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.
Melee Contact Effects
Fimir Balefiend (Shadows) inflicts the following debuff when hitting an enemy.
Sundered Armour (10 seconds)
- -30 Armour
|Can Cause 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 leadership bonus to nearby allies. Units within range of both the 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.|
|From the Mist||
Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.
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.
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.
|Smoke & Mirrors||
A conjured shadow is just as obfuscating as a real one - the Shadow Wizard is master or mistress of the 'concealing' arts.
|Melkoth's Mystifying Miasma||
The caster weaves a confounding fog that numbs and deludes enemies, causing them to stumble and stagger.
The supernatural solution is often the best; weapons materialise before the caster's allies, allowing them to slice through flesh, soul, and consciousness.
|Pit of Shades||
The spellcaster opens a vortex leading into the Pit. Anything caught within it will be lost forever.
|The Enfeebling Foe||
When cast, this spell enfeebles enemy minds; they feel the crushing weight of reality bearing down upon them.
|The Penumbral Pendulum||
A spectral pendulum is summoned by the Wizard. On command, it swings, razor sharp and with lethal speed, through the foe.
The Wizard destroys the foe from within, corroding their minds with doubt and crisis.
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