Firstly, you can intervene personally, by Arguing the Call. If one of your players is sent off for fouling, you have a couple of options available to save them from the sin bin. This means if you are planning on scoring, or doing anything else important, you need to consider the risk that a foul might prevent that. There is one final and very important point to mention – if your player is sent off for a foul, it is a Turnover. Worse, you might only stun the little guy, and still lose your own player for the whole game.Ī final mechanical point – there are no SPP’s gained for injuries caused by fouling (unless the Fouling Frenzy Prayers To Nuffle Result is in play). You might well crush that defenceless Goblin’s head with your boot, but it might mean your killer Chaos Warrior also leaves the game. The possibility of being sent off means fouling as a tactic becomes a huge risk/reward proposition. take a punt at that Treeman with no assists), but obviously increases your fouler’s TV, which we’ll come to later. This means you can foul a bit more speculatively (i.e. So only a double on the injury roll risks being sent off. Sneaky Git means you are never sent off if you roll a double on the attempt to break armour. There is one skill that affects this process – Sneaky Git. Obviously you are more likely to have your player ejected if you break armour, because you are rolling twice. A double of any kind, be it on the armour roll or injury roll, means the fouling player is ejected for the rest of the game. This chance is determined by the previous two rolls we have discussed. It’s all well and good putting the boot into prone opponents, but unfortunately even in the violent world of Blood Bowl it is against the rules, which means the referee may send the fouler off. Injuries caused by fouls are subject to the same mitigating skills or responses as other injuries, so if the target has Thick Skull they will be KO’ed less, if they have Regen they may regenerate from an injury they suffer, etc. Remember Stunty players use a different injury table with higher odds of greater damage. For fouls there is only one skill that can affect the result: if the fouler posses Dirty Player, assuming it was not used to help break armour, it can be used to add its rank to the roll.įor reference, without any modifiers, a foul has a 58% chance to stun, 25% chance to KO, and 17% chance to Cas. Injury is determined in exactly the same way as it is from blocks, which means a 2d6 roll on the injury table. So, assuming you managed to break armour, you now get to the fun bit. Some players in the game now possess this skill at +2, such as the Dwarven Deathroller.Ĭhainsaws – If you are fortunate or deranged enough to be using a Chainsaw to foul, you add 3 to the armour roll. Each assist adds 1 to the roll.ĭirty Player skill – as a default this adds 1 to your roll to break armour (Just like Mighty Blow, this skill may be used either to help break armour or add to the injury roll if armour would have been broken without it). And as with blocks, players in a TZ who have the Guard skill do still provide an assist – this was a change in BB20). The roll is modified by the following factors:Īssists (these are determined like assists for a block – any player not in another player’s Tackle Zone provides an assist. You roll 2d6 and attempt to match or beat the target’s AV number. There are then three mechanics to the foul:īreaking Armour This works just like an armour roll after a knockdown from a block.
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