DESCRIPTION: This match originated in Japan (I saw bits and pieces of one on an ECW broadcast when they went to Japan.) The ring ropes and turnbuckles are removed, and barbed wire is wrapped around the ring. Small explosive devises are attatched to the wires, and are set off by sensors that are tripped when a wrestler is thrown into the barbed wire, draining their strength and alertness. How much is drained depends upon how severe an explosion they had to absorb. RULES:
1. No managers,
valets, or ringside allies
2.
Use Fatigue PIN rates
3.
Ignore the (lv) option
4.
When an wrestler's PIN rate reaches 12, he can no longer continue
the match, and his opponent wins. Roll both dice for
injury length
4.
Substitute "whip into ringpost--3" for DEATHJUMP and
INTO THE TURNBUCKLE
5.
When INTO THE ROPES or OUT OF THE RING is rolled, the wrestler
on offense tries to throw his opponent into the
barbed wire. This can only be done on a roll of
doubles. If doubles is not thrown, the opponent takes over on
Level 2 Offense. When a wrestler is thrown into the
barbed wire, he must roll one die and consult the
chart below to see how severe an explosion he has absorbed: 1--no explosion;
roll on Level 3 Defense
2--Firecracker! Power goes down by 1; add 1 to your PIN rate and
roll on Level 3 Defense
3--Cherry Bomb! Power goes down by 2; add 1 to your PIN rate and
roll your PIN
4--M-80! Power goes down by 3; add 2 to your PIN rate and roll
your PIN (+1)
5--Blasting Cap! Power goes down by 4; add 2 to your pin and roll
your PIN (+2)
6--Big Bertha! Power goes down by 5; add 3 to your PIN and roll
PIN (+3)
6. After each PIN, the defensive wrestler adds 1 to his PIN rate and the offensive wrestler rolls on Level 2 Offense.