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Favoured of Nurgle Special Rule


Favoured of Nurgle Hall of Fame

 Icons  Star Player  Special Rule(s)  Price  MA  ST  AG  PA  AV  Skills 
   Jackie Treehorn  Favoured of... Chaos Undivided, Khorne, Nurgle, Slaanesh, Tzeentch  120,000  6  3  3+  4+  9+  Block, Disturbing Presence, Extra Arms, Foul Appearance, Loner (3+), Prehensile Tail, Pump Up the Crowd 
   Darkseid (Mega-Star)  Favoured of... Chaos Undivided, Khorne, Nurgle, Slaanesh, Tzeentch  140,000  5  4  3+  5+  9+  Block, Brutal Block, Loner (3+), Tackle, Thick Skull 
   Thikk McRunfast (Mega-Star)  Badlands Brawl, Favoured of... Chaos Undivided, Khorne, Nurgle, Slaanesh, Tzeentch, Worlds Edge Superleague  170,000  6  4  4+  6+  10+  Block, Gored by the Bull, Loner (3+), Pro, Sprint, Sure Feet, Thick Skull 
   The Boingo-Boingo Boinker  Favoured of Nurgle  200,000  7  3  3+  5+  8+  Big Hand, Block, Dodge, Foul Appearance, Loner (3+), Plague Ridden, Pogo Stick, Regeneration, Strip Ball, Yoink! 
   The Throngler  Badlands Brawl, Favoured of... Chaos Undivided, Khorne, Nurgle, Slaanesh, Tzeentch, Worlds Edge Superleague  210,000  5  5  4+  -  9+  Animal Savagery, Break Tackle, Frenzy, Gored by the Bull, Horns, Juggernaut, Loner (4+), Mighty Blow (+1), Stand Firm, Thick Skull 
   עוגייה  Favoured of... Chaos Undivided, Khorne, Nurgle, Slaanesh, Tzeentch  230,000  6  5  5+  6+  10+  Block, Bone Head, Brawler, Break Tackle, Foul Appearance, Frenzied Rush, Horns, Loner (4+), Mighty Blow (+1), Pile Driver, Prehensile Tail, Regeneration, Thick Skull 


Universal Hall of Fame

 Icons  Star Player  Price  MA  ST  AG  PA  AV  Skills 
   Woody N. Spoon  N/A  5  2  3+  -  8+  Always Hungry, Consummate Professional, Dodge, Fend, Halfling Luck, Hypnotic Gaze (4+), Leader, Loner (3+), Monstrous Mouth, Nerves of Steel, Pro, Right Stuff, Stab, Stunty 
   Akhorne the Squirrel  80,000  7  1  2+  -  6+  Blind Rage, Dauntless, Dodge, Frenzy, Jump Up, Loner (4+), No Hands, Side Step, Stunty, Titchy 
   Rusty Wagon (Mega-Star)  145,000  4  5  5+  -  9+  Block, Dirty Player (+1), Juggernaut, Mighty Blow (+1), Really Stupid, Secret Weapon (0+), Stand Firm 
   Fongo (w/ Bongo)  150,000  5  2  3+  4+  7+  A Sneaky Pair, Block, Defensive, Dodge, Loner (3+), Right Stuff, Stab (Whip), Stunty 
   Bongo (w/ Fongo)  Included  5  2  3+  4+  7+  A Sneaky Pair, Dodge, Loner (3+), Right Stuff, Side Step, Sneaky Git, Stunty 
   Bizarro  160,000  6  3  3+  4+  9+  Block, Crushing Blow, Dodge, Fend, Jump Up, Loner (3+), Thick Skull 
   Capt. Blackbeard (Mega-Star)  240,000  7  3  2+  4+  9+  Block, Dodge, Fend, Loner (3+), Raiding Party, Safe Pair of Hands, Side Step 
   Golden Roller (Giga-Star)  250,000  4  7  5+  -  11+  Block, Break, Tackle, Dirty Player (+2), Juggernaut, Loner (5+), Mighty Blow (+1), No Hands, Secret Weapon (0+), Sneaky Git, Stand Firm 
   Lupin (Giga-Star)  280,000  8  3  3+  4+  9+  Block, Claws, Dodge, Frenzy, Loner (3+), Pro, Regeneration, Savage Mauling, Side Step, Strip Ball 
   Gigantis (Giga-Star)  300,000  6  7  5+  5+  11+  Always Hungry, Bone Head, Break Tackle, Juggernaut, Loner (4+), Mighty Blow (+2), Multiple Block, Secret Weapon (0+), Stand Firm, Throw Team-mate 
   Antonio Silne (Giga-Star)  320,000  6  4  2+  2+  9+  Cannoneer, Cloud Burster, Dodge, Loner (3+), Pass, Safe Pass, Shot to Nothing, Sure Hands 


Favoured of Nurgle Inducement Prices


0-4 Temp Agency Cheerleaders: 20,000

Increases the number of cheerleaders on the team, up to a maximum of 16, for the duration of the game.


0-3 Part-Time Assistant Coaches: 20,000

Increases the number of assistant coaches, up to a maximum of 9, for the duration of the game.


0-1 Weather Mage: 30,000

Usable once per game, at the start of the team turn before activation of any player. The weather mage allows for the immediate roll on the Weather Table, with a -1, -2, +2 or +1 applied as the coach desires. The weather result will take effect and last until the end of the opponent's next team turn or the end of the drive, whichever comes first.


0-2 Bloodweiser Kegs: 50,000

Players on the team gain a +1 modifier, per Keg, to recover from being KO'd for this match.


0-3 Bribes: 100,000

Each bribe allows you to attempt to ignore one call by the referee for a player who has committed a foul to be sent off, or a player armed with a secret weapon to be banned from the match. Roll a D6: on a roll of 2-6 the bribe is effective (preventing a turnover if the player was ejected for fouling), but on a roll of 1 the bribe is wasted and the call still stands! Each bribe may be used once per match.


0-4 Extra Team Training: 100,000

One extra Team re-roll that may be used for this match only.


0-1 Halfling Master Chef: 300,000

Roll 3D6 at the start of each half to see what effect the chef's cooking has on the team. For each dice that rolls 4 or more, the team is so inspired that they gain a Team Re-roll, and in addition the opposing team is so distracted by the fantastic cooking smells emanating from their opponent's dug-out that they lose a Team Re-roll (but only if they have any left to lose).


Unlimited Mercenaries: 30,000 + player's cost

A Mercenary costs 30,000 more than an ordinary player of his position. For example, a Mercenary Human lineman would cost 80,000 gold pieces to hire for a match. The normal limits on the total number of players allowed in a team and in each position do apply to Mercenaries (so they aren't truly unlimited). However, players that are missing the game due to injury do not count towards the number of players on the team, so you can use Mercenaries to replace players that are missing a game if you wish. All Mercenaries have the Loner skill as they are unused to playing with the rest of the team. Mercenaries cannot earn Star Player points other than the MVP for the game. Mercenaries can never gain new skills.




0-2 Wandering Apothecaries: 100,000

Any team may hire a Wandering Apothecary for 100,000 if your team can normally purchase a permanent Apothecary. 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.


0-1 Plague Doctor: 100,000 (any team with 'Favoured of Nurgle' Special Rule)

Once per game, the Plague Doctor can be used to re-roll one failed Regeneration roll for a player on their team. Alternatively, once per game the Plague Doctor can be used as an apothecary when any player on the team is Knocked-Out. Plague Doctors benefit all players currently on the team, including Journeymen, but not including Mercenaries or Star Players.


0-1 Biased Referee: 120,000

In effect for the duration of the game:

Close Scrutiny: Opposition fouls which aren't otherwise spotted prompt a roll of D6. On a 5+ on that roll, the fouler is Sent-Off.

"I didn't see a thing": Argue the Call for the hiring coach receive a +1 modifier to the dice roll.


0-1 Wizard: 150,000

Once per game, the Wizard is allowed to cast either a Fireball spell or Zap! spell. Wizards may only cast spells at the start of their own turn before any player performs an Action OR immediately after their own team's turn has ended even if it ended with a turnover.

Fireball:

Choose a target square anywhere on the pitch. 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 a 4 or more then the target is Knocked Down. If it is a 3 or less he manages to dodge the fireball's blast. Make an Armour roll (and possible Injury 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!:
Pick a player on the pitch, and roll one dice. If the score is equal to or higher than the target player's Strength then they are turned into a frog for the remainder of the drive. 1 Always fails, 6 always succeeds. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an Apothecary (because it's a frog!). At the end of the game, the player is returned to normal shape with no ill effects.

Frog stats: MA 5, ST 1, AG 2+, AV 5+ Skills: Dodge, Leap, No Hands, Very Long Legs, Stunty, Titchy.


Josef Bugman: 100,000
If a 1 is rolled for a Knocked-Out recovery roll, it can be re-rolled.

You can choose to field Bugman as a player, but only if you would otherwise have less than 11 players to field. He's always sent off at the end of any drive he plays in but his effect on KO rolls continues. Stats: MA 5, ST 3, AG 3+, PA 6+, AV 9+ Skills: Wrestle, Tackle, Thick Skull, Loner 5+

Classed as "(in)famous coaching staff", 0-2 of this class of inducement allowed.


 


Last update: August 4, 2024