CWIN
Vol. 1, No. 7
Arena Watch
Treasure Island Autoduel-Aquaduel
Complex
Las Vegas, Nevada
Arena description written by Michael Drennon
KidEgo999@aol.com
Rules for submarines and diving equipment written by Francis
Greenaway
F.E.S.Greenaway@bton.ac.uk
http://www.bus.bton.ac.uk/staff/fesg/games
Web Posted September 03, 1998
Updated August 05, 2000 and May 29, 2023
Got some prize money left over and burning a hole
in your pocket? Do you simply thirst for a new twist to arena battles?
Do you just feel lucky . . . punk? If you have the greenbacks and the ability
to bypass the Badlands of Nevada, then we have the place for you. No, your
senses do not deceive you. Ladies and gentlemen, boys and girls, I give
you Treasure Island . . . the premiere Las Vegas casino and vehicular combat
attraction! No matter if the surrounding countryside is plagued by outlaws
and is generally considered Badland status, Las Vegas lives once again.
Each resort casino in Vegas now resembles a miniature fortress city. Cruising
the Vegas strip has a new definition in 2048 . . . dangerous! Sure,
you can feel free to roam around the city, just make sure you are back
at your hotel before dark, and that you do not lose your security pass.
The only way to enter into a resort after dark is via helicopter . . .
and even those are scrutinized closely by security on their way in.
The Treasure Island Casino and Resort Hotel has
been rebuilt in the center of an artificial lake, and can only be accessed
by helicopter or escorted ferry, ensuring the riff-raff of the general
populace cannot interfere with your gaming pleasure. Recreational boating
facilities are available, and the lake is heavily patrolled to discourage
outlaws from attempting to cross the lake and enter the casino. Recreational
boat duels and grudge matches are allowed outside the arena with prior
clearance from resort security, however there will be strong incentives
to enter into a scheduled arena bout rather than risk damage to other patrons
and their boats. Some racing events may take place in the surrounding lake
as well.
Dueling enthusiasts may view duels twenty-four
hours a day from a variety of locations. A room with an enclosed and armored
balcony overlooking the arena can provide and excellent view, however prior
reservations are recommended, as the management cannot guarantee such a
room to "walk-ins." For those preferring the aquatic action, there are
rooms below the lake surface with armored windows that allow a breathtaking
view of the underwater world. Each room is specially soundproofed for those
patrons who actually want to sleep at some point. For those who prefer
anonymity, we have private viewing boxes both above and below the waterline.
These are heavily-armored in case of a stray shot from the arena and Treasure
Island security personnel are stationed discreetly outside the boxes to
minimize interruptions. For those who cannot go without the smell of cordite,
the flash of burning powder or the feel of the concussion waves from multiple
rocket detonations, there are of course sheltered bleachers surrounding
the arena. How does that old movie line go? "I love the smell of
napalm in the morning. It smells like . . . victory."
In any location there is a computer allowing for
wagers on any aspect of the ensuing duel. Simply insert your room card,
punch in your access code, and you are free to gamble to your heart's content
(or your account is empty, let's be realistic here). There are stunt shows,
special events, AADA Divisional Dueling, and aquatic dueling. Heck, grab
your steady girl and go see the submarine duels! (Wink, wink, nudge, nudge,
say no more). The duels and races involving the underwater craft are shown
above the arena on wide-band holo-sets. Where else are you going to see
an arena car sporting torpedoes or blue-green lasers and boats dueling
in the desert? One thing is for sure, a place like this could only be found
in Las Vegas.
Arena Notes
This open-air arena provides a unique setting
for dueling enthusiasts who come to visit. The concept behind the design
was to promote fair dueling between water and land vehicles at the same
time. Since boats have a lower firepower potential in comparison to similarly-sized
and priced cars, the concrete areas of the arena are very tight and narrow
with several jumps that must be made if a vehicle wishes to cross the water
at some points on the floor. In addition, the boats may cut a close turn
to the concrete, washing water over sections of the arena floor, increasing
the handling hazard in that area. This encourages auto designers to spend
more money on handling, suspension, and accessories to keep their cars
out of the drink. Boats subsequently do not need to fear being outclassed
by a car's higher firepower potential.
Outer Walls. The walls surrounding the
arena are mainly to keep stray rockets and shells from leaving the arena.
The walls are relatively thin at 25 DP, but can be readily patched or blocked
with spare sheets of armor should a breach occur. Any vehicle breaching
the wall falls into the lake outside.
Arena Gates. Watercraft may enter through
one of eight gates surrounding the arena. The gates are closed upon entry
so any stray munitions do not threaten any boats out on the lake. Outside
the arena is a world-class marina with dry dock facilities, a charging
station, fuel depot, Uncle Al's outlet, security station, and plenty of
berths (armored and unarmored) to dock almost any size boat. Marine recovery
specialists are also on hand to assist in removal of sunken wrecks and
beached watercraft. Land-lovers must enter through a gate in the southern
portion of the arena. Pit facilities for land vehicles are provided underneath
the resort itself. Eight land vehicles or teams start one to an island
(excluding the center island), facing any direction and at speed zero while
eight watercraft or teams enter at 20 mph thorough their assigned gates.
Ramps. The yellow ramps are sloped 30 degrees
and are for the land vehicles. The green ramps are specifically designed
for aquatic vehicles. While it is not necessary for boats to use
them (they are there for the stunt shows), the crowd does love a show,
and a winner's prestige may suffer if he was too chicken to try a jump
or two. The boat ramps are sloped at 30 degrees as well, and have pumps
to sluice water down the front of the ramp. This makes the speed reduction
for boats and aquabikes only 10 mph instead of 15 mph. This design was
incorporated to allow the water-skiers to jump farther during the stunt
shows. The green ramps are sloped at thirty degrees as well. Anything larger
than a speedboat will not be able to jump using these ramps. Treat the
offending vehicle as if it has run aground.
Bridges. There are four bridges connecting
various islands. Each bridge is rounded to prevent cars from taking flight
when traversing them. Each bridge is 1" above the surface of the
water, and can take 25(3) DP before collapsing. Intentional targeting is
not recommended, as it takes a few days to reconstruct each destroyed bridge.
Offenders are usually asked nicely (once) to leave the resort. Any problems
and the offender will be bodily ejected (Can you swim?).
Water. The water in the arena is 45' (3")
deep so there are no problems with any boats hitting shallow water. Boats
may run aground on the concrete through a mishap or loss of control. Such
"beached whales" are toast unless they surrender quickly. Running aground
can occur anywhere in the arena, unless the initial point of contact with
land is a yellow ramp or under a bridge. If that is the case, treat the
incident as if the vehicle struck a wall. If a boat wants to wash the concrete
with water, it is dangerous, but the effects last quite a while. The boat
must approach within one square for aquabikes, rowboats and dinghies, or
two squares for speedboats. The boat must then make a bend or swerve away
from the concrete sending their wake spraying onto the concrete. The danger
comes from being that close to where land vehicles can strike, and loss
of control while attempting this maneuver. If the boat should fishtail,
it risks taking damage from the concrete and possibly running aground.
To figure how much water fans out onto the surface, take the D-value of
the maneuver used and multiply by two for speedboats while multiplying
by one for anything smaller. This is the amount of grid squares fanning
from the closest point that are now covered with water. This only adds
+D1 to hazards and maneuvers by land vehicles that cross this patch of
wet concrete, but is a good tactic to use in the northeastern and southwestern
corners of the arena, as these two areas are very tight for land vehicles.
If a land vehicle should fall, slide or roll into the water, they are considered
out of the competition. The only exception is if that vehicle is waterproofed,
has the ability to crawl underwater (no gas engines), has viable underwater
weaponry, and lands right side up on the bottom (1 in 6 chance). Granted
once this occurs, the vehicle is at the bottom for the duration of the
duel and is highly vulnerable to the boats whose environment this is. For
land vehicles, entering the water does have one benefit . . . If the vehicle
is on fire; the fire will most likely be put out when it hits the water.
Of course now you are sinking and wishing you had taken swimming lessons
when you were a kid, but you will not burn to death. Isn't that comforting?
Arena Defenses. While aquadueling has long
been considered a gentleman's sport, this arena hosts much more than watercraft
events. Due to the addition of land vehicles and aquabikes to the agenda,
the arena officials decided to beef up the defenses some. High-powered
cruisers and specially-imported Coast Guard Stonefish submarines
patrol the lake. At least one cruiser and a submarine (that drops below
the surface as soon as enemy craft are identified) escort each ferry from
the Vegas strip. There are two cruisers that are stationed outside the
arena, one cruiser for the north and one for the south gates. These cruisers
are actually part of the resort's marine security and may be called upon
for routine patrols of the lake. If needed in the arena, they will enter
and begin firing on any vehicle identified by the arena officials. This
is mainly to coddle the misguided wealthy who believe land duelists and
aquabikers cannot duel with honor. However there have been assassination
attempts made at high level officials viewing from the private underwater
boxes. Terrorists masquerading as professional duelists launched a brace
of torpedoes at the armorglass attempting to eliminate a visiting dignitary,
so the cruisers are kept on to discourage such attempts. If the cruisers
do enter the arena, they will certainly swamp all concrete surfaces with
the wake from their boats, and all surfaces are treated accordingly throughout
the rest of the duel. Note these cruisers will not be able to pass under
any bridges within the arena.
Arena Events
While this arena does host a number of stunt and
action shows, dueling is its main attraction. Both the American Autoduel
Association and the American Aquaduel Association sponsor events here.
Since there is a 24-hour format to the dueling schedule, many more events
may be run here than at other arenas. In a pinch, auto wrecks are simply
pushed or dragged into the water to clear the field for the next duel,
to be recovered later by the marine recovery unit's heavily modified submarines
or surface fleet. Some events are strictly marine in nature, while others
are strictly vehicular. The biggest draw to this arena, the one for which
it is known world wide, is the mixed teams events. Following a close second
are the Aqua Versus Auto events.
Mixed Teams. These events started as exhibition
matches run by corporate sponsors for advertising and promotional purposes.
Independent operators began fielding their own teams, and suddenly there
was fierce competition instead of the bland, choreographed maneuvers of
the corporate promos. A mixed team consists of four land vehicles and four
aquatic vehicles. All vehicles start from the appropriate location (outside
for boats, on an island for vehicles), but one side will occupy the northern
potion of the arena while the other holds the southern portion. IFF sensors
and receivers are not allowed, so be careful of how many homing torpedoes
you decide to unleash in the water. Laser, radar, or wire guidance appear
to be the way to go in this arena due to the confined space and close proximity
of friendly boats. The number of vehicles allows for interesting specialization
within the team structures. This event is an elimination event. The side
that gains the upper hand will most often call for surrender instead of
totally annihilating the opposing team. Exceptions come during grudge matches
between rival sponsors. Last year's championship duel between the
"Miss Bud" team and the "Silver Bullets" was a duel to remember, with each
side gaining the upper hand twice only to be beaten back in the face of
determined and outgunned opposition. Budgeting and divisional considerations
fall into two categories. In the "overall" Divisions, a price is set for
all
vehicles, and the grand total cost of all vehicles and pilot gear are figured
into Divisional limitations. The "bracketed" Division is similar to standard
AADA Divisions. Each separate vehicle on a team must be at or below the
bracket's monetary allowance. For example, in the Division 5 bracket, each
land vehicle and each boat in the team cannot exceed a cost of $5,000 individually.
On the other hand, a Division 40 overall team would have $40,000 to design
a team of eight vehicles (four water, four land).
Land-Water Crossovers. These events are
run in three different formats. There are "overall" competitions where
the competitors have a set limit for designing the team (land vehicles,
or watercraft) as a whole. There are "bracketed" competitions where each
vehicle in each team may not exceed bracket limitations, and then there
are the free-for-all events. In a free-for-all, there are no teams. This
is run like standard elimination duels aside from the fact that half of
the vehicles are boats and the other half are cars. Monetary restrictions
are for individual vehicles, not teams of vehicles. In this competition,
it is every duelist for himself/herself.
Submarine Competitions. At present, the
only dueling a submarine may compete in involves other submarines. Their
inherent nature provides too much of a tactical advantage to fairly engage
land vehicles and sometimes even boats. Since this arena is very simple
(technically just a big "O") as far as submarines go, referees and duelmasters
may want to throw in some obstacles to block LOS, or allow for points for
laps, etc. The boat ramp edges could even extend into the water for another
game scale inch, allowing the sub pilots to attempt jumping their subs!
Turn it into a points arena for the subs! The fans are fickle, and new
thrills have to arise with every duel. Vehicular weapons are limited with
the submarine designs, so perhaps the events could be run in a race format.
(Submarine races! He he he he. Who would've thought they would ever actually
come to pass?)
Sample Vehicles
Seal Pup Racing Submarine. The
Seal Pup is used both as a Division 25 racer and as a recreational
vehicle for those wealthy enough to afford the accompanying escort subs.
Great for training the kids, and comes with a surge protector to keep the
electronics from being destroyed when junior forgets to give right of way
on his first solo. Anyone attempting to take this vehicle into uncharted
or non-patrolled waters should have their head examined. The only defense
this vehicle has is its speed and maneuverability; it can even outrun most
high-velocity torpedoes.
Seal Pup -- Streamlined mini-sub, std.
hull, medium marine plant (with PlatCats, SuperCons, jet drive and surge
protector), boat pilot with armored scuba set, depth finder, computer navigator.
Plastic armor: F18, L18, R18, B21, T18, U18 (111 points). Acceleration
15, Top speed 135, Cruise speed 80, DM 2/3, HC 4; 3,795 lbs., $24,476.
Squid Dueling Submarine. The Squid
is simply the dueling version of the Seal Pup, and is excellent
for training or for use in low Division sub dueling, similar to the Killer
Kart of wheeled Amateur Night fame. While it lacks substantial armor
like the Pup, the squid does have a nasty bite provided by its explosive-tipped
heavy spears. The smoke dischargers are there to provide some protection
against lasers as the pilot tries to evade the deadly light beams. A downgrade
of personal equipment or removal of links is usually performed to bring
the cost of the Squid into Division 25 cost limitations.
Squid --
Mini-sub, std. hull, medium marine PP (with PlatCats, SuperCons, two medium
propellers and surge protector), boat pilot with armored wetsuit (no air
tank), heavy speargun (with explosive bolts and extra 5-shot explosive
bolt magazine) back, 10 SkDs (1F, 2R, 2L, 1B, 2T, 2U), link (front SkD,
right SkD, left SkD, top SkD, under SkD), link (right SkD, left SkD, back
SkD, top SkD, under SkD), link (heavy speargun and first SkD set above),
link (heavy speargun and second SkD set above), HRSWC (boat pilot and heavy
speargun), depth finder, computer navigator. Plastic armor: F17, R17, L17,
B21, T17, U17 (106 points). Acceleration 10, Top speed 102.5, Cruise speed
60, DM 2/3, HC 4; 3,799 lbs., $25,098.
Stonefish Coast Guard Submarine. The Stonefish
is a low profile attack sub used by the Coast Guard. Whether waiting for
smugglers or escorting cruise yachts, this vehicle's best defense is its
speed, maneuverability and a near invisibility to sonar detection. Lacking
a communications pole, the submarine will cruise just under the surface
to allow for radio contact between itself and other surface units. The
Stonefish
will then dive once enemy targets are sighted, in order to attack them
from underneath with torpedoes first to be followed by the turreted blue-green
pulse laser. When used in sting or guardian roles, the Stonefish
will simply wait at the bottom for intruders or target vessels to come
into range, launching its devastating one-two uppercut. The low cost enables
these to be fielded in teams of two to three. If you think you see
one, chances are good there are more nearby. While the armor is thin, homing
torpedoes have difficulty locking onto the sonarproof surface, and its
speed allows it to run from the fastest guided torpedoes. The bilge pump
and component armor coupled with the pilot's scuba gear allow this vehicle
to operate even if the armor is breached! This is one difficult vehicle
to immobilize. The only major threat to this vehicle is another submarine.
One has to find it before you can shoot at it!
Stonefish -- Two-man sub, std. hull, medium
marine PP (with PlatCats, SuperCons, jet drive and surge protector), boat
pilot with armored scuba set, BG pulse laser in universal 2-space turret
top, 2 linked HVWGAP torpedoes front, HRSWC (laser), bilge pump, depth
finder, sonar, computer navigator, marine radio. Sonarproof plastic armor:
F19, R19, L19, B18, T20, U15 (110 points), 10-pts. 2-space standard plastic
CA around boat pilot. Acceleration 15, Top speed 90, Cruise speed 52.5,
DM 1, HC 3; 5,747 lbs., $55,850.
Joseph Special Treasure Island. Yes
folks, the Joseph Special rears its ugly head one more time. This
time it is packing improved firepower for its main gun, heavy suspension
to boost the handling, a surprise package installed exclusively for the
Treasure Island arena, and beefed up driver and wheel protection. Frame
armor remains the same, and some may fret over the lack of a targeting
computer, but this remains a vehicle to contend with in the arena. All
this and slimmed down to Division 10 arena status! Within the confines
of the Treasure Island Arena, the ATG serves up double doses of fear on
the narrow bridges and ledges. A spikedropper gives tailgaters something
to think about, while an underbody-mounted homing torpedo will put paid
to that little dinghy that has been chasing you all night. He closes in
to nail your weakest side as you are jumping the channel, and you thumb
the release. "That ought to keep him busy for a while," you think to yourself
as the homing torpedo catches him broadside. The weakest point on this
vehicle is still the tires, and the best way to eliminate it is to get
in front (if you dare) and use dropped weapons or grenades to take out
the rubber. If there are restrictions on tire shots, trade in the wheel
protection and HD tires for PR tires. Now the driver has some breathing
room when it comes to Crash Table results.
Joseph Special Treasure Island -- Mid-size,
std. chassis, large PP, hvy. suspension, 4 HD tires, driver, ATG (with
5 HEAT rounds and 5 HESH rounds; ammo types in alternating order), SD back,
homing torpedo under, link (ATG and SD). Plastic armor: F30, R20, L20,
B25, T10, U10 (115 points), two 10-pt. plastic AWHs front, two 10-pt. plastic
WGs back, 10-pts. 2-space plastic CA around driver. Acceleration 5, Top
speed 102.5, Cruise speed 60, DM 1, HC 3; 4,765 lbs., $9,990.
Man O' War Patrol Cruiser. The Man o'
War was constructed specifically for the Treasure Island Casino and
Resort Marine Security. These vehicles patrol the borders of the lake,
provide escort to the ferry from the strip, and enforce rules within the
arena confines when needed. The cargo hold can carry rescue equipment needed
after a dispute has been settled out on the lake, or it can hold a four-member
strike team for boarding suspect vessels. Arm and armor the team similar
to the normal crew, but give them grenades as well for "sweeping" a boat
during boarding operations. Bristling with rocket launchers, this vehicle
can engage multiple attackers (aquabiker gangs trying to sneak into the
resort, harass the ferry, or raid recreational boaters). The high speed
ensures quick response times, and the period costume cut to the gunners'
body armor gives the tourists that high-seas adventurer image without making
them feel they are within an armed compound. (They are, but we don't tell
them that; it would spoil their fun and bruise their egos).
Man O' War -- Cruiser with half top and
plastic hydrofoil, x-hvy. chassis, super marine PP (with PlatCats, SuperCons
and two super propellers), boat pilot, 3 gunners, RL and LTS on 2-space
pintle mount (with 10-pt. plastic gunshield) right, RL and LTS on 2-space
pintle mount (with 10-pt. plastic gunshield) left, RL and LTS on 2-space
pintle mount (with 10-pt. plastic gunshield) back, RL (with AP rockets)
in universal 2-space turret top, 2 linked RLs (each with AP rockets; 1R,
1L), 2 linked HVWG torpedoes (1R, 1L), two foxers back, smart link (turret
RL, right frame RL, left frame RL), depth finder, sonar, IFE, bilge pump,
HRTC (boat pilot), marine radio, personal equipment (see below). Cargo
capacity: 6 spaces, 900 lbs. FP plastic armor: F30, R30, L30, B25,
T28, U30 (173 points). Acceleration 10, Top speed 80 (100 with hydrofoils),
Cruise speed 47.5 (60 with hydrofoils), HC 1 (2 with hydrofoils); 18,000
lbs., $72,945.
Man O' War Personal Equipment -- Boat pilot
is equipped with BA, ABV, SMG, extra SMG ammo clip, IR binoculars and hand-held
flare launcher. Each pintle gunner is equipped with BA, ABV, assault rifle,
extra AR ammo clip and hand-held flare launcher.