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Like I said, I'm sorry for posting questions about the Power Battery. I know these may have already been answered in the past, but I am still new to this website and am still in the process of navigating my way through it. Anywho, I have some questions about a team I want to construct and want advice in concerns with that pesky power battery. Here is the team to get in my mindset. PS, they are all from that War of Light set.
1. #102 Hal Jordan at 160 pts.
2. #020b Laira at 113 pts.
3. #024 Saarek at 101 pts.
4. Power Battery at 2 pts.
5. Green Ring at 8 pts.
6. Shield Construct at 8 pts.
7. Scissors Construct at 8 pts.
Total is 400 Green Lantern Corps theme team.
So, my question is that Hal and Laira can begin with a construct attached to them at the start of the game. Is this going to be a problem in the sense that there won't be any constructs on my battery at the start of the game?
Suppose I leave one on and the other on a character. Will I not be able to assign the other construct as all of my characters are Green Lantern Corps members?
And then, is there more than one way for me to damage my Power Battery? I feel like I am painted into a corner for trying to go this route...
CONSTRUCT: When building your force, you may attach a construct to this character by paying its point cost. Give this character a power action and replace the construct with any other construct, up to 2 points higher than the original construct. If this character has no action tokens and the new construct is a lower point value than the original construct, this is a free action instead.
The construct they start with is completely separate from any Power Battery you're playing. In your example, if you're assigning those constructs to those characters during force construction via their traits, then your Battery has no Constructs attached to it and can't be played.
Also keep in mind that Constructs assigned via that trait have no interaction with the Battery, ie; it doesn't "see" those for its effects, they won't be Corps. Members, won't have access to the Ring/Emotional Spectrum, etc., until you actually assign a Construct from the Battery itself to them via one of its powers.
You can assign Constructs from the Battery to characters with the GLC keyword. Just keep in mind the only get the "+1 combat values" from the Ring on the Battery, and not the other effects, since they already possess the keyword.
As far as damaging your own Battery, keep in mind it does take pushing damage. It has Colossal Stamina, so you can keep giving it actions and pushing it every turn (assuming it has non-free actions available).
So, my question is that Hal and Laira can begin with a construct attached to them at the start of the game. Is this going to be a problem in the sense that there won't be any constructs on my battery at the start of the game?
Yes. But for a bigger reason.
Without any constructs attached to the power batter, you actually can't play the power battery.
The Power Battery must be assigned a Power Ring (ring symbol) and 1-6 distinct Constructs (construct symbol). The Power Battery costs 2 points, plus the combined cost of the assigned Power Ring and Constructs, and must total a minimum of 16 points. The Power Ring and Constructs are all attached to the Power Battery at the beginning of the game.
It doesn't care about constructs that are on your team through other means, it only cares about constructs assigned to the Power Battery.
Quote : Originally Posted by guyncognito
Suppose I leave one on and the other on a character. Will I not be able to assign the other construct as all of my characters are Green Lantern Corps members?
None of your characters are Green Lantern Corps. members. Your team has the Green Lantern Corps keyword. Being a "members" is a specific term used as a result of assigning a construct to a character via the Power Battery.
So, you can assign the construct to anyone on your team via the Power Battery, they will just receive the secondary benefit of the Power Ring:
If this character already has the Green Lantern Corps keyword, modify all of its combat values except damage by +1. Otherwise, this character has the Green Lantern Corps keyword, can use Willpower, and when an opposing character targets it with Outwit or Perplex, roll a D6. On a result of 4-6, ignore that effect.
Quote : Originally Posted by guyncognito
And then, is there more than one way for me to damage my Power Battery? I feel like I am painted into a corner for trying to go this route...
Battery Powers - The dial of the Power Battery indicates certain special powers it can use in the (sun) slots. Once per turn, when it is given an action to use one of these powers, and actions resolve, you may roll a d6 that can't be rerolled. Deal the Power Battery half of the result as unavoidable damage.
That's the only way (aside from having both constructs on the power battery and giving it a power action two turns in a row, thereby pushing it) to damage it. If you land on Barrier clicks, you could also use Barrier and push it via that as well.
When looking at the dial, the "Battery Powers" are the powers represented by numbers inside of circles.
My suggestion (if you're set on this specific team): just put the constructs on the power battery. You gain no real benefit to using the traits to attach them to the characters and will actually gain more benefit from having them on the Battery (ie, pushing it, swapping constructs if you're intent on "powering up" the Battery).
"I think it is very important to consider your venue a community and not a commodity." - tyroclix
The constructs that Hal and Laira may start the game with is separate from the Power Battery. So they will not affect the power battery in any way or vise versa. So they will not automatically become corps members and their constructs does not count against the constructs assigned to the Power Battery.
So in the given force construction only one of Hal or Laira could be assigned a construct from start in order to comply with the Power Battery's minimum cost requirement. And only one of your characters could become a corps member by assign it the construct on the power battery. And that character could be the one who got a construct attached to it from start.
Thanks. I was confused with the wording in the first special power on the Battery. It says, "Give the Power Battery a power action. Place an attached Construct on a friendly character's card that isn't already a Corps Member."
I am now assuming "Corps Member" is just the term they are referring to in the sense that "This character does not have an assigned construct, it is not a Corps Member. This character does have a construct on it now, it is a Corps Member" and not the fact that it has the Green Lantern Corps keyword.
Thanks. I was confused with the wording in the first special power on the Battery. It says, "Give the Power Battery a power action. Place an attached Construct on a friendly character's card that isn't already a Corps Member."
I am now assuming "Corps Member" is just the term they are referring to in the sense that "This character does not have an assigned construct, it is not a Corps Member. This character does have a construct on it now, it is a Corps Member" and not the fact that it has the Green Lantern Corps keyword.
Exactly right.
"I think it is very important to consider your venue a community and not a commodity." - tyroclix
Yep - the "Corps Member" comes from them having been assigned a construct from the battery - any construct you give them via their "on their card" construct trait is completely separate from that.
Not directly relevant to your question which has already been ably answered by players who are a lot better at resources than me but as a minor user of resources I found this article helpful with regard to getting my head round the power batteries. As your new to HCRealms I thought you may not have come across it before, hope it's of some use and welcome to the site.