inducements
tag | Name | Type | Qty | Edition | Team | Cost | Description |
---|---|---|---|---|---|---|---|
tag | Name | Type | Qty | Edition | Team | Cost | Description |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Bloodweiser Keg | generic | 0-2 | GW16 (Dz1) | Any | 50,000 | For each Bloodweiser Keg you purchase, you can add 1 to the result of all dice rolls you make during this match to see whether one of your players recovers from being KO’d. |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Bribes | generic | 0-3 | GW16 (Dz1) | Any, Goblin*, Snotlings* | 100,000 *50,000 | Roll a D6. On a roll of 2-6, the Bribe is effective and the player stays where they are (you do not suffer a turnover), but on a roll of 1 the Bribe is wasted and the call still stands! Each Bribe may be used once per match. |
Necromancer | generic | 0-1 | GW16 (Dz1) | Necromantic, Undead | Free | The Necromancer is free to the team and allows the team once per a match to ‘Raise the Dead’. If a player on the opposing team with Strength 4 or less that does not have Regeneration or Stunty is killed during the match (after Apothecary attempt if any) then the team may immediately place a new Zombie player in the Reserves box of their dugout (this may cause a team to have more than 16 players for the remainder of the match). During Step 5 of Updating Your Team Roster, you may add this player to your roster for free if you have less than 16 players on the team. A free Zombie still counts at full value towards the team value. | |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Extra Team Training | generic | 0-4 | GW16 (Dz1) | Any | 100,000 | Each Extra Team Training session grants you an extra team re-roll for each half of this match. |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia | Wandering Apothecaries | generic | 0-2 | GW16 (Dz1) | Any except: Necromantic, Undead, Khemri | 100,000 | Any team that can normally purchase an Apothecary may hire a Wandering Apothecary or two to help during the match. 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. |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Horatio X | (in)famous coaching staff | 0-2 | GW16 (Dz2) | Any | 80,000 |
[Hireling Sports-Wizard**]
Take This! Ooops...: Once per half, Horatio can cast a fireball. He can do this either at the start of his team’s turn, before any player performs an Action, or immediately after his team’s turn has ended, even if it ended with a turnover. Choose a target square anywhere on the pitch, then roll for scatter and move the target square D3 squares in that direction. 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 4 or more, the target is Knocked Down. If it is a 3 or less, they manage to avoid the blast. Make an Armour roll (and possible Injury roll as well) for each player who is Knocked Down as if they had been Knocked Down by a player with the Mighty Blow skill. If a player on Horatio’s team is knocked down by a fireball, they do not suffer a turnover unless that player was carrying the ball at the time. |
Kari Coldsteel | (in)famous coaching staff | 0-2 | GW16 (Dz2) | Amazon, Dwarf, Human, Norse | 50,000 | Kari counts as three 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 remove her from the sidelines area and set her up as part of the team (6-2-3-7 Block, Dauntless, Frenzy, Loner). If they do so, she counts as part of the team for the duration of the drive, instead of counting as three Cheerleaders. When the drive ends, the ref sends her to the dungeons and she has no further effect on the game – she does not count as any Cheerleaders, and she cannot be used in a later drive. | |
Fink Da Fixer | (in)famous coaching staff | 0-2 | GW16 (Dz2) | Ogre, Orc, Goblin, Underworld | 50,000 | Fink counts as three Assistant Coaches. In addition, if Fink’s team uses a Bribe, they can re-roll the dice to see if it works. Finally, if Fink’s team’s Head Coach argues a call, it will succeed on a 5 or more, not just on a 6. However, if the attempt to argue a call fails, Fink is sent to the dungeon along with the Head Coach, and has no further effect on the game – he counts as no Assistant Coaches and his other abilities cannot be used. | |
Papa Skullbones | (in)famous coaching staff | 0-2 | GW16 (Dz2) | Chaos, Chaos Pact, Nurgle | 80,000 | At the start of each drive, immediately before the kick-off, Papa Skullbones can attempt to bless one player on his team (not a Star Player) with the power of the Chaos gods. Pick a player on the pitch, then roll a D8 on the table below. If they gain a skill, they keep it until the end of the drive; if they already have the skill, it has no additional effect. A player cannot be chosen if a roll has already been made on the table for them this game.
1d8 result:
| |
Galandril Silverwater | (in)famous coaching staff | 0-2 | GW16 (Dz2) | Pro Elf, Wood Elf, High Elf | 50,000 | Each time the number of Cheerleaders Galandril’s team has is used (for example, during a Cheering Fans kick-off event), the team counts as having twice as many Cheerleaders as normal – if it does not have any, it counts as having one. In addition, each time a player on Galandril’s team scores a touchdown, intercepts the ball or inflicts a Casualty, roll a D6. On a result of 6, the team gains an additional team re-roll. | |
Krot Shockwhisker | (in)famous coaching staff | 0-2 | GW16 (Dz2) | Skaven, Underworld | 80,000 | At the start of any drive, immediately before his team sets up, Krot can experiment on a player who has been removed from the field as a casualty, in an attempt to get them back out there. Pick a player in the Dead and Injured box of his team’s Dugout, – not a Star Player, and not a dead player! – and roll a D6 on the table that follows. Note that any long-term injuries resulting from the Casualty roll that put the player in the Dead and Injured box (such as Niggling Injuries or characteristic penalties) still apply.
1d6 result:
| |
Chaos Sorcerer | (in)famous coaching staff | 0-2 | GW16 (Spike1) | Chaos, Chaos Pact, Chaos Dwarf, Nurgle | 150,000 |
[Hireling Sports-Wizard**]
Thunderbolt: Cast either at the start of any of your turns, before any player performs an Action, or Immediately after your turn has ended, even if it ended with a turnover. Pick a standing opposition player anywhere on the pitch, and roll a D6. If the score is 3 or higher, then the player has been hit by the Thunderbolt If the roll is 1 or 2, then the player manages to duck or dodge the attack A player hit by the Thunderbolt is Knocked Down and an Armour roll must be made (and possibly an Injury roll as well) as if hit by a player with the Mighty Blow skill. Rampant Mutation: Cast at the start of any of your turns, before any player performs an Action. Choose a player on your team and roll a D6. On a 2+, that player gains two Mutations of your choice until the end of the drive. If the result is 1 however, the player becomes a writhing mass of flesh as raw Chaos energy flows through them momentarily. The player gains Disturbing Presence until the end of your opponent's next turn, but the spell has no other effect. | |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Hireling Sports-Wizard | (in)famous coaching staff | 0-2 | GW16 (Spike1) | Any | 150,000 |
[Hireling Sports-Wizard**]
Fireball: Cast either at the start of any of your turns, before any player performs an Action, or immediately after your turn has ended, even if it ended with a turnover. Choose a target square anywhere on the pitch. Roll a D6 for each standing player (from either team) that is either in the target square or a square adjacent to it. If the score is a 4 or higher, then the player has been hit by the Fireball and is Knocked Down. If it is 3 or less, the player manages to dodge the Fireball's blast. Make an Armour roll (and possibly an Injury roll 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: Cast either at the start of any of your turns, before any player performs an Action, or immediately after your turn has ended, even if it ended with a turnover. Target any opposition player and roll a D6. If the score is equal to or higher than that player's ST, that player turns into a frog for the remianing of the drive, after which the coach will secure emergency magical assistance in the Dugout to turn the player back into their original form. A natural roll of 1 always fails and a natural roll of 6 always succeeds, regardless of the target's ST. If the player was carrying the ball when they were turned into a frog, it is dropped and will bounce once. If the frog is Injured, it will be Badly Hurt and miss the rest of the game. At the end of the game, the player is returned to normal shape with no ill effects. The frog has the following profile: FROG - 5 1 4 4, dodge, leap, no hands, stunty, titchy, very long legs |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Specialist Coaches | generic | 0-99 | GW16 (Spike2) | Any | 20,000 | In addition to purchasing Assistant Coaches as permanent additions to a team's roster, any team may temporarily hire additional Assistant Coaches as Inducements during the Pre-match sequence of league play and Exhibibon Matches. There is no limit to how many may be included in this way. Simply increase the team's number of Assistant Coaches by the number Induced for the duration of the game. At the end of the game, any Assistant Coaches Induced in this way will leave the team. |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Temp Agency Cheerleaders | generic | 0-99 | GW16 (Spike2) | Any | 20,000 | In addition to purchasing Cheerleaders as permanent additions to a team's roster, any team may temporarily hire additional Cheerleaders as Inducements during the Pre-match sequence of league play and Exhibibon Matches. There is no limit to how many may be included in this way. Simply increase the team's number of Cheerleaders by the number Induced for the duration of the game. At the end of the game, any Cheerleaders Induced in this way will leave the team. |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Weather Mage | generic | 0-1 | GW16 (Spike2) | Any | 30,000 | A Weather Mage may be used once per game, at the start of your team's turn (before any player takes an Action). Roll on the Weather table, modifying the result by either plus or minus 1 or 2. The resulting effects last until the start of your next turn, replacing the existing weather conditions. At the start of your next turn, the replaced weather conditions will return. Note that if the drive should end before the start of your next turn, a Changing Weather result on the Kick-off table may change the weather conditions again. If the drive does end before the weather conditions change back to those that were in effect before the Weather Mage was used, the effects of the current weather conditions are applied (for example, if the Weather Mage has been used to create Sweltering Heat when the drive ends, apply those effects). |
Druchii Sports Sorceress | (in)famous coaching staff | 0-2 | GW16 (Spike2) | Dark Elf, Pro Elf | 150,000 |
[Hireling Sports-Wizard**]
Thunderbolt: Cast either at the start of any of your turns, before any player performs an Action, or immediately after your turn has ended, even if it ended with a turnover. Pick a standing opposition player anywhere on the pitch and roll a D6. If the score is 3 or higher, then the player has been hit by the Thunderbolt. If the roll is 1 or 2, then the player manages to avoid the attack. A player hit by the Thunderbolt is Knocked Down and an Armour roll must be made (and possibly an Injury roll as well) as if hit by a player with the Mighty Blow skill. One Thousand Cuts: Cast at the start of any of your opponent's turns, before any player performs an Action. Target any opposition payer; on a 3+, that player's MA, ST, and AG are reduced by 1. This spell lasts until the end of the drive. | |
Plague Doctors | generic | 0-1 | GW16 (Spike3) | Nurgle, Chaos Pact | 100,000 | Once per game, a Plague Doctor may be used to re-roll one failed Regeneration roll for a player on your team. Alternatively, once per match the Plague Doctor may be used when a player on your team is KO'd. If the player was on the pitch when KO'd, leave them on the pitch Stunned rather than removing them from the pitch. If the player was KO'd as a result of being pushed into the crowd, place them directly into the Reserves box rather than the KO'd Players box. | |
Cavorting Nurglings | generic | 0-1 | GW16 (Spike3) | Nurgle | 40,000 | A Nurgle team accompanied by a swarm of Cavorting Nurglings on the sidelines will automatically gain a +1 FAME modifier at the beginning of the match. Note that this modifier may not take the team above r 2 FAME. | |
Horticulturalist of Nurgle | (in)famous coaching staff | 0-2 | GW16 (Spike3) | Chaos, Chaos Pact, Nurgle | 150,000 |
[Hireling Sports-Wizard**]
Vigorous Growth: Cast at the start of any of your opponent's turns, before any player performs an Action. For the duration of this turn, opposition players suffer a -2 modifier to dice rolls when making Go For It attempts, as the turf of the pitch erupts with unclean life. Note that this modifier applies alongside Weather conditions or any other factors that may alter the outcome of a Go For It. For example, in normal weather conditions, whilst affected by Vigorous Growth, a player will fail a Go For It on a roll of a 1, 2 or 3, whereas in Blizzard conditions and whilst affected by Vigorous Growth, they will fail on a roll of a 1, 2, 3 or 4. Strange Fauna: Cast either at the start of any of your turns, before any player performs an Action, or immediately after your turn has ended, even if it ended with a turnover. Choose an empty target square anywhere on the pitch. Choose D3 opposition players within two squares of the target square, and roll a D6 for each to see if that player is hit. If the score is a 4 or higher, the player is unexpectedly attacked by daemonic carnivorous plants of prodigious size that erupt from the loamy earth before rapidly rotting away to nothing. The player is Knocked Down. If it is a 3 or less, the player manages to avoid the attacking plant life. Make an Armour roll (and possible Injury roll as well) for any player that is Knocked Down, as if they had been Knocked Down by a player with the Mighty Blow and Nurgle's Rot skills. | |
Igor, Mortuary Assistant | generic | 0-1 | GW16 (Spike4) | Undead, Necromantic, Khemri, Vampire | 100,000 | An Igor may be used once per game to re-roll one failed Regeneration roll for a player. | |
Sports Necrotheurge | (in)famous coaching staff | 0-2 | GW16 (Spike4) | Undead, Necromantic, Khemri, Vampire | 150,000 |
[Hireling Sports-Wizard**]
Incorporeal: Cast at the start of any of your opponent’s turns, before any player performs an Action. Target any opposition player. On a 3+, it becomes strangely incorporeal! The player gains the No Hands skill and will immediately drop the ball if it was carrying it, causing it to bounce once. Additionally, the player loses their tackle zones. Incorporeal lasts until the start of your opponent’s next turn. Vanhalables Dans Macabre: Cast at the start of any of your turns, before any player performs an Action. Roll a D6. On a 3+, all Skeleton and Zombie players on the pitch gain +1MA, +1AG and +1AV until the start of your next turn. | |
Amazon, Chaos Dwarf, Chaos Pact, Chaos, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, High Elf, Human, Lizardmen, Norse, Nurgle, Ogre, Orc, Skaven, Slann, Underworld, Vampire, Wood Elf, Khorne, Bretonnia, Necromantic, Undead, Khemri, Snotlings | Halfling Masterchef | generic | 0-1 | GW16 (Spike5) | Any, Halfling* | 300,000 *100,000 | At the start of each half, after both teams have been set up but before the kick-off, roll three D6. For each dice that rolls a 4 or more, the team is so inspired that they gain an extra team re-roll for this half. In addition, the opposing team is so distracted, that for each dice that rolls a 4 or more, they will lose one of their team re-rolls for this half. |
Halfling Hot-Pot | generic | 0-1 | GW16 (Spike5) | Halfling, Ogre | 60,000 | The Hot Pot may be used at the start of any of your turns, before any player performs an Action. Choose a target square anywhere on the pitch and roll a D6. On a 6, the shot is on target. On a 2-5, the shot is off target — roll for scatter and move the target square D3 squares in that direction. On a 1, however, something has gone horribly wrong and the Hot Pot has misfired in the team's Dugout D3 randomly determined players in the Reserves box are immediately KO'd and moved to the Knocked Out box. A player in the target square is automatically hit by the Hot Pot itself and Knocked down. Make an Armour roll and possible Injury roll as well) as if they had been Knocked Down by a player with the Mighty Blow skill. Additionally, roll a D6 for each standing player (from either team) that is in a square adjacent to the target square. On a 4 or higher, the player has been hit by the stew that showers out of the Hot Pot and is Placed Prone. On a 3 or lower, the player manages to duck and avoid being hit. If a player on your team is Placed Prone by the shower of hot stew, then your team does not suffer a Turnover unless the player was carrying the ball at the time. If a player on your team is Knocked Down by the Hot Pot itself. a Turnover is caused. | |
Bottles of Heady Brew | generic | 0-3 | GW16 (Spike5) | Halfling, Ogre, Snotlings | 40,000 | At the start of a drive, after setting up but before the kick-off, the coach of the team with this Inducement may randomly select D3 players with the Stunty skill currently on the pitch. For the remainder of the drive, those players gain the Dauntless, Frenzy and Really Stupid skills. | |
Slann Mage-Priest | (in)famous coaching staff | 0-2 | GW16 (Spike7) | Amazon, Lizardmen | 150,000 |
[Hireling Sports-Wizard**]
Tectonic Shift: Cast either at the start of any of your turns, before any player performs an Action, or immediately after your turn has ended, even if it ended with a turnover. Roll a D6. If the score is 3 or higher, the floor of the stadium begins to shift. Roll another D6; on a 1-2 the pitch tips towards your End Zone and on a 3-5 towards your opponent's. On a roll of 6. the pitch tips towards an End Zone or sideline of your choice. All players immediately slide one square in that direction, starting with the player nearest the End Zone and ending with the player furthest away If there are several players on the same line of squares, you may choose the order in which they are moved). If any player leaves the pitch, resolve it as if they had been pushed into the crowd. If the ball carrier scores a touchdown as a result of this, count the touchdown as normal but only after all players have been moved and any crowded pushes resolved. Reality Blinks: Cast either at the start of any of your turns, before any player performs an Action, or immediately after your turn has ended, even if it ended with a turnover. Choose two Standing players from your team that do not have the Loner skill and that are not in possession of the ball from among those on the pitch and roll a D6. If the score is 3 or higher, these two players immediately switch places. If it is 2 or lower, the players become slightly transparent as they waver between tea ities! Until the start of your next team turn, these two players lose their Tackle Zones and gain the No Hands skill. | |
Riotous Rookies | generic | 0-1 | GW16 (Spike8) | Ogre, Snotlings | 100,000 | 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's roster 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. | |
Firebelly | (in)famous coaching staff | 0-2 | GW16 (Spike8) | Chaos Pact, Ogre | 150,000 |
[Hireling Sports-Wizard**]
Fireball: Cast either at the start of any of your turns, before any player performs an Action, or immediately after your turn has ended, even if it ended with a turnover. Choose a target square anywhere on the pitch. Roll a D6 to hit each standing player (from either team) that is either in the target square or a square adjacent to rt. If the To hit' roll is a 4 or more then the player is Knocked Down. If it is a 3 or lower, the player manages to dodge the Fireball's blast. Make an Armour roll (and possible Injury roll 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 tumover unless the player was carrying the ball at the time. Column of Fire: Cast this spell immediately after your turn has ended, even if it ended with a turnover. Choose any square that is adjacent to one of the sidelines to be the Column of Fire's starting point. The Column of Fire moves in a straight line from its starting point directly towards the opposite sideline. Roll a D6 for each standing play. (from either team) that occupies a square in the path of the Column of Fire. If the 'to hit' roll is a 4 or more then the player is Knocked Down. If it is a 3 or lower, the player manages to duck and avoid the Column of Fire. Make an Armour roll (and possible Injury roll 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 Column of Fire then the moving team does not suffer a turnover unless the player was carrying the ball at the time. | |
Night Goblin Sports Shaman | (in)famous coaching staff | 0-2 | GW16 (Spike10) | Goblin, Snotlings | 150,000 |
[Hireling Sports-Wizard**]
Foot Of Gork (or Mork): tba. Spore Cloud: tba. |