CWIN
          Vol. 1, No. 6
    
    Arena Watch
    
    Elemental Fury Arena
    
    Port Angeles, Washington
          State
    
Written by Michael Drennon
      
      kidego999@aol.com
    
    
Web posted August 03, 1998
      
      Updated August 05, 2000 and May 29, 2023
  
    
    
In ancient times, places of awe and worship
        were
        constructed to appease the all-consuming fury of Mother Nature
        in her many
        forms. Air, Water, Fire, the Earth itself were her weapons of
        destruction.
        Through regular and often bloody sacrifices, humans sought to
        ease the
        potential fury inherent in Nature.
    
    
Times have changed, and the ancient and
        powerful
        places of worship are almost totally gone from the face of the
        earth. Mother
        Nature still wields her mighty weapons, and time has not dulled
        their edge
        or weakened her arm. Duelists often forget that an opponent they
        can never
        hope to best is present in every battle they fight. They cannot
        fry it
        with a laser, or ventilate it with a machine gun. Sometimes they
        can outrun
        it for a short while, but Nature is eternally patient. It is the
        wind that
        saps the energy from the long haul trucker and swats planes
        effortlessly
        from the sky, the squall that swallows mighty ships without
        leaving a trace,
        the fire that races through a forest outpost, the earthquake
        that fells
        a mighty city to its knees. She will be here long after we as a
        species
        are gone. How she treats us in the meantime will depend a lot on
        our respect
        for her.
    
    
It is along this line of thought that the
        Elemental
        Fury Arena was constructed. Believed by many to be a modern day
        version
        of those ancient places of worship, the Elemental Fury Arena
        serves as
        a potent reminder as to who is really in charge . . . and it is
        not us
        measly humans. The arena consists of three different levels and
        many difficult
        challenges. There are the four Elemental Pits, one for
        each corner
        of the arena, which contain the checkpoints duelists need to
        collect before
        they may open fire on other opponents. Representing the many
        faces of Mother
        Earth that duelists must traverse in the course of battle are
        several types
        of terrain. Finally there are many different opportunities for
        points to
        be scored by flying through the air. One can attempt the leap
        through the
        Eternal
          Flame if one feels they have the timing down, or one could
        traverse
        the icy slopes and try to complete a circuit of the third level,
        leaping
        like a mountain goat from one ice patch to another. 
        Whatever the
        tactic, whatever the dueling style, this is not an easy arena.
        Rare is
        the vehicle that leaves the floor unscathed, and the bloody
        sacrifices
        made here are fairly regular.
      
       
      
    
    
      
    
    
    
Arena Notes
    
    
Elemental Pits. In each of the four
        corners
        of the arena is a sunken pit, each 15' (1") below the surface of
        the main
        arena floor. Accessible by two ramps, these pits contain the
        checkpoint
        markers each duelist must make contact with in order to be
        allowed to fire
        upon other opponents. Each pit has its own unique hazard.
    
    
Element of Fire. In the northwest
        corner
        of the arena is the pit representing the Element of Fire. Two
        things make
        this pit an especially dangerous one to visit.  
        First, a nearly-constant
        flame cloud burns here. Aside from the obvious fire damage, this
        reduces
        visibility to zero. After a player enters the pit, have them
        turn away
        from the board and dictate their movements without looking at
        the board.
        In order to "find" the checkpoint, each turn the player has
        their vehicle
        in the pit, roll 1d6. On a one or two, the player has run over
        the proper
        checkpoint location, and may attempt to leave the pit. When the
        front of
        the player's vehicle is clear of the clouds, then they may turn
        around
        to observe the board once again.  Not surprisingly, this is
        perhaps
        the most difficult requirement of the arena to fulfill, and many
        save it
        until last. If players are having a difficult time getting out
        of the pit,
        referees and duelmasters may want to consider allowing for a
        lull in the
        flames to enable the hapless victim a glance at his position on
        the board.
        This allows the player to re-orient to his or her actual
        position before
        visibility reduces to zero once again. Note that IR systems will
        not provide
        any benefit, as everything will appear the same . . . very hot!
        Vehicles
        suffer the usual effects of being exposed to a normal flame
        cloud, including
        Fire Modifiers (ouch!). Lasers cannot fire into or out of these
        clouds
        due to the smoke generated.
    
    
Element of Earth. In the
        northeastern corner
        of the arena is perhaps the easiest section of the arena to
        fulfill. Representing
        the Element of Earth is mud, and lots of it. Vehicles entering
        the pit
        suffer an added D3 to any hazard or maneuver due to the slippery
        mud. Subtract
        four from any Crash Table roll as well. Vehicle acceleration is
        limited
        to 2.5 mph (5 mph for OR tires) until the vehicle reaches 25
        mph, at which
        the vehicle may accelerate normally. In addition, should a
        vehicle come
        to a stop or try to reverse direction for any reason while all
        wheels are
        in the mud, there is a chance the vehicle will get stuck. Roll
        2d6. Any
        result less than seven means the vehicle is stuck. Drivers may
        add their
        driving skill bonus to the roll, cycles add one more, and any
        vehicle with
        OR tires on all four corners can add one, OR tires and OR
        suspension get
        to add two to the roll. A vehicle will get stuck if the player
        rolls snake
        eyes no matter what the equipment or skill. Don't even bother if
        the vehicle
        has racing slicks, as it will be stuck as soon as all the wheels
        leave
        the entrance ramp. Players may attempt to free their vehicle
        every three
        turns. After three consecutive failed attempts at freedom, the
        vehicle
        is to be considered bogged, and is now out of contention. Jump
        jets combined
        with rocket boosters, while messy, would work nicely in this
        situation
        as long as the vehicle is not going to be thrust in the
        direction of a
        nearby wall. Otherwise, the management strongly suggests
        surrender to the
        nearest opponent with a fire clearance from arena control. The
        checkpoint
        marker for this pit is located in the southwest corner of the
        pit, 15'
        (1") from the corner wall junction. If a vehicle becomes bogged
        over the
        checkpoint, the vehicle will be removed via crane within 10
        turns (roll
        2d6 and subtract two). For waiting duelists, they will have to
        come back
        when it is clear. For the checkpoint to count, the vehicle must
        enter via
        the ramps provided. No, a vehicle may not drive off the edge,
        over the
        marker, and then out of the pit gaining a checkpoint. The whole
        point is
        to force some tricky maneuvering for the drivers. If a vehicle
        enters the
        pit without using the ramps, the vehicle must exit the pit. Once
        the vehicle
        has cleared the ramp it may turn around or back down the ramp
        and try for
        the checkpoint marker again.
    
    
Element of Water. In the
        southeastern pit
        is a seemingly harmless body of water. In fact it is only 6"
        deep, a mere
        5 mph subtraction to current speed per turn.  Now comes the
        tricky
        part. Under the 6" of water is an ice slick. There is only one
        thing slicker
        than ice and that is wet ice. Vehicles entering have an
        additional D5 added
        to any hazard or maneuver. I liked the AVRO Web site's ruling
        that all
        skids and fishtails are doubled in length while a vehicle is on
        ice, and
        so I am applying them here as well. Also, halve the deceleration
        by Crash
        Tables or uncontrolled vehicles, and reduce tire damage from
        maneuvers,
        skids, spins and deceleration by two points per instance.
        Re-roll any Crash
        Table results involving rolls or vaults due to the surface is
        extremely
        slippery (unless a Crash Table roll is due to vehicle striking
        the wall
        or another vehicle).
    
    
Autoduellists of Vancouver Regional
        Association (AVRO)
http://www.brucelam.com/carwars
      
http://avro.simplenet.com
To calculate acceleration while on ice, use
      the rules
      from the Pale Horse Arena featured in ADQ 5/3. "With regular
      tires, A vehicle
      may only accelerate at 2.5 per turn until they reach 25 mph, after
      which
      they accelerate at the normal rate.  Snow tire-equipped
      vehicles accelerate
      at no greater than 5 mph, regardless of the power of the engine or
      power
      plant. Only Ice tire-equipped vehicles accelerate at whatever rate
      their
      plants allow."
    
  Steel on Ice: Dueling at the Pale Horse
        Arena.
        Autoduel Quarterly: The Journal of the American Autoduel Association. Vol. 5, No. 3. Autumn 2037 / Fall 2037. Steve Jackson Games.
    http://www.sjgames.com/car-wars/adq/5/3
 
    
All types of tires are allowed, including
      Spiked
      Tires from the AVRO Equipment Locker, Tire Chains and Snow Tires
      from Uncle
      Albert's Catalog from Hell, and Ice-Racing Tires from the Pale
      Horse Ice
      Duelling Arena. However, the referee or duelmaster needs to
      remember the
      penalties for using specialized tires on surfaces other than ice.
      Tires
      specially designed for ice provide no benefits in the mud or on
      concrete.
      In fact, the opposite is generally true. Ice racing suspension may
      be used,
      however it can only function properly on the icy sections of the
      arena.
      It will not act like off-road suspension in the mud, and it will
      give an
      HC of 2 on the hardtop surfaces. Vehicular skates are not to even
      be considered.
      Similar to the Earth Pit, the checkpoint marker is 15' (1") from
      the junction
      of the walls in the northwest corner. The same rules apply for
      checkpoint
      scoring as for the checkpoint in the Earth Pit. Vehicles do not
      need to
      be under the control of the driver in order to score the
      checkpoint but
      must enter the pit via one of the ramps (i.e. the vehicle may
      suffer a
      lucky skid or spin into the marker's position, and now the player
      only
      has to be concerned with getting out of the pit).
 
Element of Air. The final pit is
        dedicated
        to the Element of Air. Dense mists enshroud this pit reducing
        the visibility
        much like the flame clouds in the Fire pit. No-paint windows
        allow for
        duelists to "find" the checkpoint marker on 1-3 on 1d6. IR
        systems allow
        for sighted navigation, however the checkpoint marker will not
        be visible,
        and these players will have to roll just like everyone else to
        "find" the
        marker. They just have the ability to see where they are going,
        and may
        target normally once the driver has received fire clearance.
        Otherwise,
        in all respects this pit is like the Fire pit, but without the
        fire damage
        and Fire Modifiers.
    
    
The Eternal Flame. Located in the
        center
        of the arena, surrounded by a 7 1/2' (1/2") tall concrete
        platform is the
        Eternal Flame. This combustion source is actually a surplus
        military flamethrower
        imbedded into a concrete platform. This flamethrower fires once
        every turn.
        The smoke cloud created will block LOS if a vehicle tries to
        trace a line
        of fire through it to another vehicle. If a vehicle is jumping
        the platform
        and is over the red dot when it is time for the flame to fire,
        the vehicle
        takes 3d6 damage and the appropriate Fire Modifier and Burn
        Duration to
        the underbody and tires. Don't forget about the additional D3
        hazard if
        the vehicle should land in the mud rather than a landing ramp.
    
Editor's Note: Both Car Wars Tanks and
          Uncle
          Albert's Catalog from Hell do not specify the Fire Modifier or the Burn Duration of
          the Military Flamethrower.
          Using the Fire Modifiers and Burn Durations of the other flamethrowers, CWIN extrapolated a
          Fire Modifier
          of 6 and Burn Duration of 5 for the Military Flamethrower.
    
    
Points earned for successfully jumping the
        flame
        depend on the approach used. Even though the jump is longer,
        using the
        large ramps from the N, S, E, or W directions is generally worth
        fewer
        points than those completed on a diagonal path using the smaller
        ramps
        attached to the central platform. This is due to the more
        difficult nature
        of maneuvering in the mud to get at these approaches, versus the
        easier
        approach offered by the larger jumps. Vehicle must cross the red
        dot for
        points to be scored. Points are generally scored even if the
        vehicle gets
        scorched in the process. Simply driving over the dot is worth
        nothing,
        and may earn the offending driver an unscheduled hotfoot!
    
    
Mountain Ranges. Four elevated
        sections
        of the arena known as the Mountain Ranges surround the Cleansing
        Flame.
        These sections are 15' (1") from the main arena floor, and are
        covered
        with skating-rink-quality ice. Access to this slippery plateau
        is via ramps.
        The areas shaded in green are not vehicle accessible at all.
        These sloped
        sections actually count as hitting a wall due to the larger
        degree of slope.
        Driving down one is perfectly fine until the vehicle reaches the
        bottom,
        where the front armor will take damage as if it had stuck a
        "wall" of earth
        (infinite DP). If the vehicle has off road suspension and a
        power plant
        still left after the collision damage has been applied, allow
        the driver
        to drive on, starting at speed 0 mph.  Otherwise the
        vehicle is stuck,
        and is now affectionately treated like a piņata . . . everyone
        takes
        a swing! Surrender is advised at this point.
    
    
Simply driving onto the ice surface is a D2
        hazard
        to most vehicles. Jumping onto it is terrifying! This surface is
        not as
        slippery as the "wet" ice in the Water Elemental Pit, and there
        are only
        the standard penalties for driving on ice (D4 to all hazards and
        maneuvers).
        Lengthened fishtails and skids, halved deceleration from skids
        and rolls,
        and decreased tire damage from skids all apply to vehicles
        traversing this
        surface. Should a vehicle leave the ice while spinning or
        sliding sideways,
        there is a very good chance the vehicle will begin to roll once
        it makes
        contact again with the earth. This judgement call I leave to the
        referees
        and duelmasters to determine, however I feel any vehicle going
        over 30
        mph when it leaves the ice in said awkward orientation is
        subject to a
        roll. Give the driver one chance to regain control. Use the same
        system
        for regaining control during a spin. Should the driver be
        successful, assume
        he or she managed to get the steering wheels positioned properly
        to allow
        vehicle to keep spinning once the vehicle hits the pavement or
        mud. Note
        this does not give the driver regained control as he or she is
        still spinning,
        but at least they are right-side up and may have some tires left
        after
        everything calms down. If you like it, use it. If you don't,
        come up with
        your own method and let me know how you did it!
    
    
Why would anyone in their right mind want
        to face
        the many hazards of falling and sliding off the platform? Any
        kills earned
        while attempting a circuit  (the attempt must be declared
        by the player,
        prior to reaching the upper level, and the attempt must be
        genuine) will
        earn a two-point bonus. Vehicles stopping to "snipe" at other
        vehicles
        will be warned once, and then their fire clearance will be
        revoked. In
        order to re-activate it, the dastardly duelist must re-visit the
        four Elemental
        Pits and collect the checkpoints once again (it's not nice to
        fool with
        Mother Nature!). If a vehicle manages to complete one circuit of
        all four
        "ranges" by jumping consecutively from one "range" to another
        without leaving
        the elevated area, their next three kills (mobility or
        firepower) have
        a x2 multiplier. This is not easy, as other vehicles tend to
        fire upon
        these "mountain goats" with total abandon knowing that enough
        hazards added
        to the unfortunate goat will likely toss it over the side sooner
        or later.
        Something to keep in mind is that the ramps themselves are not
        coated in
        ice. If the driver can time the jump so that his or her vehicle
        lands on
        the landing ramp, the driver does not have to contend with an
        additional
        D4 hazard upon landing. There is still the D2 from hitting the
        icy surface
        after driving down the ramp, but no one said this was a
        cakewalk.
    
    
The Valley. The "Valley" is the
        area encompassed
        by the "Mountain Ranges", and its most notable feature is the
        mud. Not
        as deep as the Earth Elemental Pit, but just as slippery. The
        same hazards
        and acceleration penalties apply here as for the Earth Elemental
        Pit. The
        mud is not quite as deep here, so vehicles may stop, turn, burn,
        flip,
        roll, whatever; without fear of becoming stuck in the mud. Isn't
        that nice
        to know?
    
    
Ramps. All ramps are angled at 45
        degrees,
        constructed of concrete, and are extremely difficult to destroy.
    
    
Gates. There are four gates, one by
        each
        Elemental Pit. Duelists enter here from the pits, however after
        making
        a parade lap around the Mountain Ranges; officials direct them
        into the
        Valley, where they are lined up with their backs to the
        Cleansing Flame
        platform facing out in every direction. Between the gates on
        each wall,
        there is a dividing wall forcing vehicles traveling from pit to
        pit either
        around the wall or over it via the ramps provided. If desired
        for some
        strange reason, yes, a duelist may drive out onto the wall. The
        top is
        15' (1") from the arena floor.
    
    
Arena Defenses. Two surplus AFV
        turrets,
        affectionately named "Thunder" and "Lightning" are installed on
        towers
        in the southwest and northeast corners.  "Thunder's" turret
        contains
        a pair of linked RFTGs, and "Lightning's" turret bristles with
        quad GGs.
        As if this was not enough, each turret has coaxial paired FGs
        aside the
        main guns. These latter additions are used primarily for crowd
        control
        to avoid expensive collateral damage from the main guns. Between
        the two
        turrets they can cover just about every point in the arena. The
        turrets
        are universal as well, in case of an aerial assault on the
        open-air arena.
        It does not pay to be a problem child within this arena.
      
       
    
    
Arena Events
    
    
The Elemental Fury Arena runs only two
        types of
        events: AADA Divisional Dueling, and a ram event called "Bump
        and Jump."
    
    
AADA Divisional Dueling. Vehicles
        are lined up around the central platform, facing out. On the
        command from
        Arena Control, duelists fire their engines and tear off into the
        arena.
        Before the players are allowed to fire upon each other or score
        points
        from negotiating obstacles, they need to collect four
        checkpoints. These
        checkpoints are located in the four Elemental Pits at the
        corners of the
        arena. By "paying homage" to Mother Nature's Elemental forces,
        the duelists
        earn the right to engage in weapons fire upon any and all
        participants
        within her domain. Those who have fire clearance will have a
        small strobe
        activated on the top of their vehicle by Arena Control. This
        strobe does
        not affect targeting in any way, nor does it allow a vehicle to
        be seen
        or targeted through smoke. If a player deliberately completes an
        offensive
        action without first paying due homage and receiving a fire
        clearance,
        the player will lose all checkpoints earned, and will have to go
        back and
        collect all of them over again. If the vehicle has no
        checkpoints earned,
        the arena officials will double the points awarded for
        eliminating the
        offending vehicle until that vehicle collects all four
        checkpoints. At
        that point, the point award for eliminating that vehicle returns
        to normal,
        unless the driver tries something else equally moronic and earns
        another
        penalty. For flagrant or repeated infractions, officials will
        grant clearance
        to all active vehicles on the arena floor to fire, but only upon
        the offending
        vehicle (which will be identified for ease of targeting). Those
        who have
        already been granted fire clearance are allowed to continue to
        fire at
        anyone they desire. If this does not solve the problem within a
        turn or
        two, arena defenses will annihilate the offending vehicle, and
        all fire
        statuses return to what they were prior to the infraction. An
        offensive
        action includes weapons fire (vehicular and hand-held) and
        deliberate ramming
        or vehicular contact. Weapons discharged by bumper trigger (for
        defending
        against or discouraging from ram tactics) are allowed as long as
        the bumper
        trigger sets them off while involved in an accidental collision,
        and not
        a driver, gunner, etc. Vehicular contact is frequent and not
        unexpected
        within the Earth and Water Pits, and is fine as long as it is
        the result
        of a fishtail, skid, or similar loss of control. Determination
        of 
        the flagrancy of an offense can be left up to the audience if so
        desired.
    
    
Mobility Kill or Firepower Kill: 4 points
      
      Own vehicle Mobility-Killed or
        Firepower-Killed:
        -8 points
      
      Kill scored while aggressor attempting
        circuit
        of ranges: +2 points
      
      Next three kills for vehicle that completes
        a
        circuit: x2 award
      
      Long jump over Eternal Flame: +1 point
      
      Short jump over Eternal Flame: +2 points
    
    
Bump and Jump. This is a ram-only
        event
        which is similar to the last century's demolition derbies, but
        with a twist.
        Weapons are allowed, however they must be linked to bumper
        triggers and
        are not to be fired by any other means. Bumper triggers may be
        turned on
        and off depending on duelist preference. Vehicles start from the
        middle
        of the arena like AADA Divisional Duels. After paying homage to
        the Elements
        and collecting the checkpoints, drivers have ten turns to ram
        another driver
        or jump a ramp. Failure to do so within the time limit
        disqualifies a driver
        from competition. Active vehicles trying to stay in contention
        cannot ram
        vehicles that have been disqualified or disabled. Well, okay
        they can,
        but it does not count toward the "one ram/jump within ten turns
        rule."
        The ten-second clock is reset after each ram / jump for each
        separate vehicle.
        Drivers face the same penalties as armed vehicles for deliberate
        ramming
        or contact that can be construed as an offensive action before
        receiving
        clearance from Arena Control. For a ram to count for a vehicle
        trying to
        remain in contention, it must be done with the front or back of
        the vehicle.
        Rams involving head-to-head, head-to-rear, or rear-to-rear
        collisions count
        toward the one ram / jump per ten turns for both vehicles.
        T-bones are
        counted toward the vehicle using its front (or rear) end in the
        collision.
        T-boning is the favored approach to use, as it interrupts the
        victim's
        momentum and makes them spend valuable time trying to regain
        control. The
        other poor sap that gets hit in the side better hope he stops
        spinning
        before his time is up! Combat continues until there is only one
        vehicle
        in operable condition, or one of the last vehicles does not meet
        the ten-second
        requirement. This is a survivor event.
      
       
    
    
Arena Tactics
    
    
There are many different ways to look at
        this
        arena. Technically this is not an off-road arena. A vehicle does
        not need
        off-road suspension to be competitive here. Off-road suspension
        assists
        in only a couple spots on this battlefield and ice equipment
        does about
        the same. The question in this arena is how do you want to earn
        your points?
        Mountain goats will have some ice equipment, as good handling as
        possible,
        and a turreted, high-capacity, high- accuracy weapon. Jumpers
        will most
        likely have heavy or active suspension, off-road tires to
        compete with
        the mud, and heavier top armor than usual to foil the mountain
        goats. Vultures
        circling the arena looking to shoot goats off the mountainside
        or catch
        a mud freak in mid-leap will look more like standard dueling
        cars with
        heavy weapons and heavy armor to defend against other vultures.
        Sand rails,
        properly equipped, tend to do well in this arena if they can
        keep going
        fast enough to keep everyone from shooting through their
        notoriously thin
        armor. One hit though and they are generally recycled for use as
        strainers.
    
    
Experiment; see what you feel comfortable
        with,
        what suits your dueling style. This is a points-style arena, but
        the quickest
        way to score points is to eliminate your opponents quickly, so
        the arena
        quickly develops a survivor type flavor. The thing to keep in
        mind when
        designing a vehicle is that no matter what the "specialty" or
        favored tactic,
        it must be able to cope with the Elements before any scoring can
        begin. 
        Fire-fighting equipment like foam grenades, foam dischargers,
        FEs (personal
        and vehicular), metal armor, and the like are a good idea in the
        lower
        divisions where FP armor is an expensive option. Unlike many
        other arenas,
        prestige tends to diminish as the Divisional level
        increases.  The
        more money you have to spend, the more bells, whistles and
        doo-dads a duelist
        can outfit his vehicle with in order to ease the obstacles of
        this arena.
        The media and fans are more impressed by drivers who do not have
        all the
        extras, and are battling the elements and each other on more
        even terms.
        There is no Amateur Night at this arena due to the difficulty,
        however
        Division 5 and Division 10 vehicles will receive additional
        prestige simply
        for participating in an arena combat here, no matter how they
        actually
        place.