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I'm going to be honest, I haven't read the linked thread, but if I were to introduce this to 40k, I would do the following:
You roll a (1?, 2?)D6 at the start of the game to determine the weather effect for the game. The weather effect stays in play for the duration of the game unless another effect overrides this.
I'm having a hard time figuring out which effects to include and which to cut, but here are some of my ideas.
Violent Storms: A terrible storm engulfs the battlefield, filling the air with lightning and debris. At the start of each players turn, that player rolls a D6 for each unit he or she controls. On a 6, that unit takes D3 S6 AP- hits. Vehicles are hit on their side armour. Fliers which are not in hover mode are not hit on a 6, but instead can only snap fire for that turn, as they have to deal with excessive turbulence.
Heavy Winds: Unusually heavy winds or other weather effects make it difficult for units to successfully target their opponents. Non-blast weapons with a range equal to or greater than subtract 3" from their maximum range. Non-Blast Weapons with a ragne greater than or equal to 48" subtract an additional 3" from their range. Blast weapons suffer no penalty to their range, but instead roll 3D6 for their scatter distance, dropping the lowest result.
Solar Flares: Violent flares ravage the battlefield, harming anybody caught out in the open. Any model which moves through open terrain must take a dangerous terrain test. Note that this does not cause them to take a difficult terrain test, as while the radiation may harm them, it won't slow them down. Models moving through terrain, who are embarked in fortification, or are inside a ruin are assumed to be sheltered from the radiation, so they do not take a dangerous terrain test unless the terrain is dangerous.
Stubborn Haze: A thick haze hangs over the battlefield, offering some minor degree of protection to those hiding in it. All models receive + 1 to their cover saves, and have a 6+ cover save if they are in the open. This stacks with any bonuses from Stealth, Shrouded, Night Fighting, and any other effects, and can only produce a maximum cover save of 2+.
Ice Storm: Snow and freezing rain bombard the battlefield, making terrain more treacherous than it already was. All difficult terrain is now dangerous. Models with the move through cover rule ignore this effect, since they are well versed in travelling through treacherous ground.
Wild Gravity: Some effect is causing the strength of the gravitational field on the planet to vary wildly. At the start of each game turn, roll a D6. On a 1-2, Low Gravity is in effect, and all infantry models may choose to make a jump move instead of a normal move, where they add 3" to their total move and may ignore any interveneing terrain. However, if they land in terrain of any sort, they must make a difficult terrain test. On a 3-4, normal gravity is in effect and nothing happens. On a 5-6 high gravity is in effect. All non-vehicle models gain the Slow and Purposeful USR and count as moving through difficult terrain.
Vacuum: The fighting takes place in an environment where an enclosed suit of armour is required, such as a battle in a toxic atmosphere or the void of space. All attacks gain the rending USR, representing the chance of compromising the suits integrity. Attacks that would normally benefit from the rending USR instead rend on a roll of a 5+ instead of a 6.
Ominous Skies: While not actually harmful to those fighting the battle, the weather is unnerving to those involved. All leadership tests are made on an additional D6, with the lowest result discarded.
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