Fimir Warriors (Great Weapons)
When hoping for the fleeting, fickle favour of the Ruinous Ones, carry a really big mace.With a single eye atop a fanged snout, and deathly yellow-grey flesh that can shrug off blows that would kill a mortal man outright, the amphibious humanoid monsters known as the Fimir are horrific living legends. Their origins are unknown to most, but a millennium ago they were roaring the praises of the Dark Gods as they despoiled the lands of men living in the area that would later become the Empire. Then, one day, the Gods abandoned them in favour of man. Despite hating mankind, the Fimir have a common cause with the Norscan tribes, as they both crave the attention of the Dark Gods, but even so, it is an uneasy and fractious alliance.
Unit Name Fimir Warriors (Great Weapons) |
Main Unit Key wh_dlc08_nor_mon_fimir_1 |
Land Unit Key wh_dlc08_nor_mon_fimir_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Monstrous Infantry |
Naval Unit Group Monstrous Infantry |
Soldiers 16 |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 1450 |
Recruitment Cost 1450 |
Upkeep Cost 363 |
Melee Attack 28 |
95 |
├ Melee Weapon wh_dlc08_nor_great_mace |
├ Melee Damage Base 31 |
├ Melee Damage Ap 64 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 27 |
└ Bonus vs Infantry 0 |
Charge Bonus 27 |
38 |
├ Base Defence 38 |
├ Shield none |
└ Shield Defence 0 |
110 |
├ Armour wh2_main_heavy_metal_110 |
├ Armour Defence 110 |
└ Shield Armour 0 |
514 |
├ Man Entity wh_dlc08_nor_monster_fimir_blood |
├ Man Speed 45 |
├ Man Health 8 |
└ Bonus Hit Points 506 |
Leadership (Base Morale) 70 |
Abilities
- From the Mist
Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Armour-Sundering
The armour-splitting attacks of this unit can significantly weaken the target's armour. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Requires Buildings | |
---|---|
Lv. 0 |
Glacial Passages
(wh_main_nor_creatures_3) Level 2
Ogham Stones
(wh2_twa03_special_ogham_stones_2) Level 1
Empowered Ogham Stones
(wh2_twa03_special_ogham_stones_3) Level 2 |
Garrison Buildings | |
---|---|
x 2 |
Ogham Stones
(wh2_twa03_special_ogham_stones_2) Level 1
Empowered Ogham Stones
(wh2_twa03_special_ogham_stones_3) Level 2 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |