3.1.1. Weather (optional)

At the beginning of the game players may agree or throw 1d6 to determine the Dominant Weather.

On every turn, after the "Chain of Command" phase, 1d6 will be thrown to determine the weather event for the current turn.
A Weather Event occurs if the d6 score is less than or equal to the Dominant Weather.

Dominant Weather / Weather Event
1. Light wind (breeze). / Blows away 1 gunpowder smoke marker from every cloud.
2. Strong wind. / Blows avay 2 gunpowder smoke markers from every cloud.
3. Light rain or snow. / Supresses 1 gunpowder smoke marker from every cloud. Firing -1.
4. Heavy rain or snow. / Supresses 2 gunpowder smoke markers from every cloud. Muskets don't fire; artillery -2.
5. Storm. / Blows away 3 gunpowder smoke markers from every cloud. Nobody fires. Movements reduced by 1BD.
6. No events on this turn.

Mist
There may be mist over low ground and near rivers at the start of a game.
Mist reduces visibility and gives Protection +1, when Units in mist are shot at.
Starting at 07:00 the Mist Value is 1 and 1d6 is thrown on every full hour. Mist disappears when the score is less than or equal to the Mist Value.
On every next full hour the Mist Value increases by one.
When Strong Wind or Storm appear as Weather Event, the Mist Value increases by one.

Mud
Rain causes and Sun dries the Mud. Mud increases the Permeability value by one.
At the start of a game 1d6 will be thrown to determine how many elevation levels on the map are coated with Mud, starting at 0 level.

At the start of a game the Mud Value is 0. Every turn without a Weather Event decreases the Mud Value by 1; and every Heavy Rain increases it by 1.
When the Mud Value is -3, then the highest elevation level on which there is Mud dries.
When the Mud Value is 3, then the lowest Mud free elevation level becomes Muddy.
In both cases the Mud Value starts at 0 again.