Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: Columbia!

Greetings HeroClix fans!

Today’s Star Trek HeroClix: Tactics Series III set previews continues with the Columbia. Captained by Erika Hernandez, this ship is ready to boldly go where no one has gone before!


The Columbia possesses a single target with 6 range and she begins her first click with Charge and Toughness. A starting 7 movement lets you get into position to Charge early on to deliver 2 damage.

The Columbia if pushed to her second click trades Charge with Plasticity, which will make sure your opponent stays put so you can boldly deliver a reduction in your opponents hull plating.  She also gains Willpower which lets her attack more without taking damage for the push.

Introduced on the Columbia’s second click is a special power called Always Have a Plan B which lets Columbia use Probability Control, but may only reroll its own close combat attacks. Her third click brings Close Combat Expert and remains for the rest of her dial.

Columbia is a vessel made early in the Federation. She’s meant for close combat, but doesn’t bring a lot of close combat protection. Remember to use the Federation team ability, when a ship using this team ability is attacked by a ship with one or more action tokens, modify this ship’s defense value by +1. Uncopyable.

At 50 points, Columbia is a great tie up piece that can help the battle go the way you need it to. Use her to keep multiple ships in place with her Plasticity, then use her for softening them up or clean up duty.

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

Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: Enterprise!

Greetings HeroClix Fans!

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


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

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

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

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

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

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

Preview Star Trek Tactics III

Star Trek HeroClix Tactics III: Species 8472’s Bioship Alpha and Bioship Beta!

Greetings HeroClix Fans!

And welcome as we continue to go where no Clix have gone before as we continue to explore the upcoming Star Trek HeroClix: Tactics Series IIIToday we take a journey into a parallel dimension known as fluidic space to check out a couple of ships from Species 8472.  Able to resist the Borg, we start with Bioship Alpha!


Bioship Alpha has a trait called Biomatter Defenses, which allows the use of Shape Change, and makes it so it can’t be targeted with Incapacitate.  Additionally, as they are one of the few species to avoid assimilation by the Borg, this trait makes it so the Borg team ability won’t place Assimilation tokens on this ship.

Bioship Alpha begins play with a special power that will be on more than half of its dial called Fluidic Space.  This special power allows the use of Phasing/Teleport, to get to wherever it is needed, and Running Shot, giving it a solid move and attack option.   Giving it protection from range counter attack is an opening click of Energy Shield/ Deflection.   On its second cluck, Bioship Alpha trades it printed 4 damage foe the ability to ignore damage reducers with tree clicks of Penetrating/Psychic Blast. Also at this point, Invulnerability will provide some solid damage reduction.

Click number four sees the power set on Bioship Alpha begin to change.  As Fluidic Space, Penetrating/Psychic Blast and Invulnerability all make their last appearances; Range Combat Expert begins a run that will last the rest of the dial.  On the next click, Fluidic Space is replaced by standard Running Shot, and Energy Shield/ Deflection will again provide protection against range combat attacks.  A 7 range will allow Bioship Alpha a good distance to get use from Energy Shield/ Deflection, but should an opposing figure base it, the Sharp Shooter combat ability will allow the use of its potent range combat attack abilities.

Next up, we have the Bioship Beta:


Bioship Beta has the same Biomatter Defense trait as the Bioship Alpha, allowing it to use Shape Change, and ignore Incapacitate, as well as the placement of Assimilation tokens by the Borg team ability.

Bioship Beta can get to where ever it will do your force the most good with a full dial of Phasing/Teleport.  On the front half of its dial, Bioship Beta has two special powers, the first called Energy-Focusing Ship.  This special power allows you to give Bioship Beta a free action and choose either attack or damage, and modify the chosen combat value by +1 on all adjacent friendly ships.  Defensively, adjacent friendly characters will also come in handy as Bioship Beta has a special power called Defensive Escort Bioship, which allows the use of both Invulnerability and Mastermind. 

On the back half of its dial, Bioship Beta gains Pulse Wave, and will be able to use it for the rest of its dial.    Bioship Beta also gains Toughness as a damage reducer for a couple of clicks.  After this, Bioship Beta can attempt to heal back up into its mid dial with a couple closing clicks of Regeneration.  An impressive printed 8 range will allow Bioship Beta plenty of firing range to damage opposing figures, and the Sharpshooter combat ability will allow it to make range attacks even when based.

Thanks for reading!  Please join us for our next Star Trek HeroClix: Tactics III preview when we look at a Federation ship and what happened to it when the Borg assimilated it!  Until then, keep your Clix off their K.O.’s and your phasers set to fun!

Preview Star Trek Tactics III

Star Trek Tactics HeroClix: Series III Starter Set!

Greetings HeroClix fans!

We begin our series of Star Trek Tactics III HeroClix previews with a look at the set’s four-ship starter pack.  As with the previous two Star Trek Tactics HeroClix releases, Series III is 100 percent compatible with the HeroClix Powers and Abilities Card and RulesStar Trek Tactics III HeroClix also introduces the popular Borg into the HeroClix universe, which allows Star Trek fans to assimilate their opponents’ ships into the Collective!

Enough with the banter!  Let’s begin our starter set preview with a look at one of the Borg’s scout vessels, Scout 255!


Scout 255 is one of the smaller cube ships used by the Collective to gather information about new races it encountered.  Scout 255 comes into play at 50 points and has a range of 6 squares with two targets.  It also has the Borg team ability, which reads: “When a ship using this team ability hits an opposing ship, place 1 Assimilation token on the target.”  Note that you only have to hit the opposing ship to give it an Assimilation token; whether or not it takes damage makes no difference.

Assimilation tokens represent the Borg’s corruption of a ship and its crew and have the following rules:  When a ship would be healed, it may instead remove 1 Assimilation token for each click of damage it would be healed.  When action tokens are removed from a ship, roll a d6.  On a result of 5 or 6, remove an Assimilation token. Additionally, Borg ships gain various benefits against ships that are marked with Assimilation tokens.  In the case of Scout 255, this ability appears on its second click as a special power in the damage slot called Full Analysis Complete.  This special power lets Scout 255 use Probability Control but only to reroll an attack roll made during an attack against a ship marked with an Assimilation token.

Scout 255 also modifies its damage value by +1 when it targets a ship with an Assimilation token. Borg scout ships aren’t as durable as the larger cubes and Scout 255 is no exception.  Defensively, Scout 255 begins with three clicks of Toughness.  In its attack slot, Scout 255 starts with a click of Incapacitate then ends with two clicks of Penetrating/Psychic BlastScout 255 has the Borg, Robot, and Spy keywords for use when theme team building.

The Star Trek Tactics III HeroClix starter set also includes a second Borg ship, Assimilator 84!


Assimilator 84 comes in at 150 points and has a range of 7 squares with one target.  Like Scout 255, Assimilator 84 has the Borg team ability and the Borg and Robot keywords.

On the first five clicks of its speed slot, Assimilator 84 has a special power that showcases how quickly the Borg’s influence and destruction can spread.  You Will Be Assimilated – Or Destroyed allows Assimilator 84 to use Mind Control and Phasing/Teleport.  When Assimilator 84 uses Mind Control, after actions resolve each target hit is dealt 1 penetrating damage for each Assimilation token on it.

A long run of Energy Explosion highlights Assimilator 84’s attack slot while its damage slot possesses a special power on each of the ship’s clicks.  With Your Defenses Are Irrelevant, Assimilator 84 can use Outwit but only to counter defense powers.  Speaking of defenses, Assimilator 84 starts with two clicks of Invulnerability, then switches to a run of Toughness, and ends its dial with RegenerationAssimilator 84 also has the Indomitable combat ability, which allows it to use Willpower.

Our next ship is a Federation vessel that saw its captain captured by the Borg and transformed into the being known as Locutus.  We are pleased to bring you the USS Enterprise-D!


We previously encountered USS Enterprise-D in the Star Trek Tactics II HeroClix set.  While that version of USS Enterprise-D was fresh from its space dock, Star Trek Tactics III’s version represents the ship after its first encounter with the Collective!

USS Enterprise-D comes in at 125 points and hits the battlefield with a trait called Planting a Command in the Collective: “SLEEP”, which reads:  “When an opposing ship within 8 squares of USS Enterprise-D places an Assimilation token and actions resolve, roll a d6; on a result of 5-6, give that opposing ship an action token.

Running Shot and Phasing/Teleport highlight the majority of USS Enterprise-D speed slot.  Defensively, USS Enterprise-D starts with a click of Toughness, then switches to a pair of Invulnerability clicks.  Willpower highlights the last three clicks of USS Enterprise-D’s dial to help protect against countering effects or powers like Outwit.

In its damage slot, USS Enterprise-D starts with a click of Leadership to represent Captain Jean-Luc Picard’s control of the helm.  When Captain Picard was captured by the Borg and turned into Locutus, control of USS Enterprise-D went to First Officer William Riker, whose influence is represented through three mid-dial clicks of Perplex.  Three ending clicks of Close Combat Expert represent USS Enterprise-D’s rescue of Captain Picard from a Borg Cube. USS Enterprise-D’s attack slot begins with a long run of a special power that plays off Captain Picard’s knowledge of the Collective after his rescue from the Borg Cube.  You Will Only Defeat Him By Letting Him Go gives USS Enterprise-D an advantage by allowing it once per game to choose a keyword possessed by an opposing ship.  USS Enterprise-D then gains a +1 to its attack value when it targets opposing ships with the chosen keyword.  If Borg is the chosen keyword, roll a d6 when an attack hits; on a result of 5-6 the damage dealt by the attack is penetrating damage!

Naturally, USS Enterprise-D has the Federation team ability, and the Federation and Soldier keywords.  USS Enterprise-D has a solid combat values and its trait and special power make it well-suited to battle Borg forces.

Finally, Star Trek Tactics III HeroClix isn’t just about the Borg and the Federation.  Known by the Borg as species 329 but considered unworthy of assimilation, the Kazon are represented in the starter set through the Ogla-Razik.


At 75 points, Ogla-Razik begins play with a trait called Proton Beam which can boost the ship’s damage value by +1 with it makes a ranged combat attack against a ship marked with an action token.  Ogla-Razik has a range of 7 squares and one target.

Ogla-Razik starts its attack slot with a click of Incapacitate, then picks up a short run of Penetrating/Psychic Blast before switching back to IncapacitateOgla-Razik ends it dial with two clicks of Pulse Wave.  Defensively, Ogla-Razik begins with two clicks of Energy Shield/Deflection then plays out the remainder of its dial with Toughness.

The Kazon and Warrior keywords make Ogla-Razik an interesting addition to your Star Trek Tactics forces as a secondary or tertiary attacker, particularly when it makes ranged combat attacks against ships marked with an action token.

Thanks for reading!  Come back again and assimilate our next Star Trek Tactics III HeroClix preview when we encounter a ship commanded by the “One Who is Many”.  Until then: Resistance is futile…

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!