When this ImmortalTech Keg of Maniac Beer crashes into the surface of Planet Grimdark, its automatic defense systems kick in. Two massive skeletal hands form from the volcanic strata of the planetary crust, reaching upwards through the rock only to claw back in again and tear a giant prolapsed orifice in the surface.
Robotic defenders, immune (mostly) to the temptation of the Beer thanks to their mechanikal nature, spring up to man defense turrets against the sea of thirsty invaders sure to arrive. They're defended by a ring of spiked embankments, a moat of molten lava, and a great plain of unstable magma crust. Behind them, the Beer is ringed with barbed-wire fences and proximity mines.
The most lethal factor, however, is the irresistible nature of the Beer itself - no matter how many invaders combine forces to breach the defenses, only one can escape with the Keg, and each attacker will stop at nothing to make sure he's that one.
from "Assault on Goatse Bunker"
Elements shown: LEGO
When offensive weaponry isn't enough to finish the job, leftover minifigs can be slaughtered by the environment itself. Field Hazards like minefields, bear traps, electrified surfaces, razor wire, and poorly-labeled latrine pits all have the potential to ruin an intruder's day. They may be constructed by players trying to advance their individual goals, or they may be natural environmental hazards, equally dangerous to all players and not owned or paid for by any of them. Field Hazards are never secret - every player at the table will know the boundaries of every minefield, although they may need to send some minifigs in to stomp around if they want to pinpoint the individual mines.
Field Hazards don't take a lot of input or oversight from minifig controllers. Instead, their effects are triggered when a minifig or other object wanders into the wrong area. Anti-personnel mines blow up minifigs who step on them, magma flows burn minifigs that swim in them, and poison gas chambers poison minifigs that breathe in them after the benevolent AI has finished warming up the neurotoxin emitters.
A Field Hazard is defined by two attributes: the Field, which is the Hazard's area of effect, and the Hazard, which is what happens to victims who wander into the Field.
The area covered by a dangerous condition is its Field. Some Fields are filled by a uniform Hazard, such as molten lava, tear gas, or boy-band music. Others are filled with hidden and unpredictably distributed Hazards, like antipersonnel mines, patches of thin ice, swampy sinkholes, or subterranean BrikThulhoid tentacles waiting to burst through the surface.
Like Structures and Weapons, a Field is defined by its Size, measured by the number of inches across its widest dimension. Players will need to know exactly where the boundaries of the Field are, so it's a good idea to make Fields a different color than the surrounding terrain, or indicate their borders with lines of small bricks or other markers.
The dangerous conditions within a Field are known as its Hazards. Hazards are consistent throughout their Fields - no matter where in a Field a minifig is standing, a Fire's flames are just as hot, a river's current is just as strong, and a minefield's mines are just as likely to be hiding under his next footstep.
F.1 Hazard Dice
The effects of a Field Hazard are built up from Hazard Dice that fall into a short list of basic categories.
If a Field Hazard is of a type that works passively as part of the landscape, there's no limit to the number of times its Dice can be rolled in a turn, as one victim after another wanders into the Field. A river current sweeps away a dozen minifigs as easily as one, and a volcano melts a hundred ill-advised submarine tours as reliably as a scuba enthusiast diving solo.
If a Field Hazard is a type that's activated and powered by a Creation, then its Hazard Dice can only activate once per turn, and each Hazard Die is treated as an inch of Weapon Size for the purpose of Power consumption. Powered Field Hazards can be designed to be activated automatically on contact or manually by the Creation's operator.
Smoke is the simplest Hazard, with no Hazard Dice of its own. It sometimes appears as a side effect of other Hazards. Smoke blocks vision completely for anyone looking into, out of, or through its Field, but has no other effect.
Depending on the type of Smoke involved, a Smoke Field might barely cover the ground (e.g., dry ice fog) or it might billow up endlessly with no loss of opacity (e.g., a tire fire). By default, Smoke Fields are effective up to a height of five inches.
DamageMany Hazards damage victims through exposure alone. The Damage from environmental Hazards like acid, radiation, electrified surfaces, hailstorms, and political advertisements only increases with the victim's exposure.
or Fire Damage
Whenever a unit or object encounters a Field that causes Exposure Damage, it takes the Field's Exposure Damage dice as direct Damage. As with Damage from Arc attacks, the Damage total is modified by the Target Size modifier for whichever part of the victim is exposed to the Field (a victim large enough to have a +2 Target Size modifier, for example, takes +2 Damage from an Exposure Damage Field (5.1: Making Attacks)).
Size zero objects simply take a single point of Damage per Exposure Damage die. If the Hazard needs a Power supply to operate, these do not count against its Power limit.
Certain types of Exposure Damage work differently on different targets. A toxic gas Hazard (sometimes associated with Heroic Feats involving spicy food), for example, only affects living targets that breathe it in, leaving undead and mechanical targets unaffected. A living creature can hold its breath for one turn if it's not caught by surprise, but otherwise if its head is inside the Field then the gas affects it as if the entire body were exposed.
In addition to dealing regular Damage, Exposure Damage also Overloads a target, briefly disrupting its ability to Power its own Weapons and devices. Every die of Exposure Damage a Creation takes costs Power as if it had fired an inch worth of Weapons.
Flames shooting through cracks in the lava crust inspire BFenix's Metal Warriors to rock out for several turns in a row before remembering they're still in the middle of a battle.
from "Assault on Goatse Bunker"
Elements shown: LEGO
Hoping to discourage a charge from the Dragon King's cavalry, the Deposed forces set a ground fire. Cederic the Blacksmith's house is unintended collateral damage.
from "Violence Finale"
Elements shown: LEGO
Heroic firefighters rush to suppress this civilian's backyard barbecue.
from "Mystery on Combine - Turn 01"
Elements shown: LEGO
Fire is a special kind of Hazard. When minifigs set up a Permanent Fire, like a lava cauldron, nuclear reactor core, or bonfire, it functions as a normal Exposure Damage Field Hazard, and stays the same size and strength unless deliberately extinguished.
Like any other weapon or effect that causes Fire Damage, these Permanent Fires can set Fire to other objects, and the new wild Fire is much more dynamic. Burning objects make a Burning Roll each turn that lets their Fire grow, spread, and change shape all by itself.
Any time an object takes Fire Damage, there's a chance it will Catch Fire. For each individual die of Fire Damage that rolls higher than the object's Weight class, the object Catches more Fire. If the object wasn't on Fire already, a Fire Field Hazard with one inch of Size and 1d4 Fire Damage is created where the Damage struck. If the object was already on Fire, then the Size of the Fire increases by +1", up to the full Size of the object. Place flame elements (or, in a pinch, red and yellow bricks) on the surface of the object to indicate the size and shape of the Fire.
Remember that an Out of Range penalty affects a Fire weapon's ability to set targets on Fire, since it modifies each d4's results for secondary effects.
Units and objects that are on Fire, or that are trying to use objects that are on Fire, or both, take a -1d4 penalty to their Action and Armor rolls (unless it's a unit or object specifically designed to use while burning, like a torch or a flaming sword).
On the bright side, any target struck by a burning object or unit takes +1d4 Fire Damage in addition to whatever normal Damage is dealt by the attack or Collision.
Like all kinds of Exposure Damage, Fire Overloads (or, if you prefer, Overheats) affected units and disrupts their ability to Power their Weapons and devices for the turn. A unit on Fire has its Power limit reduced by one inch for every inch of the Fire's Size (for example, a four inch wooden golem burning with a three inch Fire would have its Power limit reduced from eight weapon inches to five).
At the beginning of its turn (or on the turn of the player who set the Fire, for objects with no turns of their own), a unit or object on Fire makes a Burning Roll, rolling 1d4 for every inch of its Fire Size.
For every d4 that rolls a 1, or rolls the object's Weight class or lower, the Fire dies down, reducing the Fire Size by one inch. For every d4 that rolls higher than the object's Weight class, the Fire spreads, inflicting a point of Grinding Damage (7.2: Taking Damage) and either adding one inch to the Fire Size (up to the Size of the object) or starting a new 1" Fire on a nearby flammable object (within 1") if there's no more room. This continues every turn until the Fire's Size is reduced to zero inches, extinguishing it, or until the object is destroyed.
Fires can be extinguished with water or by rolling around on the ground. If the burning object can be submerged in water or vacuum completely, the Fire is put out instantly. Otherwise, units fighting a Fire can reduce its Size by by one inch per turn for every inch of firefighting apparatus they're using. (Three minifigs dumping water buckets could reduce a fire by three inches; a Size 5" Fire Hose could reduce a Fire's Size by five inches).
Every time the Fire Size changes, the player in charge of the burning object (or the player who set the Fire, for unaligned objects) must adjust the physical patch of Fire to match the new Fire Size, adding appropriate inches of flames or yellow bricks when the Fire grows, and removing inches when the Fire shrinks. He can choose to adjust any side of the existing patch when adding or removing bricks, but he cannot otherwise control the Fire, and the Fire can't spread through physical obstacles without burning around them or destroying them first.
Alternate Fire Types
Not all Poison effects are wholly detrimental. Bound by their oaths to the Daemonslayer Legionidus and cast out with him from Volhalla to the shores of hell, these slain Vol warriors grow in power by drinking the blood of the Daemons they defeat. The increasing Daemonic taint in their souls is a small price to pay for unholy strength in battle and the chance to one day return to Volhalla.
from "The collected Vol ground forces"
Elements shown: LEGO (modified)
Fire is also used as the basis for other types of corrosive Damage that have a lasting Burning effect from turn to turn.
" MoveThe purpose of Difficult Terrain is to hamper or disrupt unit movement. Difficult Terrain can slow units down or move them in directions they don't want to go. It can also let them go whichever direction they want, but decrease their ability to slow down or change course.
When using Concealed Hazards, it's important to bring bricks or other markers to show spots where the Hazards have already been set off. Units may cross over the same patch of land a hundred times before the bear trap goes off on trip one hundred and one, but once triggered, hidden pits don't re-hide themselves, mine craters don't grow new mines, and falling block traps don't lift their fallen blocks back up into the ceiling to reset themselves.
Units traveling into or through Concealed Hazards must declare their path through the Field Hazard and then roll their Action die to see if they make it safely. (This is a passive check that doesn't spend the Action die.) If the number rolled is equal to or greater than the number of inches the unit is traveling through the Field, then nothing happens - play continues as normal. Otherwise, the number rolled is the number of inches it was able to travel safely through the Field before setting off the Concealed Hazard. On a Critical Failure, the Concealed Hazard is triggered immediately, before the unit travels any distance at all.
Large units have a higher chance of setting off Concealed Hazards than smaller ones. For whatever part of an object enters a Concealed Hazard, it takes a modifier to its Action Roll equal to its own Target Size modifier in reverse. (For example, a Size 8" unusually large Cow with a +4 Target Size bonus would take a -4 penalty to its Action Roll for traveling through a Concealed Hazard.) Size 0" objects are too small to set off Concealed Hazards.
Objects that leap, fall, or are thrown into a Concealed Hazard roll against the number of inches traveled while airborne. On any failed roll, the consequences occur at the point of impact. Objects without an Action die of their own roll an incompetent d4.
If an object is being carefully set on the Concealed Hazard (for instance, by minifigs attempting to build a platform over unstable ground), the unit setting the object in place makes an Action Roll. Even though the object isn't traveling any distance, it can still set off the Hazard on a Critical Failure.
While not Hazardous in the usual sense, Energy Shield dice are treated as a type of Hazard Dice, subject to the same Field Size limits as other Hazard Dice. Energy Shields must be created by Shield Projectors somewhere on the surface of the Creation they protect.
Dr. Pang's personal shield activates automatically as rogue security drones attempt to stop Dr. Mikoto from hacking their central AI.
from "A Certain Infinite Line Charge"
Elements shown: LEGO, iPhones, plastic egg
Energy Shields are not especially cost-effective as a replacement for standard Armor or Heavy Armor, but they do open up extra protection options for a Creation that has already reached its maximum Weight class. An Energy Shield Die grants one level of Deflection against an incoming Damage die of the same type. Each Energy Shield Die can be spent once per turn, and costs one inch of a Creation's Power for the turn when used.
A melee weapon might have any damage die type depending on the Action Die of whoever's swinging it. Rather than force Energy Shield dice to match the Action Dice of attackers, melee weapons are all blocked by Energy Shield es.
Not all battlefield hazards are based on environmental conditions. Every once in a while, minifigs have the time and attention span to assemble something more deliberate and specific. Defense turrets, slamming blast doors, rolling boulders, strategically positioned sleeping tigers, auto-flushing toilets - if a Creation, Weapon, Field Hazard, or other device can be activated, then it can be engineered into a custom Trap.
Trap mechanisms are not capable of initiative or independent thought, so players have to be specific about the exact conditions that activate a Trap, and what it does once activated.
Traps are activated by specific Triggers. Any object physically represented on the battlefield can be designated as a Trigger for one or more Traps. Minifigs may be required to interact with the object in a certain way (typing the proper code into a keypad, turning the arming keys before pulling the self-destruct lever, or playing a particular tune on a skeletal pipe organ), or the Trigger may be set off by any interaction at all (a loose doorknob wired with a mercury switch).
Some Triggers are obvious (the comedically oversized power switch, or the giant red "DO NOT PUSH" button), but many are not (the disguised torch lever that opens the secret door, the throw rug over the spiked industrial blender pit). In theory, opposing minifigs won't know the location of these secret Triggers, but in most cases all the players will, unless the game has an impartial moderator or host to keep secrets secret. Often the easiest workaround for secret Triggers (as well as other types of hidden objects) is to build a large number of potential Triggers and roll dice whenever one is tried to see if it's the real one.
Triggers are sometimes built into Concealed Hazard Fields - hidden pressure plates, motion detectors, tripwires, or some equivalent are scattered throughout the area, and tripping one of them will set off the device. (By default, concealed weapon traps are automatically pointed at the spot where the Hazard happens to be tripped. Even if the players can't know in advance exactly where the tripwires will be, the minifigs who built the trap presumably did.)
Weapon Traps are often single-use (until reset by a minifig technician - those hidden crossbows don't re-arm themselves), and they make their Attacks with an inanimate object's default Action d4. A Smart Weapon equipped with a simple robot brain or magical enchantments can be treated as a kind of Programmed Half-Minded Creature (10.1: Minds), allowing it to be re-used from turn to turn and to attack with a larger Action die.
F.3 The Scout
When dealing with Traps and Field Hazards, most units are limited to two options: avoid them completely, or shrug and hope they survive the Damage. For a faction that makes sure to always be prepared, there's a third option. With a specially-trained Scout leading the way, many Hazards can be safely bypassed or neutralized.
A Scout must carry and use binoculars, a telescope, or some other Scouting Tool in order to take advantage of his Specialty abilities.
Pathfinding Specialty : Action vs. Field Hazards; stops safely before setting off Concealed Hazards for self and othersA Scout has the Pathfinding Specialty, giving him the ability to recognize hidden dangers and safely navigate dangerous terrain. A Scout rolls his Specialty on any Action Roll involving a Field Hazard or Trap.
When traveling through Concealed Hazards, a Scout rolls his Specialty rather than his Action die to see how far he can safely travel, and he stops at that distance before setting off the Hazard. He can safely lead any number of other units traveling with him in single file.
Tracking Specialty: automatically Detects Stealth; allows Marking of targets for +1 Action Bonus for Ranged attackersThe Scout's keenly-refined paranoia and sixth sense for danger also makes him a master of detection. All units, objects, Traps, and devices within a Scout's field of view are automatically revealed to him and his allies, even if they're hidden or invisible, and their advantages from stealth or camouflage are negated.
A Scout is able to instantly communicate detected enemy positions to all of his allies, which is useful for firing artillery shells or archery volleys over the top of an obstacle at enemies hiding behind it. Any target visible to a Scout is visible to all of his allies.
The Scout can spend an Action to take this ability one step further, pinpointing a single target he can see within 8" and Marking it for attack. Until the beginning of the Scout's next turn, the Marked target is considered visible to all allies, and all allies making Ranged attacks on a Marked target do so with a +1 Action Bonus.
Marks are not cumulative. Even with multiple Marks, the Action Bonus is still +1.