RED ELF

Weather Table

Most of the time battles are fought in fairly good weather with perhaps a slight drizzle or high winds, but nothing to really dampen the murderous enthusiasm of the troops. On Albion things are different. Perhaps it is because it is an island, perhaps it is due to the ancient wards of the Old Ones, but whatever the cause the weather on Albion intrudes into every activity. In fact, the locals are famous for their continual whining about the weather - whatever it does it's too hot, too windy or, more often, too wet! The following rules allow you to include this important feature in the Warhammer battles you fight on Albion.

As your troops deploy for battle, a light drizzle is falling, dampening both their battle gear and their spirits. This is the starting place for the Weather table, and gives you a starting number of 4. During the battle this may worsen or improve as the skies cloud over or brighten up.

At the start of each game turn including the first, roll 1D6 on the Outlook table to see if the weather gets better or worse. By ОGame Turn' we mean both players' turns with the same number, eg, both players' Turn 1s together make up Game Turn 1, both Turn 2s make up Game Turn 2, and so on.

Outlook table

D6
Result
1-2
Subtract -1 from the Weather number.
3-4
No change.
5-6
Add +1 to the Weather number.

Campaign Weather

In a campaign, you might want to vary the starting number for each day's weather. The first battle of the campaign is Light Drizzle (4) as normal. For the second and each subsequent battle roll on the Outlook table to see if the base number is altered or not. For example, if you roll a 6 for the outlook of the second battle you get Showers (5) instead. This effect is cumulative, so if you rolled another 6 for your third game you would start the battle deploying in Torrential Rain (6).

This website has the prevailing weather for each day. Just look up the area you want to fight in and see what the weather report is. This will give you a starting number for the weather on any given day.

Weather Table

Weather
Number
Result
1 Hailstorm
The sky turns black and fist-sized hailstones pummel the armies.
Flying movement is at half normal rate, ie, 10" rather than 20" for most flyers. All missile fire is at -2 to hit. Any war machine that does not use BS to hit may only shoot on a 6+ on 1D6. Roll each turn to see if it may shoot. In addition, all rally attempts are at -1. Treat fens as foetid swamps.
2 Driving Rain & Gales
Sheets of bitterly cold rain lash at the regiments, soaring gales blow arrows and bolts all over the sky and shouted commands are lost in the roaring wind.
Flying movement is at half normal rate, ie, 10" rather than 20" for most flyers. All missile fire is at -1 to hit. Any war machine that does not use BS to hit may only shoot on a 4+ on 1D6. Roll each turn to see if it may shoot. In addition, all rally attempts are at -1. Treat fens as foetid swamps.
3 Light Drizzle & Fog
Wraiths of mist shroud both armies and the air is heavy and damp.
At the start of each game turn, roll an Artillery dice and multiply the result by 3 to find out how far in inches the troops can see. If you roll a Misfire then the fog lifts momentarily, but roll again next game turn. You cannot shoot, charge or cast spells that require line of sight to targets you cannot see.
4 Light Drizzle
All the troops are a bit soggy and there's much grumbling in the ranks, but there's a war on!

Everyone expects drizzle in Albion so there's no effect.
5 Showers
Heavy showers periodically soak the armies though it does nothing to halt the killing.
Treat fens as foetid swamps.
6 Torrential Rain
The skies open and the armies are drenched. Black powder is damp and slow to spark, bow strings stretch and the troops themselves are sodden and miserable.
Flying movement is at half normal rate, ie, 10" rather than 20" for most flyers. All missile fire is at -1 to hit. Any war machine that does not use BS to hit may only shoot on a 4+ on 1D6. Roll each turn to see if it may shoot. Treat fens as foetid swamps, and foetid swamps as morasses. Treat fast streams as rivers.
7 Thunderstorm
Black clouds smother the sky as the rains batter the struggling armies. Streaks of lightning arc furiously across the skies as the gods themselves war in the heavens.
Flying creatures cannot take off and must use their ground movement rate instead. All missile fire is at -2 to hit. Any war machine that does not use BS to hit may only shoot on a 6+ on 1D6. Roll each turn to see if it may shoot. In addition, all rally attempts are at -1. Treat fens as foetid swamps, and foetid swamps as morasses. Treat fast streams as rivers. On top of all this, at the start of each player's turn that a Thunderstorm is raging, one or more units will be struck by lightning. Each player rolls 1D6. The player that rolls the lowest nominates one of his own units to be struck by lightning. If the roll is a tie, both players nominate one of their own units. Each unit that is struck by lightning takes D6 Strength 5 hits.

Note that once the rain has affected the armies, they stay soaked for the rest of the battle. Apply the worst penalty from the weather so far to missile units each time they shoot. For example, if in the previous turn it was Raining, but now it's just Light Drizzle, missile troops are still at -1 to shoot.

Terrain which has been soaked also continues to follow the rules for its wettest version. For example, if the battle began in Torrential Rain, but later became merely Showers, any fast streams would still be counted as rivers.