A | B | C | D | E | F | G | H | I | |
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1 | |||||||||
2 | Modifiers: | Cells with blue text can be edited | |||||||
3 | Fouler | Input | Input Rules | Modifier Description | |||||
4 | Dirty Player | Yes | Yes or No | Dirty Players add +1 to armor or +1 to injury on a foul | |||||
5 | Sneaky Git | No | Yes or No | Sneaky Gits are not sent off if doubles are rolled on an armor roll when armor isn't broken. | |||||
6 | Bribes | 0 | Number willing to use | On a roll of a 2+ a player who is cought fouling is not sent off. Multiple bribes can be used on one foul. | |||||
7 | Argue the Call | Yes | Yes 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 | |||||
8 | Team Value | 60 | Fouler's Team Value | The Team Value of the player fouling | |||||
9 | |||||||||
10 | Target | Input | Input Rules | Modifier Description | |||||
11 | Stunty | No | Yes or No | Whether the player has the stunty skill. Stunty players are KOd on a 7, and Badly Hurt on a 9. | |||||
12 | Thick Skull | No | Yes or No | Whether the player has the thick skull skill. Players with thick skull are not KOd if the injury roll is an 8. | |||||
13 | Niggling Injuries | 0 | 0-3 | How many niggling injuries the player has. Each niggling injury adds a +1 to any injury roll made against a player. | |||||
14 | Armor Value | 5 | Target's AV | The effective armor value of the player being fouled after assists but before dirty player (e.g. av 7 with 4 assists is av 3) | |||||
15 | Regeneration | Yes | Yes or No | Whether the player has the regeneration skill. Players with regeneration return from a Casualty 50% of the time | |||||
16 | Bloodweiser Babes/Kegs | 0 | 0-2 | How many Bloodweiser Babes/Kegs a team has induced in a match. Each adds a +1 to KO recovery rolls. | |||||
17 | Team Value | 260 | Target's Team Value | The Team Value of the player being fouled | |||||
18 | |||||||||
19 | Output | ||||||||
20 | Result | % | Description | ||||||
21 | Armor Break | 83.33% | Chance the target of the foul is at least stunned or worse. Is colored red when less than double the chance of a sendoff. | ||||||
22 | Knockout | 24.85% | Chance the target of the foul is KOd | ||||||
23 | Casualty | 21.91% | Chance the target of the foul is badly hurt or worse. Is green when greater than the chance of a sendoff. | ||||||
24 | Pitch Removal | 46.76% | 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. | ||||||
25 | Sendoff | 28.24% | Chance the fouler is sent off by the referee | ||||||
26 | Sendoff (No Stun) | 2.78% | Chance the fouler is sent off by the referee without the target even being stunned. | ||||||
27 | Avg. TV Change, Drive | 104.63 | The 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. | ||||||
28 | Avg. TV Change, 1 Recoveries | 46.67 | The average team value change after one KO recovery roll. Assumes apothecary is not used. A positive number is a gain by the fouling team. | ||||||
29 | Avg. TV Change, 2 Recoveries | 30.52 | The average team value change after two KO recovery rolls. Assumes apothecary is not used. A positive number is a gain by the fouling team. | ||||||
30 | Avg. TV Change, 3 Recoveries | 22.44 | The 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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32 | Last Updated August 14th, 2020 | ||||||||
33 | A companion to the CRP Average wizard damage table: | ||||||||
34 | https://docs.google.com/spreadsheets/d/1cQWMVQdMlLhAj3nrFYNWGreR0Bv4OnvMCLU86PlirNs/edit#gid=0 | ||||||||
35 | Updated to the 2020 Rules: | ||||||||
36 | https://docs.google.com/spreadsheets/d/1bzv4XdUdQn-bLCbkaLueNL5qEtz_U34V02VaZ8DuXh4/edit#gid=736532668 | ||||||||
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