Storms
The combined effects of precipitation (or dust) and wind that accompany storms reduce visibility ranges by three-quarters, imposing a –8 penalty to Perception checks. Storms make aiming with ranged weapons difficult, imposing a –2 penalty to attack rolls, and archaic ranged weapons can’t be fired at all. Storms automatically extinguish unprotected flames. Storms commonly appear in three types: dust, snow, or thunder.
Source
Core Rulebook pg. 398
These desert storms differ from other storms in that they have no precipitation. Instead, a dust storm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most dust storms are accompanied by severe winds and leave behind a deposit of 1d6 inches of sand. There is a 10% chance for a dust storm to be accompanied by windstorm-magnitude winds (see Table 11–6: Wind Effects on page 400); this greater dust storm deals 1d3 nonlethal damage each round to anyone caught out in the open without shelter and also poses a choking hazard (see Suffocation and Drowning on page 404). A greater dust storm leaves 2d3–1 feet of fine sand in its wake. Source Core Rulebook pg. 398 |
In addition to the wind and precipitation common to other types of storms, a snowstorm leaves 1d6 inches of snow on the ground afterward. Source Core Rulebook pg. 399 |
In addition to wind and precipitation, a thunderstorm is accompanied by lightning that can pose a hazard to characters who don’t have proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm (GM rolls to hit). Each bolt deals between 4d8 and 10d8 electricity damage. One in 10 thunderstorms is accompanied by a tornado. Source Core Rulebook pg. 399 |
Very high winds and torrential precipitation reduce visibility to zero and can make Perception checks and ranged weapon attacks difficult. Powerful storms are divided into the following types.
Source Core Rulebook pg. 399 |