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werekin
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PostSubject: Fimir Warriors   Sun 10 Jul 2011 - 10:55

If you collect Fimir, read this now:

http://libermalefic.blogspot.com/2011/07/fimir-balefiend-sighted.html

Regards,

Werekin


Last edited by werekin on Fri 10 Feb 2012 - 14:46; edited 1 time in total
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PostSubject: Re: Fimir Warriors   Sun 10 Jul 2011 - 14:39

Very nice. As I mentioned on another thread, a Fimir / Boglar joint warband makes a great skin for the Lizardmen warband.

Can we except a cyclopean warband / Hs in Mim? cyclops
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PostSubject: Re: Fimir Warriors   Wed 13 Jul 2011 - 8:59

Cool read. I went to my local GW today to check out the book, but I was rather disappointed. Except for bringing back some of the old monsters, including FW production and the two entires on Fimir and Zoats, it didn't seem too special at all. The pictures only showed all the models we already know, but there were no new monsters or wizards for the other races to be seen, which is a pity.

The 4 wizards look cool enough, even though I think they're quite expensive for monopose plastic models which are cast in as weird a manner as the Island of Blood miniatures, meaning they're not all that easy too convert...
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PostSubject: Re: Fimir Warriors   Wed 13 Jul 2011 - 9:10

There are a few Warhammer Quest Fimir on eBay at the moment... I'm tempted, just for old-time sake (and so one can feature in our upcoming Storm of Magic themed Mordheim campaign!)
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PostSubject: Re: Fimir Warriors   Wed 13 Jul 2011 - 21:48

You're thinking HeroQuest. Actually, considering the rules were written for 20-25mm based models, and all of the core GW minis were made in 40mm base size, the "HeroQuest" fimirs are the only ones actually released in the proper size.

Edit

Kurgan: I'm trying to get the SoM camp out as soon as I can... I have some more stuff on my comp, but it's not ready just yet (workin' on it.)
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PostSubject: Re: Fimir Warriors   Thu 14 Jul 2011 - 3:25

You're right - I am thinking HeroQuest!

Re: SoM stuff - awesome! cheers
Are you going to do snazzy-looking PDFs? Cool
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PostSubject: Re: Fimir Warriors   Thu 14 Jul 2011 - 4:24

When it's a little closer to done, I'll wrap them up into pdfs... can't promise it'll be pretty.
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PostSubject: Re: Fimir Warriors   Tue 24 Jan 2012 - 23:11

Don't know if anyone has mentioned this but forgeworld now have some figures:
http://www.forgeworld.co.uk/New_Stuff/FIMIR-WARRIORS.html


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PostSubject: Re: Fimir Warriors   Wed 25 Jan 2012 - 6:53

Oh, that's interesting! Even though I have to admit that I like them better when they look a little more friendly Very Happy But FW is churning out new stuff at quite a pace.
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PostSubject: Re: Fimir Warriors   Wed 25 Jan 2012 - 9:35

Aaaaaaaaawesome. Although, it looks like they went with the 40mm size afterall (rather than the 25mm.) Might change any Fimir warbands around... now they're closer to Ogres.
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PostSubject: Re: Fimir Warriors   Fri 10 Feb 2012 - 14:43

Damn, I wish someone would paint these mouth-watering sculpts already. These amphibious brutes been out for a month and still nothing out there!! Of particular interest was mention in the release description of their yellowish grey skin.

Rolling Fog
Am now using the rules from the Monstrous Arcana preview (free download on FW web site) in games, having cunningly adapted a multi-player scenario for my campaign, one which was originally ran at a Euro-GT event held in Warhammer World by a gent named Markus. Beware the deep-sea mists...
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PostSubject: Re: Fimir Warriors   Fri 10 Feb 2012 - 15:04

Maybe you'll just have to do the deed and paint some, Stu! You don't have any posts in the Miniatures section of Liber Malefic yet. Wink
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PostSubject: Re: Fimir Warriors   Sat 11 Feb 2012 - 5:36

Rolling Mist: Personally, I'd love to see it physically creep in from one of the board edges/corners... this ominous wave that moves in 2D6 inches a turn and hides whatever horrifying form is inside it.
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PostSubject: Re: Fimir Warriors   Sat 11 Feb 2012 - 13:26

@Lemming - Well quite. I aim to have some pictorial gaming table footage up this month. I am rather keen to crack on with painting a new warband. Seeing as I've been assembling a Landship for them to ride around the city in, my Mob cartel is the one that should receive my attention. Shots of a belated and now (sort of) finished BTB warband also to be arranged.

@Styro - Check out the rules for Fimir. They magically manipulate mist like a bound spell. No wonder nobody has seen 'em for 20+ years. Wink

I did support Warhammer Forge by impulse purchasing a trio of Fimir Warriors. Stromfels knows when I will paint these ambushers. Might as well be assembled for gaming purposes though hey what.
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PostSubject: Re: Fimir Warriors   Sun 12 Feb 2012 - 7:13

I've seen the experimental rules... the idea works great, but I like the idea/image of a wave fog that rolls across the battlefield, foreshadowing the Fimir's arrival. Fluff-wise, of COURSE it would be the Fimir's manipulating it, but it would give players a sense of panic and urgency in the first few turns.
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PostSubject: Re: Fimir Warriors   Sun 12 Feb 2012 - 8:15

The altogether impending sense of dread is a must. Luckily, damn-near impenetrable fog combined with ambushers terrifying characteristics does encourage players to get their act together rapidly!

Sorry that I never normally do this. Wink

Scenario 1: Rolling Fog
There are a lot of violent people in the city. Yet the whole city goes mad when a deep-sea mist descends upon them from the Reik. Watch stations are snowed under with bleeding citizens, complaining of assaults, robberies and arson. The eerie fog has caused everyone in the distict to lose their way. Leaders have given orders to convene but the members of each warband have gotten lost in the winding alleys and failed to meet up before the battle. Something about the shifting mist does not seem natural almost as if it has a will of its own.

Terrain
We suggest that the terrain is set up within an area roughly 4'x4'. In a multiplayer game, the terrain should be set up within an area roughly 6'x4' to accomodate for 6 or more players.

Set-up
Roll a scatter dice and 3D6 to determine where each model is being deployed. The model is deployed 3D6" from the position on the table edge where the scatter dice is pointing at. Deployment is random meaning warbands can be deployed simultaneously.

Starting the game
Each player rolls a D6. The player rolling the highest has the first turn. The order of play proceeds clockwise around the table based on where players placed their warbands.

Special rules
Eerie Fog: All warriors are subject to the same effects as All Alone tests unless they are within 6" of another friendly model due to reduced visibility from the foggy surroundings. If there are no enemy models visible then a fleeing warrior will run 2D6" towards the nearest table edge.

Mist-Wreathed: The mist reduces visibility to 2D6" for the purpose of shooting and ranged magic missile attacks. Roll to check for the visibility at the beginning of each players shooting phase.

Marsh Phantoms: Mythic mist-wreathed amphibious creatures are encountered concealing themselves within the magically directed fog. An ambush party of dreaded Fimir!

From the beginning of turn 2 onwards, roll a dice at the start of the turn if the Fimir are yet to arrive. On a 1 or 2, they have yet to reveal themselves - but you'll be able to roll for them again at the beginning of turn 3. On a 3 or more, the ambush party arrives, and will enter the board during the recovery phase.

If the ambushers do not turn up for the entire game, they are assumed to have kept themselves concealed!
A Fimir Balefiend leads a warband of D3 Fimir warriors out from the waterways. Deploy the Fimir 3D6" as a group along the nearest canal or lagoon in a randomly determined direction from the centre of the battlefield. Fimir are aquatic so if possible they are naturally deployed in the canal. In a multiplayer game, an additional D3 Fimir warriors should be deployed for every two additional warbands.

The phantoms of the marsh will move towards the nearest warriors from the warbands. Fimir warriors will charge whenever possible. If a warband fails their rout test any models taken out of action by the Fimir raiding party are captured and dragged off into the Cursed Marsh!

Ending the game
No voluntary rout tests are allowed when playing this scenario so long as there are any warriors in the warband subject to All Alone tests.

The game ends when all of the warbands except for one have routed. The winning warband is the last warband standing.

Experience
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.

+1 Winning Leader. The leader of a winning warband gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

+3 Balefiend Out of Action. Any Hero earns +3 Experience for if he puts the Balefiend out of action.

Daemons of the Mist
The elusive Fimir are amphibious humanoid monsters that haunt bogs, fens, and desolate moorlands in the northern and western Old World. Marienburg is sited in the Wasteland territory. The city-port is surrounded by treacherous swamplands known as the Cursed Marsh and it is here that the infamous one-eyed daemon-worshipping Fimir lay in hiding. Their strongholds wreathed in thick mist produced through magic means by their sorcerers to shield their craggy fortresses from prying eyes.

Profile M WS BS S T W I A Ld
Fimir Warrior 6 4 2 4 5 3 2 3 7

Equipment: Fimir warriors wear heavy armour. They carry a double-handed mace and a wyrdstone shard.

SPECIAL RULES
Scaly Skin: Fimir have a 6+ armour save. This save cannot be modified beyond 6 due to Strength modifiers but any result of 'no save' on the Critical Hit Charts will negate this 6+ save. Light Armour adds +1 to the save, as does the addition of other armours.

Spiked Tail: Fimir warriors have a flexible tail with a mace-like bony tip. The warrior gains an extra tail attack in each hand-to-hand combat phase at the Fimir's Strength +1.

Mystic Mist: Fimir can see and move normally through all mist and fog including magically created mist. In addition, a raiding party of Fimir can protect themselves by using the spell 'From the Mist'.
Cold-blooded: Fimir roll 3D6 for Leadership tests, discarding the highest result.

Aquatic: Fimir may move through water terrain with no penalty, and count as being in cover whilst they are in the water.

Swamp Striders: Fimir can move through any swamp and marshland terrain without penalty.

Profile M WS BS S T W I A Ld
Balefiend 6 4 2 4 4 3 2 3 8

Equipment: The Balefiend carries a staff and a wyrdstone shard. Roll a D6 on the Tainted Items Chart to determine what else the Balefiend is carrying.

In addition to Cold-blooded, Aquatic, Swamp Strider, Mystic Mist and having a 6+ Scaly Skin armour save, the Balefiend has the following special rules.

SPECIAL RULES
Wizard: Balefiends are sorcerers and have two spells. One is generated using the Chaos Rituals on page 59 of the Mordheim rulebook. The other spell is from the Dark Magic list from the 'Bazaar of Books' section in the chapter 'Infamous Haunts'.

Mind Focus: The 'Eye of the Balefiend' means the sorcerer possesses a great strength of mind which allows him to concentrate beyond the levels of most normal wizards. When using a spell or prayer the warrior with this skill may reroll one dice roll used in the difficulty roll.

Mystic Mist
From the Mist (Difficulty 7)
Fimir travel within a dense mist to conceal their bestial nature, protect themselves from the sun's blinding rays and the sight of the Dark Gods.

If this spell is successfully cast then all missile and hand-to-hand combat attacks targeting an ambush party of Fimir suffers an additional -1 modifier to hit. Once successfully cast the spell remains in play.
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PostSubject: Re: Fimir Warriors   Sun 12 Feb 2012 - 17:57

Awesome. I bet you could play it now and be awesome, but you know me... I have to put my 2 cents in.

Eerie Fog: Brahms included a similar thing when he did Sylvania. Also, in Brahm's versions models that caused fear or were immune to fear didn't have to test. Not mandatory, but just a thought.

It adds a lot of fun, but if every warrior starts completely scattered, it might be a bit too much. I'd drop it if you're having them start as scattered as you have it now.
Or, as another option, maybe it starts when the Fimir's show up- kind of like the hairs on the back of your neck stand up. It gives the players a turn or two to get clumped together.

Visibility: The 2D6" should also affect running and charging too. You have an elf with Sprint that can charge 15"? Too bad, he can only see 8. Of course, you can use normal rules for attacking/sensing models within 4". Also, maybe it affects normal moves too. If you want to walk/run further than your range of sight, you risk tripping and knocking yourself down (a roll of 1 or 1-2 on 1D6?)

Tail spike - forgive me if I mentioned this before, but I always represented the tail spike with the skill "Combat Master." Thus, when attacking one poor model, he has 3 attacks. When attacked by 2 or more, he has 4. (It also makes sense logically- If you're attacking one guy in front of you, you're not going to expose your back. However, if someone's flanking you from behold, you're going to whip that tail around like it's your job.)
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PostSubject: Re: Fimir Warriors   Sun 12 Feb 2012 - 18:43

Great! I am going to include this scenario in our next campaign. It fits right in to Sartosa.

We always have a house rule that you may only charge, run or shoot as far as a model can see in fog or darkness. We also count fog as a -1 to shooting.

Quote :
Starting the game
Each player rolls a D6. The player rolling the highest has the first turn. The order of play proceeds clockwise around the table based on where players placed their warbands.
This paragaraph seems like a standard cut and pasted Starting the game paragraph which doesn't fit with a random set-up of each warrior scenario.
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PostSubject: Re: Fimir Warriors   Wed 15 Feb 2012 - 12:18

I just want to add that heroquest is the reason I started this hobby, so I naturally love the fimir. That looks like a great scenario. I hope to see a really well done fimir list I mutiny in marrienburg (hint hint).

So with the monsterous creature status of the balefiend in storm of magic, and the lovely ogre sized fw models, is it certain that we will never see human/orc sized fimir? Sculpting mishaps aside those old models were not any bigger that the current orcs. I have yet to see scale comparison pics of the new fimir, but they look at least as big as ogre bulls.

Lastly, anyone know how to pronounce fimir? I've been trying to figure it out since 1990!
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PostSubject: Re: Fimir Warriors   Thu 16 Feb 2012 - 10:17

You hear nerds pronounce it as either 'Fim-' '-Ear' or 'Phu-' '-Meer'. The latter is more common in my experience, although I can't claim to know any truth in the matter. Wink

Quote :
Lastly, anyone know how to pronounce fimir? I've been trying to figure it out since 1990!
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PostSubject: Re: Fimir Warriors   Thu 16 Feb 2012 - 13:55

I'm a Fim-Ear bloke myself.
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PostSubject: Re: Fimir Warriors   Thu 16 Feb 2012 - 20:01

I say it more like Fih-meer.
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PostSubject: Re: Fimir Warriors   Fri 17 Feb 2012 - 19:42

I have been saying "Fim-Ear" recently, or even "F'Meer", Fim-Ear strikes me as the most correct pronunciation, as it sounds sort of Celtic.

But when i was young i said "Femur" as in the leg bone.
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PostSubject: Re: Fimir Warriors   Sat 18 Feb 2012 - 12:42

I'm getting more and more excited about the MiM. The scenario looks really fun Smile and now I can get some use out of my old heroquest fimirs!
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PostSubject: Re: Fimir Warriors   Wed 28 Mar 2012 - 12:14

Author of foul beasts Alan Bligh pronounced Fimir as "Ph'meu/F'mer" in this promotional video feed for the forthcoming Warhammer Forge book...

http://www.youtube.com/watch?v=aj5F5HqbYZ0
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