Map #1 of 12 for Ballard, OK
Light Poles – 20’ tall, the dot at the center is the actual pole. Targeting the pole is a -4. The pole has 10 DP. The pole will begin to bend in the direction it took the damage from once it has taken 7 DP. The pole, solar panels, and light weigh a combined total of 395 Lbs. It will be completely collapsed at the end of the turn following the turn in which it took the damage. The pole, light and solar panels are approximately 1.5” in game and should be considered an obstacle once collapsed. Anything underneath the collapsed pole will take 395 Lbs of collision damage at 25 MPH.
Propane Tanks – Each tank is 20 pts of metal armor and will shrug off most damage. Damage does not accrue and must exceed the 20 pts for the tank to rupture. Once the tank is ruptured, the spewing propane can be set on fire. (Fire Modifier of 6 for flaming weapons, thermite grenades and WP grenades. Fire Modifier of 2 for laser weapons) (Treat the flaming propane as a continuous flame thrower out to 2”) Nearby fire damage needs to heat the entire tank over 150F 66C for 10 minutes for the tank to explode in a large fireball. Fireball damage is 10 D6 in a 2” radius from the exploding tank. 20 D6 shrapnel damage within a 4” radius
Railroad Tracks – Can be driven on with a modified vehicle (see Truck Yard #17 on Map #7 for modification rules) Driving on the tracks with on off-road suspension is -1 HC so long as you are driving on the track. Driving on the tracks with regular suspension is at -3 HC and an additional -2 HC if attempting to leave the tracks at any point that the tracks are not level with the street. Non off-road suspension vehicles also take 1 D6 damage to underside every turn they are on the tracks.
Wooden Fences – Causes 1 D6 damage for every 10 MPH of collision speed. In addition to damage from collisions, all vehicles suffer and additional -1 HC when driving through the fence.
Headstones/Graves – Does 1 D6 and -1 HC, -5 MPH for every headstone hit. -1 HC for every grave run over due to uneven ground. This is in addition to the penalty for off road driving. Only Headstones affect vehicles with off-road suspension.
Map 1
1 – Justin & Lauren’s 24 Hour Stop & Shop Recharge and Fueling Station – 301 James Way, 3 Buildings; Mini Mart (1-A 6 DP), Garage (1-B 4 points metal armor), and storage out back (1-C 3 points metal armor), 2 covered fueling areas; the auto area (1-D canopy only, 2 large supports at either end of the fuel pump / recharge island 25 DP if one of the supports is taken out, the 17,500 lb canopy will collapse on everything underneath it) can handle 4 electric or 2 gas at one time, the truck area (1-E canopy only, 2 large supports at either end of each fuel/recharge station 35 DP, due to the number of supports the canopy will only start to collapse once half the supports are gone. Partial collapse will occur if both supports for one fuel island are destroyed, each section weighs 17,500 lbs.) can handle 3 rigs (truck/trailer, bus, or RV) with either diesel or charge at the same time.
At the corner of James Way and Route 66 is the pylon gas price sign. It is 20’ tall and weighs 3,000 pounds. The pylon has 10 DP and the sign will collapse in the direction of the collision or damage. Targeting the pole is at -2.
Protecting the sign and light poles near the roads are 8” tall 2’ curbs. The curbs have 20 DP but can be driven over. Vehicles will suffer a -1 to HC for every 25 mph of vehicle speed when hit and suffer 1 D6 damage to tires and underbody for every 10 mph of speed when hit
The garage has three repair bays; two truck (each large enough for a tractor or 10-wheel to be parked completely inside) and one auto (large enough for any 4-6 wheeled vehicle). The truck bays are each accessed through an overhead door facing NW with 15 feet of clearance. The doors are 4 DP. If they are open when a firefight breaks out on the property. They will begin to close at the rate of 1 foot every second. The door will take 15 turns to completely close. The auto bay door is on the east wall beyond the truck bay. That door has 9 feet of clearance and will take 9 turns to completely close. DM will determine if anything inside the garage is viewable to the outside attacker and all shots outside to inside daytime are at -2 because of lighting, +1 inside to outside. Conversely shooting at night reverses those modifiers.
Because the Marauders own their own oil well they are able to keep fuel costs are at or below the area average. It’s one way the gang lures in easy prey. However, they DO charge an arm and bloody leg in the mini mart. Justin and Lauren know they are one of the first lines of defense for Ballard. If any customers appear shady or begin to head into town, the staff on duty alerts the gang. Like the rest of the remaining citizens of Ballard, they aren’t members of the gang but rather protect the gang and the gang protects them. Ballard isn’t a dictatorship, it is, rather, a modern feudal fiefdom with Monty and the gang as Lords of the Manor and the remaining citizens the serfs that work for them. All employees (3-5 DMs discretion, Justin a/o Lauren one or the other are there 9-5) on duty are armed and protected behind a fortified counter (sandwich 15 pts regular armor 5pts metal 15 points regular) and Lexan (same as dueling vehicle windows 25 pts) shield,
There are twin blast cannons in turrets on the roof of the mini mart building (Cashier is Gunner +3). There are also linked recoilless rifles in bunkers out front on either side of the door. All four weapons systems are linked and targeted from behind the counter (roof access for reloads is via a trapdoor in the men’s restroom in the SW corner of the building). Your vehicle has been targeted from the time you start pumping gas or are hooked up for a recharge. Drive-offs and unauthorized (unauthorized being defined as anyone driving without permission south on James Way into town) entries into town are immediately fired on and a town-wide alert is sounded letting everyone in town know someone is entering town.
When not out getting supplies for the Stop and Shop, there is a 10-wheel refrigerated truck parked next to the SW corner of the building blocking access to the storage shed.
Behind the Mini Mart and storage building, protected from most firefights are three 500-gallon propane tanks. Each tank is 20 pts of metal armor and will shrug off most damage. Damage does not accrue and must exceed the 20 pts for the tank to rupture. Once the tank is ruptured, the spewing propane can be set on fire. Nearby fire damage needs to heat the entire tank over 150F 66C for 10 minutes for the tank to explode in a large fireball. See errata for flaming propane damage and explosion damage rules.
2 – Abandoned BNSF Depot (Brick Building 10 DP also on map 4) – 210 Depot Road. An old Frisco Line Caboose (10 pts of metal armor/side) is on display on the east side (Map 4) of the building. The gang uses the depot as an ammo dump. Because of the contents of the building all entrances and windows facing Route 66 are securely shut and wired with anti-personnel mines. Entry from the back is secured by a numerical keypad with a 6-digit combination. The combination is switched every 36 hours and is known to Monty, Mr. Sanchez, and the gang’s tech guru, Roy.
There is an old sleeper car parked along the siding with a clear line of sight to James Way and anyone leaving the Stop and Shop. When the gang is in town, a team of three Marauders (four 3-man teams rotated out on four-hour shifts) man the heavily modified sleeper car. The car has been retrofitted with composite armor 6pts metal and 20pts regular. There are 20 linked rockets along the north side all targeted and fired from the communications room in the middle of the car. The observation decks have been modified as well. The observation deck windows, and dome are breakaway concealment for cupolas, each has twin linked VMGs. Though the cupolas are not normally manned due to the heat, each one can have a Marauder inside ready to shoot within 15 seconds of an alert from the Stop and Shop. When the Marauders are not in town the rockets can be fired from a switch behind the counter at the Stop and Shop.
For collision purposes the sleeper car is a stationary object weighing 175,000 Lbs.
DMs Notes: Ammo stored in the caboose is more blast cannon shells, recoilless rifle bullets, clips, machine gun clips, spare suits of body armor, grenades, rocket launcher shells, and pedestrian equipment like heavy pistols, extra clips of ammo, machine pistols with extra clips, v m g clips, spare mines, and spikes.
3 – Abandoned? single story home (5 DP) – 207 James Way, has deck, front porch, attached garage, and above ground pool. Meant to look like any typical abandoned home in middle America, 207 James Way is anything but. The garage houses one of the professor’s (more about him later) special car bombs. This car bomb, built out of old FedUP delivery truck, is filled with 6 (six) 1,000-lb. Bomb (B100), 40d damage/bomb, 7″ burst effect, wired to a ram pate on the vehicle’s left side. The vehicle has solid truck tires and 5 points of armor and nothing on the inside except the bomb. If the alarm at the Stop and Shop is sounded, the garage door is quick released, the truck is given a push and rolls down the gently sloped drive at 5mph until it hits the berm across the street, blocking the street and waiting for something to hit the ram plate.
The other nine gang members of the defense team occupy the house in much the same way that old firefighters manned the station when not at a fire. They have an off-road duel-ready pick-up parked in the garage next to the FedUP truck and their bikes are parked behind the garage out of site of the road (in fact visitors to town would only be able to see the bikes if they physically walk behind the Stop and Shop.
61 – Davis Brothers Scrap and Salvage Yard – No Address, After the Marauders took over Ballard, the Davis brothers (Miles and Tim) suddenly found their little towing and salvage yard insufficient to handle the influx of “new salvage”. With the addition of “Fun & Games”, attacks by smaller rival gangs, and the fact that their tow trucks now have first come first serve to any skirmishes, rescues, and other road debris within 15 miles of either direction their exit on I-44, Miles and Tim needed to expand. Michael, back when he was the leader, agreed to let the brothers enclose the backyards of 207 James Way (#3), 216 Main St. (#18), 214 Main St. (#19) and 212 Main St. (#20) as the gang controlled those homes for defensive purposes. With the salvage yard in place, rival gangs and curious outsiders had a harder time accessing the alley between James Way and Main Street. The enclosure encompasses just shy of 21,000 SqFt of area. Stacked 3 high the salvage yard can hold between 500-600 uncrushed cars.
All salvaged cars are brought to the tow yard on Main Street (#37 Map #6) for processing and salvage of parts and weapons. Vehicles that can be repaired and resold tend to stay at the tow yard on Main. Everything else comes here.
The complex consists of a 10’ tall reinforced concrete wall (30 DP), topped with razor wire, enclosure. A rolling gate across the alley on the south side (8 pts metal armor) that can be opened from either the office or the guard shack with the proper pin code. The Guard Shack (4 DP) sits right off the alley to the south of the yard. There is a pair of linked RR in the turret on the east side of the alley. The office building (5 DP) sits just inside the gate.
The Davis Brothers have managed to acquire a portable Car Crusher and parked it just to the north of the office. It weighs 60,000 lbs. and should be considered an immovable object for collision purposes. If crushing a vehicle, anything 22’ long (6 spaces) 7’ wide (2 spaces) and 10’ tall (or smaller) can be placed in the crusher. 10 seconds later after 2,400 psi have been applied, you have a metal pancake. There is also an MH3260 Caterpillar Tracked Material Handler for moving vehicle remains around the yard. There is also a TL1055D Telehandle Fork Truck for moving vehicles into the crusher and removing the pancakes. (Stats, rules and counters are in first draft see them here).
If the gate is closed and no one is on the property, the yard is protected by four of the meanest rottweilers (Thor, Zeus, Castle, and Deadpool) the Davis Brothers could find. They do not bark to alert trespassers. They WILL find you within 5 seconds of you scaling the wall.
The yard extends to the east onto Map #4.
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Counters and vehicle stat sheets for the Stop & Shop Reefer, the FedUp car bomb, and Marauder’s pickup are available here.
*PLEASE NOTE* This supplemental information was written for Car Wars 2nd Edition rules and game play.
The map of Ballard is laid out on 12 21″x32″ maps.
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