FIMIR ARMY LIST:
Special Rules
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.
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.
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”.
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.
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.
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.
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
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
Magic 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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