Credit Werner Mueck
Tornado Tag MatchUse Battle Royale rules. Defender rolls on this chart when the Attacker rolls a “chart situation”. Use the Defender’s appropriate chart rating when rolling (if the Attacker rolled on “into the ropes”, the Defender rolls on this chart using his “ropes” rating.) Use higher PIN rating for shorter matches.
A | B | C | Outcome |
2-3 | 2 | n/a | Draw another wrestler. S/he and the attacker double team the defender. The defender shows them who’s boss with a double noggin’ knocker! Add 1 to the attackers and reshuffle all wrestlers. *
|
4-5 | 3-4 | 2-3 | The defender blocks a wild punch and goes on the offensive. The new attacker rolls again on the chart (add 1 to roll) |
6 | 5 | 4 | Draw a new wrestler. S/he blindsides the attacker with a DDT! The attacker is down and rolls on Level 3 Defense |
7 | 6 | 5 | Draw a new wrestler. S/he knocks the attacker down with a running lariat! The attacker is hurt and rolls on Level 2 Defense |
8 | 7 | 6 | Draw a new wrestler. S/he smacks the attack with a forearm shot!The attacker is dazed and rolls on Level 1 Defense |
9 | 8 | 7 | Defender rolls on appropriate “choice situation” chart |
10 | 9 | 8 | Draw another wrestler. S/he shoves the attacker out of the way and becomes the new attacker. S/he attacks the defender on current level of offense |
11 | 10 | 9-10 | Draw another wrestler. The twp attackers double team the defender. Add 1 to defender and reshuffle all wrestlers.* |
12 | 11-12 | 10-12 | The attacks hits one of his/her signature moves on the opponent and goes for the pin. Defender rolls PIN. If match continues, the defender rolls again on this chart |
*If there is a double team and there are only two wrestlers left in the match, follow the directions as if there were no other wrestlers involved.
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Tornado Tag Match
Credit poparussAll four men are legally allowed in the match
at the same time. I use these rules when there's
a feud between two singles stars or two top
teams, & I want to throw something different
into the mix.
1. You can combine this with a specialty
match if you want.
2. Use pin ratings.
3. For game play purposes, assume the action is
taking place primarily between the two wrestlers
who start the match, with the other two battling
to a stalemate.
4. The offensive team can switch who the designated
man on offense or defense is automatically at
anytime.
5. Pin saves can be attempted AFTER every SUCCESSFUL
pin attempt. Just imagine the ref is in the mist of his
two count & re-roll:
a. If the re-roll of the defensive wrestlers pin
rating is the LOWER, the wrestler is pinned & the
match is over.
b. If the re-roll is the SAME or HIGHER, the partner
makes the save. Add 1 to the offensive wrestler pin
rating. The defensive team takes over on Level 2
offense.
6. Whenever a defensive wrestler rolls (tag),
his partner attempts to make the save from
behind. Roll one die:
a. Even roll: The defensive partner makes the save.
Control switches to the defensive team. Add 1 to
offensive wrestlers pin rating. Defensive team
takes over on level 2 offense.
b. Odd roll: The offensive partner cuts off
the defensive partner with a chair shot (etc.).
Add one to defensive partners rating. Offensive
team retains control on level 3 offense. Focus
is now on the defensive partner on defense.
7. Expect rapid changes in which team is controlling
the action. The match finally ends once a wrestler
has been, with the pin save being unsuccessful.
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Credit Mr. Hyde
Torture ChamberWith my first ever Torture Chamber match coming up in my aCe: WAR IS HELL fed (cheap plug), I started looking into rules for this classic match. What I found were the rather general 'official' rules in my Ringside Companion, and the expanded upon 'promoter-made' rules in this COTG/LOW resources thread of this board.
While the rules featured within the COTG/LOW resources thread were close to what I was looking for, I found them a bit over-the-top for my personal tastes. However, I knew that I wanted something at least a little bit over-the-top due to the style of my aCe fed. With this in mind, and using the rules from this board as a guide, I created my own Torture Chamber Chart, featured a bit below. Although I will probably only use this chart in my aCe, it will still be a large piece of all of my Torture Chamber matches in any federation. Becuase my aCe is more violent than my GWF, I will probably create another chart in the future for a GWF version of the Chamber, which will most likely eliminate the barbed wire, and possibly all of the weapons altogether.
So, without further ado, I'll present my final vision for the Torture Chamber. Here it is:
THE TORTURE CHAMBER MATCHAPPEARANCE: The Torture Chamber looks like the WWE's Elimination Chamber, without the pods within. Pitch black all over, 36 feet across, and 16-20 feet high, the Torture Chamber is a massive structure composed of chains and steel struts, all ending in a domed and closed cieling. Surrounding the ring itself is an expansive platform compsed of painful steel at the level of the ring apron. Truly, every inch of the Torture Chamber is devised to inflict pain.
WEAPONS: Each of the 4 sides of the Chamber holds a different type of weapon. 2 Chairs, 2 Gutarr Sticks, 2 Lepus Stun Rods, and a bed of barbed wire are all temporarily fastened to the walls or lying near the chain-link walls of the Chamber.
CHARTS: Use all charts in their normal place except for the 'out of the ring' chart. When this chart is rolled, consult the 'Torture Chamber Chart'. The Torture Chamber Chart uses a 20-sided die.
VICTORY: To earn final victory over the opponent, a fighter must score 3 consecutive falls over his opponent. After each fall, all tokens are cleared from both wrestlers. Then, 1 token is placed upon each wrestler for each accumulative fall his opponent holds over him. Finally, after each fall, the fall's winner takes over on Level 2 Offense.
TORTURE CHAMBER CHART:
1: You attempt to suplex your opponent into the barbed wire spool, but he blocks it and utilizes one of his signature maneuvers, sending both of you crashing into the tangled mess of barbed wire!
ADD 3 TO BOTH. BETTER PW RATING ESCAPES FIRST AND ROLLS ON LVL 3 OFFENSE. IF TIE, THE OPPONENT RECOVERS FIRST AND ROLLS ON LVL 3 OFFENSE.
2: You take a swing at your opponent with the chair, but he dodges the shot and the chair hits the top rope, rebounding back into your own face!
ADD 2 TO YOU. OPPONENT ROLLS ON LVL 3 OFFENSE.
3: You stalk your hurting opponent but he suddenly grabs your legs and catapults you right into the chain wall of the Chamber!
ADD 2 TO YOU. OPPONENT ROLLS ON THIS CHART AGAIN.
4: You charge at the opponent for a big clothesline, but he ducks and sends you flying over the top rope with a back body drop onto the steel floor outside!
ADD 1 TO YOU. OPPONENT ROLLS ON LVL 3 OFFENSE OR ON THIS CHART AGAIN.
5: You follow the opponent outside the ring but walk right into a surprise Stun Rod shot to the head!
ADD 1 TO YOU. OPPONENT ROLLS ON LVL 3 OFFENSE.
6: You grab a Stun Rod and move against our opponent, but he responds with a Gutarr Stick right into your gut, knocking all your wind out!
ADD 1 TO YOU. OPPONENT ROLLS ON THIS CHART AGAIN.
7: You attempt to piledrive your opponent on the steel floor outside the ring, but he reverses it, sending you crashing into the canvas on the other side of the ropes!
OPPONENT ROLLS ON LVL 3 OFFENSE.
8: With your opponent hurting, you go for a weapon, but you take too much time and get a shot to the gut as you re-enter the ring!
OPPONENT ROLLS ON LVL 2 OFFENSE.
9: You grab a Gutarr Stick off the ground but as you turn around and swing, the opponent cracks his own Gutarr Stick over your head as you connect with his head! Dueling Gutarr Sticks!
OPPONENT WITH LOWEST CAGE RATING RECOVERS FIRST AND ROLLS ON LVL 2 OFFENSE. IF TIE, ROLL 1 DIE: EVEN- YOU RECOVER; ODD-OPPONENT RECOVERS.
10: You untangle a strand of barbed wire and attempt to drag it across the opponent’s forehead, but he struggles back!
ROLL 1 DIE: EVEN-YOU PIERCE THE OPPONENT WITH THE BARBED WIRE! ADD 2 TO OPPONENT AND ROLL ON THIS CHART AGAIN; ODD-THE OPPONENT SENDS AN ELBOW TO YOUR JAW, BREAKING THE STRUGGLE! OPPONENT ROLLS ON LVL 2 OFFENSE.
11: On the outside, you whip the opponent into one of the Chamber Wall Struts!
ROLL ON THIS CHART AGAIN.
12: Outside the ring, you give the opponent a big bodyslam right onto the unforgiving steel floor!
ROLL ON LVL 2 OFFENSE.
13: With all your might you ram the opponent face first into the chain walls of the Torture Chamber!
ROLL ON LVL 3 OFFENSE OR ROLL ON THIS CHART AGAIN.
14: After retrieving a Stun Rod, you whip the opponent into the ropes and slam him in the gut with the Rod as he rebounds!
ROLL ON LVL 3 OFFENSE.
15: As the opponent attempts to get to his feet, you grab a steel chair and bend the seat of it right over his head with a forceful blow!
ADD 1 TO OPPONENT AND ROLL ON THIS CHART AGAIN.
16: You set up both steel chairs in the center of the ring, with the seats facing each other. You grab the groggy opponent, shove his head down, and deliver a devastating powerbomb into the chairs, destroying both of them!
ADD 1 TO OPPONENT AND ROLL ON LVL 3 OFFENSE.
17: With the opponent down on the canvas, you grab a Stun Rod and bring it to bear right into his groin, sending him into painful convulsions!
ADD 2 TO OPPONENT AND ROLL ON THIS CHART AGAIN.
18: On the outside of the ring, you take the hurting opponent and rake his face across the chains, dragging him agonizingly across the entire interior of the Torture Chamber!
ADD 2 TO OPPONENT AND ROLL ON LVL 3 OFFENSE OR ON THIS CHART AGAIN.
19: You retrieve a Gutarr Stick and take your time measuring the opponent, delivering one solid blow to the head that shatters the stick in half!
ADD 2 TO OPPONENT AND ROLL ON THIS CHART AGAIN.
*If this result is rolled twice in one match, change instructions to: You grab one of the jagged edges of the broken Gutarr Stick and jab it into the opponent’s forehead repeatedly!
ADD 3 TO OPPONENT
20: You drive your opponent headfirst into the entire spool of barbed wire! The opponent is brutalized and tangled within the mess of steel wire and is hurt badly!
ADD 3 TO OPPONENT AND OPPONENT ROLLS PIN