CWIN Vol.
        1, No. 8
    
    Arena Watch
    
    Double Cross Dueltrack
    
    Alexandria, Louisiana
    
Written by Michael Drennon
      
      kidego999@aol.com
    
    
Web posted October 18, 1998
      
      Updated August 05, 2000 and May 29, 2023
    
    
    
    
The Double Cross Dueltrack: Trust no one, stay in the throttle
      and conserve
      conserve your ammo.
AADA Advisory: All evidence shows that the town of
      Alexandria
      is a haven for cycle gangs and river pirates. Avoid travel through
      this
      area if possible. Trucks and boats are often hijacked in the area,
      and
      several victims have reported finding pieces of vehicles in
      Alexandrian
      parts stores. The local sheriff has investigated these rumors but
      has not
      yet uncovered any concrete evidence. (Naturally, other rumors say
      that
      he's in on the plot).
    
    
The AADA Road Atlas and Survival Guide Volume Six: Free Oil
      States. Steve
      Jackson Games. 1989.
https://www.sjgames.com/gurps/books/AADATheFreeOilStates/
   
    
 
    
Asking directions for the third time in as many charging
      stations, you
      wonder if the VIP track-side tickets your buddy gave you are going
      to be
      worth this excursion into the Badlands. While you are paying for
      the recharge
      (out here you take on a full charge when you can find one), the
      old geezer
      trying to sell mismatched armored wheel hubs points you down
      several miles
      of dusty gravel road that eventually turns into several miles of
      dusty
      dirt road. Bumping and grinding across another set of dried up
      ruts (silently
      thanking yourself for upgrading the underbody armor last week),
      you almost
      run over your first sign. Confident you are now headed in the
      right direction,
      you motor along carefully. Shortly after the road sign, a gang of
      approximately
      ten bikers, their actual numbers obscured by the dust, passes you.
      Their
      presence did not surprise you as much as their request over the CB
      for
      permission to pass before swarming around you every which way.
      Their nimble,
      high-riding suspensions quickly leave you behind as you slowly
      navigate
      the rocky trail. Rounding the bend you see a strange sight. There
      are three
      bikes displaying the colors of the Dust Vultures parked next to a
      high-sprung,
      off-road pickup with whoopee lights ablaze and sporting the badge
      of the
      county sheriff's office on the driver's side door. Last month's
      RASG update
      ran a special report detailing the violent and unpredictable (yet
      unerringly
      effective) nature of this particular band of two-wheel
      enthusiasts. You
      only expected to see them under the wheels of the local law
      enforcement
      pickups, not sharing gate guard duty with the sheriff's deputies.
    
    
"Yep, this has got to be the place." You think to yourself. The
      bikes'
      owners see you and swagger over to inspect your ticket and parking
      pass. 
      The two deputies lean back and grin at you around their
      well-chewed toothpicks.
      "Rules are simple" says the shortest biker. "Once you enter, there
      is no
      exit until the races are over. If you do, there is no re-entry . .
      . until
      next month. Only hand weapons are allowed outside the parking lot.
      If you
      can lift it, tote it, and fire it in one hand, then it is a hand
      weapon
      . . . Yes, we check everyone entering the stands." The burly biker
      in the
      back grins at this statement, brandishing an infantry light
      machine-gun
      in a one-handed grip . . . You wonder how he fits on a bike, much
      less
      carry that thing.
    
    
"No fights in the stands or small or large arms fire directed at
      the
      track. The Dust Vultures are security this weekend, again, and any
      problems
      are to be brought to us. Chances are good we will let the
      interested parties
      fight it out behind the stands by the garbage dumpsters.
      Otherwise, what
      we say goes. Solving problems on your own is a bad idea. We get
      your pocket
      change and your ride. If you are nice, we will let Gold Cross in
      to read
      the body for your clone. Any questions? No? Good, enjoy the
      races."
    
    
The bikers step back and allow your entry into what appears to be
      a
      farmer's unused field. Another well-armed Vulture directs you
      toward the
      lines of vehicles slowly roasting in the sunny field, but pauses
      as he
      sees the VIP stamp on your entry ticket. He points over to the
      grove of
      trees separating the "parking" from the track. Along the tree line
      you
      notice several temporary armored shelters, undoubtedly absconded
      from the
      local National Guard Armory, that have been erected and are being
      used
      to house very expensive-looking duelcars and trucks. Evidently
      your VIP
      privileges allow for a sheltered enclave for you and your vehicle.
      Pulling
      into the cool shade of the armored bunker, your new "neighbor"
      waves to
      you as she offers up a cold can of algae beer and something
      unrecognizable,
      probably from the local wildlife, that is slowly grilling over
      coals.
    
    
"Yep, the next three days could be very interesting," you think
      to yourself
      as you pop the door release and climb out to stretch your weary
      bones .
      . . Your box seats are good for two people.
      
       
    
    
Arena Notes
    
    
The Double Cross Dueltrack is run in a strange collaboration
      between
      local law enforcement and neighboring cycle gangs. Since the track
      caters
      to cycle and trike enthusiasts, the gangs are expected to be on
      their best
      behavior at and in the vicinity of the monthly event. Otherwise,
      the track
      is closed and the bikers lose revenue from the track as well as
      several
      vehicles and personnel in the ensuing firefight with the
      authorities. In
      exchange, the bikers are allowed to coordinate events and run
      security.
      In case of problems that a rabid cycle gang cannot handle, the
      local police
      have three squads of SWAT troopers on hand and discreetly out of
      sight.
      Then there are the National Guard reservists who bivouac nearby
      (conveniently)
      on race weekend. In a move bordering on genius (for city council
      members
      anyway), the town decided to let the local gangs decide amongst
      themselves
      which gang would run the next month's events. Gang activity is at
      an all
      time high in the area, but most of  their time, energy, and
      resources
      are dedicated to fighting each other for dominance. Raids and
      convoy/courier
      harassment still occur, but are often interrupted by rival gangs
      trying
      to catch each other unprepared or otherwise preoccupied. Lately,
      deep cover
      agents have been deployed to ensure the gangs are at odds with
      each other,
      as things could get sticky if the gangs were to ever join forces
      against
      the townspeople.
    
    
Even though the track's humble beginning started with the cycle
      gangs
      racing a dirt course scratched into a farmer's field, such is not
      the case
      today. Nationally known racers and duelists fly themselves and
      their bikes
      in for the competitions, amateur and pro-am competitors brave the
      Badlands
      to compete here, as well as the . . . local talent (cycle gang
      members
      themselves . . . not to be taken lightly either!). There is even a
      field
      hospital run by National Guard reservists. There are two
      stripped-down Ambunaught
        2031s (no weapons, light armor, huge engine, and lots o'
      strobes) with
      off-road suspension for bringing fallen riders back to the
      hospital. In
      severe cases, there is a military medivac chopper on sight that
      can be
      scrambled at a moment's notice.
    
    
Due to the strong celebrity presence plus a mix of talents,
      almost anything
      can happen out on the track, there is plenty of media coverage for
      the
      three days of this event. In fact, many first-time visitors are
      surprised
      by the media coverage in place here. There are several TV bunkers
      around
      the track, and the news choppers occasionally vie for airspace
      above the
      more prestigious events. This of course halts the event in
      progress while
      the pilots duke it out in the skies. (With some large- and
      small-caliber
      support from arena security ground forces trying to get the
      offending choppers
      away from the track before there is a smoking twisted lump of
      metal and
      plastic on the main backstretch that needs to be cleared off their
      expensive,
      paved surface).
    
    
Events are extremely diverse. The track does not have AADA or
      AADA/R
      Sanctioning, but there are races and duels that adhere strictly to
      those
      organizations' guidelines. Other races and duels may incorporate
      non-AADA
      Sanctioned designs and equipment, but this doesn't mean there are
      no rules
      or limitations on designs. Races and duels are run from dawn to
      late in
      the evening on the well-lit track, with several variations within
      both
      gasoline and electric events. The major impediment to AADA /
      AADA/R status
      for this track is the very narrow construction of the track. This
      severely
      limits the numbers and sizes of four wheel vehicles that may
      compete here,
      as even trikes are often pressed for track space. 
      Occasionally sprint
      chassis are raced here, as well as a few subs and compacts for
      exhibition
      racing and duels, but nothing larger than compact sized
      four-wheelers.
      Sorry, but this track belongs to the lightweights.
    
    
From the S/F line, racers drag into a bottleneck and Turn 1.
      Following
      the 90-degree turn is another bottleneck that narrows the track to
      a mere
      15' wide. Turn 2 places the racers onto one of the three
      backstretches
      on this track. Turn 3 empties into the first criss-cross
      intersection.
      Immediately upon exiting the intersection, racers are funneled
      back to
      a 15"-wide track. Turn 4 sees a gradual expansion of the track
      width leading
      to the very wide Turn 5 hairpin. This is one of few places that
      passing,
      usually by out-braking your opponent, can be considered easy on
      the track.
      A short chute narrows the track again as the racers enter Turn 6.
      This
      turn empties onto the long and perilous main backstretch. About
      halfway
      down the stretch, racers re-enter the first criss-cross section.
      Thirty
      feet later the track is narrowed once again to 15' as racers enter
      the
      second criss-cross intersection. This part of the course is the
      most hazardous,
      as this intersection is only 15' by 15'.  There are not many
      near-misses
      in this second crossing . . . all or nothing is the order of the
      day here.
      Turn 7 is the fastest on the course, leading to a very tight
      hairpin in
      Turn 8. One of only two right-handed turns, Turn 9, takes the
      racers past
      the field hospital and into Turn 10, which directs the racers back
      into
      the treacherous second crossing. Turn 11 pours the racers onto the
      final
      backstretch. Turn 12 leads the racers into a small chicane. After
      the chicane
      racers push and shove into the final bottleneck leading to Turn
      13, which
      leads them back to the S/F line. Access to pit row comes directly
      following
      Turn 13.
    
TV Bunkers. These structures have 10(2) DP.
    
Field Hospital. This building has 30(4) DP.
    
Pit Area. The guardrails and walls protecting the pit
      area are
      30 DP. Multiple breaches will not collapse them, instead just make
      big
      holes in the wall. These rails and walls are three feet high.
      There are
      no guardrails on the rest of this track, and often the fun comes
      from seeing
      who can dodge the wreckage that just turned into a $15,000
      torpedo!
    
Grandstands. Located south of the main straight, with the
      garage
      areas off to the west, while parking is off to the east of the
      track. To
      keep the spectators relatively safe, there is a three-foot
      retaining wall
      along the front stretch identical to the walls protecting the pit
      area.
      Topping this wall is a 15' tall retention fence with Spalltex (TM)
      armorglass
      plates attached to the fence. These plates will block 10 DP of
      vehicular
      fire per
      occurrence. Vehicles vaulting into the fence can either be caught
      in
      it, or tossed back onto the track. Vehicles that leave the paved
      surface
      with racing slicks should suffer an additional D3 hazard from the
      slippery
      turf infield as well as losing any HC bonus from the slicks until
      the vehicle
      is once again back on the paved surface.
       
    
    
Track Regulations
    
    
While there are many different types of events held here from
      simple
      races to dueltrack racing, there is a specific set of guidelines
      for each
      separate event. The track itself has regulations that displace any
      others.
    
1. No dropped weapons, grenades or grenade launchers. Direct-fire
      weapons
      only, limited to those doing two dice or less damage in a single
      instance.
      Smoke and paint devices allowed if event permits their usage.
    
2. Pit row speed limit is 55 mph. No combat allowed in the pit
      area,
      no engagement of any sort allowed over yellow lines, or into or
      out of
      the pit
      row area.
    
3. Cyclists/Drivers are required to wear a fireproof suit. Body
      armor,
      while optional, is highly recommended.
    
The dropped weapon ruling is pretty self-explanatory. This is a
      paved
      asphalt track out in the middle of the badlands. This is very
      expensive
      to try to get fixed . . . Imagine paying construction workers
      triple time
      for hazardous duty pay and you can see why the gangs do not want
      to destroy
      the track surface every month. Smoke and paint projectors are
      allowed because
      they do not damage the surface or create an undue hazard to other
      vehicles
      . . . They get the same effect trying to drive though the tire
      smoke of
      someone who has just spun in front of them.  Smoke and paint
      weapons
      are okay as long as the event rules allow for them. This does mean
      that
      smoke and paint grenades are allowed, but are also the only
      grenades allowed
      (no concussion, fragmentary, incendiary, etc.). The burst radius
      on these
      would eliminate the field rather quickly once 17 cyclists started
      sowing
      grenades all around. No one would make it through the first curve
      much
      less the rest of the course! No combat allowed inside the pit
      area, and
      no vehicle may engage or target another vehicle while one or both
      is within
      the pit area. Vehicles outside pit row may not engage or target
      vehicles
      on pit row.
       
    
    
Track Events
    
    
The following is included to try to help give referees ideas with
      creating
      their own events at this track.
    
Divisional Racing: AADA/R Class. Vehicles in these events
      must
      comply with current AADA/R rules and regulations for vehicle
      design and
      construction. Drivers may not carry weapons, and their vehicles
      may not
      mount any weapons either. This includes dischargers. Body blades
      and bumper
      spikes are allowed however ramplates are not. Victory is
      determined by
      first vehicle to complete the required number of laps. Vehicles
      competing
      in this event do mount some armor since they occasionally compete
      within
      other divisions that allow drivers to carry hand weapons. Besides,
      the
      extra armor is nice in case of a rollover situation.
    
Divisional Racing: Open Class. Vehicles in this class
      have no
      restrictions on motive power sources, save temporary speed
      boosters (i.e.
      rocket boosters, ISCs, and nitrous systems) and the carrying
      capacity of
      their frames. Motive power sources tend to be gasoline-powered, so
      class
      distinctions are based on monetary limits and the aspiration of
      the engines.
      Naturally aspirated engines and turbine (turbo or supercharged)
      engines
      will compete in separate events. Electric powered vehicles, while
      rare,
      are allowed to compete in either class. Electric vehicles tend to
      do better
      on courses favoring top end versus acceleration. Drivers may not
      carry
      weapons and their vehicles may not mount any weapons either. 
      This
      includes dischargers. Body blades and bumper spikes are allowed
      however
      ramplates are not. Victory is determined by first vehicle to complete the required number of laps. Vehicles competing in
      this
      event do mount some armor since they occasionally compete within
      other
      divisions that allow drivers to carry hand weapons. Besides, the
      extra
      armor is nice in case of a rollover situation. The cycles listed
      below
      sport cycle blades in order to assist other racers in resisting
      the temptation
      to give a friendly little shove or bump at 150 mph. The blades
      also help
      when racers are trying to hold their position from a fast
      approaching rival.
    
Divisional Racing: Dueltrack Class. These rules allow
      racers
      to arm themselves and their vehicles. The focus is still on speed
      and handling,
      there are just some different options available should a racer
      want to
      pass or try to hold his position. Some events allow for hand
      weapons only,
      some vehicular weapons only, while others allow both. In most
      cases, the
      racers will have to complete a set number of  laps before
      being allowed
      to fire upon other racers. Victory goes to first racer to complete
      a set
      number of laps, or the last racer able to circle the course under
      his own
      power.  Burst effect weapons are allowed, but with a few
      restrictions.
      Burst effect weapons cannot be used to target the track surface
      in hopes of hitting targets with the burst effect. This tactic
      damages
      the surface, disqualifies the rider and shortens his life span
      once he
      reaches the track officials' reception committee in the garage
      area. All
      burst effect weapons must be of the single-shot type if their
      burst effect
      is greater than 1" (i.e. MRs fired one at a time are okay, RLs are
      not,
      MMLs are okay, LAWs and gyrosluggers are okay as long as the rider
      carries
      no reloads, etc.)  No tripod or "man-portable" type hand
      weapons allowed.
      Racers using these burst weapons may reload them, but only on pit
      row.
      Multiple weapons may be purchased (i.e. 2 LAWs, 3 gyrosluggers,
      etc.) to
      reduce pit stop times (just have to stop, wait one second for crew
      to hand
      over new, loaded weapon, then go), but the total price of all
      weapons and
      ammunition counts toward the Divisional monetary limits. Since
      only one
      weapon can be carried at a time, only the weight of one weapon
      (and ammunition)
      needs to be factored into
      total vehicle weight. Hand weapons without burst effects (pistols,
      rifles, shotguns,
      AVRs, etc. are not subject to this reloading restriction, and the
      rider
      may carry extra magazines if vehicle weight and monetary limits
      allow.
      Some events allow (or even require) passengers, and please keep in
      mind
      these are the only occupants of a vehicle allowed to use
      two-handed weapons.
      I would like to see how long a cyclist could stay on this track at
      150
      mph without holding onto the handlebars! Pilots must stick to
      one-handed
      weaponry only.