Apothercary
Advanced Rules for Apothercaries in Blood Bowl
APOTHECARY EXPERIENCE:
The apothecaries can, just as the players, learn and get better at their job. This system allows the Apothecaries to get SPP.
Every time an Apothecary successfully heals a player on the pitch, he earns one SPP.
When the Apothecary get enough SPP, his healing capabilities get better. He uses the standard SPP table, and when he reaches the second level, he can heal two players during one game. The second attempt is successful on a 6+. Next increase (when a player would get his 2nd SPP roll) improves his chances on the second attempt to 4+. Or as this table:
Apothecary Star Player Table
| SPP | # of Healing Possible | Needed to Succeed |
|---|---|---|
| 0-5 | 1 | 2+ |
| 6-10 | 2 | 2+, 6+ |
| 11-25 | 2 | 2+, 4+ |
| 26-50 | 2 | 2+, 3+ |
| 51-100 | 3 | 2+, 3+, 6+ |
| 101-150 | 3 | 2+, 3+, 4+ |
| 151-205 | 4 | 2+, 3+, 4+, 6+ |
| 251+ | 4 | 2+, 3+, 4+, 5+ |
When the Apothecary reaches the level where he can heal two or more players, he can 'sacrifice' one (or more) healing roll to cure one KO'd player at the start of a drive. A successfully skilled Apothecary can also forfeit one (or more) of his rolls to heal players with niggling injuries at the start of the game. However, the forfeited roll must ALWAYS be the roll with the best odds available. (I.e., you must first forfeit the 2+ roll, then any 3+ rolls, then any 4+, etc.)
Note that Apothecaries do not gain experience points for this, nor for healing niggling injuries at the start of the game. Only successful Apothecary rolls award experience points.