Soon to be added are improvements to the weather effects, rules for changing weather conditions durring a game, etc.
The following rules represent the effects of weather and the enviroment on the battlefield.
Each of the tables are based on a particuler season or weather pattern. Frigid represents Winter, or very cold times of the year. Steaming represents Summer, or very hot days. Normal is in between : neither too cold or too hot (perhaps spring/fall).
Prior to a battle roll on the following Seasonal Chart. This will take you to a specific Weather table. From there roll a D66 and look up the result. The effects of each result are explained in the details section below the tables.
| D6 | Spring/Fall | Winter | Summer |
|---|---|---|---|
| 1 | Frigid | Normal | Normal |
| 2 | Normal | Frigid | Steaming |
| 3 | Normal | Frigid | Steaming |
| 4 | Normal | Frigid | Steaming |
| 5 | Normal | Frigid | Steaming |
| 6 | Steaming | Normal | Normal |
Deserts: Battles taking place in desert settings always use the "Steaming" weather table; ie, do not roll on the "Seasonal Chart" above. However, if you roll anything but clear ignore the result and roll a D6 again: 1-3 = Blistering Heat; 4-6 = Sand Storm.
Jungle/Tropical: Always use the "Steaming" weather table for battles taking place in these regions; ie, do not roll on the "Seasonal Chart" above.
Arctic: Always use the "Frigid" weather table for battles taking place in these regions; ie, do not roll on the "Seasonal Chart" above.
Lizardmen Armies: Lizardman armies refuse to fight in very cold weather. As a result if any player commands a Lizardman army (or has Lizardmen as allies) you can not choose the "Frigid" seasonal chart above: re-roll if you get it.
| D66 | Steaming Weather | D66 | Normal Weather | D66 | Frigid Weather | ||
|---|---|---|---|---|---|---|---|
| 11-12 | Severe Lightning | 11-13 | Severe Lightning | 11-12 | Blizzard | ||
| 13-14 | Rain Storm | 14-16 | Rain Storm | 13-14 | Heavy Snow | ||
| 15-16 | Extremely Humid | 21-23 | Heavy Downpour | 15-16 | Heavy Snow and Freezing | ||
| 21-22 | Heavy Downpour | 24-53 | Clear | 21-22 | Wind Storm | ||
| 23-24 | Wind Storm | 54-56 | Wind Storm | 23-24 | Snow Storm | ||
| 25-54 | Clear | 61-63 | Drizzle | 25-54 | Clear | ||
| 55-56 | Humid | 64-66 | High Winds | 55-56 | Flurries | ||
| 61-62 | Drizzle | 61-62 | Flurries and Freezing | ||||
| 63-64 | High Winds | 63-64 | Freezing Winds | ||||
| 65-66 | Blistering Heat | 65-66 | Dead Cold |
Severe Lightning: At the start of every player turn the player whos turn it is must roll 2D6 for every unit or single character flying high or atop any high ground. Any roll of a double 1 and the model/unit is zapped!!! by lightning for D3 S6 hits (no armor saves allowed). This event may cause a panic test if the unit loses 25% casulties; Lone characters ignore any panic test.
This damage is otherwise treated exactly as if the unit/model was struck by the "Staff of Lightning".
Rain Storm: Max. LOS distance is 24"; No Flying High!!!; Only crossbows and thrown weapons may shoot (only short range fire is possable); Cannons (or any other gunpowder-based warmachines) may not fire. All other warmachines may fire as normal, and may fire at long range.
Extremely Humid: All troops must pass a T test in order to charge an opponent more then 1/2 their charge distance away; otherwise it is deemed a "Failed Charge". Large monsters ignore this effect, as do characters riding Large Monsters. Cavalry and chariots use the lowest T between mount and rider, etc.
Characters "with" a unit do not take any of the above tests, although they must abide by the result obtained by the unit.
units of flyers fully ignore these rules when flying high.
Undead (not the "Living" Undead), Lizardmen, and all Daemons, Greater Daemons, and Daemon Princes are fully immune to all the effects of "Extremely Humid" conditions.
Heavy Downpour: Max. LOS distance is 24"; Only crossbows and thrown weapons may shoot; Cannons (or any other gunpowder-based warmachines) may not fire. All other warmachines may fire as normal.
Wind Storm: No Flying High!!!; all missile weapons may only shoot at short range (no long range fire is possable). Missile weapons (except crossbows/thrown weapons)may only fire on a D6 of 4+; Cannons (or any other gunpowder-based warmachines) only fire on a D6 of 4+. All warmachines may fire at long range as normal.
Clear: Weather is fine!!!
Humid: All troops must pass a T test in order to charge an opponent more then 1/2 their charge distance away; otherwise it is deemed a "Failed Charge". Large monsters ignore this effect, as do characters riding Large Monsters. Cavalry and chariots use the lowest T between mount and rider, etc.
Characters "with" a unit do not take any of the above tests, although they must abide by the result obtained by the unit.
units of flyers fully ignore these rules when flying high.
Undead (not the "Living" Undead), Lizardmen, and all Daemons, Greater Daemons, and Daemon Princes are fully immune to all the effects of "Humid" conditions.
Drizzle: All missile weapons must roll a 4+ on a D6 to fire. Crossbows and Thrown weapons do not suffer this penalty; Cannons (or any other gunpowder-based warmachines) only fire on a D6 of 4+. All other warmachines may fire as normal.
High Winds: No Flying High!!!; all missile weapons may only shoot at short range (no long range fire is possable); Warmachines may fire at long range as normal.
Blistering Heat: Troops in Heavy Armor/Barding must pass a T test on a D6 in order to charge an opponent more then 1/2 their charge distance away; otherwise it is deemed a "Failed Charge". Characters riding Large monsters ignore this effect. Cavalry and chariots use the lowest T between mount and rider, etc.
Characters "with" a unit do not take any of the above tests, although they must abide by the result obtained by the unit.
units of flyers fully ignore these rules when flying high.
Undead (not the "Living" Undead), and all Daemons, Greater Daemons, and Daemon Princes are fully immune to all the effects of "Blistering Heat" conditions.
Blizzard: Max. LOS distance is 24"; no Flying High!!!; all missile weapons may only shoot at short range (no long range fire is possable); Warmachines may fire at long range as normal; all Rally attempts are at a -2 Ld.(Undead -not the "Living" Undead-, and all Daemons, Greater Daemons, and Daemon Princes do not suffer the -2 Ld. penalty).
Heavy Snow and Freezing: Max. LOS distance is 24"; all Rally attempts are at a -2 Ld.(Undead -not the "Living" Undead-, and all Daemons, Greater Daemons, and Daemon Princes do not suffer the -2 Ld. penalty).
Heavy Snow: Max. LOS distance is 24";
Light Snow Storm: No Flying High!!!; all missile weapons may only shoot at short range (no long range fire is possable); Warmachines may fire at long range as normal.
Flurries: Roll a D6 at the start of every player turn: on a roll of a 6 the weather turns to "Heavy Snow" (see above) for the duration of the battle. On a roll of a 1 the flurries stop entirly (treat as "Clear" above).
Flurries and Freezing: All Rally attempts are at a -2 Ld.(Undead -not the "Living" Undead-, and all Daemons, Greater Daemons, and Daemon Princes do not suffer the -2 Ld. penalty).
Roll a D6 at the start of every player turn: on a roll of a 6 the weather turns to "Heavy snow and Freezing" (see above) for the duration of the battle. On a roll of a 1 the flurries stop entirly (treat as "Dead Cold" below).
Freezing Winds: No Flying High!!!; all missile weapons may only shoot at short range (no long range fire is possable); Warmachines may fire at long range as normal; all Rally attempts are at a -2 Ld (Undead -not the "Living" Undead-, and all Daemons, Greater Daemons, and Daemon Princes do not suffer the -2 Ld. penalty).
Dead Cold: All Rally attempts are at a -2 Ld.
Undead (not the "Living" Undead), and all Daemons, Greater Daemons, and Daemon Princes are fully immune to all the effects of "Dead Cold" conditions.
Sand Storm: No Flying High!!!; all missile weapons may only shoot at short range (no long range fire is possable); Max LOS is 24"; Warmachines may fire at long range as normal.
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