Built in 2037 by D.J. Battle, the Triple Death became the premier arena
of Battle Amusement City. It was also the first multi-level arena in Nebraska.
The arena was partially destroyed in 2041 by the riots and civil war of
Battle/Milford.
In 2043 the Triple Death was repaired by the Milford
City Government (Battle's original name). Five years later the town went
into bankruptcy, the arena finally being sold to Michael Shadow of the
Advance Research Company (ARC). Currently, Milford has stabilized its economy
and hopes to regain its place as an amusement center. New arenas and racetracks
are being built to attract more tourist business. The Triple Death Arena
is part of the Flashfire Arena Circuit.
Arena Images
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Arena Notes:
Walls, floors, and ceilings have 100 DP each. Gates have 20 DP and
will open when rammed. Each level has 12 gates.
The level access ramps along the walls are at a
22 degree angle. Vehicles won't be able to jump off of them regardless
of speed. Also, there is no speed loss or gain whether going up or coming
down on the access ramps.
The Volcanic Pit:
The central pit would remind someone of the holographic pit at Hammer
Downs. On each level, the pit itself is surrounded by a 40 degree ramp.
However, it isn't a hologram that's projected in the middle. Every three
turns, a special light flamethrower fires for an entire turn, shooting
up all three levels. Any vehicle jumping across the pit while the flame
is on will take 1d6-2 damage plus burn modifiers. The actual sequence of
events for the Volcanic Pit is described below.
Turn One: Pit smokes. Place one smoke cloud in the
pit. The number of smoke counters in the pit will double each time the
Pit erupts.
Turn Two: Napalm. During this turn, the bottom of
the pit spews napalm, giving the pit the appearance of a volcano erupting.
Turn Three: Volcanic eruption. In this turn the
flamethrower activates. The flame goes up all three levels, doing 1d6-2
damage plus burn modifiers to any vehicle jumping across the pit during
that turn.
If a vehicle should happen to be in the pit during turns two and three it will take 1d6 damage to all tires and underbody armor from the napalm. The pit is actually only 1" down from the third level and a vehicle may drive out from it up a 45-degree angle since it resembles an artillery crater, only deeper.
Levels:
The height of each level is 30 feet. All are climate-controlled, and
there are cooling pipes built into the walls, floors, and ceilings. Each
level can be flooded with water and frozen for ice dueling.
Arena Conditions (2D6):
2 - Ice
3-4 - Rain
5-6 - Lights Out
7-9 - Normal
10-11 - Sleet
12 - Snow
A fire suppression system can put out any fire in the arena on a roll of 1-4 on a D6. This allows for the arena to simulate rain, mist, snow, and sleet. The lighting can be turned off for nighttime conditions. The duelmaster can roll at the beginning of the duel or choose the arena conditions. Sometimes debris and obstacles from previous duels are left on the arena floor. This is done to make the dueling events more lively.
Arena Defenses:
In each corner of the arena is a 75mm tank gun controlled by a cyberlink-equipped
gunner. The guns are used on any arena participant who tries to break the
rules of the arena. If numerous rule violations occur, the arena management
can turn on the pit flamethrower. As a final response, the arena management
will bring in its own vehicles to put an permanent end to the rule breakers.
Arena Rules:
1) No deliberate tire shots are allowed. This restriction is removed
during challenges, grudge matches, and other special events.
2) No deliberate heavy weapons fire at the walls. This is because of
the already high overhead the arena has for maintenance and upkeep. Lasers
can be fired at the walls, however, due to the high grade steel which makes
rebounding shots possible.
3) No deliberate heavy weapons fire at the floor. This rule is imposed
because of the possibility of losing structural integrity of the building
if too much of the floor has been heavily damaged or destroyed.
Special Events:
Triple Jump Challenge - Each duelist must complete a jump on each level
of the arena, then return to their starting level. In the process, the
duelists must avoid everyone else doing the same thing.
Triple Mayhem Tournament - 36 duelists compete to be in the top three.
All doors between the levels are locked until two duelists are left on
each level. At that point the doors are unlocked, and the six remaining
duelists go at each other, using all three levels. This event is held once
a year in April.
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