DESPERATE MEASURES BOTTOM OF THE BARREL Imports: For teams with fewer than 11 players and no money. You can have up to 11 Imports at no cost but they have severe limitations. Their stats are half that of a normal lineman of that race (Hobgoblins for Chaos Dwarf, Skeletons for Undead) round any fractions up to the nearest whole number. They keep and skills this position entitles them. They may never use Pro or Team Re-rolls. They only receive Star Player Points when choosen as the MVP or through the Special cards. They may not accrue other Star Player Points for Touchdowns, Casualties, Interceptions or Completions. These players are to help until you can afford more players. This helps teams from abanding a league do to lack of players. ASSASSINS Assassins are available to a team at any one time, roll a d6: 1 - None available for hire. 2-5 - 1 Assassin is available for hire. 6 - D3 Assassins are availabe for hire. Assassin hiring costs: 50k Amateur/Thug 100k Student 150k Professional 250k Master Assassin +50k Nipponese/Clan Eshin* +25k Ganging Up surcharge *Except Skaven or Humans. They may purchased these experts at normal price. Other Human teams such as Chaos or Norse must pay +50k. They may never be Amateurs/Thugs and give +2 to the roll on the assassination table. Assassination attempts take place in the pre-match Hiring Freebooter sequence and any player or member of the coaching staff in the oppositions squad may be targeted. If more than one assassin is hired they may Gang Up on the unknown target. Hire assassins as normal then decide if they will Gang Up or Compete. Competing assassins are handled as normal, one after the other. Assassins Ganing Up add an extra d6 to the assassination roll for each assassin after the first. It costs an extra 25k for each extra assassin. Once you declared your intention to attempt to assassinate a particular member of the team, you must roll on the Assassination table after applying the appropriate modifiers from the table below: Target Amateur Student Professinal Master Rookie 0 +1 +3 +5 Experienced -1 0 +1 +3 Veteran/Coach -3 -1 0 +1 StarPlayer/Wiz -5 -3 -1 0 +2 for Nipponese/Clan Eshins +1d6 per additional Assassin after the 1st when ganging up. Assassination results: 2-7 Failed attempt. Nothing Happens 8-9 Wounded. Player misses 1st half. 10 Badly Hurt. Player misses the match. 11 Serious Injury. Roll for Serious Injury as if the player was injured in the last game. 12 Dead. Remove the player from your roster Note: If you use the rules for Allies you make take assassins of that allied race. LOAN SHARKS It doesn't state when to attempt to borrow. I guess it would be best after a game, especially when you know that you aren't going to have enough players for the next match. Roll a d6. On a 1 Can't find one. 2-6 You found a Loan Shark to lend you money. You can borrow up to 1000k. After every match the amount outstanding is increased by half due to the excessive interest payments. If you can't pay back the amount in full then roll a d6. On a 4+ the Loan Shark lets you off with a friendly warning (On a 3+ if you have paid back atleast half the outstanding debt). On a 1-2, you are not so lucky and one of your players (randomly selected) gets a visit from a few of the Loan Sharks colleagues. Roll immediately on the Injury table for this player. There are no modifiers except a +1 for each attack after the first. If a player is stunned then he has been roughed up. KO'ed players will start the next match in the KO'ed box but can only attempt to return on the next set up after the Kick-off. Badly hurt means the player and will miss the next match. Roll for Serious Injury as normal and Dead mean Dead.