Nationwide Arena
Columbus, Ohio
Nicknamed "The Eliminator" by duelists and fans alike due to its progressively
challenging environment, the Nationwide Arena opened in 2052. A regular season
is run from April to October, featuring car, cycle, and trike events. The
arena is also fully enclosed, and is part of the L'Outrance Circuit.
Click on the thumbnail to see the full sized image.
Arena Features:
The outer walls are 20 feet high and have 100 DP. Gates are 10 feet high
and have 10 DP and will open when rammed. Grandstands seating is 40,000.
The arena starts out with no obstacles. As a duel progresses,
or when arena management decides, obstacles are raised, lowered or activated.
It takes one turn to raise or lower an obstacle, rising 3 feet per phase.
An obstacle is 15 feet high and have 50 DP. Two of these have 10 feet high
tunnels through them, and they can be opened separately. Tunnel entrances
are opened at a rate of 2 feet per phase.
Obstacles usually remain raised when activated. Depending
on arena management, the obstacles can be set to stay up for a certain number
of turns, then lowered, and raised again a few turns later.
Obstacle Types:
Jumps are 15 feet at their high end, have 50 DP and angled at 45 degrees.
Pits are 30 feet deep. Turntables spin at 30 mph, accelerating/decelerating
at 10 mph per turn, starting on the turn they are activated. Spikes act as
dropped spike plates, doing one die of damage to tires. The high end of jumps
are raised/lower at the rate of 3.75 feet per phase. Pits and spikes are active
at the beginning of the turn they are activated.
Obstacle Use:
The obstacles can be activated randomly, either by level setting or individually.
Level Setting (2D6)
2 - No Obstacles.
3 - Level 1 (Outer Obstacles - Blue) only.
4 - Level 2 (Inner Obstacles - Green) only
5 - Level 3 (Pits, Jumps, Spikes, Turntables - Red) only.
6 & 7 - Levels 1 and 2.
8 & 9 - Levels 2 and 3.
10 & 11 - Levels 1 and 3.
12 - All levels active.
If obstacles are desired, but for only one levels' worth, use the chart
below.
Individual Obstacle Levels (1D6)
1 & 2 - Level 1
3 & 4 - Level 2
5 & 6 - Level 3
For random obstacle usage, either before or during a duel, roll 2D6-1 (minimum
of one) for each level desired. Out of that result roll 2D6 to determine which
numbered obstacle is activated.
Arena Defenses:
Four universal turrets, located one in each corner, armed with 75mm tank
guns are the primary defenses. Centered along each side of the arena is a
universal turret armed with a blast cannon. All eight turrets have 100 points
of armor each.
Schedule:
Monday - Closed.
Tuesday - Practice Night.
Wednesday - Team Night.
Thursday - Challenge Night.
Friday - Amateur Night.
Saturday - AADA Divisionals.
Sunday - Special Events.
Special Events:
Bump in the Night - A nighttime event with driving aids. Headlights, infrared,
or radar are allowed. The arena management decides if any obstacles are used.
Held twice a month. Prestige is tripled.
Pop Goes The Weasel - A certain number of obstacles will raise/activate
each turn until all are in use. When that has happened and 10 to 15 turns
has elapsed the obstacles are lowered/deactivated. Prestige is doubled.
One, Two, Three - On the first turn the outer obstacles (blue) are raised.
The second turn the inner obstacles (green) are raised. Turn three the red
obstacles are activated. On turn 14 the obstacle levels are deactivated/lowered
in reverse sequence. Prestige is normal.
Sidenote: The arena design has been sold to the Israeli Empire and the Dominion
of South Africa as a training arena for their military forces.
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