When a team have a lower CTV it can spend some tresory or petty cash in inducements.
There is the list of the inducements available:
INDUCEMENTS
0-4 Temp Agency Cheerleaders
Any team – 20k
Increases the number of cheerleaders on the team, up to a maximum of 16, for the duration of the game.
0-3 Part-Time Assistant Coaches
Any team – 20k
Increases the number of assistant coaches, up to a maximum of 9, for the duration of the game.
0-1 Weather Mage
Any team – 30k
Usable once per game, at the start of the team turn before activation of any player. The weather mage allows for the immediate roll on the Weather Table, with a -1, -2, +2 or +1 applied as the coach desires. The weather result will take effect and last until the end of the opponent’s next team turn or the end of the drive, whichever comes first.
0-2 Bloodweiser Kegs
Any team – 50k
Players on the team gain a +1 modifier, per Keg, to recover from being KO’d for this match.
0-3 Bribes
Any team – 100k / ‘Bribery and Corruption’ Special Rule – 50k
Each bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off, or a player armed with a secret weapon to be banned from the match. Roll a D6: on a roll of 2-6 the bribe is effective (preventing a turnover if the player was ejected for fouling), but on a roll of 1 the bribe is wasted and the call still stands! Each bribe may be used once per match.
0-4 Extra Team Training
Any team – 100k
One extra Team re-roll that may be used for this match only.
0-1 Halfling Master Chef
Any team – 300k / Halfling Teams – 100k
Roll 3D6 at the start of each half to see what effect the chef’s cooking has on the team. For each dice that rolls 4 or more, the team is so inspired that they gain a Team Re-roll, and in addition the opposing team is so distracted by the fantastic cooking smells emanating from their opponent’s dug-out that they lose a Team Re-roll (but only if they have any left to lose).
0-1 Mortuary Assistant
Any team – 100k
Any team that cannot purchase a permanent Apothecary can hire a Mortuary Assistant for 100,000. A Mortuary Assistant may only be used once per a game to re-roll one failed Regeneration roll for a player.
0-1 Riotous Rookies
‘Low Cost Linemen’ Special Rule – 100k
Ahead of the game the head coach ventures outside the stadium armed with handfuls of small change and dried beans which they fling to the adoring crowd, telling them they have been hired and this game is their big break in Blood Bowl. Regardless of how many players are available for this game and in addition to any Journeymen the team gains for free to make up for any lack of players, your team gains an additional 2D3+1 Journeymen for this game. These fresh-faced young hopefuls may take the number of players on your Team Draft list temporarily above 16. They are normal Journeyman players in every other respect and unless hired in the post-game sequence, they will be sent on their merry way once the game has ended.
Unlimited Mercenaries
30,000 + player’s cost; as optional, one Primary skill for additional 50,000
A Mercenary costs 30,000 more than an ordinary player of his position. For example, a Mercenary Human lineman would cost 80,000 gold pieces to hire for a match. The normal limits on the total number of players allowed in a team and in each position do apply to Mercenaries (so they aren’t truly unlimited). However, players that are missing the game due to injury do not count towards the number of players on the team, so you can use Mercenaries to replace players that are missing a game if you wish. All Mercenaries have the Loner skill as they are unused to playing with the rest of the team. In addition you may choose to give a Mercenary one additional skill selected from those available to a player of that position on a Primary roll, at an additional cost of 50,000. For example, a Mercenary Human lineman could be given Tackle if desired for a total cost of 130,000 to hire for a match. Mercenaries cannot earn Star Player points other than the MVP for the game. Mercenaries can never gain new skills.
0-2 Wandering Apothecaries
Any team – 100k
Any team may hire a Wandering Apothecary for 100,000 if your team can normally purchase a permanent Apothecary. The rules for Wandering Apothecaries are identical to the rules for purchased Apothecaries. Only one Apothecary may be used to re-roll each Casualty roll.
0-1 Plague Doctor
‘Favored of Nurgle’ Special Rule – 100k
Once per game, the Plague Doctor can be used to re-roll one failed Regeneration roll for a player on their team. Alternatively, once per game the Plague Doctor can be used as an apothecary when any player on the team is Knocked-Out. Plague Doctors benefit all players currently on the team, including Journeymen, but not including Mercenaries or Star Players.
0-2 STAR PLAYERS
Star Players may not take the number of players in the team to more than 16. However, players that are missing the game due to injury do not count towards the number of players on the team, so you can use Star Players to replace players that are missing a game if you wish. It is possible (though unlikely) for both teams to induce the same Star Player. If this happens then neither may use him and he keeps both sets of hiring fees! Star Players can never earn Star Player points other than the MVP for the game. Star Player can never gain new skills. Finally purchased/induced Apothecaries or an Igor may not be used on Star Players ever.
0-2 (IN)FAMOUS COACHING STAFF
See the list below of (IN)FAMOUS COACHING STAFF
0-1 WIZARD
See the list below of WIZARDS
0-1 BIASED REFEREE
See the list below of BIASED REFEREES 0-1
0-1 Team Mascot
Any team – 30k
A team that includes a Team Mascot gains an extra team re-roll (a suitable model should be placed on your team reroll tracker). However, to use the Team Mascot re-roll you must first roll a D6:On a roll of 1-4, the Team Mascot proves ineffective and, pelted by food wrappers and worse, retreats to the locker room. The Team Mascot re-roll is lost for this half of the game. However, you may use a normal team re-roll instead.On a roll of 5+, the Team Mascot re-roll can be used, just like a normal team re-roll.
0-1 Medicinal Unguent
Any team – 60k
Should a player on your team be removed from play having suffered a 10-12, Serious Injury result on the Casualty table, after any other attempts to heal that player have been made and have failed, you may use this Inducement. The player is immediately removed from the Casualty box and placed in the Reserves box of your dugout, having been miraculously healed by the liberal application of something that smells extremely suspicious. However, at the end of this game, the result of the Casualty roll is applied as normal.
0-1 Side Bet
Any team – xxx k
After Step 4, but before Step 5 of the pre-game sequence, you may place a bet of between 10,000 and 100,000 gold pieces that your team will win the game. Simply inform your opponent that the bet has been placed, and how much you are betting. Should your team win the game, you will receive double your stake back during Step 1 of the post-game sequence (for example, if you bet 20,000 gold pieces that your team would win, you will win 40,000 gold pieces if it does win). If, however, your team loses, the stake is lost (such is the risk of gambling)!
0-1 Ancient Artifact
Any team – 50k
Once per game, at the start of any friendly team turn, the head coach of a team with an Ancient Artefact can attempt to harness whatever power might be stored within the treasure. They then roll a D6 and consult the chart below:
D6 RESULTS TABLE:
- 1: The item carries a curse or similarly foul incantation. Randomly select a player on your team from among those on the pitch. The selected player is immediately placed in the Knocked-out box of their team’s dugout; this will not cause a turnover, even if that plaver has the ball.
- 2-5: This item is little more than a trinket, but a seemingly lucky one at that! The team immediately gains a team re-roll until the end of the current half.
- 6: This artefact clearly possesses a powerful healing aura. Choose one player in either your Knocked-out box or Casualty box (with the exception of a player that is Dead or Sent-off). The chosen player immediately makes a full recovery and is placed in the Reserves box. If there are no players in either your Knocked-out box or Casualty box, treat the roll as a 2-5 instead.
0-1 WAAAGH! Drumer
Badlands Brawl – 50k
At the start of each drive, after the Kick-off event has been resolved but before the ball itself lands, roll 3D6. For each roll of a 4+, one player on the opposing team can be pushed back one square towards their own End Zone, exactly as if a Push Back block dice result had been applied against them. The same player can be pushed back more than once by this Inducement.
0-1 Dwarfen Runesmith
Old World Classic, Worlds Edge Superleague Special Rule – 50k
During each Start of Drive sequence, after Step 2 but before Step 3, you can select a single player on your team that is currently on the pitch that does not have the Loner (X+) trait and choose one of the following runes. Then roll a D6:
- On a roll of 4+, the rune takes effect, but you cannot attempt to use the Runesmith again at the start of a later drive.
- On a roll of 2 or 3, the rune does not work, but you can attempt to use the Runesmith again at the start of a later drive.
- On a roll of 1, the rune does not work, and you cannot attempt to use the Runesmith again at the start of a later drive.
DWARFEN RUNES:
- Rune of Might
- Until the end of this drive, the chosen player gains the Mighty Blow (+1) skill.
- Rune of Fury
- Until the end of this drive, the chosen player gains both the Dauntless and Frenzy skills.
- Rune of Speed
- Until the end of this drive, the chosen player gains both the Sprint and Sure Feet skills.
- Rune of Iron
- Until the end of this drive, the chosen player’s Armour Value is increased by 1 (to a maximum of 11+) and they gain the Stand Firm skill.
- Rune of Impact
- Until the end of this drive, the chosen player gains both the Juggernaut and Horns skills.
0-1 Halfling Hot Pot
Old World Classic – 80k / Halfling Thimble Cup Special Rule – 60k
A Hot Pot can be used once per game, launching a cauldron of piping-hot stew onto the opposition. The Hot Pot may be used immediately after any of the opposition’s team turns has ended. Choose a target square anywhere on the pitch and roll a D6:
- On a roll of 6, the shot is on target.
- On a roll of 2-5, the shot is off target – the target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template.
- On a roll of 1, something has gone horribly wrong and the Hot Pot has misfired in the team dugout. D3 randomly selected players in the Reserves box immediately become KO’d and moved to the Knockedout box.
A player in the target square is automatically hit by the Hot Pot itself. If a Standing player is hit, they are Knocked Down. If a Prone or Stunned player is hit, an Armour roll is made against them. In either case, you may apply a +2 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made. Additionally, roll a D6 for each Standing player (from either team) that is in a square adjacent to the target square:
- On a roll of 4+, the player has been hit by the mess of stew that showers out of the Hot Pot.
- On a roll of 1-3, the player manages to avoid being hit. Any Standing player hit in this way is Placed Prone.
0-1 Master Of Ballistics
Old World Classic – 40k / Halfling Thimble Cup Special Rule – 30k
During Step 2 of every Start of Drive sequence, the Master of Ballistics can attempt to advise the kicker. After placing the ball but before rolling for deviation, roll a D3 on the table opposite:
- 1 – Complete Misunderstanding: The kicker has rather missed the point, and the kick-off deviates as normal.
- 2 – Interesting Theory… The Master of Ballistics becomes side-tracked explaining the theory and runs out of time before the whistle. The distance the ball deviates is reduced by one square, from D6 squares to D6-1 squares (meaning there is a chance it won’t deviate at all if a 1 is rolled).
- 3 – Successful Practical Application: By Nuffle, the kicker’s grasped it! After rolling the dice for deviation, the kicking team’s coach can choose to modify the roll of either the D6 or the D8 by +1 or +2, or -1 or -2 as they wish, to a minimum of 1, and a maximum of 6 (for the D6) and 8 (for the D8).
0-3 Cavorting Nurglings
Favoured of Nurgle Special Rule – 30k
At the beginning of the game, a team may increase its Fan Factor by +1 for each swarm of Cavorting Nurglings it has Induced. In addition, for the duration of this game, a team may increase its number of cheerleaders by the number of Cavorting Nurglings Induced.
0-3 Bottles of Heady Brew
Any team belonging to Tear 3 – 40k
At the start of a drive, after both teams have been set up but before the kick-off (between Step 1 and Step 2), randomly select D3 players with the Stunty trait that are currently set up on the pitch. For the remainder of this drive, those players gain the Dauntless and Frenzy skills and the Really Stupid (4+) trait.
0-1 Riotous Rookies
Low Cost Lineman Special Rule – 100k
Regardless of how many players are available for this game and in addition to any Journeymen the team gains for free to make up for any lack of players, your team gains an additional 2D3+1 Journeymen for this game. These fresh-faced young hopefuls may take the number of players on your Team Draft list temporarily above 16. They are normal Journeyman players in every other respect and unless hired in the post-game sequence, they will be sent on their merry way once the game has ended.
(IN)FAMOUS COACHING STAFF 0-2
Josef Bugman
Any team – 100k
If a 1 is rolled for a Knocked-Out recovery roll, it can be re-rolled.
You can choose to field Bugman as a player, but only if you would otherwise have less than 11 players to field. He’s always sent off at the end of any drive he plays in but his effect on KO rolls continues.
Name | MA | ST | AG | PA | AV | Skills |
---|---|---|---|---|---|---|
JOSEF BUGMAN | 5 | 3 | 3+ | 6+ | 9+ | Wrestle, Tackle, Thick Skull, Loner 5+ |
Krot Shockwhisker
Underworld Challenge Special Rule – 70k
A NEW PLAYTHI… ER, PATIENT!
Once per game, during Step 2 of the End of Drive sequence, Krot can experiment on a player who has been removed from play as a Casualty, in an attempt to get them back out there. Choose a player that is in the Casualty box of Krot’s team dugout (not a Mercenary or a Star Player). This may even be a player that has suffered a Casualty table result of 15-16, DEAD.
Roll a D6 on the table opposite and apply the result to the chosen player:
- 1 There Were… Complications: The player’s condition has worsened. The coach of the opposing team rolls on the Casualty table to determine exactly what has happened to the player. The result of this roll is applied immediately, in addition to any other Casualty table results already applied. Note that multiple Miss Next Game results do not stack.
- 2-3 Useless Flesh-thing! Krot’s tinkering has no effect and the player remains in the Casualty box.
- 4-5 Flawed Execution: The player is returned to the Reserves box and can be set up with the rest of the team. However, until the end of the next drive, they gain the Really Stupid (4+) trait. If they already have the Really Stupid (4+) trait, it is replaced with the Really Stupid (5+) trait. At the end of this drive, the player is returned to the Casualty box, where the effects of the Casualty roll that was previously made against them are applied as normal.
- 6 Witness Perfection! The player is returned to the Reserves box and can be set up with the rest of the team. At the end of this drive, the player is returned to the Casualty box, where the effects of the Casualty roll that was previously made against them are applied as normal.
Ayleen Andar
Any team – 100k
THIS KID HAS REAL POTENTIAL!
If your team took on any Journeymen during Step 3 of the pre-game sequence, Ayleen will ensure that they are the best, and all are eager to impress!
Roll a D6 for each, applying a -1 modifier to the roll for each Journeyman taken on after the first:
- On a roll of 1 or less, the Journeyman is a team player, but doesn’t show any particular talent. The Journeyman loses the Loner (4+) trait.
- On a roll of 2-5, the Journeyman has some potential. The Journeyman gains a single randomly selected Skill from one of their Primary skill categories.
- On a roll of 6, Ayleen has produced a player with real star quality! The Journeyman gains two randomly selected Skills from one of their Primary skill categories.
Each Journeyman counts towards CTV as normal; their value does not increase for any Skills they may have. Journeymen provided by Ayleen may be permanently hired during Step 4 of the post-game sequence as normal, but doing so will cost an additional 10,000 gold pieces per Skill.
Schielund Scharlitan
Any team – 90k
I’LL MAKE YOU A STAR!
During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been approached by Scharlitan, and his interest is having a noticeable effect on their attitude!
Until the end of this game, each selected player gains the Pro skill. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game):
- On a roll of 1, that player has begun to act like they are the next big thing. The agent tires of his client and drops them, but the exposure has gone to their head. The player gains the Loner (2+) trait.
- On a roll of 2-5, the agent simply drops the player from his books. They might be disappointed, but they’ll get over it.
- On a roll of 6, the agent tires of his client and drops them, but the exposure has been good for them. The player permanently retains the Pro skill without having to spend any SPP (note that you must adjust their Current Value accordingly, as if the player had chosen a Primary skill).
Papa Skullbones
Favoured of…, Underworld Challenge Special Rule – 80k
BY THE POWER OF THE GODS!
At the start of each drive, after the teams have been set up but before the kick-off, Papa Skullbones can attempt to bless one player on his team (not a Mercenary or Star Player) with the power of the Chaos gods. Choose a player on your team from among those on the pitch, and roll a D8 on the table below. Any Skills gained are kept until the end of the drive; if the player already has both Skills, “By the Power of the Gods!” has no effect on them. A player cannot be chosen if a roll has already been made for them during this game.
D8 RESULTS TABLE:
- Unworthy: The player is struck down. The player is immediately removed from play and placed in the Knocked-out box of their team dugout.
- Overlooked: The chosen player is overlooked by the fickle gods. Randomly select another player from the same team, excluding players not on the pitch and players for whom a roll on this table has already been made, and roll on this table again.
- Freakish Proportions: The player gains the Big Hand and Very Long Legs skills.
- Grasping Tendrils: The player gains the Tentacles and Prehensile Tail skills.
- Horrific Visage: The player gains the Disturbing Presence and Foul Appearance skills.
- Grisly Bifurcation: The player gains the Extra Arms and Two Heads skills.
- Thorny Protrusions: The player gains the Claws and Horns skills.
- Favour of the Gods: The player gains two Skills of your choice, chosen from the Mutations category.
Galandril Silverwater
Elven Kingdom League – 40k
GO TEAM!
Each time Galandril’s team rolls Cheering Fans on the Kick-off Event table, add D3 to the number of cheerleaders the team has – if the team does not have any cheerleaders, it counts as having one. In addition, each time Galandril’s team makes a roll on the Prayers to Nuffle table, if a natural 15 or 16 is rolled on the D16 (or, if a D8 is being rolled as in exhibition play, if a natural 8 is rolled), the team gains an additional team re-roll.
Kari Coldsteel
Elven Kingdom League, Lustrian Superleague, Old World Classic, Worlds Edge Superleague Special Rule – 50k
IF YOU WANT A JOB DONE…
Kari counts as two Temp Agency Cheerleaders. In addition, if her team cannot set up 11 players at the start of a drive, Kari may decide to “show ‘em how it’s done!”. Her team’s coach can choose to set her up as part of the team. If they do so, she counts as part of the team for the duration of the drive, and no longer counts as two Temp Agency Cheerleaders. When the drive ends, Kari is Sent-off. You cannot Argue the Call or use a Bribe to prevent this. She will play no further part in the game – she does not count as any Temp Agency Cheerleaders, and she cannot be used in a later drive.
Nom | M | F | AG | CP | AR | Skills |
---|---|---|---|---|---|---|
Kari Coldsteel | 6 | 2 | 3+ | 5+ | 8+ | Block, Dauntless, Frenzy, Loner (4+) |
Fink da Fixer
Badlands Brawl, Underworld Challenge Special Rule – 90k
YOU GOT IT, BOSS!
Once per game, when your team uses a Bribe, you may re-roll the D6 to see if the Bribe is effective. In addition, when rolling on the Argue the Call table, a coach who has hired Fink treats a roll of 5 or 6 as a “Well, When You Put It Like That…” result and a roll of 2-4 as an “I Don’t Care!” result. However, on a “You’re Outta Here!” result, Fink is Sent-off along with the coach and will play no further part in the game.
Mungo Spinecracker
Badlands Brawl, Old World Classic, Underworld Challenge Special Rule – 80k
I’M FINE THANKS, MUNGO!
Whenever a player on your team suffers an Injury result of 8-9, KO’d (or of 7-8, KO’d on the Stunty Injury table), you may roll a D6 before removing them from play:
- On a roll of 1, the player’s protestations fall upon deaf ears and Mungo ‘treats’ his patient. The player becomes a casualty and is immediately removed from play and placed in the Casualty box of their team dugout. No Casualty roll is made. Instead, a Badly Hurt result is automatically applied against them.
- On a roll of 2-4, the player is badly pummelled but suffers neither lasting harm nor noticeable benefit. The player is removed from play and placed in the Knocked-out box of your team dugout as normal.
- On a roll of 5 or 6, the player regains their senses remarkably quickly and is able to fend off the ministrations of the Orc. The player remains on the pitch and becomes Stunned.
Professeur Frünkleheim
Sylvanian Spotlight Special Rule – 130k
HAVE YOU THOUGHT ABOUT AN UPGRADE?
During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been modified by the professor.
Until the end of this game, each selected player gains a single randomly selected Skill from the Mutations category. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game):
- On a roll of 1, the experiment proves a bit of a failure, really. The player immediately loses the Skill. In addition, the player must miss the next game, exactly as if they had suffered a Casualty table result of 7-9, Seriously Hurt, during this game.
- On a roll of 2-5, the experiment proved only a shortlived success. The player immediately loses the Skill.
- On a roll of 6, the professor’s experiments have proven a total success! The player retains the Skill without having to spend any SPP (note that you must adjust their Current Value accordingly, as if the player had randomly selected a Secondary skill).
WIZARDS 0-1
HIRELING SPORTS-WIZARD
Any team – 150k
Once per game, the Wizard is allowed to cast either a Fireball spell or Zap! spell. Wizards may only cast spells at the start of their own turn before any player performs an Action OR immediately after their own team’s turn has ended even if it ended with a turnover.
Fireball: Choose a target square anywhere on the pitch. Roll one dice to hit each standing player (from either team) that is either in the target square or a square adjacent to it. If the ‘to hit’ roll is a 4 or more then the target is Knocked Down. If it is a 3 or less he manages to dodge the fireball’s blast. Make an Armour roll (and possible Injury as well) for any player that is Knocked Down as if they had been Knocked Down by a player with the Mighty Blow skill. If a player on the moving team is Knocked Down by a fireball, then the moving team does not suffer a turnover unless the player was carrying the ball at the time.
Zap!: You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any opposition player and roll a D6:
- If the roll is equal to or higher than the player’s Strength characteristic, or is a natural 6, that player turns into a frog for the remainder of the drive, after which their coach will secure emergency magical assistance to turn the player back into their original form.
- If the roll is lower than the player’s Strength characteristic, the player develops a fresh crop of warts, but the spell has no further effect.
If the player was in possession of the ball when they were turned into a frog, it is dropped and will bounce. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an apothecary (because it’s a frog!). At the end of the game, the player is returned to normal shape with no ill effects.
The frog has the following profile:
Name | MA | ST | AG | PS | AV | Skills |
---|---|---|---|---|---|---|
Frog | 5 | 1 | 2+ | – | 5+ | Dodge, Leap, No Hands, Very Long Legs, Stunty, Titchy |
Horatio X. Schottenheim, Master Mage
Any team – 150k
Once per game, a Wizard may cast one of the following spells:
TAKE THIS! OOOPS…
Horatio may cast this spell at the end of either player’s team turn, before the next team turn begins. Choose a target square anywhere on the pitch. The target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template. After moving the target square, roll a D6 for each Standing player (from either team) that is either in the target square or a square adjacent to it:
- On a roll of 4+, the player has been hit by the Fireball.
- On a roll of 1-3, the player manages to avoid the Fireball.
Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Ogre Firebelly
Badlands Brawl Special Rule – 150k
Once per game, a Wizard may cast one of the following spells:
FIREBALL
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Choose a target square anywhere on the pitch and roll a D6 for each Standing player (from either team) that occupies either the target square or a square adjacent to it:
- On a roll of 4+, the player has been hit by the Fireball.
- On a roll of 1-3, the player manages to avoid the Fireball.
Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
COLUMN OF FIRE
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Choose any square that is adjacent to one of the Sidelines to be the Column of Fire’s starting point. The Column of Fire follows a path from one Sideline to the other, moving in a straight line from its starting point directly towards the opposite Sideline. Roll a D6 for every Standing player (from either team) that occupies a square in the Column of Fire’s path:
- On a roll of 4+, the player has been hit by the Column of Fire.
- On a roll of 1-3, the player is able to duck and avoid the Column of Fire.
Any Standing players hit by the Column of Fire are Knocked Down. When a player is Knocked Down by the Column of Fire, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Night Goblin Shaman
Badlands Brawl, Underworld Challenge – 150k
Once per game, a Wizard may cast one of the following spells:
FOOT OF GORK (OR MORK)
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
- On a roll of 6, the player has been kicked by the Foot of Gork (or Mork)!
- On a roll of 3-5, the player has been stomped on by the Foot of Gork (or Mork).
- On a roll of 1 or 2, the player is lucky and the Foot of Gork (or Mork) swings harmlessly over their head.
A Standing player kicked by the Foot of Gork (or Mork) is immediately catapulted through the air. Immediately treat that player as being thrown (as if they had the Right Stuff trait, and as if their Strength is 3 or less should their Strength be 4 or more) by another player (with the Throw Team-mate trait and a Strength of 5 or more), and treat the quality of the throw as terrible.
A Standing player stomped on by the Foot of Gork (or Mork) is Knocked Down. When a player is Knocked Down by the Foot of Gork (or Mork), you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
SPORE CLOUD
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
- On a roll of 2+, the player is engulfed by a cloud of Madcap Mushroom spores. Until the end of this drive, the player gains both the Loner (5+) and Really Stupid traits.
- On a roll of 1, the player begins to sprout strange fungus from their armour, before the sp
Asur High Mage
Elven Kingdom League – 150k
Once per game, a Wizard may cast one of the following spells:
TEMPORAL DISTORTION
You may cast this spell immediately after any of the opposition’s team turns has ended. Both turn markers must move in the same direction. Declare whether you wish to move the turn markers forwards one space or backwards one space and roll a D6:
- On a roll of 5+, the spell is successful and the turn markers are moved.
- On a roll of 1-4, the stadium fills with light and the strangely localised effects cause the High Mage to rapidly age or become unexpectedly more youthful, but otherwise the spell has no effect.
THUNDERBOLT
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
- On a roll of 3+, the player has been hit by the Thunderbolt.
- On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Slann Mage-Priest
Lustrian Superleague – 150k
Once per game, a Wizard may cast one of the following spells:
TEMPORAL DISTORTION
You may cast this spell immediately after any of the opposition’s team turns has ended. Both turn markers must move in the same direction. Declare whether you wish to move the turn markers forwards one space or backwards one space and roll a D6:
- On a roll of 5+, the spell is successful and the turn markers are moved.
- On a roll of 1-4, the stadium fills with light and the strangely localised effects cause the High Mage to rapidly age or become unexpectedly more youthful, but otherwise the spell has no effect.
TECTONIC SHIFT
You may cast this spell at the end of either player’s team turn, before the next team turn begins. For the duration of this team turn, there is a -1 modifier applied to the dice roll every time an opposition player attempts to Rush. Note that this modifier applies alongside any other modifiers that apply to attempts to Rush.
REALITY BLINKS
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Choose two Standing players from your team that do not have the Loner (X+) trait and that are not in possession of the ball from among those on the pitch, and roll a D6:
- On a roll of 3+, these two players immediately switch places.
- On a roll of 1 or 2, the players become slightly transparent as they waver between realities! Until the start of your next team turn, these two players lose their Tackle Zone and gain the No Hands trait.
Druchii Sports Sorceress
Favoured Of…, Elven Kingdom League – 150k
Once per game, a Wizard may cast one of the following spells:
THUNDERBOLT
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
- On a roll of 3+, the player has been hit by the Thunderbolt.
- On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
ONE THOUSAND CUTS
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any opposition player anywhere on the pitch, and roll a D6:
- On a roll of 3+, the player is hit by a swirling storm of incorporeal dark magic.
- On a roll of 1 or 2, the magic engulfs the player briefly before the spell dissipates harmlessly.
Until the end of this drive, the MA, ST, and AG characteristics of a player hit by One Thousand Cuts are reduced by 1.
Wicked Witch
Old World Classic, Sylvanian Spotlight, Underworld Challenge – 150k
Once per game, a Wizard may cast one of the following spells:
ZAP!
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any opposition player and roll a D6:
- If the roll is equal to or higher than the player’s Strength characteristic, or is a natural 6, that player turns into a frog for the remainder of the drive, after which their coach will secure emergency magical assistance to turn the player back into their original form.
- If the roll is lower than the player’s Strength characteristic, the player develops a fresh crop of warts, but the spell has no further effect.
If the player was in possession of the ball when they were turned into a frog, it is dropped and will bounce. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an apothecary (because it’s a frog!). At the end of the game, the player is returned to normal shape with no ill effects.
The frog has the following profile:
Name | MA | ST | AG | PS | AV | Skills |
---|---|---|---|---|---|---|
Frog | 5 | 1 | 2+ | – | 5+ | Dodge, Leap, No Hands, Very Long Legs, Stunty, Titchy |
PLAGUE OF WARTS
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any opposition player anywhere on the pitch, and roll a D6:
- On a roll of 3+, the player is hit and their skin unexpectedly erupts into a mass of warts.
- On a roll of 1 or 2, the player develops a few unsightly blemishes, but is otherwise unaffected.
Until the end of this drive, the MA, ST, and AG characteristics of a player hit by Plague of Warts are reduced by 1. Additionally, until the end of this drive, a player hit by Plague of Warts gains the Disturbing Presence and Foul Appearance skills.
Warlock Engineer
Underworld Challenge – 150k
Once per game, a Wizard may cast one of the following spells:
WARP LIGHTNING
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Choose any square that is adjacent to one of the Sidelines to be the Warp Lightning’s starting point. The Warp Lightning follows a path from one Sideline to the other, moving in a straight line from its starting point directly towards the opposite Sideline. Roll a D6 for every Standing player (from either team) that occupies a square in the Warp Lightning’s path:
- On a roll of 3+, the player has been hit by the Warp Lightning.
- On a roll of 1 or 2, the player is lucky and the bolt zips overhead.
Any Standing players hit by the Warp Lightning are Knocked Down. When a player is Knocked Down by Warp Lightning, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Finally, when a player is Knocked Down by Warp Lightning, roll a D6. On a roll of 1, the Warp Lightning is earthed through the player. Do not roll to see if any more players are hit. On a roll of 2+, the Warp Lightning continues along its path, as described above.
THUNDERBOLT
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
- On a roll of 3+, the player has been hit by the Thunderbolt.
- On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Chaos Sorcerer
Favoured Of…, Underworld Challenge – 150k
Once per game, a Wizard may cast one of the following spells:
THUNDERBOLT
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
- On a roll of 3+, the player has been hit by the Thunderbolt.
- On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
RAMPANT MUTATION
You may cast this spell at the start of any of the opposition’s team turns. Choose a player on your team from among those on the pitch, and roll a D6:
- On a roll of 2+, until the end of this drive that player gains two Mutation skills of your choice.
- On a roll of 1, the player becomes a writhing mass of flesh as raw chaos energy flows through them momentarily. The player gains the Disturbing Presence skill until the end of this drive.
Sports Necrotheurge
Sylvanian Spotlight – 150k
Once per game, a Wizard may cast one of the following spells:
INCORPOREAL
You may cast this spell at the end of either player’s team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
- On a roll of 3+, the player is hit and becomes strangely incorporeal!
- On a roll of 1 or 2, the player briefly becomes eerily luminous, before the spell dissipates harmlessly.
A player hit by Incorporeal gains the No Hands trait and, if they are in possession of the ball, will immediately drop it, causing it to bounce. Additionally, the player loses their Tackle Zone. The effects of Incorporeal last until the start of the opposition’s next team turn.
VANHALABLE’S DANSE MACABRE
You may cast this spell immediately after any of the opposition’s team turns has ended. Roll a D6:
- On a roll of 3+, your players are suffused with dark vitality. During this team turn, each Lineman positional player on your team that is currently on the pitch (including Journeymen) may improve either their MA, AG or PA by 1. You may choose which of these three bonuses each affected player gains when that player is activated.
- On a roll of 1 or 2, the sky darkens and the players jerk and spasm furiously, but the spell has no further effect.
Horticulturalist of Nurgle
Favoured of Nurgle, Underworld Challenge – 150k
Once per game, a Wizard may cast one of the following spells:
VIGOROUS GROWTH
You may cast this spell at the end of either player’s team turn, before the next team turn begins. For the duration of this team turn, there is a -2 modifier applied to the dice roll every time an opposition player attempts to Rush. Note that this modifier applies alongside any other modifiers that apply to attempts to Rush.
STRANGE FLORA
Choose an empty target square anywhere on the pitch and nominate D3 Standing opposition players that are within two squares of the target square. Roll a D6 for each nominated player:
- On a roll of 3+, the player is unexpectedly attacked by daemonic plants of prodigious size that erupt from the loamy earth before rapidly rotting away to nothing.
- On a roll of 1 or 2, the player manages to duck and avoid the attacking flora.
Any Standing players hit by Strange Flora are Knocked Down. When a player is Knocked Down by Strange Flora, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Chaos Dwarf Sorcerer
Any Team – 150k
Once per game, at the end of etheir players turn and before the next turn start, a Chaos Dwarf Sorcerer may cast one of the following spells:
BRIMSTONE BARRAGE
Target up to two standing opposition players anywhere on the pitch and roll a D6 for each selected player. On a 5+ the selected player is Knocked Down. When a player is Knocked Down by a Brimstone Barrage, apply a +1 modifier to the Armour roll.
STONE BOOTS
Target any opposition player that is no holding the ball and roll a D6:
- On a 3+, the selected player reduces their Movement Allowance by 2 and suffers an additional -1 modifier to their Agility tests when attempting to Dodge, Jump or Leap. This effect lasts until the end of the current drive.
- On a 1 or 2, the player’s footwork is to fancy and they manage to avoir the petrifying effects of the spell.
BIASED REFEREES 0-1
Biased Referee
Any team – 120k / ‘Bribery and Corruption’ Special Rule – 80k
CLOSE SCRUTINY
If any player on the opposing team commits a Foul without rolling a double when making either the Armour roll or Injury roll, roll a D6:
- On a roll of 5+, the Biased Referee spots the Foul and the player is Sent-off, exactly as if they had rolled a double (i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call).
- On a roll of 1-4, the player manages to avoid the ref’s attention.
“I DIDN’T SEE A THING!”
When rolling on the Argue the Call table, you may apply a +1 modifier to the dice roll.
Jorm the Ogre
Any team – 120k / ‘Bribery and Corruption’ Special Rule – 80k
JORM DOESN’T LIKE CHEATERS!
Jorm is always on the lookout for dirty play, and misses very little. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
- On a roll of 4+, Jorm has spotted the cheat and rolls up his sleeves to deliver his own form of justice.
- On a roll of 1-3, the player manages to avoid the ref’s attention.
Once spotted by Jorm in this way (and only in this way), the player that committed the Foul is immediately Knocked Down. When a player is Knocked Down by Jorm, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
“SHUT IT, YOU HOOLIGANS!”
If a Get the Ref result is rolled on the Kick-off Event table, the normal effects are ignored – instead, Jorm goes into a rampage and starts tearing through the stands to teach the rowdy fans a lesson! Both teams reduce their Fan Factor for this game by -1 each time a Get the Ref result is rolled on the Kick-off Event table.
The Trundlefoot Triplets: Bungo, Filibert and Jeph
Any team – 80k / Halfling Thimble Cup – 40k
HEAVY-HANDED INCOMPETENCE
The Trundlefoot Triplets often try their best to partake in a bit of honest corruption, but all too often they fail. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
- On a roll of 5+, the player that committed the Foul is Sent-off, exactly as if they had rolled a double (i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call).
- On a roll of 2-4, the triplets, squabbling amongst themselves, miss the Foul.
- On a roll of 1, however, the victim of the Foul is Sent-off as if they had committed a Foul and rolled a double!
“SMART PLAYERS ARE WELL-BEHAVED PLAYERS!”
At the start of each drive, after both teams are set-up but before the kick-off, roll a D6. On a roll of 6, one randomly selected player on the opposing team that is not being Marked becomes embroiled in a pointless argument with the triplets about their kit. The player is immediately Placed Prone and becomes Stunned, representing the time wasted arguing.
“THEY DON’T LOOK HAPPY!”
If a Get the Ref result is rolled on the Kick-off Event table, the triplets make themselves scarce and will play no further part in this game. In addition, each team also gets a Bribe as normal.
Thoron Korensson
Worlds Edge Superleague – 120k
STRICT DISCIPLINE
Korensson is renowned for bringing strict discipline to the pitch which, when questioned, is backed up with extremely tough penalties. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
- On a roll of 4+, Korensson has spotted the violation.
- On a roll of 1-3, the player manages to avoid the ref’s attention.
Once spotted by Korensson in this way (and only in this way), the player that committed the Foul is immediately Sent-off. When a player is Sent-off in this way, their coach cannot use a Bribe but may attempt to Argue the Call. However, if a 1 is rolled on the Argue the Call table, not only is the player and the coach Sent-off, but one other randomly selected player belonging to the opposing team and that is currently on the pitch is Sent-off as well.
“SIT DOWN AND KEEP QUIET!”
If a Get the Ref result is rolled on the Kick-off Event table, roll again – it takes a particularly riled-up crowd to want to advance on Korensson.
Ranulf ‘RED’ Hokuli
Lustrian Superleague, Old World Classic – 130k
‘RED’ CARD
When suitably remunerated, Ranulf will keep a particularly close eye on one of the teams. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
- On a roll of 4+, Ranulf loudly demands that play halt whilst he investigates further.
- On a roll of 1-3, the player manages to avoid the ref’s attention.
Once spotted by Ranulf in this way (and only in this way), the coach of the player that committed the Foul must choose one of the following options:
- The coach may use a Bribe if one is available.
- The player that committed the Foul may accept their fate and be Sent-off.
- The player may attempt to argue with Ranulf! Ranulf will settle the argument with his axe. An Armour roll is made against the player, applying a +2 modifier to the result:
– If the roll is higher than the Armour Value of the player, they become Prone and an Injury roll is made against them. The player is not Sent-off and no Turnover is caused.
– If the roll is equal to or lower than the Armour Value of the player hit, the attack has no effect. The player is Sent-off and a Turnover caused.
“I’M NOT ONE FOR ARGUING!”
If Ranulf has been Induced for this game, even if he does not take part due to both coaches Inducing him, neither coach can Argue the Call – even the most argumentative of coaches can’t help but have respect for the charismatic Norscan.
Mercenaries
Giant Mercenary Player 0-1
Any team – 350k
Name | MA | ST | AG | PA | AV | Skills |
---|---|---|---|---|---|---|
Giant Mercenary | 6 | 7 | 5+ | 5+ | 11+ | Always Hungry, Bone Head, Break Tackle, Juggernaut, Loner (4+), Mighty Blow (+2), Multiple Block, Stand Firm, Throw Team-mate |
BASE SIZE AND TACKLE ZONES
Unlike other players, a Giant occupies not one but four squares on the pitch. A Giant will always occupy four squares; when they are standing up, when they are Prone and when they are Stunned.
Additionally, the direction in which a Giant faces is important as, due to their immense size, a Giant’s Tackle Zone does not extend to every square adjacent to the four squares they occupy. Like other players, the Tackle Zone of a Giant covers eight squares; those to the Giant’s front and sides. A Giant’s Tackle Zone does not extend to the four squares directly behind the Giant, as shown in the diagram below. The controlling player must make it clear to their opponent which direction the Giant is facing and where its rear lies.
Whenever a Giant finishes a Move action or follows up after a Block action, they may change their facing if they wish; though if done as part of following up after a Block action, they must still be Marking the player they made the Block action against if possible.
Finally, should any of the four squares occupied by a Giant’s base be targeted by an in-game effect (such as a spell cast by a Wizard or by the effects of a Special Plays card), the player is considered to have been hit by the effect just as any other player would be.
MOVEMENT
When a Giant moves it does so just like any other player, moving a number of squares equal to its Movement Allowance. A Giant may move forward, backward, to either side, or diagonally, as long as they do not enter a square occupied by another standing player (from either team).
If any of the four squares a Giant occupies is within the Tackle Zone of an opposition player, the Giant is considered to be Marked by that player and must dodge to leave that square, just like any other player. If when dodging any part of a Giant’s base moves into a square in which it is being Marked, apply a -1 modifier per player Marking them as normal.
STEPPING OVER PRONE OR STUNNED PLAYERS:
Unlike other players, a Giant is large enough to simply step over downed players that would block the path of other players. A Giant does not need to Jump Over a Prone or Stunned player; it may instead move freely over Prone or Stunned players if it has sufficient Movement Allowance to do so.
However, a Giant may not end its movement with any part of its base occupying a square that contains a Prone or Stunned player. Therefore, should a Giant Fall Over whilst stepping over a Prone or Stunned player, that player is pushed back one square in a direction chosen by the coach of the team the Giant belongs to, exactly as if a Push Back block dice result had been applied against them.
SURROUNDED!:
Coaches should note that, due to the large size of Giants, they may find it impossible to move through small gaps. If at any point during its movement a Giant finds one or more of the four squares its base occupies obstructed by a Standing player, it cannot move into that square.
PUSH BACKS
Just like any other player, a Giant must be pushed back into empty squares. If this is not possible, then the Giant is pushed into one or more occupied squares and any players that originally occupied the square or squares are mchain-pushed in turn.
PUSHED INTO THE CROWD:
If any part of a Giant’s base is pushed off the pitch, the player is pushed into the crowd and removed from play. In other words, it doesn’t matter how big they are, a Giant cannot be half on and half off the pitch. They are either entirely on the pitch, or they are moff it!
A GIANT OBSTRUCTION
Giants are particularly effective at throwing smaller players. When a Giant attempts to throw a team-mate, you may re-roll a Fumbled throw.
THROWING OTHER PLAYERS
Giants do tend to get in the way of other teams’ passing plays. When a Giant interferes with a pass, it reduces any negative modifiers that would normally apply by 2.
SCATTER
As Giants occupy four squares rather than the usual one, the normal Random Direction template cannot be used for them. Instead, Giants use the Random Direction template shown below. To use this template, simply roll a D16 rather than a D8, re-rolling any rolls of 13 or above.
Note: All information and tables contained in this article are the property of Games Workshop. The information and compilation of these tables are provided for reference purposes only.