Ballard, OK Map #3 – A Car Wars Supplement

Map #3 of 12 for Ballard, OK

Map legend and errata rules can be found with Map #1

Ballard, OK Map #3

11 – Single story home (5 DP) – 105 James Way, detached garage faces alley.  Hans Boer – 55, a widower with no kids, (Trucker +2, Driver +2, Mech +2, Gunner) worked for the ODOT (Oklahoma Department of Transportation) straight out of High School.  Hans was posted to the Turnpike Maintenance Shed #42 located as part of the (officially closed and no longer used, unofficially? Different story.) Ballard Toll Exit off I-44.  He was lead Supervisor at Shed #42 when the new Leadership of the Free State of Oklahoma decided to shut down the exit and barricade it.  Hans handpicked the team that “shut down” the shed and “Barricaded” the exit.  He and his team built nicely a disguised secure entry and exit onto the Turnpike.  Instead of shutting down Shed #42, they fortified it all while letting the government think the exit was decommissioned and all equipment returned.  Hans’ team lives at Fortress #42 and defends it when necessary. (See BONUS maps #13 and #14 for the I-44 exit and description of Shed #42)

When “Hambone” (see Map #5) proposed letting the Marauders become the Feudal Lords of Ballard, Hans was one of the first citizens to embrace the idea.  He saw the advantages of living as well-cared for serfs with protection from the other less-than-desirable motorcycle gangs that had begun to harass his town and Shed.  So, Hans and his crew keep their access to the Turnpike working and hidden while the Marauders provide protection to him and his town.  The BDOT (as Hans and his crew refer to themselves) also keep the streets of Ballard smooth and functioning.  A REALLY observant visitor to Ballard might notice that streets in town are MUCH nicer than one would expect for a “nearly abandoned” small Oklahoma town.

Hans, via the access at the Shed, has also given Roy Hefflo (see Map #6 #38) a tap into all the CCTV cameras on the Turnpike that are still functioning.  Riding along with Hans’ team in official ODOT trucks, Roy has kept all CCTV cameras within 25 miles of Ballard still functioning. Sneaking up on Ballard via the Turnpike is NOT going to happen.   Occasionally there is an ODOT 10-wheel truck parked outside Hans’ house.  His duel-ready pickup with worker’s box on back is still painted ODOT white and blue and is parked out front whenever Hans is in town or off-duty. Hans will occasionally ride along with the gang on his vintage, gas-powered Harley on weekends to keep on eye on “his” stretch of the highway.

12 – 2 story home (5 DP) – 103 James Way, detached garage (5 DP), detached tool shed (3 points metal armor) (both face alley). Laurie Rogers – 35 (Driver +1, Cyclist +1, Gunner +1 Mech +1) and his wife Sue – 34 (Driver +1, Gunner +1) live here along with their son David – 16 (Driver, Cyclist, Gunner +1, Mech).

Laurie is a retired member of the Marauders.  He spends his days keeping the grass in town short enough that it is not taking over but long enough that the town looks more abandoned than not.  It’s a fine line but Laurie and David manage to do it.

Laurie drives a combat ready van and pulls a 25′ van trailer behind it with his lawn equipment inside.  David normally rides shotgun (literally in this case).  Sue drives a heavily armed and armored mid-size car which is kept parked in the garage.

Laurie has four Lawn Mauler mowers (ADQ 3/1 Spring 2035 p.13). Two in the trailer and two at home.

13 – Seemingly abandoned single story home (5 DP) – 202 Ballard Road, the dirt drive through connects James Way and alley. Gang members use this house for shelter and a semi-stealthy surveillance of James Way and Ballard Road.

DMs discretion on how many gang members are inside and what equipment (vehicles, arms, ammo, gear) is stored there.

14 – Single story home (5 DP) – 204 Ballard Road, a detached 2-stall garage (5 DP) faces the alley. The Sanchez Family; Pete – 29 (Driver +1, Gunner +3, Cyclist), Jenny – 27 (Driver, Gunner +3, Medical +1) and their three kids; Kermit – 11 (Gunner +1), Freddie – 8 (Gunner +1) and Liza – 6 (Gunner +1), owners of Wick’s Guns, Ammo and Hardware (#33 Map #6) live here.  When the kids aren’t working at the store, you can find them at Hambone’s (#22 Map #5)

Pete drives a duel-ready pickup with off-road suspension.  Jenny drives a sporty duel-ready mid-size.  Both vehicles are kept in the garage, as Pete & Jenny will walk across the alley to work. They also have a family car that the whole family rides in when needed. It is built for defense and although it is classified as a station wagon, it looks suspiciously like a mini-van.

The Large Triangle – 200’ tall communications tower. (45 DP Consider it Metal Armor).  This lattice work tower sits inside a locked (Roy Hefflo, [see Map #6 #38], and Daisy, the town sniper each has a key) 10’ high chain link fence (10 DP).  Targeting the individual supports of the tower itself is at -6 plus any distance modifiers. If by some miracle in a collision or combat, the colliding vehicle still has enough momentum to completely destroy (more the 45 DP) one of the lattice legs, the tower begins to collapse in the direction of the destroyed leg.  It will take three seconds for the top to hit the ground.  The collapsed tower will be a triangular obstacle approximately 13 game inches (200’) long measured out from the standing non-collapsed legs, the width of the triangle at the bottom and tapering to 0.25 inches (2.5’) at the apex.  In the first second the first four inches will have hit the ground, and anything underneath that section will have taken collision damage equal to 6,000 lbs at 25 mph.  In the next second the next four inches will have hit the ground, and anything underneath that section will take collision damage of 6,000 lbs at 50 mph.  In the third and final second the final five inches will have hit the ground, and everything underneath that section will take collision damage of 6,000 lbs at 75 mph.

If the tower has collapsed, the resulting debris field will be an immovable object of metal debris blocking everything in its path.  Assume the metal debris maintains the 45 DP for collision damage and each inch of debris is approximately 1,500 Lbs.

Approximately 150’ up the tower and accessible only by a built-in ladder is a triangular-shaped sniper nest capable of supporting the weight of 6 spaces of sniper and weapons.  The sniper nest is shielded from electronic interference at the top and the bottom is composed of 15 pts of metal armor.  Targeting the exposed portions of the sniper is at -4 + distance. (DM determines if the sniper is exposed to ground fire or not. Sniper can only be targeted by helicopters, pedestrians and universal turrets).

15 – Former Ballard CoOp – 203 Ballard Road, formerly the hub of business for area farmers and fortified during the food riots (Fortified Concrete Walls 50 DP), the complex is now occupied and operated by the gang.  This is the Marauder’s main repair facility.  When they are town, the facility is usually occupied by 16 – 20 Marauders (4 in each guard house 15-C & 15-E Cyclist +3, Driver +1, Gunner +2) (3-4 in the Entry Building 15-A Cyclist +2 Driver+1 Gunner +2) (4-8 in the large metal repair/storage building 15-B Cyclist +1, Driver +1 Trucker +1. Gunner +1, Mechanic +3)

Usually parked at this complex is at least one tractor/flatbed trailer combo with a load of crushed cars.  There may be up to four loaded parked trailers parked as well.  The vehicles are crushed over at the Davis’ Brothers Scrap Yard (#61 Map #1) and loaded on a flatbed until a full load is ready to be taken off for metal recycling.  The full trailer is driven down to the CoOp waiting for someone to drive the whole shipment to the recycler.

The complex is larger than is shown on the map. The complex extends south and west. (Map of the entire complex above and below ground have not been completed. Author’s note: Alien Graphics DOES do commissions. *hint* *hint*)

Shown on the map are:

15-A one heavily armed brick office building (10 DP).  The armory for the complex.  Along with the guys located in #13 the gang members on duty keep an eye on incoming traffic along Ballard Road.  There are surveillance cameras east and west of town and those cameras are monitored here.  Also stored inside are enough handheld weapons and ammo to outfit each on site member with at least three guns (DMs discretion as to types).  The front and sides of the building are protected by turreted RR.

15-B one large warehouse/repair garage, 20’ tall (4pts metal armor).  The office in the lower SE corner is 10’ tall and an additional 4 DP to occupants.  This building has three large repair bays capable of handling any tractor, 10-wheel vehicle, small bus, or RV inside.  The overhead doors are 18’ tall and operate in the same manner as the overhead door at the Stop & Shop (see rules in Map #1 description).  Tools and replacement tires are stored between the office and stairway.  Other spare parts are stored on an open second floor that covers the office and storage area.  Along the north and west walls are floor to ceiling shelves (anchored to the wall so they won’t tip over easily) for more parts storage.  The is one forklift in the building (parked behind the office when not in use) for quick access to parts on the upper shelves or the second floor.

15-C & 15-E (E on Map #6) (50 DP) two fortified guard houses.  The guard houses usually contain four gang members each, one of them manning the AT gun on the roof (accessed through a roof hatch and ladder). Each house also controls the electronic mine field like what most fortified truck stops use (see rules in Truck Stop supplement). The mine field is constantly active unless one guard in each house is actively pressing an interrupt button/dead man’s switch. If a gate is needed, gang members on duty will drive four modified Greyhound type buses across the opening.  (Like the oil well in the Road Warrior).  The four buses are parked inside the walls down in the SW corner of the property (DMs discretion if visible on map during game play) when the Marauders are in town.  Each bus has been outfitted with an additional sheet of 5 pt metal along the driver’s side all other non-functional items and weapons have been removed from the buses.

The Co-Op extends slightly onto Map #6 and to the south and west off the map.

DMs Notes: What used to be a functioning truck scale 15-D has been converted into a quick access ramp to an underground vehicle storage/munitions dump.  The ramp is controlled from inside the 15-A entry building.

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Counters and vehicle stat sheets for vehicles mention at Buildings 11, 12, 14 & 15 are now available.

*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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