Glenn, Table 10.9 in the book lists the following combat modifier:
Blind Shot (total darkness, mineshafts, etc.): -5
It's worth noting that the back of the Character Sheet actually has the same modifier, but with the text "dark night," instead of "total darkness." There really isn't a specific reason for the difference in text, but I suspect it has to do with the fact that the Character Sheets were in use about 2-3 years before we finished the book.
If you are going to use modifiers for ambient light, I would suggest the following combat modifiers (and leave the weapon ranges unchanged):
-5 Total Darkness (moonless night)
-4 Very Dark Night (small moon, clouds, fog, etc.)
-3 Dark Night (average moonlight)
-2 Night (or hazy conditions, including sandstorms)
-1 Twilight (or other hazy conditions)
ADDITIONALLY: I would seriously consider negating them at various ranges, so that the modifiers don't apply if you're close to your target. For example, I would recommend ignoring the modifiers at the following ranges:
Mod (do not use if the targets are closer than)
-5 Total Darkness (Point Blank)
-4 Very Dark Night (1-3 inches)
-3 Dark Night (1-6 inches)
-2 Night (1-9 inches)
-1 Twilight(1-12 inches)
In other words, the brighter it is, the farther you can see. So if it's a Dark Night and you manage to sneak up within 6 inches of your target, you wouldn't have to take -3 to your shot. This should encourage your players to get up close and personal, or at the very least to start using Aimed Shots.
Personally, I think this is a bit to keep up with, but if you're seeking this type of detail, then it should definitely add an interesting level of detail to your games.
If you use this, please let us know how it works out.
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Mike Mitchell
Hawgleg Publishing