the Power for the Taking, and with the Outwit and Leadership, these ladies present their knowledge of Klingon politics.  In addition, these two clicks have Super Senses, showing how Lursa and B’Etor can deftly evade the backlash of their actions.  Don’t be afraid to push I.K.S. Toral, as this character can go the distance with Indomitable.

Mid-dial I.K.S. Toral swaps its Super Senses and Power for the Taking for Toughness and Exploit Weakness.  Lursa and B’Etor may be great at pulling strings behind the curtain but they are still Klingons who can bring the fight up close and personal.  I.K.S. Toral has also retained Energy Explosion for five total clicks, which shows how Lursa and B’Etor create infighting among their opponents.

The last two identical clicks show you can’t take I.K.S. Toral down without a fight.  Still showing strong with Blades/Claws/Fangs and a 10 attack, Lursa and B’Etor show their battle prowess with the Bat’leth. I.K.S. Toral drops its Toughness as well, but gains a harder to hit 18 defense.  But remember, even if the sisters do get taken out, “Heghlu’meH QaQ jajvam.” (Klingon for “Today is a good day to die.”)

Keyworded with Klingon, Romulan, and Warrior the I.K.S. Boral has many opportunities to be on a theme team.  The Romulan keyword shows the secret deals Lursa and B’Etor made with the Romulans to put their nephew Toral into power.  The ship also has the Klingon team ability so when your enemies remove one of your allies, you get a boost to your attack stats. And remember, throughout all of its dial, the I.K.S. Toral has dual target Mind Control once you declare a keyword for it.

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

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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!

103-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!

104-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!

101-U.S.S.-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.

 102-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…

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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!

 015-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!

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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!

004-5th-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!

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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!

021-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!

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Preview Star Trek Tactics II

Star Trek Tactics II: I.R.W. Haakona!

Greetings HeroClix Fans!

Today we continue our previews of the new ships from the upcoming Star Trek HeroClix: Tactics II set with a spotlight on a Romulan vessel, the I.R.W Haakona!

Investigating a possible Federation incursion into the Neutral Zone, the Imperial Romulan Warbird (I.R.W.) Haakona encounters the U.S.S. Enterprise-D  in orbit of the planet Iconia.  The I.R.W. Haakona demands the immediate withdrawal of the Enterprise from the Neutral Zone and the situation looks tense; will the two ships battle and risk war or can they disengage peacefully? However, before either ship can take action, both fall victim to an ancient computer virus left over from a long dead civilization.  What began as a standoff between two powerful starships quickly becomes a race for survival as the two ships begin losing control of their own systems!

The I.R.W Haakona can easily maneuver into position thanks to an opening click with a 14 movement and Phasing/Teleport.  Once in place, I.R.W Haakona can use its 8 range and 3 damage to strike at an opposing ship, or attempt to break up clusters of enemy ships with its Energy Explosion.  Impervious will help protect the Haakona from damage.   On its second click, I.R.W Haakona changes tactics as she gains a run of Running Shot.  A couple of clicks of early-dial Super Senses also allow the Haakona tto avoid attacks as it engages hit and run tactics thanks to its cloaking device.

Mid- to late-dial, the I.R.W Haakona changes its defense strategy yet again in order to reduce damage thanks to Toughness.  The Haakona also gains a special power called Iconian Virus, which allows it to use Perplex.  However, if the Haakona uses it to modify one of its own combat values by -1, it may reduce the same combat value by -2 on two opposing ships within 6 squares and line of fire!  At the same time, the Haakona adopts a more aggressive and focused attack stretgy, which is represented  by Penetrating/Psychic Blast as well as higher attack values.

I.R.W Haakona has the Romulan Space Empire team ability and fittingly, the I.R.W Haakona only possesses the Romulan keyword (as Romulans don’t tend to work well with others) which allows it to theme nicely with other Romulan vessels like the R.I.S. Vo and the I.R.W. N’Ventnar!   At 125 points, I.R.W Haakona brings a strong ranged combat power set as well as a special power that will help any fleet it’s a part of.

Thanks for joining us today.  Be sure to check incoming transmissions next week as we attempt to intercept secret Obsidian Order communiques! Until then, keep your Clix off their K.O.’s!

 

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Preview Star Trek Tactics II

Star Trek Tactics II: R.I.S. Vo!

Greetings HeroClix Fans!

We head to the Neutral Zone for today’s bonus preview from the Star Trek HeroClix: Tactics II and board a Romulan vessel whose commander attempted to defect to the United Federation of Planets in order to avert a war.  We are pleased to bring you the R.I.S. Vo! 

Commanded by the legendary Admiral Alidar Jarok, the R.I.S. Vo comes in at 50 points and has the Romulan Star Empire team ability, which reads:  “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.”  The Romulan Star Empire team ability can’t be copied (but works great with the I.R.W. N’Ventnar from the Star Trek Tactics II Starter set!).

Like many Romulan spacecraft, the R.I.S. Vo has a cloaking device (represented as Stealth on its opening click) to travel unseen past opposing ships.  Even when cloaked, the R.I.S. Vo is a deadly enemy and can attack with a disruptor strike (Penetrating/Psychic Blast) from six squares away.  If an opposing ship manages to fire at the R.I.S. Vo, it may find its attack evaded thanks to Super Senses on the Romulan ship’s first two clicks.

Once the R.I.S. Vo is off its top click, it drops Stealth in favor of a special power that showcases the ship’s speed and maneuverability.  With Agile Scout, when the R.I.S. Vo makes a ranged combat attack, after actions resolve it may immediately be given a move action as a free action.  Agile Scout appears for the remainder of the R.I.S. Vo’s dial.

Mid-dial, the R.I.S. Vo switches defensively from being a mere cloaked target to being a ship that’s simply difficult to attack, thanks to the defensive boost granted by Energy Shield/ExplosionEnergy Shield/Explosion occupies the R.I.S. Vo’s defense slot for its last three clicks.

Finally, Penetrating/Psychic Blast reappears on the last two clicks of the R.I.S. Vo’s dial allowing it to bypass its target’s shields with precision shots.

At only 50 points, he R.I.S. Vo makes a viable choice as a secondary or tertiary attacker and has the Romulan and Spy keywords to aid in theme team building.  And like all the ships found in the initial Star Trek Tactics HeroClix release, the R.I.S. Vo is fully 100% HeroClix PAC and Rules compatible!

Thanks for reading!  Please join us again soon as we reveal more secrets from the Star Trek HeroClix: Tactics II set, due out in stores everywhere January 2013!

 

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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!