CWIN Vol.
1, No. 8
Arena Watch
Double Cross Dueltrack
Alexandria, Louisiana
Written by Michael Drennon
kidego999@aol.com
Web posted October 18, 1998
Updated August 05, 2000 and May 29, 2023
The Double Cross Dueltrack: Trust no one, stay in the throttle
and conserve
conserve your ammo.
AADA Advisory: All evidence shows that the town of
Alexandria
is a haven for cycle gangs and river pirates. Avoid travel through
this
area if possible. Trucks and boats are often hijacked in the area,
and
several victims have reported finding pieces of vehicles in
Alexandrian
parts stores. The local sheriff has investigated these rumors but
has not
yet uncovered any concrete evidence. (Naturally, other rumors say
that
he's in on the plot).
The AADA Road Atlas and Survival Guide Volume Six: Free Oil
States. Steve
Jackson Games. 1989.
https://www.sjgames.com/gurps/books/AADATheFreeOilStates/
Asking directions for the third time in as many charging
stations, you
wonder if the VIP track-side tickets your buddy gave you are going
to be
worth this excursion into the Badlands. While you are paying for
the recharge
(out here you take on a full charge when you can find one), the
old geezer
trying to sell mismatched armored wheel hubs points you down
several miles
of dusty gravel road that eventually turns into several miles of
dusty
dirt road. Bumping and grinding across another set of dried up
ruts (silently
thanking yourself for upgrading the underbody armor last week),
you almost
run over your first sign. Confident you are now headed in the
right direction,
you motor along carefully. Shortly after the road sign, a gang of
approximately
ten bikers, their actual numbers obscured by the dust, passes you.
Their
presence did not surprise you as much as their request over the CB
for
permission to pass before swarming around you every which way.
Their nimble,
high-riding suspensions quickly leave you behind as you slowly
navigate
the rocky trail. Rounding the bend you see a strange sight. There
are three
bikes displaying the colors of the Dust Vultures parked next to a
high-sprung,
off-road pickup with whoopee lights ablaze and sporting the badge
of the
county sheriff's office on the driver's side door. Last month's
RASG update
ran a special report detailing the violent and unpredictable (yet
unerringly
effective) nature of this particular band of two-wheel
enthusiasts. You
only expected to see them under the wheels of the local law
enforcement
pickups, not sharing gate guard duty with the sheriff's deputies.
"Yep, this has got to be the place." You think to yourself. The
bikes'
owners see you and swagger over to inspect your ticket and parking
pass.
The two deputies lean back and grin at you around their
well-chewed toothpicks.
"Rules are simple" says the shortest biker. "Once you enter, there
is no
exit until the races are over. If you do, there is no re-entry . .
. until
next month. Only hand weapons are allowed outside the parking lot.
If you
can lift it, tote it, and fire it in one hand, then it is a hand
weapon
. . . Yes, we check everyone entering the stands." The burly biker
in the
back grins at this statement, brandishing an infantry light
machine-gun
in a one-handed grip . . . You wonder how he fits on a bike, much
less
carry that thing.
"No fights in the stands or small or large arms fire directed at
the
track. The Dust Vultures are security this weekend, again, and any
problems
are to be brought to us. Chances are good we will let the
interested parties
fight it out behind the stands by the garbage dumpsters.
Otherwise, what
we say goes. Solving problems on your own is a bad idea. We get
your pocket
change and your ride. If you are nice, we will let Gold Cross in
to read
the body for your clone. Any questions? No? Good, enjoy the
races."
The bikers step back and allow your entry into what appears to be
a
farmer's unused field. Another well-armed Vulture directs you
toward the
lines of vehicles slowly roasting in the sunny field, but pauses
as he
sees the VIP stamp on your entry ticket. He points over to the
grove of
trees separating the "parking" from the track. Along the tree line
you
notice several temporary armored shelters, undoubtedly absconded
from the
local National Guard Armory, that have been erected and are being
used
to house very expensive-looking duelcars and trucks. Evidently
your VIP
privileges allow for a sheltered enclave for you and your vehicle.
Pulling
into the cool shade of the armored bunker, your new "neighbor"
waves to
you as she offers up a cold can of algae beer and something
unrecognizable,
probably from the local wildlife, that is slowly grilling over
coals.
"Yep, the next three days could be very interesting," you think
to yourself
as you pop the door release and climb out to stretch your weary
bones .
. . Your box seats are good for two people.
Arena Notes
The Double Cross Dueltrack is run in a strange collaboration
between
local law enforcement and neighboring cycle gangs. Since the track
caters
to cycle and trike enthusiasts, the gangs are expected to be on
their best
behavior at and in the vicinity of the monthly event. Otherwise,
the track
is closed and the bikers lose revenue from the track as well as
several
vehicles and personnel in the ensuing firefight with the
authorities. In
exchange, the bikers are allowed to coordinate events and run
security.
In case of problems that a rabid cycle gang cannot handle, the
local police
have three squads of SWAT troopers on hand and discreetly out of
sight.
Then there are the National Guard reservists who bivouac nearby
(conveniently)
on race weekend. In a move bordering on genius (for city council
members
anyway), the town decided to let the local gangs decide amongst
themselves
which gang would run the next month's events. Gang activity is at
an all
time high in the area, but most of their time, energy, and
resources
are dedicated to fighting each other for dominance. Raids and
convoy/courier
harassment still occur, but are often interrupted by rival gangs
trying
to catch each other unprepared or otherwise preoccupied. Lately,
deep cover
agents have been deployed to ensure the gangs are at odds with
each other,
as things could get sticky if the gangs were to ever join forces
against
the townspeople.
Even though the track's humble beginning started with the cycle
gangs
racing a dirt course scratched into a farmer's field, such is not
the case
today. Nationally known racers and duelists fly themselves and
their bikes
in for the competitions, amateur and pro-am competitors brave the
Badlands
to compete here, as well as the . . . local talent (cycle gang
members
themselves . . . not to be taken lightly either!). There is even a
field
hospital run by National Guard reservists. There are two
stripped-down Ambunaught
2031s (no weapons, light armor, huge engine, and lots o'
strobes) with
off-road suspension for bringing fallen riders back to the
hospital. In
severe cases, there is a military medivac chopper on sight that
can be
scrambled at a moment's notice.
Due to the strong celebrity presence plus a mix of talents,
almost anything
can happen out on the track, there is plenty of media coverage for
the
three days of this event. In fact, many first-time visitors are
surprised
by the media coverage in place here. There are several TV bunkers
around
the track, and the news choppers occasionally vie for airspace
above the
more prestigious events. This of course halts the event in
progress while
the pilots duke it out in the skies. (With some large- and
small-caliber
support from arena security ground forces trying to get the
offending choppers
away from the track before there is a smoking twisted lump of
metal and
plastic on the main backstretch that needs to be cleared off their
expensive,
paved surface).
Events are extremely diverse. The track does not have AADA or
AADA/R
Sanctioning, but there are races and duels that adhere strictly to
those
organizations' guidelines. Other races and duels may incorporate
non-AADA
Sanctioned designs and equipment, but this doesn't mean there are
no rules
or limitations on designs. Races and duels are run from dawn to
late in
the evening on the well-lit track, with several variations within
both
gasoline and electric events. The major impediment to AADA /
AADA/R status
for this track is the very narrow construction of the track. This
severely
limits the numbers and sizes of four wheel vehicles that may
compete here,
as even trikes are often pressed for track space.
Occasionally sprint
chassis are raced here, as well as a few subs and compacts for
exhibition
racing and duels, but nothing larger than compact sized
four-wheelers.
Sorry, but this track belongs to the lightweights.
From the S/F line, racers drag into a bottleneck and Turn 1.
Following
the 90-degree turn is another bottleneck that narrows the track to
a mere
15' wide. Turn 2 places the racers onto one of the three
backstretches
on this track. Turn 3 empties into the first criss-cross
intersection.
Immediately upon exiting the intersection, racers are funneled
back to
a 15"-wide track. Turn 4 sees a gradual expansion of the track
width leading
to the very wide Turn 5 hairpin. This is one of few places that
passing,
usually by out-braking your opponent, can be considered easy on
the track.
A short chute narrows the track again as the racers enter Turn 6.
This
turn empties onto the long and perilous main backstretch. About
halfway
down the stretch, racers re-enter the first criss-cross section.
Thirty
feet later the track is narrowed once again to 15' as racers enter
the
second criss-cross intersection. This part of the course is the
most hazardous,
as this intersection is only 15' by 15'. There are not many
near-misses
in this second crossing . . . all or nothing is the order of the
day here.
Turn 7 is the fastest on the course, leading to a very tight
hairpin in
Turn 8. One of only two right-handed turns, Turn 9, takes the
racers past
the field hospital and into Turn 10, which directs the racers back
into
the treacherous second crossing. Turn 11 pours the racers onto the
final
backstretch. Turn 12 leads the racers into a small chicane. After
the chicane
racers push and shove into the final bottleneck leading to Turn
13, which
leads them back to the S/F line. Access to pit row comes directly
following
Turn 13.
TV Bunkers. These structures have 10(2) DP.
Field Hospital. This building has 30(4) DP.
Pit Area. The guardrails and walls protecting the pit
area are
30 DP. Multiple breaches will not collapse them, instead just make
big
holes in the wall. These rails and walls are three feet high.
There are
no guardrails on the rest of this track, and often the fun comes
from seeing
who can dodge the wreckage that just turned into a $15,000
torpedo!
Grandstands. Located south of the main straight, with the
garage
areas off to the west, while parking is off to the east of the
track. To
keep the spectators relatively safe, there is a three-foot
retaining wall
along the front stretch identical to the walls protecting the pit
area.
Topping this wall is a 15' tall retention fence with Spalltex (TM)
armorglass
plates attached to the fence. These plates will block 10 DP of
vehicular
fire per
occurrence. Vehicles vaulting into the fence can either be caught
in
it, or tossed back onto the track. Vehicles that leave the paved
surface
with racing slicks should suffer an additional D3 hazard from the
slippery
turf infield as well as losing any HC bonus from the slicks until
the vehicle
is once again back on the paved surface.
Track Regulations
While there are many different types of events held here from
simple
races to dueltrack racing, there is a specific set of guidelines
for each
separate event. The track itself has regulations that displace any
others.
1. No dropped weapons, grenades or grenade launchers. Direct-fire
weapons
only, limited to those doing two dice or less damage in a single
instance.
Smoke and paint devices allowed if event permits their usage.
2. Pit row speed limit is 55 mph. No combat allowed in the pit
area,
no engagement of any sort allowed over yellow lines, or into or
out of
the pit
row area.
3. Cyclists/Drivers are required to wear a fireproof suit. Body
armor,
while optional, is highly recommended.
The dropped weapon ruling is pretty self-explanatory. This is a
paved
asphalt track out in the middle of the badlands. This is very
expensive
to try to get fixed . . . Imagine paying construction workers
triple time
for hazardous duty pay and you can see why the gangs do not want
to destroy
the track surface every month. Smoke and paint projectors are
allowed because
they do not damage the surface or create an undue hazard to other
vehicles
. . . They get the same effect trying to drive though the tire
smoke of
someone who has just spun in front of them. Smoke and paint
weapons
are okay as long as the event rules allow for them. This does mean
that
smoke and paint grenades are allowed, but are also the only
grenades allowed
(no concussion, fragmentary, incendiary, etc.). The burst radius
on these
would eliminate the field rather quickly once 17 cyclists started
sowing
grenades all around. No one would make it through the first curve
much
less the rest of the course! No combat allowed inside the pit
area, and
no vehicle may engage or target another vehicle while one or both
is within
the pit area. Vehicles outside pit row may not engage or target
vehicles
on pit row.
Track Events
The following is included to try to help give referees ideas with
creating
their own events at this track.
Divisional Racing: AADA/R Class. Vehicles in these events
must
comply with current AADA/R rules and regulations for vehicle
design and
construction. Drivers may not carry weapons, and their vehicles
may not
mount any weapons either. This includes dischargers. Body blades
and bumper
spikes are allowed however ramplates are not. Victory is
determined by
first vehicle to complete the required number of laps. Vehicles
competing
in this event do mount some armor since they occasionally compete
within
other divisions that allow drivers to carry hand weapons. Besides,
the
extra armor is nice in case of a rollover situation.
Divisional Racing: Open Class. Vehicles in this class
have no
restrictions on motive power sources, save temporary speed
boosters (i.e.
rocket boosters, ISCs, and nitrous systems) and the carrying
capacity of
their frames. Motive power sources tend to be gasoline-powered, so
class
distinctions are based on monetary limits and the aspiration of
the engines.
Naturally aspirated engines and turbine (turbo or supercharged)
engines
will compete in separate events. Electric powered vehicles, while
rare,
are allowed to compete in either class. Electric vehicles tend to
do better
on courses favoring top end versus acceleration. Drivers may not
carry
weapons and their vehicles may not mount any weapons either.
This
includes dischargers. Body blades and bumper spikes are allowed
however
ramplates are not. Victory is determined by first vehicle to complete the required number of laps. Vehicles competing in
this
event do mount some armor since they occasionally compete within
other
divisions that allow drivers to carry hand weapons. Besides, the
extra
armor is nice in case of a rollover situation. The cycles listed
below
sport cycle blades in order to assist other racers in resisting
the temptation
to give a friendly little shove or bump at 150 mph. The blades
also help
when racers are trying to hold their position from a fast
approaching rival.
Divisional Racing: Dueltrack Class. These rules allow
racers
to arm themselves and their vehicles. The focus is still on speed
and handling,
there are just some different options available should a racer
want to
pass or try to hold his position. Some events allow for hand
weapons only,
some vehicular weapons only, while others allow both. In most
cases, the
racers will have to complete a set number of laps before
being allowed
to fire upon other racers. Victory goes to first racer to complete
a set
number of laps, or the last racer able to circle the course under
his own
power. Burst effect weapons are allowed, but with a few
restrictions.
Burst effect weapons cannot be used to target the track surface
in hopes of hitting targets with the burst effect. This tactic
damages
the surface, disqualifies the rider and shortens his life span
once he
reaches the track officials' reception committee in the garage
area. All
burst effect weapons must be of the single-shot type if their
burst effect
is greater than 1" (i.e. MRs fired one at a time are okay, RLs are
not,
MMLs are okay, LAWs and gyrosluggers are okay as long as the rider
carries
no reloads, etc.) No tripod or "man-portable" type hand
weapons allowed.
Racers using these burst weapons may reload them, but only on pit
row.
Multiple weapons may be purchased (i.e. 2 LAWs, 3 gyrosluggers,
etc.) to
reduce pit stop times (just have to stop, wait one second for crew
to hand
over new, loaded weapon, then go), but the total price of all
weapons and
ammunition counts toward the Divisional monetary limits. Since
only one
weapon can be carried at a time, only the weight of one weapon
(and ammunition)
needs to be factored into
total vehicle weight. Hand weapons without burst effects (pistols,
rifles, shotguns,
AVRs, etc. are not subject to this reloading restriction, and the
rider
may carry extra magazines if vehicle weight and monetary limits
allow.
Some events allow (or even require) passengers, and please keep in
mind
these are the only occupants of a vehicle allowed to use
two-handed weapons.
I would like to see how long a cyclist could stay on this track at
150
mph without holding onto the handlebars! Pilots must stick to
one-handed
weaponry only.