Table A: Vehicle Random Generator

I Determine which nation the wreck site came from

a) Location: (D10) Nationality

Poland:
    1-2 Polish
    3-5 Soviet
     6 Czechslovakian
    7-8 American
    9 German
    10 British/Canadian/allies

Latvia:
   1-5 Soviet
   6-8 Baltic state (soviet)
   9-10 American (8-ball or captured)

"La Zone Morte":
          1-2 French
          3-5 German
          6-8 American
          9 British
          10 Belgian/Dutch

East Germany:
      1 Polish/Czechslovakian
      2-5 Soviet
      6-7 American
      8-9 German
      10 British/allies

II Determine the number of vehicles at the site

Source:                  Number:
Encounter table      (1)+d6
Encounter convoy       2d6
Abandoned Supply       d6
Abandoned Repair     3d6
Repair Yard               4d6
Battlesite                     d6*
City Hectare              3d6

*- If a 5 or 6 is rolled, roll another d6, and repeat this process. A few battlesites will have hundreds of wrecks.
( ) This indicates a single vehicle (partially hidden) which hasn't been completely stripped.
 

III Determine the type of vehicle

Random:                                     Derelict Convoy:Merchant
1-3 Civilian Car                        1-3 Civilian Car
4-5 Civilian Transport               4-6 Civilian Transport
6-7 Military Transport               7-9 Carts and horses (dead)
8-9 Armored vehicles                10 Military transport
10      Artillery

Derelict convoy:Military              Abandoned Supply Dump
1-3 Civilian Transport               1-4 Civilian Transport
4-7 Military Transport                 5    Civilian Car
8-9 Armored Vehicles               6-9 Military Transport
10  Artillery                                10  Armored Vehicle

Repair Yard                                 Battlesite
1-2 Civ Transport                        1-2 Military transport
3-5 Military Transport                   3    Civilian Transport
6-9 Armored Vehicle                   4-9 Armored Vehicle
10 Artillery                                   10 Artillery*

City Hectare
1-7 Civilian Car
8-9 Civilian transport
10 Military transport (20% chance for Armored Vehicle)

*- If artillery is rolled, then treat 1/2 of the armored vehicles as artillery (this was a fire base or HQ). Include 1-2 wrecked radar stations too. Sites with multiple artillery will probably be Anti-tank traps, howitzer fire bases, and anti-aircraft sites. AT and AA sites are likely to have 1-3 gun positions, Howitzers have 6-12 tubes per site and later artillery units may have had only 2-3 guns. Single guns are frequently those that got left behind as a unit bugged out or was attacked.

IV Determine the Type of Unit

1 Category I (pre-war active unit)
2-3     Category II (pre-war reserve unit)
4-8 Category III (unit created during war)
9-10 Militia

-3 Known Historical battles (3-5 yrs ago)
-2 battlesites
-1 Repair Yards
 

Specific vehicles

Civ Transports
1- 3/4 ton
2- Van
3- 1 ton
4- Semi-Tractor
5- 5 ton
6- 2½ ton

Millitary Transports
1-2 5 ton
3 2½ ton
4 3/4 ton
5 Uaz-469/Landrover/HMMVW
6 Rare oddball -PTS-M, Gaz-46, 10 Ton

Polish Millitary Units
Unit Type Category I Category II Category III Militia
Tank T-72 T-55 T-54 T-54
AFV 1-2: BMP-1r
3-4: SO-120
5-6: OT-65
1-3: PT-76
4-5: SO-120
6: OT-65
1-5: PT-76
6: OT-65
BRDM-1
APC BTR-80 OT-64 OT-62
MT-LB
BTR-50
BTR-152
IFV BMP-1 BMP-1 BMP-1 none
Artillery 1: Zsu-23-4
2: BM-21/27
3: SO-122
4: SO-152
5-6: S-23
7-10: Rapira-3
1: BM-21
2-3: SO-122
4-6: D-20
7-8:Zsu-23-2
9: Zpu-4
10:D-30/rap3
1: D-30
2: D-20
3-4: Zpu-4
5-6: S-60
7-8: T-12
9-10:m1966
1: D-44
2: Ks-12
3: Ks-19
5-6: D-74
7: D-48
8-10: B-10/11
Infantry weapons PM-63
AK-74
SVD
RPK-74
PK
PKM
DshK
KPV
p-64 pistol
AKR smg
AKMR
SVD
RPK
PK
RPD
Tokarev
AK-47
SKS
Ppsh-43
Ppsh-41
RPD
SG-43
misc pistol
AK-47
Nagant rifle
misc rifle
misc pistol
Infantry Support RPG-16
RPG-22
AT-7
AGS-17
BG-1
Grenades
Mines
SA-16
RPG-16
RPG-18
AGS-17
Grenades
SA-7
AT-4
RPG-7
AGS-17
Grenades
AT-3
Grenades 
Explosives
HM mines
 

Soviet Millitary Units
Unit Type Category I Category II Category III Militia
Tank T-90
T-80
T-74 T-64
T-62
T-55
T-34
M4a3e8
AFV 1-2: BMD-2
3-4: SO-120
5-6: BRDM4
1-3: BMP-1
4-6: BRDM3
1-5: PT-76 
6: BRDM2
BRDM-1
PT-76
BA64/FOG70
APC BTR-80 BTR-70 BTR-60/50
MT-LB
BTR-50
BTR-152
IFV BMP-3 BMP-2 BMP-1 BMP-1
Artillery

1- ATG

2 AA

3-4 mortar

5- Howitzer

6- SPA

ZSU-30
BM-27
m1943
Vaslisk
D-30/20
Rapira-3
Su-122/152
sd-44
1: BM-21
2-3: SO-122
4-6: D-20
7-8:Zsu-23-2
9: Zpu-4
10:D-30/rap3
1: D-30
2: D-20
3-4: Zpu-4
5-6: S-60
7-8: T-12
9-10:m1966
1: D-44
2: Ks-12
3: Ks-19
5-6: D-74
7: D-48
8-10:B-10/11
Infantry weapons AKR smg
AK-74
SVD
RPK 74/PK
DshK/KPV
AKR
AK-74
SVD
RPK/PK
Dshk
AKMR
PpSh-43/41
RPD
SKS
AK-47
SKS
RPD
Misc wpns
Support Grenades
Mines
RPG16/22
AT-7/SA-16
AGS-17/Bg1
RPG-16/18
AGS-17
BG-1
SA-7/AT-4
Grenades
RPG-7
AGS-17
Grenades
AT-4
Grenades
RPG-7
Explosives
 

AMERICAN Millitary Units
Unit Type Category I Category II Light Div Militia(MP)
Tank M1a2 M1a1
M1
M60a4
Stingray M60a4
AFV M3
M8AGS
M901 
M1097
Lav-75 M113
APC M2 M113 M113
Hummer
M113
IFV M2 M2 Lav-25
FAV
M113
Artillery

Type:

1-SPA

2-3-Mortar

4-RCL

5-6 Howitzer

m107/9/10
adats/roland
mrls
m224mortar
m67rcl
m198 155
105mm
m990
lars
m901
m691/m42/8
m224mortar
m114 155
105mm
LAVaa 
mpgs90
m224
m67 rcl
pivad
105mm
m741a6
m29e1mortar
m30mortar
m18-40rcl
105mm
Infantry Weapons M16a3/m203
M177/CAW
M21
M249/M60
M9 pistol
M16a3/a1
M231
M21/M40
M249/M60
M9/m1911a1
UZI/M177
M16a3/m203
M21/CAW
M249/m60
M9/RugP85
M16/M14
M1/M2
Misc Rifles
Misc Pistols
Infantry Support SMAW
Grenades
Armbrust
Scorpion
Mk-19
Tankbreaker
Grenades
Armbrust
Stinger
Mk-19
TOWII
Grenades
LAW-80
Stinger
Dragon
Grenades
LAW-72
 
 

Czech Millitary Units
Unit Type Category I Category II Category III Militia
Tank T-80/72 T-72/55 T-55 T-54
AFV 1-3: BRDM3
4-6: OT-65
1-3:BRDM2
4-6: OT-65
BRDM-1 BRDM-1
APC OT-64 OT-64 OT-62a
MT-LB
BTR-50
BTR-152
IFV BMP-2 BMP-1 BMP-1 none
Artillery 1: Zsu-23-4
2: BM-21/27
3-4: SO-122
5: SO-152
6: S-23
7-10: Rapira-3
1: BM-21
2-3: SO-122
4-6: D-20
7-8:Zsu-23-2
9: Zpu-4
10:D-30/rap3
1: D-30
2: D-20
3-4: Zpu-4
5-6: S-60
7-8: T-12
9-10:m1966
1: D-44
2: Ks-12
3: Ks-19
5-6: D-74
7: D-48
8-10:B-10/11
Infantry Weapons Vz-24
Ak-74/BG-1
Vz-54
RPK-74
Vz-59
Vz52/DshK
Vz-24
AKMR
Vz-54
RPK
PK
PpSh-43/41
AKMR
RPD
SKS
Misc Rifles
AKM/-47
SKS
Misc Rifles
Infantry support Grenades
Mines
RPG-75
RPG-27
AGS-17
AT-7
SA-14
Grenades
AGS-17
RPG-75
AT-4
SA-7
Grenades
RPG-7
Grenades
Explosives
 

German Millitary Units
Unit Type Category I Category II Category III Millitia
Tank Leopard 3 Leopard 2 Leopard 1
TH 301
Leopard 1
AFV Luchs Luchs M113 M113
APC Fuchs
UR416
Fuchs M113 M113
IFV Marder Marder M113 M113
Artillery Flakpanzer
Jaguar 3
Roland
Wildcat
Rapier
Sabre
Jagdpanzer C
 
 

British Military Units
Unit Type Category I Category II Category III Millitia
Tank Challenger Chieftant Vikers Vikers
AFV Lynx
Scimitar
Scimitar
Scorpion
Fox Fox
APC Sultan
Fv103
Fv432
Saracen
Saxon

Stormer

Landrover
Saxon
Saxon
IFV Warrior Warrior none none
Artillery Abbot
Striker
 
 

V Determine level of Damage to the vehicle

 -1 Intact/ abandoned/ stuck/ no fuel
 0-1 Worn out
 2-4 Broken
 5-7 Explosion/Crushed
 8-10 Fire

Encounter Vehicle -3 (never burnt) remainder +0
Convoy -1
Supply dump +1
Abd Repair yard +3
Repair Yard +2
Battlesite +3
City +2
 

Intact Vehicles have nothing wrong with them, but will be out of fuel (90% of the time) and stuck (50% chance) needing another vehicle of the same weight to extract them (or a vehicle of lighter weight and an Avg:Cve roll).

Worn out vehicles have suffered a critical breakdown and have wear value of 10. They have 1 major damage, that must immobilize it. The rest of the vehicle will have wear value of 4-9 (d6+3).

Broken vehicles will have 1 major damage and 1 minor damage. They need not be immobilized, as the crew could have fled in panick.

Exploded vehicles have been hit by exploding rounds, they have d3 major damages, and d6 minor damages

Burnt vehicles are as much scrap metal. They automatically have major damage to the fuel tanks, control surfaces, and engine. they will have d6 additional major damages, and d6 minor ones. Arbitrarily you can rule that only scrap metal can be taken from burnt wrecks.
 
 

VI Determine the level of 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.
 

 To determine type randomly, roll 2d6 with the following modifiers. These modifiers are cumulative.

 Encounter Vehicle (-3), remainder 0
 Convoy -1
 Abd Supply dump 0
 Abd Repair Yard +1
 Repair Yard -2
 Battlesite 0
 City +4

 Large Groups of vehicles (>6) +1

 Historical battle <3 months ago -2
 Historical battle <6 months ago -1
 Historical battle <1 year ago  0
 Historical battle <3 years ago +2
 

 Terrain- Road +3
   Forest -1
   Swamp -2
   fields 0
   Mountains -1
 Population City nearby (10km) +3
    Town nearby  0
    Sparse population -1
    No native population -2
 Politics Anarchy -1
   Organized/Cantonment +3
   Devastated -3
   Disputed 0
   Terrorized 0
   Independent/ Insular +1