CWIN
Vol. 1, No. 2
Medieval Times Jousting
Arena
Shaumburg, Illinois
Written by Michael Drennon
KidEgo999@aol.com
Web posted April 01, 1998
Updated August 02, 2000 and May 29, 2023
Grab the nearest wench, your favorite
sword, a
trusty steed, and lots of DramamineTM because you are
going
back in time when you enter the Medieval Times Jousting Arena.
This venue
features up-close and personal combat styles, audience
participation, as
well as a wide variety of specialty events. Plenty of food is
brought to
you by our serving wenches (male and female depending on your
tastes).
Kiddies eat for free! Door prizes include a chance to man one of
the arena's
four blast cannons to ensure fair dueling by the Knights on the
field (each
BC is loaded with practice-paint rounds . . . we're not stupid)
as well
as ensuring yourself and your family a blimp's eye view of the
battles,
free passes to future events, three laps with the current AADA
World Dueling
Champion (guaranteed to raise the hair on your neck) and a
special end
of season "Amateur Knight" Week where all events are run with
fans like
you selected from all entries throughout the season.
Throughout the season "Knights" from the
five
"Courts" (Red, White, Blue, Green, Black) battle each other in
many different
events for points to win the favor of the King and Queen of the
Land. These
Knights may enter combat relying on their trusty steed
(rocket-loaded heavy
cycle), a fast chariot (tricked-out, tuned-up, ready-to-fly
luxury), or
simply their wits and a strong right arm (you blew your control
roll, and
have to knock one of the other knights off his cycle to finish
the event).
The Knights compete in all events, except for Auto Football.
These Knights
will fight, race and duel side by side with any "Commoners" who
are brave
enough to join the field with them. Commoners who show promise
or actually
defeat Knights of the Courts, may be offered a squirehood and a
chance
to apprentice with the troop. On rare occasions for spectacular
feats of
bravery, survival against odds, or even great showmanship, a
Knighthood
may be offered. During the off-season, the Knights separate into
their
individual courts and take to a quest (to hone their skills in
the real
world so as not to lose their edge). Woe to any cycle gang who
mistakes
a Court for a bunch of posers on a joyride . . . these are
professional
duelists.
Arena Notes
Pit Ramps. The four Pit Ramps in
the middle
of the arena have one-way spikes imbedded into their surface.
This is to
encourage vehicles to follow the directional arrows on the
ramps, avoiding
mid-air collisions and rams. These spikes do 1d6 damage to all
tires, including
solids and plasticore. Spike damage is assessed on take-off and
on landing,
with appropriate hazards added to total hazards for jump.
Spikes
are retractable for special events. Pit ramps have 20 DP, are
15' long,
have a 30-degree angle and are only effectively damaged from the
sides
or back. Intentional targeting of the ramps results in
disqualification
by the Arena Defenses. Read that last sentence carefully.
Pit of Despair. This pit in the
center
of the arena may be navigated in one of three ways:
1.
over the center bridge
2.
over the directional pit ramps
3.
around the sides on the ledges.
The Pit is 20 feet deep, 60 feet long, and
60
feet wide. Any vehicle falling in is effectively out of the
competition.
Should occupants survive crash, there are multiple bolt holes
for them
on the Pit floor.
Arena Defenses. Covering the
vehicles in
the arena are a total of four blast cannons. One is mounted in
each outermost
pillar. The gun emplacements rotate around just like the news
coverage
box seats within the pillar. Two more are mounted in the rafters
above
the center of the unit, and traverse along the steel beam which
also supports
the main recovery winch for removing vehicles from the pit after
the night
is through. All BCs have SWCs and are considered to have enough
ammo to
melt their barrels off trying to hit an offending vehicle. If
more realistic
stats are needed for a different scenario, consider the
emplacements to
have 25 DP of metal armor and five extra magazines each. A
vehicle committing
an offense worth a disqualification (DQ) may eventually finish
and possibly
win the event, as long as the offending vehicle can successfully
dodge
the shells from Arena Defenses and remaining duelists. These
type duelists
usually wind up in the Black Knight's court and tend to earn
negative prestige
(notoriety). The BCs can cover the crowd sections, as well to
deal with
fans who cannot control themselves. Once an entire section
of fans
( I believe they were for the Blue Knight's Court) opened fire
with hand
weapons at the King and Queen's box after a controversial call.
One shell
later and there were all kinds of new openings for season
tickets and no
more problems from overzealous fans. The shot came from the door
prize
winner that particular evening, who was fond of the Green
Knight's court
. . . and is why the winner's BC is now loaded with
practice-paint rounds.
This arena has no crowd control problems, as the many regulars
have learned
what is to be expected at trackside. Unmarked, unremarkable,
heavily-armed
and heavily-armored security vehicles patrol the grounds. Woe to
the car
thief caught burglaring in the parking lot.
Arena Structures. Arena walls are
30' tall,
and have 40 DP. The occasional breech does happen, especially
during Chariot
Races, and once a vehicle leaves the arena confines, it may not
return
to the current event (most are unable to anyway). The outer
edges of each
end of the arena are actually very steep banked curves giving
vehicles
a +D2 to inward maneuvers. The only catch is the center of the
curve is
actually 15' off the ground. Driving up this banked ramp/curve
decelerates
a vehicle 5 mph/turn, while driving down accelerates a vehicle 5
mph. This
ramp/curve is also only 15' wide, and vehicles are allowed to
travel in
either direction along them. There are only two gates in the
arena, one
at each end with 25 DP each. These gates remain closed
throughout each
event. Vehicles out of contention are left where they stopped,
adding to
the arena's cramped floor space. The floor is cleared of
vehicles between
events. The support pillars are basically indestructible, with
the end
pillars 15' x 15', and all others are 7.5' x 15'. The center
bridge is
15' wide and can retract to a 15' square in the middle of the
pit, taking
two turns to do so. The outer ledges are 15' wide, and do not
retract.
Arena Dimensions
End Circles. 8" diameter
Banked Curves. 1" wide, follows
outside
wall of end circle
TV Bunkers. 1" x 1", centered
in
the end circle
Straightaways. 4" wide, 7 3/4" long
Support Pillars. 1/2" x 1", first
one centered
on straightaway, aligned with openings to banked curves
Second Support Pillar. Same
dimensions
as above, centered and 2 1/4" from first pillar
Third Support Pillar. Same
dimensions as
above, centered and 2 1/2" from second pillar, 2" from leading
edge of
ramps
Center Section. 8 1/4" long. Pit is
4"
x 4" and the section is 6" wide to create 1" ledges on each side
of the
pit. When the outer walls pass the boundary of the pits, they
angle down
to meet the straightaway's outer walls.
Center Bridge. 1" wide spanning the
pit
Ramps. 1" x 1", the inner edge
aligned
with the edge of the pit bridge.
Arena Events
The Joust. This event is run at
several
different AADA Divisional levels (see the Arena Schedule for
dates and
Divisions) and can be run with varying numbers of opponents.
Duelists line
up at the opposing S/F lines and then charge each other when the
flag is
dropped. The one-way ramp spikes are still in place on the pit
ramps to
prevent a mid-air collision over the Pit of Despair (a
spectacular but
very short end to the Joust). Vehicles must pass by each other
and continue
to S/F lines to complete a "pass." Vehicles may exchange fire
any time
after the flag drops, and up until their target crosses the S/F
line (this
allows participants to try for consecutive fire bonuses).
Ramming is allowed,
although not always practical unless ramming vehicle is in much
better
shape than target. Keep in mind that most vehicles meet on the
center bridge
where the random bounces from a head-on collision may throw both
vehicles
into the Pit. Jousting is not a sport for the weak-kneed, as
there is no
surrender.
The Joust is declared over by majority vote
of
the crowd (the Thumbs-Up / Thumbs-Down buttons on every seat in
the house).
Thumbs-Up declares the losing duelist has fought well, and shall
live to
fight again; Thumbs-Down . . . well, let us just say the passes
resume
and the unlucky duelist needs to keep rolling. Occasionally, the
doomed
duelist manages to turn the tables on his previously superior
opponent
(but not often). This is not a Blood Sport, and if a vehicle
cannot move
or fire, the Joust is over . . . this includes any vehicle
driven into
or pushed into the Pit. The Joust is considered a draw if both
vehicles
are so damaged they cannot make it across arena to opponent's
S/F line
after a pass has been made. Tire shots are frowned upon, but not
forbidden.
Often as a last ditch effort against an obviously superior foe,
a desperate
duelist may try to spin his opponent into a wall or the Pit.
Again, the
audience gets to choose if the duelist is allowed to get away
with this
tactic. A disqualification by the arena BCs through the roof of
the offending
vehicle is the general penalty for a "Thumbs Down" from the
crowd. Better
make sure you are truly desperate and have the crowd cheering
for the underdog
(that would be you in this case) before attempting tire shots in
a Joust.
The Final Joust of the season is a tremendous affair, with each
Court challenging
each other for supremacy on the field of honor. This Joust is
always held
on cycles, and depending on the whim of the King, Queen, and the
crowd,
can be fought with conventional ranged weapons, or hand-to-hand
weapons
(swords, spears, etc.). Those of you fortunate to remember the
movie Knightriders
from a while back can appreciate the atmosphere I am trying
to recreate
here.
Chariot Racing. This event can be
run as
a strictly Racing or as a DuelTrack event. With the close
confines, many
racers prefer to use dueling cars and sacrifice the top speed
and maneuverability
of the racing bodies for the heft and armament of some of the
quicker dueling
vehicles, however driver preference and choice of tactics
usually keep
the field close to even. Metal armor is almost universally used,
along
with roll cages in the racing bodies, as sideswiping and/or
ramming other
racers into Walls, Pillars, or the Pit is considered part of the
fun. Standard
Racing/Dueltrack restrictions by the AADA/R apply (no more than
two spaces
direct-fire weapons, no tire shots, no dropped weapons,
etc.). Unlike
racetracks, there is no defined circuit in the Jousting Arena. A
racer
is considered to have completed a lap when his vehicle has
passed between
both of the outside pillars (the ones closest to each S/F line)
and the
arena wall. This allows for a wild time, and some hairy
criss-crossing
over the entire arena and a wide variety of tactics and styles.
The Pit
Ramps are the only "directional" areas on the track, with the
one-way spikes
keeping vehicles from doing the nasty over the Pit and making
the race
really short and boring. No firing from any vehicle allowed
until that
vehicle has completed one lap, however rams and sideswipes are
encouraged
and expected throughout the race. Once the lead vehicle
completes lap five,
the Center Bridge retracts from each edge, and racers must jump
or use
outside ledges. Vehicles unlucky enough to be caught on the
Bridge usually
wind-up colliding with the Pit Wall at great speed (Ouch!) and
then falling
into the Pit (Gravity works!). Typical events are 10-lap
sprints, however
special events and occasions may change the length and or
limitations of
event. The arena floor is specially cleared and swept for this
event to
allow for the use of racing slicks if so desired.
Dragonslayer. Ahh . . . the event
that
separates the Knights from the Squires. Knights from all Courts
participate
in this battle, along with any stout-hearted Commoners that wish
to participate.
Instead of fighting each other though, the goal is to destroy
"The Dragon",
a metal-skinned, fire-breathing , luxury car. The only weapons
the Knights
may use are hand weapons, rocket weapons, or anything with an
unmodified
to hit equal to or greater than eight. TCs may be used, but not
Hi-Res
versions . . . No one said that slaying dragons was easy.
This event almost requires the cyclists'
cooperation
if they are to best the beast. Typically, the Knights are given
identical
"steeds" (heavy cycles) to ride. If allowed to design a "steed,"
and you
can figure out how to do it within the monetary restrictions
placed by
the referee, yes, ATGs are allowed. These kind of steeds are
actively sought
out by the Dragons however, as they crunch nicely without too
much effort
(cannot mount a lot of armor with that 700-lb. ATG).
Scoring (C'mon
you knew there was a catch):
Any hit doing 1-3 points of damage to
Dragon:
1 point
Any hit doing 4-9 points of damage to
Dragon:
2 points
Any hit doing 10-15 points of damage to
Dragon:
3 points
Any hit doing 16 or more points: 4 points
Firing "Killing Shot": 5 additional points.
A Killing Shot is a shot which effectively
renders
the Dragon immobile or powerless (no weapons left). In order to
render
a ram-equipped Dragon powerless, the power plant or driver must
be incapacitated
or forced to yield. Tire shots are not even thought of in this
event (What
kind of coward is going to try to slay a Dragon by hitting it's
feet?)
and are subject to the usual DQ Hail of Shells from Above (very
frightening
when you are riding a cycle!).
In low Divisions, the Dragon may even be a
modified
Hotshot, but in higher Divisions the Dragon may sport
bumper spikes,
car blades, and even a ramplate. Projectile weapons should not
be forgotten
when the Divisional class of the cycles go up and FP armor
becomes available.
The imagination and discretion of the referee are the only
limits to designing
a "Dragon" (but it should "breathe" fire . . . what self
respecting dragon
would not?)
The Knights are given a set of impact
armor, a
fireproof suit, and are allowed $1,000 worth of other equipment
(hand weapons,
ammo, grenades, etc.). Foam grenades are popular, since
FEs are too
heavy, and FP armor is too expensive. Why hand weapons against
metal vehicular
armor? Not for the Dragon silly, when your foes seem to
have the
edge on you in points, hand weapons allow for certain . . .
distractions
. . . which may assist in your climb up the point scale, without
wasting
your precious rockets on non-Dragon targets. Just because you
started on
a Blue cycle does not mean you cannot finish on a Red one. The
Black Knight's
team usually begins this type of sinister play, and the other
Knights took
to carrying a sidearm for protection (this does not mean that
they wait
for the Black Knight to instigate things, but it makes for a
good story
for the announcer to tell as the arena is set up for this
event). Typical
events are run with one Dragon and five Knights (Red, White,
Blue, Green,
Black). Season finales are run with two Dragons
and pairs
or teams of Knights from each court.
Auto Football. Okay, so it was not
a medieval
sport, but the fans love it! Yes, just as the plaque over the
entrance
reads, the Medieval Times Jousting Arena is the birthplace of
Auto Football
(see HVD Journal 7). Ramps retract the one-way spikes. Goals are
scored
when appropriate vehicle crosses opposing S/F line.
End-of-Season and Playoff
games require that the scoring vehicle return to his original
S/F line
for a goal to be scored. Bonus points may be awarded to
scoring vehicles
who successfully complete criss-cross jumps during play. Since
dropped
weapons eventually become a pain to both sides regardless of
which side
placed the load, dropped weapons are allowed anywhere on the
arena as it
is foolish for either side to totally block routes across the
Pit. The
Center bridge is always extended and in place for this event.
Auto Football. High Velocity Dueling Journal
7. Winter 2047.
http://www.sjgames.com/HVD/magazine/issue-7/loc-aut.html
"Free-For-All" AADA Divisional Dueling. Just
what
the name implies. No targets, no checkpoints, this is a Survivor
Duel.
Ramps retract the one-way spikes, and extra points are given for
successful
criss-cross jumps (for example, launching from left side jump and
landing
on opposing right side ramp . . . instead of straight across the
Pit, vehicle
flies over Center Bridge and Pit on a diagonal course). Regular
jumps are
nothing special. Center Bridge may or may not be retracted,
depending on
the whim of the audience. Dropped weapons usually wind up dividing
the
arena in half, and so are restricted within the arena area between
the
two innermost Pillars. Violators wind up driving convertibles
rather quickly
(if you catch my drift).
Arena Tactics
Within the narrow confines of this arena,
rockets
and other "up close and personal" weapons fare well. Of course
those high-accuracy
long-range weapons ensure consistency in this arena. Metal armor
or composite
armor is a good idea since chances are good you will bounce off
a Wall
or a Pillar or two before the night is over. Safety devices like
roll cages
and safety seats are ideal as well. High acceleration and good
handling
are a must for the many maneuvers and hairpin turns. Top speed
is usually
not a priority so use those gas-burners whenever the event rules
allow.
If an event allows tire shots, sacrifice some weight for better
tires and
possibly some wheel protection (real or fake), as the need for
handling
and many hazards make tire shots attractive when allowed.
Unless an event calls for a specific body
type
(the Dragonslayer for example), it may be run using any
body type
from cycles to campers, Can-Ams, Sprints and IndyCars and at any
Divisional
level. Vehicle restrictions are at the referee's discretion.
Sample vehicles
below are only suggestions. Feel free to design your own
versions. One
note: The steeds listed here are only for arena entertainment .
. . When
Questing, the Knights use private cycles and trikes designed
with the road
in mind, rather than the arena.
Sample Dragon: Manticore
The Manticore loves to seek out those who
do not
believe in armored cycle windshells or component armor and
pepper them
with plastic shards from its dischargers. Of course, those that
have them
are like eggs that must be cracked before enjoying the insides .
. .
Manticore -- Luxury, x-hvy chassis,
250
ci ICE (with tubular headers and 6-gallon racing fuel tank), , 4
PR tires,
driver, FT in universal 2-space turret, 2 extra FT
magazines below
turret, FOJ back, 8 FDs (2F, 2R, 2L, 1B, 1T), FE, 3 links
(FT and
FOJ, right FD and left FD, right FD and left FD), FE. Cargo
capacity: 3
spaces, 84 lbs. Metal/plastic armor: F5/20 (ramplate), R5/14,
L5/14, B5/12,
T7/10, U0/10 (27 points/80 points), 10-pts. 5-space plastic CA
around ICE,
10-pts. 1-space plastic CA around fuel tank, 10-pts. 2-space
plastic CA
around driver. Accel 10, Top speed 80, Cruise speed 47.5, 25
MPG, DM 1,
HC 3; 6,516 lbs., $22,700.
Sample Steeds:
Warhorse Triad
Heavy Warhorse
-- Heavy cycle with plastic cycle windshell, large cycle PP, hvy
suspension,
2 PR tires, cyclist, MFRP front, MML front, SWC (cyclist and
MML). Cargo
capacity: 0 spaces, 2 lbs. Plastic armor: F20, B13 (33 points),
10-pts.
plastic cycle windshell armor. Accel 10, Top speed 147.5, Cruise
speed
87.5, DM 1/3, HC 2 (3 at 60 mph +); 1,298 lbs., $5,996.
Medium Warhorse
-- Medium cycle with plastic cycle windshell, medium cycle PP,
hvy suspension,
2 PR tires, cyclist, RL front, SWC (cyclist and RL). Cargo
capacity: 0
spaces, 0 lbs. Plastic armor: F15, B10 (25 points),
5-pts.
plastic cycle windshell armor. Accel 10, Top speed 137.5, Cruise
speed
82.5, DM 1/3, HC 2 (3 at 60 mph +); 1,100 lbs., $4,975.
Light Warhorse
-- Light cycle with plastic cycle windshell, small cycle PP,
hvy. suspension,
2 HD tires, cyclist, MML front, SWC (cyclist and MML). Cargo
capacity:
0 spaces, 252 lbs. Plastic armor: F10, B7 (17 points), 3-pts.
plastic cycle
windshell armor. Accel 10, Top speed 165, Cruise speed 97.5, DM
1/3, HC
2 (3 at 60 mph +); 548 lbs., $3,250.