Opposing tacklezones can affect the results by giving a penelty to your roll. High agility (4+) makes doing all these things easier, while low agility (1 or 2) makes doing them harder. It affects your chance to pick up the ball, throw the ball, catch the ball, and dodge away from opposing players. Which could be anything from 'stunned, can't get up for one turn' to 'dead'.Īgility affects a multitude of things, most of which involve ball handling. Only after that occurs do you roll to determine injury. The higher a player's AV, the higher the other coach has to roll on 2d6 to break through the armor. But it does affect the chances of getting hurt. Originally posted by The Knight of Faerie:Armor Value, or AV does nothing to prevent your guys from being knocked around. Remember that a 1 always fails, and a 6 always works when handling the ball or trying to dodge out though. Assists each give a +1 to the attacker or defender's ST score, but that's more complicated then I'm gonna get into right now.Īgility affects a multitude of things, most of which involve ball handling. If the defender has the higher strength, defender picks which one to use. If it's the attacker that has the greater strength, attacking coach picks which die result to use. If One side's total ST is double the other side, roll 3 block dice. If one player has higher ST then the other player, but it's not double the value roll 2 block dice. If the strength of the two players is equal, roll one block die. Strength is compared between blocker and defender to determine how many block dice are rolled. Which could be anything from 'stunned, can't get up for one turn' to 'dead'. Armor Value, or AV does nothing to prevent your guys from being knocked around.
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