
While I am reasonably satisfied with the way the rules for the Fimir in Epic Roleplay turned out, they could do with some more variety. Especially vehicles are missing, and this is a first part in attempting – work in progress – to maybe change that.
Fimir Deathglow
Stalking through the swamplands on spindly mechanical legs, the Deathglow is a Fimir combat vehicle named for the weapon it carries. The Deathglow generator creates an energy field across a wide area that gradually thins out the barrier between reality and warp space, driving its victims mad or outright stretching them out and ripping them apart across dimensions.
To activate its generator, a Deathglow needs to be on First Fire orders. Once activated, it will continue to operate until either the Deathglow is destroyed, the Deathglow is given Charge orders, no orders at all or is forced on Fall Back orders, the Deathglow breaks line of sight (see below), or the generator overloads (see below).
In the First Fire segment of the round the generator is activated, place a Deathglow template (use a barrage template) either directly over the Deathglow itself or anywhere within line of sight and within 75 cm of the Deathglow. Put an artillery die showing its “2” face next to the template.
Anything under the template when it is placed is subject to a barrage with a number of barrage points equal to the value of the artillery die (i.e., 2 Barrage Points in the initial round) with an armour save modifier equal to half the value of the artillery die. The Deathglow itself and any stand or model with the Concealing Fog rule are immune to the effects of this barrage.
After resolving the barrage, do not remove the template. If the template was placed over the Deathglow and the Deathglow moves, the template moves with it. If the template was placed in line of sight of the Deathglow, the template is immediately removed if that line of sight is broken or if the distance between the Deathglow and the template exceeds 50 cm.
In subsequent rounds, when the Deathglow is selected to fire, turn the artillery die to its next higher face before resolving the barrage. When the artillery die is turned to the “Misfire” face (on the sixth turn it is active) the generator overloads and the template is removed without further effect.
A Deathglow template blocks lines of sight to models on the other side of it, but not line of sight to any models covered by it. Models under the template can fire out of it normally.
| Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Deathglow | 15cm | 4+ | +1 | Deathglow generator |
* | * | * | * |
| Notes |
| Type: Knight, Morale Value 3, Concealing Fog, Marsh Dweller, Deathglow Generator |
A Deathblow can be added to a Fimir army as a special card costing 150 points and worth 2 Victory Points when the Deathblow is destroyed.
(Modelwise, I am eyeing Microworld offerings, or maybe a Battletech Tarantula or other quad, though there are plenty of options for crab mechs that could fit the scale.)
