I don't know about you, but I really love the Fimir race from Warhammer Fantasy. It's a pitty that they don't have any 7th Edition rules to play with. Together with some friends, I put together a rules set for them. So, give me what you think
ARMY SPECIAL RULES
FROM THE MISTS THEY COME...
The biggest advantage Fimir have on the battlefield is the thick mist clouds the Dirach and the Meargh generate around them. Dirach generate a 12”-radius cloud around them, Meargh generate a 20”-radius cloud. While inside these clouds, certain Fimir units have the following advantages. All Fimir units benefit from the first two, only Fimir units with the Fog Creatures special rule benefit from the last two aswell.
·Enemies have a very difficult time spotting Fimir units when they are inside the mist clouds. All enemy units shooting at the Fimir units while they are under the effect of the clouds suffer a -1 penalty on To Hit rolls.
·Enemies often find the thick choking mists very hard to move through, let alone see though. All enemy units suffer a -1 penalty on their basic Movement when moving inside the mist. They also suffer a -1 penalty on their Weapon Skill while in the mist.
·When a Fimir units wishes to charge an enemy unit (or visa versa) while the total Fimir unit is inside the mist and the enemy unit at least touches the edge of the cloud, then the Fimir unit can make a so called Fog Ambush. See below.
·A Fimir unit that is at least half inside the cloud and wins a close combat round, but the enemy did not flee, can opt to dissapear into the mists again. This is treated like a Flee move but the unit automatically regroups and can make a free 180° turn at the end. Enemies cannot pursue and must stay stationary. If this brings the Fimir into contact with a fresh enemy, the Fimir unit is caught and destroyed. This move will not cause other Fimir units to Panic, unless they were destroyed by a fresh enemy.
There is only one way to make the mist cloud dissapear. Kill the Meargh or the Dirach. When the caster is killed, the cloud that he/she was generating, dissapears in the next turn of the player in who’s turn the caster was killed.
While Fimir units with the Fog Creature special rule are outside the effects of the mist clouds, for any reason, they get -1 penalty on WS and I for as long as they are outside the mist clouds, as the bright light of the sun makes them disorientated.
Fog Ambush
When making a Fog Amush, follow the following rules.
If the Fimir unit charged an enemy unit or is charged by an enemy unit, the enemy unit has to roll equal or under their Initiative value. They can use the general’s Initiative value if he’s within 12”, just like they would use his Leadership for Leadership tests. If the test is failed, the Fimir unit sees an opportunity to catch their opponents by surprise. If the test is failed by 1 or 2, the Fimir unit gains an extra +1 Combat Resolution. If the test if failed by 3 or more, the Fimir unit gains an extra +2 Combat Resolution. If the test is passed, the Fimir unit didn’t have the opportunite to surprise the enemy and the fight is fought as normal.
BOG HOME
Due to the fact that it is their natural habitat, all Fimir units have the Bog Home special rule, which allows them to move through marsh, bog and swamp terrain pieces without any kind of movement penalty.
ARMY LIST
CHARACTERS – LORDS
0-1 MEARGH
Points/model: 230 Unit Size: 1
M WS BS S T W I A Ld
Meargh 4 3 2 4 5 3 3 2 9
WARGEAR: Meargh staff & dagger.
SPECIAL RULES: Ancient Leadership, Badges of Office, Fog Creatures.
Ancient Leadership: The Meargh are the natural and undisputed leaders of the Fimir race. If you have a Meargh in your army, she must be your army general. Also, when there is a Meargh within 6” of a Dirach and/or a Noble, the Petty Squabble rule is overruled.
Badges of Office: Both the Meargh and the Dirach are equipped and armed with a ceremonial staff and a sacrificial dagger. The staff counts as a halberd in combat. The dagger counts as having poisonous attacks. Choose which weapon the Meargh or the Dirach uses before combat starts.
OPTIONS
· May choose magic items from the Common or Fimir magic items lists, with a maximum total value of 100 pts.
MAGIC: The Meargh is a level 3 Wizard.
· May be upgraded to a level 4 Wizard for +35 pts.
FIMM MISTMOR
Points/model: 150 Unit Size: 1
M WS BS S T W I A Ld
Fimm Mistmor 4 6 2 5 5 3 4 4+1 9
WARGEAR: Hand weapon & Heavy armour.
SPECIAL RULES: Fog Creatures, Petty Squabble, Tail Bash.
Petty Squabble: Although the Dirach caste is superior to the Fimm Nobles, the line is very thin. This often results in arguements and discusssions involving battle tactics, unit formations or even march speed. If a Dirach and a Fimm Noble find themselves within 6” from each other at the start of the Fimir player’s turn and both are not in combat, both have to make a Ld test. If one of them fails, both them and any unit they may have joined must stay stationary for the entire turn. The one who failed his test by the most is the so called loser of the squabble and he and his unit have to back off 1” (if their is room). In case of a tie, roll a d6. If their is no room to back off, it is possible that the squabble will continue in the next turn.
OPTIONS
· May choose a great weapon (+6 pts) or an additional hand weapon (+4 pts).
· May choose magic items from the Common or Fimir magic items lists, with a maximum total value of 100 pts.
CHARACTERS – HEROES
1+ DIRACH
Points/model: 130 Unit Size: 1
M WS BS S T W I A Ld
Dirach 4 3 2 3 3 2 3 2 8
WARGEAR: Dirach staff & dagger.
SPECIAL RULES: Badges of Office, Daemon Friend, Fog Creatures, Petty Squabble.
Daemon Friend: All Dirach have a special bond with an individual daemon with who they hold long conversations about the origin of the Fimir race, to who they go if they are in need of council or just to amuse themselves with riddles or other word games. If the Dirach goes to war, these daemon friends are a useful ally. Once per battle, the Dirach can ask his daemon friend for aid. He can ask for one of the following things:
· He can ask the daemon to carry him through the skies, giving him a Movement value of 20” for one turn.
· The daemon can give the Dirach amazing magical powers for a short moment. This turn, the Dirach can cast one spell of his choice with Irrisistable Force (but not Balor’s Gaze).
· When the need is most dire, the daemon can also fight for his friend Dirach. The Dirach gains d3 S5 attacks for this turn.
OPTIONS
· May choose magic items from the Common or Fimir magic item lists, with a maximum total value of 50 pts.
MAGIC: The Dirach is a level 1 Wizard.
· May be upgraded to a level 2 Wizard for +35 pts.
FIMM FLAITHMOR
Points/model: 100 Unit Size: 1
M WS BS S T W I A Ld
Fimm Flaithmor 4 5 3 5 5 2 4 3+1 8
WARGEAR: Hand weapon & Light armour.
SPECIAL RULES: Fog Creatures, Petty Squabble, Tail Bash.
OPTIONS
· May choose a great weapon (+4 pts) or an additional hand weapon (+2 pts).
· May choose to wear heavy armour (+4 pts).
· May choose magic items from the Common or Fimir magic items lists, with a maximum total value of 50 pts.
FIMM FLAITH
Points/model: 80 Unit Size: 1
M WS BS S T W I A Ld
Fimm Flaith 4 5 3 5 4 2 4 2+1 8
WARGEAR: Hand weapon & Light armour.
SPECIAL RULES: Fog Creatures, Petty Squabble, Tail Bash.
OPTIONS
· May choose a great weapon (+4 pts) or an additional hand weapon (+2 pts).
· May choose to wear heavy armour (+4 pts).
· May choose magic items from the Common or Fimir magic items lists, with a maximum total value of 50 pts.
· One Fimm Flaith in the army may carry the Battle Standard for +25 pts. The battle standard bearer cannot be the army’s general even if he has the highest Leadership value in the army. The battle standard bearer cannot choose any non-magical equipment except for heavy armour. The battle standard bearer can have any magic banner (no points limit), but if he carries a magic banner he cannot carry any other magic items.
CORE UNITS
1+ FIMM WARRIORS
Points/model: 9 Unit Size: 10+
M WS BS S T W I A Ld
Fimm Warrior 4 4 2 3 4 1 2 1+1 7
Fimm Fian 4 4 2 4 4 1 2 2+1 7
You may not have more units of Fimm Warriors then units of Shearls.
WARGEAR: Hand weapon.
SPECIAL RULES: Tail Bash, Fog Creatures.
Tail Bash: The tail of every member from the Fimm caste ends in a lethal weapon. This is a bony mace-like tail in case of the Fimm Warriors and the Fianna Fimm, and a scythe-like tail in case of the Fimm Nobles (Mistmor, Flaithmor, Flaith). All Fimm can make a special Tail Bash attack, which is included in their profile. This attack is worked out with their base WS and I and with a Strength value equal to their S-1. The tail attack from Fimm Nobles counts as having the AP special rule.
OPTIONS
· Any unit may be equipped with light armour for +1 pt/model.
· Upgrade one Fimm Warrior to a musician for +5 pts.
· Upgrade one Fimm Warrior to a standard bearer for +10 pts.
· Upgrade one Fimm Warrior to a Fian for +15 pts.
FIANNA FIMM
Points/model: 12 Unit Size: 10+
M WS BS S T W I A Ld
Fianna Fimm 4 4 2 4 4 1 3 1+1 8
Finmor 4 4 2 4 4 1 3 2+1 8
WARGEAR: Hand weapon & Heavy Armour.
SPECIAL RULES: Tail Bash, Fog Creatures, Personal Retinue.
Personal Retinue: Fianna Fimm are the elite warriors of a Fimir clann. They act as the personal bodyguard of Fimm Nobles. You can have one Fianna Fimm unit for every Fimm Noble (Mistmor, Flaithmor or Flaith) in your army. In addition, when a unit of Fianna Fimm is joined by a Fimm Noble, the unit is considered to have the Stubborn special rule.
OPTIONS
· Any unit may be equipped with great weapons for +2 pt/model.
· Upgrade one Fianna Fimm to a musician for 6 pts.
· Upgrade one Fianna Fimm to a standard bearer for 12 pts.
· Upgrade one Fianna Fimm to a Finmor for 20 pts.
· One unit may carry a Magic Standard worth up to 50 pts.
1+ SHEARLS
Points/model: 3 Unit Size: 10+
M WS BS S T W I A Ld
Shearl 4 2 2 3 3 1 3 1 5
Head Shearl 4 2 2 3 3 1 3 2 5
WARGEAR: Hand weapon.
SPECIAL RULES: Fog Creatures, Skirmishers, Smooth Tails.
Smooth Tails: The other Fimir don’t care much for the Shearls. They know that they are not natural warriors and almost expect them to flee the battlefield at the first sign of danger. Other Fimir units ignore Shearl panic. Fimm Nobles cannot join Shearl units.
OPTIONS
· Any unit may be equipped with spears for +1 pt/model.
· Any unit may be equipped with poisonous weapons for +2 pt/model.
· Upgrade one Shearl to a musician for +4 pts.
· Upgrade one Shearl to a standard bearer for +8 pts.
· Upgrade one Shearl to a Head Shearl for +8 pts.
BOG ZOMBIES
Points/model: 6 Unit Size: 10+
M WS BS S T W I A Ld
Bog Zombie 4 2 0 3 3 1 0 1 2
WARGEAR: Hand weapon.
SPECIAL RULES: Braindead, Raised from the Swamp, Undead.
Raised from the Swamp: Bog Zombies are – as their name implies – raised from the bogs and swamps surrounding the Fimir clan holds. They sometimes spend centuries lying in the fetid pools. Their strong band with this type of terrain remains in the afterlife. Whenever at least one quarter of a unit of Bog Zombies is standing inside a marsh or a swamp, they gain the Regenerate special rule.
Undead: As they are raised by the Meargh or Dirach, so will they fall when their summoners fall. At the start of the battle, select one wizard for every unit of Bog Zombies in the army. He or she will be their necromancer. Whenever he or she dies, the Bog Zombies must – at the start of the subsequent Fimir turns – take Leadership tests. For every point they fail their Leadership test by, they lose one Wound. They also lose one wound for each point they lose combat by. Bog Zombies within 12” of the Battle Standard Bearer lose one less wound. In addition, as Undead, Bog Zombies are immune to Psychology, they cannot make march moves, they only can hold as a charge reaction and they Cause Fear.
OPTIONS
· Upgrade one Bog Zombie to a musician for +10 pts.
· Upgrade one Bog Zombie to a standard bearer +5 pts.
BOGLARS
Points/model: 3 Unit Size: 10+
M WS BS S T W I A Ld
Boglar 4 2 3 2 3 1 3 1 5
Sludgesucker 4 2 3 2 3 1 3 2 5
WARGEAR: Hand weapon & Sharp Stuff
SPECIAL RULES: Aquatic, Bicker, Largely Insignificant, Skirmish.
OPTIONS
· May upgrade all Boglars to Toad-Gnoblars for +2 pts per model.
· Upgrade one Boglar to a Sludgesucker for +5 pts.
SPECIAL UNITS
MUD DAEMONS
Points/model: see below Unit Size: see below
M WS BS S T W I A Ld
Mud Soldier 5 3 0 5 4 1 4 1 8
Mud Reaver 5 3 0 5 4 1 4 2 8
Mud Wing 4 3 0 3 3 1 3 2 7
Mud Hound 7 3 0 4 4 1 4 1 7
WARGEAR: Hand weapon (& Light armour for Mud Soldiers and Reavers).
SPECIAL RULES: Daemonic, Daemonic Types.
Mud Soldiers/Reavers: Fog Creatures.
Mud Wings: Flying Unit
Mud Hound: Frenzy
POINTS/UNIT SIZE
· Mud Soldiers: 13 points/model – Unit size: 10+
o Upgrade one Mud Soldier to a musician for +6 pts.
o Upgrade one Mud Soldier to a standard bearer for +11 pts.
o Upgrade one Mud Soldier to a Mud Reaver for +11 pts.
· Mud Wings: 12 points/model – Unit size: 5+
· Mud Hounds: 14 points/model – Unit size: 5+
SWAMP TROLLS
Points/model: 60 Unit Size: 1+
M WS BS S T W I A Ld
Swamp Troll 6 3 1 5 4 3 1 3 4
WARGEAR: Hand Weapon.
SPECIAL RULES: Disgusting Smell , Fear, Stupidity, Regenerate, Troll Vomit.
Disgusting Smell: Enemies attempting to attack a Swamp Troll in close combat suffer a -1 penalty on their dice rolls due to the stench and slime.
MARCH OGRES
Points/model: 36 Unit Size: 3+
M WS BS S T W I A Ld
Marsh Ogre 6 3 2 4 4 3 2 3 7
Big Marsh Ogre 6 3 2 4 4 3 2 4 7
WARGEAR: Hand weapon & Light armour.
SPECIAL RULES: Aquatic, Fear.
OPTIONS
· Any unit may be equipped with either an additional hand weapon (+4 pts/model), or a great weapon (+6 pts/model).
· Any unit may be equipped with heavy armour (+3 pts/model), and/or shields (+3 pts/model).
· Upgrade one Marsh Ogre to a Musician for +10 pts.
· Upgrade one Marsh Ogre to a Standard Bearer for +20 pts.
· Upgrade one Marsh Ogre to a Big Marsh Ogre for +20 pts.
RARE UNITS
0-1 MUD LORD
Points/model: 300 Unit Size: 1
M WS BS S T W I A Ld
Mud Lord 6 8 0 5 5 4 8 5 9
A Mud Lord counts as two Rare choices.
WARGEAR: Hand weapon.
SPECIAL RULES: Daemonic, Terror, Fly, Unit Strength 3.
OPTIONS
· May choose up to 100 points worth of Gifts of the Mud God.
· May be a Sorcerer, at +40 points per Level, up to Level 4. If a Sorcerer, he may use the Lore of the Swamp.
Daemonic Fog: The air around the Mud Lord is blurry and it looks like there is a constant green-brown fog cloud surrounding him. Any shooting at him or the unit it is with suffers an additional -1 to hit penalty. Not that this does not add up with the mist clouds summoned by the Dirach or Meargh. 50 points.
Swamp Blade: The Daemon wields a hell-forged weapon that exists partly in other dimensions, bypassing armour. The Daemon’s cose combat attacks ignore armour saves. 45 points.
Lord of the Marsh: Raw power emanates from the Daemon, strengthening its presence in the material realm. The Mud Lord and any other Daemon unit within 6” suffers one less wound when defeated in combat. 40 points.
Ethernal Hatred: The Mud Lord craves the deaths of all mortal creatures because they are resposible for the death of Fimul the Mud God. The Daemon may re-roll missed cose combat attacks in the first round of any combat. 25 points.
Spell Breaker: The Daemon is able to drain away the power of enemy spells. Once per battle the Mud Lord may automatically dispel one enemy spell, except one which has just been cast with Irresistible Force. 25 points.
Splendour in the Swamp: The Daemon’s grip on the mortal realm is particularly strong, protecting it against its normal vulnerabilities. Its Daemonic Aura becomes a normal Ward save and so can be used against magical attacks. This is also conferred to any Daemon unit which he joins. 20 points.
Prophet of Fimul: The Mud Lord can be your army general. He now counts as one Lord and one Rare choice. 5 points.
EARTH ELEMENTAL
Points/model: 80 Unit Size: 1
M WS BS S T W I A Ld
Earth Elemental 5 3 3 5 5 4 3 4 10
WARGEAR: Hand weapon.
SPECIAL RULES: Elemental, Immune to Psychology, Rocky Skin (5+), Throw Rocks.
Elemental: As a being of nature and magic itself, elementals have a number of special abilities. They can ignore terrain penalties when moving, except impossible terrain. Their attack counts as Magical. They have Magical Resistance (2). They have a 5+ Ward save against non-magical attacks.
Obsidian Rager: Ragers lose the ability to thrown rocks, but gain Frenzy.
Throw Rocks: An earth elemental can tear rock out of the ground and hurl them into an enemy unit with devastating power. A thrown rock is treated just like a move-or-fire shooting attack with range of 12” and a Strength of 5, doing d3 wounds on units or single models. This attack is not Magical.
OPTIONS
· Upgrade to an Obsidian Rager for +15 pts.
WATER ELEMENTAL
Points/model: 70 Unit Size: 1
M WS BS S T W I A Ld
Water Elemental 6 3 3 4 4 3 6 3 10
WARGEAR: Hand weapon.
SPECIAL RULES: Elemental, Immune to Psychology, Summon Raincloud.
Summon Raincloud: A water elemental can use his powers over the water and weather to summon a big raincloud over an enemy unit, so weaken their combat abilities. This is treated just like casting the “The Rain Lord” spell from the Lore of Life. The elemental has two personal Power Dice to cast this spell. It doesn’t generate Power or Dispel Dice for your army. Summon Raincloud can be dispelled as normal by enemy wizards.
Vile Water Elemental: Vile Elementals are surrounded by a stinking cloud and enemies in close combat get a -1 penalty to hit it.
OPTIONS
· Upgrade to a Vile Water Elemental for +10 pts.



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