Car Wars Chassis & Crossbow Adventure:

Characters start in Needles, CA. A man finds them in a bar late at night. He shows them a digital video he shot of his trip to the Oildale refinery. The refinery sits atop a tall bluff, invisible from roadside, a skeleton crew has been operating it recently, producing gasoline.

Encounter #1: On the road to Bakersfield in the middle of the Mohave the PC's happen upon the conclusion of a long car chase. A car has apparently been driven off of the road. Two bikers and a mid-sized car (Greased Lightning) sit on the shoulder overlooking a steep gully. The victim's car lies upside-down in the ditch. If the PC's approach too close, the bikers will charge and attempt to impale them with their Spears. If the bikes are destroyed, Greased Lightning will speed away.

Encounter #1 bikers
Cyclist-1 Cyclist-0
Handgunner-0 Handgunner-1
Spear Spear
Crossbow Crossbow
Large Knife Large Knife

Aftermath: There are two bodies in the wrecked car, one is quite dead, the other barely alive. If the players assist the dying motorist, he will whisper the password to gain entry into the refinery and ask them to give Sara his locket. He will then die unless the PC's can revive him with a paramedic skill roll. If they resuscitate him, he will still have -3 DP and will be unable to function; he will sleep most of the time and cannot engage in any form of combat. His compact car is a total loss, but has five gallons of gas in the tank and a CB radio. He carries a Scattergun (To Hit: 6. 1 GE. 1d-4x3 out to 2", 1d-4x2 from 2"- 4", 1d-4 from 4"-6" Range Mod: 2" Max Range: 6" Ammo: 2) with six extra shells.

2) The Armory: From the ditch they notice the entrance to the Armory. Inside the Armory they run into two of the gang members.

Gang members in the armory
Cyclist-1 Cyclist-0
Handgunner-0 Handgunner-0
Crossbow Martial Arts-0
Large Knife Derringer: 2 (+4 extra rounds)

Nunchakus: GE 1, To Hit: 8, +3 HTH damage.

The gang members retreat into the adjacent office during the ensuing gun battle; moments later the players will hear a piercing scream and the first biker will run from the room into the players' line of fire.

In the office the players will find a Giant Tarantula clinging to the wall with the body of the biker hooked on its fangs. It will not attack unless attacked by the players, but it will attempt to hide in its nest first.

Giant Tarantula: 7 DP. Exoskeleton counts as leather armor. Moves 2 squares/phase. Attacks in HTH with its fangs: To Hit 6, 1d-2. The outlaw has dropped his derringer and nunchakus.

In the corner an open hatch reveals a ladder leading down. On this level the players run into a couple more outlaw bikers who are preoccupied fighting off a gang of six dregs. Use the stats for the bikers above, but they are armed with Crossbows, Large Knives, a Light Pistol (with one extra clip), and a Flare Pistol. The dregs are all armed with a variety of improvised melee weapons (shovels, baseball bats, axes, tire irons, rocks.)

In the armory room the players find armored storage doors with numbers on them; a ledger on the desk has a list of the inventory of each of the lockers: 75mm shells, Bazookas, LAWs, assault rifles, grenades, mortars, machine-guns, flame-throwers. The doors are sealed electronically and impossible to pry open. A switch on the other side of the complex will activate the emergency power supply. With the power on the storage cells can be opened with the right magnetic card key, now if only the PC's had a card key. . .

3) Chase through Barstow. In Barstow the PC's can go to the local mechanic, junk dealer, or the gun shop. If they go to the bar they will recognize Greased Lightning from the first encounter. In the bar the outlaws who escaped in Greased Lightning examine a map of the Oildale refinery and make plans to attack. The bar has a strict no-weapons policy (not counting the bouncer's shotgun). The characters may smuggle weapons into the bar if they weigh GE. The PC's may choose to attack the outlaws. Soon after the fight ends, a posse of outlaws and the Brinks Armored Car drive up outside the bar, and the PC's must retreat.

4) Race to the refinery: The Armored car, a Compact, a Mid-sized, and four Medium bikes pursue the PC's. A concrete bunker divides the rose between the PC's and the outlaw vehicles. Up ahead, the road merges. To get to the off-ramp that leads to the refinery the PC's must cross over to the outlaw's side of the road. The refinery will interrogate the approaching vehicles over the CB radio. They will open the gates only if the PC's identify themselves and give the right password.

Aftermath: PC's are trapped in the refinery with the defenders. They can see the outlaws setting up a formidable roadblock. Through binoculars they can also see the Outlaws towing a 75mm howitzer into position. Over a sound system PA, the leader threatens to shell the refinery if the defenders do not abandon it.

The only way out is a small backroad down along the mountainside. The outlaws haven't blockaded it yet, but they are slowly surrounding the refinery and will soon discover the backroad.

Rival Factions: The leader of the refinery defenders is named Gunny Crawford, a ex-marine. Gunny wants to try and take as much gasoline as possible and evacuate the refinery, destroying it so the outlaws can't have it. The rival leader, Boggurt wants to defend the refinery to the last man, woman, and child. (There are about twenty adult men and women in the refinery; the outlaws number at least 60 or more.) The players notice that Gunny is wearing a card key around his neck!!!!!

If the players want to try and make a run for the armory, Gunny will give them the card key and order Boggurt to accompany them. Gunny will give the players all the gas and Molotovs they can carry. They can't spare any other weapons, although Boggurt and his crew have their own firearms.

5) The Mountain Road: Boggurt and the PC's are pursued down the road by four Med. bikes and a Subcompact. At the bottom of the road the PC's must race past about twenty pedestrians (most armed with crossbows), four Med. bikes, a Compact, a Mid-Sized, and the Armored Car.

As they speed past, they notice that the back of the Station Wagon is empty, the howitzer has no ammo.

6) The Armory II: Once they arrive, Boggurt and his three men pull out their weapons and ambush the players. If the PC's fight back, Boggurt will kill a couple characters until they surrender. Boggurt will shoot out the tires on the player's cars. One of Boggurt's men will guard the cars and about half the PC's outside; the rest will follow the players into the armory. The players can trick Boggurt into walking into the tarantula's nest, which will give them a chance to counterattack.

Boggurt & henchmen
Boggurt Boggurt's henchmen
Driver-2 Handgunner-1
Gunner-0 Martial Arts-0
Handgunner-1 Running-1
Martial Arts-0 Bodybuilding-0
Running-1 1: Shotgun w/Folding Stock
Machine Pistol w/ laser scope 2: Hvy. Pistol w/extended clip
Lt. Kevlar Vest 3: Rifle w/telescopic sights
Cycle Helmet Flak Jacket
Large Knife Large Knife

In the Armory: six 75mm shells, two bricks of Plastique. The body of a dead soldier has an assault rifle w/ a folding stock and an under-rifle grenade launcher; a Hvy. Kevlar/Battle vest, two extra AR clips, two frag grenades, a heavy pistol, and a large knife.

7) OFF ROAD & JUMP

Two Hvy. Cycles, and a Sedan appear behind the PC's as they approach the refinery and make chase. Over the next rise the PCs' see that the outlaws have finished erecting their roadblock. It is made of chains, steel barrels loaded with water, and two wrecked cars, with ten pedestrians as a garrison. A fire road leads off-road behind the cover of a group of trees to an old collapsed bridge that the PC's can use to jump over a small stream running through a deep gully. On the far side of the gully lies the 75mm howitzer. Only a small garrison protects it.

75mm Gun carriage, Station Wagon (towing vehicle), six outlaw pedestrians.

Outlaws:
Handgunner-1
Martial Arts-0
Leather Armor
Crossbow w/ 10 arrows

The PC's can use the howitzer to shoot the Armored Car and the roadblock, causing the outlaws to disperse.

Mark's Characters: $527

Ozzy

Ozzy
DP: 3
Driver +2
Mechanic +1
Handgunner +1
Paramedic
Max GE: 6
Equipment:
(1) Flare Pistol: 5
() Derringer: 2 (+2 shells)
(1) Large Knife
(1) First Aid Kit
(1) Mag Light
(1) Binoculars
Leather Bodysuit

Harriet

Harriet
DP: 3
Handgunner +1
Martial Arts +1
Demolitions +1
Gunner
Max GE: 6
Equipment:
(1) Heavy Pistol: 8
() HP Clip (w/ 4 shells)
(2) Compound Bow
(1) Nine Arrows
() Handcuffs
Leather Bodysuit

Davey

Davey
DP: 4
Handgunner +1
Body Building +1
Gunner +1
Driver
Paramedic
Max GE: 7
Equipment:
(2) Rifle: 20
() R Clip (w/ 16 shells)
(1) Heavy Pistol: 8
() HP Clip (w/ 8 shells)
() Brass Knuckles
Backpack: +5
(2) Compound Bow
(1) 10 Arrows
Spiked Leather

Ricky

Ricky
DP: 3
Gunner +1
Handgunner +1
Martial Arts +1
Driver
Body Building
Max GE: 7
Equipment:
(2) Rifle: 20
() Rifle Clip (w/ 20 shells)
(3) Chainsaw
Spiked Leather
(Compound Bow & Nine Arrows)

Greg's Characters: $850

Jack Mack

Jack Mack
DP: 3
Max GE: 6
Driver +3
Handgunner +1
Martial Arts +1
(1) LargeKnife
(2) Two Rocks
Leather Jacket
Cycle Helmet

Einstein

Einstein
DP: 3
Max GE: 6
Mechanic +2
Paramedic +2
Martial Arts
Handgunner
(1) Rock
(1) Large Knife
Leather Jacket

Bubba

Bubba
DP: 3
Max GE: 6
Martial Arts +2
Handgunner +1
Runner +1
Paramedic
(2) Sword
(1) Nunchakus
(3) Battle vest
Spiked Leather
Cycle Helmet

Rat Boy

Rat Boy
DP: 4
Max GE: 7
Gunner +1
Bodybuilding +1
Handgunner +1
Martial Arts +1
(3) Assault Rifle: 7
w/ Folding Stock
(1) URGL: 1
(3) Heavy Kevlar Battle Vest (2 AR clips, 1 Frag Grenade)
Cycle Helmet

Dan's Characters:

Madman

Madman
DP: 3
Max GE: 6
Driver +2
Luck +1
Handgunner
Mechanic
(2) Rifle: 20
(1) Large Knife
(2) Compound Bow
(1) Ten Arrows
(Mini Mechanic)
Leather Bodysuit
Cycle Helmet

Glue

Glue
DP: 3
Max GE: 6
Driver +2
Cyclist +1
Handgunner
Martial Arts
(1) Heavy Pistol: 8
(1) Light Pistol: 8
(2) Sword
(1) Large Knife
(1) Heavy Flashlight
(Compound Bow & 10 Arrows)
Leather Bodysuit
Cycle Helmet

Bleeder

Bleeder
DP: 3
Max GE: 6
Driver +1
Paramedic +2
Handgunner
(2) Rifle: 20
(2) Compound Bow
(1) Ten Arrows
() Brass Knuckles
Leather Bodysuit
Cycle Helmet
Backpack: (First Aid Kit, Large Knife, Heavy Flashlight, Handcuffs)

Lucky

Lucky
DP: 3
Max GE: 6
Driver +1
Handgunner
Luck +2
(1) Scattergun: 2
(3) Chainsaw
Backpack: (Compound Bow, 10 Arrows, Large Knife)
Leather Bodysuit
Cycle Helmet




Posted by Lord Bosco, November 15, 2011.
Reprinted by the Seattle Washington Autoduel Team, March 08, 2013.

Original URL
http://members.cox.net/bosco.bina1/carwars/adventure.htm