How much is allowed characters is up to the GM. If the background is similar to the end of the 5th ID when everyone loaded up everything they could and fled, then great, full allocation!
If on the other hand the PCs start out on the run, as prisoners, shipwrecked, etc, then they should consider themselves luck to have half a box of matches and a pen knife!
Vehicles in T2K, especially armour, are always going to be valuable. They provide mobility and protection, as well as a load carrying capacity and level of firepower simply impossible for leg mobile or even horse mounted groups. While from time to time vehicles will be lost, it has to be expected that characters will go to extraordinary lengths to recover what may well be the difference between death and survival in a hostile world.
Even a simple unarmoured civilian car could be considered valuable in an environment where most complicated machinery has broken down or been damaged/destroyed by EMP. Think of the reaction in the War of the Worlds movie from a couple of years ago - people were willing to kill for a working car. Another movie example would be the Mad Max movies. if you have working transport, you've got a huge advantage over everyone else.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives.
Nothing happens in isolation - it's called "the butterfly effect"
Mors ante pudorem
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