🌧️ Weather & Environment

“Night City’s climate used to be ‘temperate’. After decades of climate change and a nuclear blast, ‘unstable’ is a better word.”

Night City weather isn’t just atmosphere — it can ablate your armor, poison you, blind you, and kill you. Between acid rain, radioactive windstorms, and blood rain, the sky itself is a hazard. This page covers how weather affects gameplay and what gear keeps you alive.


⚡ Quick Reference

Weather Hazards At A Glance

ConditionKey EffectProtection
Acid RainAblates all worn armor by 1 SP per minuteUmbrella, Waterproof Lining
Blood Rain50% Acid Rain OR 50% Biotoxin per minuteUmbrella, Waterproof Lining (+2 resist)
Ash StormPoison + Foreign Object Critical InjuryNasal Filters, Anti-Smog Mask
Dust StormForeign Object Critical Injury (after 5 min)Nasal Filters, Anti-Smog Mask
Inversion SmogPoison (after 1 min)Nasal Filters, Anti-Smog Mask
Radioactive WindstormHigh-level radiation (2 dmg/turn)Radiation Suit
Deadly Thunderstorm6d6 lightning + flashbangStay inside
Cold SnapExposure + black ice (−2 penalty)Cold-Weather Jacket Lining
Heat WaveExposure + armor penalty increased by 2Hot-Weather Jacket Lining
FloodingWading movement rules apply
BlackoutNo power, no CitiNet, no callsGenerator
Heavy Rain/Sleet−2 visibility & action penalty
Light Rain/Sleet−1 to actions on slick surfaces

🌡️ Night City Climate

Night City sits on the Northern California coast. The average temperature ranges from the low 40s°F (4°C) in winter to the low 90s°F (33°C) in summer, but extremes of 30°F or 110°F aren’t uncommon.

The consequences of the 4th Corporate War nuclear blast, rampant pollution, coastal positioning, and decades of drought make the city home to several unusual weather conditions beyond normal rain and fog.

Temperature Effects

TemperatureEffect
Cold (~35–40°F / 2–4°C)Exposure rules apply if outdoors all day without proper gear (1d6 HP/day, no natural healing). See Damage and Wounds#Exposure.
Cool / Warm (~50–70°F / 10–21°C)Comfortable. No mechanical effects.
Hot (~80–90°F / 27–33°C)Increase any existing armor penalty to REF, DEX, and MOVE by 1. A −2 penalty becomes −3.

Armor Penalties

Light Armorjack has no penalty normally, so Hot weather doesn’t affect it. But Heavy Armorjack (−2 penalty) becomes −3 in Hot, and −4 in a Heat Wave.


⛈️ Strange Weather Events

These are Night City’s signature hazards — the weather that makes the nightly news.

☢️ Radioactive Windstorm

Strong winds blow radioactive particles from the Hot Zone into the city.

  • Treated as high-level radiation: like being Mildly On Fire (2 damage/turn direct to HP)
  • Cannot “put out” while in the zone — you must get indoors or leave the area
  • Protection: Radiation Suit or similar
  • Duration: 1d6 × 10 minutes

🌫️ Ash Storm

Toxic ash and smoke from urban or Badlands fires are blown across the city.

  • Anyone exposed for 1+ minutes without Nasal Filters or Anti-Smog Mask:
    • Treat as exposed to a Vial of Poison (DV 13 Resist Torture/Drugs; failure = 2d6 HP damage)
    • Suffer Foreign Object Critical Injury (no initial Bonus Damage). Can’t be treated until you leave the storm.
  • GM may apply −2 penalty to Perception Checks and ranged attacks at distance
  • Duration: 1d6 × 10 minutes

Caught in an Ash Storm

Jay the Solo is outside without his mask. The GM calls for a DV 13 Resist Torture/Drugs check (Vial of Poison). Jay rolls poorly — he takes 2d6 = 7 HP damage direct and gains the Foreign Object crit. Until treated, he takes 5 more damage every time he moves 4+ meters in a Turn. And he’s currently running from Bozos.

🩸 Blood Rain

A greasy, pinkish-red precipitation carrying caustic substances and radioactive particles — an aftereffect of the 4th Corporate War.

  • Roll 1d6 to determine the type:
    • 1–3: Acts like Acid Rain (ablates 1 SP/minute)
    • 4–6: Once per minute, treat as exposed to a Vial of Biotoxin (DV 15 Resist Torture/Drugs; failure = 3d6 HP)
  • GM may apply −1 penalty to Perception and ranged attacks
  • Protection: Umbrella (full protection against acid type; +2 to resist biotoxin type), Waterproof Lining (same as umbrella)
  • Duration: 1d6 hours

🧪 Acid Rain

Almost all Night City rain is lightly acidic, but occasionally a storm brings rain that damages in hours instead of years.

  • For each full minute in Acid Rain without protection: ablate all worn armor by 1 SP
  • Protection: Umbrella negates ablation entirely. Waterproof Jacket Lining negates ablation.
  • Duration: 1d6 hours

Your Armor Is at Risk

In a 10-minute exposure, Acid Rain ablates 10 SP from all worn armor. That turns SP 11 into SP 1. Get under cover or pop an umbrella.

⚡ Deadly Thunderstorm

Rare but incredibly destructive.

  • Every 10 minutes, GM rolls 1d6:
    • 1–3: Lightning strikes far away (atmospheric only)
    • 4–6: Lightning strikes the tallest nearby structure, tallest character, or a character holding a two-handed metal weapon
  • If someone is struck: 6d6 damage to body + flashbang effect centered on them
  • If the struck character is touching another (e.g., Grapple), both are hit
  • GM may apply −2 penalty to Perception and ranged attacks
  • Duration: 1d6 × 10 minutes

🌪️ Dust Storm

Winds from the drought-ravaged Badlands blow erosion debris into the city.

  • After 5 minutes in a Dust Storm without Nasal Filters or Anti-Smog Mask:
    • Suffer Foreign Object Critical Injury (no initial Bonus Damage)
    • Can’t be treated until removed from the storm
  • GM may apply −2 penalty to Perception and ranged attacks
  • Duration: 1d6 × 10 minutes

🧊 Cold Snap

Temperature drops below freezing, overriding any Temperature roll.

  • Exposure rules apply (1d6 HP/day without proper gear — see Exposure)
  • Black ice forms on surfaces: GM may apply −2 penalty to actions on icy surfaces
  • Duration: 1d6 days

🔥 Heat Wave

Temperature spikes to 100–110°F+, overriding any Temperature roll.

  • Exposure rules apply (1d6 HP/day without proper gear)
  • Increase existing armor penalties to REF/DEX/MOVE by 2 (a −2 penalty becomes −4)
  • Protection: Hot-Weather Jacket Lining reduces the additional penalty by 1
  • Duration: 1d6 days

🌊 Flooding

Ocean water seeps up through cracks in Night City’s fill (destabilized by the 2022 nuclear blast).

  • Street level: usually a few inches (nuisance only)
  • Below ground (basements, tunnels): can fill fully. Use wading/swimming movement rules (see CRB p.169)
  • Duration: 1d6 days

🌑 Blackout

Not weather per se, but extreme conditions knock out power and communications.

  • Area: 1d10 blocks/neighborhoods centered on crew’s location
  • Effects: Buildings without generators lose electricity. Agents can’t make calls or connect to Data Pool.
  • Duration: 1d6 days

🧥 Protective Gear

CRB Gear

The Core Rulebook already provides Nasal Filters (100eb), Anti-Smog Breathing Mask (100eb), and Radiation Suit (1,000eb). The items below are from Interface RED Volume 2.

ItemCostEffect
Umbrella10eb (Cheap)Negates Acid Rain armor ablation. +2 to Resist Torture/Drugs vs. Blood Rain. Keeps you dry. One hand occupied.
Cold-Weather Jacket Lining500eb (Expensive)Applied to a jacket. Counts as proper gear against cold Exposure.
Hot-Weather Jacket Lining500eb (Expensive)Applied to a jacket. Counts as proper gear against heat Exposure. Reduces additional Heat armor penalty by 1.
Waterproof Jacket Lining500eb (Expensive)Applied to a jacket. Negates Acid Rain ablation. +2 to resist Blood Rain effects.
Militech Tactical Umbrella1,000eb (V. Expensive)Umbrella + Excellent Quality Exotic Heavy Melee Weapon + Poor Quality Exotic Heavy Pistol (2-round magazine, Basic/Non-Basic ammo). One hand.

Budget Protection

A 10eb umbrella stops Acid Rain from destroying your armor. That’s the best cost-to-value ratio in Night City. Always carry one.

For respiratory hazards (Ash Storm, Dust Storm, Inversion Smog), 100eb Nasal Filters (cyberware, Mall install, HL 2) are a one-time investment that you’ll never regret.


🎲 Rolling Weather (GM)

For detailed seasonal weather generation tables, see Weather Tables in the GM Handbook. The short version:

  1. Roll 1d6 on the seasonal table for Temperature
  2. Roll 1d6 for Current Conditions
  3. If you rolled a 6 for Conditions → roll on the Strange Weather table (1d10)

Weather is a tool for atmosphere and tactical variety — use it as much or as little as you want.


❓ Quick Answers



(Source: Interface RED Volume 2, “Night City Weather” pp. 15–20; CRB pp. 180–181)