CWIN
Vol. 1, No. 6
Arena Watch
Elemental Fury Arena
Port Angeles, Washington
State
Written by Michael Drennon
kidego999@aol.com
Web posted August 03, 1998
Updated August 05, 2000 and May 29, 2023
In ancient times, places of awe and worship
were
constructed to appease the all-consuming fury of Mother Nature
in her many
forms. Air, Water, Fire, the Earth itself were her weapons of
destruction.
Through regular and often bloody sacrifices, humans sought to
ease the
potential fury inherent in Nature.
Times have changed, and the ancient and
powerful
places of worship are almost totally gone from the face of the
earth. Mother
Nature still wields her mighty weapons, and time has not dulled
their edge
or weakened her arm. Duelists often forget that an opponent they
can never
hope to best is present in every battle they fight. They cannot
fry it
with a laser, or ventilate it with a machine gun. Sometimes they
can outrun
it for a short while, but Nature is eternally patient. It is the
wind that
saps the energy from the long haul trucker and swats planes
effortlessly
from the sky, the squall that swallows mighty ships without
leaving a trace,
the fire that races through a forest outpost, the earthquake
that fells
a mighty city to its knees. She will be here long after we as a
species
are gone. How she treats us in the meantime will depend a lot on
our respect
for her.
It is along this line of thought that the
Elemental
Fury Arena was constructed. Believed by many to be a modern day
version
of those ancient places of worship, the Elemental Fury Arena
serves as
a potent reminder as to who is really in charge . . . and it is
not us
measly humans. The arena consists of three different levels and
many difficult
challenges. There are the four Elemental Pits, one for
each corner
of the arena, which contain the checkpoints duelists need to
collect before
they may open fire on other opponents. Representing the many
faces of Mother
Earth that duelists must traverse in the course of battle are
several types
of terrain. Finally there are many different opportunities for
points to
be scored by flying through the air. One can attempt the leap
through the
Eternal
Flame if one feels they have the timing down, or one could
traverse
the icy slopes and try to complete a circuit of the third level,
leaping
like a mountain goat from one ice patch to another.
Whatever the
tactic, whatever the dueling style, this is not an easy arena.
Rare is
the vehicle that leaves the floor unscathed, and the bloody
sacrifices
made here are fairly regular.
Arena Notes
Elemental Pits. In each of the four
corners
of the arena is a sunken pit, each 15' (1") below the surface of
the main
arena floor. Accessible by two ramps, these pits contain the
checkpoint
markers each duelist must make contact with in order to be
allowed to fire
upon other opponents. Each pit has its own unique hazard.
Element of Fire. In the northwest
corner
of the arena is the pit representing the Element of Fire. Two
things make
this pit an especially dangerous one to visit.
First, a nearly-constant
flame cloud burns here. Aside from the obvious fire damage, this
reduces
visibility to zero. After a player enters the pit, have them
turn away
from the board and dictate their movements without looking at
the board.
In order to "find" the checkpoint, each turn the player has
their vehicle
in the pit, roll 1d6. On a one or two, the player has run over
the proper
checkpoint location, and may attempt to leave the pit. When the
front of
the player's vehicle is clear of the clouds, then they may turn
around
to observe the board once again. Not surprisingly, this is
perhaps
the most difficult requirement of the arena to fulfill, and many
save it
until last. If players are having a difficult time getting out
of the pit,
referees and duelmasters may want to consider allowing for a
lull in the
flames to enable the hapless victim a glance at his position on
the board.
This allows the player to re-orient to his or her actual
position before
visibility reduces to zero once again. Note that IR systems will
not provide
any benefit, as everything will appear the same . . . very hot!
Vehicles
suffer the usual effects of being exposed to a normal flame
cloud, including
Fire Modifiers (ouch!). Lasers cannot fire into or out of these
clouds
due to the smoke generated.
Element of Earth. In the
northeastern corner
of the arena is perhaps the easiest section of the arena to
fulfill. Representing
the Element of Earth is mud, and lots of it. Vehicles entering
the pit
suffer an added D3 to any hazard or maneuver due to the slippery
mud. Subtract
four from any Crash Table roll as well. Vehicle acceleration is
limited
to 2.5 mph (5 mph for OR tires) until the vehicle reaches 25
mph, at which
the vehicle may accelerate normally. In addition, should a
vehicle come
to a stop or try to reverse direction for any reason while all
wheels are
in the mud, there is a chance the vehicle will get stuck. Roll
2d6. Any
result less than seven means the vehicle is stuck. Drivers may
add their
driving skill bonus to the roll, cycles add one more, and any
vehicle with
OR tires on all four corners can add one, OR tires and OR
suspension get
to add two to the roll. A vehicle will get stuck if the player
rolls snake
eyes no matter what the equipment or skill. Don't even bother if
the vehicle
has racing slicks, as it will be stuck as soon as all the wheels
leave
the entrance ramp. Players may attempt to free their vehicle
every three
turns. After three consecutive failed attempts at freedom, the
vehicle
is to be considered bogged, and is now out of contention. Jump
jets combined
with rocket boosters, while messy, would work nicely in this
situation
as long as the vehicle is not going to be thrust in the
direction of a
nearby wall. Otherwise, the management strongly suggests
surrender to the
nearest opponent with a fire clearance from arena control. The
checkpoint
marker for this pit is located in the southwest corner of the
pit, 15'
(1") from the corner wall junction. If a vehicle becomes bogged
over the
checkpoint, the vehicle will be removed via crane within 10
turns (roll
2d6 and subtract two). For waiting duelists, they will have to
come back
when it is clear. For the checkpoint to count, the vehicle must
enter via
the ramps provided. No, a vehicle may not drive off the edge,
over the
marker, and then out of the pit gaining a checkpoint. The whole
point is
to force some tricky maneuvering for the drivers. If a vehicle
enters the
pit without using the ramps, the vehicle must exit the pit. Once
the vehicle
has cleared the ramp it may turn around or back down the ramp
and try for
the checkpoint marker again.
Element of Water. In the
southeastern pit
is a seemingly harmless body of water. In fact it is only 6"
deep, a mere
5 mph subtraction to current speed per turn. Now comes the
tricky
part. Under the 6" of water is an ice slick. There is only one
thing slicker
than ice and that is wet ice. Vehicles entering have an
additional D5 added
to any hazard or maneuver. I liked the AVRO Web site's ruling
that all
skids and fishtails are doubled in length while a vehicle is on
ice, and
so I am applying them here as well. Also, halve the deceleration
by Crash
Tables or uncontrolled vehicles, and reduce tire damage from
maneuvers,
skids, spins and deceleration by two points per instance.
Re-roll any Crash
Table results involving rolls or vaults due to the surface is
extremely
slippery (unless a Crash Table roll is due to vehicle striking
the wall
or another vehicle).
Autoduellists of Vancouver Regional
Association (AVRO)
http://www.brucelam.com/carwars
http://avro.simplenet.com
To calculate acceleration while on ice, use
the rules
from the Pale Horse Arena featured in ADQ 5/3. "With regular
tires, A vehicle
may only accelerate at 2.5 per turn until they reach 25 mph, after
which
they accelerate at the normal rate. Snow tire-equipped
vehicles accelerate
at no greater than 5 mph, regardless of the power of the engine or
power
plant. Only Ice tire-equipped vehicles accelerate at whatever rate
their
plants allow."
Steel on Ice: Dueling at the Pale Horse
Arena.
Autoduel Quarterly: The Journal of the American Autoduel Association. Vol. 5, No. 3. Autumn 2037 / Fall 2037. Steve Jackson Games.
http://www.sjgames.com/car-wars/adq/5/3
All types of tires are allowed, including
Spiked
Tires from the AVRO Equipment Locker, Tire Chains and Snow Tires
from Uncle
Albert's Catalog from Hell, and Ice-Racing Tires from the Pale
Horse Ice
Duelling Arena. However, the referee or duelmaster needs to
remember the
penalties for using specialized tires on surfaces other than ice.
Tires
specially designed for ice provide no benefits in the mud or on
concrete.
In fact, the opposite is generally true. Ice racing suspension may
be used,
however it can only function properly on the icy sections of the
arena.
It will not act like off-road suspension in the mud, and it will
give an
HC of 2 on the hardtop surfaces. Vehicular skates are not to even
be considered.
Similar to the Earth Pit, the checkpoint marker is 15' (1") from
the junction
of the walls in the northwest corner. The same rules apply for
checkpoint
scoring as for the checkpoint in the Earth Pit. Vehicles do not
need to
be under the control of the driver in order to score the
checkpoint but
must enter the pit via one of the ramps (i.e. the vehicle may
suffer a
lucky skid or spin into the marker's position, and now the player
only
has to be concerned with getting out of the pit).
Element of Air. The final pit is
dedicated
to the Element of Air. Dense mists enshroud this pit reducing
the visibility
much like the flame clouds in the Fire pit. No-paint windows
allow for
duelists to "find" the checkpoint marker on 1-3 on 1d6. IR
systems allow
for sighted navigation, however the checkpoint marker will not
be visible,
and these players will have to roll just like everyone else to
"find" the
marker. They just have the ability to see where they are going,
and may
target normally once the driver has received fire clearance.
Otherwise,
in all respects this pit is like the Fire pit, but without the
fire damage
and Fire Modifiers.
The Eternal Flame. Located in the
center
of the arena, surrounded by a 7 1/2' (1/2") tall concrete
platform is the
Eternal Flame. This combustion source is actually a surplus
military flamethrower
imbedded into a concrete platform. This flamethrower fires once
every turn.
The smoke cloud created will block LOS if a vehicle tries to
trace a line
of fire through it to another vehicle. If a vehicle is jumping
the platform
and is over the red dot when it is time for the flame to fire,
the vehicle
takes 3d6 damage and the appropriate Fire Modifier and Burn
Duration to
the underbody and tires. Don't forget about the additional D3
hazard if
the vehicle should land in the mud rather than a landing ramp.
Editor's Note: Both Car Wars Tanks and
Uncle
Albert's Catalog from Hell do not specify the Fire Modifier or the Burn Duration of
the Military Flamethrower.
Using the Fire Modifiers and Burn Durations of the other flamethrowers, CWIN extrapolated a
Fire Modifier
of 6 and Burn Duration of 5 for the Military Flamethrower.
Points earned for successfully jumping the
flame
depend on the approach used. Even though the jump is longer,
using the
large ramps from the N, S, E, or W directions is generally worth
fewer
points than those completed on a diagonal path using the smaller
ramps
attached to the central platform. This is due to the more
difficult nature
of maneuvering in the mud to get at these approaches, versus the
easier
approach offered by the larger jumps. Vehicle must cross the red
dot for
points to be scored. Points are generally scored even if the
vehicle gets
scorched in the process. Simply driving over the dot is worth
nothing,
and may earn the offending driver an unscheduled hotfoot!
Mountain Ranges. Four elevated
sections
of the arena known as the Mountain Ranges surround the Cleansing
Flame.
These sections are 15' (1") from the main arena floor, and are
covered
with skating-rink-quality ice. Access to this slippery plateau
is via ramps.
The areas shaded in green are not vehicle accessible at all.
These sloped
sections actually count as hitting a wall due to the larger
degree of slope.
Driving down one is perfectly fine until the vehicle reaches the
bottom,
where the front armor will take damage as if it had stuck a
"wall" of earth
(infinite DP). If the vehicle has off road suspension and a
power plant
still left after the collision damage has been applied, allow
the driver
to drive on, starting at speed 0 mph. Otherwise the
vehicle is stuck,
and is now affectionately treated like a piņata . . . everyone
takes
a swing! Surrender is advised at this point.
Simply driving onto the ice surface is a D2
hazard
to most vehicles. Jumping onto it is terrifying! This surface is
not as
slippery as the "wet" ice in the Water Elemental Pit, and there
are only
the standard penalties for driving on ice (D4 to all hazards and
maneuvers).
Lengthened fishtails and skids, halved deceleration from skids
and rolls,
and decreased tire damage from skids all apply to vehicles
traversing this
surface. Should a vehicle leave the ice while spinning or
sliding sideways,
there is a very good chance the vehicle will begin to roll once
it makes
contact again with the earth. This judgement call I leave to the
referees
and duelmasters to determine, however I feel any vehicle going
over 30
mph when it leaves the ice in said awkward orientation is
subject to a
roll. Give the driver one chance to regain control. Use the same
system
for regaining control during a spin. Should the driver be
successful, assume
he or she managed to get the steering wheels positioned properly
to allow
vehicle to keep spinning once the vehicle hits the pavement or
mud. Note
this does not give the driver regained control as he or she is
still spinning,
but at least they are right-side up and may have some tires left
after
everything calms down. If you like it, use it. If you don't,
come up with
your own method and let me know how you did it!
Why would anyone in their right mind want
to face
the many hazards of falling and sliding off the platform? Any
kills earned
while attempting a circuit (the attempt must be declared
by the player,
prior to reaching the upper level, and the attempt must be
genuine) will
earn a two-point bonus. Vehicles stopping to "snipe" at other
vehicles
will be warned once, and then their fire clearance will be
revoked. In
order to re-activate it, the dastardly duelist must re-visit the
four Elemental
Pits and collect the checkpoints once again (it's not nice to
fool with
Mother Nature!). If a vehicle manages to complete one circuit of
all four
"ranges" by jumping consecutively from one "range" to another
without leaving
the elevated area, their next three kills (mobility or
firepower) have
a x2 multiplier. This is not easy, as other vehicles tend to
fire upon
these "mountain goats" with total abandon knowing that enough
hazards added
to the unfortunate goat will likely toss it over the side sooner
or later.
Something to keep in mind is that the ramps themselves are not
coated in
ice. If the driver can time the jump so that his or her vehicle
lands on
the landing ramp, the driver does not have to contend with an
additional
D4 hazard upon landing. There is still the D2 from hitting the
icy surface
after driving down the ramp, but no one said this was a
cakewalk.
The Valley. The "Valley" is the
area encompassed
by the "Mountain Ranges", and its most notable feature is the
mud. Not
as deep as the Earth Elemental Pit, but just as slippery. The
same hazards
and acceleration penalties apply here as for the Earth Elemental
Pit. The
mud is not quite as deep here, so vehicles may stop, turn, burn,
flip,
roll, whatever; without fear of becoming stuck in the mud. Isn't
that nice
to know?
Ramps. All ramps are angled at 45
degrees,
constructed of concrete, and are extremely difficult to destroy.
Gates. There are four gates, one by
each
Elemental Pit. Duelists enter here from the pits, however after
making
a parade lap around the Mountain Ranges; officials direct them
into the
Valley, where they are lined up with their backs to the
Cleansing Flame
platform facing out in every direction. Between the gates on
each wall,
there is a dividing wall forcing vehicles traveling from pit to
pit either
around the wall or over it via the ramps provided. If desired
for some
strange reason, yes, a duelist may drive out onto the wall. The
top is
15' (1") from the arena floor.
Arena Defenses. Two surplus AFV
turrets,
affectionately named "Thunder" and "Lightning" are installed on
towers
in the southwest and northeast corners. "Thunder's" turret
contains
a pair of linked RFTGs, and "Lightning's" turret bristles with
quad GGs.
As if this was not enough, each turret has coaxial paired FGs
aside the
main guns. These latter additions are used primarily for crowd
control
to avoid expensive collateral damage from the main guns. Between
the two
turrets they can cover just about every point in the arena. The
turrets
are universal as well, in case of an aerial assault on the
open-air arena.
It does not pay to be a problem child within this arena.
Arena Events
The Elemental Fury Arena runs only two
types of
events: AADA Divisional Dueling, and a ram event called "Bump
and Jump."
AADA Divisional Dueling. Vehicles
are lined up around the central platform, facing out. On the
command from
Arena Control, duelists fire their engines and tear off into the
arena.
Before the players are allowed to fire upon each other or score
points
from negotiating obstacles, they need to collect four
checkpoints. These
checkpoints are located in the four Elemental Pits at the
corners of the
arena. By "paying homage" to Mother Nature's Elemental forces,
the duelists
earn the right to engage in weapons fire upon any and all
participants
within her domain. Those who have fire clearance will have a
small strobe
activated on the top of their vehicle by Arena Control. This
strobe does
not affect targeting in any way, nor does it allow a vehicle to
be seen
or targeted through smoke. If a player deliberately completes an
offensive
action without first paying due homage and receiving a fire
clearance,
the player will lose all checkpoints earned, and will have to go
back and
collect all of them over again. If the vehicle has no
checkpoints earned,
the arena officials will double the points awarded for
eliminating the
offending vehicle until that vehicle collects all four
checkpoints. At
that point, the point award for eliminating that vehicle returns
to normal,
unless the driver tries something else equally moronic and earns
another
penalty. For flagrant or repeated infractions, officials will
grant clearance
to all active vehicles on the arena floor to fire, but only upon
the offending
vehicle (which will be identified for ease of targeting). Those
who have
already been granted fire clearance are allowed to continue to
fire at
anyone they desire. If this does not solve the problem within a
turn or
two, arena defenses will annihilate the offending vehicle, and
all fire
statuses return to what they were prior to the infraction. An
offensive
action includes weapons fire (vehicular and hand-held) and
deliberate ramming
or vehicular contact. Weapons discharged by bumper trigger (for
defending
against or discouraging from ram tactics) are allowed as long as
the bumper
trigger sets them off while involved in an accidental collision,
and not
a driver, gunner, etc. Vehicular contact is frequent and not
unexpected
within the Earth and Water Pits, and is fine as long as it is
the result
of a fishtail, skid, or similar loss of control. Determination
of
the flagrancy of an offense can be left up to the audience if so
desired.
Mobility Kill or Firepower Kill: 4 points
Own vehicle Mobility-Killed or
Firepower-Killed:
-8 points
Kill scored while aggressor attempting
circuit
of ranges: +2 points
Next three kills for vehicle that completes
a
circuit: x2 award
Long jump over Eternal Flame: +1 point
Short jump over Eternal Flame: +2 points
Bump and Jump. This is a ram-only
event
which is similar to the last century's demolition derbies, but
with a twist.
Weapons are allowed, however they must be linked to bumper
triggers and
are not to be fired by any other means. Bumper triggers may be
turned on
and off depending on duelist preference. Vehicles start from the
middle
of the arena like AADA Divisional Duels. After paying homage to
the Elements
and collecting the checkpoints, drivers have ten turns to ram
another driver
or jump a ramp. Failure to do so within the time limit
disqualifies a driver
from competition. Active vehicles trying to stay in contention
cannot ram
vehicles that have been disqualified or disabled. Well, okay
they can,
but it does not count toward the "one ram/jump within ten turns
rule."
The ten-second clock is reset after each ram / jump for each
separate vehicle.
Drivers face the same penalties as armed vehicles for deliberate
ramming
or contact that can be construed as an offensive action before
receiving
clearance from Arena Control. For a ram to count for a vehicle
trying to
remain in contention, it must be done with the front or back of
the vehicle.
Rams involving head-to-head, head-to-rear, or rear-to-rear
collisions count
toward the one ram / jump per ten turns for both vehicles.
T-bones are
counted toward the vehicle using its front (or rear) end in the
collision.
T-boning is the favored approach to use, as it interrupts the
victim's
momentum and makes them spend valuable time trying to regain
control. The
other poor sap that gets hit in the side better hope he stops
spinning
before his time is up! Combat continues until there is only one
vehicle
in operable condition, or one of the last vehicles does not meet
the ten-second
requirement. This is a survivor event.
Arena Tactics
There are many different ways to look at
this
arena. Technically this is not an off-road arena. A vehicle does
not need
off-road suspension to be competitive here. Off-road suspension
assists
in only a couple spots on this battlefield and ice equipment
does about
the same. The question in this arena is how do you want to earn
your points?
Mountain goats will have some ice equipment, as good handling as
possible,
and a turreted, high-capacity, high- accuracy weapon. Jumpers
will most
likely have heavy or active suspension, off-road tires to
compete with
the mud, and heavier top armor than usual to foil the mountain
goats. Vultures
circling the arena looking to shoot goats off the mountainside
or catch
a mud freak in mid-leap will look more like standard dueling
cars with
heavy weapons and heavy armor to defend against other vultures.
Sand rails,
properly equipped, tend to do well in this arena if they can
keep going
fast enough to keep everyone from shooting through their
notoriously thin
armor. One hit though and they are generally recycled for use as
strainers.
Experiment; see what you feel comfortable
with,
what suits your dueling style. This is a points-style arena, but
the quickest
way to score points is to eliminate your opponents quickly, so
the arena
quickly develops a survivor type flavor. The thing to keep in
mind when
designing a vehicle is that no matter what the "specialty" or
favored tactic,
it must be able to cope with the Elements before any scoring can
begin.
Fire-fighting equipment like foam grenades, foam dischargers,
FEs (personal
and vehicular), metal armor, and the like are a good idea in the
lower
divisions where FP armor is an expensive option. Unlike many
other arenas,
prestige tends to diminish as the Divisional level
increases. The
more money you have to spend, the more bells, whistles and
doo-dads a duelist
can outfit his vehicle with in order to ease the obstacles of
this arena.
The media and fans are more impressed by drivers who do not have
all the
extras, and are battling the elements and each other on more
even terms.
There is no Amateur Night at this arena due to the difficulty,
however
Division 5 and Division 10 vehicles will receive additional
prestige simply
for participating in an arena combat here, no matter how they
actually
place.