Car Wars ScenariosThe following scenarios are ideas that I've collected from other sites around the web. I have shamelessy re-printed them here for a quick reference to scenario objectives that can be used in any arena. I apoligize for not putting in the appropriate credits for the ideas, but I just wasn't thinking of it at the time I created this. If you have a problem with me using your idea, please let me know, and I will remove it or post credit where it is due. Deadman's Duel (Eights & Aces) - held on Hickok's birthday (May 27) and date of death (August 2). The duelists enter the arena with one (ace) or eight weapons (this includes dischargers). Some duelists view this event as bad luck due to it's association with Hickok's death. Gunslinger - Two duelists enter the arena with front-mounted direct-fire weapons. Concealed and dropped weapons are forbidden from this event. Similar to challenge night, this event is more serious. In August, Gunslinger of the Year is given to the duelist with the most Gunslinger wins. Duelling for Bucks - This event has an unmarked briefcase with the first place prize in it. Contestants must get to it, pick it up and then drive back to their assigned gate before the time limit expires. In an alternate version several briefcases are placed out. One has the cash, the others are booby traps, contain nothing, gift certificates, or whatever the duelmaster can think of. Thanksgiving Turkey Shoot - A group of deathrow inmates are dressed up as turkeys and ride cycles. A small group of hunters then enters the arena on armed cycles and try to bag as many "turkeys" in a specified amount of time. Any inmates left alive are pardoned. Catch the Flags - In this event, there are 10 flags placed randomly along the walls of the interior building. To catch a flag, a vehicle must pass within 1/4" of it and roll an 8 or higher on 2d6. Once a flag is caught, it is gone forever and can't be recaptured. Attempting to catch a flag counts as a firing action. Flags can be destroyed by inflicting 6 points of damage (-6 to-hit modifier, and the flags are fireproof). Destroyed flags are 1/2 a point, captured flags count as one point, and kills count as 3 points. The event ends when there is only one contestant left, or if all the flags are destroyed/captured. A time limit can be added for extra challenge. Chicken - Two groups of racers (one to three per group) start back-to-back and must complete three laps around the course. This will be extremely hazardous since the groups will be racing in opposite directions! Those with weak stomachs need not enter. Ramplates and dropped weapons are forbidden, but it can spice up the event (if used in moderation!!). Jumpathlon - After completing three compulsory jumps (which must be done at a speed of no less than 50 mph), contestants can score points for kills (3 points) and jumps (1 point). Jumps are defined as starting out on the arena floor, going from one ramp to another, and returning to the arena floor. The first duellist to acquire twelve points is the winner. Dropped weapons are not allowed on the ramps. Pin the Tail on the Donkey - This event is played only at night. The arena lights are turned off and the contestants are only allowed to use their headlights. The object of the game is to ram a small, remote controlled dummy car that constantly drives at 100 mph. At the beginning of every phase, the vehicles makes one manoeuvre in a random direction (roll 1d6, and perform the bend of that difficulty ... 1-3 left, 4-6 right). It does not need to make a control roll. It will avoid colliding with all cars, obstacles and arena walls. The event ends when someone runs into the dummy car. Dropped weapons and searchlights are not allowed. Headlights have a range of 30' (2" in Car Wars scale). Of course there's nothing in the rules that says the dummy car can't be armed or have dropped weapons (heh, heh, heh). A dummy car can range from division five through fifteen. For GMs keeping track of the players can be a challenge. The best way is to have two identical arena maps. One map for players to use, the other map for the GM to keep tabs on the objects inside. Remember the players can only see what is illuminated (which can come from their own headlights or from other contestant). April Fools - Every vehicle has at least one non-lethal defect in it, courtesy of the track management. Add a few more pranks during the duel, and you've got a real mess on your hands. Another event has unsuspecting duellists switch their respective vehicles for a competitor's (either before or during a duel)! Crazy Driver - The point is to do "stupid" things in a race. Low HC was encouraged by scoring more points. Each time you were required to make a control roll you scored. |