For the duration of the game, increase the number of Cheerleaders by 1 for each Temp Agency Cheerleader purchased.
For each Prayer to Nuffle a team purchases, roll a D16 (rerolling any results a team has already rolled) and consult the Prayers to Nuffle Table
to see the effect that Nuffle has bestowed upon the team. Prayers to Nuffle last until the end of the game.
If a Prayer to Nuffle requires players to be selected, Star Players may never be selected under any circumstances.
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.
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.
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.
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.
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 purchased a Wandering Apothecary cam use them once per game,
in the same manner as a regular Apothecary.
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.
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.
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.
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