ABCDEFGHI
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Modifiers:
Cells with blue text can be edited
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FoulerInputInput RulesModifier Description
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Dirty PlayerYesYes or NoDirty Players add +1 to armor or +1 to injury on a foul
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Sneaky GitNoYes or NoSneaky Gits are not sent off if doubles are rolled on an armor roll when armor isn't broken.
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Bribes0Number willing to useOn a roll of a 2+ a player who is cought fouling is not sent off. Multiple bribes can be used on one foul.
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Argue the CallYesYes or No
Whether a coach is willing to argue the call on the foul. Available to BB2016 Ruleset. 1/6 times the player is moved to the reserves, not the cas box
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Team Value60Fouler's Team ValueThe Team Value of the player fouling
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TargetInputInput RulesModifier Description
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StuntyNoYes or NoWhether the player has the stunty skill. Stunty players are KOd on a 7, and Badly Hurt on a 9.
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Thick SkullNoYes or NoWhether the player has the thick skull skill. Players with thick skull are not KOd if the injury roll is an 8.
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Niggling Injuries00-3How many niggling injuries the player has. Each niggling injury adds a +1 to any injury roll made against a player.
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Armor Value5Target's AVThe effective armor value of the player being fouled after assists but before dirty player (e.g. av 7 with 4 assists is av 3)
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RegenerationYesYes or NoWhether the player has the regeneration skill. Players with regeneration return from a Casualty 50% of the time
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Bloodweiser Babes/Kegs00-2How many Bloodweiser Babes/Kegs a team has induced in a match. Each adds a +1 to KO recovery rolls.
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Team Value260Target's Team ValueThe Team Value of the player being fouled
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Output
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Result%Description
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Armor Break83.33%Chance the target of the foul is at least stunned or worse. Is colored red when less than double the chance of a sendoff.
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Knockout24.85%Chance the target of the foul is KOd
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Casualty21.91%Chance the target of the foul is badly hurt or worse. Is green when greater than the chance of a sendoff.
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Pitch Removal46.76%Chance the target of the foul is removed from the pitch. Is colored red when lower than chance of a sendoff. Colored yellow when less than double the chance of a sendoff.
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Sendoff28.24%Chance the fouler is sent off by the referee
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Sendoff (No Stun)2.78%Chance the fouler is sent off by the referee without the target even being stunned.
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Avg. TV Change, Drive 104.63The average team value change for the remainder a drive after a foul. Assumes apothecary is not used. A positive number is a gain by the fouling team.
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Avg. TV Change, 1 Recoveries
46.67The average team value change after one KO recovery roll. Assumes apothecary is not used. A positive number is a gain by the fouling team.
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Avg. TV Change, 2 Recoveries
30.52The average team value change after two KO recovery rolls. Assumes apothecary is not used. A positive number is a gain by the fouling team.
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Avg. TV Change, 3 Recoveries
22.44The average team value change after three KO recovery rolls. Assumes apothecary is not used. A positive number is a gain by the fouling team.
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Last Updated August 14th, 2020
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A companion to the CRP Average wizard damage table:
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https://docs.google.com/spreadsheets/d/1cQWMVQdMlLhAj3nrFYNWGreR0Bv4OnvMCLU86PlirNs/edit#gid=0
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Updated to the 2020 Rules:
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https://docs.google.com/spreadsheets/d/1bzv4XdUdQn-bLCbkaLueNL5qEtz_U34V02VaZ8DuXh4/edit#gid=736532668
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