![]() If you do break armor and as such cause an injury roll, you have a 11/36 (~30%) chance to be ejected. If you don't break armor, you have a 1/6 (~17%) chance to be ejected. The ref will get up the courage to eject your player from the game if you roll doubles on the armor break roll and/or the injury roll. ![]() There are a few common skills which alter the injury roll: Thick Skull moves the 8 result into the Stunned category (making Stunned 72% likely and reducing KO to 11%), while Stunty adds 1 to the injury roll to produce this table: Here's the short version of the injury table: If you break a player's armor, that player has to make an injury roll on 2d6. but then what's the chance of killing the guy you're fouling? It turns out: not very many! (Some rounding ahead.)Īn armor break is more likely than not at 6, which is just one or two assists respectively on the common AVs 7 and 8. So how many assists does it take to make an armor break likely? You can't always spare that many players, since a player assisting a foul is a player who's not really contributing to the rest of the game. Now that's neat, but it takes a lot of dudes to guarantee an armor break on even the relatively crummy AV of 7. ![]() Since the lowest you can roll on 2d6 is a 2, a guaranteed armor break on a foul requires (enemy AV - 1) assists. There's one way that the foul roll is different than other injury rolls, though: your teammates can provide assists! Foul assists work just like blocking assists, which is to say that each of your teammates projecting a tackle zone onto the fouled enemy and not in any other enemy's tackle zones will provide a +1 bonus to the foul roll. ![]() Like all armor rolls, you roll 2d6 and if the result is higher than the player's armor then he has to make an injury roll. Once per turn, you can foul an opposing player, making an armor roll against him. Great question, Aaröngandr! It turns out that the answer to that question is the same as the answer to all questions: LET'S LOOK AT THE MATH! ![]()
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