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For being a part of every single HeroClix game, there's remarkably few resources that collect data about maps. Maybe some day soon they'll be a part of the Units section, but until then, I present to you...
The HeroClix Atlas
Featuring literally hundreds of maps from the full history of HeroClix, and more!
The goal of The HeroClix Atlas is to collect and catalog reference information for all of the officially published HeroClix maps, as well as some unofficial ones as well. Each post in this thread contains all the maps from a particular set or source. An index to the sets can be found below, or 'Search this Thread' to look for a particular map or set.
Since new posts will needed to be added as new maps are released, please see the dedicated discussion thread if you have any comments, questions, or suggestions.
The logo icon indicates where the map name, logo, or copyright notice is found on the map, giving a common reference for maps without coordinate markings.
Starting Area
Clear Terrain
Water Terrain
Obscuring Terrain
Hindering Terrain
Blocking Terrain
Walls and Indoor borders (on Indoor/Outdoor maps)
Window (and wall)
Door (and wall)
Elevation, Elevation Transitions, and Elevation Numbers (when no Transitions are on the map)
Note: Early maps did not use current map markings. Markings and special rules are based on the Player's Guide. Starting areas are based on the following rules from the Infinity Challenge rule book:
Set up your characters along your edge of the map. Make sure they're no more than 2 squares away from your edge and at least 4 squares away from the left and right edges.
06a The Large BuildingOutdoor
Size: 24x24
Source: Outdoor Adventure Kit
Starting Areas: 4
06b The Construction SiteIndoor
Size: 24x24
Source: Indoor Adventure Kit
Starting Areas: 4
Special Rules: The chain link fence (thick gray line) is special hindering terrain. If a figure moves across the fence, they must end their move in the square after crossing the fence. If this movement ends in clear terrain, the character may move normally the next turn.
Note: Early maps did not use current map markings. Markings and special rules are based on the Player's Guide. Starting areas are based on the following rules from the Infinity Challenge rule book:
Set up your characters along your edge of the map. Make sure they're no more than 2 squares away from your edge and at least 4 squares away from the left and right edges.
01a The OfficeIndoor
Size: 24x24
Source: DC Hypertime Starter
Starting Areas: 4
01b The Truck StopOutdoor
Size: 24x24
Source: DC Hypertime Starter
Starting Areas: 4
02a The MuseumIndoor
Size: 24x24
Source: DC Hypertime Premier Starter
Starting Areas: 4
02b The Apartment Complex Outdoor
Size: 24x24
Source: DC Hypertime Premier Starter
Starting Areas: 4
Special Rules: The thick black lines that surround the stairwells are blocking terrain. Since the top square of the stairs is elevated, the blocking terrain surrounding it may not be destroyed.
03a Justice League WatchtowerIndoor
Size: 24x24
Source: DC Map Set
Starting Areas: 4
03b MetropolisOutdoor
Size: 24x24
Source: DC Map Set
Starting Areas: 4
04a S.T.A.R. LabsIndoor
Size: 24x24
Source: DC Map Set
Starting Areas: 4
04b The BatcaveIndoor
Size: 24x24
Source: DC Map Set
Starting Areas: 4
Note: Early maps did not use current map markings. Markings and special rules are based on the Player's Guide. Starting areas are based on the following rules from the Infinity Challenge rule book:
Set up your characters along your edge of the map. Make sure they're no more than 2 squares away from your edge and at least 4 squares away from the left and right edges.
Note: Early maps did not use current map markings. Markings and special rules are based on the Player's Guide. Starting areas are based on the following rules from the Universe rule book:
Set up your characters along your edge of the map. Make sure they're no more than 2 squares away from your edge and at least 2 squares away from the left and right edges.
01a The JunkyardIndoor/Outdoor
Size: 16x24
Source: Collateral Damage OP Program
Starting Areas: 2
Special Rules: The elevated terrain surrounding the “car crusher” (squares M12-P12 & M13-P13) does not block the line of fire from colossal to those squares.
Note: The row numbering printed on this map skips 7 and goes to 25.
02a School RuinsIndoor/Outdoor
Size: 16x24
Source: Marvel Days of Future Past Action Pack
Starting Areas: 2
C1a Institute Training Complex and GroundsIndoor/Outdoor
Size: 64x24
Source: Created by combining Training Complex, Institute Grounds, and School Ruins.
Starting Areas: 8
C1b Institute Training ComplexIndoor/Outdoor
Size: 40x24
Source: Created by combining Training Complex, and School Ruins.
Starting Areas: 5
C1c Institute Ruins and GroundsIndoor/Outdoor
Size: 40x24
Source: Created by combining Institute Grounds, and School Ruins.
Starting Areas: 8
01a Deep SpaceOutdoor
Size: 16x24
Source: Supernova
Starting Areas: 2
Special Rules: Squares inside the boundary of an orange line on this map are space terrain. Space terrain is clear terrain modified by the following rules:
Characters given move actions when they occupy space terrain modify their speed values by +2 for the action. Halve the range values of all characters occupying space terrain and all characters drawing a line of fire to a character occupying space terrain.
A successful attack that does not otherwise knock back a character occupying space terrain knocks back that character a number of squares equal to damage dealt -2, to a minimum of 0. When targeting a character occupying space terrain with Force Blast, roll two six-sided dice instead of one. All knock back ends immediately when a character enters the first square that is not space terrain. Characters occupying space terrain are not dealt knock back damage if their knock back paths are ended by the edge of the map.
01a Small TownOutdoor
Size: 24x24
Source: Legion of Super Heroes Starter Set
Starting Areas: 4
01b Central PortIndoor
Size: 24x24
Source: Legion of Super Heroes Starter Set
Starting Areas: 4
Special Rules: Squares inside the boundary of an orange line are transmitter gates, hacked to echo local gates rather than distant planets! When any character occupies a transmitter gate at the end of a move or power action, it may be moved to any other unoccupied transmitter gate on the map.