WARHAMMER QUEST

The Fimir

by T. Jordan "Greywolf" Peacock
12 AUG 1995

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_Games Workshop_, _Fimir_, _Warhammer Quest_, _Warhammer Fantasy Battle_, _Advanced HeroQuest_ and the _Old World_ are trademarks of Games Workshop, Ltd. _HeroQuest_ is a trademark of Milton Bradley. Their use here does not constitute a legal challenge to their status.

Thanks to Milton Bradley's _HeroQuest_, I have a threesome of those ugly green Fimirs, though I put them more to use in games of _Advanced HeroQuest_ (which conveniently offered statistics that covered all the monsters which were available in _HeroQuest_). However, both those games are discontinued, Games Workshop no longer puts out "Fimir" miniatures, and they no longer appear in _Warhammer Fantasy Battle_ or any other product -- _Warhammer Quest_ included.

I have my personal theories about why these half-human, half-daemon creatures might have been excised, given their sordid backgrounds, and figure it probably has something to do with the bizarre transformation that the Orcs underwent and the disappearance of "Half-Orcs" from the Warhammer game universe quite some time ago. Still, even if you don't care about the Fimirs' grimy details, they make for an interesting monster type -- and as I have the miniatures, I figure, why not use them? =) Of course, I've made the mistake of sticking them on proper 40mm x 40mm bases (for purposes of using them for AHQ), whereas their original plastic bases would be far more suitable to _Warhammer Quest_'s 30mm x 30mm squares and lack of accommodation for "monster bases". However, I'll try to squeeze them in somehow. ;) The main gimmick for Fimirs is that they can make a lot of attacks. Sure, they haven't a really good chance of hitting (I did a comparison to the Ogre for purposes of translation from AHQ to WQ, though the translation is by no means smooth), but they get 3 chances to get the job done right! ;) With the /chance/ of a 2D6 bludgeon attack, they can at least theoretically pose a potential threat to heavily-armored Warriors, while not greatly overpowering those who don't have access to a wide arsenal of protective goodies yet.

The "ignores armor" bludgeon attack really has no basis anywhere. I just threw it in because I've had quite a bit of trouble with the SuperDwarf in the party not only being practically invincible against standard monsters, but bragging about it. It's rather disheartening when a whole horde of Skeletons, Zombies, Goblins, Skaven -- anything that only does 1D6+Strength -- doesn't even have a CHANCE of doing damage, even if it always rolls sixes for hit and damage, thanks to armor.

If you'd rather be a bit more true to what a Fimir should "really" be like (and given Games Workshop's constant state of transmogrification between games, this doesn't seem like a big factor to me), then drop the "armor-avoiding" aspect of the third attack, and just leave the gold/experience rating at 250 rather than 300.

On the Monster Card, I'd recommend a group appearance of 1D3 at Battle- Levels 2-3. (It's hard to make a choice like this, as there's no real unity in determining how hard monsters should be for each level. On the one hand, you have Goblins. On the other, you have Minotaurs. Urk!) At higher Battle- Levels, just assume a group of 3 ... Or, if you have access to more than 3 Fimirs (maybe from grabbing two sets of _HeroQuest_ on clearance), try 1D6.

From what little I gather of Fimir backgrounds, they don't really "fit in" with any particular monster type, except that they're bad guys in general. If you're doing the standard random-dungeon theme-less shuffle, this isn't a problem. However, if you're trying to do a "monster theme" dungeon (i.e. all Orcs, all Skaven, all Undead...) then the best I can figure is that they might group up with the Orcs or else with general Chaos. (The former is because they're green. ;) The latter is because their backgrounds hint that they're somehow kin to daemons, though they are not technically daemons in any respect, aside from being ugly and nasty. =) )

So, of course, this is just home-brewed stuff that anybody could probably come up with anyway. But since I did it (and since I'll probably be using some of these same stats in some upcoming adventures), I figured I might as well pass them along. ;)

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* FIMIR *

These strange, one-eyed creatures are rumored to be half-daemon, half-human spawn -- Legends about their "culture" and behavior are simply too foul to be uttered. Fortunately for mankind, they are a dying race, not being nearly so frequent as they were in ages past. However, any brutish Fimir warriors who are encountered are certainly a force to be reckoned with, as they can wield heavy weapons and bludgeon with their club-like tails. If found on the surface during the daytime, a magical mists warns of their approach, as they generate it in order to shield themselves from the sun's rays.

Fimir Warrior

Wounds 8
Move 5
WS 3
BS -
Strength 3
Toughness 5
Initiative 3
Attacks 3
Armor 1
Damage 1D6/2D6(5+)*
Gold 300

Battle-Level 2-3 -- 1D3 Fimir Warriors

ENEMY'S WS         1 2 3 4 5 6 7 8 9 10
TO HIT FOE  2 3 4 4 4 4 5 5 5 6

Special Rules:

For the Fimir's first two attacks, an extra 1D6 of damage is inflicted (totalling at Strength + 2D6) if the Fimir rolls a natural 5 or 6 to hit. The third attack (with the tail) inflicts Strength + 1D6 Wounds, but bypasses armor.

Cannot use ranged weapons (due to lack of depth perception, with only one eye)

Fimir Warriors, should they ever appear above ground in daylight, generate a magical mist which serves to shield them from the sun's harmful rays. This counts as a spell, and can be negated via a Dispel Scroll or Destroy Spell Scroll for each Fimir Warrior. Without this protection, the Fimir will suffer an automatic 1D3 Wounds at the end of each Turn spent in the sunlight, with no modifiers for anything.

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