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Preview Star Trek Tactics III

Star Trek HeroClix Tactics III: Tactical Borg Cube 138!

Greetings HeroClix Fans!

And welcome back as we continue to explore the upcoming Star Trek HeroClix: Tactics Series IIIToday we take a look at one of the most ruthless foes the Federation has ever encountered, the Borg.  Specifically, we take a look at Tactical Cube 138!

028-Tactical-Cube-138

Let’s take a look at the top of the dial on Tactical Cube 138, and see what it brings to the table.  First, Tactical Cube 138 comes on a 2×2 base, and can be played at 3 different point levels, 800, 600 or 300 points.  It has the Borg team ability, allowing it to put an assimilation token on each hit target, and with a long 9 range with two targets, it should be able to get a lot of assimilation tokens into play.  For combat abilities, it has the Flier combat ability, a must for fling around in space.  Tactical Cube 138 also has the Sharpshooter combat ability, allowing it to make range combat attacks against adjacent opposing figures, or to ignore other opposing figures when making range attacks.  The Indomitable combat ability will allow it to ignore a click of pushing damage at can us Willpower.  And lastly, as the size the dial represents, Tactical Cube 138 has the Colossal combat ability, allowing it to break away automatically, to make range combat attacks out of adjacency, and to continue to act when it has two action tokens, at the cost of a click of unavoidable damage.

This last item on the dial top is a trait called Assimilation Underway, which allows Tactical Cube 138 to use the Multiattack ability, as long as one of the actions is an attack on a ship marked with an Assimilation token.   Now, let’s have a look at the dial.

Tactical Cube 138 begins play being able to attack almost anywhere it wants with a couple opening clicks of Hypersonic Speed.  Coupled with printed attack values of 13 and 14, and a printed 7 damage, will all but ensure the targets feel the wrath of the Borg.  Defensively, Invincible will half whatever damage is dealt in retaliation.  On its second click, Tactical Cube 138 gains a long string of Outwit, allowing it to deprive an opposing figure of a key power.   On the next four clicks, Tactical Cube 138 maintains the same power set, as it will now utilize Running Shot to move and attack opposing figures.  And making sure there are plenty of targets to get the most use out of its Multiattack ability, Pulse Wave will ensure a lot of Assimilation tokens are on opposing vessels.  Impervious will allow Tactical Cube 138 to reduce damage, if not avoid it altogether.

At this point in the dial is the 600 point starting line, and it starts like the last section, with two opening clicks of Hypersonic Speed.  This time, Impervious will provide defensive protection for Tactical Cube 138.  The next click in brings another string of Outwit.  Click number 9 sees the return of Running Shot and Pulse Wave.  Another click in sees a new damage reducer, this time Invulnerability.  Click number 11 brings two more powers to the dial for the first time.  First, Phasing/Teleport will allow Tactical Cube 138 to reposition with ease.  And Range Combat Expert will allow Tactical Cube 138 to modify attack and or damage as necessary to ensure an opposing figure takes damage.  And click number 12 brings a run of the only special power to Tactical Cube 138’s dial, called Assimilation Target Shields, which makes it so any damage dealt by Tactical Cube 138 is penetrating.

This brings us to the 300 point starting line of Tactical Cube 138.  This section of the dial begins with a couple clicks of Running Shot, and continues on with the Assimilation Target Shields special power.   Impervious will again protect Tactical Cube 138 for a small stretch.   On click number 15, Running Shot will be replaced by Phasing/Teleport for a good length of dial.  For nearly the same bit of dial, Outwit will again allow Tactical Cube 138 to relive an opposing vessel of a key power.   The next click will again give the ability to give out lots of damage, and Assimilation tokens, with the return of Pulse Wave, while Invulnerability will protect it for the same stretch.   The next section of the dial has some solid damage potential with printed 4 and 3 damages.   At this point, Range Combat Expert returns for the rest of the dial, and a new power also comes onto the dial for the first time, Blades/Claws/Fangs.  But, if being this deep into the dial without the benefit of damage reduction or avoidance is not to your liking, four consecutive clicks of Regeneration has the potential to put Tactical Cube 138 back into its last click of Impervious. 

Thanks for reading!  Please join us for our next Star Trek HeroClix: Tactics III preview when we look at pioneering starship that just so happens to be the first to bear an iconic name.  Until then, keep your Clix off their K.O.’s and your phasers set to fun!

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Preview Star Trek Tactics III

Star Trek HeroClix Tactics Series III: USS Raven and Assimilated Vessel 77139!

Greetings HeroClix fans!

Sit back as we share a tale from our upcoming Star Trek HeroClix: Tactics III set!  This is the story of the U.S.S. Raven, whose crew of exobiologists was on a mission to find and study the Borg.

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Led by scientists Magnus and Erin Hansen, U.S.S. Raven has a range of 6 squares and begins its dial with two identical clicks that feature Stealth, Energy Explosion and two special powers.

The first special power, Multi-Adaptive Shielding, appears in the defense slot and represents the shielding that helped U.S.S. Raven avoid detection from both the Romulans and Borg.  Multi-Adaptive Shielding allows U.S.S. Raven once per game to take a free action and choose a keyword possessed by an opposing ship.  When U.S.S. Raven is attacked by a ship with the chosen keyword, it can use Super Senses and evades attacks on a result of 4-6!

The second special power is called Gathering Intelligence and allows U.S.S. Raven to use Perplex and Probability Control.  However, when U.S.S. Raven uses either power, it may only target opposing ships.

On its third click, U.S.S. Raven retains Stealth and Energy Explosion but it drops both Multi-Adaptive Shielding and Gathering Intelligence.  Instead, both special powers are replaced by Energy Shield/Deflection and Perplex, respectively.  On U.S.S. Raven’s last three clicks, Stealth disappears but Energy Explosion, Energy Shield/Deflection and Perplex remain.

U.S.S. Raven has the Federation team ability and keyword.  It also has the Scientist and Spy keywords, which opens its theme team building options.

But alas, the story of U.S.S. Raven does not end happily.  After covertly studying the Borg for two years, U.S.S. Raven’s multi-adaptive shielding went offline for 13 seconds, which was long enough for the Borg to spot the vessel and determine it was a threat.  U.S.S. Raven was assimilated into the Collective, which brings us to our next Tactics III ship:  Assimilated Vessel 77139!

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Coming in at 50 points, Assimilated Vessel 77139 has a range of 5 squares and the Borg team ability.  Assimilated Vessel 77139 begins its dial with Charge as it locks onto a target and meets it in close combat.  The Borg’s assimilated technology has resulted in an upgraded defense for Assimilated Vessel 77139 and this is represented as Toughness on the first two clicks.  On those same two clicks, Assimilated Vessel 77139 has Exploit Weakness to bypass damage-reducing powers.

At the heart of its dial, Assimilated Vessel 77139 clamps onto opposing ships by using a short run of PlasticityAssimilated Vessel 77139 also has a special power in its attack slot called Assimilating Technology, which lets it use Poison and Steal Energy.  When Assimilated Vessel 77139 uses Poison, deal 1 additional damage to any ships marked with an Assimilation token.  Defensively, Assimilated Vessel 77139 switches from Toughness to Willpower on its last three clicks.

Assimilated Vessel 77139 naturally has the Borg and Robot keywords.  It also has the Scientist keyword and makes for an effective low-point option on teams that utilize its trio of keywords.

Thanks for reading!  Join us for our next Star Trek HeroClix: Tactics III preview as we revisit the Collective and take a look outside the box.  Until then, keep your Clix off their KOs!

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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!

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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:

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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!