Knock Downs and Injuries

( Apothecaries)

Players that are knocked down or fall over for any reason should be placed face up on the field in the square in which they were when they fell over. When prone the players may do nothing except stand up at a cost of three squares of their movement when they next take an action. Players may stand up in an opposing players tackle zone without having to make a dodge roll (they will have to dodge if the subsequently leave). Note that a player that stands up may not take a Block action, because you may not move when you take a Block action. The player may take a Blitz or Pass action.

A player who falls over will drop the ball if he was carrying it, and the ball will bounce one square in a random direction (see Bouncing Balls)

Injuries

Any player that is knocked over may be injured; the opposing coach is allowed to roll two dice and add their scores together in an attempt to beat the knocked-over players Armour Value. If the roll succeeds, then the opposing coach is allowed to roll on the Injury Table below to see what injury the player has suffered.

Substitutes

You may not substitute players for an injured player or players that have been sent off while the match is in progress. The only time that you may add reserves to the team is when you are setting up after a touchdown has been scored, or when setting up after half time.

If a team is unable to field 11 players at a kick-off because of deaths, one or more fans will come down from the stands to help fill the ranks. The number of these "import" players cannot exceed the number of deaths, or the teams fan factor.

The import player will have all the skills and half the statistics of a teams typical linemen (round fractions up). For example, a Norse import player would be 3-2-2-4, with block. These players may not use team re-rolls, and they do not earn SPPs, except MVP awards. They return to the bleachers once replacements have been hired to return the team roster to 11. (ABBA)

 

The Injury Tables

When rolling injury, roll in the following table. All modifiers apply.

INJURY TABLE

2D6 Roll

Result

2-7

Stunned - Leave the player on the field but turn them face down. All they may do for their next action is turn face up. Once face up, they may stand up on any subsequent turn using normal rules.

8-9

KO'd - Take the player off the field and place them in the Dugout in the KO’d players Box. At the next kick-off, roll for each of your players that have been KO'’d On a roll of 1-3 they must remain in the KO’d ox and may not be used. On a roll of 4-6 you may return them to the Reserves box and can use them as normal from now on.

10+

An Injury! - Roll on the following table. NO modifiers apply.

 

CASUALTY TABLE

D6 Roll

Injury Type

1-3

Badly Hurt – Take the player off the field and place them n the Dugout in the Dead & Injured box. The player must miss the rest of the game.

4-5

Serious Injury - Take the player off the field and place them in the Dugout in the Dead & Injured box. The player must miss the rest of the game and all of the next game as well. *Roll on the Serious Injury table, below

6

Dead! Dead! Dead! - Take the player off the field and place them n the Dugout in the Dead & Injured box. The player won’t be playing Blood Bowl any more unless he joins an Undead team…

 

 Blood Bowl is a rough and dangerous sport, and players are often injured or killed while playing the game. Many Blood Bowl players sport scars from old injuries, while some have lost eyes, ears, noses and even whole limbs! Although most injures can be recovered from given a bit of time, some are so serous that they can permanently affect a player. In a league it is vital to know exactly what type of injury a player has suffered.

If a player suffers a Serious Injury, then the opposing coach is allowed to make a roll on the Serious Injury Table. Note that you only roll for Serious Injuries; ‘badly hurt’ results only take a player out for the rest of the game and will not have any long term effect.

The dice scores on the Serious Injury Table run from 11-66. Roll one die as tens, so a score of 2=20, 4=40, etc. Next roll a die for the units, so a score of 3 =3, 5=5, etc. The put the numbers together to get a score from 11-66.

Having made the dice roll, look up the result on the Serious Injury table. The table lists exactly what has happened to the player, and describes any special results the injury may have. The majority of results simply cause the player to miss the next match, though some have more long-lasting effects. The coach of the player that suffered the injury should make note of the effect of the serious injury on his team roster.

 

SERIOUS INJURY TABLE

D66

Result

Effect

11-13

Concussion

Miss next game

14-16

Broken Ribs

Miss next game

21-23

Groin Strain

Miss next game

24-26

Gouged Eye

Miss next game

31-33

Broken Jaw

Miss next game

34-36

Fractured Arm

Miss next game

41-43

Fractured Leg

Miss next game

44-46

Smashed hand

Miss next game

51-52

Damaged Back

Niggling Injury

53-54

Smashed Knee

Niggling Injury

55-56

Pinched Nerve

Niggling Injury

61

Smashed Hip

-1 MA

62

Smashed Ankle

-1 MA

63

Smashed Collar Bone

-1 ST

64

Broken Neck

-1 AG

65

Serious Concussion

-1 AV

66

Fractured Skull

-1 AV

 

Miss Next Game = write an ‘M’ in the injures box of the team roster, and erase it at the end of the next match

Niggling Injury = Miss next game as above. In addition, write a ‘N’ in the injuries box on the team roster. Before each match you must roll one die for each Niggling Injury the player has suffered. On a roll of ‘1’ the player must miss the match.

-1 MA, ST, AG, AV = Miss next game as above. In addition, record the characteristic change on the team roster. However, no characteristic may be reduced by more than 2 points, any injuries which could reduce it further are ignored.

 

Using Apothecaries

Once per match, the team Apothecary may perform one of the following actions:

  1. At any time during the match the Apothecary may attempt to cure any one injury (including death!) that has been suffered by a player in his team. Roll a die. On a roll of ‘1’ the Apothecary fails, and the player suffers the injury anyway. On a roll of ‘2-6’ the Apothecary succeeds in healing the player; leave the player on the field, face up.
  2. Alternatively, an Apothecary may be used at the start of the match to allow one player who is missing the match due to a niggling injury to take part in the game after all. No die roll is required if the Apothecary is used in this way; he is automatically successful.

 

Apothecaries cannot save players from crowd injuries. They are not crazy enough to fight off a Blood Bowl crowd to save anybody. [JJ] (Dammit Jim! I'm a _doctor_, not a riot squad!)

Apothecaries can prevent Injured in Practice, but are then unavailable for the match. [GWUK]

You may Re-Roll the Apothecary roll only if the injury happened on your turn. [JJ]

You can sell the services of your Apothecary to your opponent. Undead players still may not use an Apothecary, even in this manner.

The Apothecary must be used immediately after the injury he is healing is inflicted. You cannot save your Apothecary until the end of the game and then choose which injury you wish to heal. [JJ]

Apothecaries may heal injuries of players and coaching staff. However, Apothecaries may not heal injuries suffered to themselves.[JJ]

Apothecaries can only deal with one niggling injury. If a player is missing a game because of two or more niggling injuries, the Apothecary cannot help him. [JJ]

 


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