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The Coliseum This has potential to be a really fun arena but can quickly bog down a game. The general idea behind this arena is an open floor with 6 V shaped walls and 20 columns that raise up out of the arena floor. Each wall had its own number and the columns were grouped into six clusters. Group 1 consisted of three columns at each end of the arena. Group 2 consisted of four columns on the sides while Group 3 covered the opposite sides with four columns. Groups 4 and 5 had two columns each at the end that could potentially lock someone at an end of the arena if both groups were up along with the wall in between. Group 6 had two columns near the center of the arena. The exact layout was in a manner that created 10 distinct pockets if all of the walls and columns were raised at the same time. The odds of that happening were very slim though but we did have one unwary mechwarrior trapped for a couple rounds. Mechs are capable of standing on the walls of the arena but the columns are not capable of supporting any mechs. Any time a wall raised or lowered under a mech, the mech had to make a piloting check. A successful check means the mechwarrior managed to keep his mech upright. In some cases, the mech had to shift to maintain its entire base upon the now raised wall. A failed check caused the mech to fall down. No damage was applied for falling down. A rising column also required a piloting check to see if the mechwarrior kept his feet. Either way, the mech was forced to move away from the column so that none of its base overlapped the column. These shifts do not require any action points on the part of the mechwarrior. Any mech that is pushed, thrown, or walks off a raised wall (usually a result of hits on their jump jets or just plain bad timing) takes damage equal to their weight class. To begin the arena, place all walls and columns into the down position. After deployment of all mechs in the arena, randomly determine which walls and columns are in the raised position. We simply roll a single die for each wall and each group of columns. On a 4, 5, or 6; that wall or group of columns starts in the raised position. 1, 2, or 3 means they stay on the arena floor. Piloting checks are not required for this initial raising period. At the beginning of each turn, roll 2 dice; one for the walls and one for the columns. On a result of 1 or 2, nothing happens. On a result of 3 or 4, one wall/group of columns changes position. On a result of 5, two walls/groups of columns change position. On a result of 6, three walls/groups of columns change position. For each wall/group of columns that changes position, roll a six sided die. The initiative of that position change is determined using either a 20 sided die (Class 3 and below) or a 10 sided die (Class 4 and 5). Each wall or column group will have its own initiative and can raise and lower in the same turn. This made for some very dynamic game. It is best if one person who is not playing a mech control the arena.
I think the map with the pool in the middle and the partial walls around the outside is supposed to be this arena but I'm not sure. I did reproduce the mech bays that were at the one end of this map. |
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