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)!
For the duration of the game, increase the number of Cheerleaders by 1 for each Temp Agency Cheerleader purchased.
For the duration of the game, increase the number of Assistant Coaches by 1 for each Part-time Assistant coach purchased.
A team with a Team Mascot gains an additional Team Re-roll for each half.
However, whenever the team wishes to use this Team Re-roll, they must first roll a D6.
On a 4+ the Team Re-roll may be used as normal.
On a 1-3, the Team Mascot proved themselves to be ineffective and the Team Re-roll is lost for that half.
Another Team Re-roll can be used instead.
Additionally, a team with a Team Mascot can re-roll any rolls of a natural 1 when rolling the D6 for the Cheering Fans result on the Kick-off Event Table.
Once per game, at the start of any of your Turns, you may immediately make a roll on the Weather Table, applying
a modifier of up to +2 or -2 to the roll. The resulting weather conditions are applied immediately an will last until the next time a Changing Weather result is rolled on the
Kick-off Event Table.
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).
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:
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 player 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.
For the duration of the game, for each Blitzer's Best Keg purchased, apply a +1 modifier to the roll whenever
you are rolling to recover a Knocked-out player.
Whenever a player is Sent-off, after any attempt to Argue the Call has been made, you may use a Bribe so long as you are still able.
When a Bribe is used, roll a D6.
On a 2+ the player is not Sent-off (and no Turnover is caused).
On a natural 1, the referee pockets the Bribe, but sends the player off anyway - the player is still Sent-off and the Bribe is lost.
Teams with the "Bribery and Corruption" special rule may purchase up to 6 Bribes for 50.000 Gold Pieces each.
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.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
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.
Each Extra Team Training grants an additiona Team Re-roll for the duration of the game.
A team that has hired Josef Bugman gains the following benefits.
Additionally, they cannot hire Josef Bugman as a player.
BUGMAN'S XXXXXX
For the duration of the game, apply a +1 modifier to the roll whenever you are rolling to recover a Knocked-out player.
DWARFEN WISDOM
Once per game, after teams have been set up but before Kick-off, a team that has hired Josef Bugman can remove D3 of their players from the pitch
and set them up again following all of the usual restrictions.
A team that has purchased a Wandering Apothecary cam use them once per game,
in the same manner as a regular Apothecary.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
A team that has hired a Dodgy League Ref gains the following benefits:
CLOSE SCRUTINY
Immediately after an opposition player performs a Foul Action and is not Sent-off, roll a D6. On a 1-4, nothing happens. On a 5+, the opposition player is immediately Sent-off.
'I DIDN'T SEE A THING!'
Whenever you attempt to Argue the Call, apply a +1 modifier to the roll. A roll of a natural 1 will result as "You're Outta Here! as normal.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
Once per game, a Sports-Wizard may cast one of the following two spells:
FIREBALL
At the end of any Turn, before the next Turn begins, you may select any square on the pitch.
Roll a D6 for any player that is in or adjacent to the selected square.
On a 1-3, they avoid the fireball and nothing happens.
On a 4+, the player has been hit by the fireball.
Any Standing player that is hit by the fireball is immediately Knocked Down and a +1 modifier is applied to the Armour Roll.
Any Prone or Stunned player that is hit by the fireball will immediately have an Armoru Roll made against them, applying a +1 modifier to the Armour Roll.
These modifiers must always be applied.
ZAP!
At the end of any Turn, before the next Turn begins, you may select any player on the pitch and roll a D6.
If the roll on the D6 is less than the selected player's ST or the roll is a natural 1, then nothing happens.
If the roll on the D6 is equal to or higher than the selected player's ST, or the roll is a natural 6, then the player is turned into a Frog.
If they were holding the ball, then it will Bounce from their square.
A Frog has the following profile:
MA 5
ST 1
AG 2+
PA -
AV 5+
Skills Dodge, Leap, No Ball, Stunty, Titchy, Very Long Legs
If a Frog suffers a Casualty, do not make a Casualty Roll for them.
Instead, they will automatically suffer the Badly Hurt result.
An Apothecary cannot be used on a Frog.
At the end of the current Drive, the player that turned into a Frog will return to normal with no ill effects and be put in the Reserves Box ready for the next Drive.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
Any team can hire Mercenary Players. These are players from your team's Team Roster, though they will cost an additional 30,000 gold pieces to induce.
For example, a Mercenary Human Lineman would cost 80.000 gold pieces 50,000 for their initial cost, plus 30,000 for being a Mercenary
Mercenary Players will still count as one of the type of player they are, so you can't use Mercenary Players to Increase the number of specific player types
you can have on a team. However, players that are missing their next game do not count towards the total number of a player type on their team and so will
not prevent a Mercenary Player of their player type. Mercenary Players automatically gain the Loner (4+) Trait in addition to their usual Skills and Traits.
Mercenary Players may be given a single Primary Skill at a cost of 50,000 gold pieces. Unlike Journeymen. Mercenary Players cannot be hired during the Post-game Sequence.
At the start of each half, before the Kick-off takes place, a team that has purchased a Halfling Master Chef may roll three D6s.
For each roll of 4+, the team gains an additional Team Re-roll for the half and the opposition loses a Team Re-roll for the half.
Team Re-rolls granted by Skills or other special rules cannot be lost in this way.
Halfling teams may purchase for 100.000 Gold Pieces.
* Grotty e Brick Far'th, Grak e Crumbleberry, Drull e Dribl, ed i gemelli Swift (Lucien e Valen) possono essere ingaggiati solo a coppie. La coppia conta come un solo inducement ma sono necessari due slot liberi nel roster per ingaggiarla.
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Chaos, the Chaos device, the Chaos logo, Games Workshop, Games Workshop logo, Nurgle, the Nurgle device, Skaven, Tomb Kings, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world are either (R), TM and/or (C) Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.