Roll 2d6 after army and map selection but before army setup
2 - Tornado! An evil omen
Place a tornado marker in one of the center hexes of the board. The marker should have numbers 1-6 clockwise around the marker. At the beginning of turn 2 roll a die. The tornado will move in the indicated direction. Roll another die and move the tornado that many hexes. Any unit in tornado hex is destroyed. Figures 1 hex adjacent to the center take 3 wounds. Figures 2 hex adjacent to the center take 2 wounds.
3 - Snow! Its soooo Cold (Re-roll if Heat wave is in effect)
Movement speed is reduced by 1 hex. Range is reduced by 2 hexes. At the end of every turn roll a D6-3 and add the current turn number to get a result. , You must assign that many wounds to figures you own.
4 - Rain! Feeling soggy
All figures start with one less action point. Archery only hits on a six.
5 - Fog! They are out there somewhere
Line of sight is reduced to 6 hexes.
6 - High Winds!
Flyers must use ground movement and their speed is reduced by 2. Ranged combat only hits on a 6 and may not convert any die rolls.
7 - Calm. It's a great day for a battle!
8 - Heat Wave! The heat is sapping our strength. (re-roll if Snow is in effect)
Converting 1's and all SAs cost +1 to activate.
9 - Mud and High Water! (re-roll is Heat Wave is in effect)
Movement is increased by one movement point for every hex entered. Blue hexes are impassable. (flyers ignore this rule)
10 - Dark! Night has come but the enemy must still be dealt with
Figures movement stat is reduced by 2. Range is reduced by 2. Line of sight is blocked by any Orange line that a figure is not currently on.
11 - Severe Weather! The battlefield is not a friendly place today
Roll 2 more times on this char and accept both results. Ignore rolls of 11 and 12.
12 - Extreme Weather! The weather may be more challenge than the enemy today
Roll 3 more times on this chart and accept all results. Ignore rolls of 11 and 12.
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