Weather in WHFB

I recently saw some optional rules for weather in WHFB, but I didn't really like the rules so I decided to write my own.  They are similar to the other rules, but with my ideas and opinions added, so please don't say I'm stealing your ideas.


Malekith's chariot ground to a halt atop the snow-capped hill. The breath of his cold ones rose in large puffs as they rested; that he might not be able to get their cold-blooded bodies moving again rested in the back of his mind. As he surveyed the battlefield, he cursed the gods of weather for interfering with his well-laid plans.

Snow still fell, and it had been doing the same for days now. Not only was visibility cut drastically, but the muddy ground would cut mobility even further. His bolt throwers sat protected on low hills, but he doubted any of his enemies troops would come within the reduced range of the weapons.

"I don't recall any battles like this in the WHFB rulebook," he thought to himself...

Weather can play a very important rule in the game of Fantasy Battles. As we all know, it is not always a nice, clear day when you venture outside, and neither should the weather in the Warhammer world remain constant. These rules should be used *after* terrain is placed, but *before* armies are chosen. However, if you normally place terrain after choosing your army, or choose to roll for weather after the table is set up and the armies are finished, you may certainly do so.  After all, weather is a spontaneous thing and may change at any time.

The following rules will suffice as is, but included below the table are additional rules (these can change your nice, white, snow-covered hills to a raging blizzard). It is your choice to use the additional rules, or to stick with the basic table. Please feel free to modify the rules as you see fit to work in your game (including re-rolling certain results if they would not normally apply, such as snow in the desert).


To use the weather rules, roll 2d6, add the results, and consult the table below:

Roll Weather Rules
2 Snow Snow primarily inhibits movement. All figures suffer -1M when moving through snow. See below for further rules.
3 Fog Heavy fog is a detriment to vision. Sight is limited to 24". Maximum range on all missile weapons, war machines, and spells is 24".  Similarly, maximum charge range is 24" - if the enemy to be charged is more than 24" away, count as a failed change.
4 Cloudy Cloudy weather primarily affects fliers. No flier may charge a ground target from flying high. Similarly, no ground troop (including characters or war machines) may target a model flying high.  If a flying high model wishes to attack another model which is flying high, or wishes to cast a spell against another model which is flying high, it must roll a 4+ on a d6.
5-9 Normal No changes
10 Windy Windy weather primarily affects missile troops.  All missile troops suffer a -1 to hit during windy conditions. This includes thrown weapons, but not war machines.
11 Rain Rain primarily affects movement like snow.  All figures suffer -1M during rain. See below for further rules.
12 Storm Storms are a detriment to fliers. Any model which is flying high at the beginning of its turn should roll a d6. On a 4+, it is struck by a S6 lightning bolt that affects the entire model (riders & mounts, if applicable). See below for further rules.


ADDITIONAL RULES

Snow - this can include anything from a light blanket on the ground to a horrible winter storm. If you wish to use the optional rules, roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consult the table below.

1 A blizzard has begun. The wind blows furiously, and the snow whips about. All figures suffer the following penalties: -1M, sight is limited to 18", -1 to hit on all missiles (not including war machines), and no model may fly high. Any models currently flying high are forced to the ground (must land somewhere in controller's deployment zone).
2-3 Snow begins to fall heavily. Rules for both snow and fog apply as above (figures suffer -1M and sight is limited to 24").
4-6 Rules apply as above with no changes.

Rain - this can include anything from a light sprinkle to a drenching downpour. If you wish to use the optional rules, roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consult the table below.

1 A storm has begun with begun with raging wind and blinding rain. All troops suffer the following penalties: -1M, -1 to hit with missiles (not including war machines), 1/2 range on all missiles and war machines. Further, all hills become treacherous - no figure may move up or down any incline.
2-3 Rain begins to fall heavily and the wind begins to blow. Rules for both rain and wind apply as above (figures suffer -1M and missile troops suffer -1 to hit).
4-6 Rules apply as above with no changes.

Storm - this can include anything from a gentle summer thunderstorm to a destructive tornado. If you wish to use the optional rules, roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consult the table below.

1 A tornado has struck! It comes down somewhere on the battlefield and starts moving. Measure the center of the table and then roll scatter dice (reroll any misfires).  This is where the tornado touches down (a 'hit' indicates the center of the table). Now, roll the scatter dice again (rerolling any misfires) and mark the location - this is where the tornado stops (ignore 'hit' rolls and use the indicator above the word 'hit' for the direction). Anything along the path of the tornado suffers an automatic S10 hit causing d6 wounds (use the stone thrower template for the path - any model which is passed over by the center cut-out is hit; any model partially under the template is caught on a 4+). Buildings passed over by the tornado suffer the same effects. Any woods crossed become impassible along the path of the tornado. Mark where the tornado stops. If a tornado is rolled again the following turn, it continues from the previous place that it stopped. If a tornado is rolled again later in the game, start from the beginning.
2-3 Thunder and lightning begin raging across the sky. Rules for both storm and wind apply (-1 to hit for missiles and flyers subject to lightning). In addition, d6 lightning bolts will strike the table at random locations. Measure the center of the table, and mark it. For each lightning bolt, roll the directional scatter dice and 4d6 (use the directional mark on the 'hit' side). The bolt strikes 4d6" away from the center of the table in the direction of the scatter dice. Using the 1" template, any models partially under the template are caught on a 4+, and take an automatic S6 hit causing d3 wounds.
4-6 Rules apply as above with no changes.


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