Weather Conditions
Winter
2D6 | Result |
2 | Blizzard: All models gain stealth. |
3 to 4 | Cold Snap: Warrior models without Immunity: Cold that did not move and are not engaged in melee suffer a POW 6 damage roll at the end of their controlling player's turn. Warjacks without Immunity: Cold that did not move and are not engaged in melee suffer -1 DEF. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Ice Storm: Any models that are hit by a successful Slam or Throw power attack are moved +2. A knocked down model must roll a d6 anytime it tries to stands up during its activation. On a roll of 1 or 2, the model slips and falls down and remains knocked down. |
12 | Deep Snow: Models without Immunity: Cold and Pathfinder suffer -2 movement, but can still charge and slam. |
Spring
2D6 | Result |
2 | Flash Flood: Roll a d6 each round before the first player's turn. On a roll of 1 or 2, the battlefield is flash flooded. All non-elevated terrain becomes Shallow Water for the round. |
3 to 4 | Heavy Rain: All models suffer -2 RAT. Additionally, living models suffer -1 CMD. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Powerful Winds: All AOE ranged attacks that miss their targets deviate one extra inch and have no minimum deviation range. All cloud effects leave play at the end of each turn. |
12 | Thunderstorm: Models with Immunity: Electricity gain +1 CMD. Attacks with the Electricity damage type have +1 POW. |
Summer
2D6 | Result |
2 | Cyclone: Place a 5” Cloud effect in the center of the table to represent the cyclone. At the beginning of each player's maintenance phase, the cyclone moves 1d6” in a random direction determined by the deviation template. Any model touched by the cyclone is thrown 1d6 inches in a random direction with the same effect as a Throw power attack, suffering a POW 12 damage roll. The cyclone leaves play if any part of its template moves off the table. |
3 to 4 | Flash Fire: A flash fire begins on a randomly determined table edge to the right or left of the deployment zones. At the beginning of each player's maintenance phase, the flash fire moves 1d6 inches toward the opposite table edge in a line running the length of the table. Any model crossing or crossed by the flash fire suffers a POW 12 Fire damage roll and the Fire continuous effect. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Dust Storm: Roll a d6 each round before the first player's first turn. On a roll of 1-2, a dust storm hits the battlefield. All models suffer -1 on ranged attack rolls and cannot give or receive orders. The dust storm lasts for 1 round. |
12 | Any models without Immunity: Fire that run must forfeit their movement during their next activation and suffer -1 DEF |
Fall
2D6 | Result |
2 | Corpse Candles: Divide the table into 4 separate quadrants, assigning each a number of 1-4. Roll a d6 each round before the first players turn. On a roll of 1-4, corpse candles appear in the quadrant with the corresponding die roll. On a roll of 5 or 6, nothing happens. Models in a quadrant with corpse candles must pass a CMD check or flee. Corpse candles remain in play for 1 round. |
3 to 4 | Creeping Mist: All models gain concealment. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Stygian Wind: All living models suffer -1 STR and ARM |
12 | Baleful Moon: All warrior models that are boxed must roll a d6. On a roll of 1-2 the model is removed from play. On a roll of 5-6 it can make a full advance, followed by a melee attack. |