Epic Roleplay: Antagonists – Fimir

Epic Antagonists - Fimir
This came unexpected … out of the mists, unbidden. I happened across some sculpts of Fimir interpreted for Warhammer 40,000 and background pieces inspired by the sculpts. One search later to confirm that at least 10mm (Warmaster scale) Fimir are available, and here I am putting Fimir into Epic Roleplay.

From dark shrouded marsh worlds they come, cloaked in mist and mystery.

As an army, Fimir are based around a single type of company card

Fimir War Party at 600 points consisting of a single Fimm Warlord as command and three detachments of Fimir Raiding Parties, each consisting of six Fimm Warrior stands; the Fimir War Party has a Break Point of 10 and is worth 6 Victory Points

They have one type of unique support card

Fimir Raiding Party at 200 points consists of a six Fimm Warrior stands; the Raiding Party has a Break Point of 3 and is worth 2 Victory Points

In addition, Fimir make use of enslaved warriors and may take Chaos
Beastman and Troll Warbands as support cards, although these do not include the Champion of Chaos that would be present if they were taken in a Chaos army.

They also enslave pimitive humans, and at 100 points can add support cards of 10 stands of Primitive Warriors (Break Point 5, 1 Victory Point) or at 150 points 10 stands of Primitive Cavalry (Break Point 5, 2 Victory Points).

As a special card, they can include a

Meargh at 100 points consists of one Meargh stand worth 1 Victory Point

The new units have the following rules:

All Fimir are cloaked in Concealing Fog and cannot be targeted from more than 25 cm away, in addition, there is a -1 to hit modifiers to attack Fimir which stacks with any cover modifiers they are benefitting from.

Fimir are Marsh Dwellers and ignore movement restrictions and other penalties for marsh and river terrain, treating it as open ground for purpose of movement.

Finally, any enemies of the Fimir which fail a Break Test become Lost in the Mist, the fog closing around them like a malevolent living thing, remove them as casualties.

Fimm Warriors
Cyclopean giants appearing out of the fog, clad in ritual armour and armed with strange weapons. Their shooting ignores modifiers for cover.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Fimm Warriors 15cm 5+ +4 Deathlights 15cm 1 6+ -1
Notes
Type: Infantry, Morale Value 3, Concealing Fog, Marsh Dweller, Ignores Cover

Fimm Warlord
The strongest and most noble of their warriors act as warleaders of the Fimir, commanding their incursions and slave raids or marshalling the cunning defense of their shrouded domains. Their shooting ignores modifiers for cover.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Fimm Warlord 15cm 5+ fixed +6 Deathlights 15cm 2 6+ -1
Notes
Type: Infantry, Morale Value 2, Command Unit, Concealing Fog, Marsh Dweller, Ignores Cover

Meargh
The witch-hag matriarchs leading the Fimir, Mearghs are command units and powerful psykers, boasting a 4+ psychic save and able to use the Terrify, Illusion, and Invisibility psychic powers.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Meargh 15cm 6+ fixed +3 None
Notes
Type: Infantry, Morale Value 2, Command Unit, Concealing Fog, Marsh Dweller, Psychic Save 4+, Psychic Powers (Terrify, Illusion, Invisibility)

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