
Some more additions to the Fimir in Epic Roleplay aside from the Deathglow. These here I am less confident in, for various reasons. With the Shearl and the Swamp Strider, it is the stats that do not click perfectly, with the Overseer it is the ability which has me wondering, and finally with the Skiff Chariots, it is the whole concept – they are there mostly because I felt something that goes faster would maybe fill a battlefield role and make sense when thinking about logistics in a campaign. Also, I dislike the detachment names as too generic, but did not really want to name groups of artillery or warmachines “parties” as I had for the warriors.
These additional units can be added to a Fimir force as support cards
Shearl Mortar Battery at 100 points consists of four Shearl Mortars; the Battery has a Break Point of 2 and is worth 1 Victory Point
Swamp Strider Squadron at 150 points consists of three Swamp Striders; the Squadron has a Break Point of 2 and is worth 2 Victory Points
Skiff Chariot Squadron at 200 points consists of six Skiff Chariots; the Squadron has a Break Point of 3 and is worth 2 Victory Points
or special cards
Fimm Overseer at 50 points consists of one Fimm Overseer stand; it is worth 1 Victory Point when defeated
Shearl Mortar
Light artillery pieces crewed by members of the lowest caste of Fimir. They soft launch their shells to avoid their fog cover being blown away by the force of firing, although this severly limits their range.
| Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Shearl Mortar | 5cm | – | -1 | Shearl Mortar |
50cm | 2 BP | – |
| Notes |
| Type: Infantry, Morale Value 5, Concealing Fog, Marsh Dweller |
Fimm Overseer
Fimm Overseers keep the slave troops of low caste Shearl and other races in check. Trolls, beastmen, primitve human warriors and cavalry, as well as Shearl mortar teams or giants belonging to the Fimir force within 10cm of a Fimm Overseer may immediately re-roll a failed Break or Morale Test, the second result stands and may not be re-rolled again. Overseers are command units.
| Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Fimm Overseer | 15cm | 5+ | +5 | Energy whip | – | – | – | – |
| Notes |
| Type: Infantry, Morale Value 3, Command Unit, Concealing Fog, Marsh Dweller, Intimidate |
Swamp Strider
The Swamp Strider is a multi-legged walker similar to the Deathglow, but used by the Fimir as one of their few long range weapons, armed with a heavy deathlight and a mortar.
| Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Swamp Strider | 15cm | 4+ | +1 | Mortar Heavy deathlight |
50cm
75cm |
2
1 |
BP
6+ |
–
-2 |
| Notes |
| Type: Knight, Morale Value 3, Concealing Fog, Marsh Dweller |
Skiff Chariot
These are light hover vehicles used to carry small units of Fimir across swamps and open terrain. Their anti-gravitic engines are not strong enough to allow full skimmer movement. They are armed with multiple launchtubes for frag charges to surpress defenses before the Fimir charge in. A Skiff Chariot can carry one troop stand. Their launchtubes are barrage weapons. Due to their high speed, Skiff Chariots do not benefit from the Fimir’s Concealing Fog.
| Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Skiff Chariot | 25cm | 6+ | +2 | Frag launcher |
25cm | 1 BP | – |
| Notes |
| Type: Cavalry, Morale Value 3, Marsh Dweller, carries 1 stand |

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Ich überlege, ob das Heavy Deathlight des Swamp Striders nicht auch auf 6+ to Hit (von 5+) reduziert werden sollte.
…
Mache ich jetzt glaube ich.