Ninja Assassin Arena of Death 8
Unbeknown to most of the world there is a subculture of assassins living among them.
Sure when some high ranking person dies there is speculation of assassins, but as the common person walks to the market and strolls about town they have no idea that mingled in around them are assassins going about their own dark business.
As said, these assassins have their own culture which is broken into a ladder of superiority determined by their skill in the field. More kills means one assassin would be ranked higher than another with fewer kills, and more skillful kills puts you above those with sloppy kills. However there is another way for the higher ranking assassins, each with hundreds of expertly executed kills to their name, to work out who is the best among them and worthy of the top rank: Grand Master Assassin.
Starting at the first full moon following the death of the last Grand Master Assassin, those invited gather in a cave found on the edge of the wastes, a cave system filled with a labyrinth of tunnels and passageways, and is almost pitched black other than the oil fueled lamps that light the major intersections.
Here the top assassins form alliances and break them in order to hunt and kill each other, until finally only one remains and is named the Grand Master Assassin and heads off to take his rightful place at the Council of Shadows.
How To Enter:
-up to 16 assassins can enter (only one entry per person)
-Assassins don’t have to be assassins per say, they can also be any hero/lord choice, unit champ, or any assassin type model (skulkers for example) from any GW army book. (Note that the term ‘assassin’ from now on will refer to any fighter in the tournament.)
-Assassins may take any normally allowed gear/upgrades up to 100 points but the total cost of the assassin can’t be more than 375 points. (This includes things like vampire powers and virtues, but not mundane gear like great weapons.)
-One use items can only be used once.
-No mounts are allowed (not even for brets), and those that come with one standard my redeem them by reducing their base cost by 15 (lances by 5).
-Items that change your opponent's stats, destroy items, modify the to hit roll, or grant some kind of immunity, will only work on a 5+.
-Ward saves (and inverse) are capped at 4+ (or 3-).
-Assassins that come standard with magic levels MAY redeem them by decreasing the base cost of the assassin by 35 points per magic level. Not that if you do this you will not be able to cast magic. If you keep your magic levels then you must state which lore and which spells you are going to use. You can pick as many spells as you have levels.
-Please include all stats and special rules for your assassin (within reason).
-IMPORTANT! You enter by sending the assassin to me (Malorian) by pm. This ensures secrecy, and then once I have 16 assassins I will post all of them at once, at which point they will be ‘locked’.
-If we do not reach 16 assassins within a reasonable time we will go ahead with what we have.
How It Will Run:
-Unlike other arenas, this one will be based off of a lot of interaction with the owners of the fighters.
-Once all fighters have been posted, owners will have until the following Friday to pm their assassin’s action for the current turn to me. The actions that you can do are listed below, and only 1 action may be taken per turn.
-Attack!: To Attack you simply state who you want your assassin to attack. This will mean your assassin will go through a round of combat with the chosen opponent.
-Snipe!: To snipe you simply state who you want your assassin to shoot at. This will mean your assassin will get two shooting phases against the opponent, there will be no combat phase, but then the opponent will be able to shoot back!
-Evade!: To Evade you simply state you wish to do so. This will mean that any Attack!, Snipe!, Grab!, Cast Magic!, or Steal! against you for that turn will automatically fail. Note that you can not Evade two turns in a row.
-Defend!: To Defend! simply state the assassin you wish to defend. Any Attack!s or Snipe!s on that assassin will hit you instead, but then our assassin will also be the one fighting back rather than the original target, and your Attack!s or Snipe!s will automatically hit.
-Grab!: To Grab! simply state the assassin you wish to grab. Any assassin who is Grab!ed cannot make any actions. Both the Grab!ed assassin and the assassin doing the Grab!ing are automatically hit. You can not Grab! an assassin that is Hidden.
-Heal!: To heal you simply state who you wish to heal (it may be yourself). This will mean the assassin picked will regain d6 wounds up to a max of their starting wounds.
-Set a trap!: To set a trap you simply state you wish to do so. This will mean that any assassins that Attack!, Snipe!, or Assassinate! your assassin will be able to do so but before it happens your attacker will take D6 str 6 hits, no armor saves allowed, as the trap is sprung. However if no one attacks you, and thus doesn't spring the trap, your assassin will need to take it down (so he could set it up again later) and in doing do it might go off is his own hands (damn skaven made traps...). A dice will be rolled and on a 3+ the trap is taken down without any trouble, but on a 1 or 2 it goes off and hits the assassin.
-Loot!: This can only be done if there is already a dead assassin. To do this simply state that you wish to Loot!, state the assassin you are going to loot, and the item you want to take. If someone else Loot!s the item before you, you will take a random item instead. Loot!ing assassins will also be hit automatically.
-Steal!: To Steal! you simply state which Assassin you wish to steal from. A dice will be rolled and on a 3+ you will steal a random magical item from the target. On a 1 or 2 your assassin has been caught and the target will get to make one attack against you that automatically hits.
-Cast Magic!: This action is only available if you have a magic level. To Cast Magic! simply state the spell you wish to cast and the target. During this turn your assassin will do nothing, and it will only be reported that you are casting magic. In the following turn your assassin will activate first (roll off if multiple assassins are casting magic) and the spell will be cast automatically. Note that you can not be the target for your spell, spells with an area effect will only effect the target, and new models may not be created.
-Hide!: To Hide! you simply state you wish to do so. If successful (see below) then on the following turn you may pick to Assassinate!. If you are Attack!ed, Snipe!d, or Grab!ed on the turn you Hide then it will fail and you would have effectively wasted a turn
-Assassinate!: This can only be done if you successfully did a Hide! in the last turn. To Assassinate you simply state who you want your assassin to attack. This will be done much like the Attack! option except that your assassin will reroll all to hit and to wound rolls, plus will gain the heroic killing blow ability (if the assassin already has killing blow then the number needed will improve by 1, so a 6+ would need a 5+). This also lets you to attack assassins that are currently evading.
-IMPORTANT! To assassins speed is everything, and as such the actions will be done in the order that I receive the messages. So it is possible for you to be attacked before you evade, and you might even be killed before you are able to do your action! If you try to Attack! an already dead assassin then nothing will happen.
-If no action is sent in by the time I run the results on Friday then you will simply do nothing that turn.
-Once all actions are complete the results will be posted and the process will repeat until only 1 assassin is left standing.
-The player who won the last Ninja Assassin Tournament can pick two actions for their assassin in the current arena.
-Note that they can not do two actions if one is Hide! or Evade! In this case they would only do the one action (Hide! or Evade!).
-MOMUS won the last round.
Rounds Of Combat:
-Rounds of combat will only include the attacking assassin and the defending assassin.
-The attacking assassin will shoot if possible.
-Then the two assassins will roll a dice and add it to their initiative (with the attacker getting a +2 bonus), whoever ends up with the higher total will attack first. (ASF/ASL means nothing when you are stabbed in the back.)
-Attacking will be done as if it is the first round of combat, both sides have charged, and they are in a challenge.
-Once the faster assassin has finished their attack then the slow assassin will attack back (if alive).
-After both sides have fought (or one is killed) then the combat is over.
-Players are free (and encouraged) to talk among themselves to threaten, gloat, plan, and make alliances.
-Officially however you can also have alliances within the area of death.
-To do so all parties must send me a pm on who they are allied with. This is separate from their action and must be done separately for each turn. Note that if assassin A sends a pm saying they are allied with assassin B, but assassin B does not send me a pm saying the same, then there is no alliance.
-Assassins can also form a 'Blood Pact'. This is the same as an alliance however it lasts the entire event with no need of updates (and can not be stopped), however assassins can only form one Blood Pact per tournament, and once done they can't form any other alliances.
-You CAN take actions against an assassin you have an alliance or Blood Pact with.
-What this actually means in terms of the game is that if the attacking or defending assassin is part of an alliance then their allies will join in on their side. The original attacking assassin will still attack the original defending assassin, but all other attacks will be against a random enemy, and which side strikes first will be based solely on the initiative roll of the original attacking and defending assassin. Only the original attacking assassin will get to shoot.
-Assassins that are allied with both sides of a fight will join a random side.
-Note that this is for regular Attack!, and during Assassinate! there will be no Alliance help from either side.
-If you Grab! and are part of an alliance then the members of your alliance will come in and strike the Grab!ed assassin (hitting automatically), however if the Grab!ed assassin is also in an alliance then the members of their alliance will come in to defend him.
-If you Defend! a member of your alliance then you will gain the hatred special rule.
-IMPORTANT! Speed is not an issue with alliances, but to ensure that it stands out from the rest of the actions please put ‘Alliance’ in the title of the pm.
No Take Backs:
-Once you send in an action or Alliance message that’s it for that turn. You can not send another one or make any changes to it. So although speed is important make sure you are doing the right thing.
Making It Real:
-Those that have written fluff for their previous action will get D6 rerolls for the next one.
-You may get rerolls for the first action by posting your pre-fluff (you need to post it yourself, please don't PM it to me).
The Iron Minotaur:
-Deep within the same caves used for the assassins battle ground lurks the Iron Minotaur, a creature so powerful that even when an elven mage turned his skin to steel it still didn't stop his rampage. Slow to react at first, the Iron Minotaur will go into a blood frenzy as soon as he gets the scent of blood.
-The Iron Minotar is WS6 S6 T5 A7 I2 W5 Ld7 Sv1+. It was d3 impact hits and the killing blow rule.
-Starting on the 5th round of actions the Iron Minotaur will attack a random assassin (allies will defend as usual). This action will happen last.
-Assassins may make actions against the Iron Minotaur at any time during the tournament. If killed the Iron Minotaur will obviously not effect the tournament any more. The assassin that kills the Iron Minotaur may make double the actions for the rest of the tournament.
-Any assassin that targets the Iron Minotaur will automatically be targetted by him in the following round (assuming he's alive) even if it isn't round 5 yet. If more than 1 assassin attack him then it will be randomized. If the following turn isn't turn 5 yet then he will go back to sleep after.
-The Iron Minotaur can not win the tournament, and once there is only 1 assassin he effectively dies.