This event features multiple cars, to a combined value of $25,000 in this racetrack/arena. Each team will be assigned a randomly selected gate, from which all their cars will enter, at a start speed of up to 1d6 x acceleration.
The arena features a banked oval track, surrounding a rectangular Stellarturf "pitch". The outer walls of the track are fairly solid (40 DP), whilst the walls between the track and the field are low in height (not blocking weapons fire) and only 10 DP thick.
The banked curves of the circuit make cornering easier, reducing manoeuvres in a downward direction by 1, but increasing the difficulty of manoeuvres against the curve by 1.
The Stellarturf pitch is more absorbent than tarmac or concrete, reducing impact damage by –2 per die (thus, a rolling vehicle takes 1d6 – 2 damage). Unfortunately, it loses much of its traction when wet. Any manoeuvre or hazard taken on a slick portion of the arena is at a +D1, over and above the slickness itself. Thus, a manoeuvre performed on oil here is at a +D3, while ice adds +D5.

For this event, each team may spend up to $45,000 on cars, to compete around the streets of Midville, using only the northern two map sections. Each vehicle will begin stationary next to a randomly determined building/block – there are 13 to select from – with parking areas being used, where available. Dice rolls should be used to determine the order in which vehicles are placed in position, as location could have a major impact on strategy/the outcome of the event.
Each team may spend up to $20,000 on one or more cycles for this event. This arena is detailed in ADQ 10,2.
Arena Notes: The main feature of the arena is the circular centre area, which actually rotates counter-clockwise at 25 mph (moving 0.5" every phase). The walls on the circle and the walls of the surrounding parts of the arena each have four openings. Thus, when the platform has rotated 45", there will be no openings from the platform to the rest of the arena! The walls on the circle are 25 DP, and the ones in the rest of the arena are 40 DP (except the structures closest to the circle, which are indestructible). The TV bunker walls have 75 DP. It is a D2 hazard to enter or leave the circle, because of the speed at which it is rotating. No dropped weapons are allowed on the platform itself, but anywhere off of it or in the openings leading to it are fair game.
Victory is based on points, with one point for a firepower or mobility kill. Vehicles lose comparable points when their own firepower or mobility is lost. One cycle must cross the centre of the middle circle before the team can score any positive points (although negative points may be scored).

This event is composed of two races, each running in the opposite direction. The winner will be the first vehicle to complete two full laps of the circuit, beginning at one of the end pieces and ending at the other. Any ground vehicle may enter, and each is limited to Div. 75. No aggressive acts may occur until your team's vehicles have passed each other fully, and no dropped weapons may be used at all.

Each team is permitted to enter three Div. 15 trikes for this "race" around the twisty track. 4 starting points will be assigned, with the vehicles starting there determined by dice roll. No firing/ramming will be permitted for the first 5 turns, and dropped weapons are not allowed.
The eastern curves of the track are banked, the southern one most steeply. Banked curves reduce the difficulty of manoeuvres made along the curve, whilst increasing the difficulty of turns against the curve: -1D/+1D for the northern curve, -2D/+2D for the southern curve. NB: Map shown has been rotated clockwise, so the banked curves are shown at the bottom of the picture.

For this event, each team may field as many oversize vehicles as they wish, up to a combined total of $60,000. The combat will occur along a 7-lane stretch of highway, with all vehicles starting along one edge of the first road section, with positions allocated from left-to-right on a dice roll. Starting speeds will be the same for all vehicles, randomly determined at the start of the event.
If any vehicle falls behind, it will be excluded, and take no further part in the duel. Falling behind is determined as having 2 full-size road sections between this vehicle and the next slowest.
Road sections will be chosen randomly, and may be either clean or debris-strewn, where applicable, based on the roll of a die. Two parallel road sections should be used, with each new road section chosen using 2D6, as follows :
| 2: | On-ramp & straight (50/50 chance of left/right) |
| 3 - 4: | Curve left (shorter curve on left-side) |
| 5 - 8: | Long straight |
| 9: | Short straight |
| 10 - 11: | Curve right (shorter curve on right-side) |
| 12: | Off-ramp & straight (50/50 chance of left/right) |
The event will take place at the The Gladiator Arena – the light grey area is to be considered water with a depth of 3" (45 feet), with the "track" bridging the water at a height of 15 feet (1 game inch). The bridge sections are considered to have 100 DP. The TV bunkers and grandstand are present, and both block line of sight. The trees are merely patches of underwater weeds.
Both water and land vehicles must be entered (with a combined cost of up to $100,000), but cannot be transitional – there is NO connection between the dry land and wet areas of this arena. The winner is the last viable vehicle, land OR water. All vehicles start with a speed of 0 mph, with the water vehicles starting under their team's land vehicle's starting point. A fourth start position will be added due south of position #3, and each position will be randomly allocated to a team.
8) ISLAND-HOPPING RACE - Div. 35.
This event takes place on the off-road racetrack at Lambeau Field, featuring one car per team. This course features two ramps and a narrow bridge, joining three islands, with the 'track' being an un-tracked, off-road surface, complete with inclines and various depths of water.
The start line for this event is at the widest part of the western island, with vehicles allowed to start at any point behind this line, with the actual positions chosen in order, determined by dice roll. The finish 'line' is the leading edge of the landing ramp at the southern end of the west island. No offensive action (i.e.: weapons fire, including dropped weapons and hand weapons; or ramming) until crossing after the first lap (i.e.: as each car finishes the first lap, it may begin firing, but any cars still on their first lap will not be able to return fire). The race will consist of 4 laps, with the winner declared as the first vehicle across the finish line or the last vehicle moving.
Note for competitors: Ensure you have sufficient room to achieve the necessary speed before hitting the first ramp - 40 mph would appear to be the minimum speed for LEAVING the ramp (remember: the incline of the ramp will slow you down).
9) GENCON 18 3D ARENA – Div. 45.
This indoor duel is open to any single vehicle (aircraft excluded), and features 3-dimensional obstructions, ramps and jumps.

10) DOUBLE DRUM – 2 x Div 20.
For this duel, each team can enter 2 vehicles of any type. The event is effectively 2 duels taking part at the same time, one in each "drum". Vehicles will begin from random gates, at speeds of up to 1d6 x acceleration.
Once one "drum" has been reduced to a single surviving vehicle, the gates between the two drums will immediately open.
To exit the arena, the gates must be rammed (see arena rules for DPs, etc.), though pedestrians may open the gates normally.
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