WEATHER


In order to determine the weather, roll 2d6 on the Weather Type Table. Then roll 1d8 on the appropriate weather type table to find the current level of the weather.

Whenever "Weather" is rolled on the Kickoff Table, use this system:
If the weather is Nice, roll 1d6. On a 1-2 there is a change in the weather. Roll a weather type and 1d4+2 for the level of the weather.
For all other types of weather, roll 1d6. On a 1-3 the weather gets better, on a 4-6 it gets worse. Decrease or increase the level by 1d3.

Any MA reductions can not result in a MA of less than 1.
WEATHER TYPE TABLE
Temperate Coastal Tundra Desert Tropical Urban
2 Snow 2 Snow 2-4 Fog 2-4 Sunny 2-3 Fog 2 Snow
3-4 Fog 3-4 Fog 5-6 Wind 5-8 Nice 4-6 Sunny 3-4 Fog
5-7 Nice 5-6 Rain 7 Nice 9-10 Sunny 7 Nice 5-8 Nice
8-9 Rain 7-8 Nice 8-9 Snow 11-12 Windy 8-10 Rain 9-10 Rain
10-11 Windy 9-10 Windy 10-12 Rain     11-12 Windy 11 Windy
12 Sunny 11-12 Sunny             12 Sunny

SNOW TABLEEffect
1-2 Thaw Weather is Nice
3-7 Light Snow Add 1 to Icy pitch condition. -1 to Dry pitch condition. -1 to Wet pitch condition.
8-9 Heavy Snow -1 MA for all players. +d3 to Icy pitch condition -2 to Wet pitch condition. -6 to Dry pitch condition.
10 Very Heavy Snow -2 MA for all players. -1 on ball-handling. As Heavy Snow pitch condition.
11 Snow Storm As above, but -2 on all ball-handling. +d6 to Icy pitch condition, -6 to Wet pitch condition, -10 to Dry pitch condition.
12 Blizzard As Snow Storm. Roll d6;
1-3 = no further effects
4-5 = each player must roll d6 before every kick-off with a 1 meaning they are too cold to play and will miss this drive
6 = as 4-5, snow is now so deep that each player must make a ST roll in order to move into any square.

FOG TABLEEffect
1-2 Clear Weather is Nice
3-5 Haze No effect
6-8 Mist Difficult to see from one end of the field to the other. -1 on all passes, catches and interceptions
9 Deep Mist As Mist but -2
10 Fog As Deep Mist. All players have -1 MA
11 Heavy Fog It is difficult to see more than a few yards, -3 on all passes, catches and interceptions, and -2 on all movement
12 Pea Soup As heavy fog. Roll d6;
1-5 = no further effects
6 = fog is so thick that any time a player moves, the square they enter will be determined by a d8 (re-roll should a player enter an occupied square). Dodges are not necessary under these conditions. Players may not pass the ball. If both coaches agree, the game may be abandoned as a draw.

RAIN TABLEEffect
1-2 Dry Weather is Nice
3-5 Drizzle Add 1 to Wet pitch condition. -1 to Dry pitch condition.
6-8 Rain The ball gets slippery, -1 on all ball-handling. +d3 to Wet pitch condition -1 to Icy pitch condition. -3 to Dry pitch condition.
9 Heavy Rain -2 on passes, -1 on all other ball-handling. As Rain for pitch condition.
10 Very Heavy Rain -2 on all ball handling. -1 on MA. As Rain for pitch condition.
11 Rainstorm -3 on all ball handling. -2 on MA, no exerts are permitted. +d6 to Wet pitch condition. - 6 to Icy pitch condition, -10 to Wet pitch condition.
12 Lightning Storm As Rainstorm. At the end of each of the kicking team's turn, roll a d6;
1-4 = no effect
5-6 = one randomly selected player on the field is hit by lightning as per the spell lightning blast

WIND TABLEEffect
1-2 Still Weather is Nice
3-5 Breeze No effect
6-8 Windy -1 on all passes
9 Very Windy -2 on all passes
10 Strong Winds -2 on passes, -1 on catches and interceptions
11 Gale Force Wind -3 on passes, -2 on catches and interceptions
12 Hurricane As Gale Force Winds. Roll d6;
1-5 = nothing happens
6 = roll a d6 for each player and coaching staff, a 1 results in them being blown over, roll for injury. Each coach rolls another d6 and deducts that amount permanently from their fan factor. The game may continue as normal with Gale Force Wind. Hurricane results may not occur again during this game.

SUNNY TABLEEffect
1-2 Cloudy Weather is Nice
3-5 Bright Add 1 to Dry pitch condition. -2 to Icy pitch condition. -1 to Wet pitch condition.
6-9 Very Sunny The blinding sunshine makes it difficult to see the ball in flight. -1 on passes, catches and interceptions. +d3 to Dry pitch condition, - d3 to Wet pitch condition. -3 to Icy pitch condition.
10 Hot and Sunny -1 on passes, catches and interceptions, and -1 on MA. As Very Sunny for pitch condition.
11 Very Hot -1 on passes, catches and interceptions, -2 on MA, and -1 on AV because the players can't stand wearing the heavy equipment. Before each kick-off (after the first in the game) roll d6 for each player. On a 1 the player is too exhausted to play and must miss the next drive trying to find a shadow and cool off. +d6 to Dry pitch condition. -10 to Icy and Wet pitch conditions.
12 Sweltering Heat -2 on passes, catches and interceptions, and -3 on MA and AV. Each player must roll for exhaustion each turn. The referee might stop the match. Directly after the exhaustion rolls, roll 2d6+1 for each player that has collapsed since the last kick-off. On a 10+ the ref blows the whistle for the last time in this game. Match ends with the current score. As Very Hot for pitch condition.

Note pitch condition outcomes are not cumulative, they highest total is added to the relevant pitch condition table.



These rules have been unashamedly borrowed from Benny Moeller
Revised and updated by MadLordAnarchy