Wetter und Terrain

LIGHT FOG
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 MP cost to enter each hex.

HEAVY FOG
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 MP cost to enter each hex and a +1 to-hit modifier to all direct fire attacks.

LIGHT HAIL
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 to-hit modifier to all attacks if the unit has the LRM or SRM Special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
Extreme Temperature: The automatic shutdown because of heat occurs during light hail at 5 heat instead of 4.

HEAVY HAIL
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 to-hit modifier to all attacks if the unit has the LRM or SRM Special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
Extreme Temperature: The automatic shutdown because of heat occurs during light hail at 5 heat instead of 4.

DUSK/DAWN
If a scenario takes place under such conditions, modify combat as follows.
All Units: Apply a +1 to-hit modifier to all weapon attacks.
Searchlights: Searchlight-equipped units do not offset these penalties.

FULL MOON NIGHT/GLARE
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 to-hit modifier to all weapon attacks.
Searchlights (only applies to Full Moon Night): Units equipped with an active searchlight eliminate the +2 to-hit
modifier. Attacks against a unit with an active searchlight ignore the modifier as well.

MOONLESS NIGHT/SOLAR FLARE
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +3 to-hit modifier to all weapon attacks and a +1 to-hit modifier to all physical attacks.
Searchlights (only applies to Moonless Night): Units equipped with an active searchlight eliminate the +2 to-hit
modifier. Attacks against a unit with an active searchlight ignore the modifier as well.

LIGHT RAINFALL
If a scenario takes place under such conditions, modify movement and combat as follows.
Conventional Infantry: Apply a +1 to-hit modifier to all attacks.

MODERATE RAINFALL
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 to-hit modifier to all weapon attacks.
Mud: Every clear depth 0 water or dirt road hex is considered mud and counts as difficult terrain.

HEAVY RAINFALL
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 to-hit modifier to all weapon attacks.
Mud: Every clear depth 0 hex is considered mud during a heavy rainfall and counts as difficult terrain.

GUSTING RAIN
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 to-hit modifier to all weapon attacks.
Strong Gale: Apply a +2 to-hit modifier to all units with the SRM, LRM or IF special and a +1 to-hit modifier to all units with the AC special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.

LIGHT SNOWFALL
If a scenario takes place under such conditions, modify movement and combat as follows.
Conventional Infantry: Apply a +1 to-hit modifier to all conventional infantry.
Extreme Temperature: The automatic shutdown because of heat occurs during light snow at 5 heat instead of 4.

MODERATE SNOWFALL
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 to-hit modifier to all weapon attacks.
Ice: At the start of Turn 20 of a scenario (provided the scenario lasts long enough), hexes start to become ice-coated. ’Mechs and ground vehicles that move on an ice-coated hex must check to see if they skid (see ASC, p. 13).
Extreme Temperature: Units in extreme cold, and that are capable of overheating, automatically reduce their heat levels by 1 point during any End Phase in which they are overheated (to a minimum Heat level of 0).

SLEET
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 to-hit modifier to all weapon attacks.
Ice: At the start of Turn 15 of a scenario (provided the scenario lasts long enough), hexes start to become ice-coated. ’Mechs and ground vehicles that move on an ice-coated hex must check to see if they skid (see ASC, p. 13).
Moderate Gale: Apply a +1 to-hit modifier to all attacks if the unit has the LRM, SRM or IF Special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
Extreme Temperature: Units in extreme cold, and that are capable of overheating, automatically reduce their heat levels by 1 point during any End Phase in which they are overheated (to a minimum Heat level of 0).

SNOW FLURRIES
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 to-hit modifier to all weapon attacks.
Moderate Gale: Apply a +1 to-hit modifier to all attacks if the unit has the LRM, SRM or IF Special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
Extreme Temperature: Units in extreme cold, and that are capable of overheating, automatically reduce their heat levels by 1 point during any End Phase in which they are overheated (to a minimum Heat level of 0).

HEAVY SNOWFALL
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 to-hit modifier to all weapon attacks.
Ice: At the start of Turn 20 of a scenario (provided the scenario lasts long enough), hexes start to become ice-coated. ’Mechs and ground vehicles that move on an ice-coated hex must check to see if they skid (see ASC, p. 13).
Extreme Temperature: Units in extreme cold, and that are capable of overheating, automatically reduce their heat levels by 1 point during any End Phase in which they are overheated (to a minimum Heat level of 0).

ICE STORM
If a scenario takes place under such conditions, modify movement and combat as follows.
Black Ice: Whenever a ’Mech or non-hover vehicle enters any paved hex, immediately roll 1D6. On a result of 5 or 6, ice has formed in that hex; immediately resolve a special control roll to see if the icy pavement leads to skidding (ASC, p. 13).
Ice: At the start of Turn 10 of a scenario (provided the scenario lasts long enough), hexes start to become ice-coated. ’Mechs and ground vehicles that move on an ice-coated hex must check to see if they skid (see ASC, p. 13).
Extreme Temperature: Units in extreme cold, and that are capable of overheating, automatically reduce their heat levels by 1 point during any End Phase in which they are overheated (to a minimum Heat level of 0).
Moderate Gale: Apply a +1 to-hit modifier to all attacks if the unit has the LRM, SRM or IF Special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.

BLIZZARD
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 to-hit modifier to all weapon attacks.
Strong Gale: Apply a +2 to-hit modifier to all units with the SRM, LRM or IF special and a +1 to-hit modifier to all units with the AC special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.

LIGHT GALE
If a scenario takes place under such conditions, modify movement as follows.
Conventional Infantry: Apply –1 Ground MP to all foot conventional infantry, to a minimum of 0; any units reduced to 0 MP can either move or make a weapon attack in a turn, but not both.
MODERATE GALE
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +1 to-hit modifier to all attacks if the unit has the LRM, SRM or IF Special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
attacks.
Conventional Infantry: Apply –1 MP to both Ground and Jumping movement to all conventional infantry, to a minimum of 0; any units reduced to 0 MP can either move or make a weapon attack in a turn, but not both.

STRONG GALE
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +2 to-hit modifier to all units with the SRM, LRM or IF special and a +1 to-hit modifier to all units with the AC special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
Conventional Infantry: Apply –2 Ground MP to all conventional infantry, to a minimum of 0; any units reduced to 0 MP
can either move or make a weapon attack in a turn, but not both. No jumping movement is allowed.

STORM
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +3 to-hit modifier to all units with the SRM, LRM or IF special and a +2 to-hit modifier to all units with the AC special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
Airships and Conventional Infantry: These units cannot operate in storm conditions.

Tornado F1-F5
If a scenario takes place under such conditions, modify movement and combat as follows.
All Units: Apply a +3 to-hit modifier to all units with the SRM, LRM or IF special and a +2 to-hit modifier to all units with the AC special. The unit can decide to not fire those weapons during a standard attack by subtracting the corresponding damage of the special from the range bracket damage numbers, ignore the to-hit modifier in this case.
Airships and Conventional Infantry: These units cannot operate in storm conditions.
Tornados: see Tornado, pg. 94/95 AS

PLANTED FIELDS
Planted fields (crops of wheat, corn and so on) have no effect on movement modifiers. However, planted fields rise 1 level above the underlying terrain and impart a +1 to-hit modifier for every two full hexes of planted fields intervening between the attacker and target. A total of 6 intervening planted fields hexes blocks LOS. In addition, apply a +1 to-hit modifier against any infantry in a planted fields hex.

TANGLED FORESTS
All hexes with Heavy Woods terrain are considered impassable and block line of sight due to the tangled roots and branches of the trees.

MUSHY GROUND
+1 Movement Cost per Hex due to difficult terrain.

SINKHOLES
Roll 2D6 for the first clear hex each ’Mech enters during a turn while using Running movement. If the roll is a 10 or
greater, a sub-level 1 sinkhole opens beneath the unit. The player must then make a Skill Roll with a +1 modifier for that unit to avoid falling into the hole. Players should mark that hex for future reference.

METEOR SHOWERS
To simulate a meteor shower, players take turns rolling 1D6 during the End Phase of each turn. The result is the number of impacts that will occur at the end of the Movement Phase in the following turn. Impacts occur at random locations on the map, and deliver 3D6 damage points to any units in the hex of impact. Double this damage if the unit consists of infantry or battle armor, or is a Support Vehicle with a Armor Rating of less than 5.

EARTHQUAKES
Earthquakes affect all units on the battlefield. If a scenario in which earthquakes might occur does not specify a specific turn for the event, players may decide to randomly determine an earthquake event during the End Phase of each turn by rolling 2D6, and declaring the start of an earthquake on a result of 12. Earthquake effects will then begin before the Movement Phase of the following turn.

If and when an earthquake event occurs, the player who rolled for the earthquake event rolls 2D6 again to determine
the strength of the quake. For all quakes, a to-hit modifier for all attacks will be applied equal to this quake strength roll,
divided by 2 (and rounding down). In addition, if the roll result is 8 or higher, all ground units will suffer 1 point of damage before the start of the Movement Phase, resolving any critical hits as normal.

HOSTILE ATMOSPHERE
Non-BattleMech units that lack the SOA or SEAL special abilities, or units that possess the EE special (even if they do have the SEAL special), cannot operate in a hostile atmosphere. Even units properly prepared for vacuum can be compromised easily by damage. Any non-aerospace and non-infantry unit that suffers damage while operating in hostile atmospheres must roll 2D6 to check for a hull breach effect. On a result of 8 or greater, the unit must make an immediate Critical Hit roll appropriate to its type, but may reroll any Ammo Hit critical hits.

TAINTED / TOXIC
Conventional infantry, and vehicles that do not contain the SOA or SEAL special abilites may not be fielded. and any weapon attack against them deals an additional 1D6 damage points. Diagnostic rolls for ejecting pilots get a +2 modifier because of the extremely deadly environment they are fighting in.

MAGMA
Magma is divided into two different types of terrain: crust and liquid.
Every clear depth 0 water hex is considered crust and every depth 1+ water hex is considered liquid.
Crust: Every time a unit enters a magma crust hex the controlling player rolls 1D6. On a result of 1-5, nothing occurs; on a 6 the crust breaks and the hex is immediately converted to a liquid magma hex of Depth 1. If a ’Mech or vehicle is expending Jumping MP and its target landing hex is a magma crust hex, on a result of 4, 5 or 6 the crust breaks and becomes a liquid magma hex.
Liquid Magma: Any unit other than a ’Mech that enters a liquid magma hex is automatically destroyed. ’Mechs that start their Movement Phase in a liquid magma hex, or enter such a hex automaticly generate 1d2 heat and take 1d2 damage with a chance of a critical hit, regardless if structure damage with inflicted.

ELECTROMAGNETIC INTERFERENCE (EMI)
In Alpha Strike, electromagnetic interference can be either a localized occurrence or something that affects all units on the battlefield. It represents high concentrations of heavy metals, background radiation, intense solar activity, or other conditions that play havoc even on the advanced sensors of BattleTech combat units. As a result of these conditions, all weapon attacks made in or through an area affected by EMI suffer a +2 to-hit modifier, all probe special abilities (including BH, LPRB, and PRB) are deactivated, and all ECM special abilities (including AECM, ECM, and LECM) double their effective range in inches. Conventional infantry making weapon attacks in or through an EMI-affected area ignore the to-hit modifier effects.

EXTREME TEMPERATURES
Extremes of hot or cold may prevent certain units from operating on the battlefield. For simplicity, advanced Alpha Strike
breaks these down into three temperature ranges: Extremely Cold, Normal and Extremely Hot.
Extremely Cold: In extreme cold (below –30 degrees Celsius), conventional infantry units will suffer 1 point of damage for every five turns of gameplay. Units in extreme cold, and that are capable of overheating, automatically reduce their heat levels by 1 point during any End Phase in which they are overheated (to a minimum Heat level of 0).
_Extremely Hot: _In extreme heat (above 50 degrees Celsius), conventional infantry units will suffer 1 point of damage for every five turns of gameplay. Units capable of overheating, will automatically add 1 point to the heat effects any time they use Overheat during a weapon attack. (This additional heat will not add to the unit’s damage output, but will max out at shutdown). Non-infantry units incapable of overheating reduce their Move by 1 when operating in extreme heat environments.

Wetter und Terrain

McKinnon’s Raiders Ziekx