Weather Chart.pdf

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Weather Chart
Weather Chart
Originally written for Border Princes by Dartfrog, modified by Paul and James
Not every game is played in the open sunlight on gentle fields of heather.
Sometimes the weather gets downright nasty. The following chart is designed for
determining conditions in the great out doors. Eventually I will also be adding a
underground conditions chart, but, until then, just use the ’Treacherous
Conditions’ chart in the Outlanders book (page 61) Roll on the Weather Chart
before each game.
11-16 Muddy
Recent rainstorms have left the ground wet and muddy. The mud gets
everywhere and can bog down movement.
d66 Result
11
Sea of Mud. The ground is saturated and muddy. Movement is slow and
wagons become mired. Movement on the ground is restricted to 2" and
model’s may not run or charge.
12
Slippery. The mud makes footing tenuous. Models that run or charge must
make a Initiative test or become pinned. Rider’s may use either their
mounts initiative or their own.
13 No Effect.
14 No Effect
15
Heavy Mud. The warriors step forth to discover they are sinking slowly into
the mud. Each model must roll d6. On a 4+ they start the game ‘pinned.’
16
Bog. The warriors are horrified to discover that they are standing on top of
an old marsh. Roll d6 for each warrior. On a result of a ‘6’ they disappear
into the water underneath. The warriors must roll on the serious injury chart
after the game.
21-26 High Winds
A biting wind howls across the land
d66 Result
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21
Howling Winds. All combat must take place on ground level. No creature
may fly high. All ranged combat suffers an additional -1 to hit..
22
Blustery. Its windy outside. Ranged weapons suffer an additional -1 to hit
at long range. Shooting skills may not be used.
23 No Effect.
24 No Effect
25
Driving Wind. The wind sweeps up dirt and debris making visibility difficult.
Range is limited to 24" All shooting counts as -1 at short range and -2 at
long.
26
Falling Objects. The high winds knock down trees, and branches fly
about. Any warrior who starts the game within 4" of a forest must roll d6.
On a result of a ‘6’ the warrior takes an automatic Strength 3 hit.
31-36 Foggy
An Erie mist blankets the land.
d66 Result
31 Pea Soup. Visibility 10" Shooting skills may not be used.
32 Thick Fog. Visibility 16"
33 No Effect.
34 No Effect
35 Light Mist. Visibility 20"
36
Charge. The thick fog hides both regiments, but the sound of clanking
armor and weapons leads them towards one another. The fog lifts to reveal
the two groups only 3d6" apart. Roll for initiative as normal.
41-46 Nighttime
One of the regiments has decided to attack under cover of darkness.
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d66 Result
41
New Moon. It is pitch black outside. Visibility is limited to 8" Shooting skills
may not be used.
42 Night. A Blanket of Darkness covers the land. Visibility is limited to 16"
43 No Effect.
44 No Effect
45
Dusk. The Sun is beginning to set. Visibility is limited to 24" randomly
determine one table edge to be ‘West’ any firing in that direction suffers -2
as the firer is blinded by the setting sun.
46
Long Shadows. The Sun has just slipped below the horizon leaving many
long shadows. Warriors may run and hide in the turn.
51-56 Very Hot
"We’re having a heat wave...."
d66 Result
51
Heat Wave. The intense heat makes even breathing difficult. Models may
not run or Charge.
52
Intense Sunlight. The sun seems exceptionally bright today. All shooting
suffers an additional -2 to hit.
53 No Effect.
54 No Effect
55
Dust Devils. The summer heat drives an arid wind. Dust devils create
problems for aiming. Shooting skills may not be used.
56
Stifling Heat. The intense heat makes every action an exertion. At the end
of each turn roll for every warrior in heavy or plate armor and everyone who
ran (not charged) in the movement phase. On a roll of a ‘6’ the model
succumbs to heat exhaustion and collapses. Take the model ‘out of action’
The model does not need to roll on the Serious Injury chart. Models that
charge must roll after close combat is resolved.
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61-66 Special Conditions
"Storms a comin’"
"Yup"
d66 Result
61
Tornado. A powerful thunderstorm spawns a small tornado. Roll d6 at the
start of each players turn. On a roll of a 1-2 the tornado touches down.
Place a 3" template 8" in from the center of a random table edge. At the
start of each of the following turns roll the scatter die for the distance and
direction the tornado moves. All models in the tornado’s path are
automatically taken ‘out of action’ and must roll on the Serious Injury Chart
after the Game. If a ‘misfire’ result is rolled, or if the tornado leaves the
board’ the tornado disappears and does not return.
62
Severe Lightning Storm. Lightning tears across the sky. Roll d6 for each
warrior in your regiment. On a result of a ‘1’ they are taken ‘Out of Action’
and must roll on the Serious Injury Chart on a d6 roll of 4+
63 No Effect.
64 No Effect
65
Mud Slides. After set-up is complete roll an initiative check for every model
set-up on a hill. If failed, the model goes sliding down the hill taking d3 S 4
hits.
66
Blizzard. Icy cold wind and blinding snow cover the battlefield. Lakes and
Streams freeze over. The intense cold makes survival unlikely for the
wounded. All injury result rolls of a 5-6 count as ‘Out of Action’ Models
taken ‘Out of Action’ must roll twice on the serious injury chart.
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