Fimir
By Alfred Nuñez, Jr.
Although models are no longer
available through GW Archives (a pity really), the Fimir are among my favourite
sentient beings. They are (to my
knowledge) unique to Warhammer and they are as evil as one could get without
resorting to Chaos. In some ways, the
evil of Fimir exceeds that of the Dark Elves and their alien appearance adds to
the horror. The existence (or rumours,
if you prefer) of Fimir in desolate places -- swamps, bogs and fens -- adds an
element of danger for armies marching through such areas. Imagine the surprise of an Imperial armed
force heading through some coastal fens in search of a marauding band of Dark
Elves and stumbling upon a huge, fog-enshrouded gathering of Fimir instead.
The following army list is not
exactly a conversion from WFB3. Some
things have been modified to better fit into the world as defined by WFB6. There are some new troop types which were
inspired by Chris Pramas’ work in Hogshead’s Dying of the Light. The point values below are a work in
progress and should not be seen as the final conversion that I’m putting forth.
Amid the Mists of Death
I have seen some scattered,
historical accounts from sources in Marienburg, Middenland, Nordland, and the
northern Bretonnian coastal region alleging the existence of an ancient race of
foul creatures called Fimir. These
misshapened monstrosities are reported to have only one eye in the centre of
their beaked head. They are
large-bodied with long arms and relatively short legs and stand between 6 and 7
feet in height. They all have powerful
tails, though those of the warrior castes end in the shape of a club or
blade. Skin-colour ranges from light
green to a drab yellow-brown and the Fimir are said to clothe themselves with
robes of sorts and ornate armour.
Fimir are rumoured to build abodes
of stone in the midst of desolated moorlands in the fashion of crude
strongholds. These are constantly
wreathed in mist. There are even
reports of Fimir residing in abandoned watchtowers and keeps. Swirling mists seem to accompany large bands
of Fimir, which tend to catch the unwary by surprise. Fimir are said to be fearful of bright sunlight.
Many of the backward peasants in the
areas mentioned above believe in the existence of these daemon-worshipping
creatures. The superstitious folk tell
of losing their women to raids of Fimir, who are said to sacrifice them in some
unholy ritual.
Unlike other Warhammer armies, Fimir
cannot be used in all conditions and all settings. They are specialised troops and can be used in a Battle campaign
as a change of pace. One obvious
example is given above where troops seeking to engage Dark Elves in some bleak
fens find themselves attacked by Fimir.
This could be an encounter with a large raiding party on its way to an
isolated, nearby village or a band allied with the Dwarf Elf marauders.
Units of five or more Fimir generate
a covering mist, which they can see out normally as they do with any other mist
or fog. Enemy troops are only able to
discern only the vaguest detail of Fimir so all missile fire directed at the
mist-enshrouded Fimir is at a –1 “to hit” modifier. Enemy troops that come within 12” of the Fimir can see them
normally, so hand-to-hand combat is unaffected by the swirling mists. Since Fimir loathed bright daylight, they
are subject to Stupidity should they be deprived of the covering mists (whether
through magic or the unit strength becoming less than five). Given the environment they inhabit, Fimir do
not suffer movement penalties when crossing marshes, bogs, and thick mud. Such land is considered as open terrain for
Fimir.
Further information on the Fimir can
be found in the WFRP tome, White Dwarf 102, Warhammer Fantasy Battle, 3rd
edition, and Hogshead’s Dying of the Light adventure for WFRP.
LORDS |
MEARGH 175 points/model |
||||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Meargh |
4 |
5 |
1 |
5 |
4 |
3 |
3 |
1 |
8 |
|
Known as “Witch-Hags,” Meargh are revered female Fimir
who rule the Fimir clans. In fact, they
are the only female Fimir. Fimir clans
never have more than a single Meargh, who are always present if the Fimir are
defending their stronghold. Should
another Meargh be born into a clan (an event that occurs once every 100 years
or so), the old Meargh must either die or kill the newborn female. In some cases, the clan is split
asunder. Mearghs have smooth tails,
horns and ranked hair covering their heads.
Weapons and Armour: Hand weapon
Magic: A Meargh is a Level 3 Wizard.
A Meargh may employ Dark Magic and Fimir Magic (see below).
Option: A Meargh may be upgraded to a Level 4 Wizard
at +35 pts.
FIMM WARLORD 160 points/model |
||||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Fimm Warlord |
4 |
6 |
4 |
5 |
6 |
3 |
5 |
4 |
8 |
|
The highest ranking (strongest)
member of the Noble caste usually leads the Fimir army in the field, whether
it’s a battle to hold back the enemy from approaching the Fimir stronghold or
in a raid seeking victims for the Meargh’s foul sorceries. Fimm Warlords, like others of the Noble
castes, have spiked or slashing tails.
Weapons and Armour: Hand weapon
Options:
·
Fimm
Warlord may be equipped with light armour for +3 pts.
·
Fimm
Warlord may be equipped with a great weapon for +6 pts.
HEROES |
DIRACH 75 points/model |
||||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Dirach |
4 |
4 |
1 |
5 |
3 |
2 |
2 |
1 |
6 |
|
Weapons and Armour: Hand weapon
Magic: A Dirach is a Level 1 Wizard.
Dirachs may employ Dark Magic and Fimir Magic (see below)..
Options:
·
A
Dirach may be upgraded to a Level 2 Wizard at +25 pts.
·
A
Dirach may be upgraded to a Level 3 Wizard at +50 pts.
FIMM FINMOR 75 points/model |
||||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Fimm Finmor |
4 |
5 |
4 |
5 |
5 |
2 |
4 |
3 |
7 |
|
Fimir of the Noble caste usually lead small raiding
parties or units of Fimm Warriors. In
most cases, they are accompanied by their retainers, the Fimm Fianna. Noble caste Fimir have spiked or slashing
tails.
Weapons and Armour: Hand weapon
Options:
·
Fimm Finmor may be equipped with shield for +2 pts.
·
Fimm Finmor may be equipped with light armour for +2 pts.
·
Fimm Finmor may be equipped with a great weapon for +4 pts.
·
One Fimm Finmor may be upgraded to a
Battle Standard Bearer at 25 pts.
CORE UNITS |
FIMM
WARRIORS 12 points/model |
|||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Fimm Warrior |
4 |
4 |
3 |
4 |
5 |
1 |
3 |
2 |
6 |
Fimm Warrior
castes are at the forefront of Fimir raids and the defence of their
strongholds. Units of these
warriors are always led by either a
Fimm Warlord or Fimm Finmor. Fimm
Warriors have tails which end in maces or clubs.
Unit Size:
10+
Weapons and Armour: Hand weapon
Options:
·
Any
unit may be equipped with great weapons for +2 pt/model.
·
Upgrade
one Fimm Warrior to a Musician for +6 pts.
·
Upgrade
one Fimm Warrior to a Standard Bearer for +12 pts.
SHEARLS 5 points/model |
|||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Shearl |
4 |
3 |
1 |
4 |
3 |
1 |
2 |
1 |
5 |
Shearls are the
lowest caste in Fimir society. They are
smaller in stature than the Warrior castes and generally perish with the
sundering of the clan. A unit of
Shearls must be led by a Dirach or Fimm Warrior. Shearls have smooth tails.
Unit Size:
10+
Weapons and Armour: Hand weapon
Options:
None
Special rules:
Should a unit of Shearls be without the covering mist (or any other mist), then
they are subject to Fear of all enemies charging them and units they attempt to
charge.
SPECIAL UNITS |
FIANNA FIMM WARRIORS 30 points/model |
|||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Fianna Fimm Warrior |
4 |
5 |
3 |
5 |
5 |
2 |
4 |
2 |
6 |
Fianna Fimm
Warriors are the more powerful of the Warrior castes and elevated to the ranks
of retainers for the Noble caste. Like
Fimm Warriors, Fianna Fimm have tails which end in maces or clubs.
Unit Size:
5+
Weapons and Armour: Hand weapon & light armour
Options:
·
Any
unit may be equipped with great weapons for +2 pt/model.
·
Upgrade
one Fianna Fimm to a Musician for +10 pts.
·
Upgrade
one Fianna Fimm to a Standard Bearer for +20 pts.
0 – 1 SWAMP DAEMONS 20 points/model |
|||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Swamp Daemons |
6 |
5 |
0 |
4 |
4 |
1 |
6 |
2 |
8 |
Champion |
6 |
5 |
0 |
4 |
4 |
1 |
6 |
3 |
8 |
Their nature uncertain, Swamp Daemons are roughly
human-sized, with heavily muscled legs.
Their torso is covered in scales with hands that end in sharp
claws. The faces of Swamp Daemons are
dragon-like with wide mouths full of razor-sharp teeth. They are long-time servants and allies of
the Fimir. Swamp Daemons are often used
to guard the borders of the swamps where Fimir reside.
Unit Size:
5-20
Weapons and Armour: Claws
Options: A
Swamp Daemon may be upgraded to a Champion at a cost of +20 points.
Special rules:
Cause Fear; Immunity to
Psychology; Aquatic. Swamp Daemons are
deployed as Scouts in bogs, fens, and other marshy conditions. They attack from ambush and drown their
opponents.
RARE UNITS |
Fimir may only use Dogs of War units composed of Dark Elves or Orcs.
0-1 FIMIR DAEMONOMANIAC 200 points/model |
|||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Daemonomaniac |
4 |
7 |
5 |
5 |
6 |
3 |
4 |
3 |
8 |
Fimir Daemonomaniacs are the product of a powerful
daemon being successfully bound within the body of a Fimir of the warrior
caste. The possessed Fimir grows to
over 10 feet tall may mutate to have one or both of its hands end in a long
blade.
Weapons and Armour: Great weapon
Special rules:
Cause Fear; Immunity to
Psychology. The combined creature is inherently unstable. For each turn a battle lasts beyond five turns, the Fimir player
must roll a d6. On a roll of 1, the
creature collapses into a heap of bubbling protoplasm. Any troops, including Fimir, within 12” of
the collapsed Daemonomaniac must make a Break test. All units which fail must flee the combat. Units that successfully passes their Break
test cannot pursue broken enemy units.
The sight of the Daemonomaniac’s remains have unnerved even these
troops.
FIMIR MAGIC |
Fimir are not great practitioners of
magic as such. Those they can only use
the Common Magic Items described on page 154 of 6th edition
Warhammer.
D6 |
Spell |
Casting Value |
1 |
Swirling Mists |
4+ |
2 |
Spread Marshy Ground |
6+ |
3 |
Flicking tongue of Daemonfire |
7+ |
4 |
Summon Lesser Daemons |
7+ |
5 |
Summon Daemonomaniac |
9+ |
6 |
Eye of Balor |
11+ |
Swirling Mists Cast on 4+
This spell
may be cast upon any Fimir unit within 12” of the caster in order to provide
covering mist to the unit. If the unit
is still enshrouded in its mist, then the mists thicken and enemy units have a
–2 “to hit” modifier for missile weapons.
Hand-to-hand combat remains unaffected.
Spread Marshy Ground Cast on 6+
Same spell
effects as Mistress of the Marsh spell as detailed on page 150 of 6th
edition Warhammer. In addition, Fimir
are immune to the effects of this spell
Flicking tongue of Daemonfire Cast on 7+
This spell
can be cast on any enemy unit on the tabletop.
If successfully cast, the unit is struck by beams of orange light
causing D6 Strength 4 hits. These hits
are distributed in the same manner as if from missile fire.
Summon Lesser Daemons Cast on 7+
When cast
on a unit of Lesser Daemons (d6+4) appear within 12” of the caster (the points
of the Fimir army should already account for a unit of these creature in its
ranks). The unit causes fear and is
immune to psychology tests. Their
profile is as follows:
0 – 1 LESSER DAEMONS 20 points/model |
|||||||||
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Lesser Daemons |
6 |
5 |
4 |
4 |
3 |
1 |
6 |
2 |
10 |
Note: These
summoned daemons do not have any magical ability of their own.
Summon Daemonomaniac Cast on 9+
When cast
on a Fimir of the warrior caste within 12” of the caster, the Fimir undergoes a
rapid transformation (the points of the Fimir army should already account for
this creature in its ranks). Enemy
troops within 12” must make a Break test with a –2 modifier due to witnessing
the transformation. Those who fail must
flee that turn as described in the rules.
Those that succeed have their movement halted for a turn. In addition, these “shaken” troops cannot
fire missile weapons if they are equipped with such. These conditions reflect the affected troops need to recover
their resolve.
Eye of Balor Cast on 11+
Red beams
of burning light emits from the caster’s eye in a straight path for 18”. Each models that lines in the direct path of
the Eye of Balor suffers a Strength 5 hit.