Previous Season - Events

1) STREET BATTLE - Div. 20.

Taking place over the 2 central Midville maps, this event is open to reversed trikes only. Starting positions are decided by dice roll with lowest roll placing first, anywhere on the map. If anyone objects to a placement, the starting position must be chosen again.

2) MUTANT BASE - Div. 10.

This combat involves a single vehicle (any type), taking place within the Mutant Base (ADQ 7,2). Starting positions are decided by dice roll with lowest roll placing first, anywhere on map. If anyone objects to a placement, the starting position must be chosen again.

Mutant's Base, from ADQ 7,2)

3) PANDORA'S BOX - $50,000.

This event is to take place at the Pandora’s Box arena (ADQ 8,3), featuring as many cycles as required up to $50,000 in total. Each turret is to be armed with a Flechette Gun, capable of firing once per turn as a gunner +1, each with an inexhaustible supply of ammunition. They can only target vehicles travelling 30 mph or less (excluding ‘dead’ targets) in the central square, and such vehicles will always be targeted by the nearest turret.

Each team determines the order in which their cycles will enter the combat (which cannot be changed, once the event is under way). 4 cycles will begin the contest, from random gates, determined by dice roll if more or less than four teams enter. Every other turn, one more cycle will enter the fray, determined at random, as is its starting gate. Starting speeds are d6 units of acceleration.

Pandora's Box Arena, from ADQ 8,3)

4) RANDOM ARENA - Div. 15.

This event, taking place on an arena made up from randomly selected arena geomorphs, is between Div. 15 trikes. Dice rolling will assign starting gates.

5) DRAG RACE - Div. 75.

This unusual event will take place in Midville, using the five straight roads (Maple, Pine, Beech, Elm, and the Drag) running from Sixth to the map edge. It is open to one dragster (no other vehicle designs are permitted) and one pedestrian.

The event will consist of dragsters racing down the parallel streets, making as many runs as necessary, with each run being made down a randomly selected street. The first vehicle across the map edge each run scores 2 points, second place scores 1 point. The event is over when only one dragster survives to the end of a run, or all remaining dragsters fail to finish. Each run and the recovery of the vehicle and towing to the start line is considered to take one minute, with slick tyres taking 1 point of damage for every 10 minutes. As a vehicle crosses the edge of the map, it may begin reloading any weaponry (no other work may be carried out), replacing one shot per second, up to the time the last vehicle crosses the line.

Each pedestrian begins the event in a randomly determined block of the city. Combat and movement during the run are as per normal rules, possibly slowed by equipment. Between each run, prior to determining the streets used by the dragsters, the pedestrian may relocate up to 6" from his/her current position. Pedestrians may shoot at each other or at vehicles, but may not be shot at by vehicles (running over a pedestrian is, however, legal). Pedestrians may only reload their weapons from supplies brought with them onto the event (though storing supplies rather than carrying them is permissible).

At the end of each run, any short-term dropped weapons automatically disperse, smoke is 50% likely to be blown away, and ice has a 1 in 6 chance of melting. Each vehicle kill (whether made by a vehicle or pedestrian) scores the killing team 3 points, and loses the killed team 1 point from their total. Killed vehicles complete their movement (where applicable) and remain on the track until the end of the event. The winner of the event is not necessarily the last vehicle surviving, but the team with the most points.

6) ISLAND-HOPPING RACE - Div. 25.

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 point, 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).

7) ELM GROVE MALL - Div. 35.

This event, open to a single car per team, will take place at the Mall, detailed in ADQ 1,4. Each vehicle will enter from a separate, randomly selected entrance.

8) TANK BATTLE.

This event is a "sponsored" military battlefest, with each team permitted to build $2.5M on any type of vehicle(s). Although no map sheets will be used - the entire gaming room is to be used, with play-boards placed as necessary - the play surface should be considered Off-Road for purposes of movement. The finance for this event is to be supplied by military sources/manufacturers, as are the personnel to operate such equipment. All personnel will be equipped with Military Body Armour, and have any necessary skills at base level. As the playing surface is rather restricted in size, fast-moving aircraft such as jets will be of limited effectiveness. Each team is randomly allocated a starting board, on which all their counters must be placed prior to the start of the combat, with the team with the least favourable starting position (determined by consensus) placing their vehicles last, and others determined by dice rolls.

As the teams have nothing to lose in entering this event (with personnel and vehicles supplied by their sponsors), no prize money is on offer; the event will count towards league points only (kills will count towards the teams’ "kill-difference", used in the event of ties).

NB: The restriction on use of Military and AADA-banned equipment will be lifted for this event.

9) DOUBLE DRUM - Div. 100 X 6.

This duel, between up to 6 vehicles of any type per team, is to be held at the Double Drum Arena, using both "drums". The contest will begin with vehicles lined in pairs at their starting gate (the gate will be determined at random for each team. The gates open randomly - including those that have not been allocated to combatants. Two gates will open for the first turn, and slam shut after the vehicle pairs have entered the arena, beginning 0 mph. Every other turn, 2 random gates open for another pair of vehicles to enter through each. As the gates open into the arena, they could hit vehicles already inside - they are considered to move at 60 mph, and have a weight of 1300 lbs.

To exit the arena, the gates must be rammed (see arena rules for DPs, etc. - pedestrians may open the gates normally.

10) CIRCLE OF DOOM.

Each team may spend up to $10,000 on one or more cars 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 M" 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. Vehicles must cross the centre of the middle circle before they can score any positive points (although negative points may be scored).

Circle Of Doom Arena, from ADQ 10,2)

11) STREET BATTLE - Div. 100.

4 Midville maps (central & southern) will be used for this event, which is open to any vehicle type - including aircraft. Starting positions will be determined by highest dice roll, subject to the objections of other competitors.

12) LAND & WATER.

The concluding event will take place at the New Boston Duelling Arena - the black area is to be considered to be water with a depth of 3" (45 feet), with the "track" bridging the water at a height of 15 feet (1 game inch), with only the central TV/support column blocking the line of fire for those on the water’s surface. For this event, the arena’s tyre spikes have been retracted. The bridge sections are considered to have 100 DP.

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. Water vehicles start with a speed of 0 mph, under or alongside randomly selected gates. Gates 3 & 6 are "jetties", 1" high walls protruding from the water. Such vehicles may leave the arena via the sections between gates 3 & 4 and 1 & 6.

Any land vehicle entering the "pit" area is considered to have left the arena and can no longer take part in the combat - the central circle is the actual arena for this combat. Land vehicles start at randomly selected gates, with a speed of 0 mph.


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Last Updated: 15th March, 2001.