(reprinted and modified from CJ 14)
Some particularly brutal (and unimaginative) coaches resort to hiring assasins to dispose of the opposition's best players. To say this is a little risky is an understatement. Trying to kill a professional psycopath who probably wears his armour to bed is hardly an easy job, so only a few Assasins are available to a team at any one time, roll on the following table for details: 1. No assasins available 2-5: 1 assasin available for hire 6: D3 assasins available for hire!
Amateur/Thug | 10,000gp |
Student | 20,000gp |
Professional | 40,000gp |
Master Assasin | 80,000gp |
Nipponese/Clan Eshin | +20,000gp |
'Gang Up' Surcharge | +10,000gp per |
Assasination attempts take place in the Pre-Match sequence and any player or coaching staff in the opposition's squad may be targetted.
Assasins come in a wide variety of professional levels. Assasins can range from the unskilled thug to the master of a myriad of disciplines, and you get what you pay for. Once you have declared your intention to assasinate a member of the opposition you roll on the 'Assasination Table' after applying the appropriate modifiers for the target and assasin skill level.
The most deadly and sucessful assasins are the Nipponese Ninja and their furry counterparts- the Skaven of Clan Eshin. Human and Skaven teams may purchase experts of theese types for the additional surcharge of 50k. Other teams cannot take advantage of theese types of assasins. Ninja and Eshin assasins add 2 to the roll on the 'Assasination Table'. Mixed race teams with humans or skaven may purchase Ninja/Eshin assasins.
If more than 1 assasin is hired they may 'gang up' on their target. To do this simply hire the assasins and decide if they will gang up or compete. Competing assasins are handled as normal one after the other. Assasins that choose to gang up add an extra D6 to the Assasination roll for each assasin after the first, but all Assasins must be of the same level of expertise and type. There is a drawback, however, as it costs a further 25k for each assasin as they charge more for the inconvience of working with others.
Target | Amateur | Student | Professional | Master |
Rookie,Cheearleader | +0 | +1 | +3 | +5 |
Experienced,Assistant | -1 | +0 | +1 | +3 |
Veteran, Apothecary,Head Coach | -3 | -1 | +0 | +1 |
Star Player or Wizard | -5 | -3 | -1 | +0 |
+2 for Nippon or Clan Eshin; +1D6 per extra assasin when ganging up
2D6 | Effect | Result |
2-7 | Failed Assasination | Nothing happens |
8-9 | Wounded | Player must miss the first half of his next match |
10 | Badly Hurt | Player must miss his next match |
11 | Serious Injury | As if the player was injured in the last game |
12+ | Dead! | Remove the player from your team sheet! |
Note that a coach may use his apothecary to negate the effects of assasination, but it is then spent for the next match.
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