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Source: Crimson Skies Rules Pack
Type: Indoor/Outdoor
Starting Areas: K/L/M-1/2/3 and A/B/C-18/19/20
Bloodspots: A-1, D-5, G-5, B-8, E-9, H-10, G-11, K-13, E-14, I-14, M-15, L-17
Terrain: Indoor: G-12 through L-12 to G-18 through L-18
Hindering: F-2, E/ F-3, E-4, C/D/E/F-5, E-6, E/F-7, F-8, F/G-9, I/J-9, L/M-9, F/G-10, I/J-10, L/M-10, G/H-12, K/L-12, C/D-13, I-13, L-13, C/D-14, H-14, I-15, K-15, F-16, F/G/H/I/J-17
Blocking [Propeller Terrain]: F-4 and F-6
Notes: If you place the Airfield map such that the Aeroplane is at the top of the map and the Bar is at the bottom, assume the map is Lettered A-M across the top, and 1-20 down the side.
Special Rules:
Propeller Terrain: The aeroplanes on the Airfield and in the Zeppelin are running, ready to fly at a moment's notice. Treat these squares as Blocking Terrain for movement and line-of-fire purposes.
At the start of your Suspense phase, roll 1D6 for each Propeller Square. On a result of 6, that Propeller causes each adjacent monster to take one click of damage.
Converted by: Uberman
Source: DC HeroClix Premiere Starter
Type: Outdoor
Starting Areas : 10 Sq Diagonal each corner
Bloodspots: B10, C16, G6, J21, K15, L8, P1, P23, Q8, Q17, V16, W10
Notes: Cars, shrubs and awnings are hindering terrain.
Converted by: iosef
Source: Marvel HeroClix Starter
Type: Indoor
Starting Areas :A/D9-A/D15 --- S/X12-S/X17
Bloodspots: E5, E7, L7, Q10, K12, K13, K14, P14, D18, O21, V21, I22
Notes: All furniture is Hindering Terrain.
Converted by: iosef
Source: Marvel HeroClix Starter
Type: Outdoor
Starting Areas :
Bloodspots: D2, W2, L4, F6, L12, M12, L13, M13, L16, Q16, S21, G22
Notes:
Converted by: iosef
Source: Marvel HeroClix Starter
Type: Outdoor
Starting Areas : 4x4 corner for rooftops --- 3x3 corner for park.
Bloodspots: D17, F8, H20, J6, K11, K14, N11, N14, S6, S9, S16, S21
Notes: Slide and trees/shrubs are hindering terrain.
Converted by: iosef
Source: Marvel HeroClix Map Set
Type: Indoor
Starting Areas : 10 Sq Diagonal each corner.
Bloodspots: R5, I6, M7, E8, U9, J11, L13, P15, M16, C17, I18, U19
Notes:
Converted by: iosef
Source: HeroClix - Collateral Damage --- mini-map PDF --- full map PDF
Type: Outdoor
Starting Areas :
Bloodspots: G5, N6, B8, K8, C12, D12, C13, D13, J15, C17, G18, N20
Notes:
Converted by: iosef
Source: HeroClix - Armor Wars --- mini-map PDF --- full map PDF
Type: Indoor/Outdoor
Starting Areas :
Bloodspots: H5, B8, F8, E9, F12, G12, H12, H13, I19, N14, B19, P19
Notes:
Converted by: iosef
Source: Marvel HeroClix Infinity Challenge
Type: Indoor
Starting Areas : 3X3 in each corner
Bloodspots: A10, H16, J9, K4, K18, L12, M12, N14, N21, Q9, R1, W16
Notes: Shrubbery and furniture including fountain are hindering terrain.
Converted by: iosef
Source: DC HeroClix Hypertime Premier Starter
Type: Indoor
Starting Areas : A-D, V-X
Bloodspots: E23, G1, L2, L11, L17, L24, M11, M17, N14, S2, S17, T22
Notes: All furniture/shrubs are hindering terrain, displays are hindering terrain. Stairs are Clear terrain.
Converted by: iosef
Source: HeroClix ???
Type: Indoor
Starting Areas : Room in each corner
Bloodspots: Q3, H8, G12, W12, M14, A15, F15, L15, M15, R15, G21, P21
Notes: All furniture is Hindering Terrain.
Converted by: iosef
Source: Marvel HeroClix Sinister
Type: Indoor
Starting Areas :
Bloodspots: C3, O7, E9, H12, I12, K12, H13, I13, N14, B16, P17, F20
Notes:
Converted by: iosef
Source: HeroClix ???
Type: Outdoor
Starting Areas : 10 sq diagonal in each corner
Bloodspots: D17, G6, H14, J9, K12, K13, L12, L13, L18, P9, R6, S18
Notes: Shrubs, trucks and Bowsers Hindering terrain.
Access to roofs from ladder square or via leap/climb.
Converted by: iosef
Source: Marvel HeroClix Starter
Type:
Starting Areas : 10 Sq A21-D24, X21-U24, 9 Sq A15-C15-A17-C17, 8 Sq H1/2-K1/2
Bloodspots: T6, M7, E8, L12, M12, R12, L13, M13, O15, G17, N22, M23
Notes: Blue sqares are Water terrain, Tree/shrubs are Hindering terrain
Converted by: iosef
Source: Crimson Skies Rules Pack
Type: Indoor
Starting Areas: A/B/C-1/2/3, K/L/M-1/2/3, A/B/C-18/19/20, and K/L/M-18/19/20 [note this starting area contains blocking terrain at L-18 and is therefore only 8 squares]
Bloodspots: G-4, D-7, H-7, M-8, C-10, G-10, B-11, G-11, K-11, J-12, E-13, G-19
Terrain: Hindering: B-2, C/D/E/F-4, B/C-5, J-5, L-5, C-6, F/G-6/7, I-7, K/L-7/8, C-8, B/C/D/E/F-9, I-9, M-9, B-12, B-15, G-15, F/G/H-16, E/F/G/H/I-17, E/F-18, H-18, J/K-18, B-19
Blocking: D-10, L/M-10, C-11, M-11, C/D-12, L-12, L-14/15/16/17/18, K-15
Blocking [Propeller Terrain]: F-18 and H-18
Notes: Diagonally adjacent Blocking Terrain is NOT continuous on this map.
If you place the Zeppelin map such that the Aeroplane is at the bottom of the map and the Bar is at the top, assume the map is Lettered A-M across the top, and 1-20 down the side.
Special Rules:
Propeller Terrain: The aeroplanes on the Airfield and in the Zeppelin are running, ready to fly at a moment's notice. Treat these squares as Blocking Terrain for movement and line-of-fire purposes.
At the start of your Suspense phase, roll 1D6 for each Propeller Square. On a result of 6, that Propeller causes each adjacent monster to take one click of damage.
Converted by: Uberman
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