Storm of War - Monster Fimir

3
FIMIR,FIMM WARRIOR Fimir (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), Strike Mighty 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 successful Will Power test, a Fimm Warrior may attempt to cast the From the Mist spell (Lesser Magic) as if he had a Magic Characteristic of 2. Cold Blooded: A Fimir’s reptilian mind makes it seem calm compared to more hot-blooded races. Whenever an effect would force a Fimir to flee (such as failing a Fear test), the Fimir may make a Will Power test, if this is successful, the Fimir may move normally. Stomp: As a Full Action, a Fimm Warrior may make a Single Stomp attack. This automatically hits and deals a Damage 4 hit with the Impact, Slow and Unstoppable qualities. Tail Attack: Whenever a Fimm Warrior successfully uses Dodge Blow to avoid an enemy melee attack, he may make an immediate tail attack in return. This attack is Damage 5 and has a +10% Bonus to hit. Combat: Armour (Heavy): Mail Shirt with Helmet, Belly Plate and Scaly 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 Profile WS BS S T Ag Int WP Fel 43% 22% 46% 57% 20% 20% 31% 25% Secondary Profile A 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 BALEFIEND Fimir (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), Speak Language (Dark Tongue, any Two), Swim Talents: Aethyric Attunement, Arcane Lore (Fire or Shadow), Dark Magic, Fast Hands, Lesser Magic (From the Mist, any One), Petty Magic (Chaos or Hedge), Strike to Injure or Strike to Stun, Unsettling Traits: Natural Armour (2), Strider (Marshes, Swamps) Special Rules: Cold Blooded: A Fimir’s reptilian mind makes it seem calm compared to more hot-blooded races. Whenever an effect would force a Fimir to flee (such as failing a Fear test), the Fimir may make a Will Power test, if this is successful, the Fimir may move normally. Eye of the Balefiend: A Dirach Balefiend’s cyclopean eye can perceive the Wind’s of Magic in the same way a man’s perceives light and shade. If a Dirach Balefiend uses the Channelling Skill, he adds +6 to his Casting Roll rather than his Magic Characteristic. Staff of Pain: Counts as a Quarterstaff. This is a Magic Item and can affect creatures invulnerable to mundane attacks. Stomp: As a Full Action, a Dirach Balefiend may make a Single Stomp attack. This automatically hits and deals a Damage 4 hit with the Impact, Slow and Unstoppable qualities. Combat: Magic: 2; Arcane Lore (Fire or Shadow), From the Mist, Petty Magic (Chaos), any One Lesser Magic Spell Armour (none): Scaly Skin AP: 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 Profile WS BS S T Ag Int WP Fel 42% 21% 47% 48% 20% 35% 38% 14% Secondary Profile A W SB TB M Mag IP FP 3 24 4 4 6 2 0 0

description

Houserules in development for second edition WFRP

Transcript of Storm of War - Monster Fimir

Page 1: 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

Page 2: Storm of War - Monster Fimir

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.

Page 3: Storm of War - Monster Fimir

STORM OF WAR - HOUSERULES FOR SECOND EDITION WFRP

- CHAPTER FIVE: GIANT RACES - FIMIR -

This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy FlightGames.

Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo,Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon,Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo,Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings,Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associatedmarks, names, races, race insignia, characters, vehicles, locations, units, artifacts, illustrations and images from theWarhammer world are either ®, ™ and/or © Copyright Games Workshop Ltd 2000-2009, variably registered in the UK andother countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to theirrespective owners.