Whether it be from crowd surfing, fouling, or CPOMBing (Claw, Mighty Blow, Piling On) the opposition, player removal can play an integral role into a team’s strategy to dominate the field and thus the game. The following tables can be used to determine which player is most susceptible to injury. This can aid you in your positioning strategy and deciding whom to attack or foul.
Conversely, these tables will also aid you in gauging the risks involved with failures stemming from dodges, leaps, and GFI’s.
Armour Break Probability:
For every +1 modifier / assist you get on an armour roll, subtract 1 from the AV.
|AV||Roll Needed||Probability (2D6)|
Injury Probability (already assuming successful Armor Break):
Stunty and Niggling Injuries add +1 modifiers. If you broke armour with a natural roll, then your Mighty Blow and Dirty Player skill can also add a +1 modifier as well. Crowd Surfs are immediate Injury Rolls, no Armour Break.
Injury Odds for Piling On (already assuming successful Armor Break):
|Modifier(s)||Stun -> KO||Stun -> CAS||KO -> CAS||Stun -> OUT!|
Probability of Armour Break AND Injury:
These tables can be used to calculate injury odds for niggling injuries or for stunty players. If you’re calculating odds for a goblin (stunty), refer to the second table (+1 Inj.). If you’re calculating odds for a goblin with a niggling injury, refer to the bottom table (+2 Inj.)
- This assumes you Pile On only on Stuns
- To get odds for “removing a player from the pitch”, add KO and Cas probabilities together.
- On foul situations, for every assist you get, subtract 1 from the AV.
For extra analysis, you can multiply these values with values from the Blocking Statistics & Odds Tables to get you the success rate of a KO or CAS before you throw a block. If you see any errors or have any comments, feel free to write them below.