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RDaneel



Joined: Feb 24, 2023

Post 18 Posted: Aug 12, 2025 - 21:32 Reply with quote Back to top

BeanBelly wrote:
RDaneel wrote:
my post is more funny...


When I watch a FUMBBL replay, I fast forward to get through the action quicker.

Oftentimes when I read the forum, I roll the little wheel on my mouse, to fast forward through the action quicker. I can't read the words at that speed - but as I've already decided my opinions are right - it doesn't matter.

wink emoji Wink


to enjoy my post you dont have to watch the replay I listed...
You have to roll the little wheel to go bottom of the Match report and enjoy my stupid mistakes (carved into unforgettable shields)

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BeanBelly



Joined: Nov 14, 2019

Post   Posted: Aug 12, 2025 - 23:23 Reply with quote Back to top

I’ve checked it out - nice carving : )

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petehodges



Joined: Jan 14, 2023

Post   Posted: Aug 13, 2025 - 10:29 Reply with quote Back to top

This has been an interesting thread to follow. Here are my observations;

- I would hate to play vs snotlings if they could auto-regenerate a full team in the second half. The little dinghies are hard enough to kill as it is Very Happy
- I've always found it strange that in a game with very corruptible referees that there is no way to influence the coin toss.
- I'd be a bit miffed if my opponent fouled me in the first half relentlessly, got players sent off, and then started with a full 11.

However, I'd be interested to try it as having additional gnomes to protect foxes with is always welcome.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 13, 2025 - 11:48 Reply with quote Back to top

petehodges wrote:
This has been an interesting thread to follow. Here are my observations;
- I would hate to play vs snotlings if they could auto-regenerate a full team in the second half. The little dinghies are hard enough to kill as it is Very Happy

While Morglings were clearly an issue, Snotlings, at least in the Box, are not a common opponent; I guess they are not a thing anymore. About the full team: only Snotlings would be replaced, not the Troll and the Pump Wagons. I doesn't look to me terrible.

petehodges wrote:

- I'd be a bit miffed if my opponent fouled me in the first half relentlessly, got players sent off, and then started with a full 11.

Maximum fouls per half is 8: of these 8 fouls not all will be Casualties, especially with my nerfed Injury Table (they would be likely KOs, with 9-10 result). If an opponent fouled relentlessly they would probably have outpositioned players and you should be able to score. Players removed by fouls would be replaced before 2nd Half, that would mitigate the foul removals.
Let's use the current Injury Table and let's assume that all the 8 fouls break the AV (the worst scenario):

Current Injury Table
2-7 Stun 58.33%
8-9 KO 24.99%
10+ CAS 16.66%

Of 8 AV breaks by fouling, the 24.99% is KO, 16.66% CAS
1.99 KO players
1.33 CAS players

3.32 players would be removed, on average, assuming 8/8 AV breaks (which is theorically possible but unlikely to happen, unless your opponent is focussing on gang fouling without defending properly). This using the current Injury table, with my table the removed players would be fewer (2.22 players, for the record).

petehodges wrote:

However, I'd be interested to try it as having additional gnomes to protect foxes with is always welcome.

Yes, they would be guaranteed before 2nd Half start only, though, no additional Gnomes in-between the 2 Halves, for those you would need your own rostered reserves. Gnomes would stay longer on pitch as well, with my Injury Table.


Last edited by MattDakka on Aug 13, 2025; edited 1 time in total
petehodges



Joined: Jan 14, 2023

Post   Posted: Aug 13, 2025 - 12:04 Reply with quote Back to top

Would foxes stay longer too? That is how to get my vote really.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 13, 2025 - 12:08 Reply with quote Back to top

Of course, because my Injury table is basically a normal Injury table with -1 to the 2D6 roll.
petehodges



Joined: Jan 14, 2023

Post   Posted: Aug 13, 2025 - 12:11 Reply with quote Back to top

Perfect, top fox Ayla Hunter approves of this.
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 13, 2025 - 15:38 Reply with quote Back to top

Hi Matt,
So your house rules are below. Here is my feedback. This way you can keep all your rules thoughts in one place:
I have numbered your ideas, then put a number below with an ‘r’ next to it, for my response.
I have also colour coded your ideas as Red, Amber and Green. Green I think are good ideas. Amber I ‘m neutral on. and Red I think your idea sucks. 😊

Matt Dakka house rules
1, I suggest not to use Season Re-Draft but, if you want to use it, 10-game Season with budget 1300k.

1r, I agree in theory that Season Re-draft is fundamentally bad for the game in its current form. I think a better solution could be reached. I prefer on pitch attrition. I think currently Seasons just restricts the game too much. However with skilling up working as it currently does and with Stat increases working as they currently do the game absolutely needs seasons in order to deal with the other problems this edition throws up… As for the specifics on 10 game season with a budge of 1300k This is in relation to Fumbbl specifically, and not this edition. But I understand why you would prefer this… it would limit pimped teams a bit more. But personally, I like 15 games, because of the BBT tournament. Which imo is the most fun thing outside of L, and because of that I wont play season 2 or more… I have no interest in it.

2, 200,000 max Treasury, no Expensive Mistakes roll.

2r - Why change this? Why limit treasury to a fixed number? You are removing variability in the RPG element of the team building game.
I again think there are better ways to manage Gold than EM, but I don’t think a hard cap is the answer. I think Spiralling Expenses was actually a better mechanic lore wise, though it kicked in too soon because it punished coaches of weaker teams with expensive players in the previous editions. But again, I think there’s a better solution than both EM and SE, that is straightforward, has better lore and is functionally better. But I guess you are probably suggesting these changes as small tweaks to the current edition, rather than your own fully fleshed out edition? ,



3, - Inducements: overdog team can't spend gold to buy Inducements, underdog team can spend max the TV difference.
3r, - This could be Green, but I think I need to understand fully how this rule would operate in your vision of the game. I agree with the first part. But I think you need to write out your full inducement process so I can understand exactly what you mean by “underdog team can spend max the TV difference… Do you mean they can spend Gold in edition to the inducements they receive, or if they spend Gold does it reduce the amount of inducement Gold they receive. I think you just mean – the underdog cannot spend more Gold than they receive in inducement Gold. Which is fair enough..

4- If Season Re-Draft is not used, TV cap set by Commissioner (suggested TV cap 1500). Every player can have up to 60 TV on skills/stat boosts. If, after a match and after purchasing players, rrs, staff, etc., the TV is higher than the TV cap, the team can't be put on Ready status.
4r, - I think this is far too limiting, and dislike it, it makes the game even more cookie cutter, a direction the game has moved heavily towards for it’s detriment, it’s just one more step to turning this game into a permanent Res Tourney. I however do understand that this idea is a reaction to this edition and the TERRIBLE change to how stat increases and doubles now work. If you are doing a wish list, why limit yourself to fixing problems that the current rule set has created, when things have worked much better in previous editions of the game… Just roll them back?


5- Pitch dimensions: 28 x 15 squares instead of 26 x 15. End Zone dimensions: 15 x 1 squares. Touchback if the ball lands on End Zone at Kick-Off.

5r, - No, this is a terrible idea. The dimensions of the pitch are specifically designed to work around the average players Ma being 6 and their potential to do 2 GFI/Rushes, The synergy between Ma6 and half a pitch is perfect currently. I’m guessing this is to make OTT a little harder? There are other ways to make that harder if you really want to…

6- 1 Re-Roll per turn. Tier 3 teams can use more than 1 Re-Roll per turn.
6r, - this would be green, but you have added a weird 2nd half to this. Multi RR a turn has been really bad for the game, it makes OTT far too easy, and TTM far too reliable. It has also made some teams with 70k rrs even worse. I strongly disagree with your Tier 3 can use more than 1 RR idea. RRs rules need to be consistent between all teams. This is rules bloat and there are better way sto buff stunty teams if that is your aim

7, - Max 1 stat boost per characteristic, +MA cost increased to 30 TV. +ST cost decreased to 60 TV. Max MA 10.
7r, - Yes, though only if the current skill up and stat increase system is kept. If it was reverted or changed to something else, then allowing 2 increases would be fine. I also disagree with MA10 again, Ma9 cap is great. Though I suspect this change is because you want each half to be 1 square longer. So I’ll give you the benefit of doubt.

8, - Max 1 Star Player.
8r- Why? I would have made this red, but I dislike how stars can play for teams they shouldn’t thematically be able to play for this edition. So I understand there are some nasty combos out there, especially earlier in the edition before Mega Stars were banned. There are also problems with Star Players special rules and costs that need removing and fixing respectively. But generally speaking I don’t see any issues with 2 stars, and see no need for change

9, - After the kicked off ball landed, draw an imaginary line in the attacking team's half pitch, parallel to the half line, 2 squares away from the ball position and towards the attacking team's End Zone: for the rest of the drive the ball can't trespass this imaginary line when carried by an attacking team's player. If they cross it the ball will be randomly dropped with turnover in 1 of 3 possible squares adjacent to the line and the attacking player (it could go out of the pitch if dropped by a player adjacent to a side line, in that case the ball is throw-in). Ball can't be handed off/passed through the line by an attacking player. Defending players carrying the ball are not affected by the line.
9r- No. This is rules bloat and it is not needed
- This reduces the amount of tactical options in the game.
- It hurts teams that are suffering from attrition and receiving 2nd half. It forces them to move up field rather than try and hold on to the win.
- Deep stalling on offence isn’t a problem currently… it’s a bit boring… but isn’t exactly an auto winning strategy. All it does is remove tactical options for 3 or 4 turns, then you engage…
- Throwing already is suboptimal, this rule change makes deep throwing even worse and even more ineffective.
- The rule is bloat and it inelegant.
- You could come up with something better, or a better anti retreating rule.



10- If the attacking team's player carrying the ball can score without rolling any dice and refrains from it, roll a D6 at the end of that turn: first turn of stalling they get hit and knocked down (with AV roll) by a rock from the crowd on a 6+, second turn 5+, third turn 4+ and so on counting down to a minimum of 2+. If the stalling player is hit by a rock the stalling roll doesn't reset to 6+. In case the ball is dropped during a stalling and picked up/caught while bouncing, stalling again, the last result of the thrown rock will be used to continue the rock countdown. If, for example, a stalling player got hit on a 5+ and the ball is picked/caught up by any attacking player, stalling again, they will be hit on a 4+ at the end of the attacking player's turn. Use a big D6 next to End Zone to keep track of the thrown rock roll.


10r- No. Terrible change. Stalling is where most of the games tactical depth comes from. That and risk management. This is one of the worst ideas in this list and there are some bad ones here, but this is truly awful. There is nothing wrong with stalling, and getting hit by a the rock is a MASSIVE NPE (Negative Play Experience). I actually think you’d hate this if it was in the game. All this does it mean people will stall 1 square away from the touchdown range. It just changes the location of the stall…


11 - Positional Journeymen: if a positional player is MNG they are replaced by a Loner (4+) Rookie positional of the same type in the post-match phase (i.e. when Journeymen are added to the roster and before putting the team on Ready status). They can't be healed by the Apothecary.

11r – I understand where you are coming from… But no I don’t like this. I think there could be better changes around squad management, but the problem with this change is it reduces the impact of injuries on a team too much. I think it’s a fine rule for a perpetual environment where you play all your games, but in League it would hurt the impact that injuries have in a league season.


12- Random skills can be taken only by Tier 1 teams' players costing 40k or less. All Tier 2 and 3 teams' players can take random skills.


12r – Why? It’s not a problem? And this is more rules bloat


13- Accurate and Cannoneer merged into a single skill: Accurate.

13r – Yeah this is fine… Again I think Passing needs a bigger re-work but yes this is one solution

14- Brawler: allows to re-roll a Both Down or Both Prone result. Doesn't work when Blitzing.

14r- No, why buff Brawler, it is fine as is. You are making blocking failure too unlikely

15- Disturbing Presence and Foul Appearance merged into a single skill: Disturbing Appearance.

15r - yeah this is fine

16- Fouls not breaking the AV are spotted on a 6; Stun on a 5+; KO on a 4+; CAS on a 3+; Sneaky Git can be used to re-roll the spotting roll. This rule replaces the "spotted when rolling a double on 2D6" fouling mechanic.

16r – I’m not sure yet. So first of all Odds of being sent off:
Your Rules:
Cas = 66.67%, with Sneaky Git 45%
KO= 50%, or 25% with SG
Stun= 33.3%, or 11.1 % with SG
No break= 16.67%, or 2.8% with SG

Current rules:
No Break = 16.67%, with Sneaky Git 0%
Armour break = 30.6%, with Sneaky Git 16.67%

There is argue the call to take into account too. Does your rules allow this? I don’t hate your fouling rules.. I still think IGMEOY is still better due how it hinders extreme tilt, especially if IGMEOY as it was got expanded upon so it got even more likely you got caught after fouling with the eye on you.. But Yeah I think your fouling rules are good. It stops SG preventing sending off entirely on AV breaks, even though it’s unlikely and lore wise it makes sense. It is also straightforward. Although a small criticism is the rolls required are the wrong way round.


17- Hypnotic Gaze: a successful roll cancels the target's Tackle Zone. If a 6 is rolled, all the target's skills are cancelled as well.

17r – Yes this is an excellent idea! Probably the best one yet. Hypno is definitely too strong now. This is a good adjustment. I still think the required roll should be as it was in previous editions rather than as it is now. But it’s still a good change, I’ll be adding this to my rules.

18 - Very Long Legs: as now but it adds +MA. Max MA 10.

18r – yes I agree. I don’t agree with Ma10, I think this should stop at 9, but You want an extra square each half, so I understand why you’ve made it 10…

19- Rush: first square 2+, second square 3+, third square 4+ (with Blizzard 3+, 4+, 5+).

19r- Yes I agree, this is exactly as I have it my rules, though I just said Blizard is -1 to required roll


20- Sure Feet: as now, but it gives +1 to Rush roll as well.

20r – Agree again, this is also exactly as I have it in my rules


21- Stunty: it gives -1 to Passing and Deflection rolls.

21r – I understand why, but there is no need for this rule when you have your own Pa stat. If you want to make stunty players worse just reduce their Pa. It’s unneeded this edition


22- Sure Hands can be taken as General or Agility skill (i.e. Safe Pair of Hands and Sure Hands share the same result in both tables).

22r – I understand why, this is border line amber for me. I did something similar but I just have new skill categories in my edition. So I don’t have overlapping skills in multiple categories, which doesn’t seem right to me. But yeah I get why you are doing this. I just prefer my way of achieving the same thing.


23- Mighty Blow: can be used only if a Pow (not Push/Pow) is rolled. Claws can always be used.


23r – No. definitely not. Especially when your rules already have a MUCH softer injury table and a buffed apothecary.

24 - Ball: since a hand must be used to hold it, it gives -1 ST to the player carrying it (to a minimum of ST 1). Players with either Extra Arms, Monstrous Mouth, Safe Pair Of Hands or Sure Hands ignore the -1 ST modifier. Moreover, the ball carrying player's Tackle Zone doesn't give a -1 to dodge when an opponent player dodges/leaps into it because the ball carrier is busy protecting the ball.
24r- No. You’ve gone too far. Reducing the Strength of the ball carrier is HUGE nerf to St2 players, some of which need a little help already, like the Human Catchers for example, or Slann Catchers. Or Stunty Players…especially as you have removed their cumulative tackle zone. I think removing their cumulative tackle zone is quite interesting and could be fun to test. I think it might be too big a buff to Elves though. So Even that on it’s own is probably too much. I just don’t think this is needed. But I think reducing the St is a huge no, the removal of the cumulative TZ is interesting and could help encourage passing a bit more.

25- Every failed KO recovery roll gives a +1 stacking modifier to the next recovery roll of that player. To remind it on TT, miniature lying face down in KO box: 4+; lying face up in KO box: 3+; standing in KO box: 2+. After all the KO and Regeneration rolls have been made and before the 2nd Half (and Overtime) starts, if either team can't deploy 11 players, normal (not positional) journeymen are added up in order to field 11 players on the pitch. They can't be healed by the Apothecary.

25r – You’ve got 2 rules here. The Ko one I’ve actually tried my self. I also dislike how dicey Kos can be. The problem is it’s too hard to keep track of on TT, having players lying prone rolling around isn’t great. I actually changed my rules so if you have an apothecary, plague doctor or Igor you get +1 to the KO Rolls. And that’s the only change I made. It’s a nerf to Regen teams, which largely need it (nurgle I buffed in other ways), and it makes Apo a more valuable asset. 3+ makes KO returns a lot less dicey, though still possible they can miss multiple consecutive drives, which is needed for game variation. I don’t hate your rule for Kos It’s just a faff on TT.

As for the rule of 11 you have added here. This is also one of your worst ideas. I’ve already explained why multiple times, though you never engaged with the reasons I gave. But basically giving teams 11 players every half massively impacts team balance, it changes fouling efficacy massively. Attrition is a key part of the game and generally favours the team that skilfully out blocks their opponents. I do agree with some kind of anti extreme tilt mechanic because games can spiral out of control, when teams get a 4 players lead things can they can get very very bad quickly, but I think the mechanic needs to happen in game on the pitch. Not just guarantee a full team second half. The rules of 11 just undermines what happens on the pitch in the first drive too much. It invalidates it, and it stops fun scenarios occurring 2nd half, like both teams playing with 9vs9 etc…



26- Dump-Off: when a Blitz against the Dump-Off player is declared, they can decide to throw the ball at any point of the attacker's move, even just before being blocked.

26r- I’m not fussed. Dump Off was fine before, it’s fine now. the only problem with your rule is you have to move 1 square then check if they dump off, next square check again, next square check again. It’s a really boring process, and this used to be how wizards worked. You need to change the wording of this rule to allow a player to use Dump off when the Blitz against them is declared, or just before they roll the block dice. Just those 2 points. That way you mostly achieve the same result, but without a horrible process of asking if they dump off every square of movement


27- Hit and Run: it can be used only if the opponent is not followed up.

27r-I’d rather this skill was removed from the game entirely.


28- Regeneration: when a player regenerates they are placed face down in the KO box.


28r- not sure about this one, it might be too much… But I’d be happy to see it tested.


29- Pass: reduces Wildly Inaccurate to D3 scatter from target square/thrower's square.


29r- yeah not a bad idea. Generally speaking though I think Wildly inaccurate should work as follows: Place the D3 template on the target square, and face it towards the Thrower. Roll D3 for scatter, and D6 for distance of scatter.
This would give you a far better and less ridiculous version for Wildly inaccurate.


30- Safe Pass: turns Wildly Inaccurate into Fumble and Fumble into held ball (no turnover).

30r-yeah that’s fine


31- Strip Ball: as now, but Sure Hands doesn't automatically cancel Strip Ball. Instead, a test is made: (Strip Ball player's ST + AG + D6) > (Sure Hands player's ST + AG + D6) = successful Strip Ball test.

31r- I don’t like it. It’s an unnecessary change. It’s bloat that’s not needed and it changes a clean mechanic into a clunky one where new people need to look up stats etc..



32- Blitz!, Quick Snap, Solid Defence: 1D3 + 1 + Assistant Coaches and Cheerleaders. Re-Roll and skills can be used during Blitz! turn. Max 2 A.Coaches and max 2 Cheerleaders (including rostered, temporary, part-time).

32r- I kind of like it. I don’t think you should limit coaches or cheerleaders in a squad. But - “1D3+ coaches + cheerleaders to a maximum of +3”. would be a more straightforward rule and a bit cleaner.

33- High Kick: it gives a free On The Ball move to a player of the receiving team (instead of placing a player anywhere on their half of the pitch). This movement can stack with the On The Ball skill. -1 to catch the ball if it was kicked by a player with Kick skill. This Kick malus is not applied if, before the High Kick event, the player already was under the ball).

33r- I don’t like this. It’s too clunky. Just leave it alone, high kick isn’t a problem. This is rules bloat. As an aside - I think a kick off table with D6 and D8 would be better though. That way you could have high Kick and bring back Bad Kick and also make some of the worst results slightly more unlikely

34- Changing Weather back to Kick-Off table result 7.


34r-yes


35- Quick Snap: players can't cross the half line.


35r-yes



36- Moles Under The Pitch: the coach who gained the Prayer is not affected by it, unless both coaches gained it. If both coaches rolled it then both coaches get -1 to Rush rolls.

37- Treacherous Trapdoors: 4 trapdoors appear symmetrically, 1 in every wide zone.


36r and 37r- yeah these are fine, but really just get rid of prayers to nuffle. It needs to be completely reworked. It is worthless in its current incarnation, it’s rules bloat and brings nothing fun to the game currently.


38- Officious Ref: 1: player is temporarily ejected and sent to Reserves for the rest of the drive (Argue the Call, Bribery and Corruption and Bribe can be used); 2+: player is Stunned.

38r – Yeah this needs to be fixed


39- Realistic MVP: 4 SPPs are awarded to the player who gained the most SPPs in the match (choose randomly one player in case of same amount of SPPs gained by two or more players). After the 4 SPPs have been assigned, every player (excluding the MVP player) with 0-2 skills/stat boosts earns 1 SPP.

39r – I understand what you are trying to do here. You want it to represent experience in terms of gaining 1 spp every match, but this isn’t needed. You would get big jumps in skills, especially in av9 teams, where all the players would skill up at the same time and if they’re dwarves they’d all get guard at once. Which would be horrible. Also the way skilling up works now is fine. It prevents uniformity. It makes every team you build different from the last. Also MVP to the player that gained most SPP in a match would just exacerbate the stars and scrubs issue, legends would be less special because you’d get unbelievable players very very quickly.



______________________________________________________________________________________________
42- Injury Table (2D6)
40- D6 AG roll conversion to D8 PA roll:
AG 1+: PA 2+ | AG 2+: PA 3+ | AG 3+: PA 4+ | AG 4+: PA 5+ | AG 5+: PA 6+ | AG 6+: PA 7+

Throwing is worked out differently:
D8 PA roll, modified as follows:
Quick: -0; Short: -2; Long; -3; Long Bomb: -4
Attempting a Deflection: -4 to PA roll (the player attempting the deflection rolls a D8 and uses their PA value with -4 modifier)

Wildly Inaccurate: D6 scatter from the target square, Pass skill reduces it to D3 scatter. If the thrower is marked by 1 or more opponents, D6 scatter from thrower's square.

1 before modification: Fumble
modified 1 or less: Wildly Inaccurate
8 before modification: Accurate Pass
______________________________________________________________________________________________
41-D8 Block die replaces the D6 Block die:
1: Skull
2: Both Down
3: Both Prone (both players are Placed Prone, who has Wrestle can choose not to be Placed Prone, Juggernaut cancels Wrestle on a Blitz, no AV roll, no turnover unless attacker dropped the ball)
4: Both Stand/Attacker Pushed (if attacker blitzed no effect, both players stand, if the blitzing attacker has Juggernaut, Both Stand is turned into a Push; if the attacker blocked they are pushed back by the defender, if the attacker has Stand Firm they are not pushed)
5: Push
6: Push
7: Push/Pow
8: Pow


40r- Passing on a D8. I don’t hate this. It’s fine. I don’t think it’s really needed though. Pa just needs to be valued less on player creation, and passing skills should be discounted. D8 passing is okay though. Just edged it in to red as I don’t think it’s needed and the problem you are addressing could be fixed in other ways. But it is okay
41r –D8 Blocking though is HUGE no. Also one of the worst changes in your rules. There is no need for this change. You already get up to 3 dice for Blocking. Blocking works perfectly already. This is unnecessary bloat and complexity.
______________________________________________________________________________________________
42- Injury Table (2D6)
2-8: Stunned
9-10: KO (Thick Skull turns KO into Stunned on 4+)
11+: CAS

42r- No. This makes the game far too soft. I’ve checked the probability too, and it is HUGE softening of the game. Because breaking armour is non linear probability and injury is, this will disproportionately buff the teams that are already the best in the game
______________________________________________________________________________________________


43- Casualty Table (D8 )
1-4: Badly Hurt
5: Seriously Hurt (MNG)
6: Seriously Injured (NI*)
7: Lasting Injury (-Stat)
8: Dead

When a player is injured, roll a D8.
*If a player has 1 or more NIs, roll as many extra D8 as the NIs and apply the highest roll.
For example, a player with 2 NIs would roll 3D8:

6, 2, 1 = 6 = Seriously Injured (NI)

Once in a match the Apothecary may roll a single D8 on the Casualty table and apply this result instead (if the player was Badly Hurt, Apothecary will heal them automatically). A Badly Hurt result rolled by the Apothecary heals the player (move them to the Reserve box).
In the example above, an Apothecary roll of 1-4 would fully heal the player, a 5 MNG, 6 NI, 7 - Stat, 8 Dead.
Apothecary's rerolled result may be used or not, at coach's discretion.


43r- Agreed. This is the same as the cas table in my rules

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