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 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Hero |
Category Melee Infantry |
Class Command |
Cost 550 |
Recruitment Cost 1000 |
Upkeep Cost 188 |
Melee Attack 27 |
400 |
├ Melee Weapon wh_dlc08_nor_balefiend_staff |
├ Melee Damage Base 80 |
├ Melee Damage Ap 320 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 25 |
35 |
├ Base Defence 35 |
├ Shield none |
└ Shield Defence 0 |
65 |
├ Armour wh2_main_heavy_metal_65 |
├ Armour Defence 65 |
└ Shield Armour 0 |
5040 |
├ Man Entity wh2_dlc16_monster_fimir_balefiend_hero_blood |
├ Man Speed 54 |
├ Man Health 8 |
└ Bonus Hit Points 5032 |
Leadership (Base Morale) 70 |
Abilities
- From the Mist
Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe. - 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.
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 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.
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |