Weather

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some notes from combat section:

Wind High power winds interfere primarily with ranged combat, steering missiles off path. At higher speeds, it also interferes with movement and all forms of combat. The move point adjustment is only applied when moving against the wind. ‘X’ denotes that missiles have no chance of hitting at this range in this weather.

The Check penalty applies to any Skill check that might be adversely affected by high power winds and Melee To-Hit rolls. Guns do not suffer the normal Missile Combat penalty due to the speed of the projectile – they use the Check penalty.

Any checks or saves to resist Cold, Very Cold or Freezing temperatures as well as Hypothermia apply the check penalty to the roll. If the character is cooling down from Hot, Very Hot or Scorching, they may instead apply this as a bonus to the Constitution check.

Wind Velocity Missile Combat (Point Blank/Short/Medium/Long/Extreme) Check Penalty Move Cost 0 to 10 mph - - - 11 to 20 mph +0/-1/-2/-4/-8 - - 21 to 30 mph -1/-2/-4/-8/X -1 +1 31 to 45 mph -2/-4/-8/X/X -2 +2 46 to 79 mph -4/-8/X/X/X -4 +3 80+ mph -8/X/X/X/X -8 +4

Precipitation Rain, snow and hail also have an effect upon combat. For purposes of combat effects, they are interchangeable. Heavier precipitation increases the effective penalties of wind on Missile Combat, Melee, Gunfire and Checks. It does not affect Move cost.

Precipitation Obscuring Effective Wind Level Light (Drizzle) Lightly Obscuring - Moderate (Rain) Lightly Obscuring +1 Heavy (Sleet, Snowstorm) Moderately Obscuring +2 Torrential (Blizzard, Tropical Storm) Heavily Obscuring +3 Inescapable (Magical Storm) Totally Obscuring +4