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Fimir upgrade

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Fimir upgrade

Postby The Admiral » Friday March 17th, 2017 5:05am

In the interests of increasing the potency of my evil hordes, I think I will in future give Fimirs 4 attack dice. The axe they are holding is immense! Almost as tall as the Fimir himself, and they are no shorties. It must surely qualify as a Battle Axe, and it has the free hand to wield it?
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Re: Fimir upgrade

Postby knightkrawler » Friday March 17th, 2017 5:32am

Yeah, that's clearly posing. It's a two-handed battle-axe alright.
Plus, no matter what minis you want to proxy the Fimir with - if you do want to do that - they are even taller than the HQ models.
Keeping it at 3 AD makes no sense in these cases, anyway.
I would fully agree that they should have 4 AD if Orcs have 3.
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Re: Fimir upgrade

Postby Anderas » Friday March 17th, 2017 8:20am

Better to give the one or two Body Points more. They become really frightening if the survive the first onslaught of the heroes. With 4 AD, if they still die after the first touch, they are not a lot more dangerous.

You can also try Sjengs Fimir Spells. They are interesting and they upgrade the danger level, both.

Or you do all of it. :twisted:


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Re: Fimir upgrade

Postby Gold Bearer » Friday March 17th, 2017 10:50am

I introduced a three attack dice double axe weapon in my rules, a generic term for an axe that is doubled headed/double handed/double the weight of a standard axe. A battle axe is a higher quality big axe.

There no skill stat in HQ so you could just think of attack dice as a combination of skill + strength and fimirs as having low skill.

I allow fimirs to draw one chaos spell each time a new fimir is revealed but they share any spells they've drawn. When one dies a random spell is removed, this works really nicely and is very simple, simpler even than giving them one spell each.

I also have fimir primarchs that draw two spells when they're revealed (discard two when they die) and allow the EWP to choose which spells to discard when other fimirs die.
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Re: Fimir upgrade

Postby mitchiemasha » Friday March 17th, 2017 2:55pm

My Fimirs get Tail Bash... Free counter attack if not wounded when attacked. US stat body points.

I see Fimir as better in defence, due to toughness, not very skilled but if you fumble an attack against them, thanks to that extra limb, you're in trouble.


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Re: Fimir upgrade

Postby Torgo » Monday April 10th, 2017 10:25pm

Agreed that Fimir should have 4 attack dice. That axe is massive!
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