HTMLized by Gustav Dahlström.
The Clovis City family pack had started on their five-day journey to Humboldt County, California to escape the rioting and almost endless border raids that plagued New Mexico. Supply and mechanical problems forced them to make camp just outside of Tularosa. That's when the kidnappers came.
Out of nine bikes, five made it away, four of them carrying hostages.
As the sun set, lighting the approaching storm clouds in fiery orange, a pickup truck and two smaller cars screamed across the New Mexico desert. Their occupants had chased the bikers for over 12 miles now, and didn't want to lose them.
At any cost.
Mutant Zone is a Chassis & Crossbow roleplaying adventure for one to six players and a referee. The players are advance scouts for a family pack (see p.10), heading out to find their missing relatives while searching for gas and other supplies. They have $35,000 worth of vehicles (up to four) and personal equipment. There must be room for at least four passengers among the PC vehicles, so they can bring back their kidnapped relatives.
The vehicles are to be built using the following variations on the Chassis & Crossbow rules given in Dueltrack.
Streamlining is available, but rare, and costs twice as much.
Chassis: All vehicle chassis are Standard.
Suspension is usually Light (no extra cost), but can be upgraded to Improved at twice the given cost.
Power plants: Both gas engines and electrics are available. However, the gas engines of the bad years are cheaper, sturdier and underpowered compared to today's thoroughbred powerhouses. -35% price, -25% power factors, same DP, but will only suffer an Engine Critical Damage Table roll on a 1 to 3 on one die. Gasoline costs $5 per gallon. Gas tanks are available in economy or heavy-duty models; a vehicle will normally only have one tank of gas; if it has a 30-gallon (or higher) capacity, it will have two tanks of equal size.
Optional powerplant equipment: Carburetors and multibarrel carbs are common on 300 ci engines and larger, standard fuel injection is the norm for smaller powerplants. Turbochargers, truck turbos and superchargers are rare, and cost twice as much.
The cost for electric power plants is twice that listed in the Car Wars Compendium, and top speed is calculated according to the gas engine top speed formula, but other stats are unaffected. Sport, super and thundercat power plants are not available.
Tires: Only Standard and HD tires are available. These can be purchased in Off-Road or Radial versions; see below.
Car Tires: (cost/weight/DP)
Normal Standard Heavy Duty
Normal $50/30/4 $100/40/6
Radial $250/36/3 $500/48/5
Off-Road $120/35/4 $240/45/6
Cycle tires cost as much as car tires, but weigh half as much.
Armor: 2 x cost/weight of standard metal armor.
Accessories: Body blades (costl' weight of 1 point metal), ramplates, roll cages, camouflage netting, bumper spikes, spoilers and airdams are available at normal cost. Two-point metal wheelguards cost $50 and weigh 40 lbs. each. CB radios are not standard equipment at this time.
If the players want to be able to communicate with the family pack, they must bring at least one CB (at $150) with them. Vehicles can also have running boards, ($100, 50 lbs. per pair, no space). A mid-sized or larger car with running boards can carry up to four pedestrians on the sides of the vehicle. Pedestrians on running boards can only use one handed weapons while hanging on to the vehicle, and any time the vehicle has to make a control roll, the hangers-on will have to make the same roll to avoid falling off.
Crew: The driver takes up 2 spaces, gunners and passengers take up 1.
Swivel mounts: Swivel mounts allow the same firing arcs as regular Car Wars weapons. $500, 50 lbs., 1 space per weapon. A gunner fires swivel-mounted weapons with no penalty; a driver fires them at -1.
Ring mounts: $1,000, 200 lbs., 3 spaces. A vehicle with a ring mount cannot have top armor. Ring-mounted weapons have a 360 degree field of fire, like turrets, but can only rotate up to 1 firing arc per turn. Targeting the ring mount is at A. A ring mount can hold up to 2 spaces of weaponry; this does not count toward the vehicle's spaces. The ring-mount gunner, on the other hand, still takes up one space in the vehicle.
Pintle mounts: Exactly the same as in Uncle Albert's 12039 Catalog Update. Use of them requires a sunroof or convertible hardtop.
Weapon Cost Weight Spaces
OJ $500 75 2
HDOJ $900 130 3
SD $300 75 1
Rare Weapons (2xCost)
MG $3,000 200 1
IFT $1,000 280 1
FT $1,500 500 2
PS $700 75 1
HDSS $1,800 250 2
MNR $100 20 1/3
LR $150 25 1/2
MR $280 50 1
HR $400 100 1
Very Rare Weapons (4xCost)
VMG $10,800 450 2
HDFT $7,000 750 3
RL 5,400 250 2
RR $7,400 350 2
MML $3,800 125 1
ATG $10,000 700 3
MD $4,000 200 2
Foj $4,700 80 2
HDFOJ $7,800 140 3
Maneuvering: The vehicles of Chassis & Crossbow lack the sophisticated independent all-wheel steering systems so common today. Thus, a car or larger vehicle can only pivot, swerve or bend up to 45 degrees in a single maneuver. Ten-wheelers, tractors, and buses can only pivot or bend up to 30 degrees in a single maneuver. Cycles can still pivot normally. The steep drift maneuver is not allowed.
The player characters (up to six of them) are 70 point characters, with no more than 40 points in any one skill. It is strongly recommended that the PCs make use of the alternate encumbrance rules (see ADQ 7/1 or the Car Wars Compendium). The New Skills article from ADQ 7/1 may also be useful.
The advance scouts usually travel ahead of the pack, searching for supplies and safe places to set up camp for the night. This entitles them to the high-performance vehicles and some weaponry.
The PCs initial objective is simple - find out what happened to their missing relatives and get them back if possible. Secondary objectives include finding needed medical and automotive supplies and scouting the area for trouble spots.
It's a summer night (around 9:30 p.m.) at the start of the adventure, and storm clouds fill the sky. The PCs know that an air force base and missile testing range exists somewhere ahead of them, but they know nothing about it.
If you're playing Mutant Zone, READ NO FURTHER.
This adventure is rather freely structured; its direction depends almost entirely on how the players approach the scenario. Common approaches and their likely results are given below, along with enough information on the base and its inhabitants for the ref to improvise in the face of unexpected PC creativity...
As the characters approach the base, they will first notice the usual glow of city lights. At about two miles away, they will start running across things - roll one die for every fifteen minutes spent outside the base, subtracting one if the players are within a half-mile of the base perimeter:
1 Smiley out on patrol
2 1d zombies
3 1d bikers on patrol
Smiley - See The Mutants, p.13 for Smiley's stats. He rides an experimental stealth cycle when out hunting or on patrol. Due to his poor eyesight, he will get very close to the PCs if he finds them. For all he knows, they could just be more of the on-base bikers...
Smiley's Cycle - Med. cycle, improved suspension, large cycle plant, 2 HD radial tires, cyclist, stealth mode, CB. No armor. Acceleration 1 5 (7.5 w/stealth active), top speed 185 (92.5 wlstealth), HC 2; 748 lbs., $8,050.
Zombies - Actually, they're human beings, but theydon't react like human beings - most will be dimly aware of the outside world and completely unresponsive, staring forward with dull eyes. At close range, small, precise burn marks can be found around the zombie's head and spine - all zombies will have these marks in the same place.
If the PCs linger outside too long (a day or more), they will probably run across one of their pack members, with all the traits of the other zombies.
Bikers - The bikers that swarm the compound are human - they haven't been exposed to the bioagent that produced the mutants. For convenience, they all ride nondescript bikes with acceleration 10, top speed 120, and no weapons or armor. The bikers don't wear body armor, but carry hand weapons (usually heavy pistols or rifles; a very few may have submachine guns, all of them carry bowie knives). Each biker has Cyclist, Handgunner +1.
If they manage to avoid detection, they can watch the base for quite a while, and learn some important things:
The guards at the gates never seem to sleep - they stand guard for 24-hour shifts, and once every couple of hours will take a cycle ride around the complex, studying the fence intently.
Once a day, they release one or two zombies (see above). All the players will notice, is that a couple of people just walked slowly away from the base. A zombie may walk toward the PCs' campsite - purely random behavior, of course, but it should shake the players up a bit
1. Hangar A. 8(20) DP walls. The large hangar door has many dents in it, all bulging outward. Similar, smaller dents can be seen all around the hangar. There are two normal doors on the west wall, both bolted and padlocked. Whatever's in there isn't getting out
2. Hangar B. 8(20) DP walls. Hangar B is empty, and used by the bikers and muties as a fight ring. Whenever two or more have a serious problem with each other, they will often "take it to B" and punch each other senseless with a large crowd cheering them on. The last one standing wins the argument. The fights are very popular with the locals often, a good fight will attract anyone with free time on their hands, and others away from their posts.
3. Helicopter Storage. 12(8) DP walls. Helicopter maintenance and spare parts are kept here - there aren't any working helicopters on base anymore, so this area gets little use, and even less attention. When the players get in, this would be an excellent place to hide.
4. Barracks. 9 DP walls. The sleeping quarters still serve their original purpose and most will show signs of use clothes on the floor, other personals scattered about, etc. At any given time, there will be 2d4 bikers bumming around, playing cards or sleeping in a building.
Two of the barracks are used for other purposes. These are not marked on the map, and the referee may place them in any building he desires.
The Interrogation Room. There are no bunks or other personal equipment here, but there is a classic interrogation room, with a leather-strapped chair, several other chairs and desks, and a low-hanging light over the interrogation chair. This building has a garage sized door in place of the usual one.
The Storage Room. The storage room is packed with useful, salable goods; mattresses, army-surplus clothing, tools, sheet metal, and three 50-gallon containers of highquality gasoline. Downstairs, there's enough stored food (uncontaminated) to last 100 people 20 years.
5. The Laboratory 5 DP walls. Various electronics, computers and chemical-handling devices fill this building. A man in a tattered smock (Dr. Robert Hooper, see p.14) is here, as well as a rather large biker with a crowbar. Another biker is strapped to a medical table, unconscious, with electrodes placed on his head and chest. The scientist is calmly taking readings from wall equipment. Anyone with Paramedic skill of + 2 or better will recognize the equipment as a brain-taping system.
6. Recreation Rooms. 6 DP walls. The rec rooms have the usual pool tables, ping-pong tables, snack bar, video games and comfortable furniture; at any time, there will be ld-2 bikers mellowing out.
7. Mess HalL 6 DP walls. Rows of tables (complete with carved names and vulgarities) fill the mess hall. The mess hall is used mainly for gang meetings - the bikers rarely follow a standard eating schedule, and most eat wherever they feel like eating.
8. Officer's Quarters. 8 DP walls. These are the buildings where the mutants sleep. Internal conditions are pretty good; the bikers haven't trashed these rooms like they did in the barracks and Hangar B. The mutants sleep during the day (their eyes are very light-sensitive).
9. Motor PooL Surrounded by a chain-link fence. Six cycles, four fast-attack vehicles, five jeeps and two buses are stored here when not in use. The vehicles all have keys in the ignition - the mutants feel it's better to get the vehicles running right away then have to hand them out during a crisis.
Patrol Bike - Hvy. cycle, improved suspension, 150 ci engine, 5-gallon economy tank, 2 OR std. tires, cyclist, streamlining. No armor. Acceleration 15, top speed 145, HC 0 (1 OR); 895 lbs., $3,925.
Jeep - Sedan, improved suspension, 350 ci engine, 30 gallon HD tank, 4 OR HD tires, driver, three passengers, roll cage, std. trailer hitch. No armor. Acceleration 10, HC 1 (2 OR), top speed 115; 3,985 lbs., $10,785.
Fast-Attack Vehicle (FAV) - Streamlined sedan, improved suspension, 350 ci engine, supercharger, 30 gal Ion HD tank, 4 OR HD tires, driver, gunner, pintel mounted MG (forward), sunroof, spoiler, airdam. Armor: none. Acceleration 20, top speed 145, HC 1 (2 OR); 4,105 lbs, $20,285.
Armored Personnel Carrier (A PC) - 30' bus, small truck gas engine, 23O-gallon HD tanks, 10 HD tires, driver, 2 gunners, 10 passengers, 2 MGs in top-front ring mount, 2 MGs in topback ring mount, SD back. Armor: F 3, RF 3, RB 3, IF 3, LB 3, B 3, UF 1, UB 1, TF 0, TB 0. Top speed 100; 13,405 lbs., $27,300.
10. Motorpool Storage. 6 DP walls. The storage room is full of everything needed to keep vehicles running, from spare tires to engine blocks to a 500 gallon tank of gasoline. The gas tank has the equivalent of 5 points of metal armor around it, and is treated like a heavy-duty gas tank for purposes of starting fires.
11. CEO's Quarters. 5 DP walls. This is where Blob (see below) runs the important activities of the base. The door has been enlarged to accommodate Blob's transport, and computers and communication equipment line the walls. The center of the room is kept clear, to allow Blob room to maneuver. Standing orders are that nobody else is allowed in Blob's chambers for any reason.
12. Medical Center. 6 DP walls. The medical center is filled with kidnappees - the PC's family members will be in here, as well as many more unfortunates. Twobikers with SMGs guard the main entrance.
When the PCs enter a room where the chance of encounter has not been specified, use common sense or dramatic license when placing NPCs in rooms.
The mutants' common goal is to be normal people again. There is no antidote for the bioagent - it remains active in the victim's blood until he dies, which may take weeks, months or even years. Blob stumbled on the experimental brain-taping equipment on the base, and the plan formed almost immediately. The mutants would tape their own minds, and implant them in healthy host bodies. The theories say this is impossible; a human brain can only take in a brain-tape from an identical brain, and the only way to do that is through cloning. Blob has put his powerful mind to the task, however, and expects to have a working braintransfer machine within the year. The muties are:
Smiley (Lieutenant-Colonel Roger Morrison) - Cyclist, Driver, Handgunner +2, Gunner +1, 3 DR Will not go unconscious and does not sleep. Carries a 2-bbl wrist crossbow ($1 50, 4 lbs., to hit 8, range 5", 1 d-3 damage) whO extra quarrels, gas mask, tinted goggles and a crowbar (treat as a bat). Smiley is representative of most of the mutants on the base - skinny, balding, with severe skin problems and deteriorating lips. His lips no longer meet, and he has problems with enunciation - specifically, "m" comes out as "w," "b" as "v," and "p" as "f." Smiley will usually be found either on patrol or in the guardhouse.
Smiley's most notable trait is patience - he almost literally has the patience of a corpse. He will wait, motionless, for hours at a time, taking breaks only to eat.
Psycho (Captain Carl Cifuentes) - Handgunner, Cyclist, 3 DR Psycho's body is saturated with regenerative enzymes - unless he's taken 13 or more hits, he will eventually recover. Every five turns, roll one die. On a 6, he regains 1 DR As soon as he's conscious, he will get up and hide somewhere nearby, unless he learned something important, in which case he will run off to see the Blob. Anyone who examines him while he's "dead" will notice immediately that he's very hot; on further examination, the PC will see his wounds flowing shut like molten wax. He also has problems with his enunciation, but doesn't usually bother to speak. Wears a hockey mask and carries an axe ($75, 1 GE, to hit 7 in HTH combat only, 1d-3 damage). Psycho patrols inside the fence and wanders among the bikers to keep them in line. Naturally, he's not popular with them at all .
One-eye (Sergeant Micheal Kettering) - Handgunner + 2, Gunner + 1, Martial Arts + 1, 3 DR Only one eye; he suffers double the normal range modifiers in combat due to poor depth perception. Carries two grenades (one explosive, one smoke - he can't tell them apart) and a bowie knife. One-eye is the only mutant who regularly hangs out with the bikers and enjoys their company and was the least-affected by the biotoxin spill.
Blob (General Harold Rivers) - Handgunner+1, 9 DR The Blob is fat - nearly 900 lbs. - and he doesn't get around much. Blob is also very intelligent (IQ in the hundreds), and runs the base from his dune buggy/throne in the CEO's quarters. He carries two heavy pistols wlhollowpoint ammo. Blob is obsessed with getting the brain-transfer equipment running before he dies, and he can tell it's only a matter of time. When resting, he has a taste for classical music and conversation - any prisoner who can keep up with his thoughts (the Blob throws ideas at you in double-handfuls) will get preferred treatment. Blob can usually be found in the CEO's quarters.
The Blob's buggy/throne has acceleration 2.5, can move at up to 30 mph, has no armor or weapons, 4 DP tires, a 3 DP electric power plant, vital life support equipment (3 DP) and a CB radio. He has to stay in his buggy, attached to the life support - his heart isn't strong enough to keep him alive without it.
Twister (Lieutenant Laura Morrison) - Martial Arts +2, Gunner, Handgunner +1, Acrobatics +3, Running +2, Mechanic +3, 3 DR Twister is a contortionist; she can hide in the smallest of places. She usually carries a cycle chain ($30, 1 GE or 2 lbs., to hit 9 in HTH combat only, idA damage). Twister and Smiley were happily married before the toxin spill; nowadays, they can barely tolerate each other. Twister will react very favorably to praise of her abilities; she's a good dancer and proud of it. Twister normally hangs out in the officer's quarters.
There are twelve more subordinate muties (of both sexes) in the command structure; most will be guards or helping Blob with his experiments. Use Smiley's stats if they come into play.
At this time, the core group of bikers are nerving themselves for another takeover, and would readily welcome the help of the PCs and their family pack.
There is a 1 in 6 chance that any given prisoner will have some useful combat skills.
Dr. Robert Hooper (the scientist in the lab) is Blob's technician, doing the physical work on the braintaping hardware and reporting the results back to Blob. The muties are holding his family hostage in the CEO's Quarters basement to ensure his cooperation - and they have it completely. He also has a strong desire to see if the Blob's plan will actually work - his fascination with brain transfer technology has temporarily blinded him to the moral implications.
Direct assault The players get in their vehicles, arm up, and smash through the gates, killing or ramming anything that gets in their way. If they act quickly enough and know precisely where to find their relatives, they can be in and out before any serious resistance can be summoned. Once they're on the road, however, they may be overtaken by hordes of cycles, jeeps and fast-attack vehicles. If they can make it to the protection of the family pack, they may have a chance. If the PCs are wiped out, the family pack will suffer the mutants' retribution.
Intiltration. The PCs manage to sneak in, pretending to be part of the biker gang or released zombies. That in itself isn't difficult - most of the bikers won't give anyone away if there's a chance they would make life tough for the muties, and everybody on the base ignores the zombies. Most of the muties have poor eyesight and won't recognize the PCs anyway. There is a slight chance of a biker notifying the mutants of the PCs arrival (naturally, this would happen at the worst possible time . .), and the PCs being caught and interrogated.
walking up and knocking. One or more PCs simply walk up to the main gate in broad daylight and demand entrance. They will immediately be seized, disarmed and questioned, and twice the normal patrols will be sent out looking for others, reducing the number of base personnel dramatically.
Waiting. The PCs either hide and watch for their relatives, or they hang out with the bikers and hope that theii charade will continue until they can find their relatives. Without an active search, the chances of the PCs finding their pack members in good condition is pretty close to nil. Wait too long, and they may find them wandering mindlessly about, with small burns on their heads and necks
Nosing Around. Quietly moving around the base disguised as a biker or zombie, or using stealth to explore the buildings. The PCs will eventually come across the medical building where the captives are. There are ten captives in addition to the PCs' pack members. Further observation will show that every three hours, a captive is taken from here to the labs. Two hours after that, the same person is shoved out of the labs, exhibiting all the features of the zombies that swarm the area. The chances of discovery from this kind of search are slim, but bikers and muties alike will find it odd if they see characters looking in windows.
Commando Raid. Kick in the doors, shoot at anything that isn't a relative and move to the next building. This might work, if the GM is feeling generous and the players start at the right building; more likely, it will result in a lot of property damage and a group of dead PCs.
Twenty Questions. The PCs surreptitiously ask the friendlier bikers where the hostage might be and (if they think of it) what they are used for. Loosening up a biker with alcohol will get the information flowing freely; most of the bikers resent the mutants, and would be glad to see them get pounded. Ask too many questions, and they will probably attract the mutants attention.
The bikers know this: They are sent on raids to capture as many adults in good condition as possible and bring them back here. The muties, under Blob's direction, then strap them to some machine in the labs and they come out as zombies a couple of hours later. They don't know what the machine is supposed to do, but the zombies aren't the desired result. Even so, every three hours, another captive is taken to the labs.
Assuming the characters don't do anything that will blatantly draw attention to themselves, there's a good chance that they'll be found out. Roll one die for every 30 minutes of game time for each PC or group of PCs; on a 1, the group has been spotted as infiltrators; roll two dice on the following table:
2-3: A random mutant (anyone but Blob) spots them, and tries to capture them. id bikers will join him in 5 seconds. The mutant doesn't want to injure the PCs, just subdue them.
4-5: A (relatively) loyal biker spots them, and alerts Blob. The PCs know that their cover has been blown.
6-7: A loyal biker spots them. In 2d minutes, Psycho and as many bikers as there are PCs will attempt to capture them, most likely by cornering them and punching them out. id more bikers will join in after ld+2 seconds.
8-12: A biker warns the PCs that "Next time, someone who gives a damn may find you, and you won't be so lucky."
The bikers will grudgingly follow any orders that a mutant gives them. When discovered by a mutant, the bikers will be ordered to capture the PCs, but not kill them. They will try to beat the players unconscious with their hands. Use common sense during a capture - if the PCs whip out submachine guns and start spraying the crowd, the bikers will scatter until reinforcements can arrive.
At any one time, there will be 2d bikers around to help the mutant.
After Twister is done with her line of questioning, she will escort them to Blob's office. Blob will eventually get around to interrogating them; but will be giving orders through his headphone transmitter for a while ("Try raising the left-side gain by 3 points" "Perhaps another area on her skull? Where the bone is slightly thinner?" "No, we don't have the equipment to drill. Use the 'trodes, but up the right-side voltage by seven this time." "No, no, no.25 cc will be plenty."). Eventually, he will turn his buggy around to face the captive PCs, and begin his questioning. Unlike Twister, he will be polite and civilized about it. Blob will try to find out:
1. Who is their leader, both local and in the family pack.
2. Are the PCs intelligent enough to waste his time on? He will test them through logic puzzles, intellectual jokes, and casual conversation on theoretical science and philosophy.
3. Could the PCs appreciate the sweeping grandeur of his plan? The Blob is almost a classic serial villain - he will tell the PCs, in great detail, how he believes it is possible to impress a stored personality on any living brain, and how he intends to save himself and his mutants by transferring their minds to healthy bodies. His description of how to get around the limitations of brain-taping (specifically, that a receiving mind must be identical to the stored mind) will go completely over the heads of the PCs. Why does he tell them? Because he knows they won't be around much longer. Any PC who's still in good shape will be kept with the other prisoners; any PC who offends Blob in one way or another will be sent to Hangar A.
The outward-bulging dents in the walls and door of Hangar A are caused by its sole inhabitant: a giant, mutant scorpion (one of the "Desert Ghosts"). The scorpion itself is the wildest result of the biotoxin spill and one of the most successful mutations to survive it. Its legs are beefed up to support its weight, and its carapace is covered with scars and punctures.
To represent the scorpion, use a counter 1"x1/2" wide. The scorpion has a maximum speed of 10 mph, with an acceleration of 5, and can bend up to 45 degrees per move.
The scorpion can make up to two attacks per turn, both with its claws. The claw can hit anything within 1/2" of the front edge of the counter, hits on an 7 or better (with no bonus for point-blank range) and does id damage. Both claws can attack one vehicle, but both claws cannot attack a pedestrian in the same turn.
The scorpion's carapace will absorb 2 points of damage per attack; the scorpion's body can take up to 10 DP before dying. Its claws have 3 DP each; if a claw take more than 3 points of damage, that claw may no longer be used in attacks.
There are several weapons lying in random places among the trash on the hangar floor; several pistols (useless against the scorpion), a single unfired LAW (which could be used to either blow the scorpion to bits or blast a hole in the wall), and a pair of SMGs with 2d rounds of ammunition each.
Diversion. The PCs blow something up, burn something down, free the scorpion or otherwise attract a lot of attention to the far side of the compound, and then try to sneak out with the captives. Depending on the magnitude of the distraction, this could be the easiest way to get the captives Out.
Smash 'n' Grab. Break in, shoot everyone, grab the hostages and bug out. This isn't likely to work - there's plenty of open space around the base itself, and Blob (who will control the defense from his office) is an expert tactician.
If the PCs specifically stated that they hid their vehicles before going in, they will be right where the PCs left them. Otherwise, roll one die. On a 1, the vehicles are gone. On a 2 or 3, they have been found by the mutants, and are currently in the motorpool. If the mutants found the PCs vehicles, they will intensify security in general, adding one guard each at the motorpool, lab, medical center and the mutants' quarters.
Once away, (assuming the PCs left the mutants some intact FAVs and cycles) the mutants and bikers will give chase, with intentions of recapturing the prisoners, or, failing that, killing them. They will shoot to disable; firing at tires, attempting to blow apart the vehicles' gas tanks, etc.
If the PCs escape to their family pack, they can try to convince the pack leaders to raid the base - nearly everything they could need (food, gas, supplies, spare parts, weapons, shelter and vehicles) is on the base.