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)!
Simply increase the team’s number of assistant coaches by the number Induced, up to a maximum of nine in total, for the duration of the game. At the end of the game, any Part-time Assistant Coaches will leave the team.
Simply increase the team’s number of cheerleaders by the number Induced, up to a maximum of 16 in total, for the duration of the game. At the end of the game, any Temp Agency Cheerleaders will leave the team.
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.
A Weather Mage is not a Wizard Inducement and a coach may Induce both a Weather Mage and a Wizard of some sort. You may use a Weather Mage once per game, at the start of any one of your team turns, before activating any of your players. Roll on the Weather table, applying a modifier of +1 or +2, or -1 or -2 if desired. The resulting weather conditions are applied immediately and will last until the end of the opposition’s next team turn, replacing the existing weather conditions. At the end of opposition’s next team turn or the end of the drive (whichever comes first), the replaced weather conditions will return.
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 each Bloodweiser Keg Induced, you may apply a +1 modifier to the result of any dice rolls made during this game when rolling to see if any of your players recovers from being KO’d. Bloodweiser Kegs benefit all players currently on the team, including Journeymen, Star Players and Mercenaries.
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.
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.
To use a Bribe, roll a D6. On a roll of 2-6, the Bribe is effective and the player is not Sent-off (and no Turnover is caused), but on a roll of 1 the Bribe is wasted and the referee’s decision still stands! Each Bribe may be used once per game. A single Bribe may be used after an attempt to Argue the Call has been made. However, if a 1 was rolled when attempting to Argue the Call and the head coach ejected, no Bribe may be used this time!
Each Extra Team Training session grants the team an extra team re-roll for each half of this game.
Wandering Apothecaries follow all the rules for normal apothecaries. However, unlike a normal apothecary, a Wandering Apothecary may attempt to patch-up any Journeymen or Mercenary players the team includes, but cannot attempt to patch up a Star Player.
Once per game, a Hireling Sports-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.
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:
MA 5
ST 1
AG 2+
PA -
AV 5+
Skills Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs
At the start of both the first and second half, after step 2 but before step 3 of the Start of Drive sequence, roll three D6. For each roll of a 4+, your team is so inspired they gain an extra team re-roll for this half. In addition, the opposing team is so distracted that for each roll of a 4+, they will lose one of their team re-rolls for this half.
* 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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