Storm of War - Monster Fimir
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Transcript of Storm of War - Monster Fimir
FIMIR, FIMM WARRIORFimir (Fimm) Fimm Warrior
Skills: Command, Common Knowledge (Fimir), Dodge Blow,Intimidate, Perception, Search, Silent Move, Speak Language(Dark Tongue, any One), Swim
Talents: Specialist Weapon Group (Two-handed), StrikeMighty Blow, Strike to Injure, Strike to Stun, Unsettling
Traits: Natural Armour (2), Strider (Marshes, Swamps)Special Rules:Bound Spell (From the Mist, CN 6); With a successfulWill Power test, a Fimm Warrior may attempt to cast the Fromthe Mist spell (Lesser Magic) as if he had a MagicCharacteristic of 2.
Cold Blooded: A Fimir’s reptilian mind makes it seem calmcompared to more hot-blooded races. Whenever an effectwould force a Fimir to flee (such as failing a Fear test), theFimir may make a Will Power test, if this is successful, theFimir may move normally.
Stomp: As a Full Action, a Fimm Warrior may make a SingleStomp attack. This automatically hits and deals a Damage 4hit with the Impact, Slow and Unstoppable qualities.
Tail Attack: Whenever a Fimm Warrior successfully usesDodge Blow to avoid an enemy melee attack, he may makean immediate tail attack in return. This attack is Damage 5and has a +10% Bonus to hit.
Combat:Armour (Heavy): Mail Shirt with Helmet, Belly Plate andScaly Skin
AP: Head 6 (11), Arms 4 (9), Body 6 (11), Legs 2 (7)Weapons: Hand Weapon (1d10+5, CV +1), Greatweapon(1d10+5, CV +1, Impact, Slow)
Slaughter Margin: Hard (+20%)
Main ProfileWS BS S T Ag Int WP Fel43% 22% 46% 57% 20% 20% 31% 25%
Secondary ProfileA W SB TB M Mag IP FP
3 25 4 5 6 0 0 0
STORM OF WAR - HOUSERULES FOR SECOND EDITION WFRP
- CHAPTER FIVE: GIANT RACES - FIMIR -
FIMIR, DIRACH BALEFIENDFimir (Dirach) Balefiend
Skills: Academic Knowledge (Daemonology +10%, any One),Channelling +10%, Common Knowledge (Fimir, any Three),Gossip, Heal, Intimidate, Magical Sense, Perception, Search,Silent Move, Speak Arcane Language (Demonic), SpeakLanguage (Dark Tongue, any Two), Swim
Talents: Aethyric Attunement, Arcane Lore (Fire or Shadow),Dark Magic, Fast Hands, Lesser Magic (From the Mist, anyOne), Petty Magic (Chaos or Hedge), Strike to Injure or Striketo Stun, Unsettling
Traits: Natural Armour (2), Strider (Marshes, Swamps)Special Rules:Cold Blooded: A Fimir’s reptilian mind makes it seem calmcompared to more hot-blooded races. Whenever an effectwould force a Fimir to flee (such as failing a Fear test), theFimir may make a Will Power test, if this is successful, theFimir may move normally.
Eye of the Balefiend: A Dirach Balefiend’s cyclopean eyecan perceive the Wind’s of Magic in the same way a man’sperceives light and shade. If a Dirach Balefiend uses theChannelling Skill, he adds +6 to his Casting Roll rather thanhis Magic Characteristic.
Staff of Pain: Counts as a Quarterstaff. This is a Magic Itemand can affect creatures invulnerable to mundane attacks.
Stomp: As a Full Action, a Dirach Balefiend may make aSingle Stomp attack. This automatically hits and deals aDamage 4 hit with the Impact, Slow and Unstoppablequalities.
Combat:Magic: 2; Arcane Lore (Fire or Shadow), From the Mist, PettyMagic (Chaos), any One Lesser Magic Spell
Armour (none): Scaly SkinAP: Head 2 (6), Arms 2 (6), Body 2 (6), Legs 2 (6)Weapons: Staff of Pain (Quarterstaff, 1d10+2, Defensive,Pummelling)
Slaughter Margin: Hard (+20%)
Main ProfileWS BS S T Ag Int WP Fel42% 21% 47% 48% 20% 35% 38% 14%
Secondary ProfileA W SB TB M Mag IP FP
3 24 4 4 6 2 0 0
STORM OF WAR - HOUSERULES FOR SECOND EDITION WFRP
- CHAPTER FOUR: GIANT RACES - FIMIR -
FIMIR, FIMM NOBLEFimir (Fimm) Fimm Noble (ex-Fimm Warrior)
Skills: Academic Knowledge (Strategy/Tactics), Command+10%, Common Knowledge (Fimir, any One), Dodge Blow+10%, Intimidate +10%, Perception +10%, Search, SilentMove, Speak Language (Dark Tongue, any One), Swim
Talents: Menacing, Specialist Weapon Group (Two-handed),Street Fighter, Strike Mighty Blow, Strike to Injure, Strike toStun, Unsettling
Traits: Natural Armour (2), Strider (Marshes, Swamps)Special Rules:Bound Spell (From the Mist, CN 6); With a successfulWill Power test, a Fimm Noble may attempt to cast the Fromthe Mist spell (Lesser Magic) as if he had a MagicCharacteristic of 3.
Cold Blooded: A Fimir’s reptilian mind makes it seem calmcompared to more hot-blooded races. Whenever an effectwould force a Fimir to flee (such as failing a Fear test), theFimir may make a Will Power test, if this is successful, theFimir may move normally.
Stomp: As a Full Action, a Fimm Noble may make a SingleStomp attack. This automatically hits and deals a Damage 4hit with the Impact, Slow and Unstoppable qualities.
Tail Attack: Whenever a Fimm Warrior successfully usesDodge Blow to avoid an enemy melee attack, he may makean immediate tail attack in return. This attack is Damage 6and has a +10% Bonus to hit.
Combat:Armour (Heavy): Mail Shirt with Helmet, Belly Plate andScaly Skin
AP: Head 6 (12), Arms 4 (10), Body 6 (12), Legs 2 (8)Weapons: Hand Weapon (1d10+6, CV +1), Greatweapon(1d10+6, CV +1, Impact, Slow)
Slaughter Margin: Very Hard (+30%)
Main ProfileWS BS S T Ag Int WP Fel63% 22% 56% 67% 30% 30% 41% 45%
Secondary ProfileA W SB TB M Mag IP FP
4 29 5 6 6 0 0 0
FROM THE MIST
Casting Number: 6+Casting Time: Half ActionRange: SelfDuration: 1 HourIngredient: A pint of Brackish Water (+1)Effect (Augment): This spell summons a dense mist toconceal the Fimir from the Sun’s blinding rays and thesight of the Dark Gods. This spell surrounds the casterwith thick fog, protecting him and any other Fimir within 5yards of him. All ranged attacks against the Fimir suffer a-10% penalty to Ballistic Skill. Creatures attempting tocharge a Fimir under the protection of this spell must firstmake a Challenging (-10%) Perception Check. If this isfailed, they fail to close the distance and waste their turn.Fimir may ignore any penalties created by this spell, evenif cast by an enemy spell caster.
STORM OF WAR - HOUSERULES FOR SECOND EDITION WFRP
- CHAPTER FIVE: GIANT RACES - FIMIR -
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