Hi Owen. I did reply to your email on 5th Jan as follows and yes the big warriors can get talent in your campaigns if you get lucky on the roll:
I like the sound of this reinvigoration. The older we get the trickier it becomes to pencil in meetings for turf wars to take place, or at least so invitees can commit to the fight. :-|
Will try to answer you Q's below...
Sent from my iPhone
On 3 Jan 2016, at 18:19, "Owen Matthew Aurelio firstname.lastname@example.org [theenemywithin]" <email@example.com> wrote:
Werekin, or Sir or Ma'am,
Thank you for your awesome work on Bordertown Burning and Mutiny in Marienburg, they are reinvigorating our gaming group!
I have a couple questions about your Lords of the Marsh warband, please, and I'd like to get them worked out before we play again on Wednesday if at all possible.
Mystic Mist. It's cast by the band in general, correct? Can the Draich use his Mind Focus on this spell? Can any items help effect the roll of the spell, like a Familiar, etc...?
Mystic Mist is created by the bloodied bronze talismans worn by the whole warband. Not originating from the warband leader (Draich) means the spellcaster is unable to manipulate the dice roll.
When the mist goes down, you'd better be ready. Fortunately the fimm are cold-blooded which makes them less susceptible to psychology tests.
2. When inside the Myst many of the warband are immune to the effects of fear (Craven special rule). When the Mystic Mist fails are these fighters "afraid" of everything and need to make leadership tests against non-fear causers, or simply a normal warband, and need to make leadership tests against fear causers?
Craven warriors soil themselves at the mere sight of a straggler or draft animal. Yes, they are subject to the effects of fear regardless of whether the model they encounter causes fear or not!
3. Are these rules complete? Will this warband eventually get band specific special skills?
Yes, the draft copy in my Dropbox linked from Liber Malefic is complete.
No, they will not get special skills. Believe me the speed skills alone are devastating enough!
4. How likely is this warband to change, or is it relatively "finished"?
The warband is thoroughly tested. Some players think it is too overpowered in respect of combat. This is not an accurate reflection of the way Mordheim is played however. The limitations and weaknesses of the warband become obvious enough to anyone who plays with or against these clawing monsters from a lost age.
5. Any other tips or points that might help a new Marsh player?
Yes, play campaigns using objectives. 1. The one for this warband in the Marienburg setting is incomplete -but- it does get the ball rolling nicely with the Ceremony of Sacrifice Chart. 2. Make use of special scenarios like "Swap Meat" and additional campaign guidelines which support the themes of this marsh dwellers. 3. Collect wyrdstone, visit Alchemists (Power in the Stones) and make the most of mutating your warriors (see "Corrupted Characters" article) as if you get lucky you'll be converting a Chaos Spawn!
6. Can the Draich roll on either spell list, or just the Rituals of Chaos, if choosing a spell as a result of an advancement?
Either is fine.
Have you posted on TBMF? I haven't noticed anything. If so, let's copy + paste these answers onto the forum.
I am going to post these questions on tomsboringmordheim forum as well, but my group and I would love to hear from you or your team if you had the time.
Thank you for your time and for creating such awesome content! You and your team are an inspiration!
You are most welcome. We have had a blast with the campaign so far. Looking forwards to adding more material when I get the chance. Feel free to hassle me for stuff as I don't set any deadlines for hobby activity.
Fimir, Beastmen & Goblins cannot visit the special locations in Marketplace & Infamous Haunts chapters. As such I began work on a special new type of table to offer more choices to the Heroes in the post-battle sequence. It's called "Daemon Swamp" where 1-6 Heroes may visit instead of searching for Rare items. You make one 2D6 roll and add modifiers for every Hero beyond the first who goes there.
e.g. 3x Heroes = 2D6+2 (results are 2-17)
More on that later I guess when you get campaigning.
Enjoy your battle night tomorrow!