they are called time of war rules so up first is aqshy:
flaming missiles
missiles start burning with a magical fire as they streak through the superheated air of the peninsula. you can re-roll wound rolls of 1 for missile weapon attacks taking place at a range of more than 12"
clouds of smoke and steam
terrain features in the brimstone peninsula are wrweathed in smoke and steam that block sight. a model cannot see over a terrain feature to any targets that lie beyond it.
geysers of boiling blood
the battlefield is pockmarked with bubbling geysers that suddenly erupt. before setting up any units, the players take it in turns to place three dice each to mark the locations of the geysers. each dice must be placed more than 9" from any of the other dice and more than 3" from the edge of the battlefield. the first dice must be placed so that it is showing a roll of 1, the second dice to show a roll of 2, and so on. each player rolls a dice at the start of each of their hero phases o see whih of the geysers erupts. the geyser that erupts is the one marked with the same number as the roll. any unit within 6" of an erupting geyser suffers d3 mortal wounds. if your army includes one or more priests of khorne, you can choose to add of subtract 1 from your dice roll to determine which geyser erupts.
fireball
wizards in the brimstone peninsula know the fireball spell in addition to any other spells that they know. fireball has a casting value of 5. if successfully cast, select a target unit within 18" of the caster. if the target unit consists of a single model it suffers 1 mortal wound, if it has 2-9 models it suffers d3 mortal wounds, and if it has 10 or more models it suffers d6 mortal wounds
the only thing i skipped is the triumph table