Post by topg on Apr 14, 2019 20:09:44 GMT
List of new inducements from the Spike Journals. Updated up to and including Issue 7 (Lizardmen) 05/01/2020 (TopG).
Cast one of:
New sideline staff
0-1 Halfing Master Chef (300k / 100k (Halflings only): Available to any team
Source: Spike Journal Issue 5
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+, the team is so inspired that they gain an extra team re-roll for this half. In addition, for each 4+ rolled, the opposing team loses one of their team re-rolls for this half.
0-1 Plague Doctors (100k): Chaos Pact, Nurgle
Source: Spike Journal: Issue 3
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 in the Reserves box rather than the KO'd Players box.
0-1 Igor (100k): Undead, Necromantic, Vampires
Source: Spike Journal: Issue 4
An Igor may be used once per match to re-roll one failed Regeneration roll for a player.
Source: Spike Journal: Issue 4
An Igor may be used once per match to re-roll one failed Regeneration roll for a player.
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, the Hot Pot misfires in the team's Dugout - D3 randomly selected players in the Reserves box are KO-d and moved to the KO box. A player on the pitch that is in the target square is knocked down and an armour / injury roll is made as if the player was hit by the Mighty Blow skill. Any player in a square adjacent to the target square is prone on a 4+. The Hot Pot only causes a turnover if the player hit directly by the Hot Pot was on your own team or if a player made prone is on your team and was holding the ball.
At the start of a drive, after setting up but before 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.
0-1 Cavorting Nurglings (40k): Nurgle
Source: Spike Journal: Issue 3
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 +2 FAME.
0-1 Weather Mage (30k): Available to any team
Source: Spike Journal: Issue 2
Any team may hire a weather mage as an inducement during the pre-match sequence. A weather mage is not a wizard and may be induced in addition to another wizard. 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 condition are applied (for example, if the weather mage has been used to create sweltering heat when the drive ends, apply those effects).
Unlimited Specialist Coaches (20k): Available to any team
Source: Spike Journal: Issue 2
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. There is no limit to how many may be included in this way. At the end of the game, any coaches induced in this way will leave the team.
Unlimited Temp Agency Cheerleaders (20k): Available to any team
Source: Spike Journal: Issue 2
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. There is no limit to how many may be included in this way. At the end of the game, any cheerleaders induced in this way will leave the team.
New Wizards
A number of new wizards have been created, which replace the current CRP Wizard. Each team can only hire one wizard per match.
0-1 Hireling Sports-Wizard (150k): Available to any team
Source: Spike Journal: Issue 1
Cast one of:
- 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 4+, that player is knocked down. Make an armour roll as though the player as been knocked down by a player with the Mighty Blow skill. If a player on the moving team is knocked down, then the team does not suffer a turnover unless the player was carrying the ball.
- 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 as d6. If the score is equal to or higher than the player's ST, that player turns into a frog for the remainder of the drive, after which the player returns to their original form. A natural roll of a 1 always fails and a 6 always succeeds, regardless of the player's ST. If the player was carrying the ball when they were turned into a frog, they will drop it and it 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 returns to their normal form with no ill effects.
Frog profile:
MA:5 ST:1 AG:4 AV:4
Skills: Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs
0-1 Chaos Sorcerer (150k): Chaos, Chaos Pact, Chaos Dwarf, Nurgle
Source: Spike Journal: Issue 1
- 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. On a 3+ the player has been hit by a thunderbolt. The player is knocked down and an armour roll must be made as if hit by a player with Mighty Blow.
- 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 a 1, the player gains Disturbing Presence until the end of your opponent's next turn, but the spell has no other effect.
0-1 Druchii Sports Sorceress (150k): Dark Elf, Elf
Source: Spike Journal: Issue 2
Cast one of:
- 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. On a 3+ the player has been hit by a thunderbolt. The player is knocked down and an armour roll must be made as if hit by a player with Mighty Blow.
- One thousand cuts: Cast at the start of any of your opponent's turns, before any player performs an action. Target any opposition player; on a 3+ that player's MA, ST and AG are reduced by 1. This spell lasts until the end of the drive.
0-1 Horticulturalist of Nurgle (150k): Chaos, Chaos Pact, Nurgle
Source: Spike Journal: Issue 3
Cast one of:
- 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 modification to dice rolls when making GFI attempts as the turf of the pitch erupts with unclean life. This modifier applies alongside weather conditions or any other factors that may alter the outcome of GFI. For example, in normal weather conditions a player will fail a GFI on a 1, 2 or 3, whereas in blizzard conditions and whilst affected by vigorous growth they will fail on a roll of 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. On a 4+ the player is attacked by carnivorous plants that erupt from the earth before rotting away - the player is knocked down. Make an armour roll for any player knocked down as they had been hit by a player with Mighty Blow and Nurgle's Rot.
0-1 Sports Necrotheurge (150k): Undead, Necromantic, Khemri, Vampires
Source: Spike Journal: Issue 4
Cast one of:
0-1 Slann Mage-Priest (150k): Amazon, Slaan
Source: Spike Journal: Issue 4
Cast one of:
- 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+ 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 layer loses their tackle zones. Incorporeal lasts until the start of your opponent’s next turn.
- Vanhalabes 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.
0-1 Slann Mage-Priest (150k): Amazon, Slaan
Source: Spike Journal: Issue 7
Cast one of:
- Tectonic Shift: Cast 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 a 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 and crowd pushed 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 realities! Until the start of your next turn, these two players lose their Tackle Zones and gain the No Hands skill.