CWIN
          Vol. 1, No. 2
    
    Medieval Times Jousting
          Arena
    
    Shaumburg, Illinois
    
Written by Michael Drennon
      
      KidEgo999@aol.com
    
    
Web posted April 01, 1998
      
      Updated August 02, 2000 and May 29, 2023
    
    
    
    
Grab the nearest wench, your favorite
        sword, a
        trusty steed, and lots of DramamineTM because you are
        going
        back in time when you enter the Medieval Times Jousting Arena.
        This venue
        features up-close and personal combat styles, audience
        participation, as
        well as a wide variety of specialty events. Plenty of food is
        brought to
        you by our serving wenches (male and female depending on your
        tastes).
        Kiddies eat for free! Door prizes include a chance to man one of
        the arena's
        four blast cannons to ensure fair dueling by the Knights on the
        field (each
        BC is loaded with practice-paint rounds . . . we're not stupid)
        as well
        as ensuring yourself and your family a blimp's eye view of the
        battles,
        free passes to future events, three laps with the current AADA
        World Dueling
        Champion (guaranteed to raise the hair on your neck) and a
        special end
        of season "Amateur Knight" Week where all events are run with
        fans like
        you selected from all entries throughout the season.
    
    
Throughout the season "Knights" from the
        five
        "Courts" (Red, White, Blue, Green, Black) battle each other in
        many different
        events for points to win the favor of the King and Queen of the
        Land. These
        Knights may enter combat relying on their trusty steed
        (rocket-loaded heavy
        cycle), a fast chariot (tricked-out, tuned-up, ready-to-fly
        luxury), or
        simply their wits and a strong right arm (you blew your control
        roll, and
        have to knock one of the other knights off his cycle to finish
        the event).
        The Knights compete in all events, except for Auto Football.
        These Knights
        will fight, race and duel side by side with any "Commoners" who
        are brave
        enough to join the field with them. Commoners who show promise
        or actually
        defeat Knights of the Courts, may be offered a squirehood and a
        chance
        to apprentice with the troop. On rare occasions for spectacular
        feats of
        bravery, survival against odds, or even great showmanship, a
        Knighthood
        may be offered. During the off-season, the Knights separate into
        their
        individual courts and take to a quest (to hone their skills in
        the real
        world so as not to lose their edge). Woe to any cycle gang who
        mistakes
        a Court for a bunch of posers on a joyride . . . these are
        professional
        duelists.
       
    
    
      
    
    
    
    
Arena Notes
    
    
Pit Ramps. The four Pit Ramps in
        the middle
        of the arena have one-way spikes imbedded into their surface.
        This is to
        encourage vehicles to follow the directional arrows on the
        ramps, avoiding
        mid-air collisions and rams. These spikes do 1d6 damage to all
        tires, including
        solids and plasticore. Spike damage is assessed on take-off and
        on landing,
        with appropriate  hazards added to total hazards for jump.
        Spikes
        are retractable for special events. Pit ramps have 20 DP, are
        15' long,
        have a 30-degree angle and are only effectively damaged from the
        sides
        or back. Intentional targeting of the ramps results in
        disqualification
        by the Arena Defenses. Read that last sentence carefully.
    
    
Pit of Despair. This pit in the
        center
        of the arena may be navigated in one of three ways:
    
    
       
        1.
        over the center bridge
      
             
        2.
        over the directional pit ramps
      
             
        3.
        around the sides on the ledges.
    
    
The Pit is 20 feet deep, 60 feet long, and
        60
        feet wide. Any vehicle falling in is effectively out of the
        competition. 
        Should occupants survive crash, there are multiple bolt holes
        for them
        on the Pit floor.
    
    
Arena Defenses. Covering the
        vehicles in
        the arena are a total of four blast cannons. One is mounted in
        each outermost
        pillar. The gun emplacements rotate around just like the news
        coverage
        box seats within the pillar. Two more are mounted in the rafters
        above
        the center of the unit, and traverse along the steel beam which
        also supports
        the main recovery winch for removing vehicles from the pit after
        the night
        is through. All BCs have SWCs and are considered to have enough
        ammo to
        melt their barrels off trying to hit an offending vehicle. If
        more realistic
        stats are needed for a different scenario, consider the
        emplacements to
        have 25 DP of metal armor and five extra magazines each. A
        vehicle committing
        an offense worth a disqualification (DQ) may eventually finish
        and possibly
        win the event, as long as the offending vehicle can successfully
        dodge
        the shells from Arena Defenses and remaining duelists. These
        type duelists
        usually wind up in the Black Knight's court and tend to earn
        negative prestige
        (notoriety). The BCs can cover the crowd sections, as well to
        deal with
        fans who cannot control themselves.  Once an entire section
        of fans
        ( I believe they were for the Blue Knight's Court) opened fire
        with hand
        weapons at the King and Queen's box after a controversial call.
        One shell
        later and there were all kinds of new openings for season
        tickets and no
        more problems from overzealous fans. The shot came from the door
        prize
        winner that particular evening, who was fond of the Green
        Knight's court
        . . . and is why the winner's BC is now loaded with
        practice-paint rounds.
        This arena has no crowd control problems, as the many regulars
        have learned
        what is to be expected at trackside. Unmarked, unremarkable,
        heavily-armed
        and heavily-armored security vehicles patrol the grounds. Woe to
        the car
        thief caught burglaring in the parking lot.
    
    
Arena Structures. Arena walls are
        30' tall,
        and have 40 DP. The occasional breech does happen, especially
        during Chariot
        Races, and once a vehicle leaves the arena confines, it may not
        return
        to the current event (most are unable to anyway). The outer
        edges of each
        end of the arena are actually very steep banked curves giving
        vehicles
        a +D2 to inward maneuvers. The only catch is the center of the
        curve is
        actually 15' off the ground. Driving up this banked ramp/curve
        decelerates
        a vehicle 5 mph/turn, while driving down accelerates a vehicle 5
        mph. This
        ramp/curve is also only 15' wide, and vehicles are allowed to
        travel in
        either direction along them. There are only two gates in the
        arena, one
        at each end with 25 DP each. These gates remain closed
        throughout each
        event. Vehicles out of contention are left where they stopped,
        adding to
        the arena's cramped floor space. The floor is cleared of
        vehicles between
        events. The support pillars are basically indestructible, with
        the end
        pillars 15' x 15', and all others are 7.5' x 15'. The center
        bridge is
        15' wide and can retract to a 15' square in the middle of the
        pit, taking
        two turns to do so. The outer ledges are 15' wide, and do not
        retract.
      
       
    
    
Arena Dimensions
    
    
End Circles. 8" diameter
    
    
Banked Curves. 1" wide, follows
        outside
        wall of end circle
    
    
TV Bunkers. 1" x  1", centered
        in
        the end circle
    
    
Straightaways. 4" wide, 7 3/4" long
    
    
Support Pillars. 1/2" x 1", first
        one centered
        on straightaway, aligned with openings to banked curves
    
    
Second Support Pillar. Same
        dimensions
        as above, centered and 2 1/4" from first pillar
    
    
Third Support Pillar. Same
        dimensions as
        above, centered and 2 1/2" from second pillar, 2" from leading
        edge of 
        ramps
    
    
Center Section. 8 1/4" long. Pit is
        4"
        x 4" and the section is 6" wide to create 1" ledges on each side
        of the
        pit. When the outer walls pass the boundary of the pits, they
        angle down
        to meet the straightaway's outer walls.
    
    
Center Bridge. 1" wide spanning the
        pit
    
    
Ramps. 1" x 1", the inner edge
        aligned
        with  the edge of the pit bridge.
      
       
    
    
Arena Events
    
    
The Joust. This event is run at
        several
        different AADA Divisional levels (see the Arena Schedule for
        dates and
        Divisions) and can be run with varying numbers of opponents.
        Duelists line
        up at the opposing S/F lines and then charge each other when the
        flag is
        dropped. The one-way ramp spikes are still in place on the pit
        ramps to
        prevent a mid-air collision over the Pit of Despair (a
        spectacular but
        very short end to the Joust). Vehicles must pass by each other
        and continue
        to S/F lines to complete a "pass." Vehicles may exchange fire
        any time
        after the flag drops, and up until their target crosses the S/F
        line (this
        allows participants to try for consecutive fire bonuses).
        Ramming is allowed,
        although not always practical unless ramming vehicle is in much
        better
        shape than target. Keep in mind that most vehicles meet on the
        center bridge
        where the random bounces from a head-on collision may throw both
        vehicles
        into the Pit. Jousting is not a sport for the weak-kneed, as
        there is no
        surrender.
    
    
The Joust is declared over by majority vote
        of
        the crowd (the Thumbs-Up / Thumbs-Down buttons on every seat in
        the house).
        Thumbs-Up declares the losing duelist has fought well, and shall
        live to
        fight again; Thumbs-Down . . . well, let us just say the passes
        resume
        and the unlucky duelist needs to keep rolling. Occasionally, the
        doomed
        duelist manages to turn the tables on his previously superior
        opponent
        (but not often). This is not a Blood Sport, and if a vehicle
        cannot move
        or fire, the Joust is over . . . this includes any vehicle
        driven into
        or pushed into the Pit. The Joust is considered a draw if both
        vehicles
        are so damaged they cannot make it across arena to opponent's
        S/F line
        after a pass has been made. Tire shots are frowned upon, but not
        forbidden.
        Often as a last ditch effort against an obviously superior foe,
        a desperate
        duelist may try to spin his opponent into a wall or the Pit.
        Again, the
        audience gets to choose if the duelist is allowed to get away
        with this
        tactic. A disqualification by the arena BCs through the roof of
        the offending
        vehicle is the general penalty for a "Thumbs Down" from the
        crowd. Better
        make sure you are truly desperate and have the crowd cheering
        for the underdog
        (that would be you in this case) before attempting tire shots in
        a Joust.
        The Final Joust of the season is a tremendous affair, with each
        Court challenging
        each other for supremacy on the field of honor. This Joust is
        always held
        on cycles, and depending on the whim of the King, Queen, and the
        crowd,
        can be fought with conventional ranged weapons, or hand-to-hand
        weapons
        (swords, spears, etc.). Those of you fortunate to remember the
        movie Knightriders
        from a while back can appreciate the atmosphere I am trying
        to recreate
        here.
    
    
Chariot Racing. This event can be
        run as
        a strictly Racing or as a DuelTrack event. With the close
        confines, many
        racers prefer to use dueling cars and sacrifice the top speed
        and maneuverability
        of the racing bodies for the heft and armament of some of the
        quicker dueling
        vehicles, however driver preference and choice of tactics
        usually keep
        the field close to even. Metal armor is almost universally used,
        along
        with roll cages in the racing bodies, as sideswiping and/or
        ramming other
        racers into Walls, Pillars, or the Pit is considered part of the
        fun. Standard
        Racing/Dueltrack restrictions by the AADA/R apply (no more than
        two spaces
        direct-fire weapons, no tire shots, no dropped weapons,
        etc.).  Unlike
        racetracks, there is no defined circuit in the Jousting Arena. A
        racer
        is considered to have completed a lap when his vehicle has
        passed between
        both of the outside pillars (the ones closest to each S/F line)
        and the
        arena wall. This allows for a wild time, and some hairy
        criss-crossing
        over the entire arena and a wide variety of tactics and styles.
        The Pit
        Ramps are the only "directional" areas on the track, with the
        one-way spikes
        keeping vehicles from doing the nasty over the Pit and making
        the race
        really short and boring. No firing from any vehicle allowed
        until that
        vehicle has completed one lap, however rams and sideswipes are
        encouraged
        and expected throughout the race. Once the lead vehicle
        completes lap five,
        the Center Bridge retracts from each edge, and racers must jump
        or use
        outside ledges. Vehicles unlucky enough to be caught on the
        Bridge usually
        wind-up colliding with the Pit Wall at great speed (Ouch!) and
        then falling
        into the Pit (Gravity works!). Typical events are 10-lap
        sprints, however
        special events and occasions may change the length and or
        limitations of
        event. The arena floor is specially cleared and swept for this
        event to
        allow for the use of racing slicks if so desired.
    
    
Dragonslayer. Ahh . . . the event
        that
        separates the Knights from the Squires. Knights from all Courts
        participate
        in this battle, along with any stout-hearted Commoners that wish
        to participate. 
        Instead of fighting each other though, the goal is to destroy
        "The Dragon",
        a metal-skinned, fire-breathing , luxury car. The only weapons
        the Knights
        may use are hand weapons, rocket weapons, or anything with an
        unmodified
        to hit equal to or greater than eight. TCs may be used, but not
        Hi-Res
        versions . . . No one said that slaying dragons was easy.
    
    
This event almost requires the cyclists'
        cooperation
        if they are to best the beast. Typically, the Knights are given
        identical
        "steeds" (heavy cycles) to ride. If allowed to design a "steed,"
        and you
        can figure out how to do it within the monetary restrictions
        placed by
        the referee, yes, ATGs are allowed. These kind of steeds are
        actively sought
        out by the Dragons however, as they crunch nicely without too
        much effort
        (cannot mount a lot of armor with that 700-lb. ATG).
    
    
Scoring (C'mon
        you knew there was a catch):
    
    
Any hit doing 1-3 points of  damage to
        Dragon:
        1 point
      
      Any hit doing 4-9 points of damage to
        Dragon: 
        2 points
      
      Any hit doing 10-15 points of damage to
        Dragon: 
        3 points
      
      Any hit doing 16 or more points: 4 points
      
      Firing "Killing Shot": 5 additional points.
    
    
A Killing Shot is a shot which effectively
        renders
        the Dragon immobile or powerless (no weapons left). In order to
        render
        a ram-equipped Dragon powerless, the power plant or driver must
        be incapacitated
        or forced to yield. Tire shots are not even thought of in this
        event (What
        kind of coward is going to try to slay a Dragon by hitting it's
        feet?)
        and are subject to the usual DQ Hail of Shells from Above (very
        frightening
        when you are riding a cycle!).
    
    
In low Divisions, the Dragon may even be a
        modified
        Hotshot, but in higher Divisions the Dragon may sport
        bumper spikes,
        car blades, and even a ramplate. Projectile weapons should not
        be forgotten
        when the Divisional class of the cycles go up and FP armor
        becomes available. 
        The imagination and discretion of the referee are the only
        limits to designing
        a "Dragon" (but it should "breathe" fire . . . what self
        respecting dragon
        would not?)
    
    
The Knights are given a set of impact
        armor, a
        fireproof suit, and are allowed $1,000 worth of other equipment
        (hand weapons,
        ammo, grenades, etc.).  Foam grenades are popular, since
        FEs are too
        heavy, and FP armor is too expensive. Why hand weapons against
        metal vehicular
        armor?  Not for the Dragon silly, when your foes seem to
        have the
        edge on you in points, hand weapons allow for certain . . .
        distractions
        . . . which may assist in your climb up the point scale, without
        wasting
        your precious rockets on non-Dragon targets. Just because you
        started on
        a Blue cycle does not mean you cannot finish on a Red one. The
        Black Knight's
        team usually begins this type of sinister play, and the other
        Knights took
        to carrying a sidearm for protection (this does not mean that
        they wait
        for the Black Knight to instigate things, but it makes for a
        good story
        for the announcer to tell as the arena is set up for this
        event). Typical
        events are run with one Dragon and five Knights (Red, White,
        Blue, Green,
        Black).  Season finales are run with two Dragons
        and pairs
        or teams of Knights from each court.
    
    
Auto Football. Okay, so it was not
        a medieval
        sport, but the fans love it! Yes, just as the plaque over the
        entrance
        reads, the Medieval Times Jousting Arena is the birthplace of
        Auto Football
        (see HVD Journal 7). Ramps retract the one-way spikes. Goals are
        scored
        when appropriate vehicle crosses opposing S/F line.
        End-of-Season and Playoff
        games require that the scoring vehicle return to his original
        S/F line
        for a goal to be scored.  Bonus points may be awarded to
        scoring vehicles
        who successfully complete criss-cross jumps during play. Since
        dropped
        weapons eventually become a pain to both sides regardless of
        which side
        placed the load, dropped weapons are allowed anywhere on the
        arena as it
        is foolish for either side to totally block routes across the
        Pit. The
        Center bridge is always extended and in place for this event.
    
    
Auto Football. High Velocity Dueling Journal
        7. Winter 2047.
      
http://www.sjgames.com/HVD/magazine/issue-7/loc-aut.html
"Free-For-All" AADA Divisional Dueling. Just
what
      the name implies. No targets, no checkpoints, this is a Survivor
      Duel.
      Ramps retract the one-way spikes, and extra points are given for
      successful
      criss-cross jumps (for example, launching from left side jump and
      landing
      on opposing right side ramp . . . instead of straight across the
      Pit, vehicle
      flies over Center Bridge and Pit on a diagonal course). Regular
      jumps are
      nothing special. Center Bridge may or may not be retracted,
      depending on
      the whim of the audience. Dropped weapons usually wind up dividing
      the
      arena in half, and so are restricted within the arena area between
      the
      two innermost Pillars. Violators wind up driving convertibles
      rather quickly
      (if you catch my drift).
    
     
    
Arena Tactics
    
    
Within the narrow confines of this arena,
        rockets
        and other "up close and personal" weapons fare well. Of course
        those high-accuracy
        long-range weapons ensure consistency in this arena. Metal armor
        or composite
        armor is a good idea since chances are good you will bounce off
        a Wall
        or a Pillar or two before the night is over. Safety devices like
        roll cages
        and safety seats are ideal as well. High acceleration and good
        handling
        are a must for the many maneuvers and hairpin turns. Top speed
        is usually
        not a priority so use those gas-burners whenever the event rules
        allow.
        If an event allows tire shots, sacrifice some weight for better
        tires and
        possibly some wheel protection (real or fake), as the need for
        handling
        and many hazards make tire shots attractive when allowed.
    
    
Unless an event calls for a specific body
        type
        (the Dragonslayer for example), it may be run using any
        body type
        from cycles to campers, Can-Ams, Sprints and IndyCars and at any
        Divisional
        level. Vehicle restrictions are at the referee's discretion.
        Sample vehicles
        below are only suggestions. Feel free to design your own
        versions. One
        note: The steeds listed here are only for arena entertainment .
        . . When
        Questing, the Knights use private cycles and trikes designed
        with the road
        in mind, rather than the arena.
      
       
    
    
Sample Dragon: Manticore
    
    
The Manticore loves to seek out those who
        do not
        believe in armored cycle windshells or component armor and
        pepper them
        with plastic shards from its dischargers. Of course, those that
        have them
        are like eggs that must be cracked before enjoying the insides .
        . .
    
    
Manticore -- Luxury, x-hvy chassis,
        250
        ci ICE (with tubular headers and 6-gallon racing fuel tank), , 4
        PR tires,
        driver, FT in universal 2-space turret,  2 extra FT
        magazines below
        turret, FOJ back, 8 FDs (2F, 2R, 2L, 1B, 1T),  FE, 3 links
        (FT and
        FOJ, right FD and left FD, right FD and left FD), FE. Cargo
        capacity: 3
        spaces, 84 lbs. Metal/plastic armor: F5/20 (ramplate), R5/14,
        L5/14, B5/12,
        T7/10, U0/10 (27 points/80 points), 10-pts. 5-space plastic CA
        around ICE,
        10-pts. 1-space plastic CA around fuel tank, 10-pts. 2-space
        plastic CA
        around driver. Accel 10, Top speed 80, Cruise speed 47.5, 25
        MPG, DM 1,
        HC 3; 6,516 lbs., $22,700.
      
       
    
    
Sample Steeds:
              Warhorse Triad
    
    
Heavy Warhorse
        -- Heavy cycle with plastic cycle windshell, large cycle PP, hvy
        suspension,
        2 PR tires, cyclist, MFRP front, MML front, SWC (cyclist and
        MML). Cargo
        capacity: 0 spaces, 2 lbs. Plastic armor: F20, B13 (33 points),
        10-pts.
        plastic cycle windshell armor. Accel 10, Top speed 147.5, Cruise
        speed
        87.5, DM 1/3, HC 2 (3 at 60 mph +); 1,298 lbs., $5,996.
    
    
Medium Warhorse
        -- Medium cycle with plastic cycle windshell, medium cycle PP,
        hvy suspension,
        2 PR tires, cyclist, RL front, SWC (cyclist and RL). Cargo
        capacity: 0
        spaces, 0 lbs. Plastic armor:  F15, B10 (25 points), 
        5-pts.
        plastic cycle windshell armor. Accel 10, Top speed 137.5, Cruise
        speed
        82.5, DM 1/3, HC 2 (3 at 60 mph +); 1,100 lbs., $4,975.
    
    
Light Warhorse
        -- Light cycle with plastic cycle windshell, small cycle PP,
        hvy. suspension,
        2 HD tires, cyclist, MML front, SWC (cyclist and MML). Cargo
        capacity:
        0 spaces, 252 lbs. Plastic armor: F10, B7 (17 points), 3-pts.
        plastic cycle
        windshell armor. Accel 10, Top speed 165, Cruise speed 97.5, DM
        1/3, HC
        2 (3 at 60 mph +); 548 lbs., $3,250.