CWIN Vol.
        2, No. 1
    
    Arena Watch
    
    Water Tower Duelpark
    
    Chicago, Illinois
    
Written by Michael Drennon
      
      KidEgo999@aol.com
    
    
Web posted January 13, 1999
      
      Updated August 05, 2000 and May 29, 2023
    
    
    
    
The Water Tower Duelpark is an open-air arena situated just off
      the
      shores of Lake Michigan in what was once the downtown section of
      the great
      city of Chicago. The Windy City has seen its share of changes
      since the
      Grain Blight and subsequent social unrest. Like all great cities,
      Chicago
      is staging a tremendous comeback. New neighborhoods are being
      reclaimed
      from the rubble and the stubborn gangs that call these wasted
      places home.
      One of the most stubborn gang strongholds is centered in what was
      formerly
      called the "Loop." There is also a heavy organized crime influence
      in the
      area, so watch what you say, who you say it to, and keep a
      powerful sidearm
      handy. The waterfront district has been rebuilt, including heavily
      defended
      Meig's Field, and the resulting shipping trade has fed new money
      into the
      area. The Duelpark is the result of this new influx of money, and
      an attempt
      to push into the densely infiltrated Loop area for further
      reclamation
      efforts. Seeking to recapture some of the fame and pride that
      Chicago once
      had in its Buckingham fountain, the Watertower Duelpark has to be
      one of
      the most aesthetically pleasing combat arenas in existence.
  
    
      
    
    
Arena Notes
  
Fountains. Modeled loosely after its predecessor, the
      Duelpark
      has five main fountains that shoot jets of water anywhere from 30
      to 50
      feet in the air. Driving (not jumping) over these fountains is a
      dicey
      situation. While any external fires have a 4 in 6 chance of being
      extinguished,
      there is a 1 in 6 chance that water may enter the vehicular
      compartments
      and short out a power plant or stall an ICE. Such vehicles are
      effectively
      out of competition, and should start thinking of surrender.
      Waterproofed
      vehicles do not suffer this fate, however it is a D3 hazard to
      drive over
      the fountain for any vehicle. Jumping vehicles suffer an
      additional D2
      upon landing from the force of the water jets. Anywhere else there
      is water
      on the field (ramps, main floor, tower floor), the water is
      considered
      to be 6" deep, and the usual hazards from traveling through water
      apply
      (this makes that climb to the tower interesting).
    
    
Entrance Platforms. These structures are made of concrete
      and
      are considered indestructible.
    
    
Arena Floor. The main floor of the arena is covered in
      fine gravel
      to make maneuvering more challenging.
    
    
Central Tower. The most notable feature is the central
      tower,
      complete with a majestic fountain of water shooting 50 feet into
      the air.
      Vehicular access to this fountain is denied by a crash barrier
      that surrounds
      the main fountain. Water covers the entire surface of this tower
      and the
      excess cascades down the access ramps and over the sides of the
      60-foot
      tower to the main arena floor below.
    
    
Jump-Boxes. Surrounding the central tower are four
      "jump-boxes"
      that house 30-foot fountains of their own. These towers do not
      have the
      protective crash barrier, and vehicles are free to drive or jump
      over them.
    
    
Other Features. The arena walls, central tower walls, and
      access
      ramps are considered indestructible.
    
    
Special Rules. In the AADA events held here, vehicles
      must complete
      one jump over each of the small fountains before they receive fire
      clearance
      from the arena officials.
      
       
    
    
Arena Events
    
    
AADA Survivor Dueling. The standard AADA divisional
      events are
      held at the Water Tower Duelpark. They are typically held as
      survivors
      event, with the exception of the need to collect the four fountain
      jumps
      before allowed to engage any targets. Vehicles enter the arena
      from one
      of eight randomly selected gates at 40 mph. As the field of
      competitors
      narrows to three combatants, the arena officials call a
      cease-fire. At
      that time, the remaining vehicles must break contact and head for
      a separate
      access ramp to the central tower. Combat begins again when the
      last vehicle
      begins climbing an access ramp. Once a vehicle has chosen an
      access ramp,
      it may not back down and choose another. Combatants have seven
      seconds
      to choose and reach a ramp or face disqualification. The remainder
      of the
      event is fought out on the central tower platform.
    
    
Winter Duelling. As Chicago natives are not ones to wimp
      out at
      weather, events are run year round, rain or shine. During the
      winter months,
      the field is left unplowed, and vehicles using ice-racing
      equipment (including
      snowmobiles) rule the day. The fountains are not operational,
      however the
      ramps and central tower are coated in a deadly slick of ice.
      Normal event
      rules apply, no matter what the weather. Prestige for the winter
      events
      is doubled due to the danger of the final tower battle in each
      event.
      
       
    
    
Winter Duelling Rules
    
    
The following resources will be useful for running winter duelling
      events
      at the Water Tower Duelpark.
    
    
Advanced Tire Construction and Combat Rules. High Velocity
      Dueling Journal
      7. Winter 2047.
      
      http://www.sjgames.com/HVD/magazine/issue-7/toc.html
    
    
Autoduelists of Vancouver Regional Association
      
      http://www.brucelam.com/carwars
      
      http://avro.simplenet.com
    
    
Canada: Excerpts from the AADA Road Atlas and Survival Guide
      Third Edition.
      Autoduel Quarterly Vol. 2, No. 4.
      Steve Jackson Games. Winter 2034.
      
      http://www.sjgames.com/car-wars/adq/2/4/
    
    
Antarctica. High Velocity Dueling Journal 3. HVD Publications.
      Spring
      2047.
      
      http://www.sjgames.com/HVD/magazine/issue-3/toc.html
    
    
Snowmobiles. Autoduel Quarterly Vol. 5, No. 1. Steve Jackson
      Games.
      Spring 2037.
      
      http://www.sjgames.com/car-wars/adq/5/1/
    
    
Steel on Ice: Winter Autodueling. Autoduel Quarterly Vol. 5, No.
      3.
      Steve Jackson Games. Autumn 2037.
      
      http://www.sjgames.com/car-wars/adq/5/3/