Beitun Grand Arena

The Beitun Grand Arena was created by Clan Ashen Corsac as a means to simultaneously gather talents from all across the Inner Sphere and to get publicity in general. It is modeled somewhat after the Solaris games, but with less of a focus on gambling, bets and stables, and more on developing and demonstrating personal skills.

## The Beitun Games

### Mech and Battle Armor Games

The rules and game types for MechWarriors and Battle Armor are effectively the same, with the caveat that some smaller arenas are only fit for Battle Armor combat, and that full-size Mech arenas may use a limited battlefield area to keep distances shorter in Battle Armor combat.

#### Deathmatch

The most straight-forward and simple type of event is the Deathmatch. Similar to the Solaris Grand Melee, it is a free-for-all battle between generally 6 to 12 combattants, with few rules. A variation called Team Deathmatch can pit between 2 and 4 teams each usually ranging between 4 and 6 combattants.

#### Domination

Always fought as team battles, Domination matches add 3 highly visible take-and-hold objectives to the battlefield and are played between 2 to 4 teams. Points are awarded for each minute holding an objective, and for each enemy Mech or Armor neutralized. The match ends when either one team accumulates enough points, or all opponents are neutralized.

#### Assault

Another variation on the Team Deathmatch, always played between only 2 teams. The 'Defender' team will be placed in charge of one or more objectives, which provide defensible positions, but with a smaller team to balance out their advantage. The 'Attacker' team must work together to take out all match objectives. If the Defenders can maintain at least one of their objectives for a full 10 minutes, they secure victory.

#### Biathlon

Essentially a race rather than a straight up combat challenge. Warriors are made to traverse a difficult circuit and to hit targets at set intervals during the race. Points are earned as a mix of how quickly one can complete the circuit, and how accurate their shots on the targets are, forcing contestants to wisely balance speed and aiming.

### Aerospace Games

#### Stunt circuit

The first type of races organized for Aerospace jocks is the Stunt Circuit, essentially a huge open-country race track with high speed cameras dispersed at key location along the 'track', as are giant holo-projectors. These holo-projectors materialize 'rings' that the contestants must fly through, and any clipping of the 'ring' cause them to blink red and inflict a time penalty. Stunt circuits are characterized by forcing pilots to fly low, squeeze between natural obstacles, and make exceptionally sharp turns and maneuvers.

#### Biathlon Circuit

The second type of Air Race are the Biathlon Circuit. They are somewhat less dangerous than the Stunt circuit in terms of pure maneuvering, but sets of targets (generally a mix of static and moving ones) are spread throughout the race, and air jocks must make faux strafing or bombing runs amidst their race. As with 'ground' biathlon, final score is a mix of final race time and accuracy result in the target shooting.

#### Furball

Effectively the aerial version of the DeathMatch, available in both regular and Team variations, Furballs are general battles between air jocks, and they are usually fought at night because the streaking of exhausts and lasers in grand melee are far more visible - and impressive - at night. Due to the lethality of air battles for both machines and pilots, all crafts are remotely monitored and individual fighters are deemed 'eliminated' when they reach 20% of their armor thickness or less.

### Blood Tournament

The Blood Tournament is analogous to Solaris' own Grand Tournament, but is organized in a way very similar to that of the Trial of Bloodright challenges. Four sets of 32 registered Warriors compete in sets of sequenced one-on-one Warrior duels as per the same rules as Clan Tradition, which are referred to as the Qualification Rounds. The 8 contestants of all four Qualification Rounds are then brought back for a 'finalists' tournament between the 32 best warriors among the yearly batch. This allows skillful Warriors from each group to get a second chance to show they just had a run of bad luck or poor matchup before, though the 4 'winners' are always put in different brackets. These tournaments can be organized for Mechs, Battle Armors or Aerospace Fighters.

## The Arenas

### The Jungle

Modelled after Grenze's giant Darkwood Sierra forests, and using massive trees painstakingly exported from there, The Jungle is a forest-like arena where the trees dwarf the Mechs and reach all the way to the ceiling. So massive are they that entire Mechs can easily hide behind one and that weapons fire needs to be heavily sustained and concentrated to break through, which is generally a pointless waste of ammunition. 'Smaller' vegetation populates the space between the giant trees, providing regular woodland conditions everywhere else, but not too dense to avoid punishing long-range loadouts.

### Hellscape

Modelled after the infamous Fractured Plains on Tiegel IV that saw the birth of Clan Ashen Corsac, Hellscape lives up to its name, being an ashen plain thick with dark smoke and criss-crossed with large canals of molten slag or rock kept liquid by underground furnaces to mimic Tiegel's natural lava flows. It is considered one of the most punishing Mech Arenas in the Inner Sphere as it recreates the conditions of the Fractured Plains well: Visibility is atrocious both for observation and on sensors, heat is intense, and heat sinks struggle to function properly, making Energy loadouts especially painful.

### Amazonia

Named after the famous region of Terra but modeled after Beitun III's own wetlands, it is a marshy area with relatively deep ponds and swamps that allow Mechs - or particularly daring battle armor - to hide and lay in ambush, or simply make use of the water for improved cooling. Dense woodlands are also present in an intermittent fashion to offer terrain variety. Fogs of various thickness is sometimes pumped into Amazonia, but this generally kept a surprise.

### Ghost Town

The final arena of the original Mech circuit of the Grand Arena is Ghost Town. It is a relatively generic ruined city environment that was modelled after footage of the devastation of the Succession Wars. The buildings are large and tall, but many have holes through that be shot through, and others are small enough for Light Mechs with jump jets to get onto or over. These are strategically scattered throughout the 'district' in a somewhat irregular fashion.

### The Catacombs

A BattleArmor-exclusive arena, it is modeled after the infamous Catacombes de Paris, a sprawling network of hidden catacombs built under a major Terran capital somewhere in the 18th century. The Catacombs are pitch black, requiring the use of portable lights, thermal vision or other forms of low-light augmentation and are essentially built as a maze where two combattants might unexpectedly come face to face with only a fraction of a second to react and no heads up.

### The Factory

The second BattleArmor-exclusive arena is the Factory. The fighting takes place inside a heavily altered and fantasized recreation of a live factory's assembly lines, full of environmental hazards such as hydraulic presses, furnaces and crucibles filled with molten slag. While much more open than the catacombs, it is nonetheless still somewhat disorienting and maze-like due to its purposefully confusing and unnatural design.

## The Prizes

Prizes varied greatly, and were paid out in Kerenskies (KE), with 1 KE being worth 4 C-bills. Participants in regular matches and races generally had a cash prize between 2'000 and 20'000 KE, depending on the type of the match, vehicles involved and whether it was an individual or team competition. Winners of the yearly Blood Tournament taking out 200'000 KE. or about one and half as much as the Solaris Grand Tournament prize money. The Beitun Arena also featured a weapons market where contestant who had acquired enough 'reputation' as established regulars or as champions could purchase advanced Clan weapon systems or electronics produced by the Corsacs, using their prize money or otherwise, and with a discount rate compared to the standard Inner Sphere markets ranging between 5% to 30% depending on how well-respected as Warriors they are.

It is also no secret that the Corsacs regularly approach well-performing and respected contestants with the proper 'character' to offer them a place within the Corsac Touman. Though most contestants decline such an 'honor' with various degrees of politeness, the Touman has acquired a good number of highly talented freeborn pilots who would otherwise have remained total unknowns in the Inner Sphere by this method.