Bicentennial

by Allen Varney

Converted to HTML by Lonnie Foster


". . . Thanks, Travis, and what a fine parade that was too. Harold Caswell here at the VIP Grandstand of Armadillo Autoduel Arena in Austin, where literally dozens of celebrities from around the country and throughout the United and Free Oil States have come to celebrate this historic occasion and, not incidentally, observe one of the most prestigious rosters of professional sportsmen in the history of autoduelling, as they compete for prizes, pride, and not incidentally the attention of prestigious corporate sponsors, who are providing much of the equipment being used here today in an authentic recreation of one of the cultural institutions of Texas in earlier years, the rodeo - isn't that right, Ted Bunting, with me here in the control booth?"

"Right, Harold."

"Now the survivors of Selma have completed their ceremonial circuit of the arena, and the simple black banner with its touching logo, 'Never Again,' has been folded and returned to its safe, and after the playing of the Texas National Anthem the President of Oklahoma will fire the opening shot that officwly signals the beginning of the Bicentennial festivities celebrating 200 years of Texas state and national independence and, not incidentally, the beginning of today's Autoduel Rodeo . . . ."

"Bicentennial" is a Car Wars scenario for two or more players; five or six, plus a referee, are ideal. In this scenario the duellists attend the Texas National Bicentennial celebration, and are the featured attraction at the Armadillo Autoduel Arena's nationally- televised Autoduel Rodeo. They are scored in four events based on old-time rodeo competitions. The duellist with the highest score is declared the winner of the Rodeo.

In addition to the Car Wars rules, this scenario requires Car Wars Expansion Set 4: Armadillo Autoduel Arena, or another arena map of your choice.

Creating Duellist Characters

The players' characters are assumed to be professionals at the top of the field, with one or two state or regional championships apiece. They are being paid $10,000 each to duel here, as a promotion for the various sponsors' new equipment. The vehicles and equipment the characters use in most events are provided by the sponsors.

Each duellist starts as Driver, Cyclist, Gunner, Handgunner, Runner. Give each character six more skill levels to divide as desired among these and other skills, with no more than four skill levels spent on any one skill. Each character also is given improved body armor, a heavy pistol, one extra pistol clip, and no other personal equipment at all. Players may figure their characters' "stats," if they wish, using the guidelines in the Appendix to this scenario. This is not required for play, though.

First Event: "Moto-ball"

The 2036 equivalent of rodeo bull-herding, this competition uses a seven-foot-diameter solid rubber ball. Each duellist tries to bounce the ball into his or her own "goal" in the arena. It usually turns out that the best way to do this is by eliminating all competitors first, which is why the crowd likes it.

The Ball

The rubber ball is a sphere weighing 300 lbs. Use an inverted mine or spike counter to represent it. The ball is 7.5 feet (1/2") in diameter; neither vehicles nor pedestrians can trace a line of sight through the ball.

Because of its resiliency, collisions with the ball do not affect a vehicle's speed or direction. The ball does no damage to a colliding vehicle, and it is also invulnerable to collision damage. However, it can be damaged by weapons fire; the ball has 6 DP and is targeted normally, but weapons fire will not cause it to move or change direction. Assume it's been coated with a fireproof paint, so it will not burn. Also, destruction of the ball is grounds for disqualification; a new ball is introduced into play after the disqualified duellist leaves the arena.

Moving the Ball

Duellists move the ball by colliding with it in their vehicles. The collision procedure works differently from the usual method, though, because a ball can travel in any direction and change directions much more easily than a vehicle. Here's how to figure the ball's new direction after it collides with a vehicle:

Ball Movement Diagram

The ball's direction and velocity depend not only on its previous movement, but also on the speed and direction of the car that hits it. The key idea in accounting for all this is to use the squares of the map-grid. Do it in three steps:

(1) The vehicle that hits the ball is called the "colliding vehicle." Trace a line straight out from the front of the colliding vehicle's counter in the direction it was moving before it hit the ball. Extend the line one square (1/4") for each 10 mph of the colliding vehicle's speed (round up). Remember where the line ends.

(2) From where the line ends in step 1, trace a straight line parallel to the path of the ball before it was hit, going in the same direction as the ball was. Extend the line one square for each 10 mph the ball was moving before being hit, just as in step 1. Remember where this second line ends - it's called the "end-point."

(3) Now trace a straight line from the point of collision between ball and car to the end-point in step 2. This is the ball's new direction. Also, the length of this new line of direction tells how fast the ball is going: For each square (1/4") of length, the ball moves 10 mph. If the line is three squares long, the ball's new speed is 30 mph; five squares, 50 mph, and so on. Round fractions to the nearest 10 mph.

For example, look at the diagram. The colliding vehicle is moving 90 mph north, and the ball is moving 20 mph southwest. From the collision point "A," count north 9 squares (one square per 10 mph for 90 mph). Now count southwest 2 squares (for the ball's 20 mph speed and southwest direction). The end-point is labelled "B." Trace a line from "A" to "B." The line's direction is the ball's new direction, and the line's length of 7 squares tells you the ball's speed - 70 mph. To keep track of the ball's direction, draw an arrow on the counter representing the ball, and keep it pointed the right way.

The ball slows down as it rolls. It decelerates 2.5 mph at the beginning of each turn.

The Goals

Each duellist is allowed to place his or her own "goal," a large circle painted on a 15' square of sheet steel and laid flat on the arena pavement. Each goal must be placed by the outer wall of the arena, at least 60 feet (4" game scale) from every other goal. If there is a dispute about placement, have the players roll dice and place goals in order, with the high roller going first.

After all goals have been placed, the referee cues the players to take their places at their starting gates. Then the ball is "launched," rolling at 15 mph, from the roof of the mall, at a point determined by rolling ld6. 1 - middle of north side; 2 - middle of south side; 3 - middle of west side; 4 - middle of east side; 5 - northwest corner; 6 - southeast corner. If you're using a different arena, find another random method for deciding where the ball enters.

The Vehicles

The duellists are provided vehicles by the event's sponsor, Mitsui. Participants may choose either a Naginata "Spike" or a Katana 2035 (renamed the "2036" by the Mitsui marketing department, but otherwise unchanged).

Naginata "Spike" - Luxury, x-hvy. chassis, super power plant, hvy. suspension, 4 solid tires, driver, gunner (empty position), 2 passenger spaces (empty), turreted RR, OJ back, SS back, fire extinguisher, 2 hi-res computers. Armor: F34 (ram plate), R30, L30, B30, T30, U24. Accel. 5, HC 3; 6,600 lbs., $24,880.

Katana 2036 (nee 2035) - Luxury, x-hvy. chassis, large power plant, heavy suspension, 4 PR Radial tires, driver, turreted RL, FOJ back, 2 HFOJ (R and L), fire extinguisher, link for all three oil jets, long-distance radio, hi-res computer. Armor: F30 (ram plate), R25, L25, B30, T30, U20, four 10-point wheelguards. Accel. 5, HC 3; 5,960 lbs., $24,175.

Scoring: 10 points to the first driver to make a goal - that is, push any part of the ball counter (or have it pushed) over any part of his own goal counter. Unless you want to play a longer game, the event ends when the first goal is scored. A duellist who destroys the ball is out of the event.

Second Event: Ribbon Grab

Popular with kids before the Grain Blight, the old-time equivalent of this event called for the release of dozens of calves into the arena, each with a ribbon tied to its tail. Then all the children at the rodeo were turned loose to grab the ribbons; the youngster with the most ribbons won a prize.

The duellists, riding motorcycles, pursue a number of modified Killer Karts with large (and fireproof) colored banners flying from their rear bumpers. Through luck and skillful driving, they try to knock loose the flags. And, just as in the old days, the one who gets the most flags wins.

There are three Killer Karts in the arena for each participant; for instance, if there are five duellists, there will be 15 Karts. Players can adjust the length of the scenario by varying the number of Karts. Each cart is remotely controlled by a radio operator in the grandstands. (See the rules on remote control in Deluxe Car Wars, p. 33.)

The referee operates the Karts; if there are a large number of them, the ref should detail one or two players to help out. (Make sure the ones the players control are far away from their own characters' vehicles!) The Karts enter the arena at evenly-spaced gates, going 30 mph; the duellists enter five seconds later at the gates of the referee's choice (specified before the Karts enter, of course), travelling at any speed up to 50 mph.

The Kart operators' first priority is to make grabbing the banners as difficult as possible, however tricky the maneuvers required. Second priority is to make life difficult for the duellists by taking shots at their tires. Kart operators never aim for anything but tires, and usually wait for point-blank range bonuses before firing.

Killer Kart - Subcompact, std. chassis, hvy. suspension, med. power plant, HD tires, driver (empty), MG front. Armor: F5, R3, L3, B3, T2, U2. Accel. 10, HC 3; 2,300 lbs., $3,848.

Each duellist is provided with a shiny new Tornado cycle manufactured by the event's sponsor, Cycle Concepts.

Tornado - Medium cycle, hvy. suspension, super power plant, driver, 2 PR Radial tires, MG front. Armor: F10, B8. Accel. 15, HC 3; 1,100 lbs., $5,598.

Flag 'Strike' Zone Diagram Cyclists capture flags by driving within 1/2" of the center of the rear of a Kart counter from behind. (See diagram.) Each second that the duellist is within range, roll two dice. On an 8 or more, the cycle has knocked off the banner and the duellist scores; the Kart immediately heads for the edge of the arena, without firing, and exits at the nearest gate.

The roll to capture the flag is modified as follows:

+1 for being within 1/4" (one square) of the flag.

+1 if the cyclist is travelling at right angles to the Kart's path (i.e., he "cuts across" the Kart's rear). Any angle that would make a collision between the two vehicles a T-Bone is considered a right angle for purposes of this modifier.

+2 if the Kart or the cyclist is stationary.

All modifiers are cumulative.

If the arena is crowded and more than one duellist enters at the same gate - or if the referee just feels like it - he may forbid weapons fire by any duellist until the duellist has gotten at least one banner. However, ramming is perfectly okay, though silly and suicidal.

Scoring: 5 points per banner. 3 points for each opponent knocked out of the competition. 1 point per Kart damaged or destroyed.


Third Event: Steer Wrestling

Note: Before playing out this event, make sure all players are familiar with the rules for boarding vehicles (Car Wars Deluxe Edition, pp.23-24).

A specially-modified trike sits empty and motionless at one end of the arena. The trike has no top armor, and in fact no top at all except for a roll cage.

Duellists enter the arena at the extreme far end in subcompact cars (supplied by the event's sponsor, Kane Motors). They must get to the trike, enter it, and drive the trike out of the arena. Weapons fire and ramming are prohibited until one duellist reaches the trike, and fire on the trike itself is penalized. Make sure all participants are aware that if the trike doesn't make it out of the arena, nobody wins!

Some duellists prefer to stop their own cars and enter the trike in relative safety. Others, especially the ones who arrive late on the scene, are willing to leap from their own cars onto (they hope) the trike, and wrest control from the current driver. For such brave and senseless attempts, use the usual rules for vehicle-to-vehicle boarding; the abandoned car becomes uncontrolled, as per DCW, p. 18.

The trike is a standard Imp with the top cut off and a roll cage installed. A driver in the topless trike is targeted as a pedestrian under cover: -3 for the pedestrian, -2 for cover, so the total is -5. The roll cage prevents the driver and internal components from being damaged in a roll.

If the Imp rolls and lands on its side or top, the event is stopped while six "rodeo clowns" (pedestrians) go out and right it. No combat or weapons fire is permitted while the event is stopped. The clowns wear improved body armor but are unarmed. Any duellist firing on or colliding with a clown is immediately disqualified from the entire tournament, and prestige drops by 10.

Imp - Light tricycle, med. cycle power plant, imp. suspension, three PR Radial tires, driver, RL front, roll cage. Armor: F12, R8, L8, B10, T0, U6. Accel. 10, HC 2; 1,460 lbs., $6,334. (The Imp is produced by Budget Autoworks, which was recently purchased by Kane.)

The duellists are given Kane Sargassos ("XH" version; see p. 13 of The AADA Vehicle Guide). Sargasso XH - Subcompact, x-hvy. chassis, med. power plant, hvy. suspension, 4 PR tires, driver, MG front. Armor: F25, R18, L18, B16, T13, U12. Accel. 10, HC 3; 2,760 lbs., $5,472.

Scoring: 20 points for driving the Imp out of the arena. -10 points for firing or ramming before someone reaches the trike. Firing on the Imp is discouraged: The firing duellist is penalized - 1 point per point of damage inflicted on the Imp.

Final Event: Barrel Race

This updated rodeo event puts the horses out to pasture and the duellists at the controls of - at last! - their own famfliar vehicles. They drive a slalom course around the arena, marked by large concrete-filled barrels. The first duellist to complete a circuit wins the event. If no one completes a circuit, the last surviving driver is declared the winner, more or less by default.

The duellists are at the tournament "in their own names," not as part of a driver-gunner team or a passenger in someone else's vehicle. Therefore, when they use their own vehicles and equipment they may not carry gunners or passengers. They may keep the improved body armor and heavy pistol provided to them. This is effectively an Unlimited division AADA competition, with no sponsor. Nothing larger than a van is allowed, and no helicopters or grasshoppers; otherwise, anything goes!

Diagram for Barrel Race

The referee places 12-18 inverted spike or mine counters (representing barrels) evenly in a large circle around the central mall. If you don't have enough counters, mark the positions lightly in pencil. Trace the slalom path in pencil around the barrels: Draw the path lying to the left of one barrel, moving to the right of the next, then back to the left, and so on.

The barrels weigh 1000 lbs. and have 12 DP apiece.

Space the duellists evenly along the path. Start each one next to a barrel, along the proper path, moving 20 mph. Make a note of which character started at which point on the path.

Scoring: 30 points to the first duellist to complete one full circuit on the path, whether in his own or someone else's vehicle or on foot. If a driver passes a barrel on the wrong side and doesn't retrace his path to redo it correctly, the penalty is -5 points per barrel passed incorrectly. Taking a shortcut is grounds for disqualification; the referee's decision is final.

Victory

After the final event the duellist with the highest score is declared the winner and awarded $20,000. (No prestige bonuses apply to the cash award, however; that's covered by their appearance fees.) All participants receive the usual ability score increases, and prestige points are doubled because of the large international TV audience. The duellists also get their $10,000 appearance fees, but they can't keep the vehicles and equipment they used in the events.

The winner of each event has the option of contracting with its sponsor to promote the sponsor's products. In a campaign this means a steady source of income, six mandatory trips every year to various parts of the continent (trade shows, shopping mall openings, etc.), and the right to buy that manufacturer's equipment at 25% of the usual price. (Campaign referees: If this unbalances the game, remember that contracts can be broken by the manufacturer at any time, for any trivial reason or none at all.)

Well, we've certainly seen a lot of incredible autoduelling action at this historic occasion, and not incidentally a real boost to a few sagging careers, if I don't miss my guess, and I seldom do, because the corporate sponsors of this fine event have undoubtedly noticed the stellar - I may say stellar - performances of the duellists in attendance here today at the Autoduel Rodeo as they showcased the vehicles and equipment of North America's finest manufacturers, in - to repeat - an incredible display of autoduelling skill and action, and they are therefore almost certain to pursue mutually profitable contractual engagements with these excellent professionals, don't you agree, Ted Bunting? Ted? Well, it appears Ted has stepped out of the control room momentarily, no doubt for an opportunity to rest his vocal cords after his yeoman service assisting me here in the booth, so I shall speak for Ted as well as myself, Harold Caswell, as we bid farewell from Armadillo Autoduel Arena Autoduel Rodeo and return our viewers to Lindy Howard in the UBN Bicentennial Coverage Center, take it away, Lindy . . . ."


Appendix: Figuring Your Duellist's Stats

No, not "Driver +2, Gunner +1, Handgunner" - those are your character's game skills. In the world of professional autoduelling, duellists' careers are described with statistics, much like the pro baseball players of the last century. If you'd like to know your own character's stats, here's how to figure them.

These statistics have no game effect! You don't need to know your character's statistics. This section is pure background detail, for those Car Wars players who enjoy the additional "realism" it provides.

The AADA has no "official" roster of statistics. The eight that follow are the ones most used by fans, sportscasters, bookies, and other interested parties. Customary abbreviations follow the statistic's name.

Year of Entry (Yr): The year the duellist first participated in a professional AADA-sanctioned event - often an "Amateur Night."

Duels: The number of scheduled arena vehicular duels in which the duellist has participated. Highway, non-vehicular, or spontaneous encounters are not counted.

Wins: The number of scheduled arena events the duellist has won. Draws or tied events count as 1/2 a win.

Winning Percentage (WP): "Wins" divided by "Duels," expressed as a decimal fraction. For instance, a duellist who has fought in ten duels and won four would have a WP of .400.

Clone: The number of the clone the duellist is currently using. If the duellist has not been killed, the letter "O" designates that he is the "original" character. If he has died once and is on his first clone, a "1" would be listed, and so on.

Survival Percentage (SP): The percentage of "Duels" which the duellist has survived, given as a decimal fraction. If a duellist has never been killed in combat, the SP is 1.000. If he survives just half his duels, the SP is .500, and so on. The duellist's SP equals 1.000 minus (the number of deaths, divided by "Duels"). This provides a rough percentage chance that the duellist will survive a given arena combat.

Target Hit Average (THA): This decimal fraction tells how often your duellist has hit a target. Divide the number of hits the duellist has gotten by the total number of shots he has attempted. If you don't want to keep track of every single shot your character makes, assume a base THA of .250, plus .100 for each level of Gunner skill.

Combatants Killed Average (CKA): This fraction is the number of combatants (including pedestrians) the duellist has killed in regular arena events, divided by "Duels." If the duellist kills one opponent in every duel, on the average, his CKA is 1.000. The average CKA for AADA professionals is 1.213; among the champions it is closer to 1.500. Members whose CKA routinely exceeds 2.500 are viewed with some disfavor by fellow duellists and the fans, due to the perception of excessive brutality. Data on Big League Unlimited Duelling members is scanty, but suggests an average CKA of 3.125.

In addition to these statistics, duellists are marked as aces, double aces, etc., by "A," "2A," or other abbreviation following the stats. It lends color to list important victories, championships, or other notable achievements in a line or two beneath the statistics.

For an example of how these statistics work, consider Joe Challenge, average duellist. Joe began his career just last year (2035). In that time he's entered 10 duels, won three, and died once (so he's now on Clone #1). His Winning Percentage is (three wins) divided by (10 duels), or .300. His Survival Percentage is .900 - 1.000 minus .100 (one death in 10 duels).

Joe fired 145 shots and hit 50 times. His Target Hit Average is 50/145, or .345. He made four kills in those 10 duels, so his Com- batants Killed Average is .400.

Joe isn't an ace yet, but he's got a trophy he doesn't mind letting people know about. So his first-time listing in the annual AADA Duellist Handbook looks like this:

Yr Duels Wins WP Clone SP THA CKA
J. Challenge 35 10 3 .300 1 .900 .345 .400
Arizona Div 10 Champ, 2036

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