The souls did from their bodies fly,—
They fled to bliss or woe!
And every soul, it passed me by,Like the whizz of my cross-bow!
-The Rime of the Ancient Mariner, by Samuel Taylor Coleridge
Of course, like other of my work, this one was inspired by the amazing work of Bruticus.
The new Blue Whale Knights seem to eschew close combat in favor of long-range missile fire. This leads them to a sort of schizophrenic role wherein large, hulking brutes attack at range rather than close in. Anyone who has seen these "reborn" Blue Whale Knights knows that they are ponderous in the extreme - perhaps explaining their reluctance for hand-to-hand. The so-called "new" Blue Whale Knights remain ever silent, save for the sound of water sloshing within their armor. They are accompanied by the ever-present scent of brine.
Like all the dead, like all the dreams... They are come to Mordheim.
+++BLUE WHALE ARCHER+++
A Blue Whale Archer may be hired as a hero for 70 GC. A Blue Whale Archer hero starts with 8 experience points.
A Blue Whale Archer may be added as a hired sword for 40 GC with a 20 GC upkeep.
|Blue Whale Archer||4||3||3||4||4||1||1||1||8|
Presence: 0 (maximum 5)
Equipment: Heavy Armor, Helmet, Sword Crossbow.
Skills: Blue Whale Archers may choose from Strength and Shooting skills whenever they gain an advance. Blue Whale Archers are not known for their speed and so may never choose the Quickshot or Nimble skills.
Indomitable: Blue Whale Knights are towers of armor and strength. When forced to roll on the injury table, they treat all results of Knocked Down or Stunned as Weakened instead (in the same way as Monsters).
Ponderous: Blue Whale Knights may not run. When declaring a charge, subtract -2" from the total result.
A Blue Whale Knight may select one of the below special skills when receiving an advance. They do not start with any of the below skills.
Armor of Endless Sea: The otherworldly plate armor of the Blue Whale Knight hardens like a crab's exoskeleton. Add +1 to the Blue Whale Knight's save.