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A fan-made army book for Fimir for use in Warhammer. For the latest updates, visit http://warhammerarmiesproject.blogspot.com/

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Page 1: Warhammer - Fimir (rules only)

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Page 2: Warhammer - Fimir (rules only)

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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.

Page 4: Warhammer - Fimir (rules only)

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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

Page 5: Warhammer - Fimir (rules only)

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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.

Page 8: Warhammer - Fimir (rules only)

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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.

Page 9: Warhammer - Fimir (rules only)

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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.

Page 10: Warhammer - Fimir (rules only)

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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+.

Page 11: Warhammer - Fimir (rules only)

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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

Page 12: Warhammer - Fimir (rules only)

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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

Page 13: Warhammer - Fimir (rules only)

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)

Page 14: Warhammer - Fimir (rules only)

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)

Page 15: Warhammer - Fimir (rules only)

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

Page 16: Warhammer - Fimir (rules only)

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+)

Page 17: Warhammer - Fimir (rules only)

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.

Page 18: Warhammer - Fimir (rules only)

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

Page 19: Warhammer - Fimir (rules only)

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."

Page 20: Warhammer - Fimir (rules only)

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.

Page 21: Warhammer - Fimir (rules only)

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+)

Page 22: Warhammer - Fimir (rules only)

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).

Page 23: Warhammer - Fimir (rules only)

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

Page 24: Warhammer - Fimir (rules only)

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.

Page 25: Warhammer - Fimir (rules only)

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.

Page 26: Warhammer - Fimir (rules only)

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.

Page 27: Warhammer - Fimir (rules only)

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.

Page 28: Warhammer - Fimir (rules only)

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.

Page 29: Warhammer - Fimir (rules only)

29

Page 30: Warhammer - Fimir (rules only)

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.

Page 31: Warhammer - Fimir (rules only)

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

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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+)

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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

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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

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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

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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

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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

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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

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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+)

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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.

Page 41: Warhammer - Fimir (rules only)

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.

Page 42: Warhammer - Fimir (rules only)

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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