Orruk Warclans – Fimirach Noble
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Fimirach Noble

Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin, the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Baleglyph Maul
Baleglyph Maul2"53+3+-21
Club Tail
Club Tail1"14+3+-1D3

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 50mm
Notes: Single


A Fimirach Noble is armed with a Baleglyph Maul and Club Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION keyword.


Baleglyph Maul: Etched by Balefiends and imbued with vile magic, a weapon bearing these glyphs brings withering atrophy to anything it strikes.
If the unmodified wound roll for an attack made with a Baleglyph Maul is 6, that attack causes 1 mortal wound to the target in addition to any damage it inflicts.

Shrouding Mists: Fimir despise the light, wrapping themselves in sorcerous mists whenever they venture from their dank lairs. Such mist serves to hide them from their enemies’ sight.
This model has a ward of 6+.

Unnatural Flesh: Fimir are wholly unnatural creatures whose flesh twists and writhes, sealing wounds mere moments after they are inflicted.
In your hero phase, you can heal 1 wound allocated to this model.

Born to Lead: Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
In the combat phase, after this model has fought in that phase for the first time, you can pick 1 friendly FIMIR unit that has not fought in that phase, that is within 3" of an enemy unit and that is wholly within 12" of this unit. That unit fights immediately.

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14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.

The FIMIR keyword is used in the following Orruk Warclans warscrolls:

© Vyacheslav Maltsev 2013-2022