Matches Wrestled:
Points:
Team Points:
W:
L:
DQ:
D/NC:
PCT:
Submission:
Pinfall:
FPR (Successful Falls Percentage):
WAR (Wins Above Redshirt):
Plus/Minus (points for/points against):
Minutes Wrestled:
Soul:
Golden Ropes:

WRESTLER A

TOP ROPE

WRESTLER B

CENTER ROPE

WRESTLER C

BOTTOM ROPE

Rulebook

6/29/08

The Laws of Legion adopts the following rules: --
1. If you respect your opponent, shake hands before or after a contest.
2. No harm is to come of the officials. Doing so will result in disciplinary action whereby the Cavalry have an unlimited scope in dealing with the incident. Fines, suspensions and even instant dismissal are all options open to the Ownership Committee.
3. Keep the playing field level. Red Shirts are only allowed at ringside but they are not allowed to interfere. Any interference in matches contravenes the Laws. An initial violation will result in a heavy pecuniary fine. Further violations operate under the following ambit:
(i) First offence -- pecuniary fine.
(i)(a) The extent of the fine is to be determined by the Ownership Committee on the individual facts of the offense. Whether it be a monetary cash or a point total which might pertain to the Chase for the Dunn Cup.
(ii) Second offence -- pecuniary fine and suspension.
(ii)(a) The length of suspension is potentially indefinite. Russel David and James Boyd will look at each incident in isolation and come to their decision on the facts at hand.
(iii) Third offence -- termination of employment. This is a black and white clause with no grounds of appeal. The talent in question will not finish the season.
5. Backstage attacks are greatly frowned upon. The Cavalry has the right to summon any competitor to a disciplinary hearing if such an incident occurs. As with rule three of the mandate, the Ownership have an unlimited scope in dealing with this issue.
6. Persistent violation of the Laws gives rise to several outcomes open to Russel David and James Boyd. Again, all courses of action are determined on the individual merits of the case.
The possible outcomes are outlined below: --
(i) Grounds for instant dismissal.
(ii) Grounds for a probationary period of employment to be enacted.
(iii) Grounds for punitive measures - an unlimited scope to fine and/or suspend.
(iv) Grounds for the entirety of the team to be removed from the Chase for the Dunn Cup.

All decisions of the Ownership are final and made with the integrity of the company and the Dunn Cup at the forefront of each members mind.

The Chase for the Dunn Cup Format
  • The Dunn Cup Series runs on a eight-show season. The Draft Weekend and then six-show regular season, with an ‘all-star‘ show between the fifth and sixth show.
  • An All-Star Show styled is called, simply, Grudge Night.
  • Sixteen men sign-up.
  • Four teams; four people per team; one red-shirted per team for four of the six matchplay shows.
  • Captain designated for each team, by a black, white, blue or red arm band with captain written across it in white (or black, in the case of the white arm band) block letters.
  • The team with the most points at the end of the Dunn Cup series wins. Simple as that.
  • A tie in most points between any of the four teams, at the end of Dunn Cup series, causes a sudden-death match between the team captains of the tied teams.
Draft Weekend
  • One show split into two parts. Saturday and Sunday.
Draft Battle Royale (Saturday)
    • Sixteen-man battle royale. This isn't a two-man start off, style of match, it's a sixteen-men at once, unprecedented cluster fuck. Over the top-rope style.
    • Final four wrestlers left standing, are then designated as the captains of the four teams. The order that they are then eliminated, denotes the order in which they draft there teams. The winner getting first pick, the runner-up getting second pick, the third-place finisher getting third pick and the fourth place finisher getting fourth pick.
Dunn Cup Draft (Sunday)
    • Three rounds. Captain drafts there team-mates in the three rounds. One of which he will need to red-shirt during each week of the Challenge, as well as the Roulette matches. Who and when, is up to the captain.
    • If a Captain is in need to be replaced, then there first round draft pick takes over the captaincy.
    • Though the red-shirted alternates don’t compete during the week they are red-shirted, they can still co-operate as the heart and soul of the team, in segments and at ringside.
Matchplay
  • Unless otherwise noted, two point are awarded for each fall. One point for each draw. Minus two points for each DQ.
  • The order of play (for either the Dunn Cup Synergy or Dunn Cup Roulette happening first) is decided upon, through mutual agreement between at least 3 of the 4 captains.
  • Except for the Dunn Cup Zenith and Dunn Cup Roulette, the captain of each team picks the order in which both he and his team mates are seeded. Putting his team in numerical order for the Dunn Cup Challenge however he strategically wants. For Dunn Cup Synergy, he splits his team into two groups, deciding who is in group one and who is in group two. All decisions are made without knowing the other two captain’s order or groups. This ordering is then given to the DCC, who pairs the wrestlers and teams pertaining to the kind of match.
Dunn Cup Roulette (Show 2 or Show 4)
    • Six-man tag match.
    • Elimination-style. If the captain is eliminated, even if he’s the first to be eliminated, then his team losses automatically. A captain’s elimination gives double the points for himself and whichever team mates remain.
    • The randomly drawn Team A faces Team B and then Team C faces Team D.
Dunn Cup Synergy (Show 2 or Show 4)
    • Normal tag-team match. Elimination is an option if participants agree, though the points are affected. Teams chosen and opponents decided in the method stated above. The DCC pairs A1 team v B2 team. B1 v C2. D1 v C1. D2 v A2.
    • Four points for each victory, as one would be beating two opponents with one fall.
    • No red-shirt on this show.
Dunn Cup Challenge (Show 1 , Show 3 and Show 5)
    • Eighteen matches are paired, A1 seed v B1 seed, C2 v A2, C3 v B3, D1 v C1, D2 v B2, D3 v A3.
    • A2 v B2, C1 v B1, C3 v A3, D2 v B3, D3 v A1, D1 v C2.
    • A3 v B3, C1 v A1, C2 v B2, D3 v A2, D2 v B1, D1 v C3. Six matches per show, for three shows.
    • All matches are one-on-one.
    • The third and last show of the Challenge section of the Cup, also features the “Captain’s Choice Match”, where in the captain of each team chooses a participant from his team (during said show) to fight in a four-way dance. The team of the winner is awarded six points.
Grudge Night (between Show 5 and Show 6)
    • For one night, all structure is gone, all rules are off. A sign-up sheet is posted, and then battle lines can be drawn. Have a beef that needs to be settled with someone? Won't get another chance to face him this season?
    • Want to put points on the line? Go ahead. Money? Everyone likes to make extra cash? Hit Points? Well, it won't be an in-Kayfabe bet, but damn go ahead!
    • These fights can be RP'd for. Dice-rolled. Angled. Whatever the two or more involved, want from it.
    • This is your show to book, using all story points that you've cultivated so far in the first five shows, and anymore that you want to carry into the final show of the season.
    • This is the chaos within the order.
Dunn Cup Zenith (Show 6) 15 max points
    • Two men start the match.
    • Every three minutes a random person enters the ring; it could be a member of any of the four teams.
    • One point is given for each fall, as usual, but two points are given for each surviving member of the winning team.
    • The winning team is then awarded the Dunn Cup as the show closes out, with the ceremony to commence at the Dunn Awards.
Closing Stages
Legion Awards Show
  • Season recap, highlights interplayed between awards presented. Suit and tie affair.
  • Night ends with the announcement of the MVP, and then a second Dunn Cup winners acknowledgment.
  • Dunn Cup Crown: Eligible to all those who wrestled for the Dunn Cup winning team. Voting is open to everyone, post-Zenith, through the websites main page. Finals MVP, kind of feel.
  • The Soul: The representative, the very soul of the Legion. Voted on by the handlers, to the most outstanding wrestler, between the Draft Weekend and All-Star Zenith. The season MVP, really, open to everyone. Voting takes place backstage, after Zenith.
  • Fourth-Man Award: Given to the red-shirt who has had the biggest effect on his team. Voted on by executive committee (ie; The Four).
  • The Iron Man - Top Falls Trophy: A fare sized iron figure striking an intimidating pose. Given to the wrestler who had individually accrued the most points for his team over the season.

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NAVEED ©, CHET WORTH, BROOKLYNN RIVERA, SHARC
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