4.01
The Sigurd's Injury Table is used in OLBBL.
2d6
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Injury Roll
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1d6
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Casualty Roll
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2-7
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Stunned
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1-3
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Badly Hurt
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8-9
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Knocked Out
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4-5
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Seriously Injured
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10-12
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Casualty Roll
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6
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Dead, Dead, Dead!
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4.02
Usage of a team's Apothecary must take place immediately
following the injury. Should a situation occur where
multiple players are knocked down in the same ACTION, the
coach may wait until all the AV and INJ rolls are made
before deciding who gets the benefits of the apothecary.
An apothecary may be used to heal players who were not on
the pitch when injured (Injured in Practice, Crowd
injuries, etc.). Players who are healed when not on the
pitch should be placed in the Reserves box. The
apothecary can be used to heal a member of the coaching
staff instead of a player, if desired. This includes the
apothecary (although an apothecary cannot heal himself),
the team's wizard, head coach, assistant coach or
cheerleader.
4.03
Failed or successful armor or foul rolls can be re-rolled
using Pro or a Re-Roll. If the re-rolled armor roll was
successful, the ensuing injury roll will also be re-rolled.
However, direct injury rolls, such as crowd injuries (thrown
rocks, pitch invasions, players pushed out of bounds) and
cards (including those where a D6 is rolled to determine
the nature of an automatic casualty) may not be rerolled
in any way.
4.05
Undead and Nurgle Adepts may allow either a reroll of the Regeneration
skill of "True Undead" or "True Nurgle" players (including mummies,
wights, zombies, skeletons, Beasts of Nurgle, Rotters, and Pestigors)
or act as an Apothecary to all other players. Either power may be used
once per game; i.e. if the Adept is used to reroll a True Undead/Nurgle
player's Regeneration roll, they may not also be used as an Apothecary
in the same game.
4.05
True Undead or Nurgle players may not have an Apothecary used on them,
whether by their own Adept or by an opposing team's Apothecary offering
their services as part of a deal or bribe. They may only Regenerate and
potentially reroll that Regeneration roll with the Adept's assistance.
The Adept's coach is permitted to see all of the Regeneration rolls at the end
of a drive and then choose which player to use the Adept to reroll.
4.06
True Undead or Nurgle players will wake up from a KO on a roll of 3+
if the team has an Adept. This is an additional power of the Adept, and
is available whether or not the Adept has aided a rerolled Regeneration
attempt or been used as an Apothecary during the game.
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