Epic Roleplay: Antagonists – More Fimir

Epic Antagonists - More Fimir
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

1 Comment


  1. 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.

    Reply

Leave a Reply

Your email address will not be published. Required fields are marked *