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HomeHome / Total War: WARHAMMER III / World Walkers / Units / Fimir Warriors (Great Weapons)
Fimir Warriors (Great Weapons) World WalkersWorld Walkers Monsters & Beasts

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.

Fimir Warriors (Great Weapons)

Unit Name

Fimir Warriors (Great Weapons)

Main Unit Key

wh_dlc08_nor_mon_fimir_1

Land Unit Key

wh_dlc08_nor_mon_fimir_1

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monstrous Infantry

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1450

Recruitment Cost

1450

Upkeep Cost

363

Number of Units

16

Hit Points

8224

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7d_fimir_2handed_axe

├ Man Entity

wh_dlc08_nor_monster_fimir_blood

├ Man Hit Points

8

├ Num Men

16

└ Bonus Hit Points

506

Mass

1500

└ Man Mass

1500.0000

Armour

110

├ Armour

wh2_main_heavy_metal_110

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

45

└ Man Speed

45

Melee Attack

30

Melee Defence

32

Weapon Strength

95

├ Melee Weapon

wh_dlc08_nor_great_mace

Base Weapon Damage

31

Armour-Piercing Weapon Damage

64

Bonus vs. Large

25

Bonus vs. Infantry

0

Charge Bonus

28

Abilities

  • 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

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 [[img:ui/battle ui/ability_icons/wh_dlc06_unit_contact_sundered_armour.png]]armour-splitting attacks of this unit can significantly weaken the target's armour.
  • 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.
  • 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.