Ballard, OK Map #4 – A Car Wars Supplement

Map #4 of 12 for Ballard, OK

Ballard, OK Map #4

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

2 – Abandoned BNSF Depot (10 DP continued from Map #2) – 210 Depot Road. An old Frisco Line Caboose (10 pts of metal armor/side) is on display on the east side of the building. The gang uses the depot as a quick stop ammo dump.  For this reason, all of the building 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 (chance of a successful hack requires Computer Skill of three and a roll of 6 on a D6. You can try once per second as soon as you reach the back door. Three unsuccessful attempts will alert the Maruaders in the Sleeper Car, and Roy. The sleeper car opens for 3 seconds after the alert goes off).  The combination is switched every 36 hours and is known to Monty, Mr. Sanchez, and the gang’s tech guru, Roy.

16 – Mother Road Shopping Mall – 322 Route 66, 7 shops Brick Exterior (10 DP each)

In the NW corner of the parking lot is a 10’ back lit sign which proudly proclaims this complex to be the Mother Road Shopping Mall (Sign 4 DP, 3’ tall stone enclosure 15 DP).  The sign still (mostly) works.  It lets folks know that Ballard Flea Market and Souvenirs (Unit D on Map #7) is still open.  All street lights and flood lights are still operational.

A: Old Dominion Bank (Closed).  At the rear of the building is the old safe (20pts metal armor).  It is unknown if the Marauders keep anything in the vault.
B: Ballard Pharmacy (Closed).  All valuable medical supplies have been cleaned out by Mary Hinkley long ago.

Shopping Mall continued on Map #7

17 – Cromwell’s Trucking Road Freight Express (closed) – 212 Damian’s Way, 5 buildings and a reinforced concrete (30 DP) enclosure.

Building 17-A – Office/Dispatch/Storage (5 DP), A single unit rear load/unload dock juts off the SW corner of the building.

Building 17-B – Maintenance (5 pts metal armor) This repair shop can handle one tractor or 10-wheel vehicle at a time.  There were many tools and parts left behind.  The 15’ tall overhead door operates the same way as the doors at the CoOp and Stop & Shop

Building 17-C – Warehouse (5 pts metal armor).  What’s inside the warehouse?  Only the Marauders know for sure.
DMs Notes:  Most likely guns, ammo, auto parts, various dry goods associated with the town businesses.

Building 17-D – /Amory, Building 17-E – Guard Shack are on Map #7

The trucking company is long since closed. When the company abandoned the property, they did so quickly (it’s not like they were given much choice). They left behind three forklifts, a Hi-Rail pickup equipped to ride the rails and other equipment, (DMs note the Hi-Rail truck is how the Marauders managed to get the auto carriers. The Marauders have also used the Hi-Rail to explore abandoned rail yards up and down the BNSF rail line. RULES for the Hi-Rail will be included with the counters for Map 4) a diesel powered tractor and trailer (DMs note, the Tractor was left in a non-functioning condition. It is up to the DM if the Marauders have fixed the tractor/trailer or left it sitting broken down. Randomly damage the truck it is still broken), an unknown quantity of ammunition and weapons, and who knows what (most likely machine parts for local farms, auto parts, and other items for the businesses in town) still inside the warehouse, every bit of it is now in the hands of the gang.

Somehow, somewhere the gang has managed to get their hands on three BNSF Auto Carriers (the first has part of it on the map just north of 17-A the rest are on Map #7).  Stored inside each the carriers are six duel ready vehicles. (Some sample vehicles will be included with the Map #7 counters)  Nicer vehicles “salvaged” from the Flea Market and Motel are taken to the Davis Bros. yard where they are stripped of ANY identifying tech, repainted, and otherwise modified so as not to be traceable back to their former, now missing owners.  The carriers are visible to drones and aerial photography, but since the gate to the trucking company is normally closed their existence is not generally known.  Only an infiltrator into town with a HIGH degree of investigative skill may be aware of the carriers.

For collision purposes each auto carrier is a stationary object weighing 105,000 Lbs empty and approximately 180,000 Lbs fully loaded.  When hit head on, the weights are cumulative.  DM will need to determine the position of loaded vehicles for damage purposes.  Auto Carriers have 10 armor locations (Top, Front, Left Side; Front, Center, Rear, Right Side; Front, Center, Rear, Rear, and Bottom).  Vehicles are loaded upper and lower front center and rear.  DM determines placement for combat.

Why does the gang keep an inventory of high-end duel vehicles locked up at Cromwell’s? They have a used car lot just east of town.

Cromwell’s Trucking is continued on Map #7

18 – Decrepit abandoned single-story home (3 DP) – 216 Main St., surrounded by tall weeds, this building looks to be structurally unsound.

DM Note: It is structurally unsound.  If anyone ventures inside, they have a 1-in-6 chance per turn of something collapsing on them and being trapped.  Have each player entering roll a D6 once they are three squares inside.  On any roll “1”, something collapses leaves them trapped. If more than one person entered the home, the non-trapped PCs can attempt to free their comrade.

19 – Seemingly abandoned single story home (5 DP) – 214 Main St.  The windows are blacked out.  The yard is unkempt.  There is a van up on blocks in the driveway

Looking at the map one could assume that north Main St. is a sparsely guarded entry into Ballard.  Any invading force could avoid the security at the Stop & Shop and north Damian’s Way by pulling off Rt 66 at the strip mall, cross the black top parking lot to the west of the strip mall, go through the weeds, across Greasy Creek and find themselves unmolested at the intersection of Depot Road and Main St.

This home is a death trap waiting for the unwary souls who attempt that entry.

Buried in the front lawn are four pop-up modified, HDFT (if you look closely at the map, you can see the discolored covers of the FT FT take .5 seconds to pop up and fire directly ahead one second after the plate on Main Street has been triggered. There are 8 jets total. For each jet a vehicle encounters it will take 2D6 damage), pre-sighted and aimed at Main St.  The interior of the house has been gutted.  Located inside the house frame, locked on and targeted on Main Street, wired to fire at the same moment the FT pops-up and begin spewing flames are 6 rocket launchers. The RL are pre-targeted on about the M in Main Street on the map. (because of the pre-targeting TO HIT is 5 not 8)   Also triggered is one of the Professor’s more innovative concoctions.  The van up on blocks may be immobile but it is not defenseless.  This van has a turret, in the turret is one Anti-tank Gun with two additional mags.  Hidden behind each busted out headlight is a linked VMG, each with two additional mags.  If the Marauders are in town, two Marauders hightail it from House #20 to the van (each Marauder at least Gunner +1).  Each weapon station has a HiRes +2 targeting computer.  If an attack occurs while the main force of the Marauders is out marauding, the van is pre-targeted on Main St.

(DM NOTES: The professor has buried a fuel tank in the front yard for the flame throwers. Once triggered they will run continuously for 3 minutes of game time)

All of this is triggered by anything motorcycle sized or heavier running over the trigger plate in the road (discolored section of road .75” north of the ‘T’ in Main Street).  Should any of the attacking force survive this onslaught and attempt to enter the house, the front door and entry from the garage are wired to blow the 10 1,000-pound bombs inside, five by the front door and five by the garage door. (7″ Burst radius for each bomb. 40 D6 damage for each bomb)

The Marauders and citizens of Ballard know to avoid this section of Main St.

61 – Continuation of the Davis Brother’s Scrap Yard Complex (see Map #1)

20 – Seemingly Abandoned single story home (5 DP) – 212 Main St., concrete driveway with a concrete patio out back.  Another flop house for the gang. (4-6 Marauders and their bikes) They park their motorcycles out back to keep anyone entering from north Main lulled into a false sense of security.  A fully armed duel-ready 6-wheel off-road pickup is parked in the garage.

Ballard continues on Map #5

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*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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