CWIN
Vol. 1, No. 5
Arena Watch
Urban Assault Arena
New York City, New York
Written by Michael Drennon
KidEgo999@aol.com
Web posted July 06, 1998
Updated August 05, 2000
Welcome autoduel fans from far and wide!
You've
managed to make it this far, braving rampaging busnoughts,
maniacal taxi
drivers, and lightning fast cycle gangs . . . all that just
trying to cross
the street from your hotel! If you like in-town dueling, the
Urban Assault
Arena is for you. Home of the Taxicab Nationals annual
competition, and
the reigning Taxicab champs in four Divisions, this arena is
much more
than a converted parking lot with some flimsy barriers and ramps
put in
to make things interesting.
Originating as a few square blocks
demolished
in the riots, the local teamsters union walled the area off and
began training
their new drivers here. Cabbies learned to spot potentially
dangerous fares,
how to power-slide to the curb just in front of the rival cab in
order
to grab a promising looking fare, and the art of downtown
dueling (taking
effective potshots without being caught by the authorities).
Truckers and
bus drivers learned to maneuver their rigs and fight . . . ahem
. . . defend
themselves and their cargoes within the restricting confines of
a downtown
area.
Naturally, as time passed, competitions
between
drivers began to take place. Some were good-natured while others
were downright
deadly. As union dues poured in from drivers who hit the roads
and remained
alive due to their training with the teamsters, improvements and
additions
were made to the arena. Visiting union representatives were
impressed by
the training grounds, and were interested in creating
competition between
individual companies and unions to enhance the abilities of
their own drivers.
Eventually the arena was granted AADA
status when
management opened the arena to standard Divisional duels in
addition to
the special events held here.
Arena Events
Arena Gates. Technically there are
no arena
gates. The area is walled off from the surrounding city by
several feet
of reinforced concrete topped with several rolls of razor wire
(consider
the outer walls to be indestructible). Vehicles enter via an
underground
garage where all pit operations are completed. When ready for
the arena
floor, vehicles drive onto special elevators that will take them
to the
waiting spotlights and adoring fans. As they are rising, each
elevator
rotates. This means that once the elevator reaches the floor,
the direction
the car is actually facing is randomly determined. It is
entirely possible
for a vehicle to begin the night facing the outer wall or a
building, and
then the driver will have to spend valuable seconds re-orienting
his or
her vehicle. Oversized vehicles may enter through special gates
(actually
moving walls) located in the sunken areas of the arena if their
presence
is desired in a particular event.
Buildings. Buildings are no longer
the
inhabitable dwellings they once were. Each side has a bolt-hole
for fleeing
peds. Each building is two stories (2") high, and contains
observation
and broadcast equipment for covering the arena events. Nothing
escapes
the eye of the camera at this arena! The buildings also serve to
provide
placement for advertisements from the arena sponsors. The most
notable
of which is the "six pack" of towers in the northeastern corner
of the
arena. These towers have no boltholes or curbs, but they are
usually decorated
and painted to appear as two story tall beer cans of the latest
sponsor.
All buildings have been specially reinforced as to be
indestructible (from
collisions and rams), so multiple collisions do not destroy
buildings (a
very costly repair bill for the arena). Two buildings have ramps
leading
up to them to enable rooftop access for vehicles. Drivers
assailing the
ramps need to time their jumps perfectly so that they land on
the building
with enough time to decelerate their vehicle before going back
over the
edge. Yes, there is room for the sidewalk between the ramp and
the building,
so vehicles must be traveling at least 10 mph in order to clear
the sidewalk
below and drive down the ramp when travelling from rooftop to
ramp. Curbs
and sidewalks (D3 hazard) surround each building. There is room
for a cycle
to pass between buildings and the adjacent ramps, but not for
anything
bigger. Cyclists also need to keep in mind the effects of
burst-effect
weapons in a confined space when attempting this maneuver!
The southeast
corner could provide a temporary safe (?) haven for a troubled
cyclist.
There are four buildings boasting tripod weapon emplacements.
The types
of weapons installed are up to the referee or duelmaster, but
there will
always be one full load in the weapon, and two spare magazines
of ammo
next to the weapon. The weapon will also have a 10-point
gunshield as well.
Pedestrians cannot move the weapon to another building or to
another location
on the roof. The pedestrian can cover the sidewalks immediately
adjacent
to their position, as well as any other rooftop within range.
Any pedestrian
using these weapons is subject to return fire from other arena
participants
as long as the vehicle can trace an arc of fire that high. (Do
you have
a universal turret?)
Sunken Levels. There are five
sunken areas
to this arena. Connecting all of them to each other are several
tunnels.
The pits are 1" below the main arena surface, and are open to
above. There
are ramps to allow access to and from the main level. If a
vehicle drives
into the pit without slowing for the ramp (watch your speed here
kiddies,
these are not rounded off to prevent flight), or leaves the edge
where
there is not a down ramp, follow the jumping and falling rules
to determine
how the vehicle makes contact with the floor. If it is
travelling fast
enough to avoid nosing into the floor, great! But watch out for
the walls,
as the pits are a tight place to be travelling at speed. The
tunnels are
tall enough to allow oversized vehicles to pass through.
Ramps. All ramps in the arena are
at a
45-degree angle and are indestructible. There is only one
recorded instance
of an oversized vehicle completing a "Superman." An enraged
mini-bus driver
was attempting to ram a taxi into component parts and followed
the hapless
cab driver up and over the building. The cab driver was so
surprised that
he stopped by the north wall after coming down the ramp to see
if the mini-bus
would make it. It did and the taxi didn't have the acceleration
to get
out of the way. Dust one taxi.
A word of caution about the ramps, drivers
need
to be careful of their speed. Driving too fast has on several
occasions
led to vehicles exiting the arena over the outer wall, through
the razor
wire (especially painful if you are on a cycle), and down two
stories to
the streets below. You know how mean the streets can be; just
imagine falling
onto someone's car outside the arena . . . You just may wish for
unconsciousness
before they get through your armor to you! Have a nice duel!
Arena Events
AADA Divisional Dueling. Standard
Divisions
(5 through 100) are held. All AADA rules and restrictions apply.
Events
can be run in elimination or checkpoint format. Dropped weapons
are allowed,
except within 2" of checkpoints, and within 1" of ramp entrances
or exits.
Standard scoring rules apply for elimination duels. Extra points
can be
earned for completing a "Superman" (leaping tall buildings in a
single
bound . . . ) off the ramps in the northwest corner. For the
maneuver to
count, the vehicle must jump from ramp to ramp without touching
the building
or crashing into another wall or building after descending ramp.
Some prefer
the "Touch and Go" maneuver where the vehicle must touch the
rooftop before
descending the other side. This can be done on either ramp
accessible building,
but must be one complete move. The driver may not stop to drop
off passengers,
fire at rooftop snipers, or pause vehicle on rooftop for any
reason. (If
the driver wishes to try hitting a pedestrian sized target while
leaping
through the air 30-40 feet from the ground . . . Let him try but
the modifiers
would be hellish.) Point award is up to the referee or
duelmaster.
Clubbing. These events are held at
night,
in sparse lighting conditions. Inspired by a teamster's wild
ride home
one night from a NYC nightclub, "clubbing" pits contestants in a
race against
the clock and a duel against a torqued cycle gang. You and your
friends
have just finished last call at a nightclub. Being the
responsible one,
you are the designated driver. Outside the club, one of your
friends answers
a different call, that of nature, and is seen by the owner of
the now decidedly
moist motorcycle. You all pile into your vehicle and take off,
with several
cycles in hot pursuit. You now try to safely deliver your
inebriated friends
to their homes, and return to yours before caught by the gang.
Vehicles compete in a divisional format,
however
vehicle must have space for three passengers (or two plus a
gunner). Drivers
must drive to three points in the arena, and then return to the
rooftop
in the southwest corner of the arena. These points and the
"club" location
are predetermined before the competition begins, and are the
same for all
contestants. The cyclists start from the same point three turns
later.
Divisional limits do include the cost of any equipment (hand
weapons) that
the passengers may want to utilize. Keep in mind that all
passengers (or
gunner and pass.) are inebriated from a long night out, have -2
to their
target numbers, and will probably shoot at anything that moves
(including
squad cars). When drivers stop at each point (they must be
immobile for
at least one turn), one passenger must leave the vehicle, and is
now out
of play. The final winner is the driver who takes the least
number of turns
to return his or her friends to their home, and to return to
their "parking
garage." Advanced duelists, or those competing in higher
divisions, may
face additional hazards from squad cars, trigger happy taxis
taking pot
shots at them, or a slow moving bus that won't move out of the
way (and
will most certainly return fire if fired upon). Police
vehicles will
attempt to apprehend any vehicle seen going over 30 mph or
engaging in
direct-fire combat. The police vehicle has an equal chance of
going after
the cyclists or the clubber's vehicle unless it is fired upon.
When fired
upon it will then go after the offending party, and call for
backup in
the form of a modified Garhawk from CWC2 (carries HRs in
place of
the SAMs) to assist with capture. The helicopter will arrive
within five
turns from a random direction. Both police vehicles are under
the control
of the Duelmaster or referee, and the squad will be waiting in
an alley
(predetermined by Duelmaster or referee, and only revealed once
the contestants
gain LOS on the squad car, along one of the wider streets,
looking for
speeders or drunks). Bystanders, future contestants, or the
Duelmaster
may control the cycles. The cycles must follow the same
divisional limitations
as the clubber's vehicle, and are limited in number only to that
dollar
limit.
Racing. New York City is also
trying to
get a piece of the International Grand Prix style racing action.
The Urban
Assault Arena runs a special event once or twice a year.
The streets
are repaired and swept to allow racing slicks and the low slung
racing
bodies used in Formula One and Can-Am races. Currently the
Taxicab Nationals
and AADA Divisional Dueling grab the highest ratings, but every
year the
race ticket sales are up from the last. Essentially, a road
circuit is
traced among the twists and turns of the arena, incorporating at
least
the main floor and the sunken level. Sometimes race officials
require a
"Superman" section in the course, and things get downright
messy. Referees
and duelmasters are encouraged to get a little wild planning the
course,
but there should be a chicane or two, a couple of high speed
straightaways,
and plenty of twists, turns and hairpins. If you get bored with
a layout,
change it! See what develops.
Taxi Derby and Taxicab Nationals. The
Taxi
Derby involves twelve taxis racing through the arena, picking up
various
fares, and delivering them to random points within the
arena. While
doing this, they are dodging trigger happy rooftop snipers,
rival taxis,
and the occasional mugger masquerading as a legit fare.
The pedestrian
positions on the rooftops are manned, and the type of tripod
weapon will
vary according to Divisional level. No one said driving a
cab in
New York was easy!
The contestants will begin at one of the
twelve
arena elevators, where they will pick up their first
passenger. From
that point, the passenger will instruct the driver where to go .
. . one
of the other arena elevators. This can be predetermined by
the duelmaster
/ referee, or randomly chosen by die roll. (C'mon, I know
you have
some old AD&D dice somewhere…D12!). Alternatively,
have the contestants
draw starting assignments from numbered pieces of paper in a hat
or similar
container. It will probably be a good idea to let the
contestants
know secretly (show them a number on small piece of paper) to
discourage
unscrupulous play. The contestant will then endeavor to
deliver his
fare to the address given. Once the cab arrives and stops,
the fare
will exit vehicle (one turn). The driver can then head for
the next
nearest elevator where a new fare will be waiting. In order to
score points
for delivering the passenger:
1. must be alive.
2. must be delivered to the correct
address/elevator.
Cab must come to complete stop for one turn with some portion
of the vehicle
covering the marked elevator area.
3. muggers, psychos, and bombers will
earn some
credit if returned to "police station" predetermined before
play and clearly
identified. Point award for delivery will be double the
standard
credit if they are still alive. (These individuals are arena
employees!
Well, usually.)
Dead passengers are worth no points, but must
be
dropped off at the police station as well; or else no more
passengers will
enter the cab. Wounded / unconscious passengers are worth
1/2 of
standard score. If a cab is immobilized, that passenger will
leave
the cab (no points earned), and look for the closest cab (usually
the one
who immobilized the first cab!). This passenger will go to
where
ever the other person is going, presumably just to get off the
street and
into something safer like a bus! Yes, this means double
points for
successful delivery of those passengers. This is also the
only way
a cab could get more than one fare at a time.
Point Awards and Penalties
+4 for each successful / non injured
delivery
+4 for each rival vehicle incapacitated
(mobility
kill)
-4 if fare killed (issued to both drivers
involved)
-2 for killing bomber / mugger /
psycho
+8 for delivery of live but not necessarily
conscious
bomber / mugger / psycho
Muggers, Psychos, Bombers and Other Daily Hazards. Whenever
the player accepts a new fare, roll 1d6. If the result is
a "one,"
roll again and consult the following. A 1 or 2 means a mugger
has entered
the vehicle, usually with some sort of anti vehicular weapon,
and is demanding
money. A 3, 4, or 5 will indicate someone who is deeply
disturbed, but
essentially harmless (?). Rolling a 6 means a bomber has entered
the cab.
Each hazard will be explained below. When making this check, I
find it
amusing to roll several times after the initial check, even if
it is a
normal fare . . . okay, so maybe I played too many games of Paranoia,
but it will keep the players guessing! When a driver has one of
the following
fares in his cab, no "normal" fare will enter his cab, even if
he somehow
manages to disable a rival taxi. (Sorry, no 12-point runs for
anyone here.)
Muggers. If the player ends up with
a mugger
in his cab, he or she has one turn to activate any
countermeasures installed.
After that, the mugger will open fire, pull pin on grenade, etc.
Weapon
choice is left up to Duelmaster or referee, but explosives are
generally
a bad idea (large explosion in small, confined and armored spot
equals
chunky salsa for all involved). There is not a great return on
blowing
yourself up. SMGs and assault rifles are nice for concealment
and they
do some vehicular damage. Not that I personally would wish to
fire 9mm
slugs or 7.62 NATO rounds into armor glass six inches from me,
but I guess
I'm not that desperate either. Play then continues with
the poor
contestant otherwise engaged until his back seat threat is
neutralized.
Unfortunate, but it has to be said: no other passengers will
enter a cab
with a mugging in progress. Possible penalties to handling and
targeting
for the unfortunate driver may be in order. If the threat is
neutralized,
the penalties cease. Also, the player gets to keep the hand
weapon if so
desired (comes in handy after you get your turret blown off by a
lucky
shot from two blocks away!).
Psychos. Don't you just hate it
when .
. . It happens to the best of us. Approximately one to two turns
after
pickup the passenger goes bananas and begins to get under
the skin
of the unfortunate driver. The only real game result is that the
player
has a -2 to HC and targeting while they have this person in
their cab.
Alternatively, you could have a bystander or onlooker come over
and sit
on the players lap, take his vehicle record sheet and look at it
(where
the player cannot see the sheet of course), or something else
equally annoying,
but essentially harmless . . . This is supposed to be fun, not
nasty. Penalties
are negated when psycho is dropped off at police station (it is
assumed
that there are some officers present when the player's cab
arrives to assist
the fare out of the vehicle). If the player has any onboard
measures that
will incapacitate the hapless fare (without killing them), the
handling
and targeting penalties can be avoided. Ganging up and
eliminating these
preoccupied drivers occurs frequently and is expected . . .
never let them
see you sweat! Who would waste the opportunity of snatching a
sure eight
points from their opponents? If you want to keep things fair,
the duelmaster
or referee may want to inform the unfortunate player in a more
discrete
fashion. Let the others keep guessing!
Bombers. These guys are really
nasty. They
act just like a regular fare, until they leave the cab. When
they leave,
there could be one, two, possibly three limpet mines attached to
the armor
glass in the cab. The bomber will detonate them after three
turns. Motivations?
Elimination of rival cabs, car thieves looking for an easy (but
messy)
score, or even just some one very disturbed and dangerous. If a
bomber
can be captured (pursued and incapacitated . . . use your
imagination),
then the player can earn the double point award for delivery to
police.
Other Daily Hazards. As if there is
not
enough to deal with, four points in the arena have tripod weapon
emplacements
complete with 10-point gunshields. These weapons are free for
anyone who
reaches them to use (even bombers!). At this arena, just because
your vehicle
has had it does not mean your night is over. If you are
lucky enough
to get trashed near one of the four buildings supporting these
weapons,
and you are fleet of foot to dance between the slugs to the
bolthole, you
can climb up there and start dishing out double spoonfuls of
payback! There
are two extra magazines besides the one loaded next to each
tripod weapon.
Taxicab Design
Specifications
In addition to the usual AADA guidelines
(aside
from that whole no passenger thing), there are some unique
specifications
vehicles must have in order to compete in the Taxicab Derby.
Space and
weight for at least two passengers are required. Also, some form
of non-lethal
anti-personnel device to protect the cabby would be advisable.
Non-lethal
because the baddies in this arena are employees. Keep in mind
that a derringer,
although technically lethal, will generally render an unarmored
pedestrian
unconscious at a minimum of cost, weight, and space in the
dueling vehicle.
Use your imagination while designing these vehicles. These do
not have
to be specialty vehicles, as many of the taxicabs participating
are street
legal (in NYC anyway).
Sample Vehicles
Masher Arena Taxi. As the reigning
Division
20 champs, Checkered™ cabs is proud to display their
fully-street legal
ram cab. Originally designed to cut down on collateral damage
costs caused
by caffeine laced and trigger-happy drivers, the Masher
Arena Taxi provides
safe and reliable transportation across town. If an airport run
is needed,
an armed escort can be radioed to rendezvous with the ram cab on
the way,
at a fraction of the cost of other company's upgrades… without
the hassle
of changing cabs!
The ram cab and the escort accompany you to
the
airport gate. The arena version mounts dischargers and several
"Don't Touch!"
™ bumper triggers. This additional weight means there is none
left for
cargo (but who needs it . . . this is for the arena . . .
usually!). The
civilian version has two different power sources. The arena
version and
the souped-up street version have a VP turbocharger strapped
under the
hood, while the standard version runs tubular headers instead of
the turbo.
Why expensive gasoline? Checkered™ cabs
prides
itself on the safe and expedient delivery of their clients. When
you need
to reach 60 mph in under a block to catch the ferry, or push
through (literally)
rush hour traffic, nothing compares to the torque delivered by
an ICE.
That torque coupled with a metal ramplate ensures you will get
to where
you are going . . . no matter what is in your way!
Masher Arena Taxi -- Mid-size, x-hvy
chassis,
hvy suspension, 150 ci ICE (with VP turbocharger, 4-gallon
dueling fuel
tank and overdrive), 4 solid tires, driver in safety seat, two
passengers,
SS (with tear gas; can also feed into passenger compartment)
back, 3 IcDs
(1R, 1L, 1B), 2 ODs (1R, 1L), SnD front, 2 CnDs top, 2
links (right
IcD and right OD, left IcD and left OD), 4 bumper triggers
(front and SND;
right, right IcD and right OD, left, left IcD and left OD, back
and back
IcD), roll cage, personal equipment (see below). Sloped
metal/plastic armor:
F7/30 (ramplate), L5/26 (bumper spikes), R5/26, B5/25, T0/20,
U0/15 (22
points / 142 points), two 10-pt. plastic AWHs front, 10-pts.
plastic WGs
back, 10-pts. plastic CA protecting ICE and fuel tank together,
10-pts.
plastic CA around driver. Acceleration 10 (5 with overdrive),
Top speed
70 (90 with overdrive), Cruising speed 40 mph, DM 1, HC 3; 5,670
lbs.,
$19,943.
Masher Arena Taxi Personal Equipment
--
SMG with folding stock, 2 foam grenades, 2 explosive grenades,
body armor.
Galleria Taxi 2048. Galleria, the
name
in taxi manufacture for years, now unveils its latest edition of
fine automobiles.
Developed exclusively for the Taxicab Nationals here in NYC, the
Galleria
Taxi 2048 is sure to take the Division 15 dueling class by
storm. A
turreted rocket launcher combined with a low cost single weapon
computer
gives you the accuracy of the old recoilless rifle, but saves
you valuable
weight that has been put to use reinforcing the safety barrier
between
driver and passenger, and providing much needed wheel protection
that was
seriously lacking in earlier models. The flexible weapons
package also
allows for some surprises out on the street or in the arena due
to the
large number of rocket options available, as well as the ability
to personalize
the discharger package to your particular needs (model shown
here has the
anti-ram / anti-personnel option package).
Galleria Taxi 2048 -- Mid-size,
x-hvy chassis,
hvy suspension, super power plant, 4 PR tires, driver, two
passengers,
RL in 2-space, SS (with tear gas; can also feed into passenger
compartment)
back, CnD inside passenger compartment, 2 CnDs top, 2 IcDs (1R,
1L), 2
ODs (1R, 1L), SWC (driver and RL), 2 links (right IcD and right
OD, left
IcD and left OD, 2 bumper triggers (right, right IcD and right
OD, left,
left IcD and left OD), HD brakes, personal equipment (see
below). Plastic
armor: F36, L36, R36, B36, T33, U20 (193 points), 5-pt. frame
armor safety
shield between driver and passenger compartment, four 10-pt.
plastic AWHs,
two 10-pt. plastic WGs back. Acceleration 10, Top speed 110,
Cruise speed
65, DM 1, HC 3; 5,753 lbs., $14,958.
Galleria Taxi 2048 Personal Equipment
--
Rifle (with HP ammo), 4 foam grenades, flak jacket.