CWIN Vol.
2, No. 1
Arena Watch
Water Tower Duelpark
Chicago, Illinois
Written by Michael Drennon
KidEgo999@aol.com
Web posted January 13, 1999
Updated August 05, 2000 and May 29, 2023
The Water Tower Duelpark is an open-air arena situated just off
the
shores of Lake Michigan in what was once the downtown section of
the great
city of Chicago. The Windy City has seen its share of changes
since the
Grain Blight and subsequent social unrest. Like all great cities,
Chicago
is staging a tremendous comeback. New neighborhoods are being
reclaimed
from the rubble and the stubborn gangs that call these wasted
places home.
One of the most stubborn gang strongholds is centered in what was
formerly
called the "Loop." There is also a heavy organized crime influence
in the
area, so watch what you say, who you say it to, and keep a
powerful sidearm
handy. The waterfront district has been rebuilt, including heavily
defended
Meig's Field, and the resulting shipping trade has fed new money
into the
area. The Duelpark is the result of this new influx of money, and
an attempt
to push into the densely infiltrated Loop area for further
reclamation
efforts. Seeking to recapture some of the fame and pride that
Chicago once
had in its Buckingham fountain, the Watertower Duelpark has to be
one of
the most aesthetically pleasing combat arenas in existence.
Arena Notes
Fountains. Modeled loosely after its predecessor, the
Duelpark
has five main fountains that shoot jets of water anywhere from 30
to 50
feet in the air. Driving (not jumping) over these fountains is a
dicey
situation. While any external fires have a 4 in 6 chance of being
extinguished,
there is a 1 in 6 chance that water may enter the vehicular
compartments
and short out a power plant or stall an ICE. Such vehicles are
effectively
out of competition, and should start thinking of surrender.
Waterproofed
vehicles do not suffer this fate, however it is a D3 hazard to
drive over
the fountain for any vehicle. Jumping vehicles suffer an
additional D2
upon landing from the force of the water jets. Anywhere else there
is water
on the field (ramps, main floor, tower floor), the water is
considered
to be 6" deep, and the usual hazards from traveling through water
apply
(this makes that climb to the tower interesting).
Entrance Platforms. These structures are made of concrete
and
are considered indestructible.
Arena Floor. The main floor of the arena is covered in
fine gravel
to make maneuvering more challenging.
Central Tower. The most notable feature is the central
tower,
complete with a majestic fountain of water shooting 50 feet into
the air.
Vehicular access to this fountain is denied by a crash barrier
that surrounds
the main fountain. Water covers the entire surface of this tower
and the
excess cascades down the access ramps and over the sides of the
60-foot
tower to the main arena floor below.
Jump-Boxes. Surrounding the central tower are four
"jump-boxes"
that house 30-foot fountains of their own. These towers do not
have the
protective crash barrier, and vehicles are free to drive or jump
over them.
Other Features. The arena walls, central tower walls, and
access
ramps are considered indestructible.
Special Rules. In the AADA events held here, vehicles
must complete
one jump over each of the small fountains before they receive fire
clearance
from the arena officials.
Arena Events
AADA Survivor Dueling. The standard AADA divisional
events are
held at the Water Tower Duelpark. They are typically held as
survivors
event, with the exception of the need to collect the four fountain
jumps
before allowed to engage any targets. Vehicles enter the arena
from one
of eight randomly selected gates at 40 mph. As the field of
competitors
narrows to three combatants, the arena officials call a
cease-fire. At
that time, the remaining vehicles must break contact and head for
a separate
access ramp to the central tower. Combat begins again when the
last vehicle
begins climbing an access ramp. Once a vehicle has chosen an
access ramp,
it may not back down and choose another. Combatants have seven
seconds
to choose and reach a ramp or face disqualification. The remainder
of the
event is fought out on the central tower platform.
Winter Duelling. As Chicago natives are not ones to wimp
out at
weather, events are run year round, rain or shine. During the
winter months,
the field is left unplowed, and vehicles using ice-racing
equipment (including
snowmobiles) rule the day. The fountains are not operational,
however the
ramps and central tower are coated in a deadly slick of ice.
Normal event
rules apply, no matter what the weather. Prestige for the winter
events
is doubled due to the danger of the final tower battle in each
event.
Winter Duelling Rules
The following resources will be useful for running winter duelling
events
at the Water Tower Duelpark.
Advanced Tire Construction and Combat Rules. High Velocity
Dueling Journal
7. Winter 2047.
http://www.sjgames.com/HVD/magazine/issue-7/toc.html
Autoduelists of Vancouver Regional Association
http://www.brucelam.com/carwars
http://avro.simplenet.com
Canada: Excerpts from the AADA Road Atlas and Survival Guide
Third Edition.
Autoduel Quarterly Vol. 2, No. 4.
Steve Jackson Games. Winter 2034.
http://www.sjgames.com/car-wars/adq/2/4/
Antarctica. High Velocity Dueling Journal 3. HVD Publications.
Spring
2047.
http://www.sjgames.com/HVD/magazine/issue-3/toc.html
Snowmobiles. Autoduel Quarterly Vol. 5, No. 1. Steve Jackson
Games.
Spring 2037.
http://www.sjgames.com/car-wars/adq/5/1/
Steel on Ice: Winter Autodueling. Autoduel Quarterly Vol. 5, No.
3.
Steve Jackson Games. Autumn 2037.
http://www.sjgames.com/car-wars/adq/5/3/