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MapsBFCs
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1Airporthttp://www.ianparmenter.com/hcutils2/map.jsp?map=7A1Alpha StrikeBefore the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
3
2Ancient Temple
http://www.ianparmenter.com/hcutils2/map.jsp?map=AT
2Antimatter UniverseCritical hits do not increase damage dealt.
4
3Arkham Asylum
http://www.ianparmenter.com/hcutils2/map.php?map=AS
3Armor WarsWhen damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
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4Bank
http://www.ianparmenter.com/hcutils2/map.jsp?map=BK
4AssembledWhen a force has more than four characters on it with the same team symbol but different names, each character gets +1 to its attack value when adjacent to a friendly character with the same team symbol.
6
5Army Base
http://www.ianparmenter.com/hcutils2/map.jsp?map=AV
5Astral PlaneHindering terrain features become clear terrain for movement purposes.
7
6Bridge
http://www.ianparmenter.com/hcutils2/map.php?map=BR
6Atlantis RisingAll clear grounded terrain is water terrain.
8
7Carnival
http://www.ianparmenter.com/hcutils2/map.jsp?map=BR
7Back-Alley BrawlCharacters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values.
9
8Castle Ruins
http://www.ianparmenter.com/hcutils2/map.jsp?map=CR
8Bizarro WorldA critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
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9Crash Site
http://www.ianparmenter.com/hcutils2/map.jsp?map=IV
9Blackest NightCharacters can't be healed by standard powers or team abilities unless they possess the Black Lantern Corps keyword.
11
10Crater
http://www.ianparmenter.com/hcutils2/map.jsp?map=BDC
10Blood CurseFor each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
12
11Graveyard
http://www.ianparmenter.com/hcutils2/map.jsp?map=GR
11Bright LightsWhen determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
13
12Hawkworld
http://www.ianparmenter.com/hcutils2/map.php?map=7B
12Brightest DayCharacters do not take pushing damage for receiving a second action token to use Regeneration or Support.
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13Junkyardhttp://www.ianparmenter.com/hcutils2/map.jsp?map=CD13
Communication Breakdown
Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
15
14Krakoa
http://www.ianparmenter.com/hcutils2/map.jsp?map=GX2
14
Cosmic Radiation Interference
Hindering terrain markers and blocking terrain markers can't be placed. (Debris terrain markers and special markers are unaffected.)
16
15Laboratory
http://www.ianparmenter.com/hcutils2/map.php?map=AW
15Critical StrikeAt the beginning of each of the first player's turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.
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16Lowtown
http://www.ianparmenter.com/hcutils2/map.php?map=GX1
16CrosswindsCharacter that can use the Flight ability cannot use the Flight or Carry ability.
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17Mars
http://www.ianparmenter.com/hcutils2/map.php?map=WM
17Damage ControlRemove all objects from the game, none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each player�s turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed.
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18Memorial
http://www.ianparmenter.com/hcutils2/map.jsp?map=BDM
18DarknessCharacters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
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19Museum
http://www.ianparmenter.com/hcutils2/map.jsp?map=OR
19Day of DiscordCombat values cannot be replaced by the combat values of other characters.
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20Rainbow Bridge
http://www.ianparmenter.com/hcutils2/map.php?map=RB
20De-FeatedAt the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
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21Ruined School
http://www.ianparmenter.com/hcutils2/map.jsp?map=DFP
21DebrisEach player must place three additional standard objects in addition to those included in their force.
23
22Space
http://www.ianparmenter.com/hcutils2/map.jsp?map=SU
22Deep ShadowsTreat all non-blocking terrain as hindering terrain for line of fire purposes. Characters that have range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. Powers, abilities, and effects able to affect characters more than 6 squares away instead can only affect characters up to 6 squares away.
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23Sciencells
http://www.ianparmenter.com/hcutils2/map.jsp?map=SC
23DefianceWhen one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
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24Supermax
http://www.ianparmenter.com/hcutils2/map.jsp?map=SN
24DisbandedIgnore all team abilities.
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25Antimatter Fortress
http://www.ianparmenter.com/hcutils2/map.jsp?map=AF
25DisruptionCharacters on a themed team cannot use the Probability Control granted by a themed team if they already have an action token placed on them. When a character on a themed team uses the Probability Control granted by a themed team, place two action tokens on the character, the character does not take pushing damage from the placement of these tokens.
27
26Battle Square
http://www.ianparmenter.com/hcutils2/map.jsp?map=BS
26EarthquakeAt the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
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27Baxter Building
http://www.ianparmenter.com/hcutils2/map.php?map=FB
27ExhaustionModify all pushing damage by +1.
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28Castle Doom
http://www.ianparmenter.com/hcutils2/map.jsp?map=FA
28Extraordinary DayA roll of 11 or 12 on any attack is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
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29Dawn of Man
http://www.ianparmenter.com/hcutils2/dom.jsp?map=DOM
29Fearless AssaultCharacters get +2 to their speed values when they begin move actions in their starting areas.
31
30Docks
http://www.ianparmenter.com/hcutils2/map.php?map=DK
30Fimbul WinterCharacters with two action tokens modify their defense value by -1.
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31Great Arena
http://www.ianparmenter.com/hcutils2/map.jsp?map=GA
31Ground ZeroWhenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
33
32Institute Grounds
http://www.ianparmenter.com/hcutils2/map.jsp?map=DRO
32GroundedThe Carry ability can't be used.
34
33Legion Base
http://www.ianparmenter.com/hcutils2/map.php?map=LI
33High GravityLight objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves.
35
34Rooftops
http://www.ianparmenter.com/hcutils2/map.php?map=RT
34Inertial Interference FieldWhen a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
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35Small Town
http://www.ianparmenter.com/hcutils2/map.jsp?map=LO
35InfernoAt the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.
37
36Training Complex
http://www.ianparmenter.com/hcutils2/map.php?map=DRI
36InfiltrationWhen placing characters at the beginning of the game characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas.

Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified values away from their starting areas.
38
37Apartment Complex
http://www.ianparmenter.com/hcutils2/map.php?map=DCD
37Internal StrifeCharacters get +1 to their attack values whenever they make a close or ranged combat attacks against opposing characters with which they share the same team symbol.
39
38Avengers Mansion
http://www.ianparmenter.com/hcutils2/map.jsp?map=AVI
38IsolationCombat values can't be replaced by higher values.
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39Avengers Mansion 2
http://www.ianparmenter.com/hcutils2/map.jsp?map=AVO
39Knockout GasCharacters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
41
40Axis Chemical
http://www.ianparmenter.com/hcutils2/map.jsp?map=AC
40Krakoa the Living IslandOnce at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
42
41Batcave
http://www.ianparmenter.com/hcutils2/map.jsp?map=BC
41Legendary DayAbilities can't be countered. All characters can use Willpower if they can't already.
43
42Corner Lot
http://www.ianparmenter.com/hcutils2/map.php?map=O1
42Low GravityAny standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
44
43Danger Room
http://www.ianparmenter.com/hcutils2/map.jsp?map=DR
43LoyaltyAfter forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
45
44Evil Lair
http://www.ianparmenter.com/hcutils2/map.jsp?map=IB
44MadnessCritical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
46
45Four Corners
http://www.ianparmenter.com/hcutils2/map.jsp?map=I2
45MalfunctionBefore the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove one object from the game.
47
46House
http://www.ianparmenter.com/hcutils2/map.jsp?map=IN2
46MaliceAt the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
48
47Mall
http://www.ianparmenter.com/hcutils2/map.jsp?map=mall
47MistrustWhen characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by -1, to a maximum of -1.
49
48Mechanical Offices
http://www.ianparmenter.com/hcutils2/map.jsp?map=IN1
48Nowhere to HideSquares with objects in them are not hindering terrain.
50
49Metropolis
http://www.ianparmenter.com/hcutils2/map.jsp?map=MET
49Ordinary DayCancel a single target battlefield condition.
51
50Museum 2
http://www.ianparmenter.com/hcutils2/map.jsp?map=DCC
50OverconfidenceA character with Perplex may use it only on its own combat values.
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51Office Corridor
http://www.ianparmenter.com/hcutils2/map.jsp?map=DCB
51PacificationWhen 4 or more damage would be dealt, reduce damage dealt by 1.
53
52Park
http://www.ianparmenter.com/hcutils2/map.jsp?map=M3
52Poor TeamworkCharacters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.
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53Sand Pit
http://www.ianparmenter.com/hcutils2/map.jsp?map=ON2
53Power Dampening FieldDamage values higher than 3 become 3 instead.
55
54Satellite
http://www.ianparmenter.com/hcutils2/map.jsp?map=JL
54Protect the InnocentOnce per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
56
55STAR Labs
http://www.ianparmenter.com/hcutils2/map.jsp?map=STAR
55Proximity MinesAt the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
57
56Temple
http://www.ianparmenter.com/hcutils2/map.php?map=IA
56Radiation LeakWhen a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
58
57Truck Stop
http://www.ianparmenter.com/hcutils2/map.jsp?map=DCA
57RallyWhenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game.
59
58Warehouse
http://www.ianparmenter.com/hcutils2/map.jsp?map=M4
58ResistanceCharacters can't be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
60
59Xavier's Manion (Outdoor)
http://www.ianparmenter.com/hcutils2/map.php?map=XO
59Rushed AssaultThe first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
61
60Zoo
http://www.ianparmenter.com/hcutils2/map.php?map=ZOO
60SabotageBefore the beginning of the first round, the player who played this battlefield condition may place an action token on any one opposing character. Then, continuing clockwise around the table, each other player may choose to roll a d6; on a result of 4-6, that player may place an action token on any one opposing character that does not already have one.
62
61Occult House
http://www.ianparmenter.com/hcutils2/map.jsp?map=CL1
61ShrunkAll characters with the {giant} damage symbol have the {starburst} damage symbol instead. All range values are halved, as is the range of all effects that have a range.
63
62Video Game
http://www.ianparmenter.com/hcutils2/map.php?map=CL2
62Skrull Kill KrewWhen a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
64
63Santa's Workshop
http://www.ianparmenter.com/hcutils2/map.jsp?map=CL3
63SkyscrapersElevated terrain is blocking terrain.
65
64New Year's Drop
http://www.ianparmenter.com/hcutils2/map.jsp?map=CL4
64Telekinetic StrainWhen Telekinesis is used to move a character or object 6 or more squares, the character using Telekinesis is dealt 1 unavoidable damage after the movement is resolved.
66
65Overpass
http://www.ianparmenter.com/hcutils2/map.jsp?map=OVER
65The Great ArenaAny successful attack roll resulting in doubles is a critical hit.
67
66Ferris Airhttp://www.ianparmenter.com/hcutils2/map.jsp?map=GL166War ZoneA character using Support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
68
67Jottunheimhttp://www.ianparmenter.com/hcutils2/map.jsp?map=JO67WastelandAll elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain.
69
68Helicarrier (Stern)
http://www.ianparmenter.com/hcutils2/map.php?map=S1
68White NoiseWhen a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
70
69Helicarrier (Amidships)http://www.ianparmenter.com/hcutils2/map.jsp?map=S2
71
70Helicarrier (Bow)http://www.ianparmenter.com/hcutils2/map.jsp?map=S3
72
71Helicarrier (Below)http://www.ianparmenter.com/hcutils2/map.jsp?map=S4
73
72Gamma Basehttp://www.ianparmenter.com/hcutils2/map.jsp?map=GB
74
73Gamma Rangehttp://www.ianparmenter.com/hcutils2/map.jsp?map=HU
75
74Muspelheimhttp://www.ianparmenter.com/hcutils2/map.jsp?map=MU
76
75Shadowlandhttp://www.ianparmenter.com/hcutils2/map.php?map=SF
77
76Oahttp://www.ianparmenter.com/hcutils2/map.jsp?map=OA
78
77Sakaarhttp://www.ianparmenter.com/hcutils2/map.jsp?map=SA
79
78Pelennor Fieldshttp://www.ianparmenter.com/hcutils2/map.jsp?map=PF
80
79Battlefieldhttp://www.ianparmenter.com/hcutils2/map.jsp?map=BF
81
80Minas Tirithhttp://www.ianparmenter.com/hcutils2/map.jsp?map=MT
82
81Mines of Moriahttp://www.ianparmenter.com/hcutils2/map.jsp?map=MM
83
82Helms Deephttp://www.ianparmenter.com/hcutils2/map.php?map=HD
84
83Helms Dikehttp://www.ianparmenter.com/hcutils2/map.jsp?map=HY
85
84Fortress of Solitudehttp://www.ianparmenter.com/hcutils2/map.jsp?map=FS
86
85Gear Workshophttp://www.ianparmenter.com/hcutils2/map.php?map=CL5
87
86Farmhttp://www.ianparmenter.com/hcutils2/map.php?map=KF&prefs=ababcdae
88
87Intrinsic Field Seperatorhttp://www.ianparmenter.com/hcutils2/map.php?map=IS&prefs=ababcdae
89
88Karnakhttp://www.ianparmenter.com/hcutils2/map.php?map=KA&prefs=ababcdae
90
89Alien Cityhttp://www.ianparmenter.com/hcutils2/map.php?map=AL&prefs=ababcdae
91
90Bat Cave (NML)http://www.ianparmenter.com/hcutils2/map.php?map=BC2&prefs=ababcdae
92
91Bizarro Worldhttp://www.ianparmenter.com/hcutils2/map.php?map=BW&prefs=ababcdae
93
92Blackgate Prisonhttp://www.ianparmenter.com/hcutils2/map.php?map=BP1&prefs=ababcdae
94
93Blackgate Prison (Post Quake)http://www.ianparmenter.com/hcutils2/map.php?map=BP2&prefs=ababcdae
95
94Blue Area of the Moonhttp://www.ianparmenter.com/hcutils2/map.php?map=BA&prefs=ababcdae
96
95Castlehttp://www.ianparmenter.com/hcutils2/map.php?map=EC&prefs=ababcdae
97
96Collector's Shiphttp://www.ianparmenter.com/hcutils2/map.php?map=CS&prefs=ababcdae
98
97Courtyardhttp://www.ianparmenter.com/hcutils2/map.php?map=CY&prefs=ababcdae
99
98Gotham Rooftopshttp://www.ianparmenter.com/hcutils2/map.php?map=GO&prefs=ababcdae
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99Metroplis (2x2)http://www.ianparmenter.com/hcutils2/map.php?map=ME&prefs=ababcdae
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