Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: U.S.S. Hathaway!

Greetings HeroClix Fans!

Today our Star Trek HeroClix: Tactics Series III preview is the U.S.S Hathaway. When William Riker took the command of the U.S.S. Hathaway it was to engage the U.S.S. Enterprise-D in a Starfleet battle exercise; little did anyone know that a party of Ferengi marauders would happen upon the scene!


U.S.S Hathaway has a trait called Underestimating Ensign Crusher.  This allows U.S.S Hathaway to use Probability Control but only when it has just one action token.  The U.S.S Hathaway can also use Outwit but only to counter combat abilities.  This use of Outwit can seem limiting but can still give you the ability to counter a ship’s use of Sharpshooter, Indomitable or even Flight, any of which could easily swing a battle in any captain’s favor.

U.S.S Hathaway starts out with Stealth and Super Senses as Riker gets her into position for first strike.  U.S.S Hathaway also has the use of Support with a 10 attack which could easily come in handy if your first strike fails and your opponent gets the upper hand and damages other friendly ships first.

U.S.S Hathaway has a special power on clicks 2 and 3 called Limited Warp.  This allows U.S.S Hathaway to use Hypersonic Speed and Running Shot.  When she does use Hypersonic Speed this way, she must be given a double power action instead of a regular power action.  This means at the end of the action you must be able to place two action tokens instead of just one, and apply pushing damage if applicable.

Also on click 2 U.S.S Hathaway can use Energy Explosion, Energy Shield/Deflection, and Perplex.  U.S.S Hathaway has a five-click dial ending with the use of Willpower.

U.S.S Hathaway has a range of 6 squares and costs 75 points.  She has the Federation keyword as well as the team ability.  The Federation Team Ability allows ships that are attacked by a ship with one or more action tokens to modify her defense value by +1.  This team ability is Uncopyable.

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

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.


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!

Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: Borg Scout 608 & Queen Vessel Prime!

Greetings HeroClix Fans!

Today we will continue our preview of Star Trek Tactics HeroClix Series III with some of the most terrifying foes the Federation has ever encountered in their many travels, the Borg! Utilizing a collective “hive-mind”, the Borg are deadly adversaries who assimilate other cultures and technology and can respond to threats with an almost immediate adaptation!

Of course, before the Borg can assimilate they must first investigate, and that’s where the Scout 608 cube comes in!


The Scout 608  flies in at only 50 points, making it an easy addition to team building. Scout 608’s dial starts out with its special damage power called Your Systems Have Been Infiltrated. Your Systems Have Been Infiltrated states that Scout 608 can use Perplex, but may only target opposing ships. If the target ship is marked with an Assimilation Token, it may modify the chosen combat value by an additional -1. This allows you to take extra advantage of the Borg Team Ability.

Scout 608 also starts out with Energy Explosion and Toughness. Scout 608 also has a range of 6 to take advantage of the Energy Explosion. Scout 608 ends its dial with Plasticity and Steal Energy. This is a very handy combination that allows Scout 608 to keep an opposing figure near it while it tries to heal itself.

The Borg, Robot, and Spy keywords ensure easy them team building and consistent combat values allow you to use the Scout 608 as an effective harassment or tie-down piece while its bigger Borg brothers attack from a distance!

Speaking of, our next Borg ship is the Queen Vessel Prime which flies in at an impressive 200 points.


Queen Vessel Prime starts out with a trait called Ruthless Efficiency, which says When Queen Vessel Prime hits with an attack, damage dealt is penetrating. This trait is particularly devastating considering the Queen Vessel Prime’s two targets and 8 range, and initial damage value of 4(!).

The Queen Vessel Prime also begins play with a special damage power called The Queen. The Queen says that Queen Vessel Prime can use Leadership and Outwit. When it uses Leadership, it may use Probability Control, but only for that roll.  Phasing /Teleport allows the Queen Vessel Prime to travel unhindered by both terrain and opposing ships, while an initial click of Impervious protects it from its enemies’ attacks.

On the second click, Queen Vessel Prime gains both Incapacitate and a special power called All is In Service to the Collective. All is In Service to the Collective lets the Queen Vessel Prime use Invulnerability and Mastermind, and when it uses Mastermind, friendly ships with the Borg keyword within 4 squares and line of fire are considered adjacent! Careful positioning will allow the Borg to always be ready to protect the Queen Vessel Prime thanks to this special power! Late-dial, Queen Vessel Prime’s dial then ends with Perplex and Regeneration.

At 200 points, the Queen Vessel Prime is a hefty investment in a 300 point game, but with the right support it will be a devastating adversary for your opponents thanks to its consistent (and impressive) combat values, the Borg Team ability, and both its Ruthless Efficiency trait and All in Service to the Collective special power.  The Borg, Robot, and Ruler keywords allow for thematic team building in a variety of strategies as well.

That’s all we have from the Borg Collective today, but please keep checking back for more previews from the  Star Trek HeroClix Tactics Series III! Until next time keep your phasers at stun!

HeroClix Rules Review Rules Question

A Whole New World – Speed Powers

Speed Power Changes, PAC 2013

“What are your go-to powers? On the flip side, which powers do you not typically build a team around?”

That was how the team kicked off the 2013 PAC design meeting. “PAC” stands for the Powers and Abilities Card and this year, the goal was to get some of the powers that have been “shy and reserved” and see if they could stay true to their spirit with some changes to make them shine a little better.

Sure, almost everyone has that story of that one time they used Force Blast to knock Nightcrawler off the elevated terrain, or that time they used Incapacitate to completely lock down the opposing one-man-army, but in general there are a few powers that you tend to see on all the really successful teams (powers like Hypersonic Speed or Outwit) and powers that you very rarely ever see used (powers like Plasticity or Smoke Cloud) outside of special scenarios.  Game design took a long hard look at the types of characters that were being played to see what was and was not being used (and how it was being used), and took the PAC back to the drawing board.  Today, we will start looking at these changes with the speed powers.  Bear in mind that we’re only looking at changes, so if a power stayed the same, we’re just moving on.

Let’s start with the first power on the PAC, Flurry:


There is only one change to Flurry, but it is a very important one.  If you compare this wording above to the 2012 wording, you’ll see that we’ve removed the line that tells you Flurry will stop working if the power is lost mid-action.  While rolling a critical miss or taking Mystics damage will still probably not be a happy occasion for you, at least now you don’t have to worry about Flurry ending prematurely when your character takes that damage.  Instead your character will get to finish the action normally and make its second attack, even if they power is lost and no longer on the dial.

Similarly, if you have the combo of Flurry with Steal Energy, then if you hit with that first attack and you heal onto a click that doesn’t have Flurry, you can still make that second attack.

Next we have a small change to Leap/Climb:


Look closely and you see that Leap/Climb no longer ignores characters for movement purposes.  Instead, when your character uses Leap/Climb, it can more around and through squares occupied by characters (just like the Flight ability).  Since it no longer ignores characters for movement, you do need to roll break away when using Leap/Climb, but you do get a +2 bonus to that break away roll.

Charge has a little cosmetic change:


Blink and you might miss it: the last sentence was tweaked slightly.   The overall effect is completely unchanged; however the old version sometimes caused some confusion so the power was altered for clarity.  That’s all.  REPEAT: THE FUNCTION OF THIS POWER HAS NOT CHANGED.

The next power, Mind Control, has some very significant changes:


There are three big changes here.  First, Mind Control is no longer activated by a power action.  Instead, it is activated with a close combat action or ranged combat action.  This means you can now use Mind Control with Charge or Running Shot (or any other effect that allows your character to take a close/ranged combat action).

Second, your Mind Control character will still take damage if you use it on expensive characters, but the threshold has been raised to 150 points instead of 100.

Third, and related to the previous point, your character will only ever take 1 unavoidable damage now when controlling large-point characters.   It does not matter if your Mind Controller controls 150 points or 1500 points: it will take only 1 unavoidable damage for doing so.

All of these changes serve to make Mind Control a much more formidable power.  I always found it very useful (who doesn’t enjoy using your opponent’s own force against him?), but using Mind Control is now much more flexible and combo-friendly AND the penalties for using it are much more forgivable.

Now let’s look at what is quite possibly my favorite change on the PAC:


Plasticity still does everything it did before, but it has two VERY important additions.  First off, it now prevents characters from automatically breaking away.  A character that can ignore other characters (ImpMoveImp_Characters) for movement purposes will still not have to roll break away, but any other character is going to be forced to roll break away first… and that’s a very daunting prospect considering Plasticity still subtracts 2 from the break away die roll.

The other big change is that any character that moves adjacent to a Plasticity-using character must stop moving.  Even if the character could normally move around/through other characters (ImpMoveImp_BasedImp_Through) ; once again, the only way around this is if the character moving about completely ignores other characters (ImpMoveImp_Characters).

In a nutshell, outside of Phasing/Teleport, some Improved Movement characters, and a handful of special powers, Plasticity has become THE tie-up power.  One Plasticity character could lock down an entire team with proper positioning!

Another power that receives a huge bump in power is Force Blast:


Like Mind Control and Plasticity, Force Blast has received a pretty significant upgrade.  On the one hand, it still work exactly like it did before, allow your character to knock back an adjacent character without needing any kind of attack roll: just assign a power action and roll the d6 for instant knock back.  But now there is brand new addition to its normal effects.  Now, anytime your character successfully attacks a character, you can choose to knock back that character back without needing to roll doubles!  Note that this “extra” knock back only occurs if the character wouldn’t otherwise be knocked back… you won’t get to knock back a character twice if you happen to roll doubles.  Also, since it says “may”, this new part is entirely optional.  If you’d rather not knock back the target (maybe you want it to stick around for a follow up attack), then you don’t need to use this new part of Force Blast. Lastly, bear in mind that this knock back is not any different than rolling doubles. So if the attacked character has Charge or another game effect that causes it to ignore knock back, it isn’t going anywhere.

Last, but not least, Hypersonic Speed has been tweaked, too:


Like Leap/Climb, Hypersonic Speed now requires a break away roll.  And, like Leap/Climb, you get a +2 bonus to the break away.  This means that your speedsters will now have to think long and hard about using Hypersonic Speed if it is adjacent to an opposing character; no longer can they zip around the map with little fear of impediment.  Sure, a +2 bonus means that break away failure will be rare, but when it does happen, the action ends immediately and the character can’t even attack (much less run away).  And with the changes to Plasticity, even if your speedster isn’t adjacent to an opposing character when it is given the power action to use Hypersonic Speed, it may still have to stop mid-action if you aren’t careful!

Coming up next time!

We will take a detailed look at the changes to the standard attack powers on the 2013 PAC.  We’ve already shown you that Energy Explosion has been changed in a previous article… I wonder what other powers have been given a face lift?

I hope you found this primer on the new 2013 speed powers useful.  If you have any more questions about these alterations or anything else in the rules, send an e-mail to or hit the Rules Deputies up on the forums!


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 HeroClix Tactics II: The U.S.S. Enterprise-D!

Greetings HeroClix Fans!

Welcome back as we boldly go where no one has gone before with another preview from the upcoming Star Trek HeroClix: Tactics II.  Today we preview the flagship of the “next generation” of the Federation, the U.S.S. Enterprise-D!


U.S.S. Enterprise-D begins the game taking the fight to your opponent with Running Shot.  Penetrating/ Psychic Blast will make sure your range combat attacks damage will stick.  U.S.S. Enterprise-D is protected from counter attack by Invulnerability.   U.S.S. Enterprise-D has the ability to add an extra action to your action pool with Leadership.

On its second click, U.S.S. Enterprise-D has a few clicks of Perplex added to its dial.  On this click, it also gains a special power called Saucer Separation.   This power says “U.S.S. Enterprise-D can use Hypersonic Speed; when it does, before it moves, place a bystander token as described on this card in an adjacent square. Remove the bystander token at the beginning of your next turn. If the bystander is destroyed, deal U.S.S. Enterprise-D 1 unavoidable damage.”   The Saucer Section possesses Running Shot with a 6 range, and Toughness to give it a bit of damage reduction.

Mid-dial, U.S.S. Enterprise-D gains the ability to deal penetrating damage to multiple targets with Pulse Wave.  Toughness provides a little bit of damage reduction through this part of the dial.  On its middle two clicks, U.S.S. Enterprise-D has the ability to lock opposing vessels in place or give itself a better chance to break away with Plasticity.  At the end of its dial, U.S.S. Enterprise-D regains its Saucer Separation power.  This, along with its 10 range, will help get the most out of Energy Shield Deflection, making it harder to hit from range.

U.S.S. Enterprise-D possesses the uncopyable Federation team ability, allowing it to modify its defense by +1 when it is attacked by a ship with one or more action tokens on it.  U.S.S. Enterprise can be included on theme teams utilizing the Federation, Scientist, and Soldier keywords.   At 150 points, U.S.S. Enterprise will be half of your force, and has the silver unique ring on his dial.

Thank you for joining us for this Star Trek HeroClix: Tactics II preview.  Be sure to come back next week as we take a closer look at the mysterious Breen and their formidable warships! 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!


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!

Heroclix Preview Star Trek Tactics

Transparent Aluminum and Tribbles!

Greetings HeroClix Fans! Today we continue to explore the Star Trek HeroClix: Tactics set by first visiting the movie Star Trek IV: The Voyager Home.  We look at a former Klingon vessel taken over by Captain Kirk and the crew of the Enterprise, the H.M.S. Bounty.


The H.M.S. Bounty possesses the Indomitable ability as well as a 7 range with two targets.  Also, the H.M.S. Bounty possesses a trait called Whalesong, allowing her to be given a double power action.  Until the beginning of your next turn, each ship that makes an attack within 6 squares rolls a d6 after the attack resolves.  On a result of 1-3, deal the ship 1 unavoidable damage.   The H.M.S. Bounty begins play by slingshotting around the sun to go back in time in the form of two opening clicks of Hypersonic Speed.  For the rest of her dial, the H.M.S. Bounty has Plasticity,allowing her to tie down opposing vessels or have a better chance of breaking away to reposition herself to better use the rest of her powers.  For the first half of her dial, in her attack slot, the H.M.S. Bounty utilizes her range and 2 targets with Energy Explosion, while the back halve of her dial lets the her attack all ships within 4 squares with Pulse Wave. Defensively, for her first three clicks, the H.M.S. Bounty uses her cloaking devise in the form of Super Senses, switching mid-dial for three clicks to damage reducing Toughness, and closes out her dial with two clicks of Regeneration.  On her damage slot, the H.M.S. Bounty shows her crews willingness to alter time in the form of two clicks of Probability Control, Captain Kirk’s rebellious side as he ignores orders to do what he feels is right with three clicks of Outwit, and closes out her dial with three clicks of Support, to show her crew successfully saving the future by delivering their cargo home. The H.M.S. Bounty comes in at 125 points, and this unique vessel has the Federation keyword to show where her crew’s loyalties lie, but no team ability as she was a stolen vessel.  An aggressive power set and stats means the H.M.S. Bounty will be welcome on most forces. Also today, we take a look back into Star Trek: The Original Series to visit one of the most infamous vessels in the Klingon Empire, the I.K.S. Gr’oth. 


The I.K.S. Gr’oth begins play with a run of three clicks of Plasticity, enabling her to tie up your opponent’s ships.  In her attack slot, the I.K.S. Gr’oth shows off the projected stasis field weapon in the form of Incapacitate for one click, then ejects tribbles into space for two clicks in the form of Smoke Cloud, before switching back to Incapacitate. Defensively, the I.K.S. Gr’oth begins play with a click of Energy Shield Deflection, switches to two clicks of Toughness, and then closes out her dial with two more clicks of Energy Shield Deflection. In her damage slot, the I.K.S. Gr’oth has three front loaded clicks of Enhancement to help her teammates, and closes out her dial with two clicks of Range Combat Expert. The I.K.S. Gr’oth possess the uncopyable Klingon Empire team ability, allowing her to modify her attack by +1 until the end of your next turn if a friendly ship with the Klingon team ability is KOed. The I.K.S. Gr’oth has a 6 range with 2 targets and possesses the Klingon, Soldier, and Warrior keywords.  At 50 points, the I.K.S. Gr’oth is an inexpensive addition to your force. That’s all for today, be sure to join us later this week for more exciting previews from upcoming HeroClix sets, and mark your calendars for the release of Star Trek: Tactics this Wednesday!

Heroclix Preview Star Trek Tactics

The Undiscovered Country

Greetings HeroClix Fans!

Today we continue to explore the Star Trek HeroClix: Tactics set .  The first ship we visit is that of Captain Hikaru Sulu, the U.S.S. Excelsior!

The U.S.S. Excelsior begins play utilizing her 8 range and Running Shot to open it’s dial.  On her next click, the U.S.S. Excelsior engages her transwarp drive as she gains a click of Hypersonic Speed, followed by a click of Stealth.   From this point on the U.S.S. Excelsior keeps her powers for two clicks each as she cycles through Running Shot, Hypersonic Speed, and finally gains Flurry. On her attack slot, the U.S.S. Excelsior has Pulse Wave on her third click.

Defensively, the U.S.S. Excelsior starts with her deflectors engaged in the form of Invulnerability. On her second click, the U.S.S. Excelsior utilizes Willpower as she shows her captain’s resolve to stop an assassination plot.   For her next three clicks, the U.S.S. Excelsior uses her shields in the form of Toughness.  Following this are two more clicks of Willpower followed by two closing clicks ofRegeneration. 

In her damage slot, the U.S.S. Excelsior starts play with Outwit, alternating with Leadership, for her first four clicks.  After this, the U.S.S. Excelsior picks up two clicks of Range Combat Expert. Before she gets to her last click, the U.S.S. Excelsior gets one more click of Outwit.   The U.S.S. Excelsior possess the Federation and Scientist keywords, and has the uncopyable Federation team ability, allowing her to increase her defense by +1 when attacked by a ship with one or more action tokens.   At 150 points, the U.S.S. Excelsior  brings a solid power set and stats to your force.

Next, we visit the flag ship of the Klingon Empire as it brings Chancellor Gorkon to Earth for peace negotiations, the I.K.S. Kronos One!

The I.K.S. Kronos One possesses a trait called Klingon Fury, allowing her or an adjacent ship with the Klingon keyword that has two action tokens to be given a non-free action.  After this action is resolved, it is dealt 1 unavoidable damage and does not clear action tokens from it at the end of the turn.  This trait couples well with the Leadership on the first two clicks of the I.K.S. Kronos One, as well as her own Indomidible ability.

The I.K.S. Kronos One begins play with a click of Energy Explosion, and four clicks of Toughness as her damage reducer of choice.   On her second click, the I.K.S. Kronos One gains two clicks of Charge as well as three clicks of Smoke Cloud.  On her third click, the I.K.S. Kronos One picks up a run of three clicks of Exploit Weakness. 

Mid-dial, two clicks of Plasticity overlap the I.K.S. Kronos One’s Exploit Weakness.  In this stretch of the I.K.S. Kronos One, she picks up Pulse Wave and Mastermind, both for the last four clicks of her dial.  On her last three clicks, the I.K.S. Kronos One uses Perplex to help herself or friendly ships.  The I.K.S. Kronos One possess the uncopyable Klingon Empire team ability, allowing her to increase her attack by +1 if an opposing ship KO’s a ship using this team ability.  The I.K.S. Kronos One  also possess the Klingon and Flagship keywords.   At 100 points, this unique ship can be a huge asset to any Klingon force.

That’s all for today, be sure to join us next Monday as we continue to look at the Star Trek HeroClix: Tactics set.