Weather events have impacts on a battle, whether they be a minor inconvenience or change the tide of battle, weather is as fickle as it is important to keep track of.
Roll to determine weather at the beginning of every turn by rolling an unmodified 1d12.
Critical Failure: A weather effect takes place and takes up a total of 12 squares (distributed randomly by the GM).
Failure: A weather effect takes place and takes up a total of 4 squares (distributed randomly by the GM).
Success: No weather effect.
Critical Success: No weather effect.
Rain
Rain on its own doesn't impede those within it as much. Attacks which rely on fire, early firearms, and the like take a -3 to all rolls. Ranged attacks take a -1 penalty.
Torrential Downpour
Especially heavy rain which guarantees individuals will be soaked within seconds while in it. Attacks which rely on fire, early firearms, and the like take a -6 to all rolls. Ranged attacks take a -4 penalty. Flatland terrain becomes marsh for the duration of the Torrential Downpour.
Fog
Dense mist or fog makes sight difficult whether it be on the ground or while in the air. Ranged attacks take a -2 penalty.
Snow
Snowy weather which takes place when it is cold as opposed to rain. Flatland terrain becomes Glacier terrain for the duration of the snow.
Blizzard / Sandstorm
Blizzards and sandstorms function similarly but are found in different terrains. Blizzards are found in Glacier areas while Sandstorms are found in Deserts. Roll an unmodified 3d10 when a Blizzard/Sandstorm occurs.
Critical Failure: Troops within the blizzard take 7 damage.
Failure: Troops within the blizzard take 3 damage.
Success: Nothing happens.
Critical Success: Nothing happens.
Lava / Magma
Lava and magma typically only occur on Volcanic terrain, buildings within areas effected by lava/magma are destroyed and Troops within the area take 8 damage every time they pass through a square with Lava/Magma or if they begin their turn in a Lava/Magma square.