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One-eyed Marsh Demons- A Fimir Army List



FIMIR ARMY LIST:


Throughout the Empire and Brettonia tales are told of sinister creatures which inhabit the fens, marshes and bogs of the Old World. To many these are fairy stories, told to frighten children and scare travellers gathered around a fire on a misty night, yet the wisest know that every fairy story has a root in fact, and some are truer than most would believe. So it is with the Fimir; one-eyed, sallow-skinned creatures which haunt remote swampland and prey on lost travellers, occasionally appearing suddenly to raid border villages and hamlets and disappearing as swiftly as they came. Long decades have passed since the last official record of a Fimir incursion yet wanderers in the fenland regions still discover deserted and ruined settlements which they attribute to these creatures. Still the Fimir are blamed for lost children, rustled livestock and ambushed supply wagons in certain areas of the Empire. In the forests and glades of Albion the villagers speak of the Fuathim, the ‘hateful ones’, who are the guardians of the waterways and must be appeased for safe passage through the wetlands.

Little is known for certain of the nature of the Fimir. Some scholars maintain they were once a race of humans, some of whom made an unholy pact with daemon princes and even the chaos gods themselves during the second chaos incursions. Others speculate they entered the world through the collapsed warp gates and are truly pure daemon. Still others say the Fimir were one of the early projects of the Old Ones, a primitive race of lizardmen, accidentally bred with a single eye and inherent female sterility and so rejected and cast aside by their creators. Those who say the Fimir were once human or were the pitiful result of genetic experimentation may be inclined to view their predicament with a degree of pity, whilst those who dwell on their daemonic heritage are far less sympathetic. Whatever speculation exists, a few facts are known about the Fimir. Firstly, their society seems to be based on a caste system, with members of each caste recognisable by physical traits. Secondly, Fimir female are sterile and so, in order to continue their species, they are forced to capture females of other species to propagate with. Their victims seem to be almost exclusively human, although a very few cases of elven abduction have been known. Quite possibly there have been more, but the elves prefer to keep such things unknown. Thirdly, Fimir are carnivorous. Their diet may consist mainly of animals which get trapped in the bogs and raided livestock from fenland settlements, but almost certainly human captives have met the same grisly fate and the Fimir may even turn cannibal if pressed by extreme need. Fourthly, when encountered in the open, Fimir are invariably swathed in clouds of mist. This is because sunlight is particularly uncomfortable for the Fimir and so they have developed an enchantment to generate a mystical cloud around themselves which diffuses the glare.

More myths which surround the Fimir include the tale that there is only one ‘fay city’ in which all Fimir in existence dwell, and their numbers are few. This city is built of black granite and does not exist entirely within the known world, being able to shift location to suit the needs of the Fimir. It is also said that the Fimir worship a chaos deity known as Balor, a one-eyed entity of enormous size and power. The legend is that it would take a dozen Fimir to lift Balor’s eyelid, and his gaze means instant death to all he looks upon.

Part of the reason that so little is known about the Fimir is that going unnoticed and operating covertly and mysteriously are vital to their survival. The race has dwindled close to extinction due to breeding problems and in-fighting between nobles. Should the Fimir attract enough attention to warrant a thorough search for, and attack upon, their settlements then they would almost certainly be annihilated. It is in their interests, therefore, to retain a mythical status and continue to exist as traveller’s nightmares and bogeymen. In order to reduce resistance when they raid the Fimir often sound their sorrowful uilleann pipes and their raucous carnyxes from the depths of the mist. At the sound of these instruments the wary inhabitants lock their doors and do not emerge until the sun is at its peak and the mists have fully cleared. There are, in fact, many, scattered settlements of Fimir across the Old World, built principally of dark stone (although the exact material is usually chosen more for local availability than aesthetics) heaped in rough, low semblances of human castles. Beneath these fortresses, or ‘Sylphs’, the tunnels of the Fimir can run for miles, branching out into habitations and mines. In earlier days of their existence there was indeed only one great Fimir city, located somewhere in southern Albion.  They refer to this legendary city as Khulaine and many an adventurous Flaithmor has set off on a life quest to find it. None have returned to tell others of its location. The numbers of Fimir have been steadily decreasing over the centuries as more humans move from rural hamlets into the key cities of the Empire and most have now withdrawn to their homeland of Albion where isolated tribes are more plentiful and the threat of attack is lower.

Fimir society is rigidly structured in a caste system. A creature’s caste is usually apparent from birth and infants are brought up into one of five society groups.

The lowest caste is the Shearl. These are the smallest of the Fimir, little more than human sized, and typically have shorter maws and longer foreheads than their cousins. Shearl have short, blunt-ended tails. The Shearl are the servant caste of Fimir society, performing the menial, everyday tasks such as cooking, making clothing and armour and fetching and carrying for their masters.

More muscled than the Shearl, with tails that are often clubbed, are the Fimm. The largest proportion of Fimir society are the Fimm and warriors are drawn from their ranks. Fimm warriors are led by Finmor and are organised into the service of a specific noble, or Flaithmor. Possibly all a Flaithmor’s retinue may have been fathered by the noble, or they may have elected to join him after he beat a rival in combat or by subterfuge. Flaithmor have horned or spiked tails. It is possible, if unlikely, for a Fimm warrior to rise to a position of Flaithmor, at which point the warrior’s clubbed tail begins to sprout horns as part of a hormonal process similar to the colour change on a silverback gorilla. The elite of the Fimm may be picked by a Dirach or the Meargh to join the Fianna Fimm, or personal guard. Fianna are led by a Flaith, effectively ranking the same as a Flaithmor but without his own retinue. Some Fimm are ordained into the service of a deity, Balor is common, but different Fimir clans have their own allegiances to chaos deities. All Fimir have something of the daemonic in them which grants them an inherent affinity with the stuff of magic but these Fimm are blessed, or cursed, with accentuated powers and are known as Druí. Druí form a group aside from their kin and do not pledge themselves to the service of a Flaithmor, at least openly, but may accompany a Fimir warband if the goal is in the interest of their chaotic lord.

Mistmor are the largest of the Fimir, being about the same size as a troll when upright (although the Mistmor naturally slouch). They are incredibly strong and unquestioningly obedient to their masters. Although the Fimir caste system’s emphasis on prowess places the Mistmor as a higher caste than the Fimm, in reality they are subservient to Flaithmor. Mistmor are rare and highly prized.

The fourth tier of the caste system is the Dirach. These large Fimir are horned and have smooth tails. They are regarded with fear by even the most powerful Fimm and are known as ‘Daemon Fiends’ by Old World villagers. The Dirach are mighty wizards. Each settlement may have a few Dirach, they tend to keep themselves apart from the politics of the Fimir, preferring to focus on the more important issue of the survival of the Fimir race. The Dirach are most frequently the individuals directing Fimir raids to acquire captives for breeding or

sacrifice, without their firm grip on the clan the Fimm would probably doom themselves to extinction.

The final and highest tier is that of Meargh. Each clan is led by a single Meargh (Or hag queen), the only female Fimir in the settlement. Female Fimir children are extremely rare, and those that are born are usually killed to prevent a rival to the Meargh’s supremacy from rising. If a Meargh is growing elderly she may tolerate a single female child to be raised as a successor. If a Meargh dies without a successor the clan will split, with Flaithmor taking their own retinues to join other clans or go it alone. Fimir without a Meargh, even Dirach, do not survive long. When a Meargh’s successor comes of age she may choose to pledge allegiance to her ‘mother’, in which case she remains in an advisory role until the death of the Meargh, or she may take a detachment from the settlement to form an offshoot clan elsewhere.



Fimir in the north have developed good trading links with Hobgoblins, who value the ‘bog iron’ they mine. This is, in reality, tin, not iron. Fimir have a strong aversion to anything iron and prefer to wield weapons and wear accessories and armour made of flint, gold, silver or bronze which is procured for them by the Hobgoblins.



Special Rules
Unless otherwise noted, all Fimir (as opposed to humans in a Fimir army) have the following special rules:

Bog Dwellers
As inhabitants of marshes who rely on their affinity with the fens to ensnare their prey, Fimir have the Marsh Strider special rule.

Mystic Mist
Fimir have a strong aversion to sunlight. When forced to walk abroad during the day, or even at night when desiring complete secrecy, they surround themselves with a magically-created mist, through which the Fimir are barely discernable from a distance of more than few metres. Units of one or more rank generate a covering mist which obscures their number and makes targeting them difficult. Missile weapons are at -1 to hit Fimir enshrouded in mist. A unit consisting of less than one full rank cannot generate a thick enough mist to keep it hidden. In addition, until an enemy model comes within 12” of the unit of Fimir the Fimir player may keep concealed any character models within that unit (they remain off the table until revealed). Wizard characters may still cast and attempt to dispel spells whilst hidden. Mystic mist does not affect close combat. Fimir are able to see and move normally through all mist and fog, even magical ones.

Aversion to sunlight 
Fimir find daylight very uncomfortable. Since their vision relies on differences in light intensity they find strong sunlight dazzling and confusing. Fimir units which have no Mystic Mist (see above) count as being subject to Stupidity. Heroes and Lords, having stronger willpower and innate magical essence, only suffer from aversion to sunlight if there are no mist-generating units within 18”.

Envy of Ages
All Fimir hate Elves of any kind, viewing them as usurpers of their position as rightful firstborn and heirs of the world.

Magical
As creatures steeped in the natural magic of the realms of chaos, Fimir have Magic Resistance. The level varies with the hierarchy of the Fimir and is to be found in the army list entries for each troop type.

Meargh, Derach and Druí are Loremasters (Mysticism).





Mystic Magic- The Lore of Mysticism

The Fimir use their magic primarily for concealment, defence and deceit. Their mysticism is drawn from five elements; starlight, moonlight, water, blood and rock. The Fimir believe that they were shaped in rock and given life through blood and water. They look to the stars as the homes of the Old Ones who gave them birth and read the shaping of the world in their constellations. They view the moon as the eye of Balor, watching over his children whilst his body is absorbed in the stuff of chaos which swirls around them.



Marsh reflection (Lore attribute)
The mystics of the Fimir can conjure phantoms from the mist itself, using water droplets in the air to refract light, causing themselves to appear where they are not. After a spell from the Lore of Mysticism is successfully cast and resolved, the casting wizard can choose to immediately swap places with a friendly character anywhere within 12”.



Dense Fog                  Cast on 5+
(Signature spell)
The wizard creates a dense fog around the foe, causing them to stumble blindly through the mist until it dissipates.
Dense Fog is a hex with a range of 48”. The target unit’s weapon skill, ballistic skill, initiative or movement (you choose which) is reduced by D3 (to a minimum of 1) until the start of the caster’s next magic phase. The wizard can choose to cast a more powerful version of the spell which reduces all four characteristics (roll 1D3 and reduce all by this amount). If he does so, the casting value of Dense Fog is increased to 10+

1. Spirit of the water    Cast on 5+
The wizard calls upon a fay creature of the marsh to rise up and bear him away.
Spirit of the water is an augment spell that can be cast on the wizard or a friendly character within 12”. The target immediately makes a move using the Fly special rule as if it were the remaining moves sub-phase. Note that Fimir wizards always carry vials of water since their magic is dependent upon it, and a small amount is all they need to call upon spirit assistance, so fighting in a desert does not annul this power.

2. Bog of Despair        Cast on 10+
A great sadness sinks upon the enemy as they stare into an illusionary mire, overcome by the tragedy of the Fimir’s existence.
Remains in play. The Bog of Despair is a hex with a range of 18”. All models in the target unit have ther strength reduced by D3 (to a minimum of 1) for the duration of the spell. The wzard can choose to extend the range of the spell to 36”. If he does so, the casting value is increased to 10+.

3. Bog of Stench         Cast on 13+
Water seeps from the ground around the enemies’ feet as the ground they stand on becomes a shifting, foul-smelling swamp, the smell of which sinks to the pits of their stomachs and causes them to gag and wretch.
Remains in play. Bog of Stench is a hex with a range of 18”. All models in the target unit have their toughness reduced by D3 (to a minimum of 1) for the duration of the smell, er, spell. The wizard can extend the range of this spell to 36”, in which case it has a casting value of 16+.

4. Column of Fen Gas                        Cast on 13+
A fierce gust of fetid marsh gas spews from the wizard’s open hands. Those not quick enough to dodge the pale green mist suffer nausea and choking from its toxic content.
Column of Fen Gas is a direct damage spell. Extend a straight line, 6D6 in length, from the wizard. Each model in the way (determined as for a bouncing cannonball) must pass an initiative test or suffer a Strength 10 hit causing multiple wounds (D3). The wizard can choose to double the range (making it twice the total rolled), in which case the casting value increases to 18+.

Marshes of Madness              Cast on 14+
A great fissure runs across the ground at the enemy’s feet and fills with a swirling vortex of primordial ooze from the dawn of time itself. The mocking voices of chaos ring out from the crevice and tendrils of peaty silt curl themselves around the foe, sucking them into oblivion.
Marshes of Madness is a direct damage spell. Place the small, round template anywhere within 24”, it then scatters D6”. All models underneath the template must pass an initiative test or be sucked to their doom (remove them as casualties with no saves of any kind allowed). The wizard can choose to create a greater abyss using the large template instead of the small. If he does so, the casting value is increased to 17+ and the template scatters 2D6” rather than D6”.

The Eye of Balor         Cast on 18+
The eyes of the Fimir glow with a fierce yellowish light, searing into the minds of their foes as they cut them down. These grim beams rip apart the unit’s sanity, breaking their very will.
The Eye of Balor is an augment spell with a range of 18” and lasts until the start of the caster’s next magic phase. Models in the target unit use their leadership instead of their Strength when rolling to wound with all close combat attacks whilst the spell remains in effect (any strength bonuses from weapons are ignored). The wizard can choose to extend the range of the spell to 36”. If he does so, the casting value is increased to 21+.




The Army List 



Choosing Characters:

Army Points Value          Total      Lords      Heroes
Less than 2000                   3            1              3
2000 or more                     4            1              4
3000 or more                     6            2              6
4000 or more                     8            3              8
Each +1000pts                          +2              +1                 +2


Choosing Troops:

Army Points Value      Core       Special      Rare
Less than 2000                   1+            0-4            0-2
2000 or more                     2+             0-5            0-3
3000 or more                     3+             0-6            0-4
4000 or more                     4+             0-7            0-6
Each +1000pts                 +1 min     +0-1         +0-2



 


Lords

Meargh 
300pts

                        M   WS  BS  S   T  W   I   A  Ld  Type
Meargh            4     5      3    3    4   3   6   2   9    Inf/Character

The army can contain no more than one Meargh. If your army contains a Meargh you may take up to one Dirach as a Heroes, rather than a Lords, choice.

Level 3 Wizard.

Weapons and Armour:            Hand weapon (staff)
                                                   Bronze armour (4+ armour save)

Options:                                   Magic items:   Any, up to a total of...  100pts
                                                 Upgrade to level 4 wizard                   35pts
                                                 Mount (One choice only):
                                                                        Woldlouse                   125pts
                                                                        Marsh Chariot             100pts
                                                                           (Chosen as normal from the army list,
                                                                            replacing one of the crew)

Special rules:
Bog Dwellers (Marsh Strider)
Magical (Magic Resistance (3))
Loremaster (Mysticism)
Aversion to sunlight (if not within 18” of a mist-generating unit)
Envy of Ages



Dirach                
150pts

                            M   WS  BS  S   T   W   I   A  Ld  Type
Dirach             6     4     2     4    4    3   4   3   8    MI/Character    

If your army contains a Meargh you may take up to one Dirach as a Heroes, rather than a Lords, choice.

Level 2 Wizard.

Weapons and Armour:         Hand weapon
                                                Bronze armour (4+ armour save)

Options:                                  Magic items: Any, up to a total of...    100pts
                                                Upgrade to level 3 wizard                   35pts
                                                Mount (One choice only):
                                                                        Woldlouse                   125pts
                                                                        Marsh chariot              100pts
                                                                           (Chosen as normal from the army list,
                                                                            replacing one of the crew)
                                                Weapons (One choice only):
                                                                        Great weapon             20pts
                                                                        Add. hand weapon      15pts
                                                Additional equipment:
                                                                        Shield                          5pts

Special rules:
Bog Dwellers (Marsh Strider)
Magical (Magic Resistance (3))
Loremaster (Mysticism)
Aversion to sunlight (if not within 18” of a mist-generating unit)
Envy of Ages




Heroes

Druí      70pts

                        M   WS  BS  S    T  W   I   A  Ld  Type           
Druí                  4     4     3     3    3   2   4   1   7    Inf/Character

Level 1 Wizard

Weapons and Armour:            Hand weapon

Options:                                  Magic items: Any, up to a total of...    50pts
                                                Mount (One choice only):
                                                                        Marsh chariot              100pts
                                                                           (Chosen as normal from the army list,
                                                                            replacing one of the crew)
                                                Upgrade:
                                                                        To a level 2 wizard      35pts
Special rules:
Bog Dwellers (Marsh Strider)
Magical (Magic Resistance (2))
Loremaster (Mysticism)
Aversion to sunlight (if not within 18” of a mist-generating unit)
Envy of Ages



Flaithmor         80pts

                                    M   WS  BS   S   T  W   I    A  Ld  Type
Flaithmor                     4     6     3     4    4   2   4    4   8    Inf/Character 

Weapons and Armour:         Hand weapon
                                                Bronze armour (4+ armour save)

Options:                                  Magic items: Any, up to a total of...    50pts
                                                Mount (One choice only):
                                                                        Woldlouse                   125pts
                                                                        Marsh chariot              100pts
                                                                           (Chosen as normal from the army list,
                                                                            replacing one of the crew)
                                                                        Fir Kith                         8pts
                                                Weapons (One choice only):
                                                                        Great weapon             20pts
                                                                        Add. hand weapon      5pts
                                                Additional equipment:
                                                                        Shield                          5pts
Special rules:
Bog Dwellers (Marsh Strider)
Magical (Magic Resistance (2))
Aversion to sunlight (if not within 18” of a mist-generating unit)
Envy of Ages




Mormaer          50pts

                        M   WS  BS  S   T   W   I   A  Ld  Type
Mormaer         4     5     3     4    4   2    5   2   8    Inf

Weapons and Armour:         Hand weapon
                                                Chainmail (5+ armour save)

Options:                                   Weapons (One choice only):
                                                                        Great weapon             20pts
                                                                        Add. hand weapon      5pts
                                                Additional equipment:
                                                                        Shield                          5pts


Icchareia          80pts

                        M   WS  BS  S    T  W   I   A  Ld  Type
Icchareia         5     5     3     3    4    2   7   3   8    Inf

Weapons and Armour:            Great weapon
                                                Light armour (6+ armour save)
Special rules:
Iccharan pipes
Swiftstride
Vanguard

Core

Shearl    7pts per model

                        M   WS  BS   S   T   W   I   A  Ld  Type
Shearl              4     3     1     3    3    1   2   1   5    Inf
Fimm Slaver   4     4     3     4    4    1   3   2   7    Inf

Unit size: 10+

Weapons and Armour:            Hand weapon

Options:                                   Include 1 Fimm Slaver for 15 pts

Fimm Slaver options:              Weapons:
                                                                        Add. hand weapon      3pts
                                                Additional equipment:
                                                                        Shield                          5pts
Special rules:
Bog Dwellers, Mystic Mist, Aversion to sunlight, Envy of Ages, Magical (1)
Subject to Fear if not led by a Fimm Slaver or Fimir character.

 



Fimm        11pts per model

                        M   WS  BS  S    T  W   I    A  Ld  Type                             
Fimm               4     4     3     4    4   1   3    2   7    Inf    
Finmor             4     4     3     4    4   1   3    3   7    Inf

Unit size: 10+

Weapons and Armour:            Hand weapon
                                                Bronze Armour (5+ save)


Options:                                   Command:
                                                Upgrade one Fimm to: Finmor           12 pts
                                                                                     Musician         6pts
                                                                                     Standard        12pts
                                                May have magic standard worth up to 50pts            
                                                Weapons (One choice only, points cost per model):
                                                                        Add. hand weapon      3pts
                                                Additional equipment (points cost per model):
                                                                        Shield                          2pts
                                                                       
Special rules:
Bog Dwellers
Mystic Mist
Aversion to sunlight
Envy of Ages
Magical (1)



Tuatha   6pts per model

                        M   WS  BS  S   T  W   I   A  Ld  Type
Tuatha             4     3     2     3    3   1   4   1   6    Inf
Toisech           4     3     2     3    3   1   4   2   7    Inf

Unit size: 10+

Weapons and Armour:            Hand weapon

Options:                                   Command:
                                                Upgrade one warrior to: Toisech        12 pts
                                                                                     Musician         6pts
                                                                                     Standard        12pts  
                                                Weapons (One choice only, points cost per model):
                                                                        Add. hand weapon      3pts
                                                Additional equipment (points cost per model):
                                                                                    Light armour    1pt
                                                                                    Shield              1pt



Bolg            4pts per model

                        M   WS  BS  S   T  W   I   A  Ld  Type
Bolg                 4     2     2    3    3   1   3   1   5    Inf
Fimm Slaver   4     4     3    4    4   1   3   2   7    Inf

Unit size: 10+

Weapons and Armour:            Hand weapon

Options:                                   Include 1 Fimm Slaver for 15 pts

Fimm Slaver options:              Weapons:
                                                                        Add. hand weapon      3pts
                                                Additional equipment:
                                                                        Shield                          5pts
Special rules:
Bolg must roll on the Bolg reaction table if the unit numbers more than 20 or is not accompanied by a Fimm Slaver or character.



Special

Fianna   15pts per model

                        M   WS  BS  S    T  W   I    A  Ld  Type
Fianna             4     5      3    4    4   1   4   2   8    Inf                                 
Flaith               4     5      3    4     4   1   4    3   8    Inf 

Unit size: 5+

Weapons and Armour:            Hand weapon
                                                Bronze armour (4+ save)

Options:                                   Command:
                                                Upgrade one warrior to: Flaith            12 pts
                                                                                     Musician         6pts
                                                                                     Standard        12pts  
                                                May have magic standard worth up to 50pts
                                                Weapons (One choice only, points cost per model):
                                                                        Haakskarl                    3pts
                                                                        Add. hand weapon      3pts
                                                Additional equipment (points cost per model):
                                                                                    Shield              1pt
Special rules:
Bog Dwellers
Mystic Mist
Aversion to sunlight
Envy of Ages
Magical (1)



Mistmor           
                        25pts per model

                        M   WS  BS  S   T  W    I   A  Ld  Type
Mistmor            6     4     1    5    5   3    4   3   8    MI 

Unit size: 1-5

Weapons and Armour:            Hand weapon

Options:                                   Weapons (One choice only, points cost per model):
                                                                        Add. hand weapon      5pts
                                                Additional Equipment:
                                                                        Light armour                15pts
Special rules:
Bog Dwellers
Mystic Mist
Aversion to sunlight
Envy of Ages
Magical (1)


Bansidheia     
                        15pts per model         

                        M   WS  BS  S   T  W   I   A  Ld  Type
Bansidhe         5     5     2    3     4   1   6   2   7    Inf
Banllebe          5     5     2    3     4   1   6   3   8    Inf

Unit size: 5+

Weapons and Armour:            Great weapon
                                                Light armour (6+ save)

Options:                                   Command:
                                                Upgrade one warrior to: Banllebe       12 pts
                                                                                     Musician         6pts
                                                                                     Standard        12pts  
                                                May have magic standard worth up to 50pts
                                                                                                                       
Special rules:
Swiftstride
Vanguard



Fir Kith               8pts per model

                        M   WS  BS  S   T  W    I   A  Ld  Type
Fir Kith             8     4     0    4    4    1    4   1   7    WB

Unit size: 5+




Rare



Kelpie       40pts per model

                        M   WS  BS  S   T  W   I   A  Ld  Type
Kelpie              8     3     1     4    4   2   6    3   6    MI

Unit size: 3+

Special rules:
Cause Fear
Regenerate (5+)
Fast Cavalry


  
Marsh Chariot      
                        100pts

                        M   WS  BS  S   T  W   I   A  Ld  Type
Chariot             -      -       -    5    5   3    -      -    -   Chariot                          
Fimm               -      4      -     4    -   -    3   2   6    Inf   
Gelfkin              6     3     0    3    3   1    2  1   5    WB
Woldlouse       4     3      0    7    7   5    3   1   7    Mo
Fir Kith             8     4      0    4    4   1   4   1   7    WB

You may count up to two chariots as a single special choice.

Crew: 2 Fimm warriors
Drawn by: 2 Fir Kith or 4 Gelfkin
Armour save: 3+

Unit size: 1

Weapons and armour: The crew are armed with hand weapons.
                                     The chariot has scythed wheels.

Options:                                   Upgrade Fir Kith/Gelfkin to one Woldlouse    90pts              

Special rules:
Ignores Marsh and Long Grass difficult terrain.




Slave Cart       
                        200pts

                        M   WS  BS  S   T   W   I   A  Ld  Type
Chariot             -      -      -     5    5    3   -      -    -    Chariot                          
Fimm               -      4      -    4     -    -    3   2   6    Inf    
Woldlouse       4     3     0    7     7   5    3   1   7    Mo

Crew: 2 Fimm warriors
Drawn by: 1 Woldlouse
Armour save: 3+

Unit size: 1

Weapons and armour: The crew are armed with hand weapons.
                                     The cart has scythed wheels.

Special rules:
Ignores Marsh and Long Grass difficult terrain.
Up to 15 Bolg, Tuatha or Shearl, or 10 Fimm or Fianna, may ride in the cart. If they do so they may not be specifically targeted whilst embarked. Embarking takes one full turn as does disembarking, during which the unit may do nothing else. A unit may embark or disembark even if the cart has moved that turn and the cart may move after the unit has embarked or disembarked. However it may not split its move. Whilst embarked the unit may not attack or shoot. If the cart is destroyed the unit automatically disembarks and may move, shoot and charge as normal next turn and may react to an opponent’s charge.



Jabberwock  
                        240pts

                        M   WS  BS  S    T  W   I   A  Ld  Type
Jabberwock     8     4     4     5    6   5    3   4   9    Mo

Special rules:
Large target
Subject to stupidity unless fighting at night


Woldlouse      
                        125pts

                        M   WS  BS  S    T  W   I   A  Ld  Type
Woldlouse       4     3     0     7    7    5   3   1   7    Mo

Special rules:
Marsh Strider
Curls Up





fimborder.jpgMagic Items

Piece of the crystal     40pts
The piece of the true crystal grants the bearer the ability to channel the power of Balor and survey the mists of the warp.   The bearer may choose their own spells instead of rolling for them at the start of the game.

Ancient Talisman of the Old Ones     65pts
The talisman emits a sense of age and mystery. The bearer, and any unit they are with, cause fear.

Dagda’s Harp  25pts
The strains of Dagda’s Harp bring renewed energy to those who hear it. One use only. Once per battle, at the start of one of his own turns, the bearer may play the harp. All friendly models may reroll all psychology tests until the start of their next turn.

Dragon Gae    20pts
The Dragon Gae is a fearsome weapon which slices through the toughest armour. The Gae is a great weapon and the bearer gains an extra +1 strength on the turn he charges. Enemy armour saves are made at -1 against the weapon.

Armour of Manannan 25pts
The Armour of Manannan confers a 2+ save upon the bearer which may not be improved by any means.

Spear of Lugh 25pts
The bearer of the Spear of Lugh may make one shooting attack per turn he is not in close combat as if with a longbow. The attack is made at BS5. The Spear of Lugh always returns to its owner’s hand.  


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