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.