Hot Asphalt Logo Manzanita Racetrack - PR 1.0
Phoenix, Arizona

P. 15

Created in the late 1960s, the Manzanita started off as a second-rate dirt track. Its shady atmosphere and questionable clientele gave the facility a bad reputation. The images of a decadent biker dive still exist today.

Recently, the track received a much needed facelift funded by anonymous investors. The surface has been paved, the track banked, and the repair shops fully stocked. Increasing amounts of private security have generated numerous rumors of corporate takeovers and AADA intervention. Some feel that it's only a matter of time before the old-time regulars bump heads with the new management.
Arena Notes:

There are no outer walls at this facility. The track surfaces are in a state of poor repair. Rough spots and potholes still abound and must be driven over with care. To reflect the unpredictability of the track, roll 1d6 every time a vehicle completes a lap. On a 1, a vehicle takes 1d6-4 points of random tire damage (never less than one point) and a D2 hazard.

The banking of the track can be altered to give maneuver bonuses as low as D0 to as high as D3. The typical setting is D1. The four underground tunnels are 15 feet wide, 10 feet deep, and indestructible. The interior sections of the track are open fields.
Arena Map:
Manzanita Race Track -

Arena Schedule:
Monday Closed
Tuesday Time Trials
Wednesday Amateur Night
Thursday AADA Divisionals
Friday Cycle Night
Saturday Corporate Cup
Sunday Gas Burners

Arena Special Events:

The Ice Breaker: This is a standard three-lap race, but there's a hitch. At six locations on the track (pre-selected by the referee) are 1" by 1/2" "weak spots" that might collapse under a vehicle's weight. Only the referee knows the location of the weak spots (until the vehicles start falling through!). Weak spots can be placed parallel to the track, perpendicular, or somewhere in-between.

The chance of a crossing vehicle breaking the weak spot depend upon the vehicle's speed. The base chance is 1 on 1d6 modified by speed. 100 MPH or slower +2, 100.25 MPH to 150 MPH +1, 150.25 to 200 +0, and 200.25 and above -1. Example: A vehicle travels over a weak spot at a speed of 75 MPH. The chance of the weak spot collapsing is 1-3 on 1d6. The breakage rolls are done secretly by the referee.

If a weak spot collapses, assess the following penalties:

Vehicle was 3/4" to directly over a weak spot (roll 1d6). 
1-4: Vehicle falls through and is disqualified.

5-6: Vehicle suffers 2d6 damage to all tires and underbody and takes a D7 hazard.
Vehicle was 1/2" to 1/4" over a weak spot.
Affected tires take 1d6 damage. Underbody takes 1d6-1. Vehicle suffers a D4 hazard.
The first contestant to finish five laps is the winner.