Environmental Conditions

Not all battles take place on rolling, temperate plains during beautiful, sunny days. Here are some ideas on making the battlefield a little less predictable. Effects could be variable with each turn or continuous throughout the battle, globally across the battlefield or only local to particular landmarks. Environmental conditions can be linked to a random weather table. Any environmental checks required are done before Initiative is rolled for that turn.

 

Some types of conditions:

Atmospheric Bombardment – X% chance of DX damage per mech each turn.

Atmospheric Obscurement – Additional 25%, 50% or 75% cover.  

Corrosive Atmosphere – Does DX damage per mech each turn.

Destructive Feature – Does X% damage when a mech enters this hex.

Unstable Surface – Treat each clear hex as rough.

Violent Atmosphere – Pass a Pilot Check (1D6 equal or less than current pilot hits) or loose 25%, 50%, 75% or even 100% of movement points from Jump Jets or Flight Systems.

 

- Examples –

Arctic Region:

Atmospheric Obscurement – Snow - 1D8 each turn: 7, 8 = None; 5, 6 = 25%; 3, 4 = 50%; or 1, 2 = 75% cover.

Violent Atmosphere – High Winds - 1D8 each turn: 7, 8 = No loss; 5, 6 = -25%; 3, 4 = -50%; or 1, 2 = -75% of movement points from Jump Jets or Flight Systems unless a Pilot Check (1D6 equal or less than current pilot hits) is passed.

Unstable Surface – Snow Pack - Treat each clear hex as rough.

Note: Atmospheric Obscurement and Violent Atmosphere may be rolled just once at the beginning of the game and remain constant throughout the battle.

 

Volcanic Region:

Atmospheric Obscurement – Volcanic Ash - 1D8 each turn: 7, 8 = None; 5, 6 = 25%; 3, 4 = 50%; 2 = 75%; or a 1 = 100% cover (no attacks). Any result other than “none” also gives -2 to the Violent Atmosphere and Atmospheric Bombardment rolls.

Violent Atmosphere – Freak Winds - 1D8 each turn: 7, 8 = No loss; 5, 6 = -25%; 3, 4 = -50%; or 1, 2 = -75% of movement points from Jump Jets or Flight Systems unless a Pilot Check (1D6 equal or less than current pilot hits) is passed.

Atmospheric Bombardment – Ejection Material – 1 on 1D8 each turn for each mech = d6 points of damage per mech each turn.

Unstable Surface – Ash and Solidified Lava - Treat each clear hex as rough.

Destructive Feature – Lava Flows - Does 1D4 X 10% damage when a mech enters these hexes.

 

Annual Pixie Migration:

Atmospheric Obscurement – Pixie Glitter - continuous 25% cover.

Violent Atmosphere – Magical Currents - 1D8 each turn: 7, 8 = No loss; 5, 6 = -25%; 3, 4 = -50%; or 1, 2 = -75% of movement points from Jump Jets or Flight Systems unless a Pilot Check (1D6 equal or less than current pilot hits) is passed.

Unstable Surface – Undissolved Dreams - Treat each clear hex as rough.

 

Example Weather Table - Summer

D8  Conditions
1  Rain, Wind, Lightning
2  Clear – No effect
3  Rain, Wind
4  Clear – No effect
5  Wind
6  Clear – No effect
7  Rain
8  Clear – No effect

Lightning - Atmospheric Bombardment – 1 on 1D12 each turn for each mech = 1d10 points of damage.

Rain - Atmospheric Obscurement – 1D8 each turn:
7, 8 = None;
5, 6 = 25%;
3, 4 = 50%;
2 = 75%; or
1 = 100% cover (no attacks).

Wind - Violent Atmosphere – 1D10 each turn:
9, 10 = None;
7, 8 = -25%;
5, 6 = -50%;
3, 4 = -75%; or
1, 2 = -100% of movement points from Jump Jets or Flight Systems are lost unless a Pilot Check (1D6 equal or less than current pilot hits) is passed.