Inducements
The rule below is valid for this "named inducements": Star Player, Wizard, (in)famous coaching staff, Biased Referee.
- If this happens during a game that is part of a league, neither team can use the "named inducement" but the "named inducement" will keep both hiring fees.
- If this happens during exhibition play, both teams can use the "named inducement"
| tag | Name | Type | Qty | Team | Cost | Description |
|---|---|---|---|---|---|---|
| tag | Name | Type | Qty | Team | Cost | Description |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | PRAYERS TO NUFFLE | Common | 0-3 | Any | 10,000 | For each Prayer to Nuffle purchased, a D16 is rolled (re-rolling duplicates) and a table is consulted for the effect, which lasts until the end of the game. If a Prayer requires players to be selected, Star Players cannot be chosen. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | PART-TIME ASSISTANT COACHES | Common | 0-5 | Any | 20,000 | Increases the number of Assistant Coaches by 1 for each Part-time Assistant Coach purchased, for the duration of the game. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | TEMP AGENCY CHEERLEADERS | Common | 0-5 | Any | 5,000 | Increases the number of Cheerleaders by 1 for each Temp Agency Cheerleader purchased, for the duration of the game. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | TEAM MASCOT | Common | 0-1 | Any | 25,000 |
Effect 1: A team gains an additional Team Re-roll for each half. When using this Re-roll, a D6 must be rolled: on a 4+, it's used normally; on a 1-3, the Mascot is ineffective, the Re-roll is lost for that half, but another Team Re-roll can be used instead. Effect 2: Can re-roll any natural 1s when rolling the D6 for the Cheering Fans result on the Kick-off Event Table. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | WEATHER MAGE | Common | 0-1 | Any | 25,000 | Once per game, at the start of any of your Turns, you can roll on the Weather Table, applying a modifier of up to +2 or -2. The resulting weather conditions apply immediately and last until a Changing Weather result is rolled on the Kick-off Event Table. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BLITZER'S BEST KEGS | Common | 0-2 | Any | 50,000 | For each Blitzer's Best Keg purchased, apply a +1 modifier to the roll whenever recovering a Knocked-out player, for the duration of the game. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | CANOPIC JAR | Common | 0-1 | Any | 50,000 |
Once per game, at the start of their team turn, a team that has purchased a Canopic Jar may open it. Roll a D6 and consult the chart below: D6 RESULT 1 UNHOLY CURSE: It seems that was a bad jar... Randomly select two of your players on the pitch. For the duration of the Drive, those players reduce their MA and AV by 1. 2 BLESSING OF PTRA: The holy light of Ptra shines from this jar. Randomly select two of your players on the pitch. For the duration of the Drive, those players gain the Disturbing Presence Skill. 3 BLESSING OF BASTH: The jar contains offerings to Basth, goddess of grace, and her blessing is swift in coming. Choose one of your players on the pitch. Once during the Drive, when that player fails a Dodge Roll, you may choose to pass it instead. 4 BLESSING OF QU'APH: A veil of shadows seeps from the jar, a blessing from the god of subtlety. Randomly select one of your players on the pitch. For the duration of the Drive, that player gains the Trickster Trait. 5 BLESSING OF GEHEB: Geheb's strength flows out and infuses the players. Randomly select one of your players on the pitch. For the duration of the Drive, those players increase their AV by 1 and gain the Mighty Blow Skill. 6 BLESSINGS OF KHSAR: A mote of power from the Desert Wind spills from the jar to empower the team for a moment of glory. Until the end of the team turn, all players on your team increase their MA by 1. However, at the end of the Drive, randomly select a player that was on the pitch when the Drive ended. The selected player is placed in the Reserves Box and cannot be set up on the pitch for the next Drive. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BRIBES | Common | 0-3 | Any | 100,000 50,000* |
When a player is Sent-off, after any attempt to Argue the Call, a Bribe can be 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, the player is still Sent-off, and the Bribe is lost. *50,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | EXTRA TEAM TRAINING | Common | 0-8 | Any | 100,000 | Coaches can pay to incentivize players for additional training sessions, granting an additional Team Re-roll for the duration of the game. |
| Vampire, Tomb Kings, Shambling Undead, Necromantic Horror | MORTUARY ASSISTANT | Common | 0-1 | Masters of Undeath | 100,000 | Necromancers often use mortuary assistants for their work. Once per game, a team with a Mortuary Assistant can re-roll a failed Regeneration Roll for one of their players. |
| Nurgle | PLAGUE DOCTOR | Common | 0-1 | Favoured of Nurgle | 100,000 | Plague Doctors are common sideline staff for Nurgle-aligned teams, skilled in dealing with virulent strains. Once per game, a team with a Plague Doctor can re-roll a failed Regeneration Roll for one of their players, or be used as an Apothecary. |
| Snotling, Ogre | RIOTOUS ROOKIES | Common | 0-1 | Low Cost Linemen | 150,000 | Coaches can hire fans as temporary Journeymen. After bringing the player count to 11, a team with Riotous Rookies gains an additional 2D3+1 Journeymen for the game. These temporary players are treated as regular Journeymen but leave the team at the end of the game unless hired. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | WANDERING APOTHECARY | Common | 0-2 | Any that can buy an Apothecary | 100,000 | Freelance medical professionals travel between stadia to offer "additional patching up" for a fee. A team that purchases one can use them once per game, like a regular Apothecary. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | HALFLING MASTER CHEF | Common | 0-1 | Any | 300,000 100,000* |
At the start of each half, before Kick-off, a team with a Halfling Master Chef rolls three D6s. For each roll of a 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, Traits, or other special rules cannot be lost this way. *100,000 GOLD PIECES FOR HALFLING TEAMS. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | MERCENARY PLAYERS | Common | 0-3 | Any | varies |
Any team can hire Mercenary Players from their Team Roster, costing an additional 30,000 gold pieces to induce. An example is given: "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 count as their specific player type but cannot be used to increase the number of specific player types allowed on a team. However, players missing their next game do not count towards the total number of a player type. Mercenary Players automatically gain the "Loner (4+) Trait" and can be given a single Primary Skill for "50,000 gold pieces." Unlike Journeymen, Mercenary Players "cannot be hired during the Post-game Sequence." |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | STAR PLAYERS | Common | 0-2 | Any | varies |
A team can hire a maximum of two Star Players per game, but this cannot increase the total players on a team above 16 (missing players don't count). Star Players hired as a pair count as one choice but take up two roster spaces. Both teams can hire the same Star Player, with one being a "very talented imposter." Star Players cannot earn Star Player Points, MVP, or Player Advancements. Casualty Rolls against them are waived as they are wealthy enough for medical and resurrection spells. A list of available Star Players is found on pages 193-196, and additional Star Players can be found in a PDF at warhammer-community.com. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BRETONNIAN PASTRIES | Common | 0-1 | Any | 15,000 | Once per game, if a team has Bretonnian Pastries and a player on the team has been Knocked-out, the Coach may declare they are using Bretonnian Pastries. The Coach rolls a D6, and on a 2+ the player is placed in the Reserves Box of their Dugout instead. On a natural 1, the player awakens, eats the pastry and promptly enters a food coma – they are still Knocked-out and the Pastries are lost. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BRETONNIAN DAMSEL | Common | 0-1 | Any | 150,000 |
Once per game, a Bretonnian Damsel can cast either Zap! (see page 149 of the Blood Bowl rulebook) or High Winds: HIGH WINDS: 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. For adjacent players, on a roll of a 2+, the player is Pushed Back away from the chosen square into a square of your choice. For a player in the selected square, on a roll of a 4+, they are immediately Knocked Down. On any other result, nothing happens. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | INFAMOUS COACHING STAFF | 0-1 Infamous Coaching Staff | 0-1 | Any | varies | These staff are famous and travel to help struggling teams. Their operations and costs vary, specifically mentioning "Josef Bugman" as an example, with other staff available in "other Blood Bowl publications." Both teams can hire the same named Infamous Coaching Staff. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | JOSEF BUGMAN | 0-1 Infamous Coaching Staff | 0-1 | Any | 100,000 |
Josef Bugman's association with "Beer and Blood Bowl," his presence on the coaching circuit, and his lucrative sponsorship with "Bugman's XXXXXX." Hiring Josef Bugman provides benefits, but he cannot be hired as a Star 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. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | WIZARD | 0-1 Wizard | 0-1 | Any | varies |
The Colleges of Magic are "huge fans of Blood Bowl," and Wizards use their "magical gifts" to aid teams for "gold coins." Wizards vary in cost. Rules for a "Sports-Wizard" are provided here, while other named Wizards are in other Blood Bowl publications. Other Wizards have their own entry listing cost, hiring teams, and special rules. Both teams can hire the same named Wizard. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | SPORTS-WIZARD | 0-1 Wizard | 0-1 | Any | 150,000 |
Sports-Wizards are there to entertain, using their array of magical powers to delight and amaze the fans. Fireballs will flash above the pitch, and occasionally a player may find themselves turned into a frog before inexplicably turning back when they least expect it - if they turn back at all that is! Spell Casting Rule: Once per game, a Sports-Wizard can cast one of the following two spells: Spell 1: 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 a fireball will immediately have an Armour Roll made against them, applying a +1 modifier to the Armour Roll. These modifiers must always be applied. Spell 2: 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. Frog Profile: MA
5 ST
1 AG
2+ PA
- AV
5+ Skills & Traits
Dodge, Leap, No Ball, Stunty, Titchy, Very Long Legs Frog Casualty Rules: 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 turned into a Frog will return to normal with no ill effects and be put in the Reserves Box ready for the next Drive. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | BIASED REFEREE | 0-1 Biased Referee | 0-1 | Any | varies | Referees can become stars, gather a following for "unorthodox calls, strange antics, or clear bias." Teams can pay to have a ref on their payroll. Rules and cost for a "Dodgy League Rep" are provided, but other named Biased Referees may exist in other publications with their own entries, costs, and special rules. Both teams can hire the same named Biased Referee. |
| Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, Slann | DODGY LEAGUE REP | 0-1 Biased Referee | 0-1 | Any | 120,000 80,000* |
While many referees accept bribes on a case-by-case basis, some offer their "entire services to a specific team for the entire game!" 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 attempting to Argue the Call, apply a +1 modifier to the roll. A natural 1 still counts as "You're Outta Here!" as normal. *80,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE. |