You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Other Lord of the Rings: The Two Towers Map Diagrams
01a IsengardOutdoor
Size: 16x24
Source: The Two Towers OP Kit
Starting Areas: 2
01b Forbidden PoolOutdoor
Size: 16x24
Source: The Two Towers OP Kit
Starting Areas: 2
THE FORBIDDEN POOL: Squares inside the boundary of the orange line are Pool terrain.
"To Enter The Forbidden Pool Bears The Penalty Of Death.": Modify the defense value of characters occupying any square of Pool terrain by -1 when they are targeted by a ranged combat attack.
"The Rock And Pool Is Nice And Cool—So Juicy-Sweet!": At the beginning of your turn, roll a d6 for each character occupying a square of Pool terrain; on a result of 1-5 heal the character of 1 damage, and on a roll of 6 heal the character of 2 damage.
02a Fangorn ForrestOutdoor
Size: 16x24
Source: The Two Towers OP Kit
Starting Areas: 2
FANGORN FOREST
"I Want To Drink Some!": Orange squares are Ent-draft terrain. Ent-draft terrain is water terrain. At the beginning of your turn, a character occupying Ent-draft terrain can use either Support or Willpower until the end of your turn.
"The Forest Is Waking Up—It Isn't Safe.": At the end of your turn, choose a square marked with an orange X. Place up to four blocking terrain markers in distinct, adjacent squares and at least one of the terrain markers must be adjacent to the chosen square. The terrain markers remain until the beginning of your next turn.
02b EdorasIndoor/Outdoor
Size: 16x24
Source: The Two Towers OP Kit
Starting Areas: 2
01b Deep Space NineOutdoor
Size: 16x24
Source: Star Trek Tactics Starter
Starting Areas: 2
Docking Port Attack: A character occupying an orange square can make a ranged attack as if they occupied any square marked with an X, had a 6 range (instead of their printed range value), and the Sharpshooter ability. After the attack is resolved, roll 2d6 and add the number of occupied orange squares (including the one occupied by the character): if the result is 9 or more, deal the character 1 unavoidable damage.
02a Wolf 359Outdoor
Size: 16x24
Source: Star Trek Tactics Starter
Starting Areas: 2
02b The Mutara NebulaOutdoor
Size: 16x24
Source: Star Trek Tactics Starter
Starting Areas: 2
At the beginning of your turn, you may choose to roll a d6: when you do, the indicated effect from the table below is in effect until the end of your turn.
1-2 No effect.
3 All ships can use Shape Change.
4 Once during the turn, ships can use Smoke Cloud as a free action immediately before taking another action.
5 No attack can be evaded, and all ships' Stealth is ignored.
6 No damage dealt can be reduced to less than 1.
03a Borg Transwarp HubOutdoor
Size: 16x24
Source: Star Trek Tactics OP Kit
Starting Areas: 2
Transwarp Gateways: When a ship moves into an area inside orange lines from any square not inside orange lines, immediately roll a d6. Immediately place the ship in any square in the area with the number that matches the result: if the result is 1, you may place the ship in thearea of your choice, but deal the ship 1 unavoidable damage after the action resolves.
03b Qo'NosOutdoor
Size: 16x24
Source: Star Trek Tactics OP Kit
Starting Areas: 2
Toxic Lunar Debris: Debris tokens a SPECIAL tokens that follow all rules for heavy objects. Before the first turn of the game, beginning with the second player, all players alternate turns placing three debris tokens, one at a time, on unoccupied squares marked with an X. At the end of each player's turn, that player rolls 2d6 and moves debris tokens a number of squares equal to the result, divided among the tokens moved. For each 6 rolled, you may deal 1 unavoidable damage to a ship adjacent to a token after it is moved (max 1 damage per ship.) If a token is destroyed during a player's turn, at the end of that player's turn that player places a new debris token on any unoccupied X.
Doomsday: Squares surrounded by the orange line are the doomsday device and are hindering terrain. Before the beginning of the game, place 10 device tokens next to the map.. Once per turn, choose one of your ships that occupies a square inside the doomsday device, you take one device token and roll a d6: deal damage equal to the result to the ship. At the end of the game, each device token is worth 50 victory points.
After the resolution of any ranged combat attack made by any ship, the doomsday device uses Penetrating/Psychic Blast to make a ranged combat attack with a 9 attack value, 2 damage value, and a range of 16 against that ship from the nearest square marked with an X. The line of fire for this attack ignores the effect of the doomsday device and if the line of fire is blocked, the attack can't be made.
Plasma Storms: At the end of your turn, roll 2d6; choose one die's result as the range and find the square with the number matching the result on the other die; deal 2 damage to all ships within range and line of fire of the chosen square.
The Neutral Zone: Squares inside the border of the orange line are the Neutral Zone. Before the beginning of the game, place 10 treaty tokens next to the map. Whenever one of you ships inside the Neutral Zone makes an attack or attacks a ship inside the Neutral Zone, your opponent takes a treaty token. At the beginning of your turn, you may return any number of treaty tokens next to the map: for each token returned, you can heal a ship outside the Neutral Zone of 1 damage or treat a die rolled by a ship using Leadership as if the result was a 6.
Spacedock: Squares inside the boundary of orange lines are Spacedock Ports. Any ship can be given a power action and move up to half its speed value: if that move ends with the ship occupying a Spacedock Port, it may be placed in any other Spacedock Port.
03a Delphi ArdruOutdoor
Size: 16x24
Source: Star Trek Tactics 2 OP Kit
Starting Areas: 3
TKON BARRIERS: Thick orange lines along the grid of this map are TKON BARRIERS. The effects of this terrain can’t be ignored; they block all lines of fire, can’t be destroyed, and can’t be moved through.
WARP ANOMALIES: An area of squares marked with the 1,2, or 3 icon inside the border of an orange line are anomaly terrain. Anomaly terrain is clear terrain, but when a ship is moving as a result of being given an action, they can treat squares of anomaly terrain in areas sharing the same number as adjacent for movement purposes.
SUBSPACE FLUX: An area of squares marked with the A, B, C, or D icon inside the border of an orange square are flux terrain. Flux terrain is clear terrain, but ships that move into any square of flux terrain must immediately end their movement. If a ship in flux terrain is marked with an action token at the beginning of your turn, it may not be given any action that would result in it moving. Each area of flux terrain has an additional special effect, as noted in the area.
A: DEFLECTOR OVERCHARGE: A ship in this area can use Defend; when it does, it may also modify one adjacent friendly ship’s defense value by +1 for each action token this ship is marked with.
B: PHASER OVERCHARGE: A ship in this area can reduce damage dealt to it by the number of action tokens it is marked with, if the damage is not otherwise reduced.
C: SENSOR OVERCHARGE: Once per turn when a ship in this area is marked with one or more action tokens, it can use Probability Control but only for attacks and only to reroll one die.
D: TRACTOR OVERCHARGE: Once per turn a ship in this area can use Plasticity and be treated as if it is in a square adjacent to any target ship within range to which it can draw a clear line of fire; but instead of subtracting 2 from the target ship’s d6 roll to break away, subtract the number of tokens this ship is marked with.
JUDGMENT TOKENS: At the end of your turn, you earn 1 judgment token for each of your ships in a starting area other than the one where you began. At the end of the battle, each judgment token you possess is worth 10 points for each of your ships worth more than 50 points that was KO’d during the battle.
03b Q-UadrantOutdoor
Size: 16x24
Source: Star Trek Tactics 2 OP Kit
Starting Areas: 3
BEHIND THE Q BALL: When making an attack, you may choose to reduce the damage dealt to a ship by any number 1 or more; when you do so, the attack will also cause the ship to be knocked back, though knock back damage from this is ignored. If the knocked back ship ends its move inside an area surrounded by orange lines, you receive one dom-jot token.
Before any attack roll made by any player, you may wager up to three of your dom-jot tokens and choose a number from 1 to 6; if the chosen number comes up on either die in the attack roll you receive one additional dom-jot token for each token wagered, if it comes up on both you receive three additional dom-jot tokens for each token wagered, and if it comes up on neither die you lose all wagered tokens.
At the end of the game, each dom-jot token you possess is worth 5 victory points.
B: When a ship is knocked back into this area, you receive two additional dom-jot tokens; then deal the ship 1 unavoidable damage and place it anywhere in its starting area.
TSIOLKOVSKY'S COMET: "Captain, scans indicate that the comet is comprised of frozen polywater, known to cause severe neurogenic intoxication. Entering the area might incur potential risk to the discipline of the crew."
Squares inside the boundaries of an orange line are comet terrain. Each time a ship ends a move in a square of comet terrain, mark that ship with a polywater token.
All ships on the battlefield can use Mind Control as if they have a range value of 6, but they can only target opposing ships marked with a polywater token; when they do so, modify their attack value by +1 for each polywater token on the target and remove all polywater tokens from the target after the use of Mind Control resolves (ships are not dealt damage due to a target's point value when they use Mind Control this way.)
02a Delphic ExpanseOutdoor
Size: 16x24
Source: Star Trek Tactics 3 OP Kit
Starting Areas: 2
Areas inside the boundary of an orange line are sphere terrain. At the end of each player’s turn, they must roll a d6 and choose an area of sphere terrain marked with the same number as the result; all ships occupying or adjacent to the chosen area are dealt 1 penetrating damage and are knocked back 2 squares from the nearest square of chosen sphere terrain.
02b Black HoleOutdoor
Size: 16x24
Source: Star Trek Tactics 3 OP Kit
Starting Areas: 2
A: GRAVITATIONAL SLINGSHOT: Squares inside the border of the orange line are event horizon terrain. When a ship ends its movement in a square of event horizon terrain, you may roll a d6; on a result of 3-6 the ship may move an additional number of squares equal to the result, and on a result of 1-2 deal the ship 1 unavoidable damage and end its move immediately.
B: BLACK HOLE: This area is indestructible blocking terrain: it can't be entered or destroyed.
Other (Non-HeroClix) Mage Knight Dungeons Map Diagrams
Note: These maps use the same square size as HeroClix, but were released for a different WizKids game, Mage Knight Dungeons. The original maps use a different terrain markings. All terrain shown is based on these markings.
CREVASSE: (From the original Mage Knight Dungeons Rules) Squares marked with an X are blocking terrain for movement. Characters that ignore elevation for movement may move through these squares, but may not end their movement occupying them.
CREVASSE: (From the original Mage Knight Dungeons Rules) Squares marked with an X are blocking terrain for movement. Characters that ignore elevation for movement may move through these squares, but may not end their movement occupying them.
CREVASSE: (From the original Mage Knight Dungeons Rules) Squares marked with an X are blocking terrain for movement. Characters that ignore elevation for movement may move through these squares, but may not end their movement occupying them.
Tiles
The following are tiles from the Mage Knight Dungeons Builders Kits. Standard game play, if using tiles instead of a map, was to lay out 12 tiles so that they formed a 13x20 map.
Tile 1Indoor
Size: 5x5
Tile 2Indoor
Size: 5x5
Tile 3Indoor
Size: 3x5
Tile 4Indoor
Size: 5x5
Tile 5Indoor
Size: 5x5
CREVASSE: (From the original Mage Knight Dungeons Rules) Squares marked with an X are blocking terrain for movement. Characters that ignore elevation for movement may move through these squares, but may not end their movement occupying them.
Tile 6Indoor
Size: 3x5
Tile 7Indoor
Size: 5x5
Tile 8Indoor
Size: 5x5
Tile 9Indoor
Size: 3x5
Tile 10Indoor
Size: 5x5
Tile 11Indoor
Size: 5x5
Tile 12Indoor
Size: 3x5
Tile 13Indoor
Size: 5x5
Tile 14Indoor
Size: 5x5
Tile 15Indoor
Size: 3x5
Tile 16Indoor
Size: 5x5
Tile 17Indoor
Size: 5x5
Tile 18Indoor
Size: 5x5
Tile 19Indoor
Size: 5x5
Tile 20Indoor
Size: 5x5
Tile 21Indoor
Size: 5x5
Tile 22Indoor
Size: 3x5
Tile 23Indoor
Size: 5x5
Tile 24Indoor
Size: 5x5
Tile 25Indoor
Size: 5x5
Tile 26Indoor
Size: 5x5
Tile 27Indoor
Size: 5x5
Tile 28Indoor
Size: 5x5
Tile 29Indoor
Size: 5x5
CREVASSE: (From the original Mage Knight Dungeons Rules) Squares marked with an X are blocking terrain for movement. Characters that ignore elevation for movement may move through these squares, but may not end their movement occupying them.
Note: These maps use the same square size as HeroClix, but were released for a different WizKids game, Crimson Skies. The original maps use some similar terrain markings. All other terrain shown is based on rules in the Crimson Skies rule book.
Note: These maps use the same square size as HeroClix, but were released for a different WizKids game, HorrorClix. The original maps use the same terrain markings as HeroClix.
01a Small CabinOutdoor
Size: 5x7
Source: HorrorClix Small Demo Pack
Starting Areas: 2
02a Blight Family MausoleumOutdoor
Size: 20x13
Source: HorrorClix Large Demo Pack
Starting Areas: 2
Wall Tokens are numbered tokens with two sides: A clear side and a blocked side. During setup, when you are playing on a map designed specifically for use with wall tokens, place all 12 of the numbered wall tokens on their respective numbered spaces, with their clear sides face up. There will be two tokens for each number, 1-6.
A wall token is blocking terrain-not a portal.
At the beginning of each player's preview phase, that player rolls a d6. Flip over the wall tokens whose numbers match the result of the die roll.
If a monster occupies the same space as a wall token that is flipped so that its blocked side is face up, the monster takes 1 damage and its controller moves it to an adjacent empty space. If there are no adjacent empty spaces that the monster can move to, the monster is killed, and no player gains victory points for it.
If a victim token occupies the same space as a wall token that is flipped so that its blocked side is face up, the victim is removed from the game.
Note: These maps use the same square size as HeroClix, but were released for a different WizKids game, ActionClix. The original maps only use wall and special terrain markings. Additional recommended terrain has been added to some maps.
The instructions when using the booster maps (1 through 8) was for each player to select and place two maps, making a 2x2 square.
(Adapted from the ActionClix rules) Orange squares are Chasms. When a character without Flight, Phasing/Teleport, or Leap/Climb enters a chasm square, roll a d6; on a roll of 1, the character's movement must stop in the Chasm square. After actions resolve, if a character who can’t use the Flight ability occupies an Chasm square, deal them 1 unavoidable damage, then that character’s owner places them in the closest non-Chasm square they can occupy. Non-held objects in Chasm squares are removed from the map. Chasm squares are otherwise treated as clear terrain.
(Adapted from the ActionClix rules) Orange squares are Chasms. When a character without Flight, Phasing/Teleport, or Leap/Climb enters a chasm square, roll a d6; on a roll of 1, the character's movement must stop in the Chasm square. After actions resolve, if a character who can’t use the Flight ability occupies an Chasm square, deal them 1 unavoidable damage, then that character’s owner places them in the closest non-Chasm square they can occupy. Non-held objects in Chasm squares are removed from the map. Chasm squares are otherwise treated as clear terrain.
01a House of MysteryIndoor/Outdoor
Size: 16x24
Source: Justice League Trinity War OP Kit
Starting Areas: 2
01b AtlantisOutdoor
Size: 16x24
Source: Justice League Trinity War OP Kit
Starting Areas: 2
OCEAN DEPTHS: Characters ignore water and elevated terrain for movement purposes. Characters that can use the Swim ability modify their speed value by +2 and can use Improved Movement: [HINDERING], [CHARACTERS], during this movement. Objects and terrain markers may be placed as though water terrain is clear terrain.
C01 The Park + The MansionIndoor/Outdoor
Size: 32x24
Source: Combination of 010015 The Park and 010018 The Mansion
Starting Areas: 4
C02a The Swamp Base + The Chemical Plant + The WarehouseIndoor/Outdoor
Size: 48x24
Source: Combination of 010016 The Swamp Base, 010017 The Chemical Plant, and 010022 The Secret Warehouse
Starting Areas: 6
C02b The Swamp Base + The Chemical PlantIndoor/Outdoor
Size: 32x24
Source: Combination of 010016 The Swamp Base and 010017 The Chemical Plant
Starting Areas: 4
C02c The Chemical Plant + The WarehouseIndoor/Outdoor
Size: 32x24
Source: Combination of 010017 The Chemical Plant, and 010022 The Secret Warehouse
Starting Areas: 4