Fizbin Memorial Arena
Battle, Nebraska
Designed after a pinball game machine, the Fizbin was built in 2039 and
is part of the Flashfire Circuit. With its unique design the Fizbin offers
plenty of excitement for duelists and spectators alike. One noted arena event
is a recreation of a pinball game, complete with a giant ball and celebrity
participation.
Click on the thumbnail to see the full-sized image.
Arena Notes:
The Arena has a down slope of ten degrees north to south. Going north will
slow vehicles down by 5 mph per turn while moving south will add 5 mph. Outer
walls are 80 DP and 20 feet high. Gates have 10 DP and will open when rammed.
Bumpers:
Cylindrical in shape, bumpers stand 10 feet high and have springs mounted
on the two foot level. To score, a bumper must be rammed at a minimum of
30 mph. Bumpers have 100 DP.
Spinners:
These are armored plated mounted on rods suspended above the beginning of
the ramps. When rammed, they will spin as fast as the vehicle that struck
them, decreasing in speed by 20 mph/turn thereafter until they stop. Spinners
have 30 DP.
Targets:
Armored plates set to retract when rammed at a minimum of 20 mph. They reset
after duel. Targets have 60 DP.
Channels:
On the upper level of the arena are two narrow channels. They stand 10 feet
high and have 100 DP. Obviously, oversized vehicles cannot enter channels.
Points are scored when a vehicle runs the full length of the channel.
Kickback:
The kickback shoots the ball into play at 60 mph. The ball travels in the
east channel in this instance. The kickback is active for the first ten turns
the ball is in play.
Turntable:
A D1 hazard to any vehicle that enters or exits it. It rotates at 30 mph.
See the Twister Arena in the Flashfire Circuit supplement for more turntable
details.
Magnet:
Activated by arena management, the magnet is powerful enough to stop a pinball
if its move 100 mph or less. For vehicles, it slows them down by 5 mph for
2000 lbs over 2,000 lbs., round up.
Pinballs (roll 2D6 to determine type of pinball):
2 - 3: Paint
4 - 5: Oil
6: Flaming Oil
7 - 10: Solid (Regular)
11 - 12: Smoke
A pinball has 40 DP of laser-reflective metal armor, weighs 2000 lbs, and
is destroyed when the last DP is gone. A solid pinball will form a 1" x 1"
obstacle counter when destroyed. A paint-filled pinball will form a randomly-aligned
paint streamer, centered on the square it was located in, when destroyed.
For oil and flaming oil, place a 1" x 5" trail in the direction of travel,
starting the square it was destroyed. Smoke is treated like paint in regards
to placement.
Arena Points:
Bumpers - 5 points.
Spinner - 1 point per 5 mph of vehicle speed.
Channels - 25 points.
Targets - 10 points.
Obviously, the duelist scoring the most points in an event wins.
Schedule:
Monday - Closed.
Tuesday - Team Events.
Wednesday - Closed.
Thursday - Challenge Night.
Friday - Amateur Night.
Saturday - AADA Divisionals.
Sunday - Special Events.
Special Events:
Theme Night - There are three theme-based dueling events. The first one
is James T. Kirk Night, held on the days of this fictional character's birth
and death. Next is Gangsters, in which teams decked out in various gang motifs
fight to the last car. The final one is Cops and Robbers. A two team event,
the cops win when all robber vehicles are disabled when the time limit is
reached (usually 20 - 30 turns). Double prestige.
Making the Hit - One randomly-selected duelist is chosen to be the target.
He must fend off the other duelists for the duration of the duel (20 turns).
If he survives, he earns double prestige.
Three Seasons - Each duelist must make three laps of the arena, going around
the lower bumpers/flippers and go up the ramps to the upper level. Prestige
is tripled.
Battle Challenge - Held once a year, participants must compete in each of
the Battle arenas and racetracks in one day. Each event after the first one
participants take a cumulative -1 to their reflex rolls. The participant that
comes in first place in all six events wins one million dollars. Prestige
is six times normal.
Fizbin Arena
Triple Death Arena
Fore Arena
Battle Speedway
Battle Drag Strip
Milford Arena
Battle Racing Complex
Pinball Wizard - The pinball is in play for this event. The duelist that
scores the most hits on the pinball with armor-damaging direct-fire weapons
wins. This event is held every-other week. Prestige is doubled.
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