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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?
Foul is success, iirc.
thanks you've been a real help.
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?