When the eight Winds of Magic collide they create a Storm of Magic, an event of such magnitude that mighty wizards, towering monsters and huge armies from across the Warhammer world will march for hundreds of leagues to harness the unbridled magical energy.
This scenario has such extensive additional rules that it has its own rulebook. Put simply, players are allowed to add extra monsters, wizards and magic items to their normal army in order to fight for control of ‘Arcane Fulcrums’ that rise up from the earth during magic storms. Wizards have to hold fulcrums, supported by the rest of their army on the ground, while monsters try to knock them off.
Armies: Any size plus an additional 25% of the army value to be spent on Scrolls of Binding (adds monsters and wizards), Sorcerous Pacts (add a contingent of Daemons, Vampires or Tomb Kings), and Mythic Artefacts (13 expensive items to give to your characters).
Battlefield: Set up as terrain as normal then add one Arcane Fulcrum to each of the four table quarters. They must be 18″ apart and at least 6″ from the table centre and edges.
Deployment: Players roll off and place wizards on the fulcrums in their half of the table. Then they roll off again to deploy their armies as normal. All units must placed within 12″ of your table edge or 6″ of a friendly-controlled fulcrum.
First Turn: Roll off.
Game Length: Six turns or until pre-agreed time limit.
Victory Conditions: The player who holds the most fulcrums at the end is the winner. If this is tied, then calculate victory points as normal.
Special Rules:
Magical Flux – Use the magical spinner that comes with the book to see which kind of magic is in ascendency each turn. This gives a bonus to casting spells from the relevant lores.
Wild Magic – 4D6 rolled each turn for power dice and 24 may be used each turn.
Arcane Fulcrums – Treated as buildings that only one model can occupy and one can attack at a time. Wizards sat on fulcrums get a 3+ ward save and other immunities. Wizards who miscast on a fulcrum have to roll on a special miscast table as well as the normal one.
Cantrips – All wizards know these three extra spells: 1) Teleport your wizard to an empty fulcrum 2) Duel fulcrum-to-fulcrum with an enemy wizard 3) Unbind enemy monsters.
Cataclysm Spells – Every lore and race has access to additional uber-spells depending on how many fulcrums you control. All wizards also know the ‘Seven Secret Sigils of Summoning’ spell which allows you to summon pretty much any unit from any army book to join you (no specials or monsters). The value of the unit depends on your level of fulcrum control.
Notes: Dwarfs get special rules for striking magic runes on fulcrums, so they don’t feel left out; Additional bound monsters are being created by GW, so players aren’t limited to the original list of 45; The book also includes extra magical rules for ordinary terrain.
Source: Storm of Magic rulebook available to buy from GW here.