Inspired by a recent MBS episode's "Landlubber's Musings", here's my extensive but simply executed Weather Rules.
Some effects may seem complicated, but at most you could expect one a game. In return, the weather becomes a living factor of the game, and doubles as shifting terrain.
It reads better in the word-format I wrote it in, but I don't have time to reformat for the boards. I can send the word doc or provide hardcopies to local folks as requested.
Comments and corrections welcome. I guess post-Adepticon, I'll start bugging Greg, Chris, and Stephan to try these out.
Overall Weather Rules :
The following Rules are completely optional per both player’s agreement. Players may also pick certain starting conditions or weather-terrain to add flavor or enhance a scenario. But once agreed to start using Weather, a player cannot “opt out” mid game (especially just because luck turned on them).
New types of weather-terrain will be identified for use with the weather system below. These should always be represented by a suitable and clear template, marker, or model. Unclear templates and markers would violate the initial player’s agreement. And if no suitable template is available, the result or effect is ignored.
Numerical Values
If a rule calls to flip a card for a numerical value, use the following conversions:
Ace Through 10 – As per the card face (1-10)
Jack = 11
Queen = 12
King = 13
Red Joker = 14
Black Joker = 0
Some effects may call for a “negative flip” – this means flip TWO cards and take the lowest.
Some effects may call for a “positive flip” – this means flip TWO cards and use the highest.
Random Directions
If a rule calls for a random direction, players should use a watch/clock face or template with equally spaced directions for 1 through 12. (Many games have such templates, and they are simplicity to make). Place the template near the model or terrain to be moved, with the flipping player arranging the directions to suit. Alternately, place the direction template like a compass reference at the table-side, and do not change for the duration of the game. This latter approach also makes tracking wind-direction easier, ala the old GW Man O’ War system.
• Flip a single card and use the numerical value for the direction.
• If a KING is flipped for a model, that model’s enemy chooses the direction (i.e. unlucky 13!). If a KING is flipped for a terrain element, the element does not move.
• If a RED Joker is flipped for a model, that model’s owner chooses the direction (i.e. wild card!). If a RED Joker is flipped for a terrain element, remove the terrain element instead.
• If a BLACK Joker is flipped for a model, flip again for a direction but DOUBLE any distance involved for the movement! If this takes a model or terrain off the board, it is removed from the game. Models do not count as destroyed for VPs or scenario.
If the deck of cards is ever exhausted, shuffle the discard pile to start a new deck.
Conditions and Templates:
Wind:
Winds may be determined by the initial weather flip, or later changing weather conditions. Wind is defined by direction and strength.
Direction is determined by random flip as above, and should be marked (until it changes) by placing a Wind Arrow marker besides the table edge, or on the directional compass itself.
Strength is defined by what we’ll call the “3G” system – Gentle, Gusty, or Gale.
If required to determine random Wind Strength, flip one card:
• Ace through 10 => Gentle
• Face Card => Gusty
• Joker => Gale
As winds drive currents and create drag or boost, Wind will affect the movement of all surface and aerial models and SAS Tokens. Wind does not affect Submerged or Deep Diving models or tokens in any way.
If Movement is increased or decreased, the half-Move value for minimum move is affected accordingly.
Movement impacts are as follows:
• GENTLE –
o If the Wind is blowing into a model’s FRONT Arc at the start of a move, Turn Limit is REDUCED by 1”
o No other Effect
• GUSTY -
o If the Wind is blowing into a model’s FRONT Arc at the start of a move, Turn Limit is REDUCED by 2”. Movement distance is also REDUCED by 2”.
o If the Wind is blowing into a model’s PORT or STARBOARD Arc at the start of a move, Turn Limit is REDUCED by 1”. Movement distance is also INCREASED by 2”.
o If the Wind is blowing into a model’s REAR Arc at the start of a move, Turn Limit is INCREASED by 1”. Movement distance is also INCREASED by 4”
o If a model turns its FRONT Arc into a Gusty Wind, any remaining Movement distance is halved after the turn completes.
• GALE –
o If the Wind is blowing into a model’s FRONT Arc at the start of a move, Turn Limit is REDUCED to 0”. Movement distance is also REDUCED by HALF that model’s unmodified Move stat.
o If the Wind is blowing into a model’s PORT or STARBOARD Arc at the start of a move, Turn Limit is REDUCED to 0”. Movement distance is also INCREASED by HALF that model’s unmodified Move stat.
o If the Wind is blowing into a model’s REAR Arc at the start of a move, Turn Limit is INCREASED by 2”. Movement distance is also INCREASED by an amount equal to the model’s unmodified Move Stat.
o If a model turns its FRONT Arc into a Gale Wind, all remaining Movement is lost.
Overcast:
The high skies are shrouded by a thick cloud layer. Any Aerial models at the Obscured or higher height band cannot target or be targeted by any model except another at Obscured or higher. When a model or SAS Token declares descent from Obscured, scatter the model in a random direction a number of inches equal to a single card flip before moving, to represent losing their way in the clouds. This condition lasts until the wind changes, then it is removed as the cloud ceiling breaks up.
Clouds:
A cloud template should be no bigger than 6" in any direction, and no smaller than 3” across. It should appear lighter in shade than a Squall template to distinguish the two. It may be mounted on an aerial stand as long as the area covered by the template is clear.
While wholly within a cloud any Aerial model has LOS blocked to and from it. If partially within a cloud, any aerial model is considered Obscured, but may itself fire normally.
Clouds move in the wind direction during the Weather Phase of Each turn:
- GENTLE - Negative flip distance in inches
- GUSTY - Straight flip distance in inches
- GALE – Positive flip distance in inches
Squall:
Same rules and template size as for Clouds, but the template should be of a dark and stormy coloration.
Squalls should always be accompanied by board-wide Wind effects. If the Wind ever drops below Gusty, replace any Squall templates with Clouds.
While partially or wholly within a Squall, any Model has its LOS reduced the Range Band 1 ONLY.
If a Model or Token starts its movement within a Squall, it must make a Command Test (roll separately for each model or Token). On a failure, the model takes damage from the winds, rough seas, or an actual lightning strike. Flip another card to determine the amount of dice rolled to damage the model or token.
Squalls do not affect Submerged or Deep Diving models or tokens in any way.
Rough Seas:
A Rough Seas template represents an area of towering waves and damaging swells. For simplicity, the template should be a sea-colored circle 12” across, or a hoop to define the interior area 12” across. (The hoop would be far easier to place during the game).
If a Surface model or token (including Surface Skimmers) begins its move in, or enters Rough Seas , it must make a Command Test (roll separately for each model or Token). On a failure, the model takes damage from the rough seas. Flip another card to determine the amount of dice rolled to damage the model or token.
Rough Seas do not affect Deep Diving models or tokens in any way, but Submerged models are affected as normal.
Starting Weather and Set-Up:
Before deployments, one player shuffles a standard deck of cards thoroughly (including Jokers). The other player cuts the deck. First, flip to generate a random Wind (direction then strength).
Flip the top card for the STARTING weather conditions.
Ace of Hearts: Overcast (see above)
Ace of Diamonds: Fogbound! Wind is reduced to zero. The entire board has LOS reduced to Range Band 1. This remains until the wind changes to Gusty, then it immediately ends.
Any OTHER Red Suit card: Clear and Sunny, perfect battle weather. Reduce Wind by one step (Gentle could go to no wind at all).
Ace of Clubs: Red skies at morning! Place a Rough Seas Template in the center of the board, or as close as possible not overlapping land. Increase the Wind by one step.
Ace of Spades: Storm’s comin’! Increase the Wind to Gale force. Place ONE Squall template at the board edge point that the Wind would originate from (drawing a line between board center and the edge, in the direction of the wind). Then place TWO MORE Squall templates along the board edge 6” to either side of the first Squall.
Any other Black Suit Card: Partly cloudy. Place a Straight flip number of Cloud templates randomly around the table. For each, flip a direction, then place the cloud centered a Straight flip in inches from the center of the table in that direction. Remember clouds may overlap (see below).
Red Joker: Tempest! But the battle must go on! The entire board counts as being in Squall Conditions, and Wind increases to Gale. If the Wind drops in subsequent turns, change the condition to Overcast.
Black Joker: Maelstrom! Wind increases to Gale. Place a Rough Seas Template in the center of the board, or as close as possible not overlapping land. This actually now represents a giant Whirlpool! (Mark accordingly ot use variant template). This functions as a normal Rough Seas template, except all Command Checks require one additional success. And all damage flips are done as Positive Flips. The template is removed if Wind drops to Gentle.
Changing Weather:
At the start of the 2nd and each subsequent Game Turn, flip a card to see what changes.
Any Red Face Card: Decrease Wind by one step
Any other Red Suit: No Change, but add one Cloud to the board, randomly from the center as above.
Any Black Face Card: Increase Wind by one step
Any Black Suit: Generate a new Wind Direction. If there is no Wind, generate a new Wind Strength (Yes, this means it can go from calm to Gale).
Red Joker: Poseidon’s Whim! Generate a new Weather state using the starting table, but do not implement it till the following turn. (i.e. Players may react for one turn to the result before it hits). Do not flip weather that following turn.
Black Joker: Rogue Wave! Pick a random table edge. Working from that edge across to the opposite edge, resolve each model and token in order from closest to furthest away. First, each model must test as if trapped in a Maelstrom. Second, if it survives, move that model or token one card flip in inches directly towards the opposite side, maintaining the same orientation. Since models are resolved one at a time, resolve any resulting collisions as per normal rules. When all models have been tested and moved, the wave has passed.
Aerial models (but not surface skimmers) are completely unaffected.