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Dune Adventures in the Imperium

Compendium

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Fremen Warrior

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Traits: Fremen

Talents

  • Decisive Action: After successfully removing an enemy asset with Battle, remove a second enemy asset for 2 Threat.
  • Nimble: When attempting a Move test over difficult terrain they may reduce the Difficulty of the test by 2. If this reduces the Difficulty to 0, they may move over or around that obstacle freely.
  • Resilience (Battle): They may Resist Defeat twice in a scene when in a conflict using the Battle skill.

Assets: Crysknife, Fremkit, Stillsuit

“Who can turn away the Angel of Death? What Shai-Hulud has decreed must be.” The Fedaykin, the Fremen death commandos, speak these words as they prepare for battle.

Just as the harsh conditions on Salusa Secundus produce the dreaded Sardaukar, the inhospitable landscape of Arrakis hones the Fremen into a terrifying force. Even the young know how to wield a knife and survive the deep desert. But those who claim the mantle of Fremen Warrior are truly formidable, lethal on their own and devastating in large numbers.

With blue-within-blue eyes, a Fremen soldier wears a Stillsuit and is equipped with a distinctive Crysknife — a specialized dagger made from the tooth of a sandworm.  They prefer the desert to the city and use the terrain to their advantage. This includes mounting sandworms to ride across the dunes. They’re known to ambush their opponents with stealth and speed before vanishing without a trace.

Example Fremen Warriors

  • Fara is the captain of a platoon of elite Fedaykin. Fanatical and intractable, she wages open war against her enemies (both real and perceived), even when her elders might prefer a more diplomatic approach.
  • Nasir is an impatient, resentful Fremen Warrior. After being passed over for promotion, he seeks to issue a tahaddi challenge against the Naib despite his family cautioning him against it.
  • Estes is a veteran of many battles, all of which are beginning to take their toll. As age sets into their bones and muscles, they have little time left before becoming a burden. They would like to pass on their knowledge to a protégé before offering their water to the sietch.

Scenario Hook

After the player Characters find a rare and valuable Crysknife during the excavation of a desert site, a trio of Fremen warriors confront them. They demand the blade be handed over to them for purification. However, the blade is incredibly valuable and deadly. The House could benefit immensely from its keeping. Do the player Characters relent, or do they refuse?

Attributes

assets
["Crysknife", "Fremkit", "Stillsuit"]
battle
{"value":"8","focuses":"Dueling, Short Blades, Unarmed combat"}
communicate
{"value":"4"}
discipline
{"value":"7","focuses":"Survival (Desert), Resolve"}
duty
{"value":"7","statement":"The sietch before all others."}
faith
{"value":"8"}
justice
{"value":"6"}
move
{"value":"7","focuses":"Worm Rider"}
power
{"value":"5"}
talents
[{"name":"Decisive Action","description":"After successfully removing an enemy asset with Battle, remove a second enemy asset for 2 Threat."},{"name":"Nimble","description":"When attempting a Move test over difficult terrain they may reduce the Difficulty of the test by 2. If this reduces the Difficulty to 0, they may move over or around that obstacle freely."},{"name":"Resilience (Battle)","description":"They may Resist Defeat twice in a scene when in a conflict using the Battle skill."}]
traits
["Fremen"]
truth
{"value":"5"}
type
Archetype
understand
{"value":"5"}
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