Blood Bowl 2

Blood Bowl 2

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Lucid Jul 7, 2017 @ 7:09am
Little confused on Apothecaries and how they're used
I used an Apothecary on an injured person. He still has lost one strength as a result from the injurey. What gives?
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Dode Jul 7, 2017 @ 7:15am 
The type of injury is broken down like this on a d6 followed by a d8:
11-38 - Badly Hurt (no other effect)
41-48 - Miss Next Game (MNG)
51-52 - Niggle
53-54 - -MA
55-56 - -AV
57 - -AG
58 - -ST
61-68 - Dead

Anything in the 51-58 range also has a MNG penalty as well.

So you make your injury roll and get the result. The apothecary is a reroll of the injury dice, and you can choose which of the two results applies. So if you roll 58 then 42 you could choose -ST or MNG. If either one of your apothecary rolls is Badly Hurt then the player can go straight to the reserves and play the next drive. But you do have to select one of the results.

There are really two schools of thought about apo use. The first is that your apo is there to save your best players from permanent injury or death (51-68 roll); the second is that your apo is there to get a player who rolled BH first time back on the pitch, so you would use the apo if the result is 11-38 and the player would be back next drive. I tend to lean towards the latter, but either one is fairly common.
Lucid Jul 7, 2017 @ 7:49am 
Originally posted by Dode:
The type of injury is broken down like this on a d6 followed by a d8:
11-38 - Badly Hurt (no other effect)
41-48 - Miss Next Game (MNG)
51-52 - Niggle
53-54 - -MA
55-56 - -AV
57 - -AG
58 - -ST
61-68 - Dead

Anything in the 51-58 range also has a MNG penalty as well.

So you make your injury roll and get the result. The apothecary is a reroll of the injury dice, and you can choose which of the two results applies. So if you roll 58 then 42 you could choose -ST or MNG. If either one of your apothecary rolls is Badly Hurt then the player can go straight to the reserves and play the next drive. But you do have to select one of the results.

There are really two schools of thought about apo use. The first is that your apo is there to save your best players from permanent injury or death (51-68 roll); the second is that your apo is there to get a player who rolled BH first time back on the pitch, so you would use the apo if the result is 11-38 and the player would be back next drive. I tend to lean towards the latter, but either one is fairly common.

Okay. It didn't eliminate the poor injury roll where I lost a strength. I guess I'll have to fire the guy.

And the foul chance percentage is to suceed or is it the risk that the refuree will call someone off?
Dode Jul 7, 2017 @ 7:52am 
It doesn't eliminate injuries, it allows you to reroll and choose the result either before or after.

Foul is success, iirc.
Lucid Jul 7, 2017 @ 7:56am 
Originally posted by Dode:
It doesn't eliminate injuries, it allows you to reroll and choose the result either before or after.

Foul is success, iirc.

thanks you've been a real help.
Silent Hastati Jul 7, 2017 @ 8:02am 
The % in the tooltip is the chance to succeed. Or, specifically, the chance for the armor break to succeede.

The foul chance to eject is the same no matter what (Dirty player not withstanding).

It's a 1/6 chance of eject on the armor break, and then a 1/6 chance of failure on the injury roll. It's if doubles come up on either roll that causes an ejection.

In bb2016 (back from a previous edition), there also is an optional additional roll, called Argue the Call, which on a 1 gets YOU banned from the touchline (means you cnat argue the call anymore), but on a 6 the player stays. But for BB2 that's neither here nor there, only matters tabletop or on fumbbl.
Last edited by Silent Hastati; Jul 7, 2017 @ 8:03am
Lucid Jul 7, 2017 @ 8:07am 
Originally posted by Silent Hastati:
The % in the tooltip is the chance to succeed. Or, specifically, the chance for the armor break to succeede.

The foul chance to eject is the same no matter what (Dirty player not withstanding).

It's a 1/6 chance of eject on the armor break, and then a 1/6 chance of failure on the injury roll. It's if doubles come up on either roll that causes an ejection.

In bb2016 (back from a previous edition), there also is an optional additional roll, called Argue the Call, which on a 1 gets YOU banned from the touchline (means you cnat argue the call anymore), but on a 6 the player stays. But for BB2 that's neither here nor there, only matters tabletop or on fumbbl.

Where's the percentage that the ref catches you?
Dode Jul 7, 2017 @ 8:11am 
Ref catches you on doubles, so 1 in 6 (16.67%) on the armour roll and another 1 in 6 on the injury roll if there is one. It's the "eject" bit he spoke of.
Lucid Jul 7, 2017 @ 8:33am 
Anyway to remove permenant injuries btw? I'm guessing not. My best best is to fire right? Smashed collar bone.
Arlen Tektolnes Jul 7, 2017 @ 8:43am 
There's no way to remove injuries after a match.
Dreamifi Jul 7, 2017 @ 10:07am 
-1 strtength is pretty much always worth firing yeah. Some other statbusts you can live with, if they arn't too importatn for the role of the player in question.
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Date Posted: Jul 7, 2017 @ 7:09am
Posts: 10