I've had three games with my new Horned Hunters gang so far and a few questions have arisen. One or two possibly only because I haven't played in a while (like 2-3 years) and before that I was used to a bunch of house rules with different gaming groups. I've tried to look it up but I'm getting confused. Please bear with me.
For whoever wants to help but doesn't know the rules too much, here's a link:
There's no heavy armour in the equipment list. So there is no chance any of the Hunters will ever be able to wear any, even if I found one? Why I ask is, the 3 Initiates-heroes are forbidden to wear any armour at all by the "strictures"-rule, while the Priest of Taal is only forbidden to use heavy armour. The Horned Hunter doesn't have a "strictures"-rule at all. Why should it explicedly by stated that the Priest can only wear light armour if the warband doesn't have a chance to get heavy armour anyways?
Their rule "drunk" reads as follows:
Drunk: The militia are blasted out of their tiny minds
on Rotfire moonshine and cheap ale. As such, they
automatically pass all Leadership-based tests
they are required to take.
- I don't have to take all alone tests for them, right?
Just imagine a Drunken Gang member should be promoted to hero. Weirdstone Pendulum and Tarot Cards would be a pretty safe thing, right? Any other equipment you'd suggest?
And if he'd somehow manage to become the leader? Other than with Flagellants, there is no rule forbidding them to do so. Would he automatically pass all rout-tests?
It's in their equipment-list for 20 gold. Can I always buy them for this price or only at the very start? Would I have to pay the higher price now (and search for them)?
One last thing: I've got the Mordheim Ogre Mercenary. Beautifully painted up, has never seen a game. He's even in green and brown. From a Fluff point of view: would he fit especially well with the warband (he looks like a woodsman/lumberjack) or not well at all, remembering the Hunters hunt beasts and monsters and such...?