Map #9 of 12 for Ballard, OK

Map 9
31 – Maxine’s Cantina, storage shed (4 pts metal armor) – 115 Main St.
(The main portion of Maxine’s is on Map #6)
46 – Cared for two-story home (6 DP) – 106 Damian’s Way. Cement driveway connects Damian’s Way and the alley. Single story tool shed just to the north of the house (46-B 5 points metal armor). Detached garage (46-C 5 DP) exits onto alley. There is an in-ground pool (46-D 3’ of water at the north end sloping to 6’ at the halfway mark and 12’ in the deep end under the diving board) between the house and garage.
NOTE: Maneuvering near the pool If a motorcycle or trike is doing a maneuver near the pool and one of the wheels crosses over the pool boundary, it is a D6 Hazard. Failure to beat the Hazard roll causes the unstuck end of the vehicle to violently whip around at speed in the direction of the attempted maneuver and adds another D6 maneuver. As soon as both wheels are in the pool the bike will begin to sink and be on the bottom in 10 seconds.
If a 4-6 wheel vehicle attempts a maneuver near the pool and one of the wheels crosses over the edge of the pool it is an additional D4 to the attempt maneuver. Making the maneuver roll allows the vehicle to continue as it was going. Missing the roll and the affected wheel is stuck in the pool and the vehicle speed is reduced to an immediate 0 mph. The driver may attempt to drive forward and bump their way out of the pool (a D6 maneuver) at 5 mph.
If two wheels on two different corners (but parallel) of the vehicle go over the edge of the pool it is a D6 maneuver. Beating the roll causes the vehicle to lose 25 mph of speed taking 3 d6 damage to affected tires and underside armor. Missing the roll causes the vehicle to continue in the direction of travel before the wheels went over edge and the underside armor takes one d6 damage for every 5 mph of speed before coming to stop. The vehicle is stuck in the pool and will continue in the direction of travel until it hits another wall of the pool causing a collision with a 25dp immovable object.
If three corners of the vehicle cross over the pool boundary the car is immediately stuck in the pool and will begin to sink. Taking 30 seconds to sink in the deep end.
If more than half of the vehicle’s length or width is over the pool boundary it will tip into the pool and begin to sink. 60 seconds if all plastic armor has at least 1 point left and 30 seconds it there is a breach. Metal armored vehicles will take 30 second to sink.
If there are larger vehicles maneuvering in the Belin’s back yard. Buses, RVs, 10-Wheel Trucks and Semi-Tractors without trailers will have a D4 hazard. If one wheel is caught in the pool, the vehicle will continue in the direction of travel hampered by the caught wheel dragging the vehicle along the pool wall. until it hits the diving board (A D5 collision with a 1,000 lb. object due to the supports being embedded in concrete).
If both front wheels are stuck in the pool, the vehicle will continue in the direction of travel until it hits the far wall of the pool as the vehicle can longer steer. If all wheels on one side of the vehicle are stuck in the pool (Tractors, Short 10-Wheel, Small Buses) and the vehicle is across the pool wall by more than half the vehicle’s width the vehicle will topple into the pool. If all the rear wheels are in the pool, the vehicle will continue in the direction of travel until it hits the far wall. If the vehicle’s center of gravity is outside the pool it is stuck and will need a tow to get out. If the center of gravity is over the pool the vehicle will slide in.
Tractors pulling trailers will have an advantage here. If the front wheels are in the pool, the driver can attempt to bump and back out (this is a D6 maneuver).
End Pool Notes
This home is occupied by the Belin family Robert (Driver +1, Gunner +1, Trucker, Repair +3), Jenny (Driver, Gunner, Gardner +2), Robert Jr 21 (Driver +1, Gunner +2, Repair +1), Nick 19 (Driver, Gunner, Cyclist, Repair), and Vivian 18 (Driver, Gunner, Medical +1).
Bob was a contractor’s apprentice when the war broke out. With the breakdown of societal norms, Bob was never able to complete the paperwork to become a master repairman. Make no mistake, he’s not lacking the skill just the paper. If anything in town (non-vehicle) is broken or needs repair, the Marauders call on Bob and his boys. Bob can repair electricity, plumbing, holes in buildings and holes in armor. Bob was one of Ballard’s original citizens that Hambone convinced to stay.
The Marauders take care of Bob and his family. Younger gang members would LOVE to take care of Vivian. Like the remaining citizens, the Belins know they are kept as highly valued employees. However, to leave Ballard and the protection of the gang would mean a lifestyle of MUCH less comfort than they have now.
Bob has an armored pickup with a contractor’s box in the bed pulling a 10’ trailer when he and his boys are out working. He has an off-road dual-ready pickup for his personal use. Jenny drives a mid-size dual-ready car. Robert Jr. drives an off-road, dual-ready pickup most of the time and he has a sporty little motorcycle built for speed with a few defensive weapons for cruising. Nick rides a duel-ready motorcycle which is the envy of some of the younger members of the gang. Vivian drives a heavily armored, defensive, compact.
47 – Town Water Tower (35 points of metal armor) and control shed (47-A – 10 points of metal armor). Cared for and maintained by the Belin family. Source of Ballard’s water. The control shed is just south of the Belin’s garage. On top of the tower is the old civil defense siren and a modern communications antenna.
DMs Notes: The water tower is a Spheroidal Single Pedestal Tank, the base is approximately 26’ wide with a locked (12 points metal) door at the base for access inside to the workings of the water pumps and tower. The water tower is 120’ tall, the exterior shell is 10 points of metal armor and the interior tank is another 12 points of metal armor. For collision purposes the water tower is considered immovable. Should the base receive 70 points of collision damage the entire structure will collapse in the direction of the collision damage. Assume the water tower is full and weighs 950 tons. Collapsing rules follow that of the Radio Tower and anything underneath will take the appropriate collision damage. If the tank at the top is punctured, water will begin to leak out causing a -1 Hazard to the now wet and slippery ground.
On the East and West face of the tower is a picture of the School’s old mascot, Bucky the Bulldog with the word Bulldogs underneath. The name Ballard is lettered on the pedestal.
48 – Single-story home (48-A 6 DP) – 104 Damian’s Way, detached garage with concrete driveway (48-B 5DP), on the north side of the driveway is gravel parking, a small mobile home sits just off the gravel (48-C 4 points metal armor). North of the mobile home is a rather large garden plot that looks well-tended (48-D -2 HC if driving on top of the plowed dirt). To the north of the garage is a corrugated metal workshop (48-E 10 points metal armor). Behind the garage to the west is a tool shed (48-F 4 points metal armor).
This house usually has at least one if not two vehicles up on blocks at various places on the property. The Hinkley’s live here, Roy and Mary. Roy, or “The Professor” (Driver +1, Cyclist, Gunner +1, Trucker, Computer +2, Tech +2, Weapons Tech +4) as he is known by the gang, is a master weapon-smith. He is not one of the remaining citizens of Ballard, he and his wife were actively recruited by the gang. A former employee of Uncle Albert, Roy builds remotely piloted car bombs (-3 HC for the remote driver) out of the cars left behind by the “guests” who are now residents of St. Timothy’s. In his spare time, The Professor also refurbishes the gang’s weapons and still works on weapons development.
Mary (Driver, Gunner, Medical +3, Gardener +3) is an LPN, the only reason she is not a doctor is lack of time to get her license. The mobile home is her clinic. Short of major trauma or major surgery, she can handle just about anything. Mary keeps the Marauders and citizens of Ballard healthy and hale. She is training Vivian Belin as her assistant. Although Mary is not able to grow Gold Cross clones, she is able to make and store the memory downloads for the Marauders.
When they are relaxing you can find The Professor and Mary tending their garden.
Mary drives a Mid-Size Armored and mostly defensive weapons car. She has an Ambunaught parked next to the medical trailer (48-C). She didn’t ask Monty where it came from when he dropped it off for her.
Roy has four vehicles depending on what he is doing. A flat-bed pickup tow truck for bringing vehicles to his shop be worked on. A 10-wheel box truck for when he is servicing weapons out and about. A 6-wheel van that he uses as a test bed for new weapon designs, (DM Note: Uncle Scmalbert weaponry CAN be used in Roy’s test vehicle) this van is parked inside 48-E if Roy is not out testing a weapon somewhere. His full-size car has THE best and latest weapons, targeting computers, etc. When not driving it, it is parked in the garage (48-B)
37-C Parts Storage for Davis Brother’s (6 DP) – 103 Main St. continued from Map #6, last building for Davis Brothers towing. Description for this business is with Map #6.
49 – Unknown – No address according to old county records. The most recent (pre-Second Civil War) surveyor’s maps do not show this building. AADA drone footage shows what appears to be a reinforced concrete bunker. No further information is available about this structure.
(DMs notes: One day a bored member of the gang was searching through this area with a metal detector. He discovered a 1950s era Fallout shelter stocked with enough canned and preserved food to feed the former population of Ballard (500 according to the 1980 census) for two weeks, cots, blankets, and a functioning water well. The main room is 2000 Sq.Ft. (enough to house 200 people for a week according to FEMA guidelines) with storage off to the sides. There is a tunnel that connects the shelter to the basement of the old Courthouse (#35). Michael (then leader of the Marauders), decided to build a fortified concrete bunker over the exterior hatch. The bunker (25 DP) has slits in the wall for shooting recoilless rifles. There is also a HEAVY (20 points of Metal armor) metal door that can be sealed shut from inside the bunker.
50 – Abandoned Single-story home (3 DP) – 102 Damian’s Way. This home looks like it hasn’t had anyone inside it since before the Second Civil War. The only reason it is still standing is because no one has taken the time to push it over. Support timbers are visible. Most of the walls have been broken through. The doors are gone.
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 the player roll a D6. Any “1” leaves them stuck under something collapsed.
40 – Ballard’s U-StorIt Storage – 304 Ballard Road. Three buildings surrounded by reinforced concrete (40 DP). Monty’s second-in-command, Allan, lives in the single-story home on the property with his girlfriend and kids and guards the facility (see Map #6 description for the family stats). The storage unit is reinforced. It may not look like it but this storage facility is almost as secure as the bank vault. The whole property is protected by the same type of minefield as the CoOp.
(40-B) Single story home (6 DP)
(40-C) Tool Shed (5 points metal armor)
51 – Single story home (5 DP) – 306 Ballard Road. There is a concrete patio out back. home to the Oil crew
52 – Two story home (5 DP) – 308 Ballard Road. home to the Oil crew
53 – Two story home (5 DP) – 310 Ballard Road. home to the Oil crew
DM Notes: #51, #52, and #53 are basic NPCs. Numbers of people and vehicles are at DM’s discretion. Assume at least Driver, Gunner, Mechanical +1. Other employees of the Oil Field live out in the country or neighboring towns.
Ballard continues on Map #10 coming soon.
Did you like this map? Consider sending a couple of bucks to @AlienGraphics via PayPal
Alien Graphics also offers full-sized 21″x32″ printouts of this map (and all others) Contact us for info on prices and shipping.
Counters and vehicle stat sheets for buildings #46, #48 and #40 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.
Please contact us in the comments if you are interested in a full print run of Ballard.
All maps designed by Alien Graphics
*End Note*