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Quick! Name all the Teen Titans you can think of with flight. Well, all right I guess there are a decent number of them, but quite a few could still use a little lift. In fact, if you absolutely, positively want all your guys to fly, then you don’t even have to be running the Teen Titans to find some utility in this. Is The Blackbird a little too rich for your blood? Is it too rainy for a trip in the Fantasticar? Then have your team climb aboard the T-Jet. And it’s transferable! (We’ll get to what that means in a moment.) Consider the Gotham Knights for a moment. They aren’t exactly gifted in the aerial department, and they’d be well served by the T-Jet if they didn’t have better options with their own Batplane.
Do you hate it when you go to recovery phase and have to choose whether to keep your largest character or different one with a cool equipment on it? Well, transferable equipment helps you get around that dilemma. As defined in the DC Origins rulebook, “Transferable: Some equipment has the keyword “Transferable” in its text box. If an equipment is transferable, at the start of your formation step you may transfer it (equip it) to an unequipped character you control.”
Thus, each turn, during your formation step, you can put your transferable equipment safely onto your largest character. In this way, you can always keep your equipment “safe,” since that character is hopefully your least likely to be KO’d on any given turn. In the case of equipment that enhances the recipient, it also means that your largest character is likely to be better than your opponent’s largest character each turn, since your character will be gaining the benefits of that transferable equipment. For example, there is a 0-cost transferable equipment in the set that gives +1 ATK and range. Even a small bonus like that should make your combat decisions a lot easier when you can put it on your largest character each turn.
"Thus, while you get a better bonus with Lost City than with T-Jet, T-Jet still allows you to gain other additional benefits from powering-up via cards such as ESU Science Lab and"
Umm.. so this means if you have Lost City and ESU labs out, the ESU labs effect won't stick.... didn't know that. It makes sense I guess.
Well Lost city does say.. INSTEAD of powering them up just add +3/+3... so if I read the logic from Dave correctly... the character is no longer actually powered up in fact, but just gets +3/+3.. and since they are "NOT" powered up, other effects that trigger off of said action do not ... trigger... like ESU Labs.
I'm loving how power-ups are beginning to have alternate uses. I heard a Batman character would draw a card when they get powered up. If they keep this up, the power up mechanic will keep growing.
Originally posted by eekamouse Well Lost city does say.. INSTEAD of powering them up just add +3/+3... so if I read the logic from Dave correctly... the character is no longer actually powered up in fact, but just gets +3/+3.. and since they are "NOT" powered up, other effects that trigger off of said action do not ... trigger... like ESU Labs.
/waves hand to get judges attention...
You're right, but ESU doesn't have an instead, it just says "is reinforced"
Well... following Dave's logic.... Lost City will cancel out all other power-up effects.
In ESU "Whenever a character is powered-up". Lost says instead of powering-up... so .. the power-up never actually occurs.. cause.. INSTEAD... they get +3/+3.
Would be nice to have UDE step in and clarify. I'm a little gunshy about saying "I'm right" when it comes to TCG's :)
Yeah, all I know is that at the Waco PCQ I used both ESU and Lost City and Locke was the head judge and he was watching the game so as far as I know it's legal...
Well you can only do it once during formation... That's not bad. However, I hope they keep it "in-story" .... I don't see how you hand a jet to someone.. but I guess you can change who is piloting it.... I just hope it doesn't become a joke. =)