Fimir Balefiend (Fire)
Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again.A millennia ago, amphibious humanoids known as the Fimir were favoured by the Chaos Gods. Then, as the Gods turned their attentions to the more vibrant and amusing race of man, the Fimir were abandoned. Having since existed in reclusion, they now have a common cause with the Norscan tribes, doing the bidding of the Ruinous Powers as way of regaining their favour. Their mysterious Balefiends wield a powerful magic that appears crude and ritualistic to outsiders, but is incredibly potent. They spend prolonged periods away from the swamps, harvesting power from daemons to destabilise the barrier between the mortal world and the Realm of Chaos.
Unit Name Fimir Balefiend (Fire) |
Main Unit Key wh_dlc08_nor_cha_fimir_balefiend_fire_0 |
Land Unit Key wh_dlc08_nor_cha_fimir_balefiend_fire_0 |
Land Unit Group Parents Heroes |
Land Unit Group Wizard |
Caste Hero |
Category Melee Infantry |
Class Command |
Custom Battle Cost 550 |
Recruitment Cost 1000 |
Upkeep Cost 188 |
Number of Units 1 |
5040 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7d_fimir_2handed_staff |
├ Man Entity wh2_dlc16_monster_fimir_balefiend_hero_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 5032 |
1500 |
└ Man Mass 1500.0000 |
65 |
├ Armour wh2_main_heavy_metal_65 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
54 |
└ Man Speed 54 |
Melee Attack 27 |
35 |
400 |
├ Melee Weapon wh_dlc08_nor_balefiend_staff |
├ Base Weapon Damage 80 |
├ Armour-Piercing Weapon Damage 320 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 25 |
Abilities
-
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
From the Mist
Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.
[[img:ui/Battle UI/ability_icons/resistance_missile.png]] Missile Resistance +20 -
Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause. -
Evasion
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
Speed x 105%
Melee Defence +5
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. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Scaly Skin
Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's [[img:ui/battle ui/ability_icons/resistance_missile.png]]Missile Resistance.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos | |
The Lost God |