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01a AirbaseOutdoor
Size: 16x24
Source: Avengers OP Program
Starting Areas: 2
02a RooftopsOutdoor
Size: 24x24
Source: Coming of Galactus OP Event
Starting Areas: 4
Special Rules: Squares within the boundary of solid orange lines on the Rooftop map are open air terrain. Open air terrain is clear terrain, but with one additional rule: If a character without the or speed mode occupies open air terrain after the resolution of any action, deal the character 1 penetrating damage and place it in an unoccupied square next to the stairwell (a square inside a dashed orange line) marked with the same number as the area of open air terrain.
01a Dawn of ManOutdoor
Size: 24x24
Source: Crisis OP Program
Starting Areas: 4
Special Rules:When this map is played, beginning with the first player, each player can take a Time Zone (a smaller map section with TIME ZONE in its name) anywhere within the boundaries of the orange line on this map. Place Time Zones until up to four Time Zones have been placed, or until all players agree that no more should be placed, whichever comes first.
When Time Zones are placed, they may be laid over previously placed Time Zones, provided that all parts of all Time Zones are within the boundaries of the orange line. Time Zones must be aligned with the grid of this map, but may be rotated in any direction before placement. Once placed, a Time Zone may not be moved.
Once Time Zones have been placed, a square on the map is the type of terrain indicated by the topmost map occupying that square, whether it be this map of a Time Zone. If an area of terrain on any map is interrupted by a map overlaid upon it, its boundaries are assumed to move to the nearest adjacent square or squares of that type of terrain so that all squares are contained within a continuous boundary; in some cases this may result in multiple separate areas of terrain.
02a TIME ZONE The Battle of Metropolis, 2006Outdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
02b TIME ZONE Camelot, Time of MythOutdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
03a TIME ZONE Kooey Kooey Kooey, 1989Outdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
03b TIME ZONE Chicago, Earth A.D.Outdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
04a TIME ZONE Coyote, Texas, 1879Outdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
04b TIME ZONE Plaza Square, 2985Outdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
05a TIME ZONE Atlantis, 45,000 B.C.Outdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
05b TIME ZONE Markovia, 1945Outdoor
Size: 10x10
Source: Crisis OP Program
Starting Areas: 0
Batman: Alpha maps do not have starting areas marked on them. The following rules on setting up are from the HeroClix Alpha rules:
Each player must bring two maps.
Players lay out their maps forming a larger square map. You can play with one or two maps if you don't have enough.
The row of squares on the edge of the map closest to you is your starting area. One by one, the first player places his characters in his starting area and moves them a number of squares up to their speed. When the first player is finished, the other player does the same. Characters can’t attack during setup.
Special Rules: Thick orange lines along the grid of this map are force fields. The effects of this terrain can’t be ignored.
When determining if a line of fire is blocked, treat force fields as walls. However, force fields are not walls or blocking terrain; they can’t be destroyed and characters can’t move over or through them using any power, ability, or effect (such as Phasing/Teleport or the Flight ability). Characters on opposite sides of force fields are not adjacent.
When counting squares to determine the range or area of any effect, you can’t count beyond a force field. (To determine if you are counting beyond a force field, draw a line from the center of the square where the effect originates to the square you are attempting to count; if the line goes through a force field or through a diagonal bordered on the grid by a force field, the square can’t be counted.)
Players must choose starting areas diagonally opposite each other, whenever possible.
01a GraveyardOutdoor
Size: 16x24
Source: Brave and the Bold
Starting Areas: 2
Special Rules: Orange squares are hindering terrain for movement purposes and clear terrain for line of fire purposes. Any line of fire drawn to a character occupying an orange square is blocked.
01a Green Lantern SciencellsIndoor
Size: 16x24
Source: Blackest Night Starter
Starting Areas: 2
Special Rules: Orange circles designate Monitor Room squares. Whenever a friendly character occupies a Monitor Room square, all friendly characters can ignore the effect of hindering terrain and other characters on line of fire. A character occupying a Monitor Room square can’t be given ranged combat actions or make ranged combat attacks.
Squares inside the orange boundary line designate Armory Squares. When placing objects at the beginning of the game, each player must place their first two objects (if any) on squares within an orange boundary line.
CLOCKWORK TERRAIN: The area inside the borders of an orange line are clockwork terrain. When playing a scenario using JON OSTERMAN: DR. MANHATTAN (WM #026), the effects of clockwork terrain are defined by the scenario.
Special Rules: Orange squares are Intrinsic Field Subtractor Squares. After an action resolves, if during that action a character moved into an orangesquare, roll a d6 for each character that did so. On a roll of 1-3, deal that character 1 penetrating damage. On a roll of 4-6, heal thatcharacter of 1 damage.
FF01b Dr. Manhattan's LabIndoor
Size: 16x24
Source: Fast Forces: Watchmen
Starting Areas: 2
DC 75th Anniversary (and Fast Forces) Map Diagrams
01a Airport TerminalIndoor/Outdoor
Size: 16x24
Source: DC 75th Anniversary OP Kit
Starting Areas: 2
Special Rules: Orange squares are moving walkways. At the beginning of each turn, each character completely occupying a moving walkway square thatcan’t use the Flight ability must be placed in this area 1 square closer to the thick orange line of this area. This placement starts with thecharacter closest to the thick orange line.
01b HawkworldOutdoor
Size: 16x24
Source: DC 75th Anniversary OP Kit
Starting Areas: 2
Special Rules: Orange squares are Open Air (Low Gravity). After actions resolve, if a character who can’t use the Flight ability occupies an Open Air square, deal them 1 unavoidable damage, then that character’s owner places them in their starting area. Non-held objects in Open Air squares are removed from the map. Open Air squares are otherwise treated as clear terrain.
FF01a OkaaraIndoor/Outdoor
Size: 16x24
Source: Fast Forces: War of the Light
Starting Areas: 2
Note: No special rules are given, but the four blocking terrain markers included in the pack are likely meant to be placed in squares H13, I13, H14, and I14 as a sealed door.
Special Rules: The orange squares are Krakoa nerve center squares. They act as blocking terrain but can’t be destroyed. At the end of your turn, roll a d6.
On a result of 1-3, nothing happens.
On a result of 4, EARTHQUAKE! Each character is dealt 1 damage.
On a result of 5, SHIFTING FOLIAGE. Printed hindering terrain acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in their owner’s starting area.
On a result of 6, THE ISLAND AWAKES. The Krakoa nerve center in the orange squares makes an 8 range, 10 attack, 3 damage range combat attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.