Vol. 1, No. 3
Trench Warfare Historical Museum
and Dueling Arena
Written by Michael Drennon
KidEgo999 AT aol.com
Boat and aquabike chassis modifications by Car
Wars Plus Pro II Gold
Web Posted May 01, 1998
Updated August 05, 2000
Break Grampa out of his fortified nursing home,
blow the dust off of his favorite CDs and laser discs, and pull the
off of his old Fnord! It's Classic's Night at the Trench Warfare
Museum and Dueling Arena! This museum was originally dedicated to
of warfare, but with the insurgence and popularity of autodueling,
seemed to care. The founders of the museum along with a few select
decided to expand their collection to include the legendary men and
of the sport of autodueling. This investment paid off big after the
War of 2042.
In 2045, a whole new wing was added to the museum
to honor the sacrifices of the many AADA and EDSEL members who
and patrolled in the war against Japan. Notable exhibits include the
Letter of Marque issued by the U.S. Government during the conflict,
exhibits, equipment dating back to WWI and even "Crazy Joe's" Chevy
has a place of honor in our museum. To pay for this new wing, the
created the arena. Security is tight but if you don't mind feeling
without that new gyroslugger you got for your birthday, Grampa and
kiddies will be amazed at the sights we have for you!
Outer Walls. These structures have 40 DP
and are 30' tall.
TV Bunkers. These buildings, 75 (10) DP
and 30' tall (blocks LOS between levels of arena but provides for
close-ups!), contain bolt holes for fleeing pedestrians and are
HVMGs (each weapon containing three extra magazines and protected
by 25 points metal armor) for arena defense.
Upper Levels. Both ends of this arena are
elevated 20' from the main level, and are accessed by three ramps on
end. These ramps are rounded to prevent vehicles from becoming
after driving up or down them. Vehicles gain or lose 10 mph of
and 10 mph of current speed on ramps.
Main Levels. There is nothing special here
aside from the bunkers which provide choke points for dropped
the Center Trench is filled.
Center Trench. Only 30' wide and sunk into
the floor of the arena approximately 15', the Center Trench is
by six 30-degree ramps (three from each side) and bypassed (in the
by four 30-degree ramps (two each side). Yes, this means that if a
wishes to enter the trench at 60 mph, he will certainly become
on his way in and will most likely collide with the ramp or wall on
other side. The safest way to cross at moderately-high speed is to
one of the four "air route" ramps and jump the Trench completely
can be done at 40 mph with minimal hassles). The Center Trench may
with water for special events or additional hazards.
Gates. There are six gates, all 30 DP.
Gates 1 and 3 are generally considered advantageous, therefore gate
is usually decided randomly before each duel.
AADA Divisional Dueling. These Survivor
Events do not have checkpoints nor targets and standard scoring
If a vehicle winds up in the drink, it is out of competition. House
will not fire upon swimmers escaping sinking vehicles.
Classic's Night. A "retro night" of sorts.
Vehicles run in regularly scheduled events, but designs are
to the "good ole days" of autodueling (vehicle designs are limited
is available in Pocket Box Car Wars). Show little Timmy what a
looks like in combat, not just sitting in a museum! Body styles are
good old classics: Fnords, Josephs, etc. (no sedans).
AADA/R Racing and Dueltrack Events. The TWDA
is not a nationally-known track by far, but there are quite a few
track events run here. Racers race along the outside perimeter of
in a counter-clockwise direction. The S/F line is located in front
1. Fire may be freely exchanged (when allowed) at all points of the
An interesting note about this track is that it
takes the idea of a chicane to a higher level. The quickest way to
the trench is of course to jump it, but duelists must watch their
otherwise they will wind up doing a "header" (head-on
into a TV Bunker. A gutsy tactic often used here involves ramming
in front just as it hits the ramp to jump the Trench. When it works,
victim is out of control and going too fast when they land . . . and
an impression on the TV crews (literally). The ramming vehicle's
speed is hopefully scrubbed off by the collision, and may clear the
normally (taking all hazards into account of course). Failure is
disastrous, but spectacular . . . go for those style points if you
too far behind!
Unless the trench is flooded, a heavily-damaged
vehicle may opt to go down the ramp into the trench and up and out
other side (a much slower lap time, however greatly reduces the
of a DNF (Does Not Finish) if the duelist is trying to hang on for
Standard AADA/R Dueltrack/Racing rules and restrictions apply.
firing is allowed until vehicle completes one lap. Typical events
five-lap heats, a last-chance qualifier, and a ten-lap main event.
three finishers from each heat advance to the main race. There are
in each heat. The last chance qualifier is open to all
haven't qualified for the main and still want to (this can be one
race), top three go on to main event. Duelmasters must exercise
in amount of damage that can be repaired to a vehicle between heats.
are no pit stops as these are sprints.
Auto Football. Regional Auto Football matches
are held here as well. This event is truly hairy when Charon is
with his minions in force! The arena walls are reinforced
to 70 DP and extended to 40' tall when Charon is present
event (typically Charon gets an equal budget to "purchase"
minions or upgrade his weapon platform . . . This means a lot of
will be flying around the arena). Scoring is accomplished when the
vehicle drives into the opposite side gate (either gate one or gate
depending where he started from) Dropped weapons are forbidden
the upper levels for this event (but not on the ramps!). Security in
pit areas is very tight, often with corporations bringing in their
security teams to augment the museums already considerable forces.
espionage is rampant, as many teams are often testing equipment for
Corps R&D labs. If you get a pit pass, make sure your clone is
before trying to sneak into a dressing room for autographs!
with the polite and well-armed tour guides.
Auto Football. High Velocity Dueling Journal
7. Winter 2047.
Charon's Revenge. Why flood the trench? To
put boats in the arena. (Duh!) Charon's Revenge pits the duelists
an additional challenge . . speedboats and possibly aquabikes
by the house computer that patrol the water-filled trench. This
the ante on your typical AADA and AADA/R Divisionals. Prestige and
are increased for this event. Evidently the Ferryman is piqued that
seems to bypass him without paying the usual fee, so the
vehicles will fire on any vehicle jumping the trench. See details
for the stats on Charon and his Minions.
Firing on Charon and his minions is legal (they
are usually remotely-piloted drones, but not always!), however doing
may earn the offending duelist the enmity of the house
When fired upon, roll 1d:
1-2: Standard Combat. Play
continues as normal.
This event should be run with a referee to control
the movement of the waterborne vehicles. The computer will not
areas of a vehicle (i.e. turret, tires, etc.) but has software
to enable greater accuracy and boat handling as the Divisional
The referee may decide what bonuses the computer gets to it's
and piloting skills. There have been occasions where the wrong
gets loaded and . . . well . . . It was going to be a short duel
The weaponry that Charon and his Minions mount may
to Divisional level as well at referee's discretion and good (or
More Minions may be added for large events with greater
3-5: Proximity Fight. The
next 2d6 turns of fire are directed only at offender when jumping
4" of trench then play returns to normal. The victim does not
how long the computer will fire at him.
6: Whoops! The
computer turns nasty and will only fire on the offending duelist,
it has a viable shot, until the duelist is destroyed, Charon
sunk, disarmed or out of ammunition.
Charon. The VFRPs are frequently used due
to the flexibility of their deployment. For example, in a
5 event only one rocket would be fired from each VFRP at a time.
could be fired per attack in higher Divisions, with a full 12-rocket
something to fear at close range even though these are not
Armor is thin in comparison, due to a lack of underbody-mounted
on most wheeled vehicles, and the presence of other duelists looking
sucker punch an already-engaged foe. If Charon runs out of
there is a gate in the south end of the trench through which he can
to be re-armed, a process that will take approximately 15 seconds.
has a professional pit crew!)
Speedboat, x-hvy. chassis, large marine PP with 2 medium propellers,
receiver, FT (with HT fuel) in 2-space turret, 2 linked VFRPs (1R,
PDG top, FE, plastic spoiler. Cargo capacity: (+3) spaces, 420 lbs.
armor: F20, R20, L20, B20, T20, U10 (110 points). Acceleration 10,
speed 90, Cruise speed 52.5, DM 1 (DM 2 with 21 lbs.+ cargo). HC 0
60 mph +); 7,980 lbs., $37,200.
Charon's Minions. Yes, these are the cannon
fodder of the event. Dangerous in pairs or groups, the weapon links
varying levels of strike strength in different Divisional levels (a
car would not be facing two Minions firing 24 rockets each
1d6 damage as it approaches a ramp!). It may face six rockets, maybe
if that particular vehicle has fired upon the waterborne vehicles,
not 24 at once. That kind of Zentraedi attack is
for the higher Divisions, with greater numbers of Minions to
those rockets (insert evil grin here). The Minions also are
in appearance, so when one has fired all its rockets, the computer
try to lose it within the other Minions so the duelists do not know
ones are still armed. For longer or higher Division events, the Minions
be re-armed as Charon, however only two at a time may be
Charon Minion -- Heavy aquabike with plastic
cycle windshell, x-hvy. chassis, mini marine PP with PlatCats and
RCGS receiver, 2 linked MFRPs front, 4 linked LtRs back, HRTC. Cargo
0 spaces, 155 lbs. Plastic armor: F12, B10, U3 (25 points), 5 points
cycle windshell armor. Acceleration 10, Top speed 100, Cruise speed
HC -1 (0 at 60 mph +); 925 lbs., $9,725.
Sunday -- Closed for repairs and upkeep
Monday -- Practice night / Private Party night
Tuesday -- AADA/R qualifying / main event
Wednesday -- Amateur Night: Dueltrack, Racing,
Thursday -- Dueltrack Qualifying and AADA/R Divisional
Friday -- Auto Football
Saturday -- AADA Divisional Dueling
Note that "Classic's Night" and "Charon's Revenge"
are simply variations which add a little spice to the different
These may be run in conjunction with each other as well. Auto
is the only event run here that doesn't participate in the Classic's
due to the large amount of corporate sponsorship that is on the
teams want the best tech their budget will allow, which means
custom designs and equipment.