Until 2038, Zebulon was a sleepy little town supporting clothing and tool-manufacturing industries that remained, for the most part, unscathed, due to its proximity to Raleigh, NC. Last year a group of investors built a mall and an average-sized arena. The arena is not yet a huge success, but it gets high marks from the dueling press and combat analysts.
Walls: All of the walls in this arena have 100 DP and are 15' high. The small walls extending into the center of the arena have 125 DP.
Gates: The gates have 40 DP, and take four turns to open. They are usually opened after 30 turns, except in the case of a grudge match, when they remain shut until there's a clear victor.
Obstacles: The five large obstacles are considered indestructible for game purposes. The four obstacles with gun turrets are 8' high, the center obstacle is 4' high. The center obstacle has a foxhole in the center for pedestrians, and is considered a safe zone.
Turrets: These turrets are mounted high enough from the obstacles to fire at any target that does not have LOS blocked by a wall. Each of these turrets has 35 points of FP armor, is 15' high, and will fire on any vehicle that is travelling 30 mph or less. They will not fire on driverless vehicles, "dead" vehicles or pedestrians. If there is more than one vehicle travelling less than 30 mph, the turret will fire on the closest vehicle. Conversely, if a vehicle travelling less than 30 mph is equidistant from two turrets, both turrets fire on the vehicle.
The weapon each turret contains depends on the division of the duel:
Turreted Weapon Div. 5 MG Div. 10 LL Div. 15 RR Div. 20 VMG Div. 25 Laser Div. 30 AC Unlimited HL
Turrets are at -2 to hit, due to their size, and have a +1 to-hit bonus from the computer controlling them.
Targets: There are four targets, one in each outer corner of the arena. They are used in special events only, and are at a -1 to hit.
Shaded Areas: Both types of shaded floor are explained below.
Special Events: Tag: The object of this event is to shoot the targets in each corner, excluding the one that is beside your entry gate, then exit through your entry gate. Driving over the shaded region surrounding the target results in a five-second penalty. A vehicle kill is worth three seconds off your time. The vehicle with the lowest time wins.
Team Tag: This event is played as above, but with two to four teams of up to four vehicles each. One vehicle may stay in the shaded region nearest his target, to protect it. For this event only, the guard car may travel as slow as 15 mph, but only in his shaded area. When all surviving vehicles are out of their respective gates, the team with the lowest time wins. For this event, if a team's vehicle is killed, add 10 seconds to the time of that team.