Weather in the Unknown Lands
the Unknown lands are very, very cold. this is only intensified by the dark spells that the Demon Shamen have woven into the ground there to bind it in eternal frost. As a result, armies passing through this area will encounter unique challenges in dealing with these extream conditions.

At the Begining of each complete turn roll a D6 to determine the weather.

1-3 = A light flurry. Its still bitter cold, but this weather is not so harsh, and its actualy pleasing to the eye. Everything carries on as normal, and there is no affect on the battle from the weather.

4 = Chilling Breeze. A blast of freezing air blows in from the north. All movement this turn in halved due to intense shivering and pulling cloaks up for warth, ect.

5 = Howling wind. A powerful blast of air blows missle off target, and drowns out all sound. All missle fire is at a -1 to hit, musicians are nullified, and the general's leadership is only extended 6" inches instead of the normal 12".

6 = Blue Norther. A terribly cold and  rapid torrent of air howls down on the battle. All movement halved, all missles at -1 to hit, musicians nullified, and the General leadership is only extended 6 inches instead of 12. 

Weather effects end at the end of each complete turn. If the result of a light flurry is rolled 2 times in a row, then fortune smiles on the battle, and that effect is carried out for the rest of the battle. No furhter weather rolls are needed
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