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Frame Running

Frame Running is an international vehicular racing/combat sport enjoying moderate public attention at this time. It involves the use of modified repurposed military surplus frames (3-5 meter tall mecha with fighter-like plasma engines) which are then raced along the ground and through the air over bizzare three dimensional courses many kilometers long while battling for physical supremacy in a mixture with the gladiatorial aggression of stock racing, the technical finesse and sophistication of high-class auto-racing, the texture in maneuvering of boat-racing, the sheer speed of fighter-jets, the sheer violence of ice-hockey, the grappling and striking of mixed martial arts and the larger than life personalities of pro-wrestling.

Frame-Racing hit the international mainstream in early pa_250.

History

While for the most part the T-501 Rideau have been for PMC use, on frontier worlds the frame is sold to law enforcement and even to civilians. The machine is robust, fast, works well for transport due to its heavy thrust/weight ratio translating to excellent lifting capacity and the machine can perform large-scale labor work like construction with minor modification without the fear of it being stolen or destroyed by any intervening parties.

Logically, this soon evolved into cocky parties trying to see who's frame was fastest. Disused mined-out transport paths and erected temporary settlements were a favourite: hot thrust often glassing the dirt and sand the same way feet turn grass into paths. Without the money to afford more advanced field control, cash was poured into powerplants, the shape and aerodynamics of the hull and other characteristics to squeeze out that last ounce of performance and advantages. Fast charge capacitors became a rapid favorite as what was once pure racing evolved into a combat sport with sharp aggressive punches and sumo-like grappling while darting down the course. Both fought to dominate without clipping the edges of the course or ground enough to total their machines

The sport swelled in popularity, and novelty stations became local broadcasts became big name stations became sponsorships became a league of its own. It's a sport that's one part high-octane racing to two parts speed skating to one part mixed martial arts fighting to two parts professional wrestling. The sport attracted a combination of dangerous talent and larger than life personalities.

Fieldic technologies and high-scale gravity manipulation were banned in the larger leagues, leaving only low end gravitic adjusting on the table for extra manuvering, and power sources were divided into two categories - fission generators or capacitors. At this point, the sport split in two: Some going the route of big heavy reactors that could drive powerful engines for high speed and others going the route of capacitors, using pit-stops to recover and their sheer lightness to succeed in corners.

When the sport went vertical with big open areas of holographic track, pilots would ignore the track and beeline a direct vector to the next airborne checkpoint, totally ignoring it. Dissatisfied, an incentive was added: An induction field within the tracks boundaries which could feed frames more energy than their generators could put out: Allowing heavy reactor types to pick up more speed (which could become a serious problem when cornering) and for capacitor types to hurry up. Now the key wasn't to stay off the track: It was to kick your opponent off the track and out of this high speed induction slipstream. The same slipstream track technology was also issued to the track itself, discouraging pilots from cutting corners or using short-cuts as the lost time simply wouldn't be worth it.

As time went on, tracks rapidly went from racing through natural environments, using trade-routes and re-using factories and restructuring construction equipment to constructing massive industrial roller-coaster like tracks with deliberately designed corners, twisted flat surfaces and cants designed to test even the most experienced pilot with high-powered induction straights where the machines could really show off their top speeds.

Even stranger, transformations were introduced for aerodynamic purposes: Some as subtle as locking joints or positioning things differently, others locking the frame into a hull shape resembling a cross between a racing boat and an exotic sports car. Two general forms became popular: Single-nose, which pointed the legs rearwards, excelled at cornering where the torque exerted from the engine position verses the nose meant it could swing itself round and drift corners with ease. The other, twin-hull, set the legs up front, using them to breach sonic shockwaves when accelerating or decelerating over the body with much greater ease though its thrust came from the middle and front, affecting its handling. Naturally having these two sharp forward facing surfaces with excellent shock-absorption that came with legs was nothing short of brutal when ramming.

Depending on the circumstance, pilots would switch between these two modes of movement: either sacrificing their ability to side-step and dodge for extra speed or sacrificing their top speed to make unusual maneuvers, drift turns, skim like ice-skaters, land and hover staying close to the ground (as is mandated in some sections of the tracks) or naturally, what everybody came to see: brawl.

These transformations added minor weight and often extra plating which was useful when fighting or maneuvering as air control surfaces – and were legal only under the technicality that they would be used as such – everyone turning a blind eye.

Rules

The rules of Frame Running are actually very simple:

  1. Without leaving the bounds of the track, get from point A to point B in as shorter time as possible
  2. Special altitude limits must be observed (eg: if allowed to fly or only boost-skim ground)
  3. No unmanned racers
  4. No real names/real identities (all racers must use a pseudonym)
  5. All sponsors must be worn and plainly revealed
  6. Performance enhancing drugs are essential and a good source of sponsorship
  7. A set number of laps may be required or enforced
  8. Physical intervention between teams is not only allowed, it is also encouraged
  9. As are personal grudges and arguments
  10. A certain theatrical flare is necessary to get sponsorship attention
  11. Adhere to the mechanical rules of any given promotion (eg: are weapons legal)
  12. Promotions are not responsible for the health of pilots on the track
  13. Proof of race fixing is an instant ban/exclusion from the sport
  14. First to the finish line wins
  1. Antimatter is commonly banned.
  2. Spacial manipulation equipment (eg distortion fields) are banned
  3. Gravity manipulation must be kept to a maximum of 1G of acceleration only
  4. Soft plasma barriers and wake-style field projectors recommended
  5. Casimir cooling systems are mandatory
  6. Intention recognition control systems are banned
  7. Primarily AI driven control systems are banned
  8. The pilot must be inside the frame during operation
  9. Meta-materials are banned
  10. Sharpened implements of military grade hardness are banned
  11. Electronic countermeasure and jamming systems are banned
  12. A frame must be no smaller than 4 meters and no larger than 9 meters
  13. The capacity for high speed flight (>mach 1) is mandatory
  14. The use of a quicksave is mandatory.

Items of interest

A professional frame-running promotion (also federation or fed) is a company or business that regularly runs races involving professional Frame-Running. “Promotion” also describes a role which entails management, advertising and logistics of running a racing event (see promoter). Within the convention of the event, show and race, the company is a sports governing body which sanctions Running and gives authority to championships. It is also responsible for determining divisions, rankings, etc of racers and teams.

Promotions differ in two types: Annual Formula-Zero and Monthly Tours.

Barely legal in most cases, Constance is glorified street-racing: Its backbone is betting money and the chance for teams to draw the attention of big promotions with flashy looking frames, big personalities or keen piloting.

Monthly Tours serve as the bread and butter, leaning toward the more entertainment-like aspects as a sort of touring theatre troupe of Frame-Racing Combat (or Running) and are usually where pilots will learn their trade. Moving around the world, or even across planets and systems, renting tracks produced by the AGP, building their own makeshift tracks or re-purposing existing equipment and locations rented legally from city states. Here, most of the “larger than life” personalities take form and the majority of teams perform on this level. There are four types of races in the monthly tours.

  • Showdown - 2 teams, 3 frames per team.
  • Fullrun - Up to 6 4 man teams
  • Baton Pass - Races with obstacles graded into different types so each member engages their strength individually.
  • Ace league - races involving single team members, up to 20.

Formula-Zero Intergalactic Championship (known as Formula Zero or F0) is the highest class of frame-running. The “formula”, designated in the name, refers to a set of strict operating rules in which all participants must comply – banning many fieldic technologies and systems but most of all creating a minimum spec that all machines must meet ([*] Signifies rules common accepted convention in Monthly Tour and is stated here explicitly):

  1. All frames must use three aggressive powerplants and two passive powerplants (making them larger and heavier)
  2. All frames must use sanctioned powerplants, with approved after-market modifications by the governing fed.
  3. All frames are expected to reach a minimum speed of mach 7.3 and ideally around 10 to be competitive.
  4. All frames must use a quicksave-device
  5. All frames must fit a catch-receiver system for use with the pits-system
  6. Hand-held weapons are allowed only for specific events and are issued by the governing fed.
  7. All frames must fit sensors and computers specifically provided by the governing fed: Programming is the teams prerogative.
  8. Weapons are authorized through the pad-collection system and expected to fit a pad-receiver.
  9. Aerodynamic surfaces can be sharpened as shunts
  10. Unmanned frames are banned*
    1. Constructs (replica minds) and Maidenhands (designer minds) are banned.
    2. Machine Intelligences (naturally formed minds) are legal
    3. Skills must be naturally cultivated in experience and cannot be copied, cloned or downloaded.
  11. Advanced field systems which negate inertia are banned*
  12. Advanced field systems which act as primary control surfaces are banned

The F0 season consists of a series of races, held throughout all of known space on purpose-built circuits, public roads and designer tracks in the later stages. The results of each race are evaluated using a points system to determine two annual galactic championships: One for pilots, one for the constructors of the frames themselves. The running-pilots, constructor teams, track-officials, organizers and circuits are all required to be holders of valid Supra-Licences, the highest class of frame-running and frame-racing issued by the governing fed. It is here that teams and pilots from the Monthly-Tour promotions meet here to butt heads annually at the highest level.

Sporting heavier craft, Hrul are big fans of military doctrine heavy frames, using machines altered almost only in powerplant and software alone. With good top speed and so-so handling, they're known for drifting around corners by the skin of their teeth and trying to get into fisticuffs rather than relying purely on piloting skill. Their heavier craft is very resilient and can often strike track walls at top speed and still remain competitive. Known to play the monster-heel, impending and refusing to go down, hunting down those they chase.

A newcomer, Rotherford are a Greaseheart team who recently made a face-turn. Viewed as a true neutral, they bring experience as ex-airbike racers to the table. They are particularly known for using a technically less advanced machine but relying more on physical aggression, sharp instincts and excellent maneuverability. Particularly infamous for trying to legalize the use of weapons in the sport, which hangs on a technicality of municipal broadcast and sponsor rights and whether or not Rotherford are skilled or experienced enough to give the Greaseheart population of Unity interest in the sport.

A hybrid team of humans and MI's, Nepiu demonstrate unusual technical excellence and are huge fans of getting up close and personal. Often very aggressive, what their machines lack in physical resilience they make up for with well balanced performance, excellent acceleration and often fighting the war rather than the battle. Their machines emphasize smart computer control, with energy regulation and backup capacitors being a big part of their main strategies: While this makes their frames heavier, their operational envelope is much wider and generalized.

Fuyu: sourced from the a human word for Winter as well as a big middle-finger (“f**k you”), Fuyu largely play the role of heel or villains, in kayfabe preying on weaker amateur teams and pulling on the strings of Lorath nationalism to turn heads and gain cheap heat. They deliberately exhibit unlikable characteristics like arrogance, cowardice or contempt for the audience themselves and often play up the commonly perceived xenophobia that Maidenhands have. Their team's raison det're is almost entirely speed speed speed competing exclusively with an aggressive powerplant, their machines having re-enforced quicksave escape mechanisms should they hit the edges of the track hard instead of just clipping or scraping (as they often do through most turns). They are also one of the larger sponsors.

Born from drag-races beginning as early as cars and airbikes, this team of hardcore engine tweakers do whatever they can to win, bending the rules on every conceivable front and just occasionally breaking them with the hope either nobody notices or the spectacle is so immense that they'll be praised either for their ingenuity or the sheer heft of their balls. The team holds a certain “Hard Knock Brand”, with leather jackets, spikes and a punk aesthetic. In essence, they're the asshole who not only goes under ring to get a chair but then goes back for tables, ladders, then tacks and eventually barbed wire. Proud of their home city, they use any excuse to bring attention to “the great DC”, whether its through branding or smack-talking literally anyone who doesn't share the same geographical preference. In their own words: “you either come here, you see paradise for what it is or you kindly go fuck yourself with a five iron, something we're more than happy to help you with”. There are rumours of pilots eloping 'cultural exchanges' with Tittenfriek though nothing concrete has surfaced.

This all-MBF team is the corporate offering of Cloverpaw. They stick to standard internals on all the machines they use with only a little amount of customization to make it easy for their pilots to use. The customization is purely aesthetic, otherwise, opting for a “cute as possible” approach. The team is often a target for the heels to get easy audience rallying behind whatever team is playing the face for the day.

A flashy team, all about getting all the sponsors and fans through show-offy play. They’re low, race result wise, but they bounce between popularity rankings. The frames are mostly light, delicate things, and they maintain a playful but nonagressive persona.

Members are from Balance’s four populations of Oddbodies. They have an aggressive team rivalry (internally). Each frame on the team reflects its respective kingdom, and they’re good all-rounder machines - but they succumb to infighting and team conflict.

They’re known as the goodwill team. They help injured or downed rival machines on the track, and are often the ones who take on the newest safety measures for testing before anybody else.

A primarily Rolaan team using magitek frames. They rely on coordinated attacks, often using one member as bait. While strong as a team, they are terrible individually. They have a sportsmanlike, hunting lodge persona.

(Unavailable until Lorath First Contact) Non-committal, Jasmei, a Lorath team are big fans of experimenting. Their machine differs from track to track more so than that of their opponents, with the appearances of their machines differing wildly. While their successes aren't always consistent, those that they do have tend to be spectacular. Part of the original generation of the sport. In terms of personality, they are perhaps the least outlandish or cartoonish, consisting mostly of down to earth people.

 titenlogo Logo  (Unavailable until Lorath First Contact) An odd mix of Greaseheart grittiness, idol culture and the Lorath matriarchy, Tittenfreik (a portmanteau of ti'tara and enfreik, meaning speed and idiot accordingly with a third obvious combined meaning) are a twin duo of two lmanel star pilots: Biological twins known for their dripping sexuality and harsh attitudes, wrapped in satire and irony. On the track, the two are diametrically opposed on almost every point: each acting together as they move through the ranks as almost a single unit executing coordinated maneuvers and attacks which are conventionally impossible thanks to psionic bonding on their part. The two deploy differing machines to compliment one another. Their large egos, personalities and stylings lend them well to sponsorship, as does their love of substance abuse which in turn re-enforces their brand recognition.

See tittenfriek

Any sufficiently large team is expected to bring only four chassis to any given race weekend in a class 1 or class 0 circuit. These chassis are generally split into four classifications. While they can be modified and class-changed, they must arrive in stock condition to be inspected by judges prior to entering the track. Qualifiers are all done in a single class of machine for all teams, which is randomly selected.

Speed

Raw output, speed machines usually use an aggressive powerplant and do their best work going in a straight line, packing extra cooling gear to make the most of an instant induction slipstream boost for as long as possible. Often tend to have trouble turning and drift around a lot, demanding extra compensation from pilots to make up for the lack of aerodynamic sharpness, sometimes nicknamed 'grip'.

Agility

The opposite end of the spectrum, agility machines can turn and change their movement direction very very quickly. They excel in tight twisty tracks and often have large capacitors to spend induction boost exiting turns or executing tricky maneuvers.

Fighter

Heavier machines sacrificing both speed and agility, fighters tend to be about surviving repeated blows and launching their own - their physical fortification doubling as extra cooling to play catchup to make up for their lack of speed. Good all rounders otherwise, they pack agility to turn end to end but not shift their movement direction, allowing them to fly backwards to absorb a hit more easily than their more race optimized counterparts. Basically brawlers.

Prototype

A special classification reserved only for Class 0 courses, Prototype machines are independent of traditional schemes and can often switch modes between the three on the fly in software. Specifically, their components are setup as such that they gain far high performance at the cost of said components only being able to survive a single race: the cooldown after the end of a race often expanding, buckling and destroying critical components.

The rules specifically state Prototypes must be larger to accommodate three aggressive powerplants, two passive powerplants simultaneously and whatever extra cooling gear is required. They often cost millions to build and are the pride of any constructor team.

Passive

A capacitor is fitted in place of a conventional powerplant. Craft are much much lighter and navigate courses with far greater ease, relying primarily on induction slipstreams on course straights. Often surprisingly durable but lacking in top speed. Much safer.

Aggressive

Gone is the capacitor in favor of a regulated fission or fusion reactor. Though far heavier, the top speed of craft are far greater. Unwieldiness is compensated for with far greater acceleration and induction slipstreams translate into maxing the machines out, potentially burning components out with how hard and how fast they are pushed. Fatalities are much greater.

Special functions are components and systems not available to all frames on all levels of competition. Generally, each introduces a new complex dynamic to racing and many courses are focused around exploiting a specific trait to its maximum.

Slipstream

Available to most professional level frames in specialist areas of the track and differing densities, these are specially designed transparent plasmas carrying high voltage from the track itself directly to the frames and their powerplants at a faster rate than their own reactor or capacitors can drive the engines. Through these, frames experience less friction (better acceleration) and can either stock up on energy for later or gain an immediate speed boost. Induction slipstreams are often used to discourage cutting corners.

Immediate use of induction slipstreams leads to very rapid overheating of the frame itself and can destroy explosively it on longer tracks.

Weapon

In the last two or three years since Greaseheart teams began getting involved, Weapons have been introduced into the sport alongside conventional ramming, striking, grappling and clinches. Though not always used, they offer ranged attacks or tactical capabilities usually focused on slowing an enemy down or throwing them behind as opposed to outright destroying them though some courses and rulesets emphasize destruction.

Pre-fitted

Pre-selected from a gallery or randomly chosen, pre-fitted weapons add weight to the frame but also offer offensive capabilities. They usually include photon missiles, plasma systems, ECM devices, shield generators and disposable booster units.

Beam Transfer

Similar to pre-fitted units, all frames come with all weapons but not the ammunition, which is transfered when a frame rides over a marked speedpad: On the upside this makes frames much lighter, retaining their agility and speed but on the downside means weapons are only available if a speedpad is used.

Transformation

A newer feature, transformation involves changing elements of the frame for aerodynamic or induction receiver purposes. Some are as subtle as locking joints in place or positioning things slightly different: Others shifting the entire hullshape of the frame to resemble a cross between a fighter-jet, racing boat and exotics sports car.

Depending on the circumstance, pilots would switch between these two modes of movement: either sacrificing their ability to side-step and dodge for extra speed or sacrificing their top speed to make unusual maneuvers, drift turns, skim like ice-skaters, land and hover staying close to the ground (as is mandated in some sections of the tracks) or naturally, what everybody came to see: brawl.

These transformations added minor weight and often extra plating which was useful when fighting or maneuvering as air control surfaces – and were legal only under the technicality that they would be used as such – everyone turning a blind eye.

Transformation generally comes in three main classifications:

Subtle

The most common type, this involves the aforementioned locking of joints and other systems and is commonly used either during high speed portions to reduce torsion on joints or to prepare for harsh crashes.

Single Hull

The first class of full transformation, single hull or single nose has a single pointed nose like a fighter-jet and the legs pointed rearwards. They excel in cornering where torque exerted from the engine verses the nose means the craft can swing itself around corners very aggressively.

Twin Hull

The second class of full transformation, twin hull or dual nose has two long forward front fuselages composed of the legs and usually has the upper body toward the rear. They excel at breaching sonic shockwaves when accelerating or decelerating during faster portions of courses and are almost standardized in the more advanced teams of Formula Zero. Unfortunately in this mode, thrust mostly comes from the middle or front of the craft, which is great for high speed stability but poor for cornering. Naturally, having two sharp forward facing surfaces is great for crashes or strikes, especially when attacking and can be nothing short of brutal when ramming.

Quicksave

The quicksave is designed to wrap the pilot in shock absorbent thermally protective foam. Commonly, the frame either self-destructs, bifurcates or explosively ejects (akin to an ejection seat) the quicksave pod as a bouncing sphere which then rolls to a stop. It is able to withdraw incredibly harsh atmospheres, extended durations without oxygen, intense heat, severe cold and drops at speeds at over 200mph.

Exclusive to Formula-Zero, Grade-Zero boasts even larger tracks, often spanning hundreds or even thousands of kilometers, often highly designed and incredibly sophisticated, designed to push drivers and machines alike to their limits. High fatalities.

Stardancer Station

Station built expressly for Frame Running. It has many “open air” sections in space. The difficulty lies in the zero gravity/air friction environs. There are projected nebulae and dense starfields for added aesthetic.

Velocitor

Beginning as a dream, Velocitor was to be a course built upon the blood moon, during the early days of Frame-Running. With the collapse of the Blood Moon into Lor, the dream was dead. Almost a decade later, the Lazarus Consortium stepped up and purchased a defunded Top-Secret Government Lab project used to simulate the conditions of the black moon and its psionic storms, thousands of miles across built from the remains of the moon that struck, the lab complex housing this and its gigantic surrounding systems almost untouched for sixty years.

The environment was frightening and omnious with white ash like sand which gleam a nearly blinding white under the simulated lighting conditions with vast land-masses and tall stalegmites reaching out of the floor, deep blood red copper colored oceans carrying the sun through them with incredible brightness, teeming with primordeal life and a sky in almost perpetual early night, red sunset fading over the horizon into deep dark endless blue using a cloud of smart gasses to filter light to act as an artificial sky in a huge 2000 kilometer dome over the area – all to forge this bizarre albino landscape.

The simulation ran havok with frames which would have been needed to be totally redesigned from the ground up. Years of work with architects and mathematicians went into designing a track that would negotiate the insane gravitational and electromagnetic conditions and thick atmosphere playing havok with plasma propulsion systems, leading to the invention of induction slipstream technology: A plasma which voltage could be passed across to give frames more kick to fight the conditions.

The track itself was ashen gray of a condensed regolith concrete. It was soon spray-painted in lined darker gray strips of slipstream induction-field carrier foil wired to projectors. Providing the power and keeping the whole thing stabilized in three dimensions are massive twisting scaffolds of bright red bridging in angry triangular shapes looming and brilliant ultraviolet argon lights about their tips and powerful amber halogen lamps illuminating the track: hundreds and sometimes thousands of meters both above and beneath the track's construction – humming with power to constantly try and overcome the simulation itself. It took the Consortium six months to find a collection of engineers and designers who were crazy enough to try and overcome the problem instead of saying the obvious and trying to switch it off.

The track itself is a figure eight with complex turns and loops added as well as a corkscrew section, a massive twisting arch which rises twenty kilometers into the air and then fifty underground which constantly tried to throw frames off and a sheer drop with zero induction unless in direct contact with this deathslide – pilots often making mach 10 on the way down 200 kilometers beneath Lor's surface along the route individual-frames of footage which become animation to the pilots while also trying to dazzle them into making a mistake and missing the tunnel entrance, slamming at top speed into the regolith topsoil.

Obviously, the complex design was a losing battle with the simulation. When finally completed, only then was the OK to unplug the simulation finally given and suddenly the genius of the decision and its abuse of red-tape and funds made clear: Years of bleeding edge induction technology let raw: Excess energy arcing through the track like lightning, the polarization forming a blizzard and lightning storm that threatened to throw frames to velocities in which the air friction alone couldn't be overcome with common field systems: scorching the machines raw, ripping their components apart.

Constructor teams were forced to either try fortifying the machines (their own losing battle) or tweak and tune the components for output so highly that it came at the detriment of the frames themselves: To finish the race before the frame failed. The conditions and this peak performance making any frame used here function for one race and one race only: Passing the finishing line proud but damned, collapsing within moments of passing.

With high fatalities and induction power demands matching those of a capital city, the Velocitor is the fastest experimental circuit and is reserved only for the finest pilots and most advanced teams in known space 1).

Lor II "Noval"

Noval has corkscrew open-top tunnels providing crushing G-forces before forcing pilots to dive off a sheer cliffed flat of track where plasma and gravity are disabled, to navigate the vertical drop either in free-fall or gaining induction support for plasma engines back again only by skating in contact along the 4.3 kilometer death-slide through the descent as the track beneath rolls sequenced stills of famous racing events which to drivers become living animation during the mach 3 dive. Bells along its edges are rung out only by the harsh compression shockwaves of a sonic boom and at the right speed with the right number of pilots in sequence, the Lorath national anthem can be played.

Nyli II "Straights"

The track's major straight twists over and over in a massive arch forcing pilots to follow like some maddened mobius: First rising up into the air then slamming down underground through tunnels in flashing checkerboard madness before moving into a free-fall jump where gravity support is disabled…

Specially designed courses built ontop of Class-2 or deliberately into Class-3 environments (to lure big crowds) with massive custom elements of track-work. Highly regulated, often three times the length of a class 2 course and featuring many iconic features and difficult obstacles to navigate.

Hici'emi VI: "Beltane"

Packing an unusual atmosphere, the density of gasses on particles on this gas-giant world create a paradoxical set of solid land-masses, creating islands which seem to float within its breathable atmosphere. The planet has intense atmospheric pressure, which is a huge concern to pilots since rapid changes in altitude can result in damage to their frames.

The course itself moves between a bridge-work of factories and artificial structures, the track itself a thin flat strip of compressed titanium carbide suspended between them, as well as many massive and long holographic portions. To make up for the intense pressure, the entire track packs an induction slipstream, feeding extra power to engines.

The result is explosive track warfare: Acceleration and top-speed unusually high but maneuvering made so much harder, causing many teams when grappling to slam into the track walls or be thrown from the track through corners, making recoveries frequent and mandatory. Skipping between vertical inlays of track is possible but the track is built between constant intense currents that can easily sweep a frame off the track and deeper into the gas-giant: The option to play catchup or lay a sneaky ambush is there but if ahead of the pack or doing well, it simply isn't worth it due to the lost speed and huge risks involved.

Pendragon "Pinnacle"

This is shaped like an upside down T. It’s a fight against gravity both up and down, with straightaway after straightaway promising intense engagements.

Occhestia IV "Prua"

Prua has 'dog-balls' corners which shift and pitch forcing pilots to downshift through chains of rolling S-turns with track rising up along the edges: Pilots often slamming into the corners shoulder to shoulder as they try to make it through

Cel Tonna, Rococo "Endless Hallway"

Through a few recursive spell loops and a LOT of mana capacitors, the Endless Hallway takes advantage of Rococo's ample background energies to fuel a hellish straightaway where the only thing between you and the next racer is the next racer.

Courses which re-use existing structures, often using natural tunnels, dirt-tracks, abandoned urban spaces and industrial settings. Usually noteworthy for a single great feature. Legally sanctioned.

Bias Freeway

Located in the Traveller colony of Bias, the Bias Freeway is one of the most dangerous airbike racing circuit courses in the sport. The race itself follows a massive expanse of open desert spanning around the planet itself. Left during terraforming due to the high concentrations of volcanic activity and a lack of resources, the Freeway is ridden with wide open sand-oceans, cavern systems, rocky valleys and in the areas used in the context of frame running, live volcanic systems spewing molten rock and vaporizing steam capable of cutting through steel with ease, further complimented by the flesh-rending sand-storms and local fauna.

While it follows many of the same track elements, speeds are now quadrupled and infighting encouraged making what were once relaxed wide tracks now painfully claustrophobic, especially within the cavern systems. Other elements now added encircle a pair of live volcanoes known as the “big sisters” (a term affectionately used due to their curved slope making the two volcanoes resemble breasts) and a sheer plunge into a secondary tunnel system further down the track known as “the maiden” before running through the wreckage of a crashed Belza ship.

Belza Skyway, “Pressure Cooker”

Once a transportation circuit for Belza supplies in their gas giant, This hermetically sealed course is a grueling, narrow hamster tunnel. Hit the corners too hard, and a dropout mechanism triggers. It’s great for brawlers since these floating tunnels are very small.

Courses which use transport infrastructures, freeways, starports, factories, urban streets and common-air environments. Essentially street-racing and where the sport has its original roots. Illegal. High fatalities.

Sargasso

While not particularly legal, a blind-eye is turned to frame-running for the gambling money it brings into this balmy coastal town. Originally a mining operation, Sargasso is now largely an agricultural endevour. Often sweltering with heat, massive abandoned off-shore mining rigs, water-ways, claustrophobic streets, huge wide mineshafts and an expansive but surprisingly quiet free-way serve as a dream come true for pilots looking for somewhere to refine their skills or to sharpen their teeth and their reputation.


1)
Visually, I like to think of it as the final moments of Evangelion meet the way the moon was lit in Space 2001.
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