CWIN
Vol. 1, No. 3
Arena Watch
Trench Warfare Historical Museum
and Duelling Arena
Arlington, Virginia
Arena description written by Michael Drennon
KidEgo999 AT aol.com
Boat and aquabike chassis modifications written by by Car
Wars Plus Pro II Gold
http://www.sjgames.com/car-wars/suck.html
Web posted May 01, 1998
Updated August 05, 2000 and May 29, 2023
Break Grampa out of his fortified nursing home,
blow the dust off of his favorite CDs and laser discs, and pull the
cover
off of his old Fnord! It's Classic's Night at the Trench Warfare
Historical
Museum and Dueling Arena! This museum was originally dedicated to
the history
of warfare, but with the insurgence and popularity of autodueling,
no one
seemed to care. The founders of the museum along with a few select
investors
decided to expand their collection to include the legendary men and
women
of the sport of autodueling. This investment paid off big after the
Pacific
War of 2042.
In 2045, a whole new wing was added to the museum
to honor the sacrifices of the many AADA and EDSEL members who
fought
and patrolled in the war against Japan. Notable exhibits include the
original
Letter of Marque issued by the U.S. Government during the conflict,
warfare
exhibits, equipment dating back to WWI and even "Crazy Joe's" Chevy
Caprice
has a place of honor in our museum. To pay for this new wing, the
founders
created the arena. Security is tight but if you don't mind feeling
naked
without that new gyroslugger you got for your birthday, Grampa and
the
kiddies will be amazed at the sights we have for you!
Arena Notes
Outer Walls. These structures have 40 DP
and are 30' tall.
TV Bunkers. These buildings, 75 (10) DP
and 30' tall (blocks LOS between levels of arena but provides for
great
close-ups!), contain bolt holes for fleeing pedestrians and are
armed with
two linked HVMGs (each weapon containing three extra magazines and protected
by 25 points metal armor) for arena defense.
Upper Levels. Both ends of this arena are
elevated 20' from the main level, and are accessed by three ramps on
each
end. These ramps are rounded to prevent vehicles from becoming
airborne
after driving up or down them. Vehicles gain or lose 10 mph of
acceleration
and 10 mph of current speed on ramps.
Main Levels. There is nothing special here
aside from the bunkers which provide choke points for dropped
weapons when
the Center Trench is filled.
Center Trench. Only 30' wide and sunk into
the floor of the arena approximately 15', the Center Trench is
accessed
by six 30-degree ramps (three from each side) and bypassed (in the
air)
by four 30-degree ramps (two each side). Yes, this means that if a
duelist
wishes to enter the trench at 60 mph, he will certainly become
airborne
on his way in and will most likely collide with the ramp or wall on
the
other side. The safest way to cross at moderately-high speed is to
take
one of the four "air route" ramps and jump the Trench completely
(this
can be done at 40 mph with minimal hassles). The Center Trench may
be flooded
with water for special events or additional hazards.
Gates. There are six gates, all 30 DP.
Gates 1 and 3 are generally considered advantageous, therefore gate
selection
is usually decided randomly before each duel.
Arena Events
AADA Divisional Dueling. These Survivor
Events do not have checkpoints nor targets and standard scoring
rules apply.
If a vehicle winds up in the drink, it is out of competition. House
computers
will not fire upon swimmers escaping sinking vehicles.
Classic's Night. A "retro night" of sorts.
Vehicles run in regularly scheduled events, but designs are
throwbacks
to the "good ole days" of autodueling (vehicle designs are limited
to what
is available in Pocket Box Car Wars). Show little Timmy what a
machine-gun
looks like in combat, not just sitting in a museum! Body styles are
the
good old classics: Fnords, Josephs, etc. (no sedans).
AADA/R Racing and Dueltrack Events. The TWDA
is not a nationally-known track by far, but there are quite a few
short
track events run here. Racers race along the outside perimeter of
track
in a counter-clockwise direction. The S/F line is located in front
of Gate
1. Fire may be freely exchanged (when allowed) at all points of the
circuit.
An interesting note about this track is that it
takes the idea of a chicane to a higher level. The quickest way to
bypass
the trench is of course to jump it, but duelists must watch their
speed
otherwise they will wind up doing a "header" (head-on
collision)
into a TV Bunker. A gutsy tactic often used here involves ramming
the vehicle
in front just as it hits the ramp to jump the Trench. When it works,
the
victim is out of control and going too fast when they land . . . and
make
an impression on the TV crews (literally). The ramming vehicle's
excessive
speed is hopefully scrubbed off by the collision, and may clear the
Trench
normally (taking all hazards into account of course). Failure is
usually
disastrous, but spectacular . . . go for those style points if you
are
too far behind!
Unless the trench is flooded, a heavily-damaged
vehicle may opt to go down the ramp into the trench and up and out
the
other side (a much slower lap time, however greatly reduces the
chances
of a DNF (Does Not Finish) if the duelist is trying to hang on for
points).
Standard AADA/R Dueltrack/Racing rules and restrictions apply.
No
firing is allowed until vehicle completes one lap. Typical events
are three
five-lap heats, a last-chance qualifier, and a ten-lap main event.
Top
three finishers from each heat advance to the main race. There are
12 vehicles
in each heat. The last chance qualifier is open to all
vehicles which
haven't qualified for the main and still want to (this can be one
crowded
race), top three go on to main event. Duelmasters must exercise
judgment
in amount of damage that can be repaired to a vehicle between heats.
There
are no pit stops as these are sprints.
Auto Football. Regional Auto Football matches
are held here as well. This event is truly hairy when Charon is
present
with his minions in force! The arena walls are reinforced
to 70 DP and extended to 40' tall when Charon is present
for this
event (typically Charon gets an equal budget to "purchase"
more
minions or upgrade his weapon platform . . . This means a lot of
firepower
will be flying around the arena). Scoring is accomplished when the
"quarterback"
vehicle drives into the opposite side gate (either gate one or gate
two
depending where he started from) Dropped weapons are forbidden
on
the upper levels for this event (but not on the ramps!). Security in
the
pit areas is very tight, often with corporations bringing in their
own
security teams to augment the museums already considerable forces.
Industrial
espionage is rampant, as many teams are often testing equipment for
the
Corps R&D labs. If you get a pit pass, make sure your clone is
updated
before trying to sneak into a dressing room for autographs!
Otherwise stay
with the polite and well-armed tour guides.
Auto Football. High Velocity Dueling Journal
7. Winter 2047.
http://www.sjgames.com/HVD/magazine/issue-7/loc-aut.html
Charon's Revenge. Why flood the trench? To
put boats in the arena. (Duh!) Charon's Revenge pits the duelists
with
an additional challenge . . speedboats and possibly aquabikes
piloted
by the house computer that patrol the water-filled trench. This
event ups
the ante on your typical AADA and AADA/R Divisionals. Prestige and
winnings
are increased for this event. Evidently the Ferryman is piqued that
everyone
seems to bypass him without paying the usual fee, so the
remotely-piloted
vehicles will fire on any vehicle jumping the trench. See details
below
for the stats on Charon and his Minions.
Firing on Charon and his minions is legal (they
are usually remotely-piloted drones, but not always!), however doing
so
may earn the offending duelist the enmity of the house
computer.
When fired upon, roll 1d:
1-2: Standard Combat. Play
continues as normal.
3-5: Proximity Fight. The
next 2d6 turns of fire are directed only at offender when jumping
or within
4" of trench then play returns to normal. The victim does not
know
how long the computer will fire at him.
6: Whoops! The
computer turns nasty and will only fire on the offending duelist,
whenever
it has a viable shot, until the duelist is destroyed, Charon
is
sunk, disarmed or out of ammunition.
This event should be run with a referee to control
the movement of the waterborne vehicles. The computer will not
target specific
areas of a vehicle (i.e. turret, tires, etc.) but has software
options
to enable greater accuracy and boat handling as the Divisional
levels.
The referee may decide what bonuses the computer gets to it's
marksmanship
and piloting skills. There have been occasions where the wrong
software
gets loaded and . . . well . . . It was going to be a short duel
anyway.
The weaponry that Charon and his Minions mount may
vary according
to Divisional level as well at referee's discretion and good (or
bad) taste.
More Minions may be added for large events with greater
numbers
of participants.
Sample Vehicles
Charon. The VFRPs are frequently used due
to the flexibility of their deployment. For example, in a
Division
5 event only one rocket would be fired from each VFRP at a time.
More rockets
could be fired per attack in higher Divisions, with a full 12-rocket
salvo
something to fear at close range even though these are not
laser-guided.
Armor is thin in comparison, due to a lack of underbody-mounted
weapons
on most wheeled vehicles, and the presence of other duelists looking
to
sucker punch an already-engaged foe. If Charon runs out of
ammunition,
there is a gate in the south end of the trench through which he can
pass
to be re-armed, a process that will take approximately 15 seconds.
(Charon
has a professional pit crew!)
Charon --
Speedboat, x-hvy. chassis, large marine PP with 2 medium propellers,
RCGS
receiver, FT (with HT fuel) in 2-space turret, 2 linked VFRPs (1R,
1L),
PDG top, FE, plastic spoiler. Cargo capacity: (+3) spaces, 420 lbs.
Plastic
armor: F20, R20, L20, B20, T20, U10 (110 points). Acceleration 10,
Top
speed 90, Cruise speed 52.5, DM 1 (DM 2 with 21 lbs.+ cargo). HC 0
(1 at
60 mph +); 7,980 lbs., $37,200.
Charon's Minions. Yes, these are the cannon
fodder of the event. Dangerous in pairs or groups, the weapon links
permit
varying levels of strike strength in different Divisional levels (a
Div5
car would not be facing two Minions firing 24 rockets each
causing
1d6 damage as it approaches a ramp!). It may face six rockets, maybe
12
if that particular vehicle has fired upon the waterborne vehicles,
but
not 24 at once. That kind of Zentraedi attack is
reserved
for the higher Divisions, with greater numbers of Minions to
supply
those rockets (insert evil grin here). The Minions also are
identical
in appearance, so when one has fired all its rockets, the computer
will
try to lose it within the other Minions so the duelists do not know
which
ones are still armed. For longer or higher Division events, the Minions
may
be re-armed as Charon, however only two at a time may be
serviced.
Charon Minion -- Heavy aquabike with plastic
cycle windshell, x-hvy. chassis, mini marine PP with PlatCats and
SuperCons,
RCGS receiver, 2 linked MFRPs front, 4 linked LtRs back, HRTC. Cargo
capacity:
0 spaces, 155 lbs. Plastic armor: F12, B10, U3 (25 points), 5 points
plastic
cycle windshell armor. Acceleration 10, Top speed 100, Cruise speed
60,
HC -1 (0 at 60 mph +); 925 lbs., $9,725.
Arena Schedule
Sunday -- Closed for repairs and upkeep
Monday -- Practice night / Private Party night
Tuesday -- AADA/R qualifying / main event
racing
Wednesday -- Amateur Night: Dueltrack, Racing,
Dueling
Thursday -- Dueltrack Qualifying and AADA/R Divisional
Dueltrack Races
Friday -- Auto Football
Saturday -- AADA Divisional Dueling
Note that "Classic's Night" and "Charon's Revenge"
are simply variations which add a little spice to the different
events.
These may be run in conjunction with each other as well. Auto
Football
is the only event run here that doesn't participate in the Classic's
Night
due to the large amount of corporate sponsorship that is on the
line. Both
teams want the best tech their budget will allow, which means
cutting edge
custom designs and equipment.