Mist Stalkers (Fimir Warriors)
Beware the dark, brutish shadows that dwell in the foggy depths of the marsh!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 Mist Stalkers (Fimir Warriors) |
Main Unit Key wh_pro04_nor_mon_fimir_ror_0 |
Land Unit Key wh_pro04_nor_mon_fimir_ror_0 |
Land Unit Group Parents Monsters & Beasts |
Land Unit Group Monstrous Infantry |
Caste Monstrous Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1600 |
Recruitment Cost 1600 |
Upkeep Cost 400 |
Number of Units 16 |
8224 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7d_fimir_ror_dual_axes |
├ Man Entity wh_dlc08_nor_monster_fimir_blood |
├ Man Hit Points 8 |
├ Num Men 16 |
└ Bonus Hit Points 506 |
1500 |
└ Man Mass 1500.0000 |
110 |
├ Armour wh2_main_heavy_metal_110 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
45 |
└ Man Speed 45 |
Melee Attack 38 |
52 |
90 |
├ Melee Weapon wh_dlc08_nor_fimir_dual_axe |
├ Base Weapon Damage 31 |
├ Armour-Piercing Weapon Damage 59 |
├ Bonus vs. Large 15 |
└ Bonus vs. Infantry 0 |
Charge Bonus 25 |
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. -
Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. -
Vanguard Deployment
This unit can deploy outside the deployment zone. -
Stalk
This unit can move hidden in any terrain.
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.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |