Section E: The salvage buisness of Twilight 2000

From the optional Twilight/Traveller rules book By: Matt Geisler

Related articles:
New Equipment
Ammunition Factory
Random Wreck Generator

Introduction

Most vehicles which are abandoned on the battlefield contain valuable parts. While easily grabbable things like mounted machineguns, ammunition and fuel are most likely gone, there is still a considerable value tied up in the metal components of the vehicle. Most player characters are unwilling or unable to take anything beyond fuel and munitions. However, salvage can become a lucrative business, or even the subject of a entire campaign.

To get into the vehicle salvage business, you first need to restore or set up a repair yard. While this is being done, a small party of characters can go out and search the countryside for wrecks. Burnt out hulls are a common find, but not particularly useful (though they are a source of scrap metal). The characters will need some way of transporting the wrecks back to the yard. All PC’s should have some personal transportation, but trucks, armored recovery vehicles, or even teams of  horses might get the job done. Local labor will be necessary, both as general labor and skilled help. Unskilled laborers will work for food and shelter, skilled workers will want some sort of wages.

This chapter is broken down into four parts, covering each step in starting and running a salvage business in war-devastated Europe
 

SUBSECTION 1: THE REPAIR YARD

Starting a repair yard.
All companies require an idea, hopefully this will be something the players come up with themselves, but most likely it will the subject of a specific adventure. Many skills will eventually be necessary to get an operation off the ground, these include Mechanic, Machinist, Metallurgist, Civil Engineer, Electronics, and possibly gunsmith or warhead. Management skills will also be necessary for larger companies, Leadership, persuasion, and instruction will be critical. The easiest way to start is if the PC’s themselves have all or most of the required skills, but this is not necessary. The PC’s can be the nucleating agent, gathering the surviving skilled workers and managers all over the countryside, and assembling them into a senior staff. This could be the subject of the first game resulting in the foundation of the company. In such a case, the PCS would play an advisory and Millitary protection role in the later stages (as well as being the founders).

Once some people have been assembled, the next task is to find a work space. This could be most easily done by taking over an abandoned repair yard, or capturing a working repair yard. Unfortunately, most of these yards were positioned during the war to service the front lines. As a result they may not be in the best location to trade with existing city-states or cantonments. The next best option is to find a good location, and capture or restore a factory or machine shop nearby, and expand it into a repair yard. Once the location is chosen, there are several important things which must be transported, or built on site. The first order of business is work space. Large buildings associated with a factory or warehouse will do, but will probably be in bad shape. Restoring them is a major (and Difficult) task  for civil engineers.

Task: Restore Large Building to service: DIF (CvE) 1-2 weeks time.
Requires 10-40 thousand dollars in materials, 5 carpenters/ assistants (min asset CvE:7), and 10 unskilled laborers. 10 sets of basic tools, 10 sets of excavation tools are a minimum. To get plumbing and electricity working is an average task of CvE, and Elc respectively.

The  job is made faster (or uses ½ of the required personal) with a set of power tools. Doubling the number of workers will also halve the required time. Without the skilled assistants, the time is doubled again (as the foreman has to do much of the work which would normally be portioned out). Nearby buildings can be salvaged to make up the materials cost, this requires two additional weeks per building being restored, and it wrecks two nearby structures. Once the main building is restored, several other buildings may be needed, depending on the size of the yard, and the availability of  support industries.

 Task: Make a new building DIF (CvE) 1week +1week/1000ft2 , 1 senior foreman (CvE:10),  4 bricklayers (CvE:6), 5 Carpenters (CvE:7), a plumber (CvE:9), and maybe an electrician (Elc:10), and 30 unskilled workers.

For either task, failure represents setbacks or cost overruns, while critical success represents innovative material usage, leading to shorter startup times. While this is going on, the rest of party can already be dragging wrecks back to the site, building up the inventory. The next thing to do is to lay out floorspace for various parts of the company. For small operations, this can be contained in a single building, but larger operations will want to have separate residences, offices, and storage warehouses. In any case consideration will have to be given to the following;

1/ Living space for residential workers (almost all will want residency). This includes a)barracks, b)kitchen and mess hall, c) rest rooms d) recreation rooms (bar), e) day care for workers children, f) a water tower, plumbing...

2/ Office space for; planning recovery operations, keeping maps of known wreck sites, drafting and keeping blueprints for vehicles and parts, keeping track of sales and trade agreements,  keeping inventory records, and general management.

3/ An armoury, maybe a guardhouse or two if protection is a potential problem (and it almost always is).

 4/ Shop floor space for working on vehicles, including assembly stations, tool cabinets, power generators, metal fabrication spaces, arc welders, and larger tools, and maybe an overhead crane.

 5/ Specialized spaces for associated industries (foundry/forge milling machines/ power tools)

 6/ Space for parts storage (Warehouse space and cabinets), and a place to put the wrecks to keep them out of the rain (tents, or a large warehouse space).

 When the repair yard has been planned out, and space allocated, some tools and equipment will be needed. Some items (such as a crane) can be salvaged fairly easily, others (Tracked Vehicle tools) will be more rare, and may have to be purchased from a city-state or merchant. To have a rudimentary yard, which can reassemble new vehicles from wrecks, and potentially jury rig small parts (such as mountings, brackets etc), a minimal number of equipment will be needed.

The Basic Repair Yard:
This example of a post-war repair yard illustrates the minimum necessary amount of equipment necessary to do basic salvaging.
 
-Crane/Hoist-- one or several 5T for moving engines, 10T for moving light vehicles, and 50-100T for moving tanks.  
-Arc Welder 
-Manual labor (3 people per vehicle being repaired) 
-Basic toolkit (1/worker) 
-Electrical repair toolkit (1/ 2vehicles) 
-Electronic repair toolkit (needed for complex engines only) 
-Wheeled/Tracked Vehicle tools (1/ 2vehicles) 
-Supply of motor oil/ grease/ water/brake fluid. 
-Fuel -whatever type vehicles require
 
With this kind of repair yard, parts from vehicles can be transferred to make a couple of working vehicles from a whole lot of dead ones. The number of vehicles which can be worked upon simultaniously is limited by tools and workers. The basic yard can probably handle two armored fighting vehicles simultaneously. Other vehicles can be easier, or much harder, compared to AFV’s. As a general rule of thumb, each worker can handle 3 maintenance value’s worth of vehicles. (Thus 3 workers could handle work on a MV:9 vehicle, the same crew working on a MV:18 vehicle would go twice as slow, or two MV:4 vehicles could be worked on simultaniously).
 
Each mechanic can guide a number of unskilled laborers equal to his skill value. Fine work (Electrical, computer, machinist, etc) will also need a skilled worker, and a number of laborers ( numbering maximaly up to skill level of expert). Once the available work pool has been formed, it must be assigned specific tasks, and the expert worker must roll against skill (difficulty determined by task) to determine success. Critical success in any task can mean one of two things, 1/ that the work is of exceptional quality, or 2/ that the work was completed in record time. It must be stated at the outset wether time or quality are desired goals.

Activities of a functioning repair yard
There are three basic types of repair that a yard can attempt, refitting/ replacing lost or broken parts, jurry rigging parts, or fabricating parts. Parts are not generic “spares”, but refer to components of specific systems defined in Wreck Generation Table (Subsection 2). Each system has a difficult level assigned to it for each type of repair attempt.

1/ Refitting/ Replacing

This is the easiest and most common task of repair yards. Cannibalizing existing vehicles for parts to make another one work ranges from Average to Difficult, assuming such wrecks are available. The wear value of the particular component can be recorded separatly from the rest of the vehicle. (In an advanced but cumbersome version, all components should have a wear value). Refitting can be performed in any basic repair yard.

2/ Jurry rigging

When parts of an otherwise working system are broken or missing, they can sometimes be temporarily fixed ( mountings can be spot welded in place, components can be held in place with wooden shims, etc). This always increases the wear value of the system by 1, and doubles breakdown chances. All breakdowns from the vehicle will be 90% likely to be the jurry-rigged systems. Jurry rigging requires 1 unit of scrap metal parts, and the use of an arc-welder and/or a cutting torch.

3/ Fabrication

This is what really should be done for any real repair of a vehicle. However, since fabrication of new parts is extreemly industrialy intensive, only small parts can be manufactured in a reasonable amount of time. As the factory gets larger, a foundry may be added, along with milling machines, and a metalworking shop. On the small scale, 10-50 workers will be employed, and larger parts can be synthesized. Fabrication requires a minimum of a small foundry (Consuming 20kg coal per day), and a machinist shop (drill press, lathe, etc). Work can be done in soft metals, but begin with a WV=5, and quickly break down. Hard metal works requires a large foundry (consuming 100kg coal per day).

Larger and more advanced repair yards.

As buisness grows, and more workers are employed productivly, new buildings can be added. At this time the yard should specialize, so that only one kind of repair work goes on in each major building. A typical breakdown would include 1/ Replacement and Assembly building, 2/ Metalshop and parts repair, 3/ Machinist building, drop-forge and parts fabrication 4/ specialized area for weapons repair. Several buildings will be wanted in addition to store parts and wrecks.

In addition, the repair yard will have to locate or establish several associated industries if it wants to expand it’s capacity. Such industries would include:
 
1/ Power generation (for milling machines, arc welders, grinders, etc) 

2/ Plumbing and water tower (necessary for drop forging) 

3/ Foundry (smelts scrap copper/lead... or even steel into usable stock) 

4/ Fuel generation (stills for alcohol, pumps for oil?) 

5/ Agriculture (to feed workers on site, and supply stills) 

6/ Service industry (to upkeep workers and staff) 

7/ Munitions generation (might as well sell vehicles with a full load of ammo) 
 

A sales service will also be needed to contact the various forming governments in order to draw up contracts. Mercenary companies can sell to warlords in exchange for gold, more self-concious operations will tend to support benevolent governments, and take trade of materials and supplies as well as hard currency (gold). Keep in mind that there are no guarentees, Sales staff will have to be cautious of who they approach, and how trusting they should be.
 

Restoring wrecks into service

When a wreck is found, it will have a number of disabled systems (see subsection 2 Finding Wrecks), each system is dealt with separately. Any Vehicle will have 4 basic systems, Engine, Suspensions, Chassis, and Transmission. Vehicles will also have a shell, which in the case of Armored vehicles is called a hull. AFV’s and tanks will also have a turret, and weapons systems, specialized engineer vehicles will have cranes, dozer blades, hoes, etc (and may have a separate engine to power them). Each system will have a detailed list of damage, which can always be replaced, may be jury rigged, or even fabricated, depending on it’s complexity. The list of specific problems, and their remedies is found in the table below.
 
Patching tires can only be done on minor damaged suspensions and is an Ezy:Mec task. Replacing lost Track is Ezy:Mec or Ezy:TVD task. Repairing damaged track sections is Avg:Mtl/Mst for minor damage and Dif for Major damage. Each damage result indicates that 1-2 track sections are so damaged. Major damage to the suspension indicates that the axles/struts/ chassis/springs have been damaged. Repair to these systems is indicated on the wreck table.

Time Involved:

Minor damage requires a number of man-days equal to the maintenance value to replace or jurry rig, twice that to fix, and 4 times that to fabricate. Major damage requires double the amount of time as minor damage, and cannot usually be fixed by fabrication.

Parts Involved:

Players owning a repair yard will have to build up a stockpile of generic and system specific parts. These can be salvaged from systems the players choose to junk,  or gathered from city ruins. Generic parts includes scrap metal, wire, chain, wood, bolts, and loose bits of plastic. Electronics parts are necessary for the use of Elc skill, and base metal stock bronze/ iron/ steel) is necessary for the use of Mtl/Mstin fabrication (Machinists need worked metal, while metallurgists can use scrap). Each system (engine, transmission etc) also has specific parts, which (for the purposes of the game) are somewhat interchangible (with modifications). Minor damage will require 1 generic part to fix or jurry rig, Major damage requires D6+2 parts, generic parts to jurry rig, and system specific parts to fix. Generic parts can be found by scrounging ruins (Avg:Scr) 2-12 per period. Electronic parts are somewhat harder to find (Dif:Scr), 1-6 parts. While system specific parts have to come from wrecks.
 

SUBSECTION 2: WRECK STATUS

Wrecks are divided into four categories, based on why they were abandoned.

 1/ Intact- The crew was killed by a shell penetrating the cabin, or was abandoned in a panic. All of the parts are in working order (except for a small hole in the armor). Roll 1-4 random systems affected by minor damage

 2/ Broken down- Either due to wear, or accident, the Vehicle has suffered a critical mishap, and broken down. This could be simple (a thrown track) or serious (a seized engine), but only one component is badly damaged. One critical system (engine, suspension, transmission, chassis) has been Major Damaged, 1-6 random systems have suffered minor damage.

 3/ Explosion- As a result of a penetrating round, the ammunition store exploded, damaging most of the internal components and killing the crew. Many systems (including storage, gun, traverse, electronics, etc) are destroyed. Roll 1-6 systems Major damage, 1-6 minor.

 4/ Fire- The main fuel store caught on fire, burning the vehicle into a empty shell. The only undamaged component is the Hull, and even that is only useful for scrap metal. No systems function, but 1-10XMaint value of scrap parts can be extracted. This is a task (Mec:Avg, 1 manhour per Maint value).
 

Wreck completeness

In addition to damage conditions, the vehicles will have been stripped down. The more obvious the wreck, or the more populated the are, the more likely the wreck is to have been stripped in a given period of time.

1/ Clean- Everything is there after the crew died or fled. This could be due to miraculous happenstance, or the vehicle being lost in a deep forest or swamp.

 2/ Fuel and Ammunition has been taken

 3/ Everything not tied down has been taken (tool boxes, external tanks, etc), external machinguns too, but not internal ones.

 4/ People have been over this with simple tools, Radio, all machineguns, night vision gear, etc...

 5/ Onboard electronics, sights, main weapon (if working), tires, motor oil drained.

 6/  Sections of track gone, all internal components, engine stripped (plugs, wires, alternator, battery, etc).

 7/ Engine gone except blocks, hatches gone, all loose wires, nuts and bolts.

 8/ Transmission stripped, engine blocks taken, struts and suspension taken.

 9/ Transmission and axles taken, springs, steering column, turrets removed, mountings welded off.

 10/  Hull stripped of easy metal, some work with a torch to remove steel plates.

 Most wrecks in 2000 will be type 5-7, unless there has been a recent battle.
 

Determining specific damage to the wreck

 For each major and minor damage indicated in the wreck status table, A die roll is made to determine damage location.

Table 1:Damage location
Die roll Artillery Vehicle
1-2 Main Gun Hull
3 Main Gun  Turret (Hull)
4 Suspension Turret (Susp)
5-6 Suspension Suspension 
Next, specific systems are rolled in the indicated location.

Table 2: Systems
 
Roll Hull System Suspension (D6) Turret system
1-2 Engine  Track/wheel Sight-Vision
3-4 Transmission Chassis Traverse
5 Radio Hull broken Controls
6 Controls  Suspension  Secondary wpn
7 Hull broken Main wpn
8 Fuel tank Main wpn
9 Munition storage  Munition storage
10 Hatches Hatches
Once a damaged system is determined, it requires certian skills to conduct repairs. An damaged engine will need further examination (Avg:Mec) to determine it’s specific status, and another die is rolled.
 
 
System Damage /Roll Fix Replace Jury Rig Fabricate
Engine Minor/ 1-2 Dif:Mec Ezy:Mec Avg:Mec A
3-4 (wires) Avg:Elc Ezy:Mec Avg:Mec B
5 (Fuel delivery) Dif:Mec Avg:Mec Dif:Mec Avg:Mst
6 (Battery) Avg:Chm+Avg:Elc Avg:Mec Dif:Mec Dif:Chm+Dif:Elc
Major/ 1-2 (Seizure) Impossible Avg:Mec For:Mec For:Mst
3-4 (Shafts) Impossible Dif:Mec For:Mec For:Mst
5-6 (Cylinders/Block) Impossible Dif:Mec Imp:Mec For:Mst
Transmission Minor Dif:Mec Dif:Mec For:Mec For:Mst
Major Impossible Dif:Mec Imp:Mec For:Mst
Chassis Minor Dif:Mec Avg:Mec Dif:Mec Dif:Mst
Major Impossible Dif:Mec For:Mec For:Mst
Suspension Minor For:Mec Dif:Mec Dif:Mec For:Mst
Major Impossible For:Mec Imp:Mec Imp:Mst
Radio Minor Dif:Elc Ezy:Mec Avg:Elc Impossible
Major For:Elc Ezy:Mec Dif:Elc Impossible
Controls Minor Dif:Elc Avg:Elc Dif:Elc Impossible
Major Imp:Elc Avg:Elc For:Elc Impossible
Hull Broken Minor Impossible Impossible Avg:Mec For:Mtl
Fuel Tanks Minor Impossible Avg:Mec Avg:Mtl Avg:Mtl
Major Impossible Avg:Mec Impossible Dif:Mtl
Ammo Storage Minor Impossible Dif:Mec Avg:Mtl Dif:Mtl
Major Impossible Dif:Mec Dif:Mtl Dif:Mtl
Hatches Minor Impossible Avg:Mec Dif:Mtl Dif:Mtl
Major Impossible Avg:Mec For:Mtl Dif:Mtl
Trasverse Minor Dif:Mec Dif:Mec Dif:Mec For:Mst
Major For:Mec For:Mec For:Mec Imp:Mst
Secondary wpn Minor Dif:Gs Ezy:Mec Impossible Dif:Mst
Major Impossible Ezy:Mec Impossible For:Mst
Main Wpn Minor Dif:Mec + Dif:Gs Avg:Mec Dif:Mec + For:Gs For:Mtl+Mst
Major Impossible Avg:Mec Impossible Impossible
 

Notes:
1-The amount of time taken is doubled
[A] Hoses and fittings can be made from cloth and latex Avg:Chm
[B] Wire can be salvaged easily from cities, spark plugs must be fixed (Dif:Mst) or replaced.

A special note on electronic components:

 As EMP has destroyed most transistor and IC (chip) components in europe, many people are resorting to vacuum tubes, the simplest of which can be fabricated. Even broken vacuum tubes can be re-sealed. For this reason, complicated vacuum tubes are a highly sought after prize.Vacuum tubes can be used to repair transistor electronics (Radios), or fabricate new ones. Fabricating a Vacuum tube is Avg:Mtl (glassblowing cascade) and Ezy:Elc. Vacuum tube parts are 20 times larger than transistors, and require 5 times as much power.

SUBSECTION 3: FINDING WRECKS

 1/ The encounter table.
These are better than average wrecks, and will be in better condition.

 Derelict Vehicle: -3, never Burnt, roll 1d3 to determine cause of abandonment. There may be (1-3n6) 1d6 other vehicles nearby but in worse condition (may be burnt).

 Derelict Convoy: -1, roll 1d3+1 to determine if they have burnt.

 Abandoned supply dump: 0, 1d6 vehicles 1-5:V, 6:A/Arty
either Broken or exploded (roll d2)
 
 Abandoned Repair Yard: +1, 3d6 vehicles 1-4:V, 5-6:A/Arty either Broken or exploded, in various states of disassembly.

 Repair Yard: -2, 4d6 vehicles 1-4:V, 5-6:A/Arty as above. 1d6 of these vehicle will be capable of being fully repaired (and will be in condition 2-3 at any time)

 2/ Every period of travel
over forest/swamp, or every 10km of road will turn up a wreck site (in addition to encounter generated wrecks). There will be 1d6 vehicles, if a 6 is rolled, roll another d6 and multiply, if a second six is rolled, keep repeating the process (hundreds of dead vehicles can be found on a single battlesite). For large groups of vehicles, add +1 to condition rolls. They will be broken (1-2), Exploded (3-6) or burnt (7-10).

 3/ Every hectare of city (100msq)
will contain 3d6 civilian vehicle wrecks. These will be broken (1-3) or burnt (4-10), most will be cars, but some will be trucks or vans (20%). they will be heavily stripped (+4) unless there is some good reason for them not to be (under a collapsed parking garage).
 

SUBSECTION 4  LABOR

 In most areas of POLAND and the former USSR, life is cheap. This means unskilled labor is very cheap indeed.

 An average test of Charisma (assuming there is no language problem) will gather 1-2% of a population in a given town together to work on a project, as long as food and shelter are provided. This increases to 3-4% if the shelter is good, and even higher (5-6%) is military protection is provided.

 This goes down (-1%) in insular communities, or ones with strong government (or warlords) which will punish workers. If the characters are acting on behalf of the government (or get support of local leaders) the work population increases.

 The first 5% of a population gathered will be primarily unmarried males 14-25. These are the most likely to seek employment, the older are more tied to their land. Many of these will be refugees. As the characters employ more and more, they will start drawing older people and women as well. The older generation will want some sort of housing for their families (not a problem if the factory is next to the village). Women will want child care services. Everyone will want better working conditions. If conditions are habitually bad, they may even start an underground Union, or try for a coup-d'etat. Particularly draconian regimes will resemble the nearby warlords, and will suffer all of the associated problems (look at 30's union stuff/ medieval rebellions, etc). A draconian state can be successfully employed, provided sufficient policing forces are used, after all that is how POLAND worked since 1944 (aside from solidarinosk).
 

The Industrial House/Clan Town/Villa

 One of the most common type of cities to spring up in the 2002-2010 years is one centered around a single industry. It is the logical progression of a primitive industry like the salvage yard. As the characters get more wealthy (assuming they don't squander it), they will hire more workers, maybe start hiring scouting teams. Later they will want to take over the agricultural industry to guarantee food for the workers, and maintenance of a small army (for protection) will be necessary early on. More independent companies will run their own stills, and power generation (wind/water/coal). They may want to grab a coal mine and start transporting the underground stocks to the surface, later running the mining operation to keep the industry fueled.

 Advanced companies may want to set up schools to teach the trade to children-perhaps a logical outgrowth of the apprenticeship or the day care system. Street lights and public electricity, maybe even plumbing for the worker-towns which will start up. i.e. the return to the modern age.

 After 2010, national governments will be powerful enough to influence these city-states, and perhaps weave them back into a national economy. By 2020 the last independent free cities in POLAND will be back in government hands.
 

Other Neat Variants

 How about a Shipyard. Not as many wrecks to salvage (most of them are underwater). Building an ocean going ship from scrap metal would take a Year or so for a crew of 60 people. Characters could dive for critical parts (Screws, engine parts). Attempts could be made to patch and refloat some partially submerged ships in the docks (most likely killed by an airborne torpedo or bomb). You could even have the PC's out hunting for critical supply ships that got torpedoed in the Atlantic, or in the English channel, filled with thousands of tones of weapons, supplies, and vehicles.

 Or an Airbase. The biggest problem is Fuel (Ships can burn coal or wood, cars can burn Alcohol or Coal gassifiers). Airplanes are also most likely to be really badly damaged during the wreck. Not much is left except some broken avionics, and some aluminum hull. Jet engines are the most complex machine built and will not reappear until some major infrastructure is back in civilization. Propeller driven planes can be built in a primitive shop though.

 Weapons factory. This can be a real simple reloading spent brass setup, or something like the WoJo, turning out grenades, mortars, shells, mines and ammunition. A supply of good Brass and a punch press extruder is needed to make new cartridges, not an easy thing to come up with. A chemist will be necessary, along with a chemical factory to some up with the explosives. Most of the nitrogen will come from waste, but to really get things going you need a Haber-process factory and a source of electricity. A biological version of this factory could be made from a large agricultural field, Using Nitrogen fixing bacteria and nitrifying bacteria. This needs lots of vats (like a wine making industry), sterilizers, a bio lab and a vast source of sugar/protein.

 Alcohol distillery. both for drinks and fuel. Though coal conversion to synthetic fuel will likely be possible once enough steel pipe and boilers can be gathered. For German campaigns (say Rumania, turkey, middle east) Oil is plentiful, and conversion to diesel fuel is simple. Rebuilding a simple oil distillery is possible (Civ engineer, Chemist).

 A big Campaign idea for 2002 would be to get involved in the trade of German weapons and manufactured goods for middle east oil. Either a land route into Romania (truck or horse), or a ship route to Turkey or Lybia. Millions of gallons could be easily pumped out of these countries, selling for tens of millions of  dollars per trip. If these countries are too unstable, a small unit could take over a single refinery and pump site in the foreign country and hold it long enough to pump the resources out. A company of well equipped infantry should be more than enough to do this safely. A platoon of eurotrash stragglers might be able to pull it off too.