Solaris Arenas

Solaris boasts literally hundreds of Arenas, though less than a dozen can claim to belong to its hyper-prestigious “Upper Circuit”. It is here that mech fights have carried on for effectively unbroken centuries, and made the planet what it is today.

Most of the more prestigious Arenas have faction alignment. In Solaris Simplified, this is a fluff detail and has no impact on play.

Some arenas have “Special Conditions” listed – these are environmental factors that are active and unique to the arena. If a Special Condition says “chance of” something, (likely Rain), it will have that weather condition 25% of the time, determined before the match starts with a d4 roll. Medium Chance is 50%, High is 75%.

LOWER CIRCUIT

 

Name: Challenger’s Green
Map Used: (25×25) Tilting Grounds
Special Conditions: None [Chance of Rain]
Faction Alignment: Indie
Rank: Lower Circuit
Description: A popular lower-circuit arena that apes the gladiatorial stylings of the Steiner Colosseum, but with a more knightly air, Challenger’s Green provides mechwarriors with a relatively open area across a stylized “Jousting” pitch on which to do battle. Small copses of trees ring the heavy ferrocrete walls that make up the exterior of the pitch, and are frequently used by canny (or desperate) mechwarriors, especially when the ‘Green hosts a melee. Heavily fortified viewing areas allow for small crowds of spectators to directly watch the action, though less directly than through the heavy forcefields of the legendary Lyran Colosseum.

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Name: Grayland Gardens
Map Used: (25×25) Grayland Gardens
Special Conditions: N/A
Faction Alignment: Indie 
Rank: Lower Circuit
Description: Once a prosperous country resort for Solaris’ moneyed elite, the Grayland Gardens hotel was utterly destroyed during a previous era of strife and allowed to rot. The grounds were purchased for a song by deranged entrepreneur Michael Pitgar and used as an ‘open-air arena’ for his stable/federation Freak Show Entertainment until the Jihad. Recently bought up again, the heavily overgrown Grayland Gardens provide a mix of terrain features to their popular lower-circuit fights, tending to simulate actual mech combat in the wider Inner Sphere more than an arena brawl.

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Name: Penwell’s Harbor
Map Used: (16×17) Ed Riker – Island W01 Harbor
Special Conditions: Chance of Rain
Faction Alignment: Indie
Rank: Lower Circuit
Description: A small coastal arena located on Equatus, Solaris’ smaller continent, The Harbor is little more than a coastal break gouged out by tidal action, forcing mechwarriors to choose between its limited land or wading through the low-draft harbor from which it earns its name. Clashes here tend to be decisive, short affairs due to a decided lack of cover.

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Name: The Icebox
Map Used: (25×25) Ice Arena
Special Conditions: Low Fog, Temperature Setting: -40
Faction Alignment: Indie
Rank: Lower Circuit
Description: Formerly an industrial complex dedicated to the cold storage of volatile fuels, The Icebox was bought by Solaris emigre Jasper Corino in the land rush that followed the Jihad, and though it could no longer serve its purpose as a storage facility due to damage, Jasper saw the ‘Box’s potential and converted it into a popular lower-circuit arena. Now, the irregular lines of sight – magnified by constant, freezing fog from its still-functioning freezer unit – make the Icebox a unique challenge for pilots.

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Name: The Mud Pit
Map Used: (16×17) The Mud Pit – Muddy
Special Conditions: Medium Chance of rain. Mechs lost to mud, swamp or quicksand can be recovered.
Faction Alignment: Indie
Rank: Lower Circuit
Description: Little more than a former gravel quarry now used for mech fights, The Mud Pit lives up to its name thanks to Solaris’ year-round rainy season, which turns the massive tiered hole in the ground into a treacherous trap for the unwary. Mechs are in constant danger of bogging down or slipping, solid ground is as hard to find as cover, and even great pilots might be hard pressed to keep themselves upright and in the fight.

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Name: The Pool
Map Used: (14×17) The Pool OR The Pool – Filled (1-in-10 odds of “Filled”)
Special Conditions: Medics standing by to recover pilots who have to punch out underwater.
Faction Alignment: Indie
Rank: Lower Circuit
Description: Solaris’ only dedicated underwater combat arena (made out of a centuries-old sewage treatment plant) the Pool’s varying water level means it can either be a hip-wading, treacherous field, or one of the world’s most dangerous arenas, where any armor breach can mean instant death for the submerged mech. When filled, The Pool is the playground of any aquatic-spec mechs, but the niche style of its fights also means it hasn’t broken out of the lower circuit.

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Name: Wright Stadium
Map Used: 15 × 15 Blood Pit
Special Conditions: Chance of Rain
Faction Alignment: Indie
Rank: Lower Circuit
Description: Looming over the Solaris City ‘suburb’ of Lovell, the Wright Stadium was originally designed as a sporting venue in an ill-advised attempt to help propagate other betting spectacles on the Game World beyond its iconic mech combat. Bought up for a song by shady ex-mechwarrior Quinn Wright, the Wright stadium boasts nothing but an empty, mostly level dirt pitch filled with scrap that no one cared to claim, surrounded by increasingly ramshackle arena seating; in many ways, the archetypical ‘Blood Pit’.

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Name: The Cage
Map Used: 9 × 9 The Cage
Special Conditions: None
Faction Alignment: Indie
Rank: Lower Circuit
Description: “Like fighting Satan in a broom closet”, the aptly-described Cage pits two mechwarriors together in extremely close quarters – a deadly dance broken up only by four support pillars that hold up the fortification-grade steel that makes up the borders of the tiny ‘arena’. Beloved especially by melee brawlers, any battle in The Cage very quickly will turn into a knife fight.

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Name: Devil’s Highway
Map Used: 15×35 Devils Highway
Special Conditions: Chance of Rain, Chance of Dust Storm
Faction Alignment: Indie
Rank: Lower Circuit
Description: A stretch of what was once Solaris Highway 2 that suffered heavily in the fighting of the Jihad, Devil’s Highway is now a road literally from and to nowhere. Reputed to be haunted, the ‘arena’ is a loosely-marked stretch of the highway that weaves through once-verdant hills, and plays home not only to fairly exciting mech duels, but also regular blood-circuit racing of mechs, tanks, and other vehicles.

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Name: Legbreak Quarry
Map Used: 16×17 Quarry
Special Conditions: Chance of Rain
Faction Alignment: Indie
Rank: Lower Circuit
Description: A squalid and dangerous hole in the ground once used to mine up Limestone, the owners of then-Lubbock Quarry actually drew inspiration from the Mud Pit – rebranding abandoned and waste space as a mech fighting arena. Less muddy due to higher continental elevation, Legbreak Quarry trades its cousin’s mud and quicksand for a great deal of irregular, vision-obscuring terrain. Those that think to avoid the treacherous lower ground by staying high need to watch out for the supremely (and deliberately) treacherous footing.

MIDDLE CIRCUIT

 

Name: Black Hills Urban Combat Zone
Map Used: (25×25) Black Hills
Special Conditions: Double Blind, Medium Chance of Rain
Faction Alignment: Federated Suns
Rank: Middle Circuit
Description: The Black Hills district of Solaris City took extensive damage during the Jihad – so much so that complete repair, in some areas, was deemed impossible. Showing exactly the kind of spirit one might expect from Solarians, some of the most damaged areas were permanently walled off and turned into new arenas in the wake of the Word being forced off-world for good. The ‘Zone’ is the preferred playground of infantry, powered armor and tank fights, but it has been known to feature mech combat as well, aping the claustrophobic, high-intensity environs of modern urban combat among its ruins.

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Name: Dìyù Bayou
Map Used: (48×48) Solaris Arena – Swamp Fever
Special Conditions: Pilots and machines lost to quicksand/swamp are not Killed/Destroyed (Mechs lost will need 'Crippling Damage' repairs after recovery.)
Faction Alignment: Capellan Confederation
Rank: Middle Circuit
Description: A relatively popular (with the fans, at any rate – mechwarriors hate it) arena that simulates a few acres of toxic, dangerous swamp, the Dìyù Bayou started life as a small meditation park in the Cathay district until the Jihad. In the aftermath, rather than condemn the whole blighted area, the idea to develop it into an arena quickly gained traction in the devastated district. Local Cathay mechwarriors take a certain degree of perverse pride in racking up victories in the Bayou, harrying opponents who find themselves bogged down in its treacherous, sucking environs. 

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Name: Kaijū-jima
Map Used: (50×50) Waterfront 
Special Conditions: None [Medium Chance of Rain, Chance of Heavy Storms – <u>recommend 1v1 duels have ‘Center’ start for both combatants</u>]
Faction Alignment: Draconis Combine
Rank: Middle Circuit
Description: Located a few hundred miles off the coast of Grayland (Solaris VII’s main continent), Kaijū-jima is a picturesque equatorial island frequently wracked with storms. Owned by the Kadokawa-Toho Zaibatsu, the island serves as a regular ‘mech combat arena, where its matches are regularly observed by wealthy audiences on cruises of the area. The terrain is more treacherous than pilots might expect of such a picturesque island, filled with sudden shifts in elevation, surprisingly deep waters, and the occasional quicksand.

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Name: King of the Mountain
Map Used: (16×17) King of the Hill
Special Conditions: Chance of Rain
Faction Alignment: Indie
Rank: Middle Circuit
Description: One of the most enduring independent arenas in the Solaris Reaches, the King of the Mountain arena’s iconic, irregular mountain of trash has been the battlefield for generations of Mech gladiators – and the graveyard of more than a few. Pilots always begin on opposite sides, in the rank trench of sluice water that surrounds the hill – from there, it’s a fight to take the high ground and avoid getting knocked to the arena floor.

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Name: New Hartford Gardens
Map Used: (16×17) New Hartford Gardens
Special Conditions: Double Blind, each team gets to deploy 3 minefields at fight start
Faction Alignment: Indie (Tending Lyran)
Rank: Middle Circuit
Description: Once a country estate, Hartford Gardens has been a popular Reaches arena for anyone’s living memory, concealing a dangerous, tricky field under nominally pastoral surroundings. Popular for the many booby traps often deployed into the field before a match begins, Mechwarriors can never afford to let their guards down long in the New Hartford tangle.

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Name: The Scrapyard
Map Used: (16×17) The Scrapyard A, B, or C
Special Conditions: Double Blind
Faction Alignment: Indie
Rank: Middle Circuit
Description: One of the more popular, newer arenas, the Scrapyard’s “modularity” (thanks to using IndusrialMechs to move the massive walls of scrap and garbage that line its designated fighting area) and its numerous hazards – from lava-like acid pools to toxic, seeping swamp-mud – make it a dangerous (and thrilling) location for a mech fight. “The poor man’s Ishiyama” is rapidly gaining traction and popularity, and has broken into the middle circuit accordingly.

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Name: The Luxor
Map Used: 26×27 Luxor
Special Conditions: High temperatures, Chance of Sand Storm (high winds, low visibility)
Faction Alignment: Magistracy of Canopus
Rank: Middle Circuit
Description: A simulated desert environment, the Luxor sees warriors fighting in and around the artfully-staged ruins of a lost civilization being slowly consumed by sand. Occasionally, fierce sandstorms are generated to add an additional element of intensity to the engagement. As the Magistracy’s debut-funded arena on Solaris, few are surprised to discover that the Luxor arena sits at the heart of a palatial casino & entertainment complex near the center of Solaris City.

UPPER CIRCUIT

 

Name: Boreal Classic (Boreal Reach)
Map Used: (26×12) Boreal Reach
Special Conditions: Moderate Snowfall to Blizzard, Temperature Setting: -40 to -60
Faction Alignment: Federated Suns
Rank: Upper Circuit
Description: The eponymous configuration for the holographic wonderland that is the Davion arena, the Boreal Classic arena simulates a battle atop icebergs alongside a frozen sea. The weather settings are typically heavily inclement, obscuring visibility in already treacherous terrain and requiring pilots to fight the arena as well as their opponent; however, when the snow breaks, the freezing temperatures of the ‘Reach all but guarantee pilots will feel empowered to let loose with their full arsenals.

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Name: The Factory
Map Used: (24×21) The Factory – Dirt
Special Conditions: N/A
Faction Alignment: FWL
Rank: Upper Circuit
Description: Formerly a massive manufacturing and industrial plant, the Factory is now a range of massive, gutted buildings that has served for centuries as one of the most popular arenas on Solaris. Difficult line of sight coupled with the whir of heavy machinery make the factory an intense battlefield dominated by short-range engagements, as pilots juke and weave through its confines and try to keep upright on its treacherous flooring.

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Name: Hell Canyon (Boreal Reach)
Map Used: (39×59) MacDuff River
Special Conditions: Temperature Setting: 90
Faction Alignment: Federated Suns
Rank: Upper Circuit
Description: Unveiled to much fanfare to showcase the finally restored bleeding-edge holographic and environmental controls of the Boreal Reach arena in 3110, some 40 years after they were thought damaged forever in the Jihad, the “Hell Canyon” configuration is a classic that lives up to its name – placing Mechwarriors into a simulated blasted hellscape dominated by a massive lava flow. In addition to taxing a pilot’s heat management to the utmost, the arena is dominated with regular – and precipitous – shifts in terrain height, making fights in ‘the Canyon’ some of the most difficult a pilot can face.

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Name: Ishiyama
Map Used:  3×3 or 4×4 of the (10×10) Ishiyama map grids, placed at random.
Special Conditions: Double Blind [Low light optional]
Faction Alignment: Draconis Combine
Rank: Upper Circuit
Description: The pride and joy of the Kurita Solaris elite, Ishiyama – “The Black Mountain” – is an artificial mountain created for one reason only: serving as an arena for mech fights. Its treacherous, twisting confines are occasionally broken up by a stunning subterranean cavern, but are generally so labyrinthine as to prevent any pilot from learning its shape – even the locals. Fights in Ishiyama tend to be protracted affairs punctuated by sudden, explosive moments of violence when pilots finally find each other in the hellish twist of tunnels.

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Name: The Jungle
Map Used: 30×17 The Jungle (can remix as needed with other 30×17 map pieces, for a different Jungle each time)
Special Conditions: None [Medium Chance of Rain]
Faction Alignment: Capellan Confederation
Rank: Upper Circuit
Description: Though it never recovered the pristine, otherworldly state it boasted before the Jihad, the Liao Jungle remains the most popular Cappelan-Aligned arena on the planet. Cris-crossed with flowing rivers and wild undergrowth, the Jungle often designates particular parts of its palatial interior as fight zones for a given match, so pilots will likely never fight in exactly the same part of the arena twice in consecutive matches. The Jungle’s terrain lives up to its name – heavy foliage often means that fights are, by necessity, fought up close and with exceeding brutality.

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Name: Steiner Stadium (The Colosseum)
Map Used: (48×48) Solaris Arena “Colossus” [Though the 15×15 official maps can be used to simulate the more elaborate ‘shifting terrain’ hidden beneath the sands on a less pretty map.]
Special Conditions: None [chance of rain]
Faction Alignment: Lyran Alliance
Rank: Upper Circuit
Description: Considered by many (admittedly, primarily Lyran) observers to be THE most iconic arena in the Inner Sphere, the Steiner Stadium deliberately invokes the grandeur of the Colosseum of Rome on an even grander scale. Designed to allow a capacity crowd to witness battlemech combat in person behind a Star-League era null deflector shield designed to absorb errant fire and the occasional battlemech, the ‘default’ Stadium puts its combatants in the center of a wide, empty field of sand with which to battle like the gladiators of old, though alternate configurations – even entirely different terrain – is possible thanks to the extensive customizability of the arena’s inner workings concealed under the sands.

Solaris Arenas

Solaris VII Open Seasonal NicMuehlenweg GKaiser13