Fimir Balefiend (Fire)

ID: wh_dlc08_nor_cha_fimir_balefiend_fire_0


Fimir Balefiend (Fire)
1 1000 188
Armour 65
Leadership 70
Speed 54
Melee Attack 27
Melee Defence 35
Weapon Strength 400
Charge Bonus 25


Unit Description

Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again.

Historical Description

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.


From the Mist

Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.

Arcane Conduit

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.


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.


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.

Strengths & Weaknesses


Armoured units can block damage from any source apart from Armour-Piercing damage.


This unit can cast spells.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 2.00
Run Speed 5.40
Acceleration 3.50
Deceleration 5.00
Charge Speed 7.80
Ch. Dist. to Commence Run 40.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 100
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 27
Melee Defence 35
Charge Bonus 25
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 5032
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 188
Unit Size 1
Melee CP 750
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 80
Weapon AP Damage 320
Building Damage 100
Armour Value 65
Missile Block Chance 0