Star Trek Tactics II

Star Trek HeroClix Tactics II: The USS Enterprise!

Greetings HeroClix Fans!

 Space…the Final Frontier…

The ship featured in this special Release Day  Star Trek HeroClix: Tactics II preview is not the first or the last vessel to bear the name “Enterprise” but it is certainly one of the most beloved.  We are pleased to bring you the ship made famous by Captain James Tiberius Kirk, U.S.S. Enterprise (NCC-1701)!


U.S.S Enterprise comes in at 150 points and has the Federation team ability.  It begins play with a trait called Inspiration that honors its status as the central ship in the Star Trek universe.  With Inspiration, when a friendly ship begins its turn adjacent to U.S.S. Enterprise, it can use Willpower until the end of the turn.  If that ship possesses the same team ability or keyword as U.S.S. Enterprise, modify its speed value by +2 and its attack value by +1 until the end of the turn.

Captained by James Kirk, U.S.S. Enterprise begins its dial with two clicks of Running Shot as Mr. Sulu brings the ship to its maximum warp speed!  On those same opening clicks, U.S.S. Enterprise has Energy Explosion in its attack slot as it fires all its phasers.  U.S.S. Enterprise can make good use of Energy Explosion with its range of seven squares and ability to target two ships with ranged attacks.  In its defense slot, U.S.S. Enterprise has a four-click run of Toughness as its remarkable engineer, Montgomery Scott, gives her all she’s got to keep her shields up!  U.S.S. Enterprise also has the Indomitable combat ability, which allows it to use Willpower.

A special power called The Corbomite Maneuver opens U.S.S. Enterprise’s damage slot and recalls an encounter the crew had with an alien named Balok who threatened to attack the ship.  The Corbomite Maneuver allows U.S.S. Enterprise to use two popular damage-slot powers, Outwit and Probability Control.

U.S.S. Enterprise’s third click is nearly identical to its previous one but without Running Shot in the speed slot.  Running Shot returns to U.S.S. Enterprise’s dial on clicks 4 and 5 but now Penetrating/Psychic Blast has taken the place of Energy Explosion.  In addition, Perplex has replaced The Corbomite Maneuver special power in the damage slot as U.S.S. Enterprise’s crew vows not to underestimate its foes ever again.

Like click 3, U.S.S. Enterprise’s final click is similar to its previous one but without Running Shot in its speed slot.

U.S.S. Enterprise has a steady set of combat values.  Its attack values never dip below 9 and its damage values never fall below 2.  U.S.S. Enterprise makes for a viable main attacker with its strong front-loaded combat values and The Corbomite Maneuver special power.  To aid in theme-team building, U.S.S. Enterprise has the Federation, Scientist and Soldier keywords.

Thanks for reading!  Please join us again for our next exciting HeroClix preview.  Until then, keep your Clix off their K.O.’s and keep your phasers set on “fun!”

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: 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!

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!

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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: 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!


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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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!