Fimir arise

By AlephTau, in WFRP Gamemasters

I started runnign "The Dying of the Light" (1st ed.) recently and actually used that campaigns MacGuffin to get the heroes to Faulingmere and thus into the vacinity of Marienburg.

Now DotL was the last published adventure to (quite heavily) use the Fimir before GW dropped those awesome baddies.

How would you guys transfer them into 3rd ed? What would a creature card look like, what creature abilities would you give them, what action cards would be appropriate, etc?

Would love to hear your ideas....

I would use bestigor stats.

jh

What's a bestigor?

Bestigor (use Wargor) for tough Fimir

65187_md-Bestigor%20axeman.jpg fimir.jpg c25fimirwd102x.jpg

Centigor (use wargor) for Zoats

Centigor.jpg ZOAT_Rooth.jpg

Wargor seems about right (very cool pics btw). I guess a T and S of 4-5 would be appropriate for Fimir warriors. They should probably also have some sort of tail attack and maybe get the blinded condition when fighting during the day or against PCs carrying a light source.

Other ideas, maybe for the Dirach?

If you've got the creature guide or the creature vault, you can find a lot of cool ideas.

The tail attack is a smart one. Looking at the breakdown of the FIMIR above, there is potential for variance. Most of the time however it's probably not necessary except from a "descriptor" standpoint.

jh

A tail attack as a reaction ...would be cool ...and make them bit unique ;)

A reaction is a great idea! Maybe to every PC engaging with it beyond the first?