Fully Armed - Fully Televised

Copyright © 2000 Psigh Dimitrios & E. Robert Dobson

Pike : City Arena is a free game based on the PIKE game system. It introduces most of the basic play concepts used in Pike: War in Utopia while providing an entertaining self-contained game that is compatible with the full game.

Introduction

It is over 200 years since the first of the terran colonists landed on the uninhabited and unsuspecting planet of Neo-earth. Humans have begun to establish a new history of wanton destruction and unbridled creativity. The Singularity rift that eventually will lead to the establishment of a utopia is centuries away in the future. The fledging nation of U.S.N.A originally set-up by the North Americans of old earth is fast becoming one of the most powerful of the industrial states.

The Rise of Real Combat TV

As nations formed and the population began to be settled the media was there to cover it. Wherever a settler put a spade in the ground, wiped out a species or did something horrible to another human being a camera was there. The media became a chronicler of the pioneering years, and more. To forget the hardships of day-to-day living the Neo-Earthlings immersed themselves in all forms of entertainment sims, V.R and finally real combat TV. Beginning as fighting matches between professional athletes it quickly evolved to include audience participation. Teams of home viewers roamed across elaborately battlegrounds beating the snot out of each other for the sake of entertainment. These "teams" eventually became fighting orders with their own particular combat style. As long as TV audiences could see a New Texan housewife savagely mauling an accountant from Maine with a pain-wand each week real combat TV continued to be a success.

 

The Invention of FENRIR

Nobody knows exactly when the first FENRIR (Fusion Engine Non-Robotic Intercept Raider) was invented. Originally developed as support for conventional army forces, they began to be used in the frontier areas and in civilian ‘control’ situations. The executives of the NABC (Neo-American Broadcasting Corporation) weren’t slow to adopt this new technology and use FENRIR in their real combat events. Unable to construct artificial battlefields of a sufficient size the Media networks purchased the ruins of Harmony, the former capital of the USNA state of Piermont that had been destroyed during the conflict with the Ontarians. In this city sized arena the combatants now range across the landscape in giant FENRIR machines dealing devastation to the opposing team (s). The ultimate televised combat sport is born!

In PIKE : city arena each person controls one of the four major real combat "teams" (see Setting-Up – Picking Teams below). The object is to crush the opposition while putting on the most entertaining show for the cameras.

To play PIKE: City Arena you will need the following items :

  • Playing Area : flat surface approx. 150 X 85cm
    Dice : four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), twelve-sided (d12), twenty-sided (d20). (available from gaming or hobby stores).
    Playing pieces: cut-out figures available for download at our site. If you wish to use miniatures we recommend you use something like a 50mm figure.
    Terrain: 2D available for download at our website.
    Other stuff : Battle Sheets to keep track of the status of your team, pencils, ruler or tape measure.
    This rulebook

 

 

 

IMPORTANT STUFF YOU SHOULD KNOW

Every FENRIR has one pilot. And each pilot is rated by the following attributes :-

Attribute

Description

Used for

FOCUS

Focus is the pilot’s ability to concentrate and mentally zero in on what is important.

Focus tests (or any test of a pilots mental functions)

PROWESS

Prowess represents the pilot’s skill in controlling the movements of the FENRIR.

Piloting tests (or any test of a pilots dexterity or co-ordination)

BRAVADO

Bravado is the pilot’s raw courage.

Bravery tests

Tests

During these rules we will refer to such things as piloting, focus and bravado tests. To do this you must roll vs the applicable score on a D12. Any score above the target number is a failure, any score below is a success.

Occasionally there is need for a contested test in these cases the highest successful score is the winner.

SEQUENCE OF PLAY

PIKE : City Arena is played in turns. A turn is sub-divided into separate phases. A phase is complete when all players have finished their actions, which are undertaken in an order based on their initiative scores. The type of actions a unit may perform is limited to the relevant phase, thus units can only move in the movement phase or fire weapons/engage in melee in the combat phase. When all phases have been completed the turn ends and a new turn begins.

  • ACTIVATION PHASE
    • Roll for initiative
    • Activate holograms
    • Decide movement options
    • Exit a reload station
    • PREP FIRE
    • MOVEMENT
    • COMBAT
      • Resolve ranged fire
      • Resolve Melee
  •  

     

    ACTIVATION PHASE

    Initiative

    Roll 1d10 for each player. The player with the highest score is the first to move and fight in a round, play then progresses to the player with the next highest score and so on.

    Holograms

    Players must declare the activation of holograms in this first phase. If the hologram effects all observers then the FOCUS or BRAVERY tests must be made in this phase as well (see HOLOGRAMS and PSYCHOLOGY).

    Choose Movement Option

    Move:

    • Double move
    • No firing - You are not a stable gun platform
    • May engage in Melee in Combat section

    Maneuver:

    • Normal move
    • You may firing in the Combat stage

    Fire/Overwatch:

    • No movement
    • May fire in Prep Fire stage or go on overwatch

     

    Overwatch

    Though a unit on Fire orders can fire in the Prep Fire phase they may choose not to fire some (or all) of their weapons waiting for a unit to move into its field of fire. As soon as this happens - Yes, even though it is in the movement phase the unit with fire orders may open up on it's target.

     

    MOVEMENT PHASE

    MOVEMENT RATES

    Unit Movement

    FENRIR – Light

    FENRIR – Medium

    FENRIR – Heavy

    16cm

    12 cm

    8 cm

     

     

    TURNING

    The larger the FENRIR the less mobile they are.

    For the purposes of these rules a movement point and a centimeter are considered to be the same thing (ie - If the rules say lose 2 movement points, the result is you lose 2cms off movement)

    BATTLE-GROUND FEATURES

     

    Buildings

    Rubble

     

    Gangways

    Walls (half-walls)

    Reload Stations

    COMBAT PHASE

    Arc of Fire

    The arc of Fire is the area in which targets can be fired at. FENRIR have a 180 degree firing arc based on where they are facing.

    Firing

    The formula for hitting the enemy is the following :

    HIT SCORE = WEAPON ACCURACY + TARGETING + D10

    Targeting refers to the computer targeting score

    Modifiers
    • .+2 if at short range
    • .+5 if at point blank ( Within 20mtrs )

     

    Hit Results

    HIT SCORE

    NOTES

    10-15

    16-18

    19+

    Normal Damage

    Double Damage

    Double Damage + critical

     

    Bundles

    If several weapons of the same type are being fired at the same target make a single hit roll, rather than making a separate roll for each weapon. This temporary weapons configuration is called a "bundle". When figuring out damage, roll for each weapon as you normally would.

    For example a FENRIR with 2 machine guns is firing at an enemy FENRIR. Normally you would make 2 hit rolls, one for each weapon, but because they are "bundled" you make only one hit roll.

     

    WEAPONS

    Weapon
    Short
    Maximum
    Acc
    Damage

    Machine Gun

    L.A.A.G.W

    ROG

    30mm Auto

    10cm

    25cm

    10cm

    10cm

    40cm

    100cm

    40cm

    30cm

    3

    3

    2

    3

    D6

    2D6

    3D6

    2D6

    Short = Short range ; Maximum = Maximum range ; Acc = weapon accuracy

    Ammunition

    All weapons (except for melee weapons) have only two turns worth of ammunition. To get more ammunition the unit has to get to a reload station.

    Melee Combat

    Hand to hand combat is treated as a normal attack except that the attacks range is only about 5 to 10 meters meaning that units must be in base to base contact with each other.

    If an attacker engages another FENRIR before that unit has made its move it may :

    • either stay and fight
    • or attempt to disengage and move away by making a successful Piloting roll. If this roll is failed the defender must fight the attacker in close combat.

     

    When engaged in close combat the participants choose what kind of attack they wish to make.

    The combatant with the highest combat score determines the type of close combat encounter that occurs.

    Two FENRIR, a Chan and an Arnie, face off each other on a second-story roof- top. The Chan decides to take on the Arnie in a slugging match with its two-handed sword. The Arnie, which is badly damaged, wants to push the Chan of the roof. When Close Combat scores are compared the Chan has the higher score so the Arnie is forced to take it on in a Slugging match. If the Arnie had the higher score it could have attempted its Push attack.

     

     

    Heavy Metal Slugging Matches

    BRAVADO + PROWESS + FENRIR TYPE (and modifiers)

     

    FENRIR Close Combat Modifiers

    + 2

    + 2

    + 4

    if Medium FENRIR

    if using a Sword

    if using a 2-handed Sword

     

    Resulting damage caused depends on this score:

    Grapple – Push Attack

    A FENRIR may attempt to push an opponent off the second-story (grey area). Use the close combat formula above. In addition minus 1 from the pushing unit’s score for every 5cm between it and the nearest edge.

    If neither combatant gets double score both units (the pusher and the target) go off the edge combatants must make piloting tests (roll equal or under Prowess on d12).

    If the piloting test is:

    Jump Attack

    A FENRIR on a two story building (a grey area) may attempt to jump on top of a unit below.

    To do this the player makes two piloting rolls (rolling two different coloured dice at the same time speeds things up)

    First roll (hitting the target):

    Second Roll (landing safely):

    Melee Damage

    Light FENRIR

    Medium FENRIR

    Heavy FENRIR

    + D6 for Fenrir sword

    + 2D6 for 2-handed Sword

    Impact Damage

    Light FENRIR

    Medium FENRIR

    Heavy FENRIR

    D6

    2D6

    3D6

     

     

     

    2D6

    3D6

    4D6

     

    Impact Damage

    Fighting Multiple Combatants

    A unit may engage only one enemy in melee combat per turn. Extra units in combat are assumed to be able to hit the enemy unit for full combat damage. The unit being attacked may reduce this damage by half by making a successful piloting roll.

    Firing into Melee

    When Firing into melee combat work out if you have hit the target - then roll a die (any will do) on the roll of an evens you have hit your intended target -- on the roll of an odds you have hit their adversary.

    DAMAGE

    The more attentive of you should have noticed a column on the firing table entitled - Damage -When your attack causes damage to an enemy roll the die indicated by the table now take that amount off the Damage Capacity of the enemy you hit.

    Critical hits

    If the damage done to a FENRIR in an attack exceed the units Critical score then roll on the following table with a d10.

    A unit may also be caused a critical by an exceptionally high hit score (19 +)

    1-4

    Concussion - Unit is jarred heavily. Unit may act as normal but next turn all tests are made at half score.

    5

    Weapon – weapon is put out of action (determine which one randomly)

    6

    Arms - -4 in Close Combat

    7

    Legs – halve movement

    8

    Computer – computer targeting drops to 0

    9

    Pilot – pilot is instantly killed. Adios!

    10

    Reactor – Reactor explodes. FENRIR and pilot destroyed. Any unit in base to base contact with this unit takes D20 damage.

    Destruction/Deactivation of units

    A Fenrir is considered out of the game if the following has happened

    PSYCHOLOGY (aka FEAR AND STUPIDITY)

    It could be successfully argued that anyone who plays a sport which involves being fired at by live military weapons is neither particularly smart or sane. What ever the case may be, episode after episode has proven that when push comes to shove or TV heroes aren't superhuman - they get scared and they get confused. But then that's what keeps us all watching.

    Bravery Check

    To make a Bravery check roll against BRAVADO on D12 equal or under to succeed.

    A Bravery check is made under the following circumstances :-

    These are just are few of the situations where a check is called for. Players may find other circumstances where bravery check might be needed. There is only one guideline. If it is scary in some way, it may require a check. If a bravery check is failed consult the following chart


    D12

    1

    2-8

    9-11

    12


    Results

    Pilot faints for 1 turn.

    Unit must withdraw away from the enemy next movement phase.

    Unit must withdraw away from enemy next movement phase. Any friendly units that pass within 10cmc of this unit must also make a bravado test

    Panics. Fires all weapons randomly at random targets within its firing arc, including friendly units. Roll against bravado the following turn to stop panic.

     

    Focus

    Making a FOCUS check is a simple matter of rolling a D12 and checking it against the characters or units FOCUS if the number rolled is greater than the score then consult the following chart.

    D6

    1-3

    4

    5

    6

    Result

    Pilot at –2 on all actions next turn, including firing.

    Pilot at –2 on actions for D4 x turns.

    Pilot may not perform any actions next turn.

    Pilot may not perform any actions D4 x turns. Receiving damage during this time will revive them back to normal.

     

    HOLOGRAMS

    ECM with Dirty faces

    Only the Sigourney fighting style may use holograms. Before each combat a Sigourney's hologramatic projector is loaded up with two random holograms. During play when a hologram is activated roll on the table below.

    Roll D6 and consult chart:

    1. Deceptive
    2. Just plain weird
    3. Perverted
    4. Scary
    5. Terrifying
    6. Other

    Unless stated otherwise Holograms may only be used once against each opponent

    DECEPTIVE :- I'm on your side. This particular holos effects only last one turn during this time enemy units may not fire at you.

    JUST PLAIN WEIRD :- Freaky. All viewing must roll against FOCUS.

    PERVERTED :- That’s just sick!. All viewing must roll against FOCUS score –1.

    SCARY :- Big Slobbering monster. All viewing must roll against BRAVADO.

    TERRIFYING :- Oh my god! It’s too horrible. All viewing must roll against BRAVADO score -1.

    OTHER :- Ha! Ha Missed me!. The hologram fools enemy computers by placing image of the FENRIR over an enemy unit. A shots fired at the FENRIR are redirected to the nearest enemy unit for that turn.

    SETTING-UP A GAME

    Picking Teams

    The first step is to create a team. Teams are made up of 5 pilots, each with one FENRIR. Each team member chooses one of the following fighting styles. Then choose a marker and make up a name for your team.

    Next choose which type of game you wish to play (see Scenarios). Set-up arena. Place your units. Now you are ready to play!

    Fighting Styles

    The fighting styles are named after movie stars from the late 20th century. The fighting style chosen determines the pilot’s attributes, the FENRIR they have and any special techniques. Pilots may even try to mimic the appearance of the star whom their style is named after. For ease of play we have provided Fighting style reference cards.

    CHANS

    Named after the popular Hong Kong action hero Jackie Chan, Chans excel at close quarters combat.

    Attributes : PROWESS 8, FOCUS 5, BRAVADO 5

    FENRIR type : Light

    Move: 16

    Targeting: +1

    Hits: 20

    Crit:4

    Armament: 2 x MG

    Two Handed Fenrir Sword

    ARNIES

    Following the ways of the great master Arnold Swartzenegger, Arnies tend to use heavy FENRIR bristling with weapons. Hasta la vista baby!

    Attributes : PROWESS 4, FOCUS 5, BRAVADO 9

    FENRIR type : Heavy

    Move: 8

    Targeting: +1

    Hits: 60

    Crit: 12

    Armament: 2 x MG

    2 x LAAGW

    ROG

    SIGOURNEYS

    Naming themselves after the famous female action star Sigourney Weaver, Sigourneys use holograms to get an advantage over their opponents. All Sigourneys are or must look female. Men wishing to follow this fighting style have been known to have sex-change operations in order to join!

    Attributes : PROWESS 5, FOCUS 7, BRAVADO 6

    FENRIR type : Medium

    Move: 12

    Targeting: +1

    Hits:40

    Crit 8

    Armament: 2 x MG

    LAAGW

    Holoprojector

    Special technique\equipment : 2 Holograms (see Holograms)

    WOOS

    Some of the other fighting styles believe that discipline and training is the key to success. Woos on the other hand believe all problems in life can be solved by twin 30mm FENRIR sized automatic pistols.

    Attributes : PROWESS 4, FOCUS 5, BRAVADO 9

    FENRIR type : Medium

    Move: 12

    Targeting: +1

    Hits: 40

    Crit: 8

    Armament:

    2 X Autos

    Setting Up An Arena

    Choose a table or flat surface that is roughly 150 X 90cm (you may use a smaller playing area if you wish). Using battle-field features (available for download at our website) you can set-up an arena. The layout of the arena may depend on the type of game you are playing. Apart from this there are no hard and fast rules when setting up features.

    SCENARIOS

    3 scenarios are included here. Other scenarios can be found at the PIKE: City Arena website

    I’m Invincible

    I’m Invincible is played in a titanic maze set in the storm drains underneath the ruined city of Harmony. Each week three lucky viewers are hunted throughout the maze by a crack squad of Arnies. With it’s mix of suspense and fighting-against-hopeless-odds spirit, I’m Invincible has rapidly become the most popular of the real combat events and a firm family favourite.

    Objectives: Catchers: to kill the hunted

    Rats: to not get killed.

    Units: Catchers: 9 Arnies

    Rats: 3 Chans (armed with swords only)

    Turn Limit: 8

    Map

    Maze like. Lots and lots of cover and dead ends. Storm drains.

    Staring points: Hunters: in all corners

    Hunted: in the centre


    King of the Castle

    Goal : to secure roof tops with friendly forces.

    Challenge : the other team who has the same goal.

    Solution : to teach as many of the opposing team as possible the true meaning of gravity and the inherent hardness of the ground below.

    Objectives: To be the only ones on roof tops at the end of any turn. The first side to have only friendlies on roofs at the end of any turn wins.

    Units: Two standard teams (see Picking Teams).

    Turn Limit: 5. If after five turns there is no victor the game is a draw.

    Map

    Lots o buildings. Not too many ramps.

    Starting points: Anywhere including roof tops. Players take turns to place one unit at a time.


    Convoy

    Originally meant as a military exercise to train soldiers for ambush situations, Convoy was quickly adapted as a real combat event. To goad the offensive team into attacking the convoy tv producers place a mortal enemy of the leader of the ambushing team in the vehicle, or alternatively any politician or soapie star.

    Objectives: Escort defenceless unit from one side to the other.

    Units: Two standard teams (see Picking Teams).

    Convoy vehicle: Move: 5cms (10cms in move) Hits: 80

    When firing at convoy, defending units may attempt to shield. Same rules as when firing into hand to hand combat.

    Turn Limit: 4

    Map

    Obstacle strewn cityscape with obvious easiest path.

    Staring point: Attackers anywhere. Defenders off one end of map

     

    PIKE: City Arena

    By Squashed Quokka Games

    Copyright © 2000 Psigh Dimitrios & E. Robert Dobson

    sqg@mad.scientist.com

    http://www.crosswinds.net/~sqg/index.htm

    Though this document may be freely reproduced it is still covered by international copyright law and remains the property of it's authors. Free reproduction of this document does not extend to its sale for profit or production in any form beyond purely personal use. Commercial reproduction of this document requires express permission from the copyright holders.

     

     

    Squashed Quokka Games

    Psigh Dimitrios, E. Robert Dobson & Oreon Dimitrios

    Thanks goes to the many people who have playtested both 'old' Pike, Pike: War in Utopia and City Arena.

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    Some textures used in this document have been sourced from freetextures.com and Graphtallica (http://graphtallica.ingaua.com/textures/)

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    Any celebrity and character names used in this document are there purely for the purposes of illustrating the world of Neo-Earth and its people. No challenge to copyright or offense is intended by there use.