Post by jjaconetti on Jan 22, 2019 20:48:35 GMT -6
Hey guys. These are the Battle Royal rules that I have put together and use for my Battle Royals. (They also work for a Royal Rumble, with a few tweaks)
Battle Royal Rules:
Each wrestler rolls 2 dice. Add those two numbers plus their rumble rating. That gives them their power/endurance for the Battle Royal.
Note: If the wrestler has more than one Fast Forward, they can re-roll one of the dice roll. Example: If a wrestler had 2 FF, he gets to roll 3 dice and keep best 2 plus his RR to create his power/endurance for the Battle Royal.
Lets use a 10 Man Battle Royal for our example:
Number your wrestlers from 1 to 10, giving them an order that they will use throughout the match.
Starting at 1, you pick another guy to ATTACK.
You roll 1 die. Rolls of 1, 2, or 3 are a HIT - your opponent loses 1 endurance point. Rolls of 4 & 5 are a MISS, no damage to either you or your opponent. A Roll of a 6 is an OPPONENT HIT - you lose 1 endurance point.
Continue to the second competitor and repeat.
When you get to your number 10 wrestler, he goes twice in a row. Once as the last wrestler in the descending order and then first in the ascending order. When you get back to the first wrestler, the process repeats in again going back.
Eliminations:
When a guy reaches 0 endurance, he could be eliminated. Roll one die: 1 to 5: the wrestler is eliminated, Roll of a 6 the wrestler saves himself.
Note: If a wrestler has 2 Power Plays, saves are on Rolls of 5 & 6. If a wrestler has 3 Power Plays, saves are on Rolls of 4, 5, & 6.
Momentum Points:
On a HIT (Rolls of 1, 2, & 3 on an ATTACK), the wrestler earns a momentum point. When a wrestler earns 3 points, he gets his SPECIAL ATTACK.
So on the wrestler's next ATTACK phase, the wrestler HITS his opponent for more than 1 point of endurance damage. Rolls of 1 & 2 are worth 2 points of damage, a Roll of 3 is worth 3, a Roll of 4 is worth 4, a Roll of 5 is worth 5, and a Roll of 6 is worth 6.
Once a wrestler uses their SPECIAL ATTACK, they start their momentum back at 0.
Wrestlers can only earn a momentum point for a successful ATTACK phase. No momentum points are earned for a MISS or an OPPONENT HIT.
(Note: This is a big part of changing endurance points in a Battle Royal, as 6 points of damage can really change things.)
Battle Royal Rules:
Each wrestler rolls 2 dice. Add those two numbers plus their rumble rating. That gives them their power/endurance for the Battle Royal.
Note: If the wrestler has more than one Fast Forward, they can re-roll one of the dice roll. Example: If a wrestler had 2 FF, he gets to roll 3 dice and keep best 2 plus his RR to create his power/endurance for the Battle Royal.
Lets use a 10 Man Battle Royal for our example:
Number your wrestlers from 1 to 10, giving them an order that they will use throughout the match.
Starting at 1, you pick another guy to ATTACK.
You roll 1 die. Rolls of 1, 2, or 3 are a HIT - your opponent loses 1 endurance point. Rolls of 4 & 5 are a MISS, no damage to either you or your opponent. A Roll of a 6 is an OPPONENT HIT - you lose 1 endurance point.
Continue to the second competitor and repeat.
When you get to your number 10 wrestler, he goes twice in a row. Once as the last wrestler in the descending order and then first in the ascending order. When you get back to the first wrestler, the process repeats in again going back.
Eliminations:
When a guy reaches 0 endurance, he could be eliminated. Roll one die: 1 to 5: the wrestler is eliminated, Roll of a 6 the wrestler saves himself.
Note: If a wrestler has 2 Power Plays, saves are on Rolls of 5 & 6. If a wrestler has 3 Power Plays, saves are on Rolls of 4, 5, & 6.
Momentum Points:
On a HIT (Rolls of 1, 2, & 3 on an ATTACK), the wrestler earns a momentum point. When a wrestler earns 3 points, he gets his SPECIAL ATTACK.
So on the wrestler's next ATTACK phase, the wrestler HITS his opponent for more than 1 point of endurance damage. Rolls of 1 & 2 are worth 2 points of damage, a Roll of 3 is worth 3, a Roll of 4 is worth 4, a Roll of 5 is worth 5, and a Roll of 6 is worth 6.
Once a wrestler uses their SPECIAL ATTACK, they start their momentum back at 0.
Wrestlers can only earn a momentum point for a successful ATTACK phase. No momentum points are earned for a MISS or an OPPONENT HIT.
(Note: This is a big part of changing endurance points in a Battle Royal, as 6 points of damage can really change things.)