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Primer Underground - Star Trek Original Series uncommons
#014 Romulan Commander
Real Name: Various
Team: Romulan Star Empire
Range: 6
Points: 70
Keywords: Romulan, Spy
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Just One More Duty To Perform.: If a friendly character that's adjacent or has the Romulan keyword is KO'ed, after resolutions you may deal 1 damage to all other characters adjacent to that character's square.
Team Ability: Romulan Star Empire: Stealth
Review: I bid 400 quatloos on the Romulan Commander. He has the highest printed damage among C/UC figures, along with some of the best attack values in that class. His range value, RCE, Sidestep and Stealth tell you all you need to know about how to try to play him, but he is no slouch in close combat either...along with a nasty trick at the end of his dial. Think of this figure as the only 'tentpole' in the U/C and you should know what to do.
I Meant To Say That The Enterprise Should Be Hauled Away As Garbage!: POWER: Choose an adjacent opposing character. Until your next turn that character can't target characters not named Korax with an attack.
Team Ability: Klingon Empire: When this character hits an opposing character with an attack roll of 10-12, after resolutions remove an action token from this character.
Review: I wager 250 quatloos that this figure can do some good for you. The odds are better for Korax on the Horta Tunnel Map, since most of his power is in close combat. His end-dial toughness makes it possible for him to stand against many other figures, and with Flurry/Precision Strike/10 AV he should be dishing out damage on those clicks as well. He had 50 quatloos deducted because if he takes ranged damage early, you will essentially paying much more per click.
#016 Mr. Scott
Real Name: Montgomery Scott
Team: United Federation of Planets
Range: 5
Points: 50
Keywords: Starfleet
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Captain, I'm Going To Need More Time!: FREE: Choose an object in Mr. Scott's square or an adjacent square. Remove it from the game and give him a Salvaged Parts Token I Can't Change The Laws Of Physics!: Perplex. FREE: Remove any number of Salvaged Parts tokens. Mr. Scott can use Perplex an additional number of times this turn for each Salvaged Parts token removed.
Team Ability:United Federation of Planets: When this character is given a MOVE action, modify speed +1.
Review: Mr. Scott earns 325 quatloos for value in sealed play. The Starfleet dials are generally more mobile: partially because of the Team Ability, but mostly because of the Sidestep or move+attack the dials have. This is crucial for sealed play in which you may have 5 or more figures on a team. Mr. Scott's dial is perfectly designed for the way combat will go in most of these sealed events.
Special Note: His Salvaged Parts trick to opt for Perplex is a gamble, but probably a good one. There will be a few times when a +1 (or +2, or +3) Perplex will be necessary to crack open an opposing figure, but be careful about sacrificing your own objects. Light Objects are a way for all characters to get either a +1 to damage or a 6-range attack for 2 damage. Heavy Objects can be used by Romulans to hide in (or for the few Super Strength characters to boost their own damage). Think carefully before deploying this power.
#017 Bele
Real Name: Commissioner Bele
Team: No Affiliation
Range: 0
Points: 25
Keywords: Cosmic, Police
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...But It's All They Have Left: Probability Control, but only to reroll one d6 and only if the d6 is a 6.
Review: Is that top-dial Outwit for only 25 points? I bid 275 quatloos on the newcomer! Other gamesters may value cheap Outwit higher, but
Outwit is best used against tentpoles, and these sealed games are not going to have many forces built around a tentpole. This is also a setting in which both players may have 5+ figures on their force, a single Outwit (on a character you have to burn actions to position, and cannot push) so it isn't obvious that the Outwit will always be used to maximum advantage. There are also a lot of Stealth options.
Sidebar: His re-roll power is also most useful against opponents, which means that Bele will have to be placed close to the action for full effect, exposing him to opponent's attacks. My recommendation would be that if you plan to use Bele, keep him back until your second wave of attacks.
#018 The Keeper
Real Name: Unknown
Team: No Affiliation
Range: 8
Points: 40
Keywords: Cosmic, Ruler
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Illusions Just As Real And Solid As This Table Top And Just As Impossible To Ignore: Barrier, Willpower.
Review: Only 40 points for s Sidestepping 8 Penetrating/Psychic Blast...with Willpower? I'm wagering 300 quatloos on the brain in a mu-mu. On the wide-open map, the Keeper will provide either offense or be able to place defensive barriers. On the indoor tunnels map, he can block off tunnels when he isn't getting lines-of fire. It is worth playing this figure just in case you will be facing Taureans.
#019 Lt. Sulu
Real Name: Hikaru Sulu
Team: United Federation of Planets
Range: 5
Points: 50
Keywords: Starfleet, Martial Artist
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Team Ability:United Federation of Planets: When this character is given a MOVE action, modify speed +1.
Review: Another 350 quatloos for yet another Starfleet member! An opening 11 AV Running Shot with a damage track that won't give up. This is a figure that plays well with many of the commons (as well as figures at other rarities), so there is no reason not to play him.
#020 Dr. McCoy
Real Name: Leonard "Bones" McCoy
Team: United Federation of Planets
Range: 0
Points: 45/25
Keywords: Starfleet, Scientist
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To Hell With Your Logic, Mr. spock...Sometimes A Man Just Has To Follow His Gut And Take A Chance: FREE: Choose a friendly character within 4 squares and line of fire. The next attack roll that character makes this turn can't be rerolled and on a result of 2-9the attack misses (a result of 2 is still a Critical Miss) 10-12 the attack roll is a critical hit. Dammit Jim, I'm A Doctor, Not a ...: Support. When Dr. McCoy uses it, his attack value becomes 11 and he doesn't take pushing damage for this action.
His 25 point dial starts on click #4.
Team Ability:United Federation of Planets: When this character is given a MOVE action, modify speed +1.
Review: The gamesters prefer combat and not healing chicanery! 100 quatloos at either point value! Personally, I don't roll a lot of 10s, 11s, or 12s so I'm not valuing this figure. My son did pull him and use this trick (along with Trelane) but I think he was allowing opponents to force rerolls (doh!) which may have made a difference in a couple of his games. Support is nice, but usually not when you are running Swarm teams, as it consumes actions better generally spent elsewhere.
#021 Klingon Captain
Real Name: Various
Team: Klingon Empire
Range: 0
Points: 60
Keywords: Klingon, Warrior
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Four Thousand Throats May Be Cut In The Night By A Running Man.: Once per attack for all characters with this trait, if a friendly character that's adjacent or has the Klingon keyword hits with an attack, roll a d6. 4-6: After resolutions, remove an action token from that character.
Team Ability: Klingon Empire: When this character hits an opposing character with an attack roll of 10-12, after resolutions remove an action token from this character.
Review: I'm putting 200 quatloos on the Klingon Captain in sealed play. The trait will really only help if you can have him positioned to chance keeping attacking allies clear of action tokens. I personally don't think that is worth the 60-point investment when compared against the (likely two) commons this Captain would be replacing.
Can I Help You Captain?: POWER: Remove an action token from an adjacent friendly character of 50 points or less. If that character has the Starfleet keyword, it ay be a character of 100 points or less instead.
Team Ability:United Federation of Planets: When this character is given a MOVE action, modify speed +1.
Review:250 quatloos if she is supporting an adjacent attacker, otherwise 100 quatloos. Her trick is a very effective one for Starfleet teams, but even then she's taking an action that you could otherwise use to do something else. She pairs well with a figure like The Keeper, so just pay attention to whatever else you pull.
#023 Romulan Legionnaire
Real Name: Various
Team: Romulan Empire
Range: 0
Points: 50
Keywords: Romulan, Spy
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Halt. Don't Move: Once per attack for all characters with this trait, when a friendly character that's adjacent or has the Romulan keyword hits with an attack, roll a d6. 4-6: After resolutions, give the hit target an action token.
Team Ability: Romulan Star Empire: Stealth
Review: I'm wagering 250 quatloos on this mobile close-combat figure. I like Charge with 10AV, but I feel like this dial is paying points for Stealth and Empower that will be hard to get maximum value from. If you think you can pull off positioning this figure with other pieces to chance placement of action tokens on opponents, definitely consider the investment.
#024 Orion Female
Real Name: Various
Team: No Affiliation
Range: 0
Points: 30
Keywords: Assassin
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They Say No Human Male Can Resist Them: Mind Control. When a friendly character named Orion Female uses Mind Control, modify the target's defense -1 for each token named Seduction on their card. Secret Dreams Of A Bored Ship Captain: FREE: Give an opposing character within 4 squares and line of fire a Seduction token.
Review: I'm seduced and must wager 400 quatloos on the Orion Female! Once she gets even one Seduction token on an opposing figure, her Mind Control is very likely to succeed against that figure. Her 30 points is very affordable, and with Sidestep she won't have to consume actions in order to move around the map. Because of the amount of Stealth in the game and the likelihood of facing swarm teams, you may not get the full effect of being able to move/attack (in any order), but it is still a worthwhile strategy.
#025 Lt. Leslie
Real Name: Lieutenant Leslie
Team: United Federation of Planets
Range: 6
Points: 30
Keywords: Starfleet
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Reporting Back For Duty, Captain: Once per game, when Lt. Leslie would be KO'd, instead place him on click #1 in a square adjacent to another friendly character with the Starfleet keyword.
Team Ability:United Federation of Planets: When this character is given a MOVE action, modify speed +1.
Review: Lt. Leslie has a nice trick, but in sealed play it is only worth 100 quatloos. There would need to be a special set of circumstances by which the rest of your force includes Starfleet personnel (possibly involving Mastermind) that would make the Lt. the recipient of damage before someone else.
Romulam Cmdr. is quite nice with the RCE. I took him down quickly when I saw his power, but not before he took oit my Keeper.
As I said, Keeper is great for 40pts in sealed, cheap efficient, can attack with psy blast or protect with barrier.
Sulu is a nice attacker, actually made me really think about my placement because of his running shot.
McCoy is best used for healing, not sure 45pt dial ia worth it in sealed.
Klingon Capt. is better than he looks mainly for his HSS...playec against him with Kyle's TK, not bad.
Pulled an Orion Female, didn't play her as mind control is too risky for sealed usually. Need 2 more to get the full seduction affect, could be interesting. Can't wait to try it.
Wanna trade? Check out my H/W list -------------------------V
Pulled an Orion Female, didn't play her as mind control is too risky for sealed usually. Need 2 more to get the full seduction affect, could be interesting. Can't wait to try it.
I think in this sealed set, Mind Control is less risky than in most constructed games (Queen Bee not Withstanding). My Orion Female only missed one mind control attempt (a critical miss, on a push!) but she was able to sidestep next to a support character right after for some TLC. As far as the actions by mind controlled characters, I either succeed always with movement/breakaway or attacks which caused significant grief to opponents. After a couple of Mind Controls, she always became target #1.
I look forward to building a "Green Team" using at least 3 of them.
Did you read Dr. McCoy's actual power? Dammit Jim, I'm A Doctor, Not a ...: Support. When Dr. McCoy uses it, his attack value becomes 11 and he doesn't take pushing damage for this action.
Basically willpower for support AND his attack value becomes 11. So if you are trying to hit 10, 11, 12 for your support, you're doing something wrong...
If you are talking about his other power, it is a huge gamble, not worth it, so agree with you there.
With the set having so many sidestep figures, I was able to use him to great effect in my game. 2 minimum support helps a ton.
Did you read Dr. McCoy's actual power? Dammit Jim, I'm A Doctor, Not a ...: Support. When Dr. McCoy uses it, his attack value becomes 11 and he doesn't take pushing damage for this action.
(snip)
With the set having so many sidestep figures, I was able to use him to great effect in my game. 2 minimum support helps a ton.
I devalue support in games that are likely to have 10 (or more) figures on the field, for two reasons:
1) Every action spent on Support is not an action spent on offense.
2) A crowded map can make it difficult to be able to even use Support.
If a player thinks they can build a team that will give them opportunities (and a reason) to use Support, feel free to build a force with Dr. McCoy.. or even better, Nurse Chapel. It's just that at his point value(s) I would rather add offense to a sealed team rather than plan on Support.
I devalue support in games that are likely to have 10 (or more) figures on the field, for two reasons:
1) Every action spent on Support is not an action spent on offense.
2) A crowded map can make it difficult to be able to even use Support.
If a player thinks they can build a team that will give them opportunities (and a reason) to use Support, feel free to build a force with Dr. McCoy.. or even better, Nurse Chapel. It's just that at his point value(s) I would rather add offense to a sealed team rather than plan on Support.
Agreed. With so many characters and not enough actions, McCoy's support is really not top priority, chances are you will always have someone attacking with so many figs on the team.
Nice to hear the Orion was good to you.
Wanna trade? Check out my H/W list -------------------------V
I don't see myself reaching for the main set McCoy very often at all and probably never at 45. He is an exceptional medic, but for a keyword where very few figures have a high enough cost or a long enough dial to justify the actions for retreating/healing. Title character Kirk being the only Starfleet character where I could see myself being glad to have built in a medic. And in constructed I'm more likely to reach for the starter McCoy then, as his defense boost pairs rather nicely with Kirk's +1 Title ability.