Fimir

"Through the choking Mists they came, the One-eyed and thrice accursed Demon-spawn known to Man as the Fimir. They came to raid our Homes and took our Daughters. And none could stand against their Might."
Adiomus of Boehmenbad

Note from Tom: This team is based on the Net version of this team created by Sigurd R. Garshol. I basically left the team as Sigurd created it with minor changes to the player's tails and costs and some changes to allow for Spellcasters. I read up on the Fimir and decided to use the Fimm for base players instead of the Shearl and replaced the Fimm slot with Nobles (this changed the type of tails that the players would have). Sigurd's Minor Daemons also had the trait Unstable which I removed.

Players:

# Position Cost MA ST AG AV Skills Traits Skills Available
0-12 Fimm Warrior 40,000 5 3 2 8 None Prehensile Tail, Single Eye General, Mace Tail
0-4* Fimm Finmor (Fimir Noble) 110,000 5 4 2 9 None Prehensile Tail, Cleaver Tipped Tail (Treat as Claw), Single Eye General, Strength
0-1 Dirach 170,000 5 4 2 8 Spellcaster Horns, Prehensile Tail, Single Eye General, Strength
0-1 Meargh 180,000 5 4 2 8 Spellcaster Horns, Leader, Prehensile Tail, Single Eye General, Strength
0-2* Lesser Daemon 90,000 6 3 4 7 Dodge, Leap Wizard Linked General, Agility, Wings

Big Guys:
# Position Cost MA ST AG AV Skills Traits Skills Available
0-1* Daemonomaniac 130,000 6 5 3 9 Juggernaut BIG GUY, Horns, Foul Appearance, Daemonic Aura, Unstable Strength

* - You must have a Dirach Spellcaster (male spellcaster) to have Lesser Daemons on the team and the Dirach must be on the pitch for the Lesser Daemons to be.
* - You must have a Meargh Spellcaster (female spellcaster) to have a Daemonomaniac on the team and the Meargh must be on the pitch for the Daemonomanica to be.
* - The total number of your Dirach, Meargh, and Fimir Nobles on the team cannot exceed 4.

Rerolls:
70,000

Big Guys:
The Fimir team may have one Big Guy player. Big Guy players cannot use team rerolls.

New traits:
Daemonic Aura: Daemons are surrounded by an aura that makes them incredibly difficult to hurt. This aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls assists, Chainsaws, etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated. However, Daemonic Aura has some downsides. First, if the player suffers a casualty injury (Badly Hurt, Seriously Injured) they are considered DEAD! Second, the player may not be on the pitch unless his controlling Spellcaster from his team is also on the pitch. If the controlling Spellcaster leaves the pitch for any reason, all Daemons controlled by that Spellcaster leave the pitch immediately also. If the controlling Spellcaster is killed and not saved by the apothecary or special play card, all Daemons controlled by that Spellcaster die immediately.

Wizard Linked: The player may not be on the pitch or take the pitch unless an appropriate Spellcaster is also on the pitch at the same time. If the Spellcaster leaves the pitch for any reason, so does this player.

Single Eye: The Fimir have a single eye in the center of their head. This gives all Fimir players very poor depth-vision. A Fimir player must reroll any successful pass, using the result from the second dice roll (even if it is successful). Note: a coach may use a team/leader/tropy re-roll, Pass or Pro skill on either of these two dice rolls but NOT both.

Unstable: A Greater Daemon's hold on this plane is very slight. At the end of each drive or half, roll a D6. On a 1 or 2, the Daemon is sucked back to the void temporarily and will miss the rest of this match.

Advance:

Allies:
Click here to see the standard ally rules for this team.

Apothecary:
Standard rules.

Head Coach:
Standard Head Coach.

On Pitch Spellcaster:
NOTE: the Fimir can have two spellcasters instead of the normal limit of one. If you have a Dirach or Meargh, you must have one less than your maximum amounts of Fimir Nobles.
A Dirach's (male spellcaster) starting spell is Fog. A Meargh's (female spellcaster) starting spell is Toxic Fog.

Name: Fog
Successful Result: The entire pitch is covered with a thick magical Fog. All Fimir players do NOT need to re-roll successful passes while this fog covers the field. However, all opposing players must re-roll their successful passes as if they had the Single Eye trait. This fog lasts until the end of the drive.
Failure Result: Nothing Happens
Range: The entire pitch
Succeeds on: 2+

Name: Toxic Fog
Successful Result: Quick evaporating toxic fumes rise from the pitch ... poison to all living non-Fimir players. Undead, Daemon, Fimir, Artificial, or Created players are immune from the toxic quality of the fog. The spellcaster coach may roll a separate D6 for every other player on the pitch. If the D6 roll is higher than the player's strength, the player passes out. Place the player prone on the pitch (do not make any armour or injury rolls).
Failure Result: Nothing Happens
Range: The entire pitch
Succeeds on: 3+

Secret Weapons:
The Fimir will not use secret weapons.

=================================================== End of MBBL2 Rules =================================

Stadium rules:
Ocassionally, a Minor Daemon fan has been known to show up unannounced to help the team out in a moment of need. During a Fimir home stadium game, the Fimir coach can choose to roll a D6 ONCE during the game at the start of one of his turns. On a 6, a Minor Daemon has appeared to help and may be placed in ANY unoccupied square on the pitch. This player will play to the end of the drive at which point, he will automatically return to the void. You do not need a Dirach on the team for this Minor Daemon to appear. The Minor Daemon may take the number of Fimir team players on the pitch over 11 without penalty.

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