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FIMIR
Compiled and Edited by Mathias Eliasson
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CONTENTS
INTRODUCTION
FROM THE MISTS THEY COME BESTIARY Meargh
Dirach
Fimir Magic
Fimm Nobles
Shearl
Fimm Warriors
Fianna Fimm
Boglars
Moor Hounds
Swamp Daemons
Marsh Reavers
Fomorians
Fenbeasts
Nuckelavee
Fir Bolg
Daemonomanic
Eye Oculus of Balor
Athach
Eye Tyrant
Balor, the Eye of Doom
Lishaart, the Great Serpent
Kroll the Conniving
CHOOSING AN ARMY Lords
Heroes
Core
Special
Rare
GIFTS OF BALOR
REFERENCE
Compiled and Edited by: Mathias
Eliasson
Cover Art: Games-Workshop Book Design: Mathias Eliasson
Art: Paul Bonner, Olivier Bergerat, Richard Martin,
Eric Fessard, David Bezzina, John Keane, Mike
Rooth, Brenton Smith, Andrew Law, Tony Ackland,
bitter-almonds, lilac lemur, tghermit, indigartistic,
Ionus
Additional Material: Games-Workshop, Warpstone
Magazine, Robin Low, Lea Crowe, Paizo
Publishing, Celtos, Fimm Mc Cool, Benoît
Dumeaux, Alfred Nunez Jr, Rankin, Kevin
Coleman, Graeme Davis, Maximillian Heinrich
Pernburg, Jan Hartmann, Dennis Erdmann, Daniel
Hyman
Special Thanks To: All the players that have contributed with feedback and ideas
This book is completely unofficial and in no way endorsed by Games Workshop Limited.
The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy
Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the
Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle,
Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo,
Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and
all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images
from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably
registered in the UK and other countries around the world. Used without permission. No challenge to their status
intended. All Rights Reserved to their respective owners.
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INTRODUCTION
Welcome to Warhammer Armies: Fimir. This is your definite guide to collecting,
painting and playing with a Fimir army in the Warhammer tabletop wargame.
The Warhammer Game The Warhammer rulebook contains the rules you
need to fight battles with your Citadel miniatures in
the war-torn world on Warhammer. Every army has
its own Army Book that works with these rules and
allows you to turn your collection of miniatures into
an organised force, ready for battle. This particular
Army book details everything you need to know
about Fimir, and allows you to field their armies in
your games of Warhammer.
Why Collect Fimir? This book describes in detail the troops that march
to battle when the armies of the Fimir go to war.
The Fimir is a race of cyclopean monsters that
dwell within swampy moorlands throughout the
Old World as well as the fetid quagmires of
mythical Albion. Large beak-like snouts protrude
from their oblong heads filled with pointy teeth and
a single, malevolent eye rests in the center of their
grotesque faces. They are creatures of foul
demeanor, and sinister practitioners of evil.
As a whole the Fimir despise all other life, and
those that interlope into their swampy realms or
settle too close to their borders are viciously
attacked by Fimir warbands that will mercilessly
raze entire towns and massacre their populace, only
returning to their lairs with the captive females to
be used in the atrocious procreation of their race.
How this Book Works Every Army Book is split into sections that deal
with different aspects of the army. Warhammer
Armies: Fimir contains the following:
From the Mists They Come This section introduces the Fimir and its part in the
Warhammer world. It includes their society and
history.
Fimir Bestiary Every character and troop type in the Fimir army is
examined in this section. Firstly, you will find a
description of the unit, outlining its place in the
army. Secondly, you will find complete rules for
the unit and details of any unique powers they
possess or specialist equipment they carry into
battle. Also included are the Fimir special
characters – Balor, Lishaart and Kroll.
The Fimir Horde This section contains photographs of the miniatures
available for your Fimir army.
Fimir Army List The army list takes all of the warriors and creatures
presented in the Fimir Bestiary and arrange them so
that you can choose a force for you games. The
army list separates them into Lords, Heroes, Core,
Special and Rare units. Each unit type has a points
value to help you pit your force against an
opponent’s in a fair match. This section includes
Gifts of Balor, magic items that you can give to
your characters.
Find Out More While Warhammer Armies: Fimir contains
everything you need to play the game with your
army, there are other books and updates to be
found. For the other books in the series and the
latest rules updates, visit:
www.warhammerarmiesproject.blogspot.com
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FROM THE MISTS THEY COME...
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BESTIARY
In this section you will find information and rules for all of the different warriors,
heroes, creatures and war machines in the Fimir army. At the end of the section are
some special characters – famous Fimir that you can field in your army. Rumoured to be part Human and part Daemon, the
Fimir haunt bogs, fens and desolate moorlands.
Their strongholds are forbidding, craggy piles of
rock, crudely built in the semblance of a Human
castle and constantly wreathed in mist.
This weird mist is generated by the Fimir
themselves in order to screen them from the
sunlight, which they loath. Any Fimir warband
ranging far from its lair will be shrouded in such an
enchanted mist.
The fearful Fimm raiders are the scourge of human
settlements along the coasts or the fenland margins.
They come forth seeking human captives for whom
a foul and hideous fate awaits and disappear back
into the marshes.
On the following pages are the complete rules for
the models in the Fimir army. Each entry includes
the models profile and special rules. This is
normally in combination with the army list on
pages ??-?? to create a force that can be used in a
one-off game in Warhammer. However, players can
also design scenarios with specific forces involved,
or run a series of games in a campaign, both of
which may well use the information in this section
without recourse to the Fimir army list.
Special Rules Many troop types have special rules to reflect their
unique nature and abilities, and these are explained
in the individual Bestiary entries that follow. To
save space and repetition, where a model has a
special rule that is explained in the Warhammer
rulebook, only the name of the rule is given in this
section. Refer to the special rules section of
Warhammer for the full details of how the rule
works. Similarly, the following rule applies to most
units in this Bestiary, and as such is detailed here:
I've got these eggs, see. Found them in the marsh, I
did. An'you know what I reckon? I reckon they 're
Fimir eggs! No, really! They re lizards, right, an'
lizards lay eggs, don't they?Maybe those women
they capture lay them unnatural like, or maybe they
'vegot some Fimir women hidden up somewhere.
Anyways, 1 took 'em from this huge nest an I’ve
kept 'em warm an' when they hatch I reckon I can
sell the hatchlings, maybe to a wizard or one of
them scholars or even to a pit fighter trainer.
Josef Unalheim, Trapper
From the Mist: Fimir travel within a dense mist to
conceal their bestial nature, protect themselves from
the sun’s blinding rays and the sight of the Dark
Gods. This mist is being generated from the
Meargh and Dirachs of the army before the battle
starts.
As long as the mist is present, enemy ranged attacks
targeting a Fimir unit suffer a -1 to Hit modifier and
the Fimir units can force any unit declaring a charge
against them to re-roll its charge distance.
At the start of the Fimir player’s turn 2, roll a D6.
On a 2+, the mist still lies thick over the battlefield.
At the start of each subsequent Fimir turn, the roll
needed to sustain the mist is increased by 1, so in
turn 3 a 3+ is needed, turn 4 a 4+ is needed and so
forth.
If the mist disappears, all Fimir units will be subject
to Stupidity for the rest of the game.
Cold Blooded: Fimir roll 3D6 for all Leadership
tests and discard the highest dice.
Tail Attack: A Fimir with the Tail Attack rule with
have an extra Attack at its given Strength. This
extra attack is resolved after all other attacks in the
combat have been made.
Swamp Dwellers: After the roll for choosing table
sides, but before any units are deployed, the Fimir
player may place one extra swamp terrain feature
(no larger than 6" in diameter) anywhere on his half
of the table.
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MEARGH
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.
Female Fimir children are extremely rare, and those
that are born are usually killed to prevent a rival to
the Meargh’s supremacy from rising. 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.
If a Meargh is growing elderly she may tolerate a
single female child to be raised as a successor. If a
Meargh dies without a successor the clan will split,
with Flaithmor taking their own retinues to join
other clans or go alone. Fimir without a Meargh,
even Dirach, do not survive long. When a Meargh’s
successor comes of age she may choose to pledge
allegiance to her ‘mother’, in which case she
remains in an advisory role until the death of the
Meargh, or she may take a detachment from the
settlement to form an offshoot clan elsewhere.
In some cases, the clan is split asunder, as each
Meargh seeks to found a new clan, taking a
proportion of the old clan with her.
A powerful, ancient wizard, the Meargh can
generate poisonous mist clouds to protect herself
and summon mighty daemons to do the strongholds
bidding.
Fimm Meargh are the unchallenged leaders of
Fimir clans, and even the mighty bellows of Fimm
Nobles are softened to mere whispers when directed
to the Meargh of even a rival clan. No true-blood
Fimir would willingly allow physical harm to ever
come to any Meargh, and would gladly sacrifice
their lives to protect her. This is the only time one
will ever witness the concept of sacrifice from a
Fimm.
Meargh are usually shorter and skinnier than the
other castes. Unlike male Fimir, they have hair,
usually lank and greasy, dark green or blue-black in
colour. They usually have horns, though these are
smaller than those of the Dirach. Their skin is the
same dark olive of the Fimm Nobles and due to
great age is often wrinkled and blotchy (young
Meargh may be blotch and wrinkle-free). They
have smooth, unadorned tails. Witch-hags wear
long, sleeveless dresses ornamented in the same
fashion as the Dirach. The lower front halves of
their dresses are stained with dried blood, a result of
their monthly sacrificial rituals. Like the Dirach, a
Meargh carries a staff and a large sacrificial dagger.
They are powerful wizards, saturated with the raw
magic of chaos and passing on the knowledge first
received from the Old Ones to each subsequent
generation. The Meargh live for millennia, unless
slain or consumed by their own spellcasting, and it
is rare for human women to give birth to these
creatures. It is rumoured that elven women are more
likely to conceive and carry Meargh but, perhaps
because of a shortage of Elf settlements in the north
of the Old World, perhaps because the Meargh are
jealous of power and do not wish to have to contend
for supremacy, this remains a Fimir myth. Since
they are so rare, and preoccupied with the running
of the clan, Meargh do not often venture out of their
stony settlements. Yet, when provoked or forced
abroad by great need, they are a terrible foe,
weaving spells among the winds of magic as though
they themselves directed the flow, and maybe they
do.
M WS BS S T W I A Ld
Meargh 4 3 1 4 4 3 3 1 9
Special Rules: Cold-Blooded, Scaly Skin (6+), Swamp Strider
Protect our Leader!: Any unit joined by a Meargh
is Stubborn for as long as she is alive and with the
unit. If the Meargh is killed, the unit will be subject
to Hatred for the rest of the game.
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DIRACH
Known to the human tribes as ‘Demon-Fiends’, the
Dirach are most frequently seen among Fimir
raiding parties. Their spellcasting second only to
the Meargh’s among Fimir they shape the very
weather of the marshes to aid their foul cause. Even
among the Fimir they are regarded with fear. As
strong as they are powerful in magic, they tower
above their smaller cousins and regard the human
tribesmen with disdain. Dirach occupy high
positions in the clan, advising and assisting the
Meargh. One or more Dirach may be assigned the
responsibility of watching over the spiritual
wellbeing of the clan, by offering appropriate
sacrifices and divining by the five traditional lores
of stars, moon, water, blood and rock. This task is
usually carried out with the assistance of a coven of
Druí. Not all Dirach belong to such a coven, many
are occupied in the day-to-day running of the clan,
spending much of their lives in close consultation
with the Meargh, often in prolonged trances. When
large raiding parties go into the outside world it is
usual for them to be accompanied by a Dirach. Not
only does this assure the raiders of strong magical
support, but the presence of these beings is usually
enough to keep the devious Fimm in line.
The magicians have somewhat narrower heads than
the other castes and have two or more horns
growing from the sides or top of the head. These
are sometimes carved into ornate shapes. They
have smooth, unadorned tails and their skin is dark
yellow. Dirach wear loincloths or kilt-like affairs
and sleeveless shirts, often decorated with patterns
similar to the Fimir tattoos. They also dress in
long, sleeveless cloaks. Small ornaments and
trinkets such as snail or sea shells, bits of bog iron,
carved oak pieces, old bones, small animal skulls
and feathers are tied or sewn to their clothes. Some
Dirach wear cowls through which their horns
project. Dirach never wear armour, but some wear
decorative torques around their arms or necks.
They traditionally carry a staff and a large
sacrificial dagger.
They're just monsters, same as the Orcs, same as
the ratmen, same as the mutant scum. Ugly bastard
monsters, that's all. Marius and his tribe sorted
them once, and if they ever cause trouble again,
then, by the Gods, we'll damn well sort them
ourselves! Don't credit them with any special
powers, that's all just peasant superstition. Come
on, think about it: if they really did have any power
worth having, would they really live out in sodden,
stinking mudholes?
Ruud Hiservook, Wastelander Trapper
Each settlement may have a few Dirach, they tend
to keep themselves apart from the politics of the
Fimir, preferring to focus on the more important
issue of the survival of the Fimir race. The Dirach
are most frequently the individuals directing Fimir
raids to acquire captives for breeding or sacrifice,
without their firm grip on the clan the Fimm would
probably doom themselves to extinction.
M WS BS S T W I A Ld
Dirach 4 3 2 4 4 2 3 2 8
Special Rules: Cold-Blooded, Scaly Skin (6+), Swamp Strider
Daemon Friend: All Dirach have a special bond
with an individual Daemon with who they hold
long conversations about the origin of the Fimir
race, to who they go if they are in need of council
or just to amuse themselves with riddles or other
word games. If the Dirach goes to war, these
Daemon friends are a useful ally. Once per battle,
the Dirach can ask his Daemon friend for aid. He
can ask for one of the following things:
• He can ask the Daemon to carry him through
the skies, giving him a Movement value of 20”
for one turn.
• The Daemon can give the Dirach amazing
magical powers for a short moment. This turn,
any double rolled for casting one spell will
counts as an Irrestiable Force.
• When the need is most dire, the Daemon can
also fight for his friend Dirach. The Dirach
gains D6 S5 attacks for this turn.
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FIMIR MAGIC
To randomly generate a spell from Fimir Magic, roll a D6 and consult the table below. If you roll the same
spell twice, you may choose which spell you want instead. One spell may be swapped for Swirling Mist.
D6 Spell Difficulty 1 Summon Daemons 7+
2 Quagmire 8+
3 Fog of Death 9+ 4 Unseen Lurker 11+
5 Daemonic Possession 12+
6 The Eye of Balor 15+
Swirling Mists (Signature spell) Cast on 5+ The wizard creates a dense fog around his allies,
covering them from the vision of the foe.
Swirling Mists is an augment spell with a range of
12”. The target is immediately subject to the From
the Mist rule. If the target is already subject to this
rule, they all enemy attacks targeted at them will
suffer a -2 penalty to their to Hit rolls, and enemies
attacking the Fimir in close combat suffer -1 to Hit
as well. The caster can choose to target all friendly
units within 12”. If he does so, the casting value is
increased to 10+.
Summon Daemons Cast on 7+ The wizard draws upon the power of their
Daemonic bonds, summoning more Daemon allies
to do their bidding.
Summon Daemons is an augment spell with a range
of 24”. It may be cast on either units of Moor
Hounds, Swamp Daemons or Nuckelavee. The
target may add +D6 models to their unit in the Case
of Swamp Daemons or Moor Hounds, or D3 in the
case of Nuckelavee. The caster can choose to
summon twice the normal number of Daemon . If
he does so, the casting value is increased to 14+.
Quagmire Cast on 8+ Swamps near extend with the help of the sorcerer,
contaminating nearby water sources and turn them
into quagmires disgusting fungus. The ground
beneath the enemies’ feet becomes wet and boggy,
and they begin to sink.
Quagmire is a hex spell with a range of 24”. The
target unit moves at half speed and cannot march.
The caster can choose to increase the range of this
spell to 48”. If he does so, the casting value is
increased to 11+. Remains in play.
Fog of Death Cast on 9+
A mysterious mist of writhing, twisting snakes of
burst forth from the ground to attack the Fimir's
enemies.
Fog of Death is a direct damage spell. Place a
marker within 24” of the caster and roll the
Artillery dice, multiplying the result by 2. The
result is the range of all units affected by the fog.
All enemy units within the Fog take 2D6 Strength 2
hits. If a misfire is rolled, the caster’s unit takes
2D6 Strength 2 hits instead. The caster can choose
to increase the range of the spell to multiply the
result of the Artillery dice by 4. If he does so, the
casting value is increased to 18+.
Unseen Lurker Cast on 11+ The Fimir take advantage of the fog that surrounds
them to approach their enemies in silence, suddenly
striking from nowhere.
Unseen Lurker is an augment spell with a range of
18”. The target may immediately move 8” forward.
If this move takes them into contact with an enemy,
they counts as charging and have the Always
Strikes First rule the first round of combat. The
caster can choose to increase the range of this spell
to 36”. If he does so, the casting value is increased
to 15+.
Daemonic Possession Cast on 12+ The sorcerer invokes the daemon that lies within
every Fimir. The Fimirs under the influence of this
spell become fearsome, infused with magic and
supernaturally resilient.
Daemonic Possession is an augment spell with a
range of 18”. The target causes Fear, gains Magical
Attacks and a 5+ Ward save until the start of the
caster’s next Magic Phase. The caster can choose to
increase the range of this spell to 36”. If he does so,
the casting value is increased to 16+.
The Eye of Balor Cast on 15+ Red beams of burning light emits from the caster’s
eye, destroying everything is in his field of vision.
The Eye of Balor is a direct damage spell. All units
within 18” of the caster and in his front arc takes
D6 Strength 5 hits. The caster can choose to
increase the power of the spell to cause 2D6 hits. If
he does so, the casting value is increased to 25+.
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FIMM NOBLES
The highest ranking (strongest) member of the
Noble caste usually leads the Fimir army in the
field, whether it iss a battle to hold back the enemy
from approaching the Fimir stronghold or in a raid
seeking victims for the Meargh's foul sorceries. The
Nobles have tails with rows of bony spikes and a
sharp cleaver-like blade at the end. Their skin is
either a dark buff or brown colour, or a dark olive
green.
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.
The largest and strongest Fimir nobles are the
Fimm Warlords. Huge, Powerful and utterly evil
they often lead the strongholds armies against their
foes. Fimm Warlords are almost unstoppable in
combat and seek to utterly crush their opponents.
The lesser Fimm leaders each control an aspect of
the stronghold and act as captains in its armies.
These powerful Fimir often have bladed tails and
are skilled warriors. In smaller skirmishes they will
often lead the fimm warbands against the enemy.
The Fimm Warlord is the overall battlefield
commander of the whole Fimir force though in
reality he probably answers to the Meargh.
Finmors are lesser Fimir lords who aspire to be
given the honour of leading their own raiding
parties.
All Fimm, regardless of sub-caste, may wear
armour, although not all will have undertaken a rite
of passage and earned a belly-shield. Armour is
usually made of bronze, as iron and steel tend to
rust in a the damp environment of the marsh
(bellyshields are always made of bronze); Shearl
blacksmiths construct all armour. Armour,
especially the bellyshield, is covered with elaborate
designs. The bellyshield fo the Fimm Warrior or
Fianna Fimm is just a rounded shield, but that of a
Fimm Noble is part of a larger piece of armour that
wraps around and protects the sides. The Fimm
Nobles often wear helmets, sometimes with horns –
this infuriates many Dirach who see it as an
infringement of the caste differences or even
outright mockery of their own horns. The Fimm
Nobles, especially those of Albion, also wear long
cloaks, fastened at the shoulders with gold
broaches, set with gems. These are often garnets
since they are the colour of Human blood. Fimm
use heavy axes or maces when fighting and Fimm
nobles often go into combat with one in each hand.
The nobles of the Fimm caste are usually selected
on the basis of might in combat but the most
cunning Fimm are able to work their way up to
Warlord by devious cunning and backstabbing.
There is no formal election process, the individuals
the Fimm are willing to obey merely subdue
opposition or are usurped. Warlord denotes ‘Fist of
the clan’ and each is in charge of a Sept, or sub-
division of the clan. Sometimes this Sept is marked
out at birth by parentage, either they are all children
on the Warlord or they are children of other
members of the Sept, but movement and in-fighting
between Septs is common and the retinue of a
Warlord may grow or shrink in number as fickle
allegiances are made and crumble.
M WS BS S T W I A Ld
Fimm Warlord 4 6 2 5 5 3 5 4 9
Fimm Finmor 4 5 2 4 5 2 4 3 8
Special Rules: Cold-Blooded, Scaly Skin (5+), Swamp Strider,
Tail Attack (S5)
What are the Fimir? Don't ask me, I don't know.
What I do know is they've always been there. On the
outskirts and on the fringes, like a seemingly asleep
dog in the corner who'll take a good bite out of your
ankle if you get too close.
That old fellow who is always by the fire in the
tavern
12
SHEARL
Shearl 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.
Even though the Shearl are true-blood Fimir, they
are primarily servants and laborers rather than
skilled warriors.
They are the weakest and most numerous of the
Fimir. Cowardly and weak they are looked down on
by their brethren.
These are the smallest of the Fimir, little more than
human sized, and typically have shorter maws and
longer foreheads than their cousins. Shearl have
short, blunt-ended tails. The Shearl are the servant
caste of Fimir society, performing the menial,
everyday tasks such as cooking, making clothing
and armour and fetching and carrying for their
masters.
Members of this lowest caste of Fimir are typically
shorter and less heavy than the Fimm and have
completely smooth heads and tails. Their skin is
buff coloured. Shearl usually wear little more than
coarse loincloths or kilts woven from fibrour marsh
plants or cloth and clothes stolen from other races,
but they cover themselves with ragged cloaks or
blankets in the depths of winter. Shearl are not
allowed to wear armour and may only carry clubs
or spears, although some may be allowed maces if
they have distinguished themselves in some way.
Physically smaller and weaker than their cousins
they are born into a life of servitude, carrying out
menial tasks for those of nobler birth. Shearl are
rarely seen outside the fortresses of the Fimir, not
that they do not venture out, they do so to forage
and hunt small prey for food, but they are careful
never to be seen. Typical employment for the
Shearl is in the form of household staff and
retainers, cooks, cleaners, porters for example, but
some are skilled craftsmen and almost all
weaponry, armour, jewellery, clothing and utensils
possessed by the Fimir are skilfully forged in their
workshops. This is about the only way a Shearl can
ever find himself of value to those of higher caste
so apprenticeships are much sought after and only
the most naturally talented are permitted to become
craftsmen, ensuring only the highest quality. These
artisans are also the only Shearl permitted to
reproduce, and so the positions are highly coveted.
The bulk of every Fimir army and raiding party is
made up of lesser caste mutant half-breeds and
slaves pressed into service. Their purpose is to soak
enemy ammunition and take the charges of enemy
cavalry. They have little, if any, chance of survival,
and only count on weight of numbers to absorb
casualties before being crushed underfoot by the
monsters in front or behind. The life of an Albion
slave is as short, unpleasant, and unrewarding as
they get.
When the Fimir go to battle they are usually
accompanied by a Shearl baggage train and some
may be drafted in to fight. Their lives are not highly
prized but large units are a useful distraction,
allowing the Fimm to draw close to the enemy
undetected.
Shearl are naturally cowardly, the product of
centuries of oppression at the hands of greater
Fimir.
M WS BS S T W I A Ld
Shearl 4 3 2 3 4 1 2 1 6
Shearl Finn 4 3 2 3 4 1 2 1 6
Special Rules: Cold-Blooded, Scaly Skin (6+), Swamp Strider Dregs: Shearls never cause Panic to friendly units
other than other units of Shearl.
One-eyed Peter, Long-tailed Jack
Caught us all up and put us in a sack
Tied us by our ankles, bit off our toes
Drowned us in the marsh where nobody goes
Children's skipping rhyme, with variations
throughout the Old World
13
FIMM WARRIORS
I had been struggling across the moors for many
hours, having long since lost the path in the wet
and dismal fog. The sodden ground sucked at my
feet, the mist soaked through to my skin and I
shivered, my teeth chattering with the cold.
Finally, I could go no further and I dropped heavily
to my knees, sinking into the icy sodden moss.
I knelt there for I know not how long, not having the
strength to move, weakening with the cold.
Then, I thought I heard something: a sound, a
splash of feet coming through the gloom. Men,
perhaps! I forced myself to my feet in hope, trying
to catch the sound again, looking wildly around me.
I cried out, almost choking on the thickening,
tainted mist. Someone answered, a high-pitched
voice, but I could not tell from what direction it
came or what was said. The fog, I thought. I called
again.
The sound of voices became slowly louder, but still
incomprehensible to me, accompanied by the
sounds of feet splashing in the boggy earth.
Gradually, dim shapes began to form, shapes like
men.
But then, as they emerged from the mist, I knew that
these were not men and I began to scream.
Less numerous than the Shearl, the Fimm are
powerful warriors with tails ending in large bone
clubs. They live to fight and can tear a man apart.
Some are magically possessed by daemons
summoned by the Dirachs to increase their strength
and skill.
These are the majority of warrior Fimir, and usually
form the bulk of a Fimir force.They are the lowest
level of the warrior caste.
Members of this sub-caste have a smooth head, but
the last foot of their tail is lined with rows of bony
knobs, and at the very end there is a bony mace-like
structure. Their skin is buff coloured.
Fimm Warrior castes are at the forefront of Fimir
raids and the defence of their strongholds.
The Fimm forms the backbone of all Fimir broods
and are the hulking, one-eyed monsters that Men
recon as true Fimir.
The Fimm are regarded the ‘normal’ pattern for
Fimir. Their form is said to be unchanged from the
earliest days of the race and the majority born are of
this caste. Within the Fimm there is a hierarchy,
with ascension through the ranks usually gained by
brute strength, cunning, deception and
backstabbing. Those at the bottom, the warrior
class, band together into groups known as Septs,
often drawn along lines of common parentage.
Septs are governed by a Flaithmor and are grouped
together in clans ruled by a Meargh.
It is the Fimm who make the most frequent raids,
the Fimm who oversee their Shearl and human
slaves and the Fimm who propagate the species,
without the feudal core of Fimm society the race
would be long extinct.
Fimm warriors are led by Finn Fian and are
organised into the service of a specific noble.
Possibly all a noble’s retinue may have been
fathered by him, or they may have elected to join
him after he beat a rival in combat or by subterfuge.
It is possible, if unlikely, for a Fimm warrior to rise
to a position of Noble, at which point the warrior’s
clubbed tail begins to sprout horns as part of a
hormonal process similar to the colour change on a
silverback gorilla.
M WS BS S T W I A Ld
Fimm Warriors 4 4 2 4 4 1 2 1 7
Finn Fian 4 4 2 4 4 1 2 1 7
Special Rules: Cold-Blooded, Scaly Skin (6+), Swamp Strider, Tail Attack (S4)
14
FIANA FIMM
The Fianna are a breed of Fimm warriors, almost
identical to their brothers, except they are the size
of an Ogre. They smash into the enemy and cleave
them apart with their axes, while lashing out with
tails that can crush a fully armored knight.
The Fianna are the elite of the Fimm warriors,
hand-picked, sometimes at birth, sometimes as a
result of some great deed but most frequently by
displaying prowess at the Haakskikaah, an annual
contest held to commemorate the breaking of the
crystal at Khulaine. Fianna are removed from their
ancestral Sept and form a separate group which
serves as bodyguard to the clan’s Dirach and
Meargh. Normally Fianna will only leave the
fortress if their clan is threatened but they are
sometimes sent abroad to accompany a Dirach on a
mission of importance or as support for Fimm on a
particularly difficult raid.
The Fianna are normally marked out by their
ceremonial armour, more for ornamentation than
protection since the Fimir shun such signs of
weakness.
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, and
their skin is light olive green colour.
Places in the ranks of the Fianna Fimm are often
awarded on the outcome of a duel or contest and
many of the Fianna continue to bear the ‘Haakskarl’
or ‘Trial Sword’, with which they won their station,
as their main weapon in combat. These long, curved
blades have a ferocious reputation for being able to
cleave stone, bone and the thickest of armour.
The mightiest of the Fianna, the Flaithmor and
Mistmor live to fight. They hold their warriors in an
iron grip and can be relied on by the Stronghold to
smash the enemy line. Larger than an ogre, a Fianna
lord is a match for any opponent.
They lead bands of Fianna into battle and seek out
the largest opponents to destroy and consume.
Fianna nobles often sport large cleaver tail blades
and wiled giant cleavers in their muscular arms.
Awarded the same status in Fimir society as a
Noble, they are regarded as having no retinue, or
Sept, to govern. Although in practice the ranks of
the Fianna are theirs to command, these commands
are meant to come direct from a Dirach or the
Meargh herself and so in theory the Flaiths are to
pass on orders only. The reality is that Fimir clans
are such a hotbed of intrigue and deceit that should
a Flaith command his troops to carry out orders on
his own behalf, or that of a Flaithmor with wealth
or power to offer, it is unlikely anyone would
notice.
The largest of the Fimir are the Mistmor. Mistmor
denotes ‘Life of the clan’. Tall as a troll and easily
as strong they are prized as defenders of Fimir
settlements. Their size and strength are equalled by
their mindless obedience, raised from birth not to
question authority lest they should decide to use
their physical prowess to gain power. The Mistmor
are most frequently used to build the Fimir
settlements, hewing and stacking rock to form the
stony fortresses, and they take enormous pride in
their handiwork, defending the structures at all
costs should they come under threat. It is this
possessive attitude which makes them such fearless
guardians.
Although the Fimir caste system’s emphasis on
prowess places the Mistmor as a higher caste than
the Fimm, in reality they are subservient to the
Nobles. Mistmor are rare and highly prized.
M WS BS S T W I A Ld
Fiana Fimm 6 4 2 4 5 3 2 3 7
Fimm Fiarach 6 4 2 4 5 3 2 4 7
Fimm Flaithmor 6 5 2 5 6 4 3 4 7
Fimm Mistmor 6 6 2 5 6 5 4 5 8
Special Rules: Cold-Blooded, Fear, Scaly Skin (5+), Swamp
Strider, Tail Attack (S5)
15
BOGLARS
Also known as Marsh-Gnoblars or Swamp Goblins,
Boglars are a breed of Gnoblars that live in
marshes, bogs and swamps. Boglars look like any
other Gnoblar though their skin is a greenish-grey
and they have beady yellow eyes. They spend much
of their time catching frogs, fish and other
amphibious or reptilian critters, dissecting them
with broken sticks and eating them alive. Boglars
are extremely sensitive to sunlight and bright light
in general, only emerging from their swampy lairs
at dusk. Although Boglars normally seem to
affiliate only with other Boglars, Gnoblars and
Goblins, a large tribe of Boglars in the Marshes in
Madness have been rumoured to be in alliance with
strange, cyclopean creatures.
Years ago there was much debate among scholars
about the mythical Toad-Gnoblars, creatures said to
multiply in number at the mere touch of water.
Such bizarre theories have, of course, never been
proven, nor has a Toad-Gnoblar ever been actually
seen (or at least correctly identified). Yet several
breeds of Gnoblars have been described with
similar wondrous and mythical abilities to that of
the Toad-Gnoblar.
Cruel, evil and cowardly they trap small fish and
animals for food and torture. The Fimir use Boglars
as cannon fodder, intimidating them into battle with
threats.
M WS BS S T W I A Ld
Boglar 4 2 3 2 3 1 3 1 5
Sludgesucker 4 2 3 2 3 1 3 2 5
Special Rules: Skirmishers, Swamp Strider Beneath Contempt: Units of Boglars do not cause
Panic tests when they are destroyed, break or flee
through a friendly unit.
However, Fimir wouldn't be seen dead leading
them, and so Fimir characters may not join units of
Boglars.
Waterbirth: Toad-Gnoblars have a peculiar ability
to multiply when immersed in water. Any Boglar
unit that has been upgraded to Toad-Gnoblars and
spends at least part of its turn in a water feature may
add +D6 models to its unit at the end of that turn.
Fellow Verenans and Noble scholars. I return from Lustria with an extraordinary insight into matters far closer
to home. My detailed studies of both live and dead specimens of the reptilian crocodilians of the Lustrian rivers
have led me to an astounding conclusion. I bring before you a skull of one such crocodilian, with lower jaw and
teeth attached. And here, we have a skull of a Fimir - the Temple of Verena has kindly allowed me to bring this
exceptionally rare specimen to assist in my demonstration.
Now, whilst the Fimir skull is lacking its lower jaw, we can still see the teeth in the upper jaw. Now, compare the
crocodilian teeth with the Fimir teeth and what do we see? Both skulls have sharp peg-like teeth with gaps
between them. This, I believe, confirms previous suggestions that the Fimir are a race of marsh-dwelling
reptiles. I beg your pardon, Sir? Orca? I'm sorry I don't see the relevance, especially as Orca are fish. They live
in the sea don't they? Yes, I am familiar with the laughable monographs of Claus Derwin. I supposeyou're one of
those... Derwinists who think that Humans and Goblins are next of kin. Ha! Preposterous nonsense.' And I still
don't see the relevance of Orca to my crocodilian skull, so kindly shut up. Don't you wave your crutch at me! No!
My crocodilian skull!
How fights start in the meeting rooms of the Great Library in Marienburg
16
MOOR HOUNDS
There are countless tales of massive black-haired
hounds stalking the moors in search of prey,
terrorising livestock and lonely travellers alike.
These hounds are sometimes called Moor Hounds.
At least some stories are based on the Daemonic
hounds summoned by Fimir as trackers or as allies
in battle. They are commonly used when raiding
villages that have dogs - the Moor Hounds enter the
village and attempts to subdue the dogs so they do
not bark and alert people when the Fimir enter the
From high in the dense foliage of the tree where I'd
hidden myself I watched the iron-clad knights of
Khorne advance heavily towards the Meargh and
her assembled clan. Surprisingly, they advanced
slowly, not with the frenzied madness I had come to
expect from these bastards.
Instead, they beat their weapons slowly and
menacingly against their shields as they went. In
contrast, the Fimir and their Daemons watched in
total, almost sullen, silence.
Suddenly, the Chaotics halted. Their drumming was
silenced, the air stilled. From the midst of the horde
strode forth their leader, a surprisingly Human
figure even when encased in a shell of black
armour whose joints glowed the red of the furnace.
He raised his sword high, and screamed in the
language of the Empire, 'Blood for the Blood God!"
Before he could bring down his sword to signal the
attack, the air was split with a sudden scornful
laugh from the Meargh. Her laugh was joined by
the laughter of her clan, a torrent of humiliating
abuse. Then, I swear she looked up at me in my
hidingplace and in near perfect Reikspiel cried,
'Mud for the Mud God!" Then her clan hurled itself
at its enemy. Our enemy.
Smiling at that terrible pun, I decided to join my
cousins and began my descent.
village. The Moor Hounds may lead the dogs away
from the village or even turn them against the
villagers when the Fimir attack. The Fimir of the
eastern fenland of Albion are especially fond of
these devil dogs, which form a significant part of
that region's folklore.
Moor Hounds are about the size of large War Dogs
and with coats of coarse and spiky hair or
sometimes smooth black velvety fur.
Moor Hounds are one of the most common
Daemons summoned by the Fimir. Resembling
huge black dogs with fungus and swamp plants
growing in their fur, they strike fear into the hearts
of travellers foolish enough to cross them.
M WS BS S T W I A Ld
Moor Hound 7 4 0 3 3 1 3 1 6
Fenhowler 7 4 0 3 3 1 3 2 6
Special Rules: Fear, Fast Cavalry, Magical Attacks, Swamp
Strider, Unbreakable, Unstable, Ward Save (5+)
17
SWAMP DAEMONS
It is not unusual to find Daemons among Fimir war
and raiding parties. Such entities are not
summoned casually, but only when the Fimir
genuinely need attitional support, either because the
enemy is too numerous or powerful or the Fimir too
few. Daemons come in many forms. Swamp
Daemons have very broad and muscular bodies,
long arms and short legs both set with a row of
sharp claws, a strange three-eyed head with a large
mouth set with razor sharp teeth, olive or dark
brown and thick skin that is spiked all over and a
long tail. In fact, the Fimir seem to resemble them
alot. Mudlings are smaller, about the same size as a
Dwarf. They are vaguely humanoid-shaped, with a
skin that constantly seems to be dripping with mud
and slime.
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
longtime servants and allies of the Fimir. Swamp
Daemons are often used to guard the borders of the
swamps where Fimir reside.
Meargh: Tell me, stepdaughter: what are the
principle powers of the five Sea Lords? Rank them
in order of might and tell me which of their ichors
is most beneficial to the healing arts and which
smell the most fragrant.
Apprentice Meargh: *sigh* Mother, you know you
haven't taught me of the Sea Lards yet. You've been
promising to for the last three blinks of Fimúl's eye.
Meargh: Ach! You foolish child! Haven't I taught
you plenty about other Daemons? If you want to
learn about the Sea Lords, then summon and ask
the Daemons that you do know of. More
importantly: learn to lie! Make it up! Creativity and
improvisation are your two most powerful allies.
You never know when you'll have to bluff some
stupid Humans.
They'll never know the difference if you're
imaginative and interesting enough.
Summoned by the dirachs from the marshy wastes
where the fimir live, Swamp Daemons stalk
through the waters, barely seen till they strike. A
sudden churning of the waters marks their attack
and the sight of this drives men to madness and
fear.
M WS BS S T W I A Ld
Swamp Daemon 4 4 0 3 4 1 3 2 7
Rotfiend 4 4 0 3 4 1 3 3 7
Special Rules: Fear, Magical Attacks, Scaly Skin (5+), Swamp Strider, Unbreakable, Unstable, Ward Save (5+)
Swamp Lurkers: Swamp Deamons may deploy
hidden in any swampy terrain feature as Scouts,
even if they are within 10” of an enemy unit. Until
they choose to emerge (which they can do at the
start of their Movement phase or if an enemy unit
passes through them, in which case they counts as
charging), they cannot be targeted by any attack,
but also do not hinder enemies from marching.
18
MARSH REAVERS
Marsh Reaver is the name the Fimir give to their
cavalry. Some Fimm Warriors go to war on the
backs of Bog Beasts, daemonic servant creatures
from the deep places of Albion that carry their Fimir
masters into battle on their backs. The reasons for this
are obvious since the beasts give the Fimir some much
needed speed to their troops.
The ferocity of the creature, with its great talons and
massive shark-like teeth, makes the Bog Beast a
formidable cavalry mount. The Marsh Reaver acts
like shock troops, running down anyone who stands
in their way and letting their mounts feasts of the
flesh of the fallen.
M WS BS S T W I A Ld
Marsh Reaver 4 4 2 4 4 3 2 1 7
Blood Reaver 4 4 2 4 4 3 2 2 7
Bog Beast 7 4 2 5 5 3 2 3 7
Special Rules: Cold-Blooded, Fear, Poisoned Attacks (Bog
Beast only), Scaly Skin (5+), Swamp Strider, Tail
Attack (S5)
Breeding with Human women? Stuff and nonsense! Nothing more than the tawdry gossip of the filthy minded!
Fimir kidnap Human women because their flesh tastes better than that of other races' womenfolk Nothing more,
nothing less. As for their breeding, Fimir are bog-dwellers who spawn in the manner of frogs and toads, which
should be obvious to all who 've seen them! Well, no I haven't personally seen them, but I have excellent contacts
who have, and who have described them to me fully.
Several of you have asked about possible uses of the Fimir, or parts thereof, as spell ingredients and alchemical
recipes. Firstly, one must consider the practicalities. Much of the evidence for the existence of the Fimir is
anecdotal, and many of the disappearances blamed on them could be attributed to treacherous marshland paths,
bandits and goblins, so there is a question mark over their very existence. This is supported by the apparent lack
of physical evidence, as Fimir remains have a remarkable tendency to vanish before any reliable scholar can
examine them. This latter point is of key importance: if you have no physical piece of Fimir, you have nothing
that might be used to support a spell. The only Fimir artefact I am aware of that holds any provenance is the
incomplete skull that may be seen in the Temple of Verena in Marienburg.
That said, let us start from the proposition that the Fimir do exist and that it is possible to obtain body parts.
From here, we should apply the Taws of Sympathy and Contagion and the Doctrine of Signatures, as I
have outlined in earlier lectures. What do we know of the Fimir? Sadly, remarkably little, but the little we do
know is of use to us. The Fimir are associated with marshes and with mist, so parts of the Fimir anatomy
might be useful in casting standard Battle Magic spells such as Mystic Mist, Slippery Ground and even Stand
Still if the caster envisions a victim of the latter as being mired in muddy ground. The impressive
single white eye attributed to the Fimir could be of use in spells involving vision. Their dreadful reputation for
the abduction of women might be subverted to support spells of protection that only defend women against harm.
Indeed, I have heard recently of charlatans selling Fimir finger' necklace charms to female travellers to ward off
attacks from Fimir, bandits or even aggressively amorous men!
From a series of lectures by Harald Topfer at the Wizards' and Alchemists' Guild in Middenheim, based on his
work, 'Phoenix Feathers andFirey Goblets: The Theoretical Principles and Practical Uses of Spell Ingredients
19
FOMORIANS
Fomorians are hideously ugly and deformed ogre-
like creatures that dwell in caves beanth the ground.
The Formorians live in a brutal and unenlightened
society built on unadulterated principles of survival
of the fittest. When they are not on the warpath
raiding the settlements of other races, Formorians
are usually slaughtering one another. The weak are
tyrannised and enslaved by the strong in the various
petty chiefdoms of the Fomorians, and those that
are not any use as slaves are eaten by the warriors.
Fomorians occupy the centre of Albion’s
continental landmass. Beneath the island is a
honeycomb of semi-submerged tunnels and caverns
spread out beneath Albion, where they act as
highways for the Fomorians Using this network the
Fomorians can attack anywhere that there is a
substantial inland watercourse, particularly around
lakes, marshes, or caves that lead to underground
rivers.
The Fomorians are immensely strong and stupid,
such that they can barely throw rocks or amble
about when prodded, but otherwise cannot defend
themselves or interact with intelligent races in any
way.
It is not certain what misformed these monsters,
because they do not generally talk to anyone. Most
common deformations include misplaced limbs,
misshapen limbs, misplaced facial features,
hunchbacked, bulging body parts, drooping flesh,
body parts too big or too small, flapping ears, huge
snout, large feet on short legs. Large warts and
other growths are scattered across their bodies.
There is no single odor associated with fomorians;
some smell strongly due to overactive sweat glands,
others have no smell. Fomorians are usually found
in caves, which are covered with the remains of
their last meal. Some Fomorians can be convinced
to fight with the Fimir, but this relationship usually
ends as soon as the Fomorians got what they
needed – which is mostly a fresh meal.
These Fomorian mutants have survived the rigors
of Fimir clan living, and their relative intelligence
(as compared only to the largest and thickest of
their kind) and great strength means they will be
pressed into service whenever possible.
M WS BS S T W I A Ld
Fomorian 6 3 0 5 5 4 2 3 6
Formor 6 3 0 5 5 4 2 4 6
Special Rules: Ambushers, Fear, Stupidity
Too late the witch-hunter noticed the circle her
captive had drawn in the mud with its clawed toe.
Foolishly she had ignored the muttered ramblings
of her captive and misinterpreted its gestures as
pleas for mercy. Now the hunter cowered before the
Daemon, a man-shaped being composed almost
entirely of shining silver daggers of all shapes and
si^es arranged like the scales of afish. Horrified,
she could see that Solkan's symbolwas carved upon
each and every ra^or-edged blade. The Daemon
stepped forward and with a pass of its hand the
chains that bound the Fimir devil fell aside, the
ends of the cut links shining brightly. Stumbling to
its Fimir nodded to the Daemon before it ran off
into the swiftly gathering fog.
"That one, you may not have," said the Daemon.
"But why, damn it?"
"Because it called me; and because it has a
grievance far older and nobler than yours."
20
FENBEASTS
Fenbeasts are magical constructs, formed from the
mud and detritus of the marches and animated by
the mystic arts. They are incredibly strong, for
Fenbeasts draw their power from the ground
beneath their shambling feet. Fenbeasts are not
living creatures in any true sense and, as such, do
not feel pain and have no concept of fear. So hardy
is a Fenbeast that is can withstand the strike from a
cannonball, reforming its sodden flesh around the
wound and even regrowing limbs, should the need
arise.
Fenbeasts are large sorcerous constructs assembled
from material gathered from marshes and swamps
where many have died in battle. They are unnatural
creatures that reek of stagnant marshes and have the
touch of the grave about them. The presence of a
Fenbeast often indicates the presence of a
necromancer or other kind of spell caster, often one
with grim intentions. Fenbeasts, being all but
devoid of will, are not imaginative opponents, but
this can change with a skilled handler.
Such is the durability of the Fenbeast that the only
thing preventing its widespread use by wizards and
sorcerers is the immense magical energy needed to
create one out of the living earth and keep it
functioning. Away from a site of magical power, a
Fenbeast will last scant minutes before consuming
all the eldritch energy and crumbling to mud and
rotten ruin once again.
M WS BS S T W I A Ld
Fenbeast 5 3 0 5 5 4 1 3 8
Special Rules
Always Strikes Last, Fear, Regeneration, Stupidity, Swamp Strider, Unbreakable, Unstable
"From the black quagmire I summon thee. From the
living marsh I bind thee. Rise now, I command
thee."
Part of Spell of Summoning
Born of Bloodmarsh: The Fenbeast has the Frenzy
rule.
Leechloam: During any turn in which the Lore of
Life is used, all Fenbeasts in this unit gain +1
Strength.
Lifebloom Silt: The Fenbeast's Regeneration
ability is increased to 3+.
Fly-Infested Rotweed: All attacks targeted against
the Fenbeast are at -1 to Hit.
"Utric's fangs!" Otto Frankfurter smashed his fist onto the rock beside him. "How did they know? We travel only at night, employing mystic
mists, hiding our advance, and stilt they know we're coming. How?"
A small weaselly shape leapt out from behind a rock. "Ahee Demons, mist demons! They is coming. They is."
For a moment, Otto's eyes glanced heavenwards. "What in the wastes are you doing here? You're supposed to be keeping an eye on the
Ogres. And you're supposed to be a Wizard, so try to behave like one and stop leaping around like a demented Gnome jester."
"Ah, the Ogres are alright. They were having a drink when I left."
"Well, go and fetch Gruklak. There's work to be done. Get the troops assembled. Fast! The damn Fimir will be here any time now."
Otto turned to address the leader of the Ogre mercenaries. "Gruklak, are your boys ready? Your - erni - dinner's here earlier than expected."
The Ogre grinned, diplaying teeth like weathered tombstones.
"Bowl of soup, Slim," he rumbled, "Dinner's ready, lads."
The mist continued its advance. Shapes could be seen within it large shapes, which didn't look like Ogres. Otto gave the signal to attack. The
mercenaries drew their weapons and rushed forward. They had come this far for the fabled loot of the Fimir and now they would get it.
And get it they did, but not in the sense they expected. The mist swirled as the Fimm warriors tore into them, over them and through them.
The sands turned red and the surf grew bloody.
It was over quickly.
21
NUCKELAVEE
Among the cruellest and most monstrous of the
Daemons summoned by the Fimir, Nuckelavees
ride forth from black waters to wreak bloody
vengeance upon those who despoil nature
despoilers. Horrifying, fleshless amalgams of man
and horse, these monstrous avengers embody every
wound and wickedness suffered by the wilds, their
bodies loosing trails of gore and the pounds of their
webbed hooves beating an inescapable threnody for
all who earn their ire. Once they emerge from their
refuges beneath cool waves or rivers, only
destruction satisfies their merciless crusades, either
that of their victims or their own.
Possessing a supernatural relationship with the
waterways in which they reside, these bloody fey
know when harm has befallen their home or its
denizens. Often the damage proves obvious—the
dumping of wastes or toxic runoff, overfishing or
kelp harvesting, or even less egregious offenses,
like the construction of dams or waterwheels.
Regardless of what sparks a Nuckelavee’s wrath,
once one of these avengers’ ire is garnered, it
gallops forth not just to correct the offense, but
repay the pain. Only once blood and tears have
quenched the fires of a Nuckelavee’s rage does it
willingly return to the water, often carrying with it
some grisly trophy of its vengeance.
Nuckelavees have no capacity to reproduce. The
appearance of most proves a complete mystery and
grim surprise, and the majority of their kind dwell
in areas of pristine nature where rifts to the First
World are known or likely. Thus it is supposed that
most Nuckelavees form and develop among the
enigmatic mists of that alien realm, passing on to
Golarion for their own inscrutable reasons.
All Nuckelavees are infected with mortasheen, a
highly infectious wasting disease capable of wiping
out the populations of whole islands. Despite the
monsters’ obsession with defending natural
waterways and the life therein, their interest seems
to end at the shoreline. Nuckelavees have no
interest in or apparent love for terrestrial beasts,
especially those tamed and kept by the objects of
their anger. Horses, cattle, and other livestock often
prove the first casualties of a Nuckelavee’s
rampage, with those that aren’t left slaughtered
in gory tableaus being infected with mortasheen
and inevitably passing it on to their owners.
The tales of many lands tell of Nuckelavees,
typically emerging from seas and lakes to smite
those who abuse nature or harm innocents—
depending on the storyteller’s point of view. The
majority of such tales arise from coastal and island
communities, though the residents of many lake
towns and those who live in lush river countries
often warn of these deadly water monsters, blaming
them for all manner of hardships. Such tales often
include proscriptions for avoiding the bloody
riders’ wrath, local remedies for afflictions
bestowed by the avengers, and ways one might
banish a Nuckelavee should they come face to face.
In most cases, folktales tell of talismans to carry or
prayers to recite to convince a Nuckelavee that one
is a friend—or, at least, innocent of wrongdoing.
Such talismans typically take the form of seaweed
garlands, horsehair soaked in brine, or vials of
sanctified seawater.
Druids and priests of nature deities also supposedly
possess the power to calm a Nuckelavee’s fury and
convince it to return to the sea—though typically
only after it has dealt with those guiltiest of
whatever offense roused it.
When a Nuckelavee first furiously emerges from
the water, though, nothing short of the creature’s
destruction can compel a Nuckelavee to return to its
rest without taking a life.
M WS BS S T W I A Ld
Nuckelavee 8 4 0 4 4 1 4 2 8
Bog Knight 8 4 0 4 4 1 4 3 8
Special Rules: Fear, Fast Cavalry, Magical Attacks, Swamp Strider, Unbreakable, Unstable, Ward Save (5+)
22
FIR BOLG
The Fir Bolg are the dead hosts of Albion, doomed
to eternally wander the land. Some have preserved
their ancient flesh by feeding on the living, others
must bind themselves to skeletons from the graves
and battlefields of Albion, in order to once more
walk the ground above. In the past this was Anu’s
curse on her firstborn race, but those accursed
perfected the black art of necromancy and have
spread the horror of living death to any other
creatures or folk they deem useful to their war
effort. The majority of the Fir Bolg people are these
discorporated spirits, enduring the horror of exile
on the Isle of Wights until their chance comes to
join a raid on Albion, and they can pass through the
gates of hell to assume temporary command of the
skeleton of some long dead warrior.
The Fir Bolg cannot help who and what they are –
the firstborn race of the Goddess’s children, who
because of the ambition of their leader and the
malice of Crom were cursed by Anu. This terrible
punishment has warped and maddened the Fir Bolg,
and their perceptions have been totally altered by
interminable centuries in the darkness and pain of
the Isle of Wights. They burn with the desire for
revenge and they hate the living. At the centre of
their campaign against Albion though is Crom’s
great lie. Namely that by providing him with blood
sacrifices he will lead them to victory over the
humans and dominion over the Land of the Ever
Living, where they can finally be at peace.
The majority of the Fir Bolg resides in that dark,
otherworld realm where they have been banished to
by the Elves and other races of the living. However,
there remain parts of Albion, that the living have
never managed to rid of the Fir Bolg threat. Saiber
Frith, Mag Slecht, the Isle of Wights, and the
Bleakmoor are but some of the places where the
dead haunt the land, and the Fir Bolg can emerge.
There is a tower, tall and built of rough-hewn
stone, set on wild, wet and unkempt ground. Rotting
trees sway in the wind. The stone of the tower
appears black in colour, but this blackness seems to
be the black of old encrusted blood. There is cloud
in the night sky, but stars and a half moon,
reminiscent of a half-closed eye, are visible. Stood
on top of the tower is an indistinct feminine figure
in a loose grey-green dress flowing in the wind,
frighteningly close to the edge. Variations appear
in several Tarot decks that are popular with the
more superstitious Bretonnian nobility, often
featuring inhuman skeletal figures or Daemons.
Details of the painting The Lady of the Marsh' by
an unknown Bretonnian artist
When the Fir Bolg march to war they are a terrible
and awesome sight. They have no fear of
destruction – skeletons are only temporary
carriages, to which sundry spiritual fragments have
temporarily been bound. They are relentless in
battle, and know neither fear nor panic. Perhaps
even more terrifyingly, Fir Bolg can raise the dead
from the battlefield. Even when the victory looks
assured for the living, the Fir Bolg can bring more
forces to bear in this way.
M WS BS S T W I A Ld
Fir Bolg 4 3 2 4 4 1 2 1 6
Crypt Keeper 4 3 2 4 4 1 2 2 6
Special Rules Fear, Magical Attacks, Swamp Strider,
Unbreakable, Unstable
Join us…: If a Fir Bolg slays a model with only 1
wound on its starting profile, then one Fir Bolg is
created in its place. Models created in this way are
added to the Fir Bolg unit, and are armed in the
same manner as the unit. The Victory points value
of the unit is unaffected. This rule counts only for
models that are killed in close combat, and not for
models killed in any other way (for example,
running down fleeing troops).
23
DAEMONOMANIAC
Fimir Daemonomaniacs are the product of a
powerful daemon being successfully bound within
the body of a Fimir of the warrior caste. They have
been demonically changed by the Mearghs to
destroy any foes and strike terror into the hearts of
those who oppose them.
Daemonomaniacs have huge cleaver blades grafted
to their hands and their giant tails lash about,
crushing whole files of troops.
The possessed Fimir grows to over 30 feet tall and
may mutate to have one or both of its hands end in
a long blade. In the long ritual the Meargh
performs, it sometimes happens that the Fimir body
cannot take so much magical energy and the
warrior dies an excruciating death instead. But
those that live, become immensely powerful.
M WS BS S T W I A Ld
Daemonomanic 6 7 0 6 6 6 4 6 8
Special Rules: Large Target, Magical Attacks, Swamp Strider,
Tail Attack (S6), Terror, Unbreakable, Unstable, Ward Save (5+)
EYE OCULUS OF BALOR
The Eye Oculus is a massive, mobile alter, made
from a combination of rotting wood and craggy,
mud- rock, pulled forth by two Fiana Warriors.
Atop the great sanctum rests the diamond-chamber
of the Great Eye of Balor.
When opened, Balor’s Gaze shines forth upon the
enemies of the Fimir, burning them to a crisp in an
instant.
M WS BS S T W I A Ld
Eye Ocolus 4 4 2 4 6 6 2 6 8
Special Rules: Stubborn, Terror
Gaze of the Great Eye: In each Fimir shooting
phase, the Great Eye may be opened and its evil
gaze is directed upon a single enemy unit within
24”. Choose an enemy unit within Line of Sight to
the Eye Oculus and roll the artillery dice. If a
misfire is rolled, the Eye has not opened and there
is no effect this turn. On a number result, the Great
Eye has opened and unleashed its terrible gaze upon
its foes. If the target unit is within range, it must
pass a Leadership test on 3D6 (discarding the
lowest dice roll) or suffer D6+1 hits with a Strength
equal to the number rolled on the artillery dire. This
counts as a magical attack and no armour saves are
allowed from wounds cause by the Gaze of the
Great Eye attack.
The Great Eye is Always Watching: All friendly
Fimir units within 12” of the Eye Ocolus may re-
roll failed Panic tests.
They're just monsters, same as the Orcs, same as
the ratmen, same as the mutant scum. Ugly bastard
monsters, that's all. Marius and his tribe sorted
them once, and if they ever cause trouble again,
then, by the Gods, we'll damn well sort them
ourselves! Don't credit them with any special
powers, that's all just peasant superstition. Come
on, think about it: if they really did have any power
worth having, would they really live out in sodden,
stinking mudholes?
Ruud Hiservook, Wastelander Trapper
24
ATHACH
An athach is a twisted kind of giant, cruel and
thuggish. It lives to bring misery, ruin, and terror to
weaker creatures. An individual may be nearly any
human color, though its arms are often a darker
color or even grayish. Its upper fangs are long,
extending from its mouth like those of a ferocious
beast, and it constantly drools a weakness-inducing
poison. A group of athachs is usually a family unit,
with gangs typically consisting of a group of
siblings and full tribes consisting of parents and
young.
Athachs thrive upon the fear of their victims,
preferring to play with their prey for some time
before indulging their vile and murderous natures.
Tales tell of how athachs cut down orchards and
ruin crops by night, leaving the ruins to be
discovered by innocent villagers at the dawning of
the following day. Further tales tell of how athachs
desecrate graveyards by exhuming graves and
scattering the bones of the dead about. The
motivation behind these games seems to be sheer
entertainment— some athachs are unusually
creative in their antics, displaying ingenuity beyond
their normal capacity, as if an athach in the throes
of desecration and cruelty were
prone to some form of divine inspiration.
Athachs dislike other giants (and other monsters of
their size) and either attack or flee from them,
depending on whether the odds are in their favour.
Witches freely give themselves to the fen-dwellers in
return for evil secrets and Daemonic
companionship and it is said that women of the
decaying noble houses of Bretonnia do the same. I
seen Fimir, I 'ave. Seen 'em, run from 'em. Been at
sea too, an'seen 'em great Orcas. An'you know
what? Tims got same teeth. Sharp pegs wi' gaps
'tween 'em. Reckon Fimir are fish like Orca, but ent
natural. Mutant Orcas, legs an' all. Reckon 'ey just
walked out one day, liked it and stopped 'ere. Eh?
Whadyuh mean Orcas ent fish? Live in sea don't
'ey?
Orcas, deafo! Not bloody greenskins! Tim big black
an' white fish. Eat seals. Ey's not fish neiver? Who
said 'at? Oh, an' what are you, some sort o' bloody
professor? Oh, right. At Great Library. What's
'Orcas' eh? Mammals? Wha'r'ey 'en? Like us?
Orcas ent like us, 'eysfish.
Live young and milk, warruhyou on about? Ang on.
If Orcas are like us... and Fimir are like Orcas...
then we 're like Fimir? You sayin' I 'm a Fimir?
Wha'yuh mean I 'av an amazing capacity for
pseudo-logical extrapolation? Get this in the
bollocks!
How fights start in Marienburg taverns.
They wear the hides of dead farm animals, and
sometimes tribal decorations of bones, jewelry and
webs of rope. Not overly intelligent, they prefer to
attack by charging, with a morning star in each of
their three hands, into enemies and flailing at them
indiscriminately. If they cannot reach the enemy,
they will throw rocks. They are immensely strong,
and can easily bash any foe into a gory paste. When
it comes to habits, athachs are not a great deal
different from the brutality and dumbness of other
giants, and are likely only regarded as aberrations
due to the distinctly unusual features of a gangly
third arm, and pair of tusks, dripping with poison.
M WS BS S T W I A Ld
Athach 6 3 0 6 6 5 3 5 7
Special Rules: Devastating Charge, Impact Hits (D3), Large Target, Poisoned Attacks, Terror
Hurl Rocks: An Athach may hurl a rock in the
Shooting phase provided it did not march or charge.
Hurling rocks follows all the rules for Stone
Throwers with the following exceptions: the
maximum range a rock can be hurled is 18” and
there is no minimum range. If a Misfire is rolled,
the Athach takes 1 Wound.
25
EYE TYRANT
Eye Tyrants are Daemonic solitary creatures,
usually found in desolate regions, ruins, or large
cave complexes. They feed on small animals of all
sorts, and are not adverse to supplementing their
diet with larger prey (such as humans or orcs).
Some will enslave tribes of goblins and their ilk,
using the threat of their impressive magical powers
to dominate a tribe and force its members to do the
Eye Tyrant's bidding.
Eye Tyrants are able to generate a number of
magical powers via their eyes. Each eye can create
a beam of magical energy. Each different eye has
its own distinct beam, and each of these energy
beams has a different effect.
The primary driving force behind a Eye Tyrant's
actions is one of greed. Eye Tyrants are highly
avaricious, and will often attack a small group of
individuals in order to obtain whatever valuables
they may have. Of course, the Eye Tyrant is not a
stupid creature, and will avoid any group that is
obviously beyond its ability to handle.
An Eye Tyrant has a great globular body covered in
thick plates. A gaping maw set with many small
teeth splits this sphere, above which is a single
glaring eye. On top of the Eye Tyrant’s body is a
ring of 10 smaller eyes. All of the Eye Tyrant’s
eyes are reddish in color, while the body itself is a
dark purple-black. The flesh seen between the
plates that armor the body is usually a light red or
pinkish color.
Eye Tyrants are rarely willing to serve other
creatures or even be in the company of their own
kind. Eye Tyrants believe they deserve to rule, so
any creatures willing to risk being thralls to them
can find a place at their side-albeit not a safe one.
The Bog-Daemons are in league with frogs. No, it's
true, absurd as it may sound. You go to Bretonnia
and ask the frog hunters what their greatest fear is
and every one of them will tell you it's the bogmen.
The monsters hate them and attack frog hunters
whenever they spot them. They've even been known
to launch raids on frog farms and release all the
frogs. That's why frogs' legs are such an expensive
delicacy in Bretonnia, especially wild frogs' legs,
because of the risk. A man could make good money
supplying fresh frogs. All right, they may not be in
league together - that's just my little joke - but
there's something strange going on there.
Eye Tyrants can sometimes be found working with
the Fimir, either believing themselves to be the one
in charge, or being bound to a Dirach or Meargh
who might have summoned them.
M WS BS S T W I A Ld
Eye Tyrant 1 3 3 4 5 6 3 3 8
Special Rules: Hover, Magical Attacks, Terror, Unbreakable,
Unstable, Ward Save (5+)
Death Gaze: An Eye Tyrant may use of the
following attacks in each Fimir shooting phase:
Fire Ray. Fire Ray has a range of 24” and causes
D6 Flaming Attacks Strength 4 hits.
Death Gaze. Choose a unit within 18” of the Eye
Tyrant. The affected unit must pass a Toughness
test (using the lowest Toughness value in the unit if
there are different values) or suffer D6 wounds with
no armour saves allowed (distributed in the same
way as hits from shooting attacks).
Vaporize. Draw a 12” line out From the Eye Tyrant
in any direction. Any model that lies under this line
suffers a single S5 hit. Any unit that suffers 1 or
more unsaved Wounds fro m this attack must take
an immediate Panic test.
26
BALOR, THE EYE OF DOOM
It said by some that the Fimir worship a powerful
god known as Balor, or the Eye of Doom.
Balor is believed to be a gigantic Fimir or
humanoid Cyclops with an eye so large that six
Fimir are needed to lift his enormous eyelid.
When that eye is open, all whom Balor gazes upon
die. This is only partly true. Balor is not a god, but
he is a powerful Daemon Prince, believed by the
Fimir to be in the service of Fimúl the Mud God.
Fimir legends claim Balor was once a Fimm Noble
in a time long, long before the birth of even the
oldest living Meargh. His prowess in battle was
extraordinary and the Fimm tell many confusing
stories about his achievements, mosdy involving
the slaughter of coundess warriors of other races
and his siring of many Fimir children, but one tells
of his milking of Lisaart's poisonous fangs.
Long before he lost his vigour, Balor volunteered
for sacrifice and in doing so became a Daemon
Prince at the will of Fimúl the Mud God. Some
Fimir claim direct descent from Balor, especially
the Fimm Nobles; theoretically a member of any
caste could legitimately do so, but it would be hard
to prove as only Balor himself could say for sure,
and he's not very talkative.
Apart from his immense size and physical strength,
Balor's greatest power lies in his gleaming white
eye. Whilst it does not really require six Fimir to
open his eyelid and his eye doesn't automatically
kill all it gazes upon, Balor's eye is a terrible thing.
Balor can turn this ability on and off at will by
blinking - some Fimir believe Balor is most
vulnerable at this point - so can speak to him
directly.
Of course, it must be said that the Bretonnians have
their share of encounters with the Fimir, or Bone-
Daemons as they insist on calling them. Indeed, the
old legends of the Bretonni tribe tell of a time when
the western seas reached further inland giving rise
to vast salt marshes. The legends have these
marshes full of hideous monsters that are always
attacking the Bretonni, but the beasts gradually
vanish as the sea recedes and the land dries. Either
that or the land is cleansed by some noble knight or
another. Mindjou, it does sound a bit similar to old
Dobbe Arend's epic of thejutones, Marius and the
Hell-mother. Hard to say which might be true.
Could ask the Fimir, I suppose, but there may be
safer ways to waste one's time! Mist at noon;
heartbreak soon.
Wastelander saying
The alleged need for six Fimir to open Balor's eye
probably stems from the requirements of the ritual
that can summon him into the world. Only the most
powerful Meargh can hope to summon Balor and
six Fimir must be sacrificed at the climax.
Understandably, Meargh do not summon Balor just
for the fun of it, only in cases of dire need (usually
if her clan is facing an over-whelming enemy force)
and only if there is enough time.
M WS BS S T W I A Ld
Balor 6 9 0 6 6 6 5 6 9
Special Rules: Large Target, Magical Attacks, Terror,
Unbreakable, Unstable, Ward Save (5+)
Eye of Doom: In the Shooting Phase, Balor may
open his eye and gaze upon his Foes. Treat this
attack like the Gaze of Balor spell, causing D6 hits.
Magic Items
Axes of Balor Balor typically goes to war wielding two massive
axes. Swinging them in wide arcs, he chops off the
heads of his enemies without pausing.
Paired hand weapon. The Axes of Balor gives the
wielder the Killing Blow ability.
27
LISAART, THE GREAT SERPENT
Lisaart is another Daemon Prince who the Fimir
revere as a god, although not one in same league as
Maris and Fimúl.
Depicted as a giant scaled serpent with a long,
dragon-like head, Lisaart is worshipped by those
Fimm who value cunning and speed over brute
force when it comes to battle. Lisaart is a silent and
deadly killer, capable of swift, precise and lethal
attacks. Cunning and secrecy are also elements of
Lisaart's nature, and Fimir who have particular
respect for this Daemon Prince often seek to learn
Lisaart's skills of camouflage and hiding, especially
Dirach who have become assassins and thieves in
the service of their Meargh.
Fimm Nobles who seek to decorate their helmets
and avoid the wrath of the Dirach often have Lisaart
as a decorative crest instead of horns; these Nobles
and their Warriors can be more deadly than those
who admire the unsubde and brutish qualities of
Balor.
Lisaart is said to be an opponent of Chaos in
general and Nurgle in particular. Lisaart constandy
worms through the marsh after Nurgle, purifying
the ground the disease god has contaminated.
For this reason, Lisaart is also the Fimir god of
healing and is often prayed to by Dirach and
Meargh when creating herbal curatives or binding
wounds.
The most famous Fimir tale concerning Lisaart
features Balor during his mortal days. Balor caught
and bound a hundred giant water beetles (insects
being the reptilian Daemon's bound them with to
tempt and snare Lisaart. With the Daemon Prince
subdued, Balor milked Lisaart's poison fangs.
Impressed by Balor's cunning, Lisaart chose not to
take revenge when finally released. The venom is
said to have been gathered in a brass vessel and
sealed with bees' wax. Fimir believe Lisaart's
poison to be the most painful and fatal in the entire
world.
However, Lisaart's role as healer and purifier means
the venom is also believed to possess incredible
curative powers, although the stories are unclear as
to how it can both hurt and heal.
Nevertheless, this powerful duality makes the brass
vessel and its contents a legendary Fimir artefact,
though no Fimir knows where it presently resides,
if it ever truly existed in the first place.
The Fimir offer prayers and offerings (usually giant
insects killed and thrown into marshy ground or
estuaries) to Lisaart in order to secure good luck in
matters of healing, secrecy and battle.
There is no ritual to summon Lisaart; if there ever
was then it was lost long ago. However, the Fimir
stories suggest that Lisaart can enter the real world
at will in order to counteract activities of Nurgle
and its minions when they directly threaten the
Fimir. The origin of Lisaart's ties to the Fimir is
unknown even to the Meargh, but it is presumed the
bond was originally formed through Fimúl.
M WS BS S T W I A Ld
Lishaart 7 7 0 6 5 5 7 5 9
Special Rules: Large Target, Magical Attacks, Poisoned
Attacks, Tail Attack (S6), Terror, Unbreakable, Unstable, Ward Save (5+)
Spit Acid: Lishaart can spit toxic acid from his
poison glands once per battle. Treat this as a
Strength 5 Breath Attack with no armour saves
allowed.
28
KROLL THE CONNIVING
As marsh and estuary dwellers, the Fimir have
more experience of the terrible beasts known as bog
octopuses than most other races.
Many clans have competed for territory with one of
them at some time or other and bog octopuses have
become respected and occasionally dreaded
adversaries, especially the largest of their kind.
In cases of especially powerful bog octopuses, the
Fimir have settled for acceptance of a tentacle-
waving neighbour who is kept from moving too far
by sacrifices of food (live animals or people). This
lengthy experience of contact, occasional
semiworship, together with the respect and fear the
octopuses inspire, have resulted in the formation of
a gigantic, Daemonic creature in their image. Some
Fimir believe Kroll has always existed and that
natural bog octopuses are her earthly children.
Kroll is a Daemon Prince worshipped at all levels
of Fimir society. The Shearl admire her nest
building abilities. The Fimm are impressed by her
raw strength, deadly flailing arms and armour-
piercing beak - the tradition of carrying two
weapons by the Fimm Nobles stems from Kroll.
The Meargh and Dirach are equally impressed by
the quiet intelligence and cunning of Kroll.
Kroll is as comfortable in salt water as she is in
fresh water and so is respected by coastal and
inland Fimir alike.
Kroll is rarely summoned, but always appealed to
when the Fimm go to battle one of her earthly kin.
Sacrifices are also made to her when the Fimir are
under pressure on multiple fronts. If the Fimir
summon Kroll under such circumstances, rather
than appearing in the material world as a single
gigantic bog octopus, Kroll can thrust up to eight
single, massive tentacles into the world to assault,
hold back or threaten those different fronts no
matter where they are. The victims of these attacks
are unlikely to realise just what it is they are really
facing!
Kroll is also called upon if the Fimir want to affect
something or someone beyond their normal reach (a
city, for example).
Summoning Kroll involves a ritual requiring the
sacrifice of one to nine living, intelligent creatures
depending whether the Fimir want one or more
tentacles, or the whole of Kroll with her terrible
beak.
Kroll's tentacles can be subtle as well as violent,
able to coil around a sleeping victim's mouth before
he wakes and screams, or pilfer objects from his
pockets, or even put objects into his pockets. If she
desired, she could also push her eggs inside an
unfortunate victim.
Kroll can speak, but only when partially submerged
in water - her voice is a terrible, bubbling rumble.
However, she can also speak psychically, her
watery whispers insinuating themselves into her
target's dreams, making all sorts of tempting offers,
suggestions or instructions.
M WS BS S T W I A Ld
Kroll 5 6 0 5 6 6 5 8 9
Special Rules: Large Target, Magical Attacks, Poisoned
Attacks, Terror, Unbreakable, Unstable, Ward
Save (5+)
Flailing Tentacles: Kroll’s tentacles sweep across
and through enemy formations with ease, crushing
troops by the dozens. When making her Stomp
attacks, she causes 2D6 hits, rather than the normal
D6.
29
30
CHOOSING AN ARMY This army list enables you to turn your miniatures collection into an army ready for
tabletop battle. As described in the Warhammer rulebook, the army list is divided into
four sections: Characters (including Lords and Heroes), Core Units, Special Units and
Rare Units.
CHOOSING AN ARMY Every miniature in the Warhammer range has a
points cost that reflects how valuable it is on the
battlefield. For example, a Shearl costs just 3
points, while a mighty Meargh costs 235 points!
Both players choose armies to the same agreed
points total. You can spend less and will probably
find it impossible to use up every last point. Most
‘2000 point’ armies, for example, will be something
like 1,998 or 1,999 points.
To form your miniatures into an army, look up the
relevant army list entry for the first troop type. This
tells you the points cost to add to each unit of
models to your army and any options or upgrades
the unit may have. Then select your next unit,
calculate its point and so on until you reach the
agreed points total. In addition to the points, there
are a few other rules that govern which units you
can include in your army, as detailed under
Characters and Troops.
ARMY LIST ENTRIES Each unit is represented by an entry in the army list.
The unit’s name is given and any limitations that
apply are explained.
Profiles: The characteristic profiles for the troops
in each unit are given in the unit entry. Where
several profiles are required, these are also given
even if, as in many cases, they are optional.
Unit Sizes: Each entry specifies the minimum size
for each unit. In some cases, units may also have a
maximum size.
Equipment: Each entry lists the standard weapons
and armour for that unit type. The value of these
items is included in the points value.
Options: Each entry lists any available upgrades to
the unit, together with their points cost.
Special Rules: Many troops have special rules
which are described in this section.
With the points total agreed, players need to pick
their forces using the army list in the relevant
Warhammer Armies hook, and the system
presented here.
THE GENERAL An army must always include at least one
Lord or Hero to be its General.
Every army must have a General to lead it into
battle. The General represents you — he issues the
orders that lead to the moves, shots, spells and
attacks that your troops make.
MINIMUM THREE UNITS An army must always include at least three units in
addition to any Lords and Heroes.
An army just isn't an army unless it has plenty of
warriors in its ranks.
UNIT CATEGORIES Each army list divides the forces available into
several categories. In a standard game, players are
limited as to how many of their points can be spent
from any particular category.
LORDS You can spend up to 25% of your points on Lords.
Lords are the most powerful characters in your
army, individuals possessed of fearsome martial or
magical might.
HEROES You can spend up to 25% of your points on Heroes.
Heroes are lesser characters, not as intrinsically
deadly as Lords, but still worth a score of ordinary
warriors.
WIZARDS AND SPELL LORES Some Lords and Heroes are Wizards, and have
access to one or more spell lores. Although you
won't generate the spells that your Wizards know
until you start to play your game you do need to
make a note in your army roster of which spell lore
each of your Wizards will use. If you have a Wizard
that is allowed to choose specific spells, you must
select which spells they are at the time you pick
your army.
31
CORE UNITS You must spend a minimum of 25% of your points
on Core units.
Core units are the heart of your army, the iconic
troops who make up the bulk of every warband and
warhost. Unlike other types of unit, there is no
maximum to the proportion of your points that you
can spend on Core units.
Some Core units do not count towards the
minimum points you must spend on Core units
(sometimes written as 'do not count towards the
minimum number of Core units you must include'
or variations thereof) or indeed the minimum
number of units you must include in your army. In
fact, such units don't count towards any category,
just the points value of the army.
SPECIAL UNITS You can spend up to 50% of your points on Special
units.
Special units are invariably elite troops, capable of
anchoring a battleline of lesser warriors, or
performing great deeds in their own right.
RARE UNITS You can spend up to 25% of your points on Rare
units.
Rare units are the most unusual warriors in your
army, mighty monsters, weird war machines and
elite soldiers of unsurpassed skill. Rare units are
often fantastically powerful, but often require a
canny general to get the most from them.
DUPLICATE CHOICES An army cannot contain more than 3 Special
choices of the same type and 2 Rare choices of the
same type.
To further represent the scarce nature of Special
and Rare choices there is a limit on how many
duplicates of each troop type you can include in
your army.
This limit applies only to duplicate Special or Rare
unit choices of the same type, not to the total
number of Special and Rare units overall.
Note that this limit applies to the basic troop type
and isn't dependent on the size of the unit or
optional war gear.
Two Units For One Choice Some units are listed as taking up a single choice.
As implied, this means that these two units count
only as one choice.
GRAND ARMY In a grand army, you can include up to 6 duplicate
Special choices and 4 duplicate Rare choices.
If choosing an army of 3,000 points or more, it is
considered to be a 'grand' army, with enough
patronage, cash or muscle to get a larger supply of
scarce units: up to 6 duplicate Special choices, and
up to 4 duplicate Rare choices.
ARMY SELECTION SUMMARY TABLE You must always include at least three non-
character units, plus one Lord or Hero to be your
General.
Points Limit Duplicate Choices
Lords Up to 25% No limit
Heroes Up to 25% No limit
Core 25% or more No limit
Special Up to 50% Up to 3
Rare Up to 25% Up to 2
32
LORDS
BALOR, THE EYE OF DOOM 625 points Profile M WS BS S T W I A Ld Troop Type Balor 6 9 0 6 6 6 5 6 9 Monster (Special Character)
Equipment: Special Rules:
• Axes of Balor
• Heavy armour
• Eye of Doom
• Large Target
• Magical Attacks
• Terror
• Unbreakable
• Unstable
• Ward Save (5+)
LISHAART, THE GREAT SERPENT 400 points Profile M WS BS S T W I A Ld Troop Type Lishaart 7 7 0 6 5 5 7 5 9 Monster (Special Character)
Equipment: Special Rules:
• Poison fangs • Large Target
• Magical Attacks
• Poisoned Attacks
• Spit Acid
• Tail Attack (S6)
• Terror
• Unbreakable
• Unstable
• Ward Save (5+)
KROLL THE CONNIVING 425 points Profile M WS BS S T W I A Ld Troop Type Kroll 5 6 0 5 6 6 5 8 9 Monster (Special Character)
Equipment: Special Rules:
• Tentacles and beak • Flailing Tentacles
• Large Target
• Magical Attacks
• Poisoned Attacks
• Terror
• Unbreakable
• Unstable
• Ward Save (5+)
33
LORDS
MEARGH 235 points Profile M WS BS S T W I A Ld Troop Type Meargh 4 3 1 4 4 3 3 1 9 Infantry (Character)
Magic: Equipment: Options: A Meargh is a Level
3 Wizard. She can
use Fimir Magic, the
Lore of Shadow, the
Lore of Beasts, or the
Lore of Death.
• Hand weapon
Special Rules:
• Cold-Blooded
• Protect our
Leader!
• Scaly Skin (6+)
• Swamp Strider
• May be upgraded to a Level 4 Wizard…………..35 points
• May take magic items worth up to a total of…..100 points
FIMM WARLORD 150 points Profile M WS BS S T W I A Ld Troop Type Fimm Warlord 4 6 2 5 5 3 5 4 9 Infantry (Character)
Equipment: Special Rules: Options:
• Hand weapon
• Light armour
• Cold-Blooded
• Scaly Skin (5+)
• Swamp Strider
• Tail Attack (S5)
• May be armed with one of the following:
- Morning star………………………………….3 points
- Additional hand weapon……………………..3 points
- Great weapon………………………………...6 points
• May take a shield…………………………………3 points
• May upgrade light armour to heavy armour……...3 points
• May take magic items worth up to a total of…..100 points
FIMM MISTMOR 220 points Profile M WS BS S T W I A Ld Troop Type Fimm Mistmor 6 6 2 5 6 5 4 5 8 Monstrous Infantry (Character)
Equipment: Special Rules: Options:
• Hand weapon
• Light armour
• Cold-Blooded
• Fear
• Scaly Skin (5+)
• Swamp Strider
• Tail Attack (S5)
• May be armed with one of the following:
- Additional hand weapon……………………..6 points
- Great weapon……………………………….12 points
• May upgrade light armour to heavy armour……...6 points
• May take magic items worth up to a total of…..100 points
34
HEROES
DIRACH 120 points Profile M WS BS S T W I A Ld Troop Type Dirach 4 3 2 4 4 2 3 2 8 Infantry (Character)
Magic: Equipment: Options: A Dirach is a Level 1
Wizard. He can use
Fimir Magic, the
Lore of Shadow, the
Lore of Beasts, or the
Lore of Death.
• Hand weapon
Special Rules:
• Cold-Blooded
• Daemon Friend
• Scaly Skin (6+)
• Swamp Strider
• May be upgraded to a Level 2 Wizard…………..35 points
• May take magic items worth up to a total of……50 points
FIMM FINMOR 90 points Profile M WS BS S T W I A Ld Troop Type Fimm Finmor 4 5 2 4 5 2 4 3 8 Infantry (Character)
Equipment: Special Rules: Options:
• Hand weapon
• Light armour
• Cold-Blooded
• Scaly Skin (5+)
• Swamp Strider
• Tail Attack (S5)
• May be armed with one of the following:
- Morning star………………………………….2 points
- Additional hand weapon……………………..2 points
- Great weapon………………………………...4 points
• May take a shield…………………………………2 points
• May upgrade light armour to heavy armour……...2 points
• May take magic items worth up to a total of……50 points
BATTLE STANDARD BEARER One Fimm Finmor may carry the battle
standard for 25 points. He may carry a Magic
Standard (with no points limit), but if he
carries a Magic Standard, he may not choose
any other magic items.
FIMM FLAITHMOR 160 points Profile M WS BS S T W I A Ld Troop Type Fimm Flaithmor 6 5 2 5 6 4 3 4 7 Monstrous Infantry (Character)
Equipment: Special Rules: Options:
• Hand weapon
• Light armour
• Cold-Blooded
• Fear
• Scaly Skin (5+)
• Swamp Strider
• Tail Attack (S5)
• May be armed with one of the following:
- Additional hand weapon……………………..4 points
- Great weapon………………………………...8 points
• May upgrade light armour to heavy armour……...4 points
• May take magic items worth up to a total of……50 points
35
CORE UNITS
FIMM WARRIORS 12 points per model Profile M WS BS S T W I A Ld Troop Type Fimm Warrior
Fimm Fian
4 4 2 4 4 1 2 1 7
4 4 2 4 4 1 2 2 7
Infantry
Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
• Hand
weapon
• Light armour
• Cold-Blooded
• Scaly Skin
(6+)
• Swamp Strider
• Tail Attack
(S4)
• One Fimm Warrior may be upgraded to a Fimm Fian..10 points
• One Fimm Warrior may be upgraded to a musician….10 points
• One Fimm Warrior may be
upgraded to a standard bearer…………………………10 points
- A standard bearer may carry
a magic standard worth up to…………………….25 points
• The entire unit may be armed with one of the following:
- Morning stars……………………………1 point per model
- Additional hand weapons………………2 points per model
• The entire unit may take shields……………..1 point per model
SHEARL 7 points per model Profile M WS BS S T W I A Ld Troop Type Shearl
Shearl Finn
4 3 2 3 4 1 2 1 6
4 3 2 3 4 1 2 2 6
Infantry
Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
• Hand
weapon
• Cold-Blooded
• Dregs
• Scaly Skin
(6+)
• Swamp Strider
• One Shearl may be upgraded to a Fimm Fian………...10 points
• One Shearl may be upgraded to a musician…..............10 points
• One Shearl may be upgraded to a standard bearer……10 points
• The entire unit may be armed with one of the following:
- Spears……………………………..……..1 point per model
- Morning stars……………………………1 point per model
- Additional hand weapons………………2 points per model
• The entire unit may take shields……………..1 point per model
Do you know what the worst thing about them is? It's not that they kill and steal and abuse. It's not that they 're
hideously ugly. It's not that they worship Daemons. The worst thing about them is that they're barely any
different from us. They work, play and worship, do what they have to do to survive and every one of them is at
the mercy of those more powerful.
They're no crueller than we are; they're just more honest about it. Everything bad they do has been done by one
Human or another at some time. They're just a more concentrated, purer form of our own evil. I loathe them,
despise them and they haunt me every single bloody night! But believe me, I don't feel much better for being back
amongst men.
A rare lucid outburst from 'Alice', an unknown woman believed to
have escaped from the Fimir, now cared for by the Clerics of Shallya
36
CORE UNITS
BOGLARS 3 points per model Profile M WS BS S T W I A Ld Troop Type Boglar
Sludgesucker
4 2 3 2 3 1 3 1 5
4 2 3 2 3 1 3 2 5
Infantry
Infantry
Note: Boglars do not count towards the minimum number of Core Units you need to include in your army.
Unit Size: 10+ Special Rules: Options:
Equipment:
• Hand
weapon
• Throwing
weapon
• Beneath
Contempt
• Skirmishers
• Swamp
Striders
• Water-Birth
• One Boglar may be upgraded to a Sludgesucker...........10 points
• The entire unit may be upgraded
• to Toad-Gnoblars…………………………....2 points per model
MOOR HOUNDS 12 points per model Profile M WS BS S T W I A Ld Troop Type Moor Hound
Fenhowler
7 4 0 3 3 1 3 1 6
7 4 0 3 3 1 3 1 6
Warbeast
Warbeast
Note: Moor Hounds do not count towards the minimum number of Core Units you need to include in your army.
Unit Size: 5+ Special Rules: Options:
Equipment:
• Fangs and
claws
• Fear
• Fast Cavalry
• Magical
Attacks
• Swamp Strider
• Unbreakable
• Unstable
• Ward Save
(5+)
• One Moor Hound may be upgraded to a Fenhowler.....10 points
“I think their predominant colour was a dark green, though they had bronzed bellies. They were mostly smooth
and leathery, but their tails were ridged and spiny at the ends. Their forms vaguely suggested the anthropoid,
while their heads were oval and drawn into a snout, with a single prodigious white eye, gleaming malevolently.
There were no ears on the sides of their heads and their three-fingered paws were clawed. They loped along the
marsh, their tails high and swaying, sometimes dropping onto all fours to taste the ground... their high squealing
voices... held all the dark shades of cruelty which their staring faces already suggested.”
From The Shadow over Gasthaustmund', by H.P. Lieberwerk
37
SPECIAL UNITS
FIANA FIMM 60 points per model Profile M WS BS S T W I A Ld Troop Type Fiana Fimm
Fimm Fiarach
6 4 2 4 5 3 2 3 7
6 4 2 4 5 3 2 4 7
Monstrous Infantry
Monstrous Infantry
Unit Size: 3+ Special Rules: Options:
Equipment:
• Hand
weapon
• Heavy
armour
• Cold-Blooded
• Fear
• Scaly Skin
(5+)
• Swamp Strider
• Tail Attack
(S5)
• One Fiana Fimm may be
• upgraded to a Fimm Fiarach…………………………..10 points
• One Fiana Fimm may be upgraded to a musician….....10 points
• One Fiana Fimm may be
upgraded to a standard bearer…………………………10 points
- A standard bearer may carry
a magic standard worth up to…………………….50 points
• The entire unit may be armed with one of the following:
- Great weapons………………………...10 points per model
- Additional hand weapons………………5 points per model
SWAMP DAEMONS 15 points per model Profile M WS BS S T W I A Ld Troop Type Swamp Daemon
Rotfiend
4 4 0 3 4 1 3 2 7
4 4 0 3 4 1 3 2 7
Infantry
Infantry
Unit Size: 10+ Special Rules: Options:
Equipment:
• Claws and
teeth
• Fear
• Magical
Attacks
• Scaly Skin
(5+)
• Swamp Lurker
• Swamp Strider
• Unbreakable
• Unstable
• Ward Save
(5+)
• One Swamp Daemon may be
upgraded to a Rotfiend..................................................10 points
MARSH REAVERS 55 points per model Profile M WS BS S T W I A Ld Troop Type Marsh Reaver
Blood Reaver
Bog Beast
4 4 2 4 4 3 2 1 7
4 4 2 4 4 3 2 2 7
7 4 2 5 5 3 2 3 7
Monstrous Cavalry
Monstrous Cavalry
-
Unit Size: 3+ Special Rules: Options:
Equipment:
• Hand
weapon
• Spear
• Light armour
• Shield
• Cold-Blooded
• Fear
• Poisoned
Attacks
• Scaly Skin
(6+)
• Swamp Strider
• Tail Attack
(S5)
• One Marsh Reaver may be
• upgraded to a Blood Reaver ………………………….10 points
• One Marsh Reaver may be upgraded to a musician…..10 points
• One Marsh Reaver may be
upgraded to a standard bearer…………………………10 points
- A standard bearer may carry
a magic standard worth up to…………………….50 points
• The entire unit may upgrade
to wear heavy armour…………………………..5 pts per model
38
SPECIAL UNITS
FOMORIANS 60 points per model Profile M WS BS S T W I A Ld Troop Type Fomorian
Formor
6 3 0 5 5 4 2 3 6
6 3 0 5 5 4 2 3 6
Monstrous Infantry
Monstrous Infantry
Unit Size: 3+ Special Rules: Options:
Equipment:
• Hand
weapon
• Ambushers
• Fear
• Stupidity
• One Fomorian may be upgraded to a Formor...………10 points
• The entire unit may be armed with one of the following:
- Great weapons………………………...10 points per model
- Additional hand weapons………………5 points per model
FENBEASTS 65 points per model Profile M WS BS S T W I A Ld Troop Type Fenbeast 5 3 0 5 5 4 1 3 8 Monstrous Infantry
Unit Size: 1-5 Special Rules: Options:
Equipment:
• Fists
• Always Strikes Last
• Fear
• Regeneration
• Stupidity
• Swamp Strider
• Unbreakable
• Unstable
• The entire unit may take one of the following:
- Born of the Bloodmarsh………...10 points per model
- Leeachloam……………………...10 points per model
- Lifebloom Silt…………………...15 points per model
- Fly-Infested Rotweed…………...15 points per model
NUCKELAVEE 26 points per model Profile M WS BS S T W I A Ld Troop Type Nuckelavee
Bog Knight
8 4 0 4 4 1 4 2 8
8 4 0 4 4 1 4 3 8
Warbeast
Warbeast
Unit Size: 5+ Special Rules: Options:
Equipment:
• Hand
weapon
• Fear
• Fast Cavalry
• Magical Attacks
• Swamp Strider
• Unbreakable
• Unstable
• Ward Save (5+)
• One Nuckelavee may be
upgraded to a Bog Knight.....................................10 points
• The entire unit may be armed with one of the following:
- Great weapons……………………3 points per model
- Additional hand weapons………...2 points per model
FIR BOLG 10 points per model Profile M WS BS S T W I A Ld Troop Type Fir Bolg
Crypt Keeper
4 3 2 4 4 1 2 1 6
4 3 2 4 4 1 2 1 6
Warbeast
Warbeast
Unit Size: 10-25 Special Rules: Options:
Equipment:
• Hand
weapon
• Fear
• Join us…
• Magical Attacks
• Swamp Strider
• Unbreakable
• Unstable
• One Fir Bolg may be
upgraded to a Crypt Keeper..................................10 points
• The entire unit may be
armed with great weapons.. …………….2 points per model
• The entire unit may take shields………..1 point per model
• The entire unit may wear light armour…1 point per model
39
RARE UNITS
DAEMONOMANIC 250 points per model Profile M WS BS S T W I A Ld Troop Type Daemonomanic 6 7 0 6 6 6 4 6 8 Monster
Unit Size: 1 Special Rules:
Equipment:
• Hand weapon
• Light armour
• Large Target
• Magical Attacks
• Swamp Strider
• Tail Attack (S6)
• Terror
• Unbreakable
• Unstable
• Ward Save (5+)
EYE OCULUS OF BALOR 175 points per model Profile M WS BS S T W I A Ld Troop Type Eye Oculus 4 4 2 4 6 6 2 6 8 Unique
Unit Size: 1 Special Rules:
Equipment:
• Hand weapon
• Heavy armour
• Gaze of the Great Eye
• Stubborn
• Terror
• The Great Eye is Always
Watching
ATHACH 225 points per model Profile M WS BS S T W I A Ld Troop Type Athach 6 3 0 6 6 5 3 5 7 Monster
Unit Size: 1 Special Rules:
Equipment:
• Hand weapon
• Morning star
• Devastating Charge
• Impact Hits (D3)
• Large Target
• Poisoned Attacks
• Terror
• Hurl Rocks
EYE TYRANT 175 points per model Profile M WS BS S T W I A Ld Troop Type Eye Tyrant 1 3 3 4 5 6 3 3 8 Monster
Unit Size: 1 Special Rules:
Equipment:
• Huge maw with rows of razor-
sharp fangs
• Death Gaze
• Hover
• Magical Attacks
• Terror
• Unbreakable
• Unstable
• Ward Save (5+)
40
GIFTS OF BALOR In this section is a list of the 'Fimir only' magic items. These items can only be used by
models from this book. Magic items must be selected within the points limitations set by
the army list section. Note that the rules for magic items presented in the Warhammer
rulebook also apply to the 'Fimir only' magic items.
MAGIC WEAPONS
Vile Branch Crusher 55 pts This huge mace is made from a big root found in
the deepest glades of the Forests of Firest. The end
of the weapon is made up of strong, sharp wooden
side roots, sprouting in all direction. These cause
horrific damage when slammed against an enemy,
piercing the body at multiple places.
Great weapon. Each hit is multiplied into D3 hits.
The Flagellator 50 pts A devastating weapon, the Flagellator embues its
wielder with the speed and power to crush a whole
regiment in mere minutes. However, should the
wielder overexhausts its power, he might suddenly
find that his weapon has no more might than a
common flail.
Flail. The wielder of the Flagellator receives +D6
attacks, rolled in each round of Close combat. If a 6
is rolled when determining the number of Attacks
received, the item loses its power and will counts as
a mundane flail from then on, starting next turn.
Fimúl’s Arms 45 pts The Axe and the Mace known as Fimúl’s Arms are
two of the most priced relics kept by the Fimir.
They are the very same weapons Fimúl the Mud
God used to protect his beloved Maris. When Fimúl
was killed, the weapons where sold by the human
merchants. One Fimir clann was lucky enough to
raid a certain caravan transporting the weapons
centuries later. They were probably on their way to
a rich noble who bought them as collector items.
Since that time, the axe and the mace are passed on
from clan to clan each year.
Paired hand weapons. The Axe gives the wielder +1
Weapon Skill and Armour Piercing Attacks. The
Mace reduces the Weapon Skill, Strength and
Attack value of enemies hit by it by 1 until the end
of the next close combat phase.
Muckraker 40 pts This great mace has been the bane of many a foe,
smashing them into paste with ease.
Great weapon. Attacks from Muckraker have the
Armour Piercing rule. In addition, each wound is
multiplied into D3 Wounds.
Fetid Axe 40 pts Many of the numerous water pools around the
Fimir clann hold contain unpure water, made fetid
due to the centuries-long lack of streaming water. It
is rumoured that when the still hot metal of a newly
crafted weapon is cooled with this water, some of
the unpureness stays upon the weapon. Such
weapons are so poisonous that few are left
untouched by it.
The wielder of the Fetid Axe always wounds on a
roll of 2+.
Lishaart’s Tail 40 pts Lishaart, another daemon prince serving Fimúl, is
depicted as a huge scaled serpent. He’s a deady
and silent stalker. Crawling through the misty
swamp, he sneaks up to his prew and unleashes his
fury. Some Fimm Nobles strap on a powerful
magical blade it their tails to represent this flailing
tail of Lissaart.
Lissaart’s Tail is a weapon fitted on the tail of the
wielder. It increases the Strength of the wielder’s
Tail Attack by 1 and allows him to do D3 Attacks
with it instead of 1.
Kriss of Endless Sacrifice 25 pts This curved dagger has been used for so many
ritual sacrifices that even the oldest Meargh cannot
really remember. It has been passed down by the
Mearghs from generation to generation. The blade
is red with the gore and blood of its coutless
victims. According to Fimir legends, the weapon
can sense when it needs to send another soul to
Fimúl the Mud God and that it does his best to
please his god as much as possible.
The Kriss gives the wielder Poisoned Attacks.
Every 6 to hit grants the wielder an additional
attack.
Froidrach’s War Hatchets 20 pts Lusting for blood just like its former master, these
axes are the most dangerous the minute they get to
taste a new battle.
Paired hand weapons. The wielder of the War
Hatchets receives +1 Strength and Attacks in the
first round of combat.
41
MAGIC ARMOUR
Obsidian Shield 45 pts Made from the blackest and hardest stone, stolen
from caravans or dwarven slaves, this shield is
crafted to protect the wearer from harmful magical
effects. Mostly favoured by Fimm Nobles living
close to human villages where a wizard resides,
these armour pieces are hard to get by in the murky
swamps.
Shield. A spell cast on the bearer of this item or the
unit he is with is automatically dispelled on a 5+.
Helm of the Great Eye 30 pts This helm is an ancient artefact of the Fimir, said to
have been worn by Balor himself. It is said that any
eye seeing through this helm can look into the
future and strike before the enemy can even react.
The Helm of the Great Eye gives the wearer a 6+
armour save which may be combined with other
armour as normal. In addition, he gains the Always
Strikes First rule.
Muck Armour 25 pts This armour has the embodied spirit of the swamps
in which the Fimit reside. It makes its wearer
incredibly resilient to harm, but takes its toll on his
strength.
Heavy Armour. The wearer is immune to Flaming
Attacks and gains the Regeneration (4+) rule.
However, he also suffers a -1 penalty to his
Strength.
Runic Bellyshield 25 pts This beautifully crafted piece of armour is inscribed
with the most powerful runes the Fimir could whip
out of their dwarven slaves. Fimm Nobles wearing
such bellyshields are considered to be near
invincible and are rightly feared on the battlefield.
Runic Bellyshield gives the wearer a 5+ armour
save which may be combined with other armour as
normal. In addition, he ignores any Attack after
being hit on the roll of a natural 6.
Armour of Sacrifice 20 pts This leather armour made from the skin of those
sacrificed to Fimúl is filled with malign power,
protecting the wearer while taking the life of
someone nearby instead.
Light armour. The first wound suffered by the
wearer can be transferred to a friendly model within
3”.
Kroll’s Bellyshield 15 pts Kroll is usually depicted as a huge bogoctopus with
tentacles flailing around him. Around his main
body, the daemon prince has a dull looking
bellyshield, showing all kinds of shifting images,
striking fear into all who gaze upon it.
Kroll’s Bellyshield gives the wearer a 6+ armour
save which may be combined with other armour as
normal. In addition, he causes Fear.
TALISMANS
Talon of Mother Gorne 60 pts An extremely potent talisman, its power only grows
stronger the closer to death its bearer gets.
The bearer has a Ward save equal to his number of
Wounds left.
Horrors of Firest 60 pts Firest, a daemon prince in the form of a dark forest
with unspeakable horrors within, enjoys teasing his
victims with getting them lost and fear games. One
day, a crazed Dirach captured some of these
visions into a small glass orb. He who gazes into
the orb, sees only his deepest hidden fears and goes
almost mad instantly.
One use only. The bearer can reveal the Horrors of
Firest to an enemy unit in at the start of the close
combat phase. This unit automatically breaks and
has to flee directly away from him. The bearer and
his unit cannot pursue and must stay stationary.
This item has no effect on units that are Immune to
Pshychology.
Bloodstone Garnet 45 pts This trinket, mostly used as a jewel to fasten the
cloaks many Fimm Nobles or Dirach wear, radiates
a powerful red glow. Empowered with the mystical
forces of the swamp and the ancient spirit that
dwell there, the stone is prized my all, because it
gives the holder the ability to heal wounds almost
instantly, regenerating limbs and becomming
almost immortal.
The Bloodstone Garnet gives the bearer the
Regeneration (3+) rule.
Miasma of Malodorous Mist 45 pts This pendant contains the soul of a long since dead
but powerful Dirach. Even though he died centuries
ago, this spirit still seeks to go to war and still
generates a mist cloud. This piece of jewelry is
wanted amongst the Fimir Nobility because it gives
them the opportunity to go further from a Dirach
then they normally could.
The wearer and any unit he is with always counts as
being under the effect of the Swirlling Mists spell.
42
ARCANE ITEMS
Staff of Finfaust 75 pts This powerful staff was the property of the great
Dirach Finfaust, until his sudden and untimely
demise when he got sucked into the Warp after a
spell cast with his staff had done its job a little too
well.
When casting a spell, a roll of 6 on any of the
Power dice will result in an Irresistable Force.
Scroll of Necromancy 60 pts This piece of parchment is made of human skin. It
contains all manner of incantations, spells and
glyphs used by the dark art of necromancy. When
read, the parchement crumbles and the magical
power is lost. But, the ground begins to boil and
black water erupts from cracks. Fir Bolg arise from
their watery graves to fight once more.
One use only. When read, the bearer can summon a
unit of 5+D6 Fir Bolg up to 12” away.
Orb of the All-Seeing Eye 45 pts This great orb can be used to scry the winds of
magic, binding them to the bearer. At the same time
however, the orb may feel its due, and take the
same power for itself.
At the beginning of each Fimir magic phase, the
bearer may consort with the Orb of the All Seeing
Eye. Roll a D6; the bearer gains D3 dice. However,
if the dice roll was a natural 1, the bearer loses 1
dice instead.
Hellmother’s Crown 45 pts This barbed metal crown once belonged to the
fabled Hellmother, the Meargh who unites most of
the Fimir race in the war against the humans. She
was a very powerful wizard but also very dangeous
with words. The Fimir suffered greatly during that
war though, and the Hellmother was slain by
Marius who impaled her with his spear.
Meargh Only. Hellmother’s Crown gives the
wearer a 5+ ward save. In addition, she knows one
extra spell.
Maris’ Tears 35 pts This item is a small vial, filled with very clear and
almost glowing liquid. The liquid within is said to
be tears from Maris, the mother of all Fimir. They
were collected by Fimúl when Maris was sad about
all the selfeshness the humans showed to her. When
the liquid is smeered upon the naked skin, it heals
any wounds almost instantly.
One use only. When used, the bearer regains all
wounds previously lost in the battle.
Swamp Glass Globe 20 pts There are different types of swamp gas out there.
There is gas that can kill a grown man after only
one sniff, there is gas that can drive even an Ogre
crazy. One certain gas increases the magical
capabilities of all who sniff it. Of course, not
everyone knows this, but the Fimir long since
discovered this secret.
One use only. The Globe can be used at the start of
the Magic phase. When used, the bearer of this orb
can add +1 extra Power Dice to each of her spells
cast this turn.
ENCHANTED ITEMS
Pipes of Catastrophe 65 pts When played, these pipes give off the most horrible
sound ever to be heard by man or creature. Its
eardrum shattering tones can even cause entire
structures to collapse in piles of rubble.
One use only. The bearer of the Pipes of
Catastrophe may play the pipes, in any Fimir
Shooting Phase, which effects all warmachines (and
all warmachine like constructs such as Steam
Tanks, Skaven Screaming Bells, etc), chariots,
Steam Tanks and buildings within 18" of the bearer.
Warmachines in range suffer D6 S6 hits, while
chariots suffer D3 S5 hits and buildings collapse on
the roll of a 6.
Eye of Balor 45 pts Said to be infused with a part of the evil from Balor,
this necklace is made to respemble his great and
terrible eye. The wearer of the Eye is seen as pure
evil to all enemies who look upon him and they
want to be as far from him as possible.
Eye of Balor makes the bearer cause Terror. In
addition, and successful Terror test caused by him
must be re-rolled.
Moss-Hide Cloak 30 pts This ragged cloak is made of all sorts of hard
swamp grass and moss foeraged by the Shearls and
knitted together with powerful runes by the Dirach.
Whoever wears this cloak is rumoured to be able to
resist a blow from even a Giant. The effect is
temporary though and the moss is frail.
The Moss-Hide Cloak gives the wearer a +1
Armour save and +1 Toughness until he suffers his
first unsaved wound.
The Blood Drum of Bryzz 25 pts When the drum is sound, any warrior immediately
becomes overcome with bloodlust and rage.
The bearer of the drum and the unit he is with
gains the Frenzy rule.
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Crown of Lies 25 pts This deceptive crown fills the head of the wearer’s
foe with lies and deceit, calming them into a false
sense of security before striking.
When fighting in a challenge, the wearer of the
Crown gets to make one additional Attack with the
Killing Blow ability before all other Attacks are
made in each close combat phase.
Royal Cowl 20 pts Given by its Meargh because of some important
deed or performance, the lucky Dirach now stands
out from even the other Dirach, which infuriates the
Fimm Nobles even more. But, it was the Meargh’s
will that he got the cowl so he must be important
and all the Nobles respect that thought.
Units within 8” of the Dirach may use his
Leadership just as if he was the army’s General.
Dirach only.
Blood-Drenched Mantle 15 pts Red with the blood and gore in which it was
soaked, this mantle is a sign to all humans who face
the wearer that they are going to be next. The smell
of fresh human blood almost drives the Fimir mad
with hatred and hunger towards them. In battle they
will not stop until their hunger is statisfied or they
themselves are killed.
The Blood-Drenched Mantle gives the wearer
Hatred towards all Human units.
MAGIC STANDARDS
The Banner of the Mists 75 pts Enchanted by many Dirach and shrouded in the
thickest mist, this banner makes those around it all
but invisible in the distance.
Units within 8” of the banner may not be targeted
by spells or missiles that requires line of sight.
Banner of All-Seeing 30 pts Its gaze reaching all around the battlefield, the
warriors marching this banner will instinctively
know the locaction of the enemy.
One use only. The unit may declare a charge
against a unit outside their line of sight, as long as
they can roll high enough to reach the unit with
their closest model.
Banner of the Burning Eye 25 pts Depicting the burning eye of Balor, the banner
burns and sears the eyes of the hated foe, making
them all but blind.
One use only. When used, all enemy units in base
contact with the unit carrying this banner must re-
roll all successful rolls to Hit.
Bog Banner 25 pts Made from the skins of all their slain victims, this
banner is truely a horrific sight to behold. It is
dripping with goo and covered in slimy mud. Skulls
and bones are put on top of it, often surrounded by
a small flock of crows, picking at the rotting
remains.
The unit carrying this banner causes Fear. In
addition, an enemy unit attempting to charge them
must take a Leadership test. If failed, they may not
charge and may not move voluntarily this turn.
Fimúl’s Hatred 20 pts When Fimúl was cowardly murdered in the
dungeons of the Marshland, his soul was banished
back into the Warp. He swore to take revenge on
those lowely mortals who killed him and his
beloved Maris. As he couldn’t enter the material
realm for a long time, he crafted a banner to
represent his hatred and gave it to his most trusted
Fimir, so that they could start his revenge on the
mortal world.
The unit carrying this banner Hates all units except
but for Daemons and Undead.
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REFERENCE LORDS M WS BS S T W I A Ld Type Base Size Page Balor 6 9 0 6 6 6 5 6 9 Mo 50x50mm
Lishaart 7 7 0 6 5 5 7 5 9 Mo 50x100mm
Kroll 5 6 0 5 6 6 5 8 9 Mo 75x100mm
Meargh 4 3 1 4 4 3 3 1 9 I 25x25mm
Fimm Warlord 4 6 2 5 5 3 5 4 9 I 25x25mm
Fimm Mistmor 6 6 2 5 6 5 4 5 8 MI 40x40mm
HEROES M WS BS S T W I A Ld Type Base Size Page Dirach 4 3 2 4 4 2 3 2 8 I 25x25mm
Fimm Finmor 4 5 2 4 5 2 4 3 8 I 25x25mm
Fimm Flaithmor 6 5 2 5 6 4 3 4 7 MI 40x40mm
CORE M WS BS S T W I A Ld Type Base Size Page Shearl 4 3 2 3 4 1 2 1 6 I 25x25mm
Shearl Finn 4 3 2 3 4 1 2 1 6 I 25x25mm
Fimm Warriors 4 4 2 4 4 1 2 1 7 I 25x25mm
Finn Fian 4 4 2 4 4 1 2 1 7 I 25x25mm
Boglar 4 2 3 2 3 1 3 1 5 I 20x20mm
Sludgesucker 4 2 3 2 3 1 3 2 5 I 20x20mm
Moor Hound 7 4 0 3 3 1 3 1 6 WB 25x50mm
Fenhowler 7 4 0 3 3 1 3 2 6 WB 25x50mm
SPECIAL M WS BS S T W I A Ld Type Base Size Page Fiana Fimm 6 4 2 4 5 3 2 3 7 MI 40x40mm
Fimm Fiarach 6 4 2 4 5 3 2 4 7 MI 40x40mm
Swamp Daemon 4 4 0 3 4 1 3 2 7 I 25x25mm
Rotfiend 4 4 0 3 4 1 3 3 7 I 25x25mm
Marsh Reaver 4 4 2 4 4 3 2 1 7 MC 40x40mm
Blood Reaver 4 4 2 4 4 3 2 2 7 MC 40x40mm
Fomorian 6 3 0 5 5 4 2 3 6 MI 40x40mm
Formor 6 3 0 5 5 4 2 4 6 MI 40x40mm
Fenbeast 5 3 0 5 5 4 1 3 8 MI 40x40mm
Nuckelavee 8 4 0 4 4 1 4 2 8 Ca 25x50mm
Bog Knight 8 4 0 4 4 1 4 3 8 Ca 25x50mm
Fir Bolg 4 3 2 4 4 1 2 1 6 I 20x20mm
Crypt Keeper 4 3 2 4 4 1 2 2 6 I 20x20mm
RARE M WS BS S T W I A Ld Type Base Size Page Daemonomanic 6 7 0 6 6 6 4 6 8 Mo 50x50mm
Eye Ocolus 4 4 2 4 6 6 2 6 8 Un 50x100mm
Athach 6 3 0 6 6 5 3 5 7 Mo 50x50mm
Eye Tyrant 1 3 3 4 5 6 3 3 8 Mo 50x50mm
MOUNTS M WS BS S T W I A Ld Type Base Size Page Bog Beast 7 4 2 5 5 3 2 3 7 MB 40x40mm
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