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 | Edition | Team | Cost | Description |
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tag | Name | Type | Qty | Edition | 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 | GIANT MERCENARY PLAYER | 0-1 Giant Sized Inducements | 0-1 | GW20 (DZ) | Any | 350,000 |
PROFILE
MA
6 ST
7 AG
5+ PA
5+ AV
11+ Skills
Always Hungry, Bone Head, Break Tackle, Juggernaut, Loner (4+), Mighty Blow (+2), Multiple Block, Stand Firm, Throw Team-mate |
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 | 0-4 | GW20 | Any | 20,000 | 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. |
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 | BLOODWEISER KEGS | Common | 0-2 | GW20 | Any | 50,000 | 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. |
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 | 0-3 | GW20 | Any | 20,000 | 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. |
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 | GW20 | Any | 30,000 | 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. |
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 | SPECIAL PLAYS | Common | 0-5 | GW20 | Any | 100,000 |
Each Special Plays Inducement purchased gives you
one Special Plays card to use during the game ahead.
Cards are drawn from one or more of the Special Plays
card decks during the Inducements step of the pregame
sequence:
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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 | GW20 | Any | 100,000 | Each Extra Team Training session grants the team an extra team re-roll for each half of this 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 | BRIBES | Common | 0-3 | GW20 | Any | 100,000 50,000* |
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!
*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, Ogre, Old World Alliance, Orc, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Vampire, Daemons of Khorne, Slann | WANDERING APOTHECARIES | Common | 0-2 | GW20 | Any that can buy an Apothecary | 100,000 | 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. |
Vampire, Tomb Kings, Shambling Undead, Necromantic Horror | MORTUARY ASSISTANT | Common | 0-1 | GW20 | Sylvanian Spotlight | 100,000 | A Mortuary Assistant may be used once per game to re-roll one failed Regeneration roll for any player currently on the team, including Journeymen, but not including Mercenaries or Star Players. |
Nurgle | PLAGUE DOCTOR | Common | 0-1 | GW20 | Favoured of Nurgle | 100,000 | Once per game, a Plague Doctor may be used to re-roll one failed Regeneration roll for a player on their team. Alternatively, once per game the Plague Doctor may be used in exactly the same way as an apothecary when any player on their team is Knocked-out. Plague Doctors benefit all players currently on the team, including Journeymen, but not including Mercenaries or Star Players. |
Snotling, Ogre | RIOTOUS ROOKIES | Common | 0-1 | GW20 | Low Cost Lineman | 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 Draft list 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. |
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 | GW20 | Any | 300,000 100,000* |
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.
*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 | unlimited | GW20 | Any | varies | You may Induce Mercenary players to your team for a single game, chosen from your Team Roster, at 30,000 gold pieces more than the player would normally cost. The normal limits on the total number of players allowed on a team and in each position apply to Mercenaries. However, players that are missing the game due to injury do not count towards the number of players on the team, so they are not counted when working out how many Mercenaries a team can have. All Mercenaries have the Loner (4+) trait. In addition, a Mercenary may be given one additional Primary skill selected from those available to a player of that position, at an additional cost of 50,000 gold pieces. Mercenaries do not earn Star Player points and cannot be awarded the MVP for the game. Unlike Journeymen, Mercenaries cannot be permanently 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 | GW20 | Any | varies |
You can find a detailed list of available Star Players here. Star Players may not take the number of players in the team to more than 16. However, players that are missing the game due to injury do not count towards the number of players on the team, so they are not counted when working out how many Star Players a team can have. It is possible for both teams to hire the services of the same Star Player:
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Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf | WAAAGH! DRUMMER | Common | 0-1 | GW20 (DZ) | Badlands Brawl | 50,000 | At the start of each drive, after the Kick-off event has been resolved but before the ball itself lands, roll 3D6. For each roll of a 4+, one player on the opposing team can be pushed back one square towards their own End Zone, exactly as if a Push Back block dice result had been applied against them. The same player can be pushed back more than once by this Inducement. |
Nurgle | CAVORTING NURGLINGS | Common | 0-3 | GW20 (DZ) | Favoured of Nurgle | 30,000 | At the beginning of the game, a team may increase its Fan Factor by +1 for each swarm of Cavorting Nurglings it has Induced. In addition, for the duration of this game, a team may increase its number of cheerleaders by the number of Cavorting Nurglings Induced. |
Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse | DWARFEN RUNESMITH | Common | 0-1 | GW20 (DZ) | Old World Classic, Worlds Edge Superleague | 50,000 |
During each Start of Drive sequence, after Step 2 but
before Step 3, you can select a single player on your team
that is currently on the pitch that does not have the Loner
(X+) trait and choose one of the following runes. Then roll
a D6:
Rune of Might Until the end of this drive, the chosen player gains the Mighty Blow (+1) skill. Rune of Fury Until the end of this drive, the chosen player gains both the Dauntless and Frenzy skills. Rune of Speed Until the end of this drive, the chosen player gains both the Sprint and Sure Feet skills. Rune of Iron Until the end of this drive, the chosen player’s Armour Value is increased by 1 (to a maximum of 11+) and they gain the Stand Firm skill. Rune of Impact Until the end of this drive, the chosen player gains both the Juggernaut and Horns skills. |
Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Halfling | HALFLING HOT POT | Common | 0-1 | GW20 (DZ) | Old World Classic, Halfling Thimble Cup | 80,000 60,000* |
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:
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Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Halfling | MASTER OF BALLISTICS | Common | 0-1 | GW20 (DZ) | Old World Classic, Halfling Thimble Cup | 40,000 30,000* |
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:
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Snotling, Goblin, Halfling, Ogre | BOTTLES OF HEADY BREW | Common | 0-3 | GW20 (DZ) | Any belonging to Tear 3 | 40,000 | At the start of a drive, after both teams have been set up but before the kick-off (between Step 1 and Step 2), randomly select D3 players with the Stunty trait that are currently set up on the pitch. For the remainder of this drive, those players gain the Dauntless and Frenzy skills and the Really Stupid (4+) trait. |
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 | GW20 (DZ) | Any | 30,000 |
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:
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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 | MEDICINAL UNGUENT | Common | 0-1 | GW20 (DZ) | Any | 60,000 | 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. |
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 | SIDE BET | Common | 0-1 | GW20 (DZ) | Any | PRICE VARIES | 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)! |
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 | Ancient Artefact | Common | 0-1 | GW20 | Any | 50,000 |
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:
D6 RESULTS TABLE:
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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 | 0-2 (in)famous coaching staff | 0-1 | GW20 | Any | 100,000 |
BUGMAN’S XXXXXX When rolling to see if Knocked-out players recover, rolls of a 1 can be re-rolled. KEEN PLAYER If Bugman’s team cannot set up 11 players at the start of a drive, Bugman may decide to join in himself! You can choose to set him up as part of your team. If you do so, he counts as part of the team for the duration of the drive. When the drive ends, Bugman is Sent-off for committing a Foul and has no further effect on the game – he cannot be used in a later drive. The Bugman’s XXXXXX, however, is not lost. MA
5 ST
3 AG
3+ PA
6+ AV
9+ Skills
Loner (5+), Tackle, Thick Skull, Wrestle |
Dark Elf, Elven Union, High Elf, Wood Elf, Lizardmen, Amazon, Norse, Slann, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Dwarf, Chaos Dwarf | KARI COLDSTEEL | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Elven Kingdom League, Lustrian Superleague, Old World Classic, Worlds Edge Superleague | 50,000 |
IF YOU WANT A JOB DONE… Kari counts as two Temp Agency 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 set her up as part of the team. If they do so, she counts as part of the team for the duration of the drive, and no longer counts as two Temp Agency Cheerleaders. When the drive ends, Kari is Sent-off. You cannot Argue the Call or use a Bribe to prevent this. She will play no further part in the game – she does not count as any Temp Agency Cheerleaders, and she cannot be used in a later drive. MA
6 ST
2 AG
3+ PA
5+ AV
8+ Skills
Block, Dauntless, Frenzy, Loner (4+) |
Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of Khorne, Goblin, Skaven, Snotling, Underworld Denizens, Norse | PAPA SKULLBONES | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Favoured Of..., Underworld Challenge | 80,000 |
BY THE POWER OF THE GODS! At the start of each drive, after the teams have been set up but before the kick-off, Papa Skullbones can attempt to bless one player on his team (not a Mercenary or Star Player) with the power of the Chaos gods. Choose a player on your team from among those on the pitch, and roll a D8 on the table below. Any Skills gained are kept until the end of the drive; if the player already has both Skills, “By the Power of the Gods!” has no effect on them. A player cannot be chosen if a roll has already been made for them during this game. D8 RESULTS TABLE:
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Dark Elf, Elven Union, High Elf, Wood Elf | GALANDRIL SILVERWATER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Elven Kingdom League | 40,000 |
GO TEAM! Each time Galandril’s team rolls Cheering Fans on the Kick-off Event table, add D3 to the number of cheerleaders the team has – if the team does not have any cheerleaders, it counts as having one. In addition, each time Galandril’s team makes a roll on the Prayers to Nuffle table, if a natural 15 or 16 is rolled on the D16 (or, if a D8 is being rolled as in exhibition play, if a natural 8 is rolled), the team gains an additional team re-roll. |
KROT SHOCKWHISKER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Underworld Challenge | 70,000 |
A NEW PLAYTHI… ER, PATIENT! Once per game, during Step 2 of the End of Drive sequence, Krot can experiment on a player who has been removed from play as a Casualty, in an attempt to get them back out there. Choose a player that is in the Casualty box of Krot’s team dugout (not a Mercenary or a Star Player). This may even be a player that has suffered a Casualty table result of 15-16, DEAD. Roll a D6 on the table opposite and apply the result to the chosen player:
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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 | AYLEEN ANDAR | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Any | 100,000 |
THIS KID HAS REAL POTENTIAL! If your team took on any Journeymen during Step 3 of the pre-game sequence, Ayleen will ensure that they are the best, and all are eager to impress! Roll a D6 for each, applying a -1 modifier to the roll for each Journeyman taken on after the first:
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Necromantic Horror, Shambling Undead, Tomb King, Vampire | PROFESSOR FRÖNKELHEIM | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Sylvanian Spotlight | 130,000 |
HAVE YOU THOUGHT ABOUT AN UPGRADE? During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been modified by the professor. Until the end of this game, each selected player gains a single randomly selected Skill from the Mutations category. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game):
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Goblin, Skaven, Snotling, Underworld Denizens, Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse | MUNGO SPINECRACKER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Badlands Brawl, Old World Classic, Underworld Challenge | 80,000 |
I’M FINE THANKS, MUNGO! Whenever a player on your team suffers an Injury result of 8-9, KO’d (or of 7-8, KO’d on the Stunty Injury table), you may roll a D6 before removing them from play:
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Goblin, Skaven, Snotling, Underworld Denizens, Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf | FINK DA FIXER | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Badlands Brawl, Underworld Challenge | 90,000 |
YOU GOT IT, BOSS! Once per game, when your team uses a Bribe, you may re-roll the D6 to see if the Bribe is effective. In addition, when rolling on the Argue the Call table, a coach who has hired Fink treats a roll of 5 or 6 as a “Well, When You Put It Like That…” result and a roll of 2-4 as an “I Don’t Care!” result. However, on a “You’re Outta Here!” result, Fink is Sent-off along with the coach and will play no further part in 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 | SCHIELUND SCHARLITAN | 0-2 (in)famous coaching staff | 0-1 | GW20 (DZ) | Any | 90,000 |
I’LL MAKE YOU A STAR! During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been approached by Scharlitan, and his interest is having a noticeable effect on their attitude! Until the end of this game, each selected player gains the Pro skill. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game):
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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 | HIRELING SPORTS-WIZARD | 0-1 Wizard | 0-1 | GW20 | Any | 150,000 |
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:
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:
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 |
Goblin, Skaven, Snotling, Underworld Denizens, Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of Khorne, Norse | CHAOS SORCERER | 0-1 Wizard | 0-1 | GW20 (DZ) | Favoured Of..., Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells: THUNDERBOLT You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
RAMPANT MUTATION You may cast this spell at the start of any of the opposition’s team turns. Choose a player on your team from among those on the pitch, and roll a D6:
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Dark Elf, Elven Union, High Elf, Wood Elf, Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of Khorne, Norse | DRUCHII SPORTS SORCERESS | 0-1 Wizard | 0-1 | GW20 (DZ) | Favoured Of..., Elven Kingdom League | 150,000 |
Once per game, a Wizard may cast one of the following spells: THUNDERBOLT You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
ONE THOUSAND CUTS You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any opposition player anywhere on the pitch, and roll a D6:
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Dark Elf, Elven Union, High Elf, Wood Elf | ASUR HIGH MAGE | 0-1 Wizard | 0-1 | GW20 (DZ) | Elven Kingdom League | 150,000 |
Once per game, a Wizard may cast one of the following spells: TEMPORAL DISTORTION You may cast this spell immediately after any of the opposition’s team turns has ended. Both turn markers must move in the same direction. Declare whether you wish to move the turn markers forwards one space or backwards one space and roll a D6:
You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
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Lizardmen, Amazon, Slann | SLANN MAGE-PRIEST | 0-1 Wizard | 0-1 | GW20 (DZ) | Lustrian Superleague | 200,000 |
Once per game, a Wizard may cast one of the following spells: TEMPORAL DISTORTION You may cast this spell immediately after any of the opposition’s team turns has ended. Both turn markers must move in the same direction. Declare whether you wish to move the turn markers forwards one space or backwards one space and roll a D6:
You may cast this spell at the end of either player's team turn, before the next team turn begins. For the duration of this team turn, there is a -1 modifier applied to the dice roll every time an opposition player attempts to Rush. Note that this modifier applies alongside any other modifiers that apply to attempts to Rush. REALITY BLINKS You may cast this spell at the end of either player's team turn, before the next team turn begins. Choose two Standing players from your team that do not have the Loner (X+) trait and that are not in possession of the ball from among those on the pitch, and roll a D6:
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Nurgle, Goblin, Skaven, Snotling, Underworld Denizens | HORTICULTURALIST OF NURGLE | 0-1 Wizard | 0-1 | GW20 (DZ) | Favoured of Nurgle, Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells: VIGOROUS GROWTH You may cast this spell at the end of either player's team turn, before the next team turn begins. For the duration of this team turn, there is a -2 modifier applied to the dice roll every time an opposition player attempts to Rush. Note that this modifier applies alongside any other modifiers that apply to attempts to Rush. STRANGE FLORA Choose an empty target square anywhere on the pitch and nominate D3 Standing opposition players that are within two squares of the target square. Roll a D6 for each nominated player:
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Necromantic Horror, Shambling Undead, Tomb King, Vampire | SPORTS NECROTHEURGE | 0-1 Wizard | 0-1 | GW20 (DZ) | Sylvanian Spotlight | 150,000 |
Once per game, a Wizard may cast one of the following spells: INCORPOREAL You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
VANHALABLE’S DANSE MACABRE You may cast this spell immediately after any of the opposition’s team turns has ended. Roll a D6:
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Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Necromantic Horror, Shambling Undead, Tomb King, Vampire, Goblin, Skaven, Snotling, Underworld Denizens | WICKED WITCH | 0-1 Wizard | 0-1 | GW20 (DZ) | Old World Classic, Sylvanian Spotlight, Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells: 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:
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 You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any opposition player anywhere on the pitch, and roll a D6:
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Goblin, Skaven, Snotling, Underworld Denizens | WARLOCK ENGINEER | 0-1 Wizard | 0-1 | GW20 (DZ) | Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells: WARP LIGHTNING You may cast this spell at the end of either player's team turn, before the next team turn begins. Choose any square that is adjacent to one of the Sidelines to be the Warp Lightning’s starting point. The Warp Lightning follows a path from one Sideline to the other, moving in a straight line from its starting point directly towards the opposite Sideline. Roll a D6 for every Standing player (from either team) that occupies a square in the Warp Lightning’s path:
Finally, when a player is Knocked Down by Warp Lightning, roll a D6. On a roll of 1, the Warp Lightning is earthed through the player. Do not roll to see if any more players are hit. On a roll of 2+, the Warp Lightning continues along its path, as described above. THUNDERBOLT You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
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Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf | OGRE FIREBELLY | 0-1 Wizard | 0-1 | GW20 (DZ) | Badlands Brawl | 150,000 |
Once per game, a 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:
COLUMN OF FIRE You may cast this spell at the end of either player's team turn, before the next team turn begins. Choose any square that is adjacent to one of the Sidelines to be the Column of Fire’s starting point. The Column of Fire follows a path from one Sideline to the other, moving in a straight line from its starting point directly towards the opposite Sideline. Roll a D6 for every Standing player (from either team) that occupies a square in the Column of Fire’s path:
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Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf, Goblin, Skaven, Snotling, Underworld Denizens | NIGHT GOBLIN SHAMAN | 0-1 Wizard | 0-1 | GW20 (DZ) | Badlands Brawl, Underworld Challenge | 150,000 |
Once per game, a Wizard may cast one of the following spells: FOOT OF GORK (OR MORK) You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
A Standing player stomped on by the Foot of Gork (or Mork) is Knocked Down. When a player is Knocked Down by the Foot of Gork (or Mork), 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. SPORE CLOUD You may cast this spell at the end of either player's team turn, before the next team turn begins. Target any Standing opposition player anywhere on the pitch, and roll a D6:
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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 | Horatio X. Schottenheim, Master Mage | 0-1 Wizard | 0-1 | GW20 (DZ) | Any | 80,000 |
Once per game, a Wizard may cast one of the following spells: TAKE THIS! OOOPS... Horatio 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. The target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template. After moving the target square, roll a D6 for each Standing player (from either team) that is either in the target square or a square adjacent to it:
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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 INDUCEMENT | 0-1 Biased Referee | 0-1 | GW20 | Any | 120,000 80,000* |
CLOSE SCRUTINY If any player on the opposing team commits a Foul without rolling a double when making either the Armour roll or Injury roll, roll a D6:
When rolling on the Argue the Call table, you may apply a +1 modifier to the dice roll. *80,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE: |
Lizardmen, Amazon, Norse, Slann, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse | RANULF 'RED' HOKULI | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Lustrian Superleague, Old World Classic | 130,000 |
'RED' CARD When suitably remunerated, Ranulf will keep a particularly close eye on one of the teams. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
If Ranulf has been Induced for this game, even if he does not take part due to both coaches Inducing him, neither coach can Argue the Call – even the most argumentative of coaches can’t help but have respect for the charismatic Norscan. |
Dwarf, Chaos Dwarf | THORON KORENSSON | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Worlds Edge Superleague | 120,000 |
STRICT DISCIPLINE Korensson is renowned for bringing strict discipline to the pitch which, when questioned, is backed up with extremely tough penalties. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
"SIT DOWN AND KEEP QUIET!" If a Get the Ref result is rolled on the Kick-off Event table, roll again – it takes a particularly riled-up crowd to want to advance on Korensson. |
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 | JORM THE OGRE | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Any | 120,000 80,000* |
JORM DOESN’T LIKE CHEATERS! Jorm is always on the lookout for dirty play, and misses very little. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
"SHUT IT, YOU HOOLIGANS!" If a Get the Ref result is rolled on the Kick-off Event table, the normal effects are ignored – instead, Jorm goes into a rampage and starts tearing through the stands to teach the rowdy fans a lesson! Both teams reduce their Fan Factor for this game by -1 each time a Get the Ref result is rolled on the Kick-off Event table. *80,000 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 | THE TRUNDLEFOOT TRIPLETS: BUNGO, FILIBERT AND JEPH | 0-1 Biased Referee | 0-1 | GW20 (DZ) | Any | 80,000 40,000* |
HEAVY-HANDED INCOMPETENCE The Trundlefoot Triplets often try their best to partake in a bit of honest corruption, but all too often they fail. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
At the start of each drive, after both teams are set-up but before the kick-off, roll a D6. On a roll of 6, one randomly selected player on the opposing team that is not being Marked becomes embroiled in a pointless argument with the triplets about their kit. The player is immediately Placed Prone and becomes Stunned, representing the time wasted arguing. "THEY DON’T LOOK HAPPY!" If a Get the Ref result is rolled on the Kick-off Event table, the triplets make themselves scarce and will play no further part in this game. In addition, each team also gets a Bribe as normal. *40,000 GOLD PIECES FOR TEAMS WITH THE 'HALFLING THIMBLE CUP' SPECIAL RULE. |