Blood Bowl armour

Blood Bowl Armors & Injuries Odds

If there are a lot of game situations where it is worth looking for a fight, very few are really worth it from a Blood Bowl team’s development point of view. As proof, the armor rolls statistics below detail frightening odds for anyone thinking of going to war.

At Blood Bowl, it is often understood that an armor of 7 is insufficient, an armor of 8 is the minimum recommended by unions, and only an armor of 9 or better is adequate. But even a player so heavily ironclad has one in four odds of being stunned or worse by a Mighty Blow and one in eight odds of leaving the pitch. These gloomy prospects should be enough to deter any savvy coach from awkwardly playing rub-a-dub!

From another frustrating point of view, these same statistics show how futile it is to play only Blood Bowl’s carnage aspect because, unless you are facing a bunch of mighty niggled Snotlings, it is obvious that injuries are too random to be planned. The best a coach can do is to play a style that encourages injuries and let Nuffle work … while inwardly accepting that this unrepentant lumberjack can sometimes be a couch potato.

Statistical approach

There are plenty of armor rolls statistics on the Internet. Only, they are often gathered in tables far too complex to help draw the parallels necessary to their memorization. Also, quite frankly, who gives a damn about the small percentages separating various statistics. In the heat of the action, coaches are only interested in either tactically stunning a player or depitching him. Each stunned player temporarily removes pressure. Each depitched player frees up space to maneuver and control. Since injuries are awarded randomly, they are justly perceived as a nice bonus. This explains why it is much more relevant to simply remember the statistical outlines than to burden ourselves with too many details.

In the tables below, the “Stunned +” column details the odds of at least stunning a player for one game turn. The “KO +” column details the odds of at least getting rid of the player until the drive’s end. In my opinion, each coach should only linger on these two columns since the rest is of little use. However, for those hotshots whose muddled subconscious is oozing uselessness (I am one of them), columns detailing injuries are also included. They are presented here only to complete this statistical exercise.

Note: For ease of reference, the tables do not include the Thick Skull, Chainsaw, and Piling On skills. Apothecaries and Regeneration have also been omitted. Statistics related to fouls are here.

Armor rolls

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

8+

2/5

1/6

1/15 1/25 1/85

9+

1/4

1/8

1/20 1/40 1/130

10+

1/6

1/15

1/33 1/75 1/200

11+

1/12

1/33

1/75 1/140 1/400

Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

8+

2/5

1/4

1/8 1/15 1/50

9+

1/4

1/6

1/12 1/25 1/75

10+

1/6

1/10

1/20 1/40 1/130

11+

1/12

1/20

1/40 1/85 1/250

Mighty Blow

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

8+

3/5

1/3

1/6 1/15 1/40

9+

2/5

1/5

1/10 1/20 1/60

10+

1/4

1/8

1/15 1/33 1/100

11+

1/6

1/12

1/25 1/50 1/150

Mighty Blow + Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

8+

3/5

2/5

1/5 1/10 1/25

9+

2/5

1/4

1/6 1/12 1/40

10+

1/4

1/5

1/10 1/20 1/60

11+

1/6

1/10

1/15 1/33 1/100

Stunties

The following tables are for Stunties only. Avoid reading if you have a sensitive heart!

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

6+

3/4

2/5

1/5 1/10 1/33

7+

3/5

1/3

1/6 1/12 1/40

8+

2/5

1/4

1/8 1/15 1/50

Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

6+

3/4

1/2

1/3 1/6 1/20

7+

3/5

2/5

1/4 1/8 1/25

8+

2/5

1/3

1/6 1/12 1/33

Mighty Blow

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

6+

4/5

3/5

1/3 1/6 1/15

7+

3/4

1/2

1/4 1/8 1/20

8+

3/5

2/5

1/5 1/10 1/25

Mighty Blow + Niggling Injury

AR
(armor)

STUNNED +
On or out of pitch

KO +
Depitched

INJURED MISS NEXT GAME DECEASED

6+

4/5

2/3

1/2 1/4 1/12

7+

3/4

3/5

2/5 1/5 1/15

8+

3/5

1/2

1/3 1/6 1/20

2 thoughts on “Blood Bowl Armors & Injuries Odds”

  1. Niggling injury only applies +1 to the Casualty dice (D16) so some of your tables may need the numbers squished about.
    Sorry I’m a rules lawyer.

    1. Hello CroMag ! Thanks for your contribution. You are right, Nigglings are now only applicable to D16. These stats are from the old rulebook and need to be updated!

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