Duellists have heaped considerable praise on the Shakeyes
Arena. First-rate service and comfortable surroundings
have drawn a loyal following of competitors, sponsors, and
fan clubs. The arena management is rather discriminatory
toward those with "bad reputations". Duelists with tainted
records need not apply. Those with a high prestige are
treated like royalty, but be prepared to be bumped and
snubbed by higher-ranked players . . . seniority rules!. The
arena can seat up to 10,000 screaming, maniacal spectators.
Arena Notes:
The outer walls are 50 feet high and 100 DP. The second
level (shaded) is 15 feet high and can be accessed by
cornered banks (-D1 to all maneuvers). The eight jumps are
angled at 35 degrees and have 50 DP. Breaching a jump will
cause it to crumble into debris. The center platform is 15
feet tall and is supported by four, indestructible ramps
(the angle on each ramp is 14 degrees which is too low for
jumping).
The inner walls are constructed out of lightweight, concrete
pumice blocks which come in 1/2" by 1/2" cube sections. The
walls can be easily breached (10 DP per 1/2" cubic section)
and it is conceivable for a vehicle to break through an
inner wall (see chart). However, there is the risk of
getting stuck. A destroyed wall section leaves a pile of
rubble which causes no damage to tires, but is a D1 hazard.
Going through the complete wall breach is a D4 hazard. The
substance is fireproof. When rammed, the inner walls will
take full damage, but the ramming vehicle will only take
half damage.
Damage 1d6 |
Penetration |
Chance of Getting Stuck |
10-19 |
1/2" |
1 |
20-30 |
1" |
1-3 |
31-39 |
1 1/2" |
1-5 |
40+ |
2" |
Goes through, no die roll |
If a vehicle fails to penetrate the wall, it becomes stuck.
Turrets will be frozen in the position they were in before
entering the wall while EWPs will be sheared off.
Dischargers which contact the wall will be destroyed and
activated bumper triggers will go off. After one full turn
of being stuck, the driver can attempt to break free.
Getting unstuck can be done in two ways. The first way is
blasting your way through with weapons fire (yours or by
someone else) creating an escape tunnel. The second is
trying to muscle your way out by shifting in reverse and
hitting the accelerator. The chance of getting unstuck is
1-2 on 1d6. In case of failure, the contestant can try again
on the next turn.
Arena Map:
Arena Schedule:
Monday |
Amateur Night |
Tuesday |
AADA Divisionals |
Wednesday |
2Fers/4Fers |
Thursday |
Corporate Cup |
Friday |
Special Events |
Saturday |
Closed |
Sunday |
Closed |
Arena Special Events:
Point Grabbing: This is a standard event in which
points are awarded for certain actions.
Kill |
5 points |
Jump |
1 point (6 maximum) |
Target |
1 point (6 maximum) |
Damaging an opponent |
1 point per ten points of damage.
(Direct fire weapons only. Setting someone on
fire, ramming, or dropped weapons don't count) |
Shot accuracy |
1 point per ten percent (round
down) Must have fired at least ten times at
non-dead, non-surrendered opponents. |
2Fers/4Fers: Due to the arena's design, the Shakeyes
can host several duels at one time (one contest per square
or per arena half). Once each section has a winner,
combatants can leave their section and into the other areas.
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