Here's the weather table we are using for my current campaign's Tzeentch's Triangle location (all other locations have a standard Karribean weather table):
TZEETCH'S TRIANGLE WEATHER TABLE
2 Wild Magic
5-8 Twisting of the Air
9 Acid Rain
10 Rain of Fishe
2. Wild Magic: At the start of each player turn roll a D6. On a roll of 1-3 all spells and prayers difficulty is raised by D3 for the turn. On a roll of 4-6 the difficulty is lowered by D3 for the turn. In addition, each time a Wizard rolls a natural 2 to cast a spell, he must pass a T test or suffer a wound with no save. If a Wizard or Priest roll a natural 12 their spell or prayer may not be resisted by any means.
3. Foggy: Range of vision: There is a fog covering the entire tabletop. To simulate this roll an artillery dice at the beginning of the first players turn. The resulting 2-10 equals the number of inches of visibility that game turn. The first roll of a Misfire results in a re-roll of the artillery dice with the result multiplied by 2. Visibility will equal 4-20 inches until the next Misfire result. The artillery dice is then multiplied by 3, yielding a visibility range of 6-30 inches. The third roll of a Misfire results in the fog lifting completely.
Obscured vision. All models on the tabletop are an additional –1 to hit due to wisps of fog until the fog lifts. Thus models in soft cover are –2 to hit, etc. For the same reason, all attempts to spot Hidden models must halve the range at which they may do so.
Leadership. The range of the Leadership skill is halved until the fog lifts.
4. Windy: A wind tears across the area making it difficult to shoot and leap across gaps. Roll 1D6: 1-3 = -1 to hit with missile weapons and to leap across gaps. Sailing ships moving with the wind gain +1" on their move, and sailing ships moving against it are at -1. 4-6 = -1 for shooting, -2 leaping for leaping, and an additional -1 for shooting with arrows or bolts (bows, crossbows, etc.) Sailing ships moving with the wind gain +2" on their move, and sailing ships moving against it are at -2.
5-8 Twisting of the Air. "Reality itself seems to twist, warping perceptions until no one can be sure of what their senses tell them. Roll a D6 at the start of each player's turn. For the next D3+2 game turns the distance within which warriors can use their leader's Leadership value and the distance for being All Alone is the value rolled instead of the normal 6 inches. All distances between models are also increased by the same D6 roll for the purposes of weapon ranges and charging. Note that the actual models are not moved, only the shooting or charging model's perception of the distance."
9. Acid Rain: All missile weapons are at -1 to hit. Those wishing to fire a Black Powder weapon must first roll 4+ on a D6 otherwise the powder is too wet to fire. (Models with Powder Horns/Great Coats are not protected against acid.) In addition, the rain burns flesh and eats into stone and metal. Each warband member in the open takes a single S2 hit (normal armor saves apply) every turn the rain lasts until he gets under cover. Ships and boats suffer a wound on a roll of 6. The rain lasts D3 game turns.
10. Rain of Fishe: Fish suddenly fall out of the sky to pelt the area! There is -1 to all movement. All missile weapons ranges are halved And suffer a -2 to hit. The warband counts as one size smaller in Exploration because of the free food. The rain of fishe lasts for D3+2 game turns.
11. Warpstorm: There is -1 to all movement. All missile weapons ranges are halved And suffer a -1 to hit. . In addition, each round roll a D6. On a roll of 4+ choose a random quadrant on the board. Then pick a random warrior in that quadrant. The tallest model (warrior or terrain feature) within 3” of that warrior is hit by warp-lightning. If a bolt of lightning has struck a warrior, it causes a S4 hit (S5 if the model was wearing heavy armor, ithilmar, or gromril) with no armor save, will not cause critical hits. If lightning hits a tree or ship, it will start a fire on a D6 roll of 5+. If the lightning struck nearby terrain or a warrior, all warriors within 3” of the strike may do nothing but fight back in combat because of the shock.
Warriors are assumed to be 3 possible heights: Large targets. Man-sized and small. Small includes skinks, Halflings, pygmies, snakes and swarms.
12. Maelstrom: The warbands are struck by a monstrous storm that comes and goes faster than imagined possible. A Maelstrom will hit the battlefield for D3+2 turns, no missile attacks are possible, all gunpowder weapons count as being wet, no model may run and can only charge his normal movement, no spells may be cast and no model may benefit from the leader's Ld. If there any boats on the board, they move 1D3" in a random direction each turn. Swimming models may not move until the storm ends. After the D3+2 turns, re-roll the weather condition, re-rolling any further rolls of Maelstrom. Scenarios with a limited number of Rounds are extended +2 rounds.
So far we have rolled Acid Rain for 3 games. Warpstorm for two; Twisting of the Air for two and Maelstrom once. Oh for a nice rain of fish...
Comments and suggestions welcome.