Newly built and gaining popularity, the Firebird
has acquired a reputation as a deathtrap . In most cases,
this would scare off a majority of the contestants, but it's
doing quite the opposite. Duellists from near and far have
come to see if the Firebird's reputation is fact or
just media hype. The pros tend to leave this arena alone,
making it more accessible to amateurs and emerging
champions. The sign-up lists are booked solid three weeks in
advance.
Arena Notes:
The outer walls are 40 feet high and 60 DP. The six interior
walls are 45 feet high and 20 DP (and may be set on fire).
Encircling the arena are eight concrete wall bunkers. Each
bunker is 10 feet high and can be used as a standard
obstacle (30 DP), escape room (45 DP and can hold six
people) or as an automated defense bunker (30 DP, 180-degree
arc of fire, 3 spaces for weapons). Each of the 36 barrels
are 5 feet tall (which blocks all but turreted fire), have 6
DP, and can be targeted at a -3 penalty. The barrels can be
standard barriers or booby-trapped hazards. If
booby-trapped, their area effect is 1 inch (and can deploy
explosive, gas, liquid or solid ordnance). The barrels can
be set on fire.
Arena Map:
Arena Schedule:
Monday |
Amateur Night |
Tuesday |
Amateur Night |
Wednesday |
Challenge Night |
Thursday |
Cycle Night |
Friday |
Ped Wars |
Saturday |
AADA Divisionals |
Sunday |
Closed |
Arena Special Events:
Random Madness: One of the many reasons why the Firebird
is so dangerous are its interior obstacles. Most of the time
they are simple barriers, but on rare occasions, they become
deadly traps.
At the end of every turn, the referee will roll 2d6 and
consult the following chart.
2-4: Interior wall falls (50% North, 50% South) creating a
3" by 3" debris field. Anyone underneath will take 3d6
damage to their top armor. Dropped ordnance will be covered
up or detonated (remote-controlled ammunition is immune).
5-9: Barrel explodes. Roll 2d6 for ordnance used. Burst
effect is one inch.
2-3: Explosive. One inch blast/debris field. 2d6
damage to armor location(s). 1d6-1 to tire(s).
4: Smoke. Roll another 1d6 to determine the type of smoke
(1-3 is regular smoke, 4-6 is hot smoke).
5: Paint.
6: Ice.
7: Flaming Oil.
8: Oil.
9: Mines. Roll another 1d6 to determine the type of mines
(1-3 is standard, 4 is napalm, 5 is Spear 1000, 6 is TDX).
10: Spikes. Roll another 1d6 to determine the type of
spikes (1-4 is standard, 5 is explosive, 6 is incendiary).
11: Flame Cloud.
12: Cloud Bomb Smoke Screen or roll twice.
10-12: Bunker explodes. Same as "Barrel explodes" above.
Additionally, if an obstacle was destroyed by ramming
or weapons fire, roll 2d6 and consult the above chart. |