EVENT CARD BASE VALUE GWF Meltdown 8,000 GWF WarZone 5,000 GWF Velocity 3,500 GWF PPV 40,000 GalaxyMania 51,000 added to PPV
Each match scheduled at card +500 Each women’s match scheduled at card +500 Each feud/non-feud under special match +2,000 Feud is under special match rules +1,500 Each tag-team match at the card +500 Each manager/valet scheduled to appear +200 Each bodyguard/ally scheduled to appear +100 -GWF Championship title match +5,000 (+2,500*) -GWF Tag-Team Championship title match +4,000 (+2,000*) -GWF Xtreme Championship title match +1,500 (+750*) -GWF Women’s Championship title match +1,500 (+750*) -GWF HoloVid Championship title match +975 (+500*) Each 3-Man tag-team match scheduled +850 Every person over 3rd in tag match +150 Battle Royal scheduled at card +3,000 Royal Rumble scheduled at card +5,000 Random Ticket Sales-1 2d6x10** Random Ticket Sales-2 2d6**
*Use these values for non-title matches at the card.
**If you roll a 6, add it to the total, re-roll the 6, and add the new roll. Keep doing this until you roll no more 6’s
Take the Attendance - Arena’s Capacity. Any Leftover take x2d6 (use the rule above if you roll 6’s). This is the BuyRate for the PPV
Here it is for all you promoters out there an 'Andromeda Barbed Wire Match"! (its really just a normal barbed wire match just with a cool name)
I've tested this match out in singles and in tag team competition.and it plays out very well. I hope you all enjoy ( and more imaginative matches are on the way .
ANDROMEDA BARBED WIRE MATCH
this match can be competed in singles or tag team competition. -Use the longer match PIN rating. -DO NOT add a PIN token after a wrestler has been pinned. -Female wrestler cannot compete in this match -Ignore (lv.) -Whenever a wrestler rolls a choice situation (Into the ropes ect.)
2 - You and the opponant try to trow each other over the the top rope to the outside. However you and the opponant get tangled up together in the wire!! Both you and the opponant ADD 1 Fatigue/ blood token. Whoever had the better POWER RATING untagles himself out first. THE WRESTLER ROLLS ON LV 3 OFFENCE.
3- The opponant use's one of his specialty maneuvers on you! The momentum carries you right into the barbed wire!!! ADD 1 Fatigue/Blood token to your wrestler. THE OPPONANT ROLLS ON LV. 2 OFFENCE.
4- You grab the opponant in a sound military press! You dump your opponant sternum first on the barbed wire!!! The crowd goes nuts! OPPONANT ADD'S 1 FATGUE/BLOOD TOKEN ROLL ON LV. 3 OFFENCE.
5- The opponant tries for a russian leg sweep in to the barbed wire!!! BOTH YOU AND YOUR OPPONANT ADD 1 FATIGUE /BLOOD TOKEN. WHOEVER HAS THE BETTER ROPES RATING GETS UNTANGLED FIRST AND ROLLS ON LV. 3 OFFENCE.
6- You try a high risk maneuver (you pick which one). You send the opponant flying into the wire! It slices into his skin as blood come pouring out. OPPONANT ADD'S 2 FATIGUE/ BLOOD TOKENS. ROLL ON LV. 2 OFFENCE.
7- The opponant uses one of his specialty manuevers on you! The impact bounces you face first into the uncaring barbed wire!!! You scream in agony as your blood stains the wire. ADD 2 FATIGUE/BLOOD TOKENS. OPPONANT ROLLS ON LV. 2 OR AGAIN ON THIS CHART.
8- You rake the opponants face on the second rope! The barbs tear and cut his face!!! OPPONANT ADD'S # WHERE # EQUALS HIS CAGE RATING! ROLL ON LV. 3 OFFENCE OR AGAIN ON THIS CHART.
9- The opponant sling shots you into the barbed wire!! Your whole front portion of your body rips and tears in the wire as you flail about trying in vain too free yourself!!! ADD 2 FATIGUE/BLOOD TOKENS. OPPONANT ROLLS AGAIN ON THIS CHART.
10- The opponant picks up a long strand of broken off wire and begins too whip your back with it !!! You scream as the barbs lash and sting your back!!! ADD 2 FATIGUE/BLOOD TOKENS. OPPONANT ROLLS ON LV. 3 OFFENCE.
11- You easly pry a loose wire in the corner.You wrap the barbed wire around the head and face of your unsuspecting opponant!! He thrash's about trying to break free however you pull tighter! OPPONANT ADDS 2 FATIGUE/BLOOD TOKENS. ROLL ON LV. 3 OFFENCE OR AGAIN ON THIS CHART.
12- Both you and your opponant have the same idea. Hammer toss the opponant into the wire ropes! WHOEVER HAS THE BETTER ROPES RATING TOSS'S THE WRESTLER IN IT! (if thier is a tie in the ratings roll one die higher roll wins). The force of the toss carries the wrestler up and over the ropes. However his head and neck get traped in between the top and middle ropes guillotine style!!!!!! The crowd is stunned!! THE WRESTLER ADD'S 3 BLOOD/FATIGUE TOKENS. (If the wrestler has 14 or more fatigue/blood tokens the ref 's immediatly call for the bell and end the match. the wrestler who sucessfully tossed the wrestler into the wire wins the match.) IF NOT THE WRESTLER WHO WON THE TOSS ROLLS ON LV. 3 OFFENCE. ______________________________________________________
Credit Captain Lou
Barbed Wire Ax Handle Match
A slight variation on the SINGAPORE CANE MATCH rules found in the Legends Of Wrestling Ringside Companion & created specifically for use with TIMBER, THE INSANE LUMBERJACK, who is doing surprisingly well in my ADRENALINE promotion & has become my 11-year old son's favorite...
BARBED WIRE AX HANDLE MATCH
In this match both wrestlers fight with a barbed wire ax handle.
There are no disqualifications or countouts. Ringside allies are not allowed.
When a wrestler rolls a "1" on any level of offense, roll on the chart below:
2-4 The wrestler on offense tries to smash the opponent with the ax handle but the opponent ducks and smashes the wrestler on offense with the ax handle! The wrestler who was originally on offense adds 1 to his PIN rating & becomes the wrestler on defense. The wrestler who was originally on defense becomes the wrestler on offense & rolls on Level 3 Offense!
5-6 Both wrestlers scramble to be the first to pick up an ax handle that is lying on the mat! Roll 1 die to see who grabs the ax handle first:
EVEN ROLL: The wrestler on offense grabs the ax handle first
ODD ROLL: The wrestler on defense grabs the ax handle first
Roll again on this chart to see what happens!
7-8 The wrestler on offense throws the opponent into the ropes & smashes him with the ax handle! The opponent adds 1 to his PIN rating & the wrestler on offense rolls on Level 3 Offense OR again on this chart!
9-10 It's up to you! The wrestler on offense executes a deadly move on the opponent with the ax handle! The opponent adds 1 to his PIN rating & the wrestler on offense rolls on Level 3 Offense!
11-12 The wrestler on offense climbs to the top turnbuckle & dives off, hitting the opponent with the ax handle before covering him! The opponent adds 1 to his PIN rating & rolls his PIN!
The loser of the match is automatically injured. Roll 1 die to see how long & check the injury chart.
Barbed Wire Cage Leather Strap Match Credit Sheila
This match is designed to combine the physically taxing aspects of the leather strap match, with the barb wire cage. The rules are intended to reward power (which figures into controlling an opponents weight through the strap) & brawling skills (through usage of the cage rating). Most importantly, the match is designed to take into account the effects of fatigue within the course of such a grueling match.
Here are the rules:
1. Before starting the match, the initial cage rating is "readjusted" in the following way: If one wrestler has a higher power rating, calculate the difference & add that # to the less powerful wrestlers cage rating (Ex. Wrestler A has a Cage Rating of 1 & Power Rating of -4. Wrestler B has Cage rating of 2 & Power Rating of -2. After the readjustment, Wrestler A retains his Cage Rating of 1, while Wrestler B will now have a Cage Rating of 4)
2. All "into ropes" & "into turnbuckle" moves are IMMEDIATELY followed by an "add one" leather strap attack by the successful wrestler (Ex. into ropes: Wrestler A with a shoulder tackle. Wrestler A "use the leather strap to choke/lash/hog tie & beat/etc." Wrestler B. Add one to wrestler B's cage rating. Wrestler A retains control on the corresponding offensive level as dictated by the initial roll)
3. All Death Jump attempts MUST incorporate use of the leather strap in some way, regardless of if the offensive wrestler is successful. Add one correspondingly. (Ex. Wrestler A MISSES a death jump falling knee drop as Wrestler B yanks the leather strap, sending A crashing into the side of the Barb Wire Cage. Add one to Wrestler A's Cage Rating)
4. All "out of the ring" situations are replaced by use of the Head Into Barbed Wire Cage Chart:
* The chart is designed to reward higher roll outcomes. With this in mind, before rolling, calculate the difference between cage ratings. Then either add or subtract that # from the subsequent roll in REVERSE. (Ex. Wrestler A has Cage Rating of 6, Wrestler B has Cage Rating of 8. At this point, when Wrestler A makes the attempt, ADD 2 to his roll, because he is less fatigued. When Wrestler B makes the attempt, SUBTRACT 2 from his roll) The chart & it's rules are purposely designed to increase the consequences of damage as each wrestler becomes more fatigued. Note the Head Into Barb Wire attempt is ALWAYS optional, & fatigued or disadvantaged wrestlers can re- roll if the odds are not in their favor:
Head Into Barbed Wire Cage Chart
Rolls 2-6 Defensive wrestler reverses, Offensive wrestler is raked head first across barb wire cage, add one to cage rating. Defensive wrestler takes over on level 3 offense.
Roll 7 Re-roll
Rolls 8-12 Offensive wrestler rakes defensive wrestler head first across the barb wire cage, add one to cage rating. Offensive wrestler retains level 3 offense
5. There are NO PIN-FALLS! The match only ends after one wrestler has touched all four turnbuckles in succession, without interruption. Should the process be broken, at anytime, a wrestler must start the process over again from the beginning.
6. An offensive wrestler may attempt to win the match by beginning the process of dragging an opponent to a turnbuckle at ANYTIME, on ANY OFFENSE LEVEL! If unsuccessful, the CONSEQUENCE, is that the offensive wrestler has 1 added to his cage rating, & the defensive wrestler takes over on level 2 offense!
7. The first attempt to touch a turnbuckle corner is successful by rolling two dice BELOW a wrestlers Cage Rating. For the second & third attempts, retain the INITIAL lowest roll, & combine this with the roll of one dice. (Ex. Defensive Wrestler B has a Cage rating of
8. Offensive Wrestler A attempts to touch his first turnbuckle corner. The first try sees rolls of 4 & 3. The first turnbuckle is successful touched. Both the second & third turnbuckle attempts would retain the initial lowest roll of 3 & combine this # with the roll of just one dice for the outcome.
9. If the offensive wrestler is successful in touching both the second & third turnbuckles,, then fourth turnbuckle attempt involves the re-rolling of BOTH dice to determine the outcome. Once all four corners have been successful touched, that offensive wrestler wins the match!
* This match is designed to be a brutal & fast paced. You will find that fatigue builds very quickly. Needless to say, a powerful brawler will possess a strong initial advantage against a smaller technical wrestler. This is intentional, as it accurately reflects how wrestlers with each of their characteristics would perform against each other, under these conditions. On a similar note, should Pulsar wear down & badly fatigue Chaos, the rules will accurately reflect the change in each wrestlers condition.
As always feel free to adjust & experiment in your own creative way!
The Barbed Wire Match is nothing more than the ropes being replaced by thick strands of barbed wire, so this match may be combined with any other match to make some brutal matches or it may be wrestled as just a Barbed Wire match.
Roll on the Into Barbed Wire Ropes Chart instead of the Into the Ropes Chart. Read the chart exactly as you would on the Into the Ropes chart.
If it is just a Barbed Wire Match, than the winner is decided by pinfall. If it is combined with another match, use that match to determine a winner. Into Barbed Wire Ropes Chart:
2- 3: The opponent tries to throw you into the ropes, but you stop just before hitting the ropes and turn around. The opponent charges at you, but you back body drop him onto the barbed wire ropes. He lands on the barbed wire and gets all tangled up in it. You kick and stomp at the opponent as the ref tries to untangle him from the barbed wire ropes. Finally, the ref untangles him, and he collapses to the mat. You go for the cover on top of your bloody opponent. OPPONENT ROLLS PIN.
4 - 5: The opponent tries to throw you into the barbed wire ropes, but you reverse it and whip him heard into the barbed wire. His skin tears away as he falls to the mat. ROLL ON LEVEL 3 OFFENSE.
6- 7: The opponent throws you into the barbed wire ropes, but you leap out of the ring in fear of the barbed wire. ROLL ON OUT OF THE RING CHART.
8: The opponent grabs and you and grinds your face into the barbed wire ropes. OPPONENT ROLLS ON LEVEL 2 OFFENSE.
9 - 10: The opponent whips you hard into the barbed wire ropes. You fall hard to the mat as most of your skin stays on the barbed wire. You are bleeding badly! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
11- 12: The opponent power bombs you onto the ropes with all of his strength and you fall right into the barbed wire. You get all tangled up as the opponent gets in your face and begins to taunt you. He backs off as the ref untangles you. Once untangled, you collapse bloodily to the mat and the opponent goes for the cover. ROLL YOUR PIN.
I like barbed wire matches but wanted to have charts for each chart situation. So for out of the ring I thought I'd have a chart where the wrestlers are put on the apron out side the ropes and then roll to see if they are tossed down onto the barbed wire floor. Feel free to criticize and give feedback. OUT OF RING ABOVE BARBED WIRE FLOOR OUTCOME
Rating A 2-4 Rating B 2-3 Rating C 2
You grab the opponent by the hair and pull him out on the apron with you. You pick him up and powerbomb him right off the apron onto the barbed wire floor. You untangle his bloody body and throw him back into the ring and go for the cover. OPPONENT ROLLS PIN. _________________________________________________________________ Rating A 5-6 Rating B 4-5 Rating C 3
The opponent approaches you and you grab and drag him out onto the apron with you. You then struggle to suplex him off the apron. ROLL 1 DIE*. 1 – Opponent gets the upper hand and suplexes you onto the barbed wire then throws you back into the ring OPPONENT ROLLS LEVEL 2 OFFENSE.
2-3 – You successfully suplex the opponent off but you fall onto the barbed wire as well ADD 1 TO BOTH you recover first and throw the oppenent back in the ring ROLL ON LEVEL 2 OFFENSE.
4-6 – You german suplex opponent onto the outside, you grab the opponent’s and throw the bloody body back into the ring ROLL LEVEL 3 OFFENSE ___________________________________________________________________ Rating A 7 Rating B 6-8 Rating C 4-7
The opponent dropkicks you and you fall back onto the barbed wire floor. You bloodily crawl back into the ring where the opponent is waiting for you. OPPONENT ROLLS ON LEVEL 2 OFFENSE __________________________________________________________________ Rating 8-9 Rating 9 Rating 8
The opponent stuns you with a thunderous punch. He then trys to lift you up for a drop forward suplex. ROLL 1 DIE*.
1 – You get the upper hand and suplex the opponent onto the barbed wire then throws him back into the ring ROLL LEVEL 2 OFFENSE.
2-3 – Opponent successfully suplexes you off but he falls onto the barbed wire as well ADD 1 TO BOTH he recovers first and throws you in the ring OPPONENT ROLLS ON LEVEL 2 OFFENSE.
4-6 – Opponent Release Tiger Suplex you onto the barbed wire ground, skin tears as you are pickedup and thrown back into the ring, where the opponent plans tofinish you off OPPONENT ROLL LEVEL 3 OFFENSE ___________________________________________________________________ Rating A 10-11 Rating B 10-11 Rating C 9
The opponent follows you out to the apron where you both start punching each other. In the ensuing fight both of you lose your balance and fall back onto the barbed wire floor. You both are bloody messes and crawl back into the ring. You are both out of it and try to get up first to take advantage. ROLL 1 DIE EACH**. __________________________________________________________________ Rating 12 Rating 12 Rating C 10-12
The opponent comes out on the apron with you. The opponent lifts you up and piledrives you from the apron down onto the barbed wire floor. You are bloody and not moving. The opponent throws you back into the ring and goes for the cover. ROLL YOUR PIN ___________________________________________________________________
**Each wrestler rolls a die. The one with a higher number gets up first. Then take the higher die and subtract the lower. If there is a one number difference the winner rolls on LEVEL 1 OFFENSE. If there is a two number difference the winner rolls on LEVEL 2 OFFENSE. If there is a difference of three or more the winner rolls on LEVEL 3 OFFENSE.
Barbed Wire Steel Bat Match Credit SoccerGuru54956
Four steel bats wrapped with barbed wiring are placed on each outside the ring area.
Rules 1.Use Cage ratings 2.Anytime OUT OF THE RING is rolled ,roll on the Barbed Wire Steel Bat Chart! 3.If wrestler leaves the ring (LV) ,roll normal out of the ring chart! 4.Loser is hurt 1-6 cards plus damage suffered in match!! 5.You refers to the wrestler on offense!! 6.Titan Death rules
BARBED WIRE STEEL BAT CHART - 2. You grab the steel bat and go berzerk!!You use the bat in very evil ways, shocking even The Sandman!! The Opponent adds +4 to Cage rating!! You roll the opponent back into the ring and go on the attack on Level Three Offense!! ------- 3. You take the steel bat and use barbs to rake the opponents forehead!! The Opponent adds +1 to ratig and stumbles back into the ring!!You roll on Level Three Offense!! ------- 4.You take the steel bat and whap it across the opponents back!! The opponent screams in pain as he slide back into the ring! The opponent adds +2 to rating and you roll on Level Three Offense!! ------ 5.You take steel bat and jab its round end into the opponents gut,cutting him open!! The Opponent adds +1 to rating and you grab him by the hair and pull him back into the ring.You roll on Level Three Offense!! ------ 6. You take a steel bat and begin hitting the opponent in the thighs!! The Opponent adds +2 to rating and you toss him back into the ring where you roll on Level Three Offense!! ------ 7. You take the steel bat and sneak up on the opponent!!As the opponent gets up ,you clip his knee with the bat!! When the opponent is down ,you use the bat while using a figure four leglock!!
The opponent crys in pain as you haul him hopping into the ring, where you roll on Level Three Offense!! ---- 8. Something comes over the referee and before you can use it, he kicks any bat away from your reach!!You can not believe but turn your attention to your opponent.
The Opponent rolls on Normal Out Of The Ring Chart (ONE LETTER HIGHER ON ROLL) ------ 9. As you are about to swing the steel bat over the opponents head ,the referee stands in you way!! As the fans cheere , you take bat and knock-out the referee with it!!! ROLL HURT REFEREE CHART (with NO DQ)
After the referee is down you grab another bat! You roll on Barbed Wire Steel Bat Chart again
(Note:A nine can not be rolled again untill a referee is back in match.Reroll if this happens) -------- 10. As you grab bat ,the opponent recovers and grabs your arms & wrists!! You & opponent then have a power struggle for control of the bat!! Check Cage Rating
The lowest cage rating wins the struggle and gains control of the bat.The lower cage rating wrestler the jabs the bat into the opponents chest. Higher cage rating adds +1 to rating, while the lowest cage rating wrestler rolls again on this chart!!
If both cage ratings are the same,the bat is dropped and the referee grabs the bat away before it can be used! The wrestler original on offense slams the wrestler on defense head onto the ring apron,which send him back into ring.The wrestler on offense rolls on Level Two Offense!! ---------- 11. The wrestler on defense gets to the steel bat first and as you approach , you get crotched with it!! You add +2 to your rating.The opponent then picks you up and places you back into the ring!! The Opponent rolls on Level Three Offense!! ------- 12. You take too long getting to a bat and the opponent hits you with bulldog onto the bat!!The opponent then takes the bat and uses it wickedly on you!!! You add +3 to your rating and are limp as a wet noodle as the Opponent rolls you back inside and goes on the attack. The Opponent rolls on Level Three Offense!!! ==================
This match takes place in a six sided ring with no padding in it. There are five ring ropes. Turnbuckles are lightly padded.
-All matches have to be won by two falls. Falls can only be won by submission or knock out. Use Titan Death rules.
-When hit by a non submission finisher, roll on the chart below.
-All wrestlers use endurance pins
-If 1 wrestler is knocked out in the first fall (PIN reaches 12) he forfeits second fall automatically.
-Pin only goes up when kicking out of submission holds (when PIN is rolled on Level 3 Defense) or submission finishes or when the chart says to increase. Kicking out of standard blow style offense Level 3 moves does not increase PIN.
-No RING OUTS EVER. When out of the ring is rolled, re-roll on that level of offense.
-No weapons. Wrestlers that cannot modify the move without a weapon re-roll on the next level of offense.
-No striking the ref.
-Into Ropes, Turnbuckle all go up by 3 when rolled
-Deathump is normal. No DQ for climbing up, ignore that on the chart.
NON SUBMISSION FINISHER CHART (roll 2 dice and add for every token added on to the pin)
2: You stand up and flip off the opponent. Roll on Level 2 Offense
3-4 You're down but absorb the blow. Opponent rolls on Level 3 Offense but your PIN stays the same.
5 You reverse the move and put on a ROLLING HALF CRAB (0). Opponent rolls submission.
6 You're hit hard by your opponents move. Opponent rolls on Level 3 Offense. Your PIN goes up by 1.
7-8 You and your opponent have a lot taken out of you by the move. Both add 1, roll to see who stands up first.
9 The opponent hits the move not once but TWICE! He rolls on Level 3 Offense and your PIN goes up by 2
10 The opponent hits his finisher and slaps on a DRAGON SLEEPER (+2)
11-12 The ref checks you. You're out cold. Opponent wins!
13-15 You're not moving. A doctor runs to check you as blood is rushing from your ear. Opponent wins and you're out 2 cards.
16 The opponent gets the win when you can't answer the ref. Doctor comes down and you are stretchered away. You're out 5 cards with a concussion! ______________________________________________________
Here's the rules:
1) 32 wrestlers are randomly assigned to 16 tag teams. Round 1 is 8 tag team matches.
2) The winners of these tag team matches then must fight against their tag partner in Round 2 in a singles match.
3) The 8 winners of these singles matches are then matched up into 4 new tag teams. Round 3 is are tag matches.
4) There are now four wrestlers left. Round 4 again pits the winning tag teams against there partners in singles competition.
5) The two remaining wrestlers now battle in the final match to crown the BATTLEBRAWL champion.
I came up with a short cut on how to do a quick version battle royal. It works for any number of wrestlers in your fed.
1. Make a list of each wrestler in the battle royal.
2. Each wrestler gets 6 points for each "out of the ring" they have on Level 3 offense.
3. Give each wrestler a point per 50 pounds they weigh.
4. Roll 2 dice for each wrestler and add that number to that wrestler's total.
5. Whoever has the lowest number is out. If there is a tie, each wrestler with that lowest number gets eliminated.
6. Repeat the rolls until only one wrestler remains.
Addendum Concept: I can see using each 'roll round' as a mark to measure time...and then using the top scores (or group of scores) for each sequence to credit those doing/assisting with the eliminations. This would help to give the concept more of a visual feel.
You could even build in a 'momentum/adrenaline rush' factor where those who cause eliminations gain X number of points for the next roll round...or earn 'sanctuary' from elimination for X number of roll sequences. Throw in a small chart with a list of scenarios to decide the reward for the wrestler with the hot hand and you're good to go.
All wrestlers are placed in a stack and shuffled. Two wrestlers are drawn randomly. The first wrestler drawn is the Attacker and the second is the Defender. Play normally until a Chart Situation is rolled.
Roll on the Battle Royal chart instead of Chart Situation charts. When a new wrestler is drawn, s/he starts his attack one Level 1 Offense. Shuffle the stack before each draw.
When asked to “reshuffle wrestlers”, take all wrestlers in play, put them back in the stack, shuffle the stack, and draw two new wrestlers. Reshuffle all wrestlers after a PIN is attempted. Add fatigue normally. Knapik mentioned that wrestlers were being shuffled more often then he liked. You can try reshuffling only when it says to do so after the chart roll instead of after every PIN.
Ignore (c) and choice situations. There are no count outs in this match. A disqualification can only happen if a heel leaves the ring and mayhem ensues on the floor. The referee may disqualify wrestlers for this. A count out in this situation is considered a disqualification.
A heel can leave the ring when a (lv) is rolled. Roll 1 die.
Odd: The heel leaves the ring. Roll on “out of the ring” chart.
Even: The heel is cut off. Continue playing in the ring.
When a “tag” is rolled and the Defender has an ally in the Battle Royal (most likely a tag team partner or a stable mate) the ally can come to the Defender’s aid. Roll 1 die.
Odd: The ally doesn’t come to the rescue.
Even: The ally comes to the rescue and double teaming ensues. The former Attacker becomes the Defender and rolls on the Battle Royal Chart, using the "C" portion of the chart. If a double team is rolled on the chart, assume that the wrestler to be drawn is the ally.
If the Defender has an ally in the Battle Royal when he rolls for PIN, the ally might come for the save by rolling on the “Save Chart”.
If the Defender has a -3 (pw) or (ag) or weighs over 350 lbs, when s/he fails a PIN roll s/he can roll on the “Save Chart” to attempt a save.
Roll SAVE CHART OUTCOME
1-2 The Defender is eliminated from the Battle Royal.
3-4 If the Defender has 2 or more fatigue tokens, s/he is eliminated from the Battle Royal. If not, reshuffle both wrestlers.
5-6 The Defender avoids being eliminated. Add 1 fatige to the Defender and reshuffle both wrestlers.
Battle Royal Chart:
Defender always rolls on this chart during a Battle Royal when Attacker rolls a Chart Situation. Use Defender’s appropriate chart rating when rolling (if Attacker rolled “into the ropes”, Defender uses his “ropes” rating).
Use higher PIN for quicker battle royals. Once there are two wrestlers left, play normally but use this chart for “out of the ring” rolls.
OUTCOME* A B C
The Defender ducks a sloppy clothesline. Attacker rolls PIN. 2-3 2 0
Draw another wrestler. S/he and the Attacker double team the Defender. The Defender makes a comeback with a double noggin’ knocker. Add 1 to both Attackers and reshuffle wrestlers.** 4-5 3-4 2-3
The Defender makes a comeback after blocking a wild punch. The Defender is now the Attacker. The new Defender rolls on this chart. 6 5 4
Roll on the appropriate Chart Situation. If “out of the ring” was rolled, reshuffle both wrestlers. 7-8 6 5
Both wrestlers try to eliminate each other. Compare the sum of both wrestler’s (ag) and (pw) ratings. Whoever is highest rolls PIN. If equal, both wrestlers roll PIN. 9-10 7 6
Both wrestlers try to eliminate each other. The wrestler with the highest PIN rating plus fatigue rolls PIN. If equal, both wrestlers roll PIN. The Defender’s PIN is +1 for this action. 11 8 7
The Defender is double teamed in the corner. Add 1 to Defender and reshuffle wrestlers.** 12 9-10 8-9
The Defender is double teamed and may be eliminated. Defender rolls 1 die. Odd: Add 1 to Defender and reshuffle all wrestlers. Even:
Defender rolls PIN. 13-14 11-12 10-11
The Attacker tries to eliminate the Defender. Defender rolls PIN. 15+ 13+ 12+
* Add 1 to the Defender’s roll for each fatigue.
** If a “double team” is rolled and there are only two wrestlers left, follow the directions as if there were no double team. The effect would be the same but the wrestler Adds 1 because of a spear in between the turnbuckle for example.
I came up with a new battle royal system last night, and it seemed to work well, so I thought I'd share it with every one. It's quick and dirty but I'll try to explain it the best I can. I take everyone who is involed in the royal and lay them out in rows. For the sake of simplicity, I'll go with a 10 man BR. The contestants would be randomly put in two rows of 5. The first wrestler on the first row goes first and you roll on his level 3 offense. If the roll is an ordinary move, meaning anything other than "out of the ring" the roll is then moved on to the second card on the top roll, even if it is a finisher.
If the roll is an Out of the ring, then you roll on the defense on EVERY card on the field. Those who roll their "pin" rating get marked, either by turning the card (which I do) or by some other way. These cards are then re-rolled to find out which card the attacker is actually attempting to thow out of the ring. The highest roll is then the "defender"
Then you check the "attacker's" power rating and add that to the "defender's" pin rating. Then take the Defenders' Agility rating and either subtract or add the rating to the "pin" rating. I use the rating NOT IN parenthesis. Meaning if the pin rating is 4(1) use the "4" not the "1". This resulting number is the "over the top" rating.
A quick breakdown in action. The defenders' pin rating is 4. The attackers' Power is "-3" 3 would be added to the defenders' pin rating of 4. 4+3=7. The defender's agility rating is -2. 7-2=5. The defender's "over the top" rating is "5". If the defender rolls a 5 or less, he is eliminated. If the defender rolls over "5" he grabs the ropes or escapes in some other fashion.
after this action, the roll is passed onto the next wrestler on the right side of the attacker and continues until there is only one wrestler left.
Here's where it can get confusing. There's a lot of math involved...as a variation, I also factor in what move the "attacker" is using to put the defender out of the ring and add that to the "out of the ring" rating. this can get kinda complicated but it's also even more realistic. The attacker, after rolling "out of the ring" rolls once more to decide what move he's using. A roll of 1 or 4 equals a level 1 move. 2 or 5 is level 2, and 3 or 6 equals a level 3 move. Roll on the coresponding offense. The resulting -1, -2, -3 is then added to the defenders' "out of the ring" rating. If you roll another "chart" move, reroll until you get something different.
In action: The defenders' pin rating is 4. The Attacker rolls for the offensive move. He rolls a 2. This is a level 2 offensive move. The roll on level 2 offense is body slam-2. 2 would be added to the defenders "over the rop rope" rating. 4+2=6 Then The attackers' Power is "-3" 3 would be added to the defenders' pin rating of 6. 6+3=9. The defender's agility rating is -2. 9-2=7. The defender's "over the top" rating is "7". If the defender rolls a 7 or less, he is eliminated. If the defender rolls over "7" he grabs the ropes or escapes in some other fashion.
I just like this system because it uses the Agility to show how the defender might escape, and the power of the attacker to thow the defender out of the ring.