In the first Weather Conditions post I laid down some rules on how to incorporate weather into your MFZ: Rapid Attack games. In the Playtest Report I changed them up a bit. Now I'm adding more and fitting them into the original ideas.
Dust Storm -- This weather condition applies a -1 to all Spotting rolls.
Torrential Rain -- This weather condition applies a -1 to all Movement rolls.
Hurricane Winds -- Roll a d8. A 1 or 2 = North, 3 or 4 = East, 5 or 6 = South, 7 or 8 = West. This weather condition applies a -1 to all Movement rolls in that direction and +1 to all Movement rolls in the opposite direction.
Hail Storm -- Roll a d8. A 1 or 2 = Round One, 3 or 4 = Round Two, 5 or 6 = Round Three, 7 or 8 = Round Four. At the end of that Round all Frames will suffer a 2d6 (Choose the highest) Melee attack. Compare the roll to all Defenses on the battlefield and roll the appropriate amount of Damage dice for each Frame that is effected.
Tornado -- Roll a d8. A 1 or 2 = Round One, 3 or 4 = Round Two, 5 or 6 = Round Three, 7 or 8 = Round Four. At the start of that Round a tornado will cross the battlefield from one side to the other. Roll a d8. A 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 = South, 6 = Southwest, 7 = West, 8 = Northwest. This is the section of the battlefield where the tornado starts. Roll a d6. A 1 = F1, 2 = F2, 3 = F3, 4 = F4, 5 = F5, 6 = Roll Again. The F rating of the tornado is how far across in Ruler Units it will affect as it moves across the battlefield. It is also how far in Ruler Units it will move any Terrain, Frames, or Stations it encounters. If a Frame or Station is pushed off the Battlefield in this manner it is Out Of Play and the person controlling it loses those points.
Lightning Strikes -- Roll a d8. A 1 or 2 = Round One, 3 or 4 = Round Two, 5 or 6 = Round Three, 7 or 8 = Round Four. At the start of that Round roll 1d8. This is the Lightning Strike's power. During that Round all Frames as they activate will have to make a Defense check against the number rolled. This is the initial Blue die rolled by that Frame. If the Frame's Defense is equal to, or higher than the Lightning Strike Power then nothing happens. If the Defense is lower, then the Frame gets a -1 to all White Dice. If the Frame has no Blue dice it is automatically affected.
3 = Clear Skies.
4 = Clear Skies.
5 = Tornado.
6 = Lightning Strikes.
7 = Hurricane Winds.
8 = Hail Storm.
9 = Torrential Rain.
10 = Dust Storm.
11 = Dust Storm.
12 = Torrential Rain.
13 = Hail Storm.
14 = Hurricane Winds.
15 = Lightning Strikes.
16 = Tornado.
17 = Clear Skies.
18 = Clear Skies.
Instead of rolling on the table, you could also just choose one of the weather options if that's the story the players want to tell about that game. Keep in mind that some of these ideas have not been play-tested. As I've mentioned with other rule modifications, I hope this is a fun option for people.
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