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3/13/2019 Car Wars – Sentinel Arena

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Car Wars – Sentinel Arena


Published by Philip Reed on June 12, 2014

This was written way back in 2002. It is being posted here so that I don’t lose it.

St. Louis, Missouri PR 1

“In the bad years, St. Louis was home to numerous riots, several of them causing massive
amounts of destruction in the city that has never been repaired. The wealthier
neighborhoods walled themselves in, creating a series of tiny fortress towns surrounding
the devastated downtown area. Even today St. Louis is home to numerous street gangs
and the downtown area is only accessible by ferry from the Illinois side of the Mississippi
River.

— The AADA Road Atlas and Survival Guide

NOTE: Each square on the arena map is 3″. The heavy black lines are walls and cannot be
destroyed. For more arenas and some basic instructions on arenas in the Car Wars game see
Car Wars Arena Book 1.

Constructed in 2048, the Sentinel Arena is one of the newer and more modern arena facilities in
the United States. Unfortunately, poor connections and the pressure of state government
officials have kept the arena from getting a broadcasting deal suitable to their size.

Constant financing problems threaten to close the arena down and management are always
launching some insane marketing scheme after another. Poor attendance has led to lower gate
prices which have led to more money troubles. It appears to be only a matter of time before the
arena is closed or bought out.

Arena Events

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The Sentinel runs a fairly standard set of events (see Car Wars Arena Book 1) but all of them
feature the pride of arena management — the sentry guns.

Sentry Guns: On each corner of the central obstruction a military-grade machinegun is


mounted in a turret. The turret’s firing arcs are marked in green on the map. Each weapon has
an amazingly high rate of fire and may fire once per phase. The sentry guns always fire at the
closest vehicle meeting their targeting requirements for the current event.

Each weapon has a to-hit of 7 and does 2 dice of damage. The weapons have so much ammo that
it isn’t necessary to keep track of their current supply. The weapons fire at the beginning of each
phase before any vehicle moves.

The turrets may be targeted at a -3. Each turret has 20 DP and once the last point is gone the
turret is destroyed. Targeting the turrets may or may not be allowed during an event. Check with
the referee before the duel starts.

No Grandmas: The sentry guns are set to fire at any vehicle with a speed of 50 mph or lower.
In addition, any vehicle with a handling status of -6 is automatically fired on. No grandmas!

Bigger Fish: This is an event for vehicles of mixed divisions. Before the event starts each player
chooses to use a Division 5 or Division 10 vehicle. Division 5 vehicles will not be attacked by the
sentry guns but they won’t hesitate to fire on any Division 10 vehicle that enters their firing arc.
The event is otherwise a normal one.

Arena Tactics

If the turrets are going to fire at you try and camp in the dead zones between their firing arcs.
This will force you to move at a very low speed or to remain stopped and you will not gain any
popularity with the fans (-1 prestige for every three turns a duellist remains in a dead zone).
Though the arena is fairly open you will want a high handling to keep moving. An excellent tactic
is to load most of your armor on one side and then circle the arena at high speed, keeping your
heavy armor facing the turrets at all times.

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Tagged game

Article written by Philip Reed

Follow @philipjreed on Twitter.

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