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Post by RARE CHOICE GAMES on Apr 11, 2011 8:31:25 GMT -6
Incoming: Storm of Magic
Storm of Magic - when the eight winds howl...
The Winds of Magic are tumultuous. Drawn by Morrslieb, they are prone to rise from a strong gale into a howling tempest. And when they do no kingdom or realm is safe.
Monsters awaken from their slumber and are summoned from their lairs at the bidding of sorcerous masters. Armies assemble, ready to defend their borders or seize the opportunity to gain limitless power. It is in these desperate times tenuous pacts between wizards and creatures of darkness are sealed to create alliances never thought possible.
A time of doom and great deeds is at hand. Will you rise to meet the storm?
Announcing the impending arrival of Storm of Magic, the latest and largest Expansion for Warhammer, the Game of Fantasy Battles. Launched in July 2011, Storm of Magic describes what happens when great eldritch maelstroms roil across the lands. Magic becomes far more powerful and there is a whole range of Cataclysm spells to cast, unleashing untold devastation on the enemy. Arcane Fulcrums burst from the ground, not only acting as loci for the swirling energies that pervade a battle fought amidst the Storm of Magic, but changing the way a Warhammer tabletop looks and interacts with your armies. With such things so crucial to your Storm of Magic games a new range of Warhammer scenery and Wizards will soon be released in time for you to wage cataclysmic battles.
Then there are the monsters. When the Winds of Magic blow with such strength, the fell creatures of the world gravitate towards the tempest, slithering from deep tunnels or emerging from mountain lairs.
With the new Expansion allowing you to use so many different creatures there are a whole host of new monstrous plastic kits on their way.
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Post by Andrew on Apr 11, 2011 12:12:15 GMT -6
I'm not sure how I feel about it, to be honest.
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Post by RARE CHOICE GAMES on Apr 11, 2011 12:54:18 GMT -6
ehhh we will see. I am just happy they are paying some attention to fantasy and not concentrating so much on 40K.
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Post by Rios on Apr 11, 2011 14:27:38 GMT -6
i could use some more big dinosaurs in my life
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Post by liberatedobject on Apr 13, 2011 4:21:57 GMT -6
Bigger cannons to replace our lack of magic...
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Post by equinox on Jun 10, 2011 23:38:07 GMT -6
Courtesy of Nectarprime and Dakkadakka
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Post by equinox on Jun 11, 2011 8:27:37 GMT -6
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Post by equinox on Jun 11, 2011 16:42:27 GMT -6
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Post by liberatedobject on Jun 11, 2011 19:20:30 GMT -6
Surprise, nothing for Dwarfs I see.
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Post by RARE CHOICE GAMES on Jun 11, 2011 20:01:11 GMT -6
Looks interesting I am looking forward to seeing the final product.
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Post by Andrew on Jun 12, 2011 9:01:35 GMT -6
Of course nothing for dwarfs...they don't do magic .
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Post by equinox on Jun 12, 2011 11:35:23 GMT -6
Actually, in the new spell set, there are ancestral runes for dwarves which allow them to use the new monsters and such.
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Post by liberatedobject on Jun 13, 2011 9:57:30 GMT -6
I ended up seeing that after I made my above post. And of course Dwarfs don't do magic, but it would've sucked not to get anything while everyone else got new toys.
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Post by Sean S on Jun 14, 2011 8:23:46 GMT -6
The minis look good, expensive probably but good looking. The Dark Elf sorceress looks exactly like the one from the opening scene for the warhammer MMO (sorry i did play it for awhile)
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Post by RARE CHOICE GAMES on Jun 14, 2011 16:02:21 GMT -6
Shouldnt be sorry...it was a great game.
Are any figures coming out for the other factions...or is it just an "evil" army thing.
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Post by Sean S on Jun 15, 2011 21:45:12 GMT -6
I think they would do both but revealed the evil side first.
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Post by Andrew on Jun 22, 2011 18:18:40 GMT -6
I'm giggitying. This will be AWESOME. Got my WD. It's an expansion system, just like Cities of Death or Planetstrike for 40k. I'm excited for it, because I like the expansions; they're always full of neat and interesting things to do, unlike boring ol' tournaments . I'll add more tonight if anyone's interested. It will be coherent and not just garbled letters like a moron . Here is what's all being released: Plastic: - Chimera - Chaos lord on Manticore - Dark Elf lord on Black Dragon - 4 Lord level wizards - 4 scenery pieces Finecast: - Cockatrice - Lammasu - Great Taurus - Fen Beast - Cold One - Dark Emissary - Truthsayer Misc: - Vortex Templates (pack of 6) - Magic Dice (one for each lore, so 8) - 8 different sets of Magic Dice (8 dice, specific for each lore) - Battle Magic book box (contains Cataclysm spells, Cantrips, and Ancestor Runes) - Storm of Magic book (duh) Some pics: Rules of interest:
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Post by Andrew on Jun 22, 2011 21:03:43 GMT -6
Arcane Fulcrums: - Terrain pieces that can only be controlled by Wizards. - Gives a 3+ ward (can be modified to 2+ with Mark of Tzeentch) and Immune to Psychology, and only 1 model can attack the Wizard, counts as being in a building. - Control any and you have Presence. - Control same amount as your opponent as you establish Equilibrium. - Control the most and you have Dominance. - Each level of control affects the power of the Cataclysm spells. - Dwarves get Ancestor Runes, which while standing on one allow them to do super things. - Miscasting while standing on one can be disastrous, such as: ---> Earth-shattering Kaboom! - wizard and fulcrum are removed from play ---> Power Siphon - enemy wizard can cast any spell ---> I think I'm Feeling a bit Odd - all wizards are turned into frogs ---> Did the world move or was it just me - all wizards swap to random Fulcrums
Army Construction: - As normal, with new category - up to 25% of points can be Monsters & Magic in addition to your agreed points limit. So a 2000 pt army can have up to 500 points of M&M's, making it a 2500 pt army. - Can have up to 2 of each Scrolls of Binding (monsters), 1 Mythic Artefact (epic magic item), double for Grand Army. Can only ever have 1 Sorcerous Pact. - 45 different monsters in the book; some from army books, Warhammer Forge and other FW critters, also the Truthsayers and Dark Emissaries. - Sorcerous Pact is not detailed, but it allows you to take a small force from Tomb Kings, Vampire Counts, or Daemons (as they are all magical) as part of your army. - August WD will have tons more official add-ons, apparently.
Mythic Artefacts: - Mythic Artefacts are magic items that gain powers based on your control of Arcane Fulcrums. Most are 150+ points, but don't count against normal magic points limits for characters. - Dawnstar Sword - 200pts - Helmet that turns your character into a giant. - Flying version of Fozzriks Folding Fortress. - Living Deadwood Staff creates Blood Forests. - Dodecahedron of Continental Shift swaps two 2x2' board sections, and everything on those moves too. - Black Book of Ibn Naggazar - suck up friendly models (killing them) for more power dice. - Wyssan's Weighted Dice - lets you modify dice rolls.
Magic: - Everything's doubled, so 4D6 for winds, max of 24, dispel dice is top two rolled. - Can throw up to 12 dice to cast/dispel. - Every turn you spin the spinner to see which lore is in ascendancy; this can be manipulated to a different lore somehow. When in ascendancy: ---> BRB lores get a +5 bonus to cast ---> Race lores get a +4 bonus to cast ---> Race lores get attributed to one of the eight BRB lores so they can get the above. - Cantrips are little spells, like knock enemy wizard off a Fulcrum, teleport between different Fulcrums, or unbind a monster. - Ogre Gut Magic works a little differently. - Seven Secret Sigils of Summoning - Can be used when controlling a Fulcrum. Summon units from "a wide selection" of armies to appear on the table. Presence - 75pts, Equilibrium - 150pts, Dominance - 300pts.
Cataclysm Spells: - BRB lores get 3 - Race lores get 1-2 - Fireball Barrage (Fire) - magic missile, 48", 6D6 S4 hits. - Assault of Stone - no details, but you can lift a hill and drop it on something - Time Amok (Light) - grants additional Shooting or Close Combat phase that turn - Nikkit! Nikkit! (Goblins) - steal a magic item from enemy - Magical Duel (Cantrip) - move your wizard to an occupied Fulcrum and fight, or something. - Ribauld's Retroactive Illusion (Shadow) - move a terrain piece within 24" of caster to anywhere on the table that's within 24" of caster. - Transagar's Teleportation (Shadow) - move a caster standing on a Fulcrum to any unoccupied Fulcrum. - Bridge of Shadows (Shadow) - move a unit to anywhere on the table(?).
Monsters: - Chomps give a +1 to hit other monsters. - Tail attacks give extra attacks. - The Manticore and Dragon kits can be assembled minus the riders and armor, so they can be used for any army.
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Post by Sean S on Jun 22, 2011 23:26:39 GMT -6
Sweet i just happen to have a Dark Emissary, hmmm the Black Book of Ibn Naggazar seems awesome in a horde army like rats or goblins ...... Sure i'll suck out these slaves for more power dice....
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Post by Andrew on Jun 23, 2011 8:38:02 GMT -6
Yep! Or like a TK/VC army, where you can simply replace them with more skellies/zombies...
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