Created in the late 1960s, the Manzanita started off as
a second-rate dirt track. Its shady atmosphere and
questionable clientele gave the facility a bad reputation.
The images of a decadent biker dive still exist today.
Recently, the track received a much needed facelift funded
by anonymous investors. The surface has been paved, the
track banked, and the repair shops fully stocked. Increasing
amounts of private security have generated numerous rumors
of corporate takeovers and AADA intervention. Some
feel that it's only a matter of time before the old-time
regulars bump heads with the new management.
Arena Notes:
There are no outer walls at this facility. The track
surfaces are in a state of poor repair. Rough spots and
potholes still abound and must be driven over with care. To
reflect the unpredictability of the track, roll 1d6 every
time a vehicle completes a lap. On a 1, a vehicle takes
1d6-4 points of random tire damage (never less than one
point) and a D2 hazard.
The banking of the track can be altered to give maneuver
bonuses as low as D0 to as high as D3. The typical setting
is D1. The four underground tunnels are 15 feet wide, 10
feet deep, and indestructible. The interior sections of the
track are open fields.
Arena Map:
Arena Schedule:
Monday |
Closed |
Tuesday |
Time Trials |
Wednesday |
Amateur Night |
Thursday |
AADA Divisionals |
Friday |
Cycle Night |
Saturday |
Corporate Cup |
Sunday |
Gas Burners |
Arena Special Events:
The Ice Breaker: This is a standard three-lap race,
but there's a hitch. At six locations on the track
(pre-selected by the referee) are 1" by 1/2" "weak spots"
that might collapse under a vehicle's weight. Only the
referee knows the location of the weak spots (until the
vehicles start falling through!). Weak spots can be placed
parallel to the track, perpendicular, or somewhere
in-between.
The chance of a crossing vehicle breaking the weak spot
depend upon the vehicle's speed. The base chance is 1 on 1d6
modified by speed. 100 MPH or slower +2, 100.25 MPH to 150
MPH +1, 150.25 to 200 +0, and 200.25 and above -1. Example:
A vehicle travels over a weak spot at a speed of 75 MPH. The
chance of the weak spot collapsing is 1-3 on 1d6. The
breakage rolls are done secretly by the referee.
If a weak spot collapses, assess the following penalties:
Vehicle was 3/4" to directly over a weak spot (roll 1d6).
1-4: Vehicle falls through and is disqualified.
5-6: Vehicle suffers 2d6 damage to all tires and underbody
and takes a D7 hazard.
Vehicle was 1/2" to 1/4" over a weak spot.
Affected tires take 1d6 damage. Underbody takes
1d6-1. Vehicle suffers a D4 hazard.
The first contestant to finish five laps is the winner. |