Weather conditions affect the field of battle just like the presence of broken up terrain and areas of cover for people to hide behind. Unlike these elements however, weather is out of the control of humans, instead being a natural element to take into account for on the field of battle and when travelling. Weather conditions can be introduced by the GM in order to add more tactical decisions for the battlefield, and livening things up beyond a typical dull overcast weather. Certain areas are going to be more prone to weather effects than others.

Producing Weather

Randomly determining weather conditions can be used if the GM wants to introduce randomness beyond just introducing weather at dramatic or important moments. This can lead to some fights becoming easier while others become much harder as the battlefield bends to become hostile (either to you, the opponent, or both).

For determining how hot or cold the temperature of the region is, use the following table below.

Weather Temperature Roll Bonuses/Penalties
Extreme Cold 5 - 3d12 -5 in naturally cold area, +30 if naturally hot area
Cold 3d8 - 12 -15 in naturally cold area, +15 if naturally hot area
Normal 40 + 5d10 -10 in naturally cold area, +10 if naturally hot area
Heat 85 + 4d8 -30 if naturally cold area, +15 if naturally hot area
Extreme Heat 100 + 4d10 -60 if naturally cold area, +20 if naturally hot area

These temperatures and bonus/penalties are really only guidelines, with the bonuses/penalties being ultimately added to the temperature roll as areas naturally cold will likely have colder "hot periods" than regions that are normally able to get hot. As the GM you may wish to ignore these though, and instead just disallow a specific level of heat/cold in specific environments, which is okay too.


Temperature is important to characters in different environments just as the actual weather effects taking place. Areas where the temperatures reach the extremes are more dangerous to be in, with risk of succumbing to the elements being ever present.


Hotter weather provides its own risks and challenges to those living within it. Heat is classified into two categories, Heat and Extreme Heat.

Heat is where the temperature is above 90 F (32 C) and below 122 F (50 C), and the beginning effects of heat begin to show up over time. Touching metal unprotected when in this temperature inflicts Moderate Pain. While in this environment, unless you are wearing clothing appropriate for the temperature (such as wearing non-insulated Powered Armor, or wearing heavy clothing) you suffer from Trivial Illness which does not go away until you have a means to cool off (splashing water over yourself, getting out of the hot suit, etc.) after which the Illness goes away after 1 minute.

Extreme heat is instead inflicted when the temperature is above 113 F (45 C) and characters in this type of temperature run the risk of heat stroke. For every minute spent in this temperature, you take 1 point of damage and suffer from Moderate Illness. Finding a means to cool off (similar to with regular heat) recovers 1 Hit Point lost from heat, and subsequent usage of this only negates any damage that would be taken from heat while in extreme heat.


Cold weather is usually accompanied by a snowy terrain, although this isn't always the case - especially in areas with low precipitation.

Cold is where the temperature is above -22 F (-30 C) and below 41 F (5 C). When not wearing clothing appropriate for the weather increase the TN of any Combat or Physical skill check by 1 due to the effects of shaking from being cold.

Extreme cold is instead when the temperature is below -22 F (-30 C) and when suffering this level of coldness the character begins taking damage from frostbite. For every minute spent in this temperature, you take 1 point of damage, and suffer from Moderate Staggered. Finding a means to warm yourself up (such as by a campfire) recovers 1 Hit Point lost from the cold for every 30 minutes spent by the area of warmth, and you don't suffer any damage from the cold in this area.

Weather Conditions

Various different conditions occur when the right circumstances arise, leading to different hazards which may hinder those within it if they are attempting to do combat.


Fog impedes vision and is typically found when winds are low and are typically not found during mid-day where heat from the sun can burn it away. This can be a blessing for those wishing to go undetected, or a menace for those who need to see just who or what they're going up against in a fight.

A light fog produces very little obstruction of sight, not reducing how far one can see but instead the further things are out the blurrier they become. Increase all Sight TNs by 2.

Regular fog on the other hand will constrict the line of sight of those within it. Characters within fog have concealment. Next, all characters with standard forms of vision (as per human vision) are only able to see 12 hexes out.

Finally, dense fog is so obstructive to one's ability to see that they are unable to discern figures out to a short distance. Characters within heavy fog have total concealment, and all characters with standard forms of visions (as per human vision) are only able to see 6 hexes out.


Precipitation in areas not cold enough for it to become snow or hail, rain is uncommon in deserts while being very common in jungle terrains and the like. Rain is typically one of the more welcome weather conditions, signaling water for crops to drink from.

Light to normal rain increases the TN of Sight and Hearing checks by 1, and unprotected fires have a 30% chance of going out each round they remain within the rain.

Heavy rain and downpours however increase the TN of Sight and Hearing checks by 4, and unprotected fires have a 50% chance of going out each round they remain within the rain. In addition to this, visibility is obscured as per a light fog (however the increase to Sight TN is superseded by the heavy rain's increase).


Occurring typically during heavy rainfall (and more rarely during heavy snow storms) thunderstorms impose additional risks due to the small yet present chance of lightning striking those not under proper sheltering. Every 10 minutes during a thunderstorm a random unsheltered creature is struck by lightning. This is an 8D attack roll versus Avoid, and on a successful hit the unsheltered creature takes 10 points of electricity damage and suffers from Severe Paralysis for 1 round, which lessens to Moderate Paralysis for 1d4 rounds, and finally lessens once more to Trivial Paralysis for 1d6 minutes. On a failed attack roll, the unsheltered creature only takes 4 points of electricity damage and is only affected by Trivial Paralysis for 1d4 rounds.


Frozen precipitation taking the place of rain in particularly cold environments, covering everything in a chilly white blanket.

Snow will leave around 1 inch for every 2 hours, creating difficult terrain if more than 2 inches of snow is present although this can be negated by wearing snow-appropriate clothing and gear. At least 1 foot of snow however imposes difficult terrain regardless of the clothing or gear used. Snowfall normally lasts for around 2d6 hours before fading, after which it starts to melt if the temperature is above cold.

Heavy snow is similar to normal snowfall save that it generates more snow; 1d4 inches per hour instead of 1 inch per 2 hours. In addition, increase the TN of all Sight checks by 2 in heavy snow. Heavy snowfall lasts for 2d8 hours.


Hail can take place in a multitude of storms, being found in blizzards, heavy rainfall, snowfall of any kind, and even thunderstorms. Hail being present increases the TN of all Hearing checks by 2, and every 1d4 hours a random unsheltered creature has a particularly nasty block of hail fall atop them. This is a 4D attack roll versus Avoid, and on a successful hit the unsheltered creature takes 4 points of bludgeoning damage.


Sand kicked up in intense winds, sandstorms impede sight, movement, hearing, and much more…it's truly dangerous when being encountered in the desert.

Characters within a sandstorm have concealment, and increases the TN of Hearing checks within it by 5, visibility is obscured as per heavy fog, and those within the sandstorm are buffeted by both the sand and the harsh wind. Sandstorms are treated as difficult terrain, and those not wearing gear specifically tailored for the desert suffer 1 point of nonlethal damage for every round spent within a sandstorm.


Wind variance is a normal occurrence, however the harsher types of winds are typically precursors or catalysts for oncoming storms or natural disasters.

Strong wind increases the TN of all ranged attack rolls by 2 except for the ranged attacks from vehicle weapons and heavy weapons. It also increases the TN of all Physical skill checks by 2, and increases the TN of Hearing checks by 1. Flying creatures and vehicles within strong winds treat it as difficult terrain for the purpose of their fly speed.

Winds indicative of a storm are referred to as storm winds, and completely prevent ranged attack rolls from bows and crossbows while increasing the TN of other ranged attack rolls by 4 (including vehicle weapons and heavy weapons). Storm winds are considered difficult terrain for both airborne and land based movement, any creature in the middle of using their climb speed are instead knocked off from their position and fall to the ground. Finally, the TN of Hearing checks are increased by 4, and the TN of Physical skill checks are increased by 5.

Natural Disaster

Particularly nasty weather phenomena, natural disasters are typically rare and cause extreme damage in their path to those unfortunate enough to be around when they are.


Blizzards are particularly nasty snowstorms.

Everyone in a blizzard is treated as having concealment, the temperature is treated as extreme cold for the duration of the blizzard, and blizzards produce heavy snow. A blizzard lasts 2d12 hours.


Hurricanes are extremely strong winds capable of blowing creatures around.

Creatures within a hurricane are treated as being in difficult terrain, and must succeed a Balance check at TN 8 or be moved 2d6 hexes in a random direction before falling prone. If one would collide with a wall or other solid surface because of this they take 2 points of bludgeoning damage for every hex they would have moved that was stopped by the surface. Hurricanes cover massive areas (measured in miles) and last for 2d12 hours.


Smaller in scale than that of a hurricane, but more massive in their scale of destruction. Their winds are highly concentrated, forming a conical shape which ends at a 'tip' at the bottom which touches down with the ground. Despite their destructive capacity, tornados are mercifully short lived.

Tornadoes take up size as an Immense creature (9 hexes) however some may be larger though none are smaller than Immense-sized.

If a character ends up inside of a tornadoes' hex, they are immediately swept off their feet assuming they are at least one size category smaller than the tornado. Characters swept up by the tornado take 15 points of bludgeoning damage immediately, and are flung 2d12 x 5 hexes in a random direction as per the hurricane's rules instead of 2d6 hexes.

Every round a tornado will move 8 hexes in a random direction, sucking in anything and anyone in its path as it moves. If a tornado would attempt to move through a character's hex this way, a 10D attack roll is made against the character's Avoid and on a successful hit they will be sucked in and flung out (see above for those effects). On a missed attack roll, the character dodges out of the way in the nick of time.

Some variants of tornadoes exist, typically coming about when a tornado begins sucking up unique debris from the ground.

Fire Devils

Affectionately called 'firenadoes' or 'fire whirls', a fire devil is a tornado which has begun within a wildfire or other massive source of flame, creating a pillar of moving flame. This functions like a tornado except as follows; fire devils move within an area that's already on fire, if it moves onto hexes which aren't on fire it'll dissipate 1d4 rounds thereafter unless it reconnects with a source of fire. In addition, it doesn't fling characters nor sweep them off their feet when passing through them and instead deal their damage as 15 fire damage instead of 15 bludgeoning, as well as setting the character on fire.

Snow Devils

Snow devils are rare occurrences within snowy terrain, creating a cyclone of snow and wind which is much slower and thus doesn't buffet those in its path, but instead freezes them. Snow devils function as a tornado except as follows; snow devils move at a speed of 4 hexes per round instead of 8, and those caught within a snow devil take 5 points of nonlethal damage from the cold as well as being inflicted with Trivial Staggered for 1 round. Snow devils are also smaller, being at minimum Medium size and at maximum Massive.

Dust Devils

Smaller and not lethal compared to real tornadoes, dust devils are smaller formations which hinder movement but nothing more. Dust devils function as a tornado except as follows; they do not deal damage nor sweep off nor fling targets caught around, instead only inflicting Trivial Staggered for 1d4 rounds. Dust devils are between Medium size and Massive size.

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