diff --git a/gm.tex b/gm.tex
index 1c128bc2c6320c4b7dce8cd78c31e239f33cfca1..15623e58b61337ca786f552936ec6c828af26833 100644
--- a/gm.tex
+++ b/gm.tex
@@ -432,6 +432,9 @@ and even limiting movement.
 
 Each weather condition should be given some rating for the \glspl{fatigue} and other conditions.
 
+Weather-appropriate clothing generally reduces the \glspl{fatigue} suffered by 2.%
+\footnote{Characters can purchase this clothing -- see \autopageref{warmClothes}.}
+
 For example:
 
 \begin{itemize}
@@ -444,22 +447,17 @@ For example:
   Therefore, a troupe marching 6 miles would normally suffer 6 \glspl{fatigue}, but in this case they would only manage to walk 3 miles.
   Of course the snowstorm add an additional 3 \glspl{fatigue}, making 9 in total.
   \item
-  Heatwave (4):
-  4 \glspl{fatigue} per quarter of the day, or just 2 with cooler clothes.
+  Extreme Heatwave (4):
+  Characters suffer 4 \glspl{fatigue} in the morning and afternoon, or just 2 with cooler clothes.
   Anyone wearing armour is \emph{not} wearing weather-appropriate clothing.
 
   Of course, this means someone standing around from morning to evening would suffer serious sunburn, doled out as 8 \glspl{fatigue}.
   \item
   Hailstorm (2):
-  2 \glspl{fatigue} without weather-appropriate clothing, lasts only one scene.
+  Everyone suffers 2 \glspl{fatigue} without weather-appropriate clothing, lasts only one scene.
 
 \end{itemize}
 
-Adverse weather conditions inflict \glspl{fatigue} every quarter of the day -- the default is `3', but it could be any amount, depending on the weather.
-\footnote{See \autopageref{daytimes} for day quadrants.}
-This can be reduced by 2 \glspl{fatigue} by wearing weather-appropriate clothing.
-\footnote{Characters can purchase this clothing -- see \autopageref{warmClothes}.}
-
 \end{multicols}
 
 \section{Side Quests}\label{sidequests}