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TYPE OF SHOT: AP COST: TN MODIFIER:

ATTACK ROLL TARGET NUMBERS


Aimed Shot: Complex action -1 TN
ATTACK ROLL TYPE: TARGET NUMBER:
Regular Shot: 2 AP no modifier
Fighting Attack: melee 4+ TN Hip Shot: Free action +2 TN
Shooting: Point Blank 3+ TN
Shooting: Short Range 4+ TN SUPPRESSION TABLE
Shooting: Long Range 5+ TN TRAINING: TARGET NUMBER:
Shooting: Extreme Range 7+ TN Green: Nerves tests have a TN of 5+
Trained: Nerves tests have a TN of 4+
Veteran: Nerves tests have a TN of 3+
RECOVERY TESTS
Elite: Nerves tests have a TN of 2+
Target numbers for Recovery tests are:
Beast: Nerves tests have a TN of 4+
Unconscious: Difficult: 5+ TN
(may not Rally, or Regroup,
Down: Hard: 6+ TN but may Muster)
Dying: Nearly Impossible: 7+ TN Automoton: immune to Suppression.

The Resurgence is upon us. Wreck Age is a post-collapse tabletop skirmish game in which your
characters vie for power and struggle to survive on 26th century earth. Centuries ago, the planet
was left a war-and-pollution ravaged husk. Jump into the action with these basic rules. Inside, youll
find the everything to get you on the table and playing in next-to no time. The action is fast, fierce,
and sometimes the best offense is a neutral stance in an important trade negotiation. In the world
of Wreck Age, the powerful fight over the scraps of the old world, while the weak struggle just to
make it through another day.

$9.95
ISBN 9780692691885
50995 >

9 780692 691885

Wreck Age 2nd edition miniatures rules - ver. 1.21


Wreck Age

A post-collapse tabletop miniatures game


The world of Wreck Age created by: Visit the world of Wreck Age:
Matt Sears and Anton Zaleski
http://wreck-age.net Wreck Age website

Written by: http://wreck-age.net/forum Wreck Age forums


Anton Zaleski or look for Wreck Age or Hyacinth Games
on your favorite social media network.
Editing: contact us at info@wreck-age.net
John Gordon, Kim Wiseman
WRECK AGE and the Wreck Age Logo &
Hyacinth Games, LLC. in the USA and other coun-
Playtesting and rules help: tries, and are used with permission. Certain materials,
including references in this publication, Wreck Age
Kristena Adamo, Lucas Baer, Nick Baran, Josh core rules, and all Wreck Age characters and their
Caldwell, Megan Gissing, John Gordon, Carl Hayman, distinctive likenesses, are property of Hyacinth Games,
Steve Keltner, Alex Landing, Adam Loper, Matt Lem- LLC, and are used with permission under the Hyacinth
ke, Joshua Lopatin, Conrad Manzano, Tim Mayse-Lil- Games LLC.
lig, Antonio Martinez, Chad McMann, Kyle Roth, Pete
Ruth, Matt Sears, Grant Smith, Tyler Tassone, Galen Wreck Age CORE RULES, written by Anton Zaleski;
Teschendorf, and Dennis Wald
2013-2017 Hyacinth Games, LLC. All rights reserved
Additional rules help by:
First Printing by Hyacinth Games, 2017
Lucas Baer, John Gordon, Matt Sears
Creative Commons License;
Some Rights Reserved.
Art by:
Konstantinos Skenteridis This work is licensed under the Creative Commons
Attribution-Noncommercial-Share Alike 3.0 Unported
License.
Layout:
To view a copy of this license, visit:
Anton Zaleski http://creativecommons.org/licenses/by-nc-sa/3.0/

Many thanks to: or send a letter to:


Lane Atteridge, Rob Baer (MBG), Gordon Bailey, Nick
Baran, Dario Biancheri, Rob Boyle and Post Human Creative Commons
Studios, Dana Brancucci, Keith Bristow, Alex Cheng, 171 Second Street, Suite 300
Dan Cotrupe, Tim Cupp, Calvin Daniels, Mark Deiter, San Francisco, California, 94105, USA.
Jay Durall, Hank Edley, Carlianne Fenton, Kyle
Ferguson, Daniel Fokine, Johnny Frandsen, Filipe Fer-
nandes, Sara B. Frank, Michael Gellar, Megan Gissing,
Carl Hayman, GMM studios, Peter Gorman, Johnny
Grogan, Carl Hayman, Lynell Ingram, Ironheart
Artisans, Pierre Francois Jacquet (PF), Michael Jano-
cha, Alexander Jamieson, Jason Quincy Jones, Steve What this means, is that you are free to copy, share,
Keltner, Kirill Kozyrev, Walt Langhans, Sam Lenz, and remix the text and artwork within this book under
Dawn Lomax, Gianna Lomax, Rich Nelson, Rhodrick the following conditions:
Magsino, Chad McMahon, Brian Niro, Kristina Obias,
Jeremy Olsen, Joshua Lopatin and Chicago Skirmish 1) you do so only for noncommercial purposes;
Wargamers, On the Lamb Games, Chad Patterson,
Anne Peterson, Sam Poots and Beasts of War, Jeff 2) you attribute Hyacinth Games and Wreck Age;
Rodman and Fortress Figures, Sylvain Quirion, Keith
Rankin, Sharon Redmon, Nathan Reed, Travis D.
Robeson, Ricardo Robles, Kyle Roth, Pete Ruth, 3) you license any derivatives under the same license.
Jordan Sanderson, Klaus Scherwinski, Aaron Schmidt,
Melvin Sears, Riley Sears, Neil Settle, Konstantinos For specific details, appropriate credits, and updates/
Skenteridis, Andy Slania, Fred Ryan Slawson, Grant changes to this license, please see:
Smith, Bryan Steele, Cait Stephens, Tabletop Gaming
News, Dave Taylor, Tyler Tassone, Naomi Taub, Galen http://wreck-age.net.com/creativecommons.
Teschendorf, Ross Thompson, Josh Turner, Dennis
Wald, Patrick Weaver, Matt Weeks, Dillon Yothers and
the Warzone Women.

Dedicated to Orion Zaleski. May your future be pros- Second Edition, First printing
perous and filled with hope.
Printed in the USA

ISBN: 9780692691885

2
Table Of Contents
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
REQUIRED TO PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
STAT CARDS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
ATTRIBUTES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
ENCOUNTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
TURNS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
TESTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
INITIATIVE TEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
TEST MECHANICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
TARGET MODIFIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
TEST DIFFICULTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
OPPOSED TESTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
AUTOMATIC FAILURES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
ATTACK ROLLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
THE RULE OF 6s. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
ACTIVATIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
ACTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
MOVEMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
LINE OF SIGHT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
RANGE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
TERRAIN AND COVER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
SHOOTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
SUPPRESSION TESTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
FIGHTING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
REVIVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
WEAPON MALFUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
CHARACTER CREATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
CHARACTER TRAITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
FEATS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
WEAPONS TABLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
WEAPON TRAITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
CHARACTER SHEET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
ENCOUNTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
ADVANCED RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
SPECIAL TESTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
CHARTS AND TABLES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 AND BACK COVER

3
The Basics
Shooting (S) Describes how well a charac-
ter can handle a ranged weapon.
Tabletop Skirmish Game A game played with
painted miniatures and terrain. Fighting (F) Rates how well a character
will perform in close-quarters brawling
Narrator This is the person who determines and/or combat, whether armed or unarmed.
what will happen during adventures and encoun-
ters. While not strictly required for a tabletop Nerves (N) Indicates a characters
game, it always helps to have someone advancing confidence and composure in a tough or
the story and refereeing. stressful situation.

Player This is you! The players are the people Wits (W) Represents a complex combi-
who control the action. nation of varied social skills: discipline,
intelligence, street smarts, communication,
Character Characters are the players entry and lucidity.
points into the world of Wreck Age. They are
the imaginary people that the players control Renown (R) Acts as a kind of cultural cur-
throughout the game. rency that is available to a character. This
allows them to affect die rolls and other
Player Character These characters are situations by expending their Renown.
your crews leader. While each crew can have
multiple characters in it, the Player Character Training A characters training indicates their
has special abilities and access to special rules overall experience level. A Green character
that the rest of the crew will not have. If a will be just learning the ropes, while an Elite
Player Character dies, the player may choose a character has done and seen it all.
new character from the crew to become the new
Player Character. Test Any time a character attempts an action
involving chance, they will be required to take a
Training Level Characters are either Green, test. A character may roll one die for each level
Trained, Veteran, Elite, Beast, or Automoton. of attribute associated with the test in question.
Training level helps determine the characters The more dice they roll, the greater the likeli-
starting attribute levels, their Target Number hood that they will achieve their goal(s). If you
for Suppression tests, their available traits, and roll more than one die, you typically only take
other factors. only the higest result. You do not add the dice
results together for tests. The Target Number
Model/Miniature The physical representa- indicates the required roll needed to pass the
tion of a character, used to keep track of their test. There are 4 basic kinds of tests, a regular
position on the game table. test, an Attack test, an Opposed test, and an
Opposed test vs. Target Number.
Attribute Attributes represent the general
abilities of a character. There are 8 total Attack test Any time an attack test is
attributes, listed below. Attributes other than rolled, roll 1 die of a different color. If
Renown are rated from 1 to 6. Each point in a natural 1 occurs on this die, called the
an attribute allows you to roll one die when Malfunction Die, bad things can happen
making a test using that attribute. for the attacking player. Additionally,
there are chances for multiple hits to
Action Points (AP) Represent the char- occur in certain circumstances.
acters ability to act/react. The higher the
AP, the more simple actions a character may Opposed test If you need to challenge
perform per turn. another character in a feat of strength,
intelligence, or courage, you will need
Movement (M) Indicates how fast and to roll an opposed test to see who will
how well a character can move. prevail. Opposed tests see each player
rolling the dice for the required attribute,
Power (P) Shows how resilient a character and taking the highest result. If there are
is, and how hard he or she hits back. Weapons individual ties on the dice results, remove
also have their own Power attribute, which them until a victor is determined.
indicate how many dice the weapon will roll
for damage.

4
Opposed test vs. Target Number This Activation Each character may take up to one
sort of test occurs when you two charac- activation every turn. When they activate, the
ters are challening each other, and there character may take various actions based on
is an outside force intervening, where each their available AP.
character has to achieve a specific result,
rather than looking to simply match the Actions These are the different activities that
dice of their foe. A common Opposed Test characters can perform each turn. There are 3
vs. Target Number is a Damage test. basic types of actions:

Rule of 6s If 2 or more 6s are rolled Simple Action The most basic form of
during a test, the final result of one die is action. Each simple action will have an
boosted by 1 for each 6 beyond the first. associated AP number.

Initiative test Initiative is the ability to Free Action An action that a character
seize the moment and react first. At the can take without using any action points.
beginning of a turn, each player rolls an A single Free Action may be taken at the
Opposed test for initiative. The player with end of a characters activation, and allows
the highest roll will strategically decide them to perform simple tasks.
who will activate first.
Complex Action An action requiring a
Each crew rolls the number of dice equal full turn (or more) of complete concentra-
to their Player Characters Wits attribute. tion and attention.
Remove individual die ties. The highest
Hold A hold is a complex action which
remaining result allows that crew to
allows a character to later interrupt
choose to activate a character first or last.
regular activation sequence.
Suppression test If a character is shot at
Suppression Marker Each Suppression Marker
(except at extreme range), but not dam-
reduces a characters available AP by one.
aged, that character must roll the number
of dice equal to their Nerve attribute
The Exodus The moment of betrayal, when
against a Target Number determined by
the worlds elite fled the planet and left the rest
their Training. Green = TN 6+, Trained
of the populace to their fate.
or Beast = TN 4+, Veteran = TN 3+, Elite
= TN 2+. They must roll at least one die
The Big Push After the Exodus, many banded
equal to or greater than the Target Num- together in an attempt to keep it all together.
ber or receive a Suppression Marker. They had some success, but the turmoil and
destruction that those that left in the Exodus
Target Number (or TN) The minimum predicted came to pass, and society eventually
number that a test needs to succeed, as deter- fell apart.
mined by dice roll. Unless otherwise stated, an
unmodified TN for a test requires a roll of 4 The Resurgence The games current time.
or better to be successful. This is indicated as a Its some 200 years after the Exodus, crops are
4+ TN. sprouting again, and people are establishing
trade and communication with communities
Encounter An encounter is a conflict or that previous generations only thought of as
scenario involving two or more sides. myth. Characters will work and fight for a
future that is as of yet undeterminied, but filled
Turn Turns allow for encounters to be with hope for the first time in generations.
broken down. Characters that can activate can
complete one or more actions during their ac- Merika The great land mass that consists of
tivation. Each character may only be activated the former nation states of Canada, Mexico,
once per turn. Each turn begins with initiative, and the U.S.
and then follows a you go, I go mechanism.
The first player activates a single character to The Wilds The great plains that stand in the
perform one or more action/s. Once that char- middle of the Merikan continent. There are few
acter has completed its action, opposing players safe trade routes that travel through it. Food
take turns choosing a character to activate. A and water is scarce, but there are still plenty of
turn concludes when there are no characters left reasons to travel to or through the Wilds, in-
that can activate. cluding access to troves containing unspeakable
amounts of old technology and resources.

5
TAPE MEASURE
Required to play A tape measure demarcated in inches in order to
find appropriate distances between miniatures.
DICE In Wreck Age, one inch is equivalent to approx-
An assortment of 6-sided dice (individually imately 2 yards or meters in the real world.
referred to as a d6) will work to resolve any The models used in Wreck Age are 28mm,
situation that invokes pure chance. At least which is about 1:43. Unless the character acti-
one die should be a different color to represent vating has a specific ability or equipment that
potential for malfunctions. This is called the allows it, you may not pre-measure distances.
Malfunction Die. You might also use a web or
application-based random number generator, BATTLEFIELD
but we prefer the old fashioned approach of We recommend a standard playing surface on
rolling the bones. Sometimes the dice may 3x 3 table. Though we have seen players run
be referred to as a number followed by d or dynamic scenarios on tables anywhere between
d6. So 3d6 would refer to three 6-sided 2x 2 and 4x 6 or even larger, we recommend
dice, 4d6 would refer to four 6-sided dice, learning the basics of game play first. The
and so on. Similarly, if the game asks you to most important notion is that you create a
roll d3, you take half the result. When you surface to match the size of the encounter. Most
roll a d3, divide the result by half, rounding up. encounters will have specific set-up areas and
other noteworthy zones included in the mission
parameters. Your play area must be large

ROLLING A D3 enough to accommodate these requirements. As


mentioned, the typical Wreck Age skirmish will
conform to 3x3 standard.
Either of these results are a 1 for a d3 roll:
SCENERY
Terrain features, buildings, and other scenery
that can provide cover are integral to any
encounter, in order to affect line of sight and
movement, as well as to prevent significant
groups of individuals from simply blasting
Either of these results are a 2 for a d3 roll one another in some brutal massacre. Scenery
provides more tactical options and play oppor-
(note the Malfuntion Die): tunities than would be available otherwise, as
well as immersing the players in the world of
Wreck Age.

MINIATURES
Hyacinth Games offers our own Wreck Age
line of miniatures that has been made spe-
cifically to represent the desperately situated
communities found during the Resurgence,
Either of these results are a 3 for a d3 roll: the current game time in the Wreck Age
world. Naturally, we recommend that you take
a look at the beautifully sculpted figures in
the Hyacinth Games range. Every Wreck Age
miniature comes with its own stat card, which
breaks down the abilities of the character.

When rolling a d3 this case, a 1 or 2 counts as a 1;


a 3 or 4 becomes a 2; and a 5 or 6 turns into a 3.

6
Stat Cards
Each Wreck Age miniature comes with a stat
card similar to the one shown here.

1 Green

2 Beast Handler
1 Green
3 Traits
Luddite
Characters with this trait may start only with common 2 Beast Handler
and uncommon items, and may never use any item that
has the High Tech trait. This trait may be removed as a
4 23 Resource Units
regular trait choice (an option beyond green training).
5 AP: 3
Animal Handling
Characters trained in Animal Handling will be able con-
6 M: 3
trol and coerce wild beasts. This allows wild beasts to be
controlled at up to twice the distance normally allowed
7 P: 2
(16 instead of 8 for a boar, for example). Each charac- 8 S: 1
ter may only control the 3 closest beasts in an encounter.
9 F: 2
Hatred: No Ghost
When this character faces No Ghosts, add one to their 10 W: 2
t
effec
Fighting attribute in an engagement, but one less Defensive
Power die when defending from Shooting or Fighting,
place rs here 11 N: 2
te
Nimble coun 12 R: 0
Nimble characters only need to move 8 or more to be
considered fast moving, as long as they are not wearing any
armor (although they may be carrying a shield and still
get this bonus). The character is not obligated to move the
13 Equipment: Power: Short: Long: Traits:

entire distance rolled to obtain the fast moving bonus. Pipe Rifle 3 6 18 unreliable, slow 1
Light Revolver 3 4 8 pistol, sturdy, reliable
Rudimentary Detonator used to explode boars

Cards contain the following information:


Trained characters have a modest level of com-
1. Training level petence as well as some basic, formal training.
Training indicates a characters general They may not have much real-world experi-
ability, experience, and discipline. It is used ence, but they feel at least marginally prepared
to determine Target Numbers for Nerves tests, and confident in their abilities. Trained charac-
including suppression.
ters have a TN of 4+ for Nerves tests.

A Green character is either a brand-new recruit,


Veterans are characters who have been in the
or one with very little experience. green char-
thick of it, and have lived to tell the tale. They
acters do not have much real-world experience,
have a good level of experience in their field,
but theyll likely have enough to survive for
and have quite high levels of competence and
a short while. green Player Characters have a
training. Veteran characters have a 3+ TN for
Nerves test target number of 5+. All other green
Nerves tests.
characters will make Nerves tests at a 6+ TN.
You may only have the amount of green char-
Elite characters are experienced and prepared.
acters equal to your crews total renown, with a
They possess a level of skill and ability that is
minimum of 3 green characters allowed in every
extremely rare. An elite character will be able
crew. The Beast Handler is of green training, and
to use their wits and prowess to find their way
as such, takes all of her Nerves tests at a 5+ TN as
she is a Player Character (her crews leader). out of just about any situation. Elite Characters
have a TN 2+ for Nerves tests.

7
2. Archetype a maximum Movement value of 3, but this
may go as high as 6 through various implants,
This is the characters type. Think of it loosely
training or traits, augmentations, and chemical
as their job or skill set.
enhancements.

3. Traits and Feats There are 5 types of Movement actions avail-


These are the innate abilities the able to characters: crawling, walking, charging,
running, and sprinting. They are all tied
character possesses.
directly to a characters Movement attribute.

4. RU cost Characters may move horizontally through


regular movement, or vertically via climbing,
These are the amount of Resource Units needed
ladders, or ropes. Characters may not move
to purchase this character for a crew.
through other characters, through walls, and
may not move across chasms wider than the
models physical height. If at any time, a char-
attributes
Characters in Wreck Age are comprised of many
acter makes base-to-base contact with one or
more opposing characters, all additional move-
facets, such as their skills, training, and traits, ment is canceled, and the models are considered
but the basic abilities of a character are defined engaged. See the sections on Fighting for more
by their attributes. The level of each attribute details. The Beast Handler has a Movement of 3,
represents how strong a character is in that giving her a base movement of 3 (the distance a 1
particular area. AP walk action allows her to move).

The higher the attribute level a character has, 7. Power (P)


the better they are at that ability. For every lev- P(ower) is the raw strength and resilience of
el of an attribute that a character has, they may a character. It is also used when determining
roll 1 die for any tests involving that attribute. feats of strength, and is used for both attack and
defense. In a melee, this attribute determines
Following are descriptions of the 8 attributes, potential damage inflicted upon an enemy, and
and explanations of what they do: conversely, Power determines if the defending
character avoids that damage from the enemys
5. Action Points (AP) blow. Weapons also have their own Power
Action Points (AP) represent the speed with attribute, which is used whenever attacking with
which a Character can act and react. The that weapon to determine the potential damage
higher the AP value of a Character, the more inflicted. The Beast Handler has a Power of
things that Character can do each turn during 2. Allowing her to roll 2 dice to defend against
their activation. The Beast Handler has an AP of incoming attacks and also allows her to roll 2 dice
3, allowing her to take up to 3 AP worth of simple for damage from Fighting attacks.
actions per turn.
A human character who is not augmented has a
A human character who is not augmented has a maximum Power value of 3, but this may go as high
maximum AP value of 3, but this may go as high as 6 through various implants, training or traits,
as 6 through various implants, training or traits, augmentations, and chemical enhancements.
augmentations, and chemical enhancements.
8. Shooting (S)
S(hooting) represents a characters ability to
6. Movement (M) effectively use ranged weapons such as firearms
M(ovement) indicates how fast, far, and well or bows. A character with a high Shooting
a character can move. This represents a speed attribute rolls more dice for any sort of ranged
that they may move in inches during their acti- weapon attack, and as such is more likely to
vation. This attribute may also be tested against score a hit on a target than a character who
when determining if a character is able to jump does not. The Beast Handler has a Shooting of 1.
out of the way of a falling rock or other feats of Allowing her to roll 1 die for Shooting attacks.
dexterity and speed.
The base value of this attribute may be between
A human character who is not augmented has 0 and 6, although some circumstances, traits

8
and pieces of equipment may allow this upper
limit to be exceeded. A Character with a Shoot-
12. Renown (R)
R(enown) acts not only as a characters repu-
ing attribute of 0 may never shoot a weapon.
tation and heroic prowess, but also their dumb,
blind luck. It is also used to advance characters
9. Fighting (F) training levels, as well as to level up some traits
F(ighting) is a characters abilities in
and feats. A warrior who single-handedly saved
close-quarters combat. A character who is
a settlement or an uncanny card shark would
trained in hand-to-hand fighting such as a be examples of a character with a high Renown
gladiator, boxer, or martial artist would have attribute. Most of the benefits of Renown can
a high Fighting attribute. The Beast Handler only be realized by a crews Player Character.
has a Fighting of 2. Allowing her to roll 2 dice for The Beast Handler has a Renown of 0. As such,
Fighting attacks. she cannot access any of the special abilities that
might be available to her as a Player Character
The base value of this attribute may not be less through the Renown attribute.
than 1 or more than 6, although some circum-
stances, traits and pieces of equipment may The base value of this attribute can be 0 but has
allow this upper limit to be exceeded. no upper limit. Green characters must start with
Renown of 0, trained characters may start with
10. Wits (W) a Renown of between 0 and 3, and Veteran and
W(its) represents a characters intellectual Elite characters have no upper limit, but must
and social skills: willpower, intelligence, start with at least 1 or 2 points respectively.
ingenuity, tactical awareness, street smarts,
common sense, and the ability to communicate.
Characters with a high Wits value are more able STARTING RENOWN
to gain the upper hand in a negotiation, talk
their way out of a fight, or even make useful (based on training level):
improvised tools from random pieces of junk. Green 0
The Wits attribute is used for many tests, and
the Wits of your Player Character (your crews
Trained 0-3
leader) rolls the number of dice equal to their Veteran 1-unlimited
Wits attribute for initiative tests. The Beast
Elite 2-unlimited
Handler has a Wits of 2, allowing her to roll 2 dice
for initiative.
13. Equipment
The base value of this attribute may not be less The items that the character comes with for
than 1 or more than 6, although some circum- the total RU (Resource Unit) cost on the card.
stances, traits and pieces of equipment may Additional equipment may always be found,
allow this upper limit to be exceeded. bartered for, or purchased through the course
of game play.
11. Nerves (N)
N(erves) represents a characters mental disci-
pline: their courage, confidence and composure
in stressful or tense situations. A grizzled veter-
an, a hardened warrior, or an unflappable field Encounters
Encounters are where 2 or more crews meet and
medic who doesnt shake under heavy fire might
have a high Nerves attribute. The difficulty of action takes place. Encounters typically last 4-6
Nerves tests are based on the level of training of turns or as laid out in specific encounters. See
the character.The Beast Handler has a Nerves of page 44 for more info.
2, so she rolls 2 dice for all Nerves tests.

Nerves tests are used most commmonly to avoid


suppression, which occurs when a character is shot at.
Turns
Wreck Age is played in turns. During each turn,
The base value of this attribute may not be less
players alternate by activating characters. Char-
than 1 or more than 6, although some circum-
acters that can activate can complete one or more
stances, traits and pieces of equipment may
actions during their activation. Each character
allow this upper limit to be exceeded.
may only be activated once per turn. Each turn

9
begins with initiative, and then follows a you go, The winning player may choose to activate one
I go mechanism. The first player activates a sin- character first, or force any specific player to
gle character to perform one or more actions with go first. Play then resolves in initiative order,
that model. Once that character has completed from the highest result to lowest, with each crew
its action, opposing players alternate choosing activating one character before moving to the
a model to activate. Activation concludes when next characters activation.
there are no characters left that can activate.
Most games will last 4-6 turns, before determin-
ing victory conditions which are spelled out in
the various encounters listed on page 44. Addi-
Tests
In Wreck Age situations will occur where char-
tional scenarios are listed in the main Wreck Age acters attempt to affect their surroundings. Ex-
rule book and on the Wreck Age website. amples include exhibitions of combat prowess,
feats of technical savvy, or even salesmanship
TURN ORDER: during a negotiation. In these situations that
tests come into play. These tests are typical-
I n i t i at i v e Te s t ly linked to an attribute, such as a Shooting
test. Simply put, a test is the method used in
A c t i vat io n Wreck Age to determine whether a characters
attempt succeeds or fails. For most tests, you
End Ph ase roll the number of dice equal to the attribute in
question, and attempt to roll equal to or above a
target number determined by the test type.

initiative Test
To begin a turn, each crew involved in the
encounter will roll the number of dice equal to
Test Mechanics
Tests are based on two primary things: the abil-
their Player Characters Wits (W on their stat ity being used (typically an attribute) and the
card). Compare each players highest die roll to difficulty of the test, called the target number
determine the victor. If there are equal highest die (TN for short).
rolls, then the individual highest results cancel
each other out and you look to the next highest An actions TN is expressed as x+ (where
natural die roll and so on until the tie can be bro- x indicates the number that needs to be rolled
ken. In the rare case that all the dice are exactly equal to or higher). For example a 4+ TN
the same, the players will re-roll the test. would require die rolls of 4 or better to succeed.
The higher the TN, the harder that test will be.

Initiative Test FOR THE BEAST HANDLER


Wits: 2

For example, a player controlling the Beast Handler as their Player Character
(who has a Wits attribute of 2) rolls a 5, and a 4, and the other player has a Player
Character with a Wits of 3 and rolls a 5, a 3, and a 1, the player controlling the Beast
Handler will win initiative.

10
4+ Wits Test FOR THE BEAST HANDLER
Wits: 2

5 and a 4 = 2 successes or
Multiple Successes

For an example, if a the Beast handler is attempting to perform an action that


requires a Wits test with a TN of 4+, the player would roll the 2 dice for any tests
involving the Beast Handlers Wits atrtribute, and any results of 4 or greater would
indicate a success. In this case, a 5 and a 4 are rolled, indicating 2 successes, or mul-
tiple successes (see below).

Unless otherwise stated, the unmodified TN


for a test is 4+. That means that it will require SOME EXAMPLES OF SITUATIONS THAT CALL FOR
at least one die result to be 4 or more to be
TARGET MODIFIERS:
successful.
C h a r ac t e r s h o t at i s
Some tests require multiple successes, and in
behind cov er.
some cases multiple successes can provide the
character with bonuses, called a Margin of
C h a r ac t e r w i t h a r m o r
Success. It will be clearly indicated when any
ta k e s da m a g e .
test requires multiple successes or grants bonus-
es for Margin of Success.
A c h a r g i n g c h a r ac t e r m a k i n g
a f ig h t i n g at tac k .
Some skills allow you to combine their value
with an associated attribute, thus allowing you
C h a r a c t e r m a k e s a n at tac k
to roll dice equal to the combined attribute and
a f t e r wa l k i n g o r r u n n i n g .
skill values for that action. Additionally, some
traits grant modifiers to tests.

Target numbers can be affected by the difficulty of


conditions. These are called Target Modifiers. TEST DIFFICULTY
The following Test Difficulty Table defines
the target numbers for tests of varying difficul-
ties:

TARGET MODIFIERS
While tests often have a fixed TN, these values TEST DIFFICULTY TABLE
are subject to the conditions that may modify TEST DIFFICULTY: TARGET NUMBER:
them, such as inclement weather conditions,
distance, darkness, attacking enemies that are Trivial: 2+ TN
behind cover, or a variety of other circumstanc-
Easy: 3+ TN
es. A change to the TN value is unsurprisingly
called a target modifier, or TN modifier. Standard: 4+ TN
Difficult: 5+ TN
Hard: 6+ TN
Nearly Impossible: 7+ TN

11
OPPOSED TESTS
is called the Malfunction Die, and is used to
determine if weapons malfunction or if a fumble
Opposed tests involve one character rolling occurs during a fighting attack. A malfunction
against another character, object, or challenge. can cause a weapon to jam, break, run out of
An example of an Opposed test would be two ammo, and so on.
Characters engaged in a tug-of-war, a foot race,
or bartering over the value of an item. When making an attack roll, roll the number
of dice equal to the pertinent attribute of the
Compare each players highest natural die roll attacker, which can be modified by the type of
to determine the victor. If there are equal die weapon, charging characters, etc. The target
rolls, then the individual highest results cancel number for a fighting attack is 4+, while the Tar-
each other out and you look to the next highest get Number for a shooting attack is based on the
range at which the target is at. Point blank range
natural die roll and so on until the tie can be
is 3+, up to the short range of the weapon is 4+,
broken. In the rare case that all the dice are ex-
up to long range of the weapon is 5+ and up to
actly the same, the players will re-roll the test.
double the long range of the weapon is extreme
range, and the target number for that is 7+. You
Opposed tests vs. Target Number rely not only
can achieve a 7+ result through The Rule of 6s.
on the involved tests TN, but the opposing side
also rolls their own test, and the results will be
compared. In these cases, the die/dice roll must ATTACK ROLL TARGET NUMBERS:
not succeed only based upon the TN, but the
ATTACK ROLL TYPE: TARGET NUMBER:
character must have a higher number of successes
than the opposing character in order to prevail.
Fighting Attack: melee 4+ TN

Like other tests, Opposed tests are subject to Fighting Attack: pistol 5+ TN
TN modifiers and Margins of Success, and may Shooting: Point Blank 3+ TN
require multiple successes. It should always be Shooting: Short Range 4+ TN
indicted if any of these are required for the
Shooting: Long Range 5+ TN
Opposed test in question.
Shooting: Extreme Range 7+ TN

AUTOMATIC FAILURES
If during a test, any natural 1s are rolled on The Rule of 6s
any dice, then those dice are considered to be The Rule of 6s is a compounding mechanic, which
an automatic failure. Automatic failures are allows for results of higher than 6 to be achieved.
not eligible for any TN modifiers that might For each natural 6 beyond the first one, the result
otherwise raise the value of the die, or otherwise of one of the roll goes up by 1. For example, if a
allow it to pass. For instance, if a character is roll contains three natural 6s, then the value of
attempting an action with a TN of 2+, and that one of them would increase to 8, and so forth.
player has a trait that adds +1 to all die rolls for Luckily, it is only necessary to reach these
that test, if a 1 is rolled on any of the dice, then higher TNs in very rare instances. Also, keep
these are immediate, automatic failures even in mind that only one success of higher than 6 is
though under normal circumstances, bonuses achievable through The Rule of 6s, although other
may have raised result to a value of 2 or greater, modifiers may still be able to affect the roll. In
which would have passed the test. A TN must this way, you can achieve heroic results unable
ALWAYS be 2+ or greater. There is no 1+ TN. to be accomplished by those only rolling one or
two dice. Many of the more challenging tests are
outside of the capability of characters with low
attribute ratings, for this reason.

Attack rolls
Fighting and shooting attack rolls are rolled
Furthermore, for an attack roll, The Rule of 6s
will boost the Power of a successful attack roll by
based on the corresponding Fighting and Shoot- 1 for every additional natural 6 beyond the first.
ing Attribute. Each attack roll requires at least Therefore, three 6s will boost the Power of the
one die of a sepearate color, unless there is only attack by 2, four 6s will boost the attack Power
one die being rolled. This alternate colored die by 3, etc.

12
The Rule of 6s
Wits: 2

Example: The Beast Handler wants to open up a gap in an existing fence to allow
Bars to come pouring through. To tear down a fence is a nearly impossible (7+ TN)
action to do with your bear hands. A Power test is rolled from the Beast Handler who
has a Power Attribute of 2. Two 6s are rolled, adding +1 to the result, making it an
7, achieving success. If this had been an attack, there would have also been +1 to the
Power of the attack.

TESTS: MULTIPLE SUCCESSES Activation is the term used for a player choosing
Some tests will require more than one success to a character and then performing actions with
succeed. This will be clearly indicated for these that character. A character may only make
sorts of tests. Unskilled tests (spelled out in the actions while activated, unless they have a hold
test type) allow only for a single success and
action/s which will be discussed shortly. All char-
will never be able to achieve multiple successes.
acters may only be activated once during a turn.

TESTS: MARGIN OF SUCCESS Some characters may not be eligible for


As mentioned previously, some tests (usually activation because they are out of commission,
associated with a skill, which are used in the stressed, or otherwise incapacitated. Any char-
narrative RPG version of Wreck Age) will allow acter in this situation may not be activated and
for a Margin of Success. These tests may not
may not have their Wits attribute used for the
only succeed, but succeed so well that they earn
a bonus to their success. Tests that allow for purposes of an Initiative test. The following is
Margins of Success are marked with (MoS) a list of some situations that prevent a character
next to the test, such as Barter test (MoS). from being activated as normal.

THESE CONDITIONS PREVENT CHARACTERS


FROM ACTIVATING AS NORMAL:
ACTIVATIONS
Once initiative has been rolled, players will Un c o n s c io u s / Pa r a ly z e d
alternate between activating one eligible char-
acter at a time. In an encounter that has more Un n e rv e d
than two players, follow initiative order from
highest to lowest to resolve the order of play for Down
each side. If one player has more eligible char-
acters than another, when one player runs out Dying
of characters to activate, the opposing player(s)
continue/s their activations until all eligible De ad
characters have activated. When there are no
more characters left to activate, the End Phase An activated character may perform one or
occurs, and then the turn ends. more actions during their activation, depending
on how many AP (Action Points) they have at
their disposal.

13
Actions
Complex actions, such as fixing a broken
weapon, or setting a trap, will require the full
In Wreck Age, virtually anything that a char- attention of a character for one or more turns.
acter can do is an action. While some actions A complex action may have a number in paren-
thesis after it, indicating that more than one
do not require a test to perform, most will
turn is required to accomplish this action. For
require that a test be taken to accomplish them.
example: Complex Action (3) indicates that a
Every turn, an activated character may take
character would need 3 full uninterrupted turns
any combo of actions that they can afford
to complete that task. A character engaging in a
by using their AP (Action Points). There are
complex action may not utilize a free action in
three types of actions in Wreck Age: a complex
that turn, except in the case of a hold action.
action, a simple action, and a free action. No
matter what type of action a Character chooses Here is a list of the most common actions avail-
to perform, characters cannot normally take able to a character during their activation:
the exact same action twice in one turn. How-
ever, there are traits that make exceptions to
this rule. SIMPLE ACTION: Regular Shot (2 AP)
SIMPLE ACTION: Concealment (2 AP)
Actions that cost specific amounts of AP to do
are called simple actions. Some actions take
SIMPLE ACTION: Reload (1 AP)
an entire characters activation, regardless of SIMPLE ACTION: Interact
their available AP. These actions are called SIMPLE ACTION: Walk (1 AP)
complex actions. As long as they have not
done a complex action, a character may take a
SIMPLE ACTION: Crawl (2 AP)
single small action at the end of their activation, SIMPLE ACTION: Run (2 AP)
which does not require the use of any AP; these SIMPLE ACTION: Sprint (3 AP)
are called free actions. A character may con-
tinue taking actions until they run out of AP or SIMPLE ACTION: Ready Slow Weapon
simply declare that their activation has ended. SIMPLE ACTION: Harvest (2 AP)
SIMPLE ACTION: Search / Scavenge
Simple actions are those that require one to
three AP to perform. These actions take more FREE ACTION: Go Prone
time or are more complex than free actions. A FREE ACTION: Regroup (+1 AP)
character may perform as many of these actions
as they can afford to on their activation, in
FREE ACTION: Communicate
any order, keeping in mind that they may not FREE ACTION: Hip Shot
normally perform the same action twice in the COMPLEX ACTION: Hold Action
same activation. The next few sections will
explore simple action types and explain how
COMPLEX ACTION: Aimed Shot
each is performed. COMPLEX ACTION: Charging
Free actions are those that normally require no
COMPLEX ACTION: Fighting
AP expenditure to accomplish, and are typi- COMPLEX ACTION: Disengage
cally things that can be accomplished in just a COMPLEX ACTION: Rally (+d6 AP)
few seconds of real time, such as unsheathing a
knife or pistol, yelling across a room, or drop-
COMPLEX ACTION: Un-jam Weapon
ping to the ground. A character may perform COMPLEX ACTION: Repair/ replace
one free action without expending AP, and may
only do so at the end of its activation, as long as
that character didnt utilize a complex action, SIMPLE ACTION: Regular Shot (2 AP)
in which case, no free action is allowed. This is a shot fired from any position, taking a
moment to aim, and not fired wildly or haphaz-
The one exception to this rule is that a char- ardly. A Regular shot may represent a single shot,
acter may take any amount of additional free burst, or automatic fire, but is an abstraction of
actions at any point during their activation by what the character would be doing given its tacti-
expending one AP per free action, keeping in cal situation and weapon. To resolve a regular shot
mind that characters may not normally perform the Character will take a Shooting test. A regular
the same action twice in a turn. shot has no TN modifier, and the TN is based off
of the range of the weapon being fired.

14
SIMPLE ACTION: Concealment (2 AP) otherwise characters will harvest Resource
Units (RUs).
A character who performs a Concealment action
is attempting to better utilize the surrounding
terrain for defensive purposes. In short, they are For example, if the narrator chooses, harvest
hiding. To attempt a Concealment action, the actions will result in something specific gleaned
from the act, e.g. picking berries, gutting a fish,
character must spend 2 AP, and that charac-
ter temporarily receives the Concealed trait. or digging for medicinal roots.
Concealed characters force any ranged attacks
against them to take a +1 TN modifier. SIMPLE ACTION:
Search / Scavenge (1-3 AP)
Concealed characters may still be charged or The world of Wreck Age teems with all make
engaged as normal. and manner of goods and, even in the heat of
the moment, a player might catch a fleeting
If a character chooses to move, shoot, or fight glimpse of something that looks unexpectedly
while concealed, they immediately lose their valuable or useful. Likewise, characters may set
concealed status and all its benefits. However, out to find a specific item in an encounter. The
there is nothing preventing a concealed Charac- search /scavenge action represents a characters
ter from making an attack, resulting in a loss of attempt to physically locate such an item. The
concealment, and then performing a Conceal- encounter or Narrator will dictate how many
ment action afterwards to gain concealment AP will be required for each search or scavenge
again, provided they have the AP to do so.
action. If no AP value is listed, the action will
cost 2 AP.
SIMPLE ACTION: Reload (1 AP)
Later in this chapter youll learn about mal- Depending on circumstance, characters may
functions that are brought about from use in scavenge specific items; otherwise, characters
combat, and one of the possible malfunctions will scavenge Resource Units.
is that your weapon will run out of ammo.
Used only when a character has an out of Characters may wish to scavenge a downed
ammo marker, simply remove the marker and character, an objective marker, or perhaps a
your character may use the weapon normally. vacant room for a handy item or a possible clue
The one exception to this is if a weapon is out to an evolving mystery.
of ammo while its owner is engaged; in this
case the weapon may not be reloaded until the
engagement has ended. SIMPLE ACTION: Interact With Objects
(various AP, dependent on type)
SIMPLE ACTION: Ready Slow Weapon Characters may find they need to interact with
an object or an objective. This will require
(1 AP per level of Slow Weapon Trait) manipulation of some manner: a heavy gate
Some weapons have the slow trait. In order to
may need to be cranked open, a keyboard might
use a slow weapon, it must first be loaded or
require code to unlock, or an old machine
otherwise prepared, and will take extra AP to
might need to be primed and started. These
do so. Characters must spend AP relative to the
attempts require expenditure of an AP once a
level of the associated slow trait. For example,
Character is in the correct position usually
if a character were using a weapon that had the
directly adjacent to that object. Encounters or
slow 2 trait, to prepare the weapon youd need to
Narrators will clearly spell out where, when,
spend 2 AP and then it would be ready for use.
and how the interaction will affect play. In any
Additional AP would still be required to fire it.
case, the interaction occupies a characters full
physical and/or mental attention for that turn.
SIMPLE ACTION: Harvest (2 AP)
There are many different resources in the world
A interact action may be a free action, all the
that can be harvested: grain from a field, algae
way to a complex action (6) or more. The
off of a pond, or even the organs of the dead (or
encounter or Narrator will determine the AP
worse, the living). Harvesting is a simple action that
requires 2 AP. required. An old gate may be automated, thus
only taking a free action to open, or it may
Depending on the scenario or Narrators be hand cranked, taking a slow and laborious
choice, characters may harvest specific items; complex action (3).

15
SIMPLE ACTION: Walk (1 AP) it makes you an easier target for very close
enemies. When Prone, the only Movement
A character may move up to its Movement
action a character may take is Crawl (see
attribute value in inches. If, during its move,
previous column) While going prone is a free
it comes into base-to-base contact with an
action, getting back up is a 2 AP simple action.
opposing character, it is considered to have
You may want to indicate that the character is
charged rather than walked. A character who
prone with a marker.
walks must add a +1 TN modifier when making
a ranged attack during that activation.
FREE ACTION: Regroup (+1 AP)
If a Character has 1 or more Suppression mark-
SIMPLE ACTION: Crawl (2 AP) ers, they may attempt to remove 1 by using this
Applying only to prone characters, by free action to perform a Nerves test.
crawling they may move up to their base
Movement attribute.
FREE ACTION: Communicate
A quick whisper or yell to another Character that
SIMPLE ACTION: Run (2 AP) would take only a few seconds. This can be useful
A character may move up to their Movement when using communications devices, for instance,
value in inches, plus 1d6 additional inches. A to relay a combination to another character so
character who runs during activation must add that they may unlock a security door.
a +2 TN modifier when making a ranged attack
during the same activation. FREE ACTION: Hip Shot
A hip shot is an un-aimed snap shot or quick
SIMPLE ACTION: Sprint (3 AP) follow up shot typically fired for suppression
A Character may move up to its Movement of opposing characters. That said, a hip shot
value in inches, plus 2d6 additional inches. fired from a semi-auto weapon in the hands of
Characters who have sprinted during activa- a well-trained character can be particularly
tion may not attack with a ranged weapon effective. To resolve a hip shot the character
will take a Shooting test. Hip shots are penal-
during that activation.
ized with a +2 TN modifier. Although hip
shots are free actions, characters who sprinted
may not fire a hip shot.
FAST MOVING:
If, through any Movement action, COMPLEX ACTION: Hold Action
a character generates 11 or more The Hold action is used to simulate a character
of movement or more during activa- preparing in anticipation to activate. This may
tion, irrespective of how far they ac- be readying for a significantly ambitious activity
tually chose to move, that character or series of actions, like jumping from cover,
running across a field, and firing off a wild
becomes Fast Moving until their
shot, all in one go. By Holding, characters will
next activation. Fast Moving can be
earn a Hold Marker, which increases their
achieved through any combination
available AP by 1 in the next turn (up to a maxi-
of movement actions. Any character mum of 6). After declaring a Hold, the char-
making a ranged attack roll against acter may use one free action, and then their
a Fast Moving character does so activation ends. This is in contrast to how most
with a +1 TN modifier. complex actions operate. Each hold marker that
a character possesses represents 1 additional
The Nimble trait allows fast mov- AP, meaning that a character who uses a hold
ing to occur at 8 or more. action is giving up their entire AP pool for that
turn and in exchange receiving 1 additional AP
in a subsequent turn. For each subsequent hold
action, another hold marker will be added.
The character must expend the additional AP
FREE ACTION: Go Prone in the next turn unless declaring another hold.
A Character may drop flat on their stomach, However, stacking hold markers can be risky;
attempting to avoid enemy fire. This can be any character with one or more holds that fails
a double-edged sword, because while it makes a Nerves test loses any and all Hold Markers.
you a harder target for an enemy at a distance, Whereas a Nerves test taken by a player with

16
one Hold Marker is taken normally, any hold When a character with Hold Markers activates
markers beyond the first will cause a +1 TN they may perform as many actions as their
modifier. This is cumulative. Therefore a char- available AP allows, in any manner that they
acter with 3 Hold Markers will take Nerves tests wish. As usual though, a character may not
with a +2 TN modifier, and so on. perform the same action twice in a single
activation, unless that character has a specific
Having 1 or more Hold Markers also allows a trait that allows them to do so. Any Hold
character to interrupt the activation of another Markers or excess AP not spent by the end of
character, however, they may only take actions that activation are lost. Unlike other Complex
equal to their starting AP-1. So if their AP is Actions, a hold action allows for a character to
3, they may take a single action of up to 2 AP take a Free Action at the end of their activation.
at any point during any characters activation,
including the activation of a character on their
own crew.
COMPLEX ACTION: Aimed Shot
An Aimed Shot is a shot fired with careful time
taken, controlled breathing, and emphasis
If a character engaged in a hold fails a Nerves
placed upon making an effective kill. To
Test for any reason while doing so, that charac-
ter will lose all stored AP. resolve an Simed Shot the character will take a
Shooting test. Only characters with a Shooting
attribute of 2 or greater may take an aimed shot.
An aimed shot gains a -1 TN modifier due to
careful, precise aiming.
A FEW RULES REGARDING
HOLD ACTIONS AND AP An aimed shot also allows an attacking charac-
ter to ignore 1 die worth of Defensive Power if
Each Hold Marker adds 1 AP up there are any bonuses coming from either armor
to a maximum of 6. You may never or cover. If there is no armor or cover, this does
have or store more than 6 AP. not have any additional effect.

If a character with Hold Markers COMPLEX ACTION: Charging


fails a Nerves Test for any reason, Charging involves an all-out assault. If a charge
that character will lose all stored results in an engagement (base-to-base contact)
AP. it will garner a significant bonus to combat.

Once a character activates with any If through a charge action a character comes
non-Hold action, they must either into base-to-base contact with an opposing
spend or forfeit all Hold Markers character, they not only becomes engaged,
attached to their character. but will also be able to make an immediate
strike against any target they have engaged
Unless they have a trait that allows with, at +1 to their Power attribute. This
them to do so (such as nimble for bonus lasts only during the turn in which the
Movement actions, or Sustained charge occurs.
Fire for Shooting actions), a
character may not perform the Charge distance is the results of the number of
same action more than once in a dice equaling their AP-1 plus the distance of
single turn. their base Movement.

When interrupting other charac-


ters actions, a character with Hold
Markersmay only spend their base A Character with 3 AP and a Movement
AP-1, regardless of how many Hold of 4 would be able to charge 4 plus the
Markers they currently possess. results of two dice. A Character with 1
Characters without Hold Markers AP and 2 Movement would only be able
may not interrupt to charge their base Movement of 2,
and would not add any additional dice
to the distance.

17
If a character takes a Charge action that doesnt character engaged to multiple opposing char-
result in an engagement, they are considered Slow acters may choose to leave engagement with
Moving until their next activation, even if they some characters while maintaining engagement
have moved 11 or more. with others by keeping in base-to-base contact
with whichever characters desired during the
disengage movement; in this case, only the
COMPLEX ACTION: Fighting opposing characters that were disengaged from
Fighting is the term in Wreck Age used to may perform Counter-Strikes.
describe attempting hand-to-hand close combat.
Fighting occurs only within an engagement,
when two or more opposing characters are in COMPLEX ACTION: Rally (+d6 AP)
base-to-base contact. A Fighting action is sim- If a Character has 1 or more suppression markers,
they may attempt to remove d6 of them by using
ply a swing, jab, slash, bash, or other attempt
this complex action to perform a Nerves test.
to hurt someone within arms reach. When a
character uses the Fighting action, they must be
engaged with one or more opposing characters, COMPLEX ACTION: Un-jam Weapon
and declare which character theyre attacking. To clear a Weapon Malfunction result of a
If they are engaged with more than one oppo- jammed or stuck weapon (see Weapons Mal-
nent, they may potentially hit more than one, function later in this chapter), the character
but they must still declare their primary target must spend an entire turn un-jamming this
before rolling any dice. weapon so that they may use it again. If the
Character chooses, they may instead abandon
The activating character then makes a Fighting that weapon, and use another (or their fists),
test, which is based on the Fighting attribute to but the weapon is then considered lost.
determine if the target was hit. This takes all of
their AP. The attack roll is followed by a Dam- COMPLEX ACTION: Repair/replace
age test for damage if a hit is scored. The base This action is used to make small changes to
TN for a Fighting attack is 4+. TN modifiers are equipment and weapons, and to interact with
found in the Fighting Modifier Table located various objects. Some actions, such as fitting or
in the Fighting section. If more than one die removing a silencer will be regular Complex
is rolled for Fighting, one of them must be of a Action, whereas repairing an engine may be a
different color than the rest. This is called the Complex Action (4) or even higher.
Malfunction Die. A result of 1 on the Malfunc-
tion Die causes a fumble. Any successes that
are rolled, including those on the Malfunction
Die, achieve a hit upon the target character. End Phase
At the end of every turn, after all characters
Multiple successes are not counted (except for
multiple 6s; see: the Rule of 6s earlier) unless the have activated that are able to, there will be a
Character is engaged with multiple oppo- variety of things that may have to be resolved;
nents, in which case the attacking Character Unnerved characters, Power tests for Uncon-
scious characters to see if they wake, the acti-
may choose secondary targets to apply the
vation of NCs (Narrator-controlled characters),
excess hits to. Once hits have been tallied and
and a variety of other events. These things will
assigned, the attacking character then rolls for
all be handled at the end of the turn, in whats
damage once and the results are applied to all
called the END PHASE.
characters that have been hit by the attack, as
explained in the DAMAGE section below.
The first thing to be done in the End Phase is
to check to see if objectives have been met that
COMPLEX ACTION: Disengage trigger victory conditions, or if the turn limit
Disengaging may happen only when a char- has been reached. If these conditions have not
acter is already engaged. To disengage, that been met, play will go into another turn.
character must declare a disengage action,
but may only move the distance of their base Any character that is Unnerved (reduced to
Movement attribute. Disengaging is a risky 0 AP) may Muster by taking a Nerves test. A
action that allows opposing characters to make successful result for the test will remove d3
a Counter-Strike against them. After moving, suppression markers from that miniature, re-
any opposing characters that were engaged with moving the Unnerved status. If they fail, they
that model may immediately perform Count- may immediately move 2d6 in any direction,
er-Strikes against the disengaging character. A but remained Unnerved.

18
Furthermore, any character that is Unconscious
or Down may make a Power test to return to
END PHASE ACTION:
action. Unconscious and Down characters that Activate NC Characters
return to action in this way will begin the next If there are any characters that are not
turn as Wounded. Dying characters will begin controlled by any players, who are instead
the next turn as Down. controlled by the Narrator, or their movement
is dictated by the scenario, they are activated
The Narrator or scenario in place will be in the End Phase, after victory conditions are
largely responsible for monitoring situations checked for.
and determining any further actions that will
be required in the End Phase. END PHASE ACTION:
Muster (+d3 AP)
Any Character that is Unnerved (reduced to 0

END PHASE actions


As indicated, a variety of things may have to be
AP) may take a Nerves test. A successful result
for the test will remove d3 Suppression Markers
from that miniature, removing the Unnerved
resolved in the End Phase; Unnerved charac- status. This is a free action, called a Muster. If
ters, Recovery tests, NCs (Narrator-controlled they fail, they may immediately move 2d6 in
Characters) move, and a variety of other events. any direction, but remained Unnerved.

The Narrator or encounter will be largely


responsible for monitoring situations and END PHASE ACTION: Recovery
determining what additional actions may be Characters that are Unconscious or Down may
required in the End Phase, but we will go make a Power Test to return to action. This is
called a Recovery test (or just Recovery).
over the basics here.
Down characters will return as Wounded,
Unconscious characters will return to action
END PHASE ACTION: as Groggy, Dying characters become Down.
Check Victory Conditions
The first thing to be done in the End Phase is
to check if objectives have been met that trigger RECOVERY TESTS
victory conditions, or if the turn limit has been
Target numbers for Recovery tests are:
reached. It is possible for more than one side
to achieve their objectives at the same time. If Unconscious: Difficult (5+ TN)
victory conditions have been met, the encounter Down: Hard (6+ TN)
ends. If no victory conditions have been met,
Dying: Nearly Impossible (7+ TN)
play will go into another turn.

Recovery FOR THE BEAST HANDLER


Power: 2

A Staker shoots the Beast Handler and she goes Down. In the End Phase of every turn, the Beast Han-
dler may make a Recovery test to attemp to return to action as Wounded. This a nearly impossible (7+
TN) Power test. The Beast Handler rolls 2 dice for Power in the End Phase, and rolls 2 6s, which the
Rule of 6s turns into a 7, indicating a success. The Beast Handler returns to action as Wounded.

19
Movement or fence.
There are 3 basic movement actions:
The distance moved vertically counts double the
Walking is the base Movement attribute in total distance of any movement (horizontally and
inches, running is the base Movement attri- vertically or a combination of both). A character
bute in inches + 1 die, and sprinting is the base may not end their movement on such an obstacle.
move ment attribute in inches +2 dice. Its all or nothing, with a few notable exceptions:

MOVEMENT OPTIONS FOR THE BEAST HANDLER


Movement: 3

=3 +D6
2AP)
RUN(
SPRINT(3AP) = 3+2D6
WAL
K( 1A
P) =
3
The Beast Handler has a Movement of 3. During her activation, she may use up to 3
AP to move in any direction, either by walking, running, or sprinting up to the total
distances listed for each movement action. A character may not take the same action
more than once in the same turn. After using this AP, the Beast Handlers activation
is over, and they need to wait until the next turn to activate again.

If a character uses a ladder, rope, drain pipe

Measurement
Movement is always measured from front to
or other terrain features to climb up or down,
than there is no limitation in the height they
can cover, and the character may end their
front, what this means, is that the model you
movement as well as start a movement action
are moving will be measured and moved from the
while climbing. The character cannot take any
front of the base or the forward part of the model.
actions other than movement or free actions
You then move the model along the path as you
while climbing.
desire, with the maximum move being the allowed
distance rolled (or specified by the Movement).
JUMPING
CLIMBING A character may jump up to their Movement
attribute in inches, in any direction, with no
During a movement action a character might
have to overcome obstacles in their way, or they penalty. If jumping off of a terrain feature,
may want to jump across a ravine or trench in this does not cause a penalty to movement,
order to get into a better position. although falling damage may occur (see the
next listing for falling) If they ran or sprinted
Characters can climb up or down or over in the last turn before their jump, they may
obstacles during their movement action as long leap an additional d3. If there is no ground
as the obstacle isnt higher than the character underneath them, If the total distance jumped
(the height of the miniature including the fails to get them to the other side of their goal,
base). Climbing over a fence or thin barricade they will fall.
(less than 1), costs 1 extra inch in movement,
regardless of actual thickness of the barricade FALLING

20
Terrain and cover
For every 2 fallen, a Character takes a Power 1
hit, up to a maximum of Power 8.
Terrain effects movement, shooting, and

Line of Sight
if you can draw a line of sight from one base to
visibility. swamp may slow movement, while
heavy grass will provide some obscuring from
enemy fire or vision. Terrain is a very important
another, then line of sight is achieved. Some ter- element of an encounter and should be clarified
rain features that are taller than a character will before any games begin, to avoid conflict.
prevent line of sight, however barriers smaller
than the character, assumed to be standing up- Terrain offers a variety of bonuses and protec-
right, can be fired over and and through and these tions for characters in and around it. There are
terrain pieces are considered to obscure line of three basic types of cover, area terrain, non-area
sight instead. Obscuring line of sight provides the terrain, and vehicles.
defending character with cover. Unless otherwise
stated, if one character can draw a line of sight to Area terrain are pieces of terrain that are placed
another, the other character can also draw a line on a base that represents the general area that
of sight back. There is no facing for characters, the terrain takes up. The outline of a ruined
and they are assumed to have a 360 degree field of building, or the area covered by a wooded
vision and arc for determining all shooting and grove are examples of this sort of terrain. Any
fighting attack rolls. characters with at least part of their base in area
terrain are considered to be in cover.

Equipped weapons
Any weapon or item in the characters inventory
Most other forms of terrain features are non-ar-
ea terrain A character within 1 of a non-area
may be used at any time, for any purpose. terrain feature may consider themselves in
cover from that terrain feature. However, if an
opposing model is also within 1 of that same

Range
As weve touched on, weapons have ranges,
terrain feature, neither of those characters may
claim the terrain benefit from attacks or effects
coming from that other character.
from point blank (up to 2), short (up to the
number listed in the weapon profile), long
Vehicles and buildings are a third sort of terrain
(also listed in the weapon profile, and extreme
(and obviously, some vehicles can move).
(2x the long range listed in the profile of the
Characters are considered inside this sort of
weapon).
terrain, but may still be targeted by an aimed
shot, at a penalty to the character making the
Target numbers for ranges are as follows:
attack. Well go into aimed shots later on in the
shooting section.
SHOOTING RANGE TABLE:
RANGE: TARGET NUMBER: For a Character to be in cover, they need to ei-
ther be inside Area Terrain, or have the terrain
Point Blank: 3+ TN
partially blocking line of sight between the two
Short Range: 4+ TN models.
Long Range: 5+ TN
Extreme Range: 7+ TN If two opposing characters are within 1 of any
one piece of non-area terrain, the characters
each ignore cover for shooting purposes. If
To achieve a result higher than 6 on the dice, refer
both characters are inside of the same piece of
to the Rule of 6s earlier in the rules.
area terrain, they must be at least 3 apart for
either character to claim cover from the other.

AREA TERRAIN
Any terrain that is represented by a base or
border is considered area terrain. Good ex-
amples of this include woods, swamps, rubble,
and so forth. If a targeted character is in area

21
terrain, they benefit from the +1 target modifier
OPEN TERRAIN
for being in area, unless they are prone and
Open terrain is any flat surface or gentle slope
the attacker is 3 or more away, in which case,
that isnt covered with obstacles. This includes
the attacker takes a +2 target modifier to their
short grass, dirt, or fields.
shooting targets. The type of area terrain is
also likely to incur cover to the characters Characters receive no bonuses or penalties for
inside of it. moving through Open Terrain, and Open Ter-
rain offers no cover.
Nearly all area terrain is also considered
rough terrain.
ROUGH TERRAIN
Rough Terrain can include many different
SOFT COVER things: a field of loose rubble or rocks, tall
Soft cover encompasses long grass, reeds,
grass, ruined buildings and obstacles. Any dense
bushes, thin woods, and other non-hardened
vegetation can also be constituted as Rough
surfaces. The main benefit to soft cover is that
Terrain. Rough Terrain typically provides cov-
it makes it harder to determine where the target
er to characters, and is commonly categorized
is. This is translated to a +1 bonus to Defensive
as Area Terrain, meaning that if any part of the
Power, as well as a +1 TN modifier for some-
characters base is in the terrain feature, that
one shooting at a target in soft cover.
character receives a cover bonus from it.

Attacker shooting into Soft Cover: +1 TN modifier.


Rough Terrain slows down characters. In the
tabletop game, each inch moved costs 2 of
HARD COVER movement, essentially halving the movement
Hard Cover would be anything with a density of the character through that terrain. Round
that could actually soften a blow. Metal, rocks, movement up to the nearest inch.
wooden buildings, concrete or metal barricades,
inside of a vehicle with light or medium armor,
IMPASSIBLE TERRAIN
water over a characters waist, deep swamp and
Impassible Terrain is made up of obstacles too
brick walls are examples of this. Hard Cover
dangerous to just walk through or pass over.
offers a +1 bonus to Defensive Power, and has
Such could be the plain concrete wall of a
the same +1 TN modifier to anyone attacking
building as well as a pit of caustic chemical
someone in or behind Hard Cover.
substances.

Attacker shooting into Hard Cover: +1 TN modifier.


Characters cant pass through an area of Im-
passible Terrain. Their base may not enter the
Defending character is in Hard Cover:
Impassible Terrain zone.
+1 Defensive Power.

REINFORCED COVER WATER


Depending on the depth and the way water
Reinforced Cover includes: concrete buildings
flows, water terrain can either count as shallow
or bunkers, steel buildings or bunkers, inside of
or deep. Shallow water is treated as Rough
a vehicle with heavy armor.
Terrain for movement purposes.

Attacker shooting into reinforced cover: +1 TN


Deep water can only be crossed by swimming;
modifier, and the attacker must take an aimed
moving a maximum distance equal to the
shot to make the attack.
characters Movement attribute divided by 2
(rounding up) per AP.
Defending character is in Reinforced Cover:
+2 Defensive Power
Shallow water counts as Soft Cover, and deep water
counts as Hard Cover as long as the character is
inside/moving through the water.

22
Shooting

Shooting FOR THE BEAST HANDLER


Shooting: 1
8

8 = Long Range: 5+ Target Number


REGULAR SHOT costs 2AP: result of 5 = HIT

The Beast Handler has a Shooting of 1. During her next activation, she uses 2 AP
to declare a Regular Shot at the target, which is then measured to be 8 away. 8
is long range for her rifle (which can shoot up to 12 and still be within short range.
The Target Number for long range is 5+ The player controlling her rolls 1 die for the
Shooting attack and gets a 5, scoring a hit. Damage is then rolled and no damage is
caused in this case.

Shooting involves a character using a ranged To make a Shooting action, the character
weapon to make an attack. To do so, the must have a ranged weapon, and must be able
activating character picks a shooting action and to draw a line of sight to the target. If the
makes a Shooting test, which is based on their intended target is completely obscured from
Shooting attribute to determine if the target was the characters sight, it cannot be fired upon.
hit. This is followed by an Opposed test vs. Target Assuming you can draw a line of sight to the
Number for damage if a hit is scored. As with target, you may then declare one of the follow-
Fighting, if more than one die is rolled for ing methods of Shooting:
Shooting, one of them must be of a different
color than the rest. This is called the Malfunc- TYPE OF SHOT: AP COST: TN MODIFIER:
tion Die. Unlike Fighting, characters cannot Aimed Shot: Complex action -1 TN
Fumble when making a Shooting test. The risk of
Regular Shot: 2 AP no modifier
a malfunction is the only undesired outcome of
rolling a natural 1 on the Malfunction Die. Hip Shot: free action +2 TN

Unlike Fighting, there are several types of SHOOTING: MALFUNCTION DIE


Shooting actions. Additionally, the base TN The Malfunction Die is a die of a different color
needed to score a hit is determined by the dis- (or a special die that we manufacture) that is
tance to the target. Finally, unless firing at the in most effects and purposes, exactly like the
most distant targets, the target(s) may need to rest of the Shooting Dice rolled for the test;
roll for suppression, which is explained below. however, if a 1 is rolled on Malfunction Die,
something bad can happen to the weapon (See
You will need to refer to your weapons statistics WEAPON MALFUNCTIONS).
in order to determine the range at which youll
be firing upon an enemy, and thus, the TN
required to score a hit. Remember, that in most
cases you may not pre-measure distances.

23
SHOOTING TARGET NUMBER (TN) TABLE SHOOTING MODIFIERS TABLE
When Shooting, the TN changes depending Below is a list of the most common modifiers
on both the abilities of the weapon and the that are in effect for Shooting tests, although
distance to the target. There are four ranges, some have been touched upon in previous
and the further the distance, the harder the base sections. These are cumulative, so if more than
TN. Also be aware that there are several TN one modifier is in play, they will stack unless
modifiers that may be in effect, as illustrated otherwise explained.
in the SHOOTING MODIFIERS TABLE.
Below is a list of the TNs associated with the SHOOTING MODIFIERS TABLE
various ranges:
TN modifiers for Shooting tests:
Cover: If the defender is in or behind
SHOOTING: TARGET NUMBER (TN) TABLE terrain that obscures line of
RANGE: TARGET NUMBER: sight, or attacker is 3 or more
Point Targets at 2 or closer have a away in the same Area Terrain
Blank: TN of 3+. there is a +1 TN modifier.
Concealment: If the defender is concealed,
Short Determined by the weapon:
shooting attack rolls against
Range: targets that are further than 2
them receive a +1 TN modifier
up to the short range rating of
(cumulative with cover).
the weapon have a TN of 4+.
Prone, If the defender is prone and
Long Determined by the weapon: =/< 3: the attacker is firing a weapon
Range: Targets that are further than from 3 or further, there is a
short range up to long range +1 TN modifier.
rating of the weapon have a Prone, If the defender is prone and
TN of 5+. > 3: the attacker is firing from
Extreme Determined by the weapon: less than 3, there is a -1 TN
Range: Targets that are further than modifier.
the long range rating and Fast Moving: If the defender is
up to double the long range fast moving, there is a
rating have a TN of 7+. Tar- +1 TN modifier.
gets beyond double the long Slow Moving: If the defender is
range ratings may not be hit. slow moving, there is a
Attacks at extreme range do -1 TN modifier
not trigger a Suppression test.
Attacker If the attacker walked during
Walked: that activation, there is a
+1 TN modifier.
Attacker Ran: If the attacker ran during that
activation, there is a
+2 TN modifier.
Small target: +1 TN modifier
Large Target: -1 TN modifier

DAMAGE:
DAMAGE RESULTS FOR
SHOOTING ATTACKS ARE
DISCUSSED ON PAGE 28.

24
Suppression Tests
Unnerved characters are particularly suscepti-
ble in their panicked state.
If a character is fired upon from long range or
closer, and takes no damage, they must take a If an Unnerved character is within 6 of any
Nerves test. However, this is not required if the friendly character other than a Player Char-
character is Wounded or not able to activate af- acter when that other character begins their
ter damage is resolved. Nerves tests use Nerves activation, that friendly character must take
the Nerves attribute to determine the number a Nerves test. If they fail the Nerves test, they
of dice rolled and use the characters training also become Unnerved, regardless of their start-
level to determine the Target Number (TN), ing AP. This can set off a dangerous chain reac-
as shown on the SUPPRESSION TABLE tion, especially among less-trained characters.
below. If the test has no successes, the character Please note that Player Characters are immune
receives a Suppression Marker. to being affected by already Unnerved char-
acters in this way, although Player Characters
may be Unnerved themselves if reduced to 0 AP.

Suppression Markers
Each Suppression Marker reduces that char-
If an Unnerved character is shot at, engaged, or
comes within 2 of an opposing character, they
may take one final Nerves test to attempt to
acters usable AP by one for the remainder of Muster (see END PHASE ACTION: MUS-
that encounter, or until the marker is removed TER). If they fail this, they are considered
through a variety of rally actions. Routed and are considered to have left the
battlefield. Any character that leaves the
If a character has one or more Suppression encounter in this manner will permanently lose
Markers but has not been reduced to 0 AP, 1 Renown for the shame and humiliation of such
that character may attempt a variety of rally cowardice. If the character has 0 Renown al-
actions to regain their composure. A successful ready, they are considered to have disappeared,
result in the test will remove Suppression and are removed from the crew permanently.
Marker(s). Any regained AP may be used in Their equipment may not be scavenged.
that turn. Beasts may not take a self-imposed
Nerves test in this manner.

TRAINING:
SUPPRESSION TABLE
TARGET NUMBER:
Fighting
Fighting is grappling, meleee, or otherwise
engaging in hand-to-hand combat. Fighting
Green: Nerves tests have a TN of 5+
occurs only within an engagement, when two
Trained: Nerves tests have a TN of 4+ or more opposing characters are in base-to-base
Veteran: Nerves tests have a TN of 3+ contact. This locks them into a brawl. A Fight-
Elite: Nerves tests have a TN of 2+ ing action is simply a swing, jab, slash, bash,
or other attempt to hurt someone within arms
Beast: Nerves tests have a TN of 4+ reach. When a character uses the Fighting
(may not rally, or regroup, but action, they must be engaged with one or more
may muster) opposing characters, and declare which charac-
ter theyre attacking. The activating character
Automoton: immune to suppression.
then makes a Fighting test, which is based on
the Fighting attribute to determine if the target
UNNERVED was hit. This is followed by a Damage test for
Characters may find themselves with so many damage if a hit is scored.
Suppression Markers that they have an effective
AP of 0. This would disallow them from taking
any actions during their activation. This con-
FIGHTING ATTACK TARGET NUMBERS:
dition is called being Unnerved. Immediately ATTACK TYPE: TARGET NUMBER:
after gaining the last Suppression marker that
reduces their AP to 0, an Unnerved character Fighting Attack: melee 4+ TN
may move 2d6 in any direction away from as Fighting Attack: pistol 5+ TN
many opposing characters as possible. This
movement may not result in an engagement, or
the character that is Unnerved is immediately
Routed, as below and are removed from play.

25
After resolving the Counter-Strike, the activat-
ed character who rolled the fumble then rolls
DAMAGE: for malfunctions as shown in the WEAPON
DAMAGE RESULTS FOR MALFUNCTIONS section, assuming that they
FIGHTING ATTACKS ARE are still able to activate.
DISCUSSED ON PAGE 28.
COUNTER-STRIKES
If a character Fumbles, enters engagement with
a character with any Hold Markers, or disen-
gages, they are subject to a Counter-Strike. To
Counter-Strike, a character must be eligible to
ENGAGEMENT
A brawl, scuffle, or melee happens within the
activate. Therefore characters who are Uncon-
scious, Down, or Dead may not Counter-Strike.
confines of an engagement. All opponents in Counter-Strikes allow characters to make a
base-to-base contact are considered Engaged. Fighting action at outside of their activation at
Engagement ends when all characters in it have no AP cost. All Counter-Striking characters
been killed or otherwise incapacitated, or all may utilize any bonuses that would be available
characters Disengage. to them as if they had activated, such as bonuses
to Power and Fighting from Superior Numbers.
Finally, when making a Counter-Strike, no
ENTERING ENGAGEMENT Malfunction Die is rolled, and any additional
Engagement occurs any time a character Fumbles are ignored.
moves into base-to-base contact with any op-
posing character. To do so, a character must be Player Characters who are unable to activate at
able to draw line-of-sight to the target they are the time of a Counter-Strike do not get to take
engaging. This must be at minimum an arm, part in the Counter-Strike, although they may
leg, or head. If playing with models, bases do still attempt a Parting action during their next
not count for line-of-sight purposes. If a char- activation if they are eligible.
acter who initiated engagement has charged,
they may immediately take a Fighting action
at no AP cost and gain a bonus of +1 to their ENTERING ENGAGEMENT
Power attribute for that attack. Otherwise, WITH HOLDING CHARACTERS
engagement ends a characters activation. Note When engaging a character with Hold Mark-
that engaging is not an action per se. However, ers, the characters that are being engaged
all characters who are engaged that are able to may choose to first perform a Counter-Strike
activate may make a Fighting action to attack against the engaging player, or may alterna-
any opponents also engaged. tively perform a special Shooting action, at no
AP cost, against the engaging character. If the
FIGHTING: MALFUNCTION DIE character being engaged elects to shoot in this
The Malfunction Die is a die of a different col- manner, they roll only one die instead of using
or (or a special die that we manufacture) that is their normal Shooting attribute, and the shot
in all intents and purposes, just like the rest of has a 3+ TN. On this special shooting roll, a 1
the Fighting dice rolled for the test, however, if is ignored for the sake of Malfunctions (but will
a 1 is rolled on the Malfunction Die, something still miss the target). After this Shooting action
bad can happen to the weapon (See Weapons or Counter-Strike is resolved, the engaging
Malfunctions), AND a Fumble is caused. character may make their initial engagement
attack as normal if they Charged.

FUMBLES
If the Malfunction Die is rolled and results in a ACTIVATION
natural 1, this results in a Fumble. If a Fumble DURING ENGAGEMENT
occurs, all opposing, Engaged characters may In the chaos of hand-to-hand combat, characters
initiate a Counter-Strike. To resolve a Count- must do everything that they can to fight for
er-Strike, the activated characters attack must their lives. While Engaged, a characters actions
first resolve completely. After the activating are severely restricted. Engaged characters may
character resolves their attack completely, all only take a Fighting action or a Disengage action.
opposing characters in engagement with the No other actions are available to a character in
character that fumbled may Counter-Strike. an Engagement.

26
Superior Numbers
+1 Power and +1 Fighting for every character your side outnumbers the other by.

If Beast Handler calls her 2 boars into combat with the opposing Staker character, Superior Num-
bers dictates that all three friendly characters are now granted a +2 to both their Fighting and Power
attributes, unless these circumstances change. If however, three friendly Staker characters were
engaged with the Drifters, no bonus would be given because the attacking players characters are
equal in number to opposing characters, and therefore they dont have Superior Numbers.

SIMULTANEOUS ENGAGEMENT CHANGING WEAPONS


There may be circumstances where more than
two characters are simultaneously engaged. To
DURING FIGHTING
If a character wishes to change weapons in a en-
be engaged simultaneously, all characters must
gagement, they may do so at any time, without
be in base-to-base contact with another in the
penalty. They are limited to melee weapons and
melee. There must be a continuous chain in
pistols, as other weapons are too unwieldy to be
base-to-base contact for simultaneous engage-
used in such close quarters.
ment to occur between characters.

SUPERIOR NUMBERS PISTOLS IN ENGAGEMENTS


While blades, clubs, and other close quarters
In these situations, the characters on the side
instruments are the primary types of weapons
that outnumbers their opponents are granted
used in fights, characters may use any ranged
a temporary +1 to their Fighting and Power
weapon that has the pistol trait when engaged,
attributes for every character by which they but can only attack the characters that they are
outnumber their opponents in the Engagement. engaged with. Shooting an opponent that you
This is called having Superior Numbers. In are engaged with is no easy task. Even though
the case of engagements between more than the characters are at point blank range, the
two players (i.e. three or more sides), you opposing character(s) will attempt to block the
must count all opponents in that particular shot. Resolve any attacks with a pistol weapon
engagement regardless of who controls them to but with a TN of 5+, using the characters Fight-
determine Superior Numbers. ing attribute instead of their Shooting attribute.

ENGAGEMENT INVOLVING Please note that pistol weapons do not gain


MORE THAN TWO CHARACTERS a bonus to Power from engaging multiple
opponents with superior numbers, but will still
If a character is fighting against more than one
benefit from an increased Fighting attribute,
opponent, they may be able to hit more than
and gain +1 P for attacking within Short Range.
one opponent, as long as they have a Fight-
ing attribute of more than 1. First, they must
declare the character that they are attacking, FIGHTING MODIFIERS TABLE
and for every success that the character rolls on Below is a list of the most common TN modi-
their Fighting test beyond the first, they may fiers that are in effect when Fighting, although
attack any additional character that they are some have been touched upon in previous
Engaged with. sections. These are cumulative, so if more than
one TN modifier is in play they will stack.

27
FIGHTING MODIFIERS TABLE In order to attack, a player rolls the number
of dice equal to the value of their Shooting or
TN modifiers for Fighting tests: Fighting attribute: Shooting for ranged combat,
and Fighting for close combat. Shooting tests
Charging A Defender: +1 Power for the
and Fighting tests operate slightly differently,
first attack roll. however; both require the player to roll the
Attacking A +1 TN modifier. number of dice equal to the value of the rele-
vant attribute. If a successful hit is scored, then
Fast Moving defender:
the successful character will roll a damage test,
Attacking A -1 TN modifier. as shown below.
Slow Moving defender:
Attacking A -1 TN modifier. When attacking, always roll 1 die of a different
color to represent the potential for a Malfunc-
Prone defender:
tion (and Fumble in the case of Fighting).
Attacking An -2 TN modifier.
Incapacitated defender:
Using A Ranged Weapon +1 TN modifier, uses TARGET NUMBERS FOR A DAMAGE TEST:
FOR ALL DAMAGE TESTS
While Fighting: Fighting Attribute.
THE BASE
TARGET NUMBER IS 4+
DISENGAGING
If a character wishes to retreat or otherwise
withdraw from an engagement, they may
declare a Disengage action. When declaring a THE RULE OF 6s
Disengage action, a character may move only
their base Movement attribute (in inches if EFFECTING DAMAGE
playing with miniatures). After moving, any If, during a Shooting or Fighting test, a character
opposing characters that were engaged with the attacking rolls more than one natural 6, they
disengaging character may immediately perform will add 1 to their Power Attribute for each 6
Counter-Strikes against the Disengaging char- beyond the first. Therefore, a result of four 6s
acter as if they were still in base-to-base contact. will add a total of 3 to the Power of the attack.
A character engaged with multiple opposing
characters may choose to leave engagement with RESOLVING DAMAGE
some characters while maintaining engagement To determine results of damage in Wreck Age,
with others simply by keeping base-to-base you will first use either the Shooting attribute
contact with whichever characters they choose for ranged combat, or the Fighting attribute
during the Disengage move. In this case, only for close combat. If you score a hit, you will
the opposing characters that were Disengaged then resolve damage, as follows:
from may perform Counter-Strikes.
If an attacking character scores a hit, the two
players will role an Opposed Power test to

DAMAGE
Combat is quick and deadly. If you are 100
determine if damage has been done. This is also
called a Damage test. The attacking character
will roll either their own Power rating or the
miles from your settlement, you wont want to Power rating of the weapon they are using,
engage in a firefight with every band of wander- adding any additional modifiers. Against that,
ers who cross your path, as it is extraordinarily the defending character will roll their Power
improbable that characters will find any help attribute, which may be modified by armor or
if hurt. cover. The defending characters Power is called
their Defensive Power, which is mentioned in
Although already gone over attacks in the various rules. The unmodified TN for a damage
SHOOTING AND FIGHTING sections earlier test is 4+ for both attacking and defending.
on, well just give you a quick reminder:
The defending character will subtract their suc-
cesses from those of the attacking character. The
attackers remainder will indicate how much dam-
age has been done. See the DAMAGE RESULTS
TABLE for the final outcome of the damage.

28
DAMAGE Test Modifiers
Unless the damage was caused by something
with the Non-Lethal trait, it is considered
Lethal, and will roll on the standard damage Damage test TN modifiers stack, but you only
table below. Non-Lethal damage has its own take the best Defensive Power bonus that is
damage track. Non-lethal damage ignores available to you. A character behind hard cover
bonus Defensive Power from armor or cover. in heavy armor would get a +1 TN modifier to
hit, and +2 Defensive Power (as well as a -1 TN
DAMAGE TEST MODIFIERS modifier to their Defensive Power test).

(TAKE THE BEST DEFENSIVE POWER BONUS)


2 x power: Power of the hit doubles the base
Power of the defender: -1 TN
DAMAGE RESULTS
All Lethal damage results are shown on
modifier for the attackers the table on page 30, with the first success
Damage test. resulting in the character in question being
Soft Defending character is in Wounded, the second success results in that
Cover: Soft Cover: character being Down, the third success
resuting in that character Dying, and the
+1 TN Modifier fourth (and last), Dead.
Hard Defending character is in
Cover: Hard Cover: All damage stacks, so be certain to keep track
of the number of successful damage results
+1 TN Modifier, against each character on the table as their
+1 Defensive Power health declines. characters wounded twice go
Down. down characters who receive Another
Reinforced Defending character is in down become dead.
Cover: Reinforced Cover:

+1 TN Modifier, NON-LETHAL DAMAGE


+2 Defensive Power Any weapon with the Non-Lethal trait, or an
unarmed character will use the Non-Lethal
Light Defender is wearing Light Armor:
damage table instead of the regular damage ta-
Armor: -1 TN modifier to the
Defenders Power test. ble. Non-lethal damage ignores bonus Defensive
Power from armor or cover.
Penalties: There is no movement
penalty for wearers of Light Armor. If a character has taken damage from a Non-Le-
thal weapon, use a marker or keep track on their
Medium Defender is wearing Medium
character sheet. The Non-Lethal effect will
Armor: Armor: -1 TN modifier to the
remain until that character receives greater dam-
Defenders Power test AND +1
age from a non-lethal weapon, or the encounter
Defensive Power.
ends. Non-lethal damage cannot bring a charac-
ters damage status past Unconscious. Non-lethal
Penalties: characters wearing
damage wears off after the encounter, with no
Medium Armor may not move over
detrimental effect, unless noted in the weapons
10 in a turn, and as such, cannot
profile. Any character that ends the encounter
be considered Fast Moving.
with only Non-Lethal damage will never roll
Heavy Defender is wearing Heavy Armor: on the SERIOUS INJURY TABLE. Like with
Armor: -1 TN modifier to the Defenders
lethal damage, all damage results stack. A
Power test AND
character Groggy twice is Unconscious.
+2 Defensive Power.

Penalties: No character wearing PARTING ACTION


Heavy Armor may move more Any Player Character that receives a Dying or
than 6 in a turn, and are always Dead result before they activate in that turn,
considered Slow Moving. may attempt a Parting Action as a last gasp. In
Shield: Defender is using a Shield: order to do so, a Player Character must take
+1 Defensive Power. a Power test with a TN of 5+. If passed, The
Player Character activates next and can spend
Penalties: characters using Shields their AP as usual (plus any Hold Markers they
may not use Two-Handed weapons have). Note that ONLY Player Characters may
while the Shield is in use. attempt a Parting Action.

29
DAMAGE TABLE
ATTACKER EFFECT: RESULTS:
SUCCESSES:
0 or less: No Effect The character is unfazed and may continue as normal.
1: Wounded When Wounded, all Shooting, Fighting and Power tests receive a +1 TN
modifier for as long as they are Wounded. They also recieve a Suppression
Marker.
A character with the right trait or equipment may be able to improve
their condition.
2: Down The character goes Down, and can not activate in this state.
In the End Phase of every turn, they may take a hard Power test (6+ TN)
to return to action as Wounded. Another character with the right trait or
equipment may be able to improve their condition.
3: Dying The character suffers a grevious wound and will likely die without
prompt medical attention.
In the End Phase of every turn, they may take a nearly impossible Power
test (7+ TN) to return to action as Down. Dying characters may not
activate. A character with the right trait or equipment may be able to
improve their condition.
4+: Dead The character has expired with no hope of revival.

NON-LETHAL DAMAGE TABLE


ATTACKER EFFECT: RESULTS:
SUCCESSES:
0: No Effect The Defender is slightly dazed, and may continue normally.
1-2: Groggy All Shooting tests, Fighting tests, and Power tests take a +1 TN modifier while
they are Groggy.
3+: Unconscious The character goes down. In the End Phase of every turn, they may take a
Power test with a 6+ TN to return to action as Groggy.
Any character in base-to base may awaken them by spending 2 AP to do so.
Characters with the First Aid trait , chem injector, or med kit only spend
1 AP to awaken an Unconscious character. Chracters revived in this way
return to action as Groggy.

Revive
At the end of an encounter, every character that
After attempting Revive, roll the following
for any characters with that condition:

has been hurt, but isnt dead, may be helped by at-


tempting to Revive. To do so, all active characters
WOUNDED:
After Revive, roll 1 die for every character who
with the first aid trait may make a 4+ TN First is Wounded. If any of the results are a 1, you
Aid test. For each success, they may reduce the
must roll on the SERIOUS INJURY TABLE.
damage of any other character by one step (Dying
becomes Down for example). You must choose
how to allocate each success, as its likely that you DOWN:
wont have enough successes to help everyone. After Revive, roll 1 die for every character who
is Down. If any of the results are a 1-3, you must
After Revive, but before rolling on the Serious roll on the SERIOUS INJURY TABLE.
Injury Table, characters may permanently lose
1 point of Renown to reduce damage by 1 step. DYING:
At the Narrators discretion, characters may After Revive, roll one die for every character who
also burn a Renown to re-roll the results of the is Dying. On a 1-3, the character is dead, other-
SERIOUS INJURY TABLE, or Dying results. wise roll on the SERIOUS INJURY TABLE.

30
SERIOUS INJURY TABLE.
(After Revive, roll 2d6 if indicated above) DOUBLE 1S SUBTRACT 1
ROLL: RESULT:
FROM THE RESULT ON THE
2: Dead: The injuries sustained are too
much for the character, and they die. WEAPONS MALFUNCTION TABLE,
3: Skull Cracked: The character suffers
-1 to Wits.
ALLOWING A 0 TO BE ROLLED
4: Mechanical Appendage: The character WITHOUT OTHER MODIFIERS.
has lost a limb. Characters receiving
this result should roll 1d6 again: A
result of 1-3 will give them a -1 to their
Shooting and Fighting attributes,
WEAPON MALFUNCTION TABLE
while a result of 4-6 will give them a -1 Roll 2 dice (or as otherwise indicated)
to their Movement. if a 1 is rolled on the Malfunction Die:
5-6: Broken Leg: This character is Slow RESULT: EFFECT:
Moving for four games. 6 max move. 0 or less: Explodes: The item either
7: No effect. explodes or otherwise shatters in
the characters hands.
8-9: Broken Arm: -1 Fighting and Shoot-
ing for four games. The character immediately
10: Scarred/Pock marked: A -1 Wits takes a hit at a Power 1 less than
the items typical Power, OR at
modifier exists for all social situations
Power 2 if the item has no Power.
(Barter tests, etc). Any item that explodes or breaks
11: Trauma: A horrifying experience in this manner is considered
has led to the character to lose 1 beyond repair, but may be traded
Nerves permanently. or sold for scrap.
1: Broken: this weapon is broken,
12: Mute: The character can no longer speak.
and may no longer be used with-
This character cannot use Wits for the out serious repair. After encoun-
Initiative teat. ter actions may allow characters
to fix this weapon and bring it
back to working condition again.

Weapon 2: Out of Ammo. You have run out


of ammo for this weapon.

Malfunctions
Almost every type of character in Wreck Age
The character may find more
ammo for this and will end the
encounter being able to use it
will have some form of weapons and equip- again.
ment. There are many various effects that
3-5: Jammed: the character may
these items can have on play. perform a Un-Jam Weapon action
in order to utilize it again.
When attacking with a weapon, any natural 1 on
6+: No effect.
the Malfunction Die will require a player to roll
on the WEAPON MALFUNCTION TABLE.

A Weapon Malfunction requires the player


to roll of 2d6 (or as otherwise indicated),
picking the highest result. These results may
be further modified by weapon traits and
other factors. On the Malfunction roll, every
natural 1 beyond the first natural 1 rolled sub-
tracts 1 from the die result on the WEAPON
MALFUNCTION TABLE.

31
GREEN CHARACTER
Character creation
Character creation is detailed in the main Wreck
COST: 10 RUs
15 Character Development Points
Age rulebook, but the basics are quite simple.
Each character costs a certain amount of RUs,
Any faction traits, +0 additional traits
while additional traits, equipment, and options
add additional RU costs to that character. Each
A green character is either a brand-new recruit,
character has a stat line chosen by the con-
or one with very little experience. Green char-
trolling player based on the training level of the
acters do not have much real world experience,
character. The controlling player chooses the
but will likely have enough to survive for a
stats and options for the character and fleshes
short while.
out the little details. All told, a character can be
created in less than five minutes.
Green Player Characters have a Nerves test TN
of 5+. All other green characters will make
In abstract terms, your community will supply
Nerves tests at 6+.
you with the amount of RUs required to create
a character. This represents the community
Sample stat line:
spending the resources on the infrastructure
needed to create the character by training and Green Sample Character
equipping them.
AP M P S F N W R
Once you pick an training level, you may 3 3 2 1 1 3 2 0
advance that character in any direction that you
Green characters must begin with 0 Renown,
are drawn to. Details on character advancement
but may earn a maximum of 1 during their
can be found in the main rulebook. Here are
adventures.
the basics:

Green characters have a MAX Power of 2.


First, choose a training level. That will
determine the cost of your character
You may only have the amount of Green charac-
in RUs, and the amount of Character
ters equal to the total renown of the crew.
Development Points available to build
that Character. Each level of an attribute
costs 1 Character Development Point. Use TRAINED CHARACTER
Character Development Points to choose COST: 25 RUs
the characters starting Attributes, minding 18 Character Development Points
any restrictions for the chosen training lev-
el, faction, and archetype if you are using Faction traits, + up to 1 additional trait
those. For AP, Movement and Power, 3 is
the normal maximum for humans. Some Trained characters have a modest level of com-
archetypes will modify that basic limit. petence as well as some basic, formal training.
In the full rules, Archetypes will allow you They may not have much real world experience,
to create character that have access to differ- but they feel at least marginally prepared and
ent and unique traits, weapons, and abilities. confident in their abilities. Trained characters
have a TN of 4+ for Nerves tests.
Next you will choose the details that go
along with your character, such as traits Sample stat line:
and equipment you want.

Lastly, flesh out the character with addi-


Trained Sample Character
tional details, such as story, background, AP M P S F N W R
interests, and motivations. 3 3 3 2 2 3 2 0

Trained characters may begin with 0-2 Renown.


You do not have to put any points into Renown,
although you may put up to 2 if you choose to.

32
VETERAN CHARACTER PLAYER CHARACTER
COST: 50 RUs Player Characters represent the players own
21 Character Development Points personal self within the game. Player Char-
acters are protected from many of the types of
Faction traits, + up to 2 additional traits outside influence that other characters will be
affected by: from intimidation, to coercion or
Veterans are characters who have been in the fear. A player declares one character will be
thick of it, and have lived to tell the tale. They their Player Character at character creation.
have a good level of experience in their field, This character remains the Player Character
and have quite high levels of competence and for the duration of play. If a Player Character
training. Veteran characters have a TN of 3+ dies or is otherwise incapacitated, the player
for Nerves tests. may choose another Player Character, either
from their existing group, or by creating a new
character from scratch.
Sample stat line:

Veteran Sample Character Characters that are designated as Player


Characters have Freewill.
AP M P S F N W R
3 3 3 3 2 3 3 1
FREEWILL
Veteran characters must begin with at least 1 Player Characters are able to make their own
Renown, but have no upper limit. You do not decisions about a variety of circumstances, and
have to put any further points into Renown, are able to decide how to react with greater
although you may if you choose to. autonomy than other characters. This is due to
their having Freewill. In game-terms, this means
ELITE CHARACTER that a Player Character may be able to ignore
the effects of a variety of Wits and Nerves tests.
COST: 100 RUs If Freewill allows you to ignore an effect, it will
25 Character Development Points
expressly mentioned when that effect, trait, or
circumstance as described.
Faction traits, + up to 3 additional traits (+ up
to 1 feat)
CREWS
Elite characters are experienced, and prepared. Crews are made up of multiple characters. They
They possess a level of skill and ability that is are a combination of all of the characters and
extremely rare. An Elite Character will be able enter the game with common interests and
to use their wits and prowess to find their way backgrounds. They will typically all be from a
out of just about any situation. Elite characters specific faction, although this need not always
have a TN 2+ for Nerves tests. be the case. One player may control the entire
crew, or just a part of it, depending on narrator
Sample stat line: and player preference. If multiple characters
are controlled by a player, this doesnt mean
Elite Sample Character that the player has to give up control in any
way. It simply means that characters other than
AP M P S F N W R
the Player Character wont have the benefit of
3 3 3 4 3 4 3 2 freewill.
Elite characters must begin with at least 2
Renown, and have no upper limit. You do not CREATING A CREW
have to put any further points into Renown, To create a crew, you choose the amount of
although you may if you choose to. total Resource Units (RUs) typically starting at
300 RUs, or at the Narrators discretion. The
You may only have the amount of Elite charac- crew may utilize these RUs in any way possibles.
ters equal to the total renown of the crew. Declaring one of your characters as a Player
Character does not cost any additional RUs.

33
Character traits
Butcher +5 RUs
May use two handed melee weapons as one
Traits are a Characters intrinsic abilities. handed, without penalty. In addition, all harvest
Rather than being learned, traits are part of the tests are at -1 TN.
Characters state of being. An example of a trait
would be a Characters ability to traverse rough Chemical Dependency
terrain more easily due to their upbringing in a (specific substance) -5 RUs (-2 for green)
mountainous region. This character is addicted to a substance, and
will suffer withdrawal if they dont take that
Some traits are linked to an attribute and provide substance. The specific substance must be
them an ability or bonus when performing used at least once a day, or the character will
related actions. An example of this would be suffer -1 AP, and -1 to Nerves. The substance
the Sniper trait, which provides both a bonus can be chosen by the player, or dictated by the
narrator.
to Shooting attribute-related actions and also
grants the Character an easier shot at extreme
Fanatical+10 RUs
ranges due to the traits ability. More informa-
Fanatical characters are so firm in their beliefs
tion on traits can be found in the TRAITS
that they will willingly give their lives for
chapter of the main rulebook.
their cause. This character does not ever have
to roll for suppression tests. They are always
Animal Handling +5 RUs
considered to pass them. Fanatical characters
Characters trained in Animal Handling will
may never disengage.
be able control and coerce wild beasts. This
allows wild beasts to be controlled at up to
Fearsome +15 RUs
twice the distance normally allowed (16 in-
Characters with the Fearsome trait cannot be
stead of 8 for a capybara, for example). Each
engaged unless the charging character makes a
character may only control the 3 closest beasts
successful Nerves test at a +1 TN modifier. This
aligned to their crew in an encounter.
means that Green characters must make a 7+
Nerves test to charge them.
Archer +3 RUs
A character with the archer trait has intimate First Aid +15 RUs
knowledge of bows and crossbows. Bows may This character may serve as a battlefield medic.
reload as a free action (rather than slow 1, or If a character with tthis trait is in base-to-base
they may spend the usual 1 AP to reload if they contact with a character that needs medical
use their free action for something else or dont help, the First Aid trait allows you to roll one
have one), and crossbows are considered slow 1 die against the following TN as a Complex
in their hands. Action:
Wounded: 4+ TN
Berserker +10 RUs Down: 5+ TN
Characters with this trait may use two one-hand- Dying: 6+ TN
ed melee weapons at the same time, while in an Dead sorry, youre out of luck!
engagement. This adds +1 to the Power of any
attacks, but results in -1 Defensive Power for this Each success brings the damage down one level
character. In addition, characters with this trait (Dying becomes Down, Down becomes Wound-
may treat medium melee weapons as being held ed, Wounded characters may act as normal).
in two hands at all time (for a +2 Power bonus). This trait may not be used on the character that
has it if they are Down or worse (unless they
Bodyguard +10 RUs have a chem injector). A chem injector or med
This trait allows the character possessing it to kit allows the character to roll an additional die
transfer the effects of any hit on a player char- on the chart if they have both the trait and that
acter if this character is within 4 of the Player piece of equipment.
Character. This declaration must be made by the
player controlling this character before any rolls Fleet Footed +5 RUs
for damage are made. This character suffers no Movement penalty
when traversing difficult terrain, but still must
spend 2 of Movement to climb every inch,
where applicable.

34
Guile +10 RUs (not suppression) test to activate the trait, or use
Allows this character to move as if they had the a point of Renown to accomplish it automati-
Sneak skill; a Movement test at a 5+ target. Guile cally. If successful, any character within 12 of
also allows concealment with 1 less AP than that character who is suppressed may rally as
usual. Finally, Guile also allows the character to normal immediately with no AP cost.
place a small piece of terrain (no more than 2
in any dimension) after all characters have been Linked +5 RUs
deployed in any encounter. This character is linked via some method
to the rest of their crew. They may always
Gun Slinger +3 RUs use the highest rating of anyone still able to
This character can use two Pistol weapons at the activate in their crew for any Wits or Nerves
same time when Shooting, making a separate tests, as long as both characters involved
roll for each shot. There is a +2 TN modifier to have the Linked trait.
each Shooting test while using two pistols. Both
shots must be fired at targets within 12 of each Luddite -5 RUs (-2 RUs for green)
other, or they may be fired at the same target. Characters with this trait may start only with
common and uncommon items, and may never
Additionally, a character with this trait may use any item that has the High Tech trait.
use their free action to draw a pistol at the This trait may often be removed as a regular
beginning of their turn (rather than having to trait choice (an option beyond green training).
wait until the end).
Mechanic +10 RUs
Gunzerker +15 RUs The character may add +1 to all their own
Gunzerker allows this Character to use two one weapon malfunction rolls. In addition, if they
handed automatic weapons at the same time, dou- have any hold markers (from a hold action)
bling the automatic weapon trait value (1 becomes they may add +1 to any weapon malfunction
2, 2 becomes 4), and also adds +1 to Shooting. rolls for any characters within 10. If they have
Characters with the Gunzerker trait only need to the mechanic kit equipment, they may add +2
spend 10 RUs for any ammo hog weapons they to their own weapon malfunction rolls or +2 for
possess after each encounter. any characters within 10 if this character has
hold markers.
Hatred (any specific faction) +5 RUs
When the character faces the faction they have Nerves of steel +10 RUs
Hatred for, add 2 to their Fighting attribute in It takes 2 suppression markers to remove 1 AP
an engagement, but one less Defensive Power from this character.
die when defending from Shooting or Fighting.
Nimble +5 RUs
High Tech Nimble characters only need to move 8 or
(faction or elite only) +10 RUs more to be considered Fast Moving, as long
Allows a character to use High Tech weapons. as they are not wearing any armor (although
they may be carrying a shield and still get this
Last One Standing +3 RUs bonus). The character is not obligated to move
This character has witnessed horrible slaughter. the entire distance rolled to obtain the Fast
If half (or more) of this characters crew goes Moving bonus. Nimble also allows a character
Down (or worse), they must immediately modi- to take a run or sprint action more than once in
fy their Nerves by -1, to a minimum of 1 for the a single activation.
rest of the encounter. However, if the character
begins the encounter alone (without any other Old Tech
characters on their side), they raise their Nerves (faction or Veteran/elite only) +5 RUs
by +1 for that encounter. Allows a character to use Old Tech weapons.

Leadership +25 RUs Pack Animal (beast only)


This trait allows the character to rally others. These creatures were born to carry heavy
They may use their presence to inspire those burdens. A Pack Animal may carry up to three
within 12 to rally. To use this trait, the char- portable objectives or one heavy objective.
acter must be able to activate as normal. This
special rally is a complex action. Roll a Nerves

35
Pain Resistant +20 RUs (Power 3 or less) Sustained Fire +10 RUs
This character can withstand a brutal amount This character may take 2 separate shots
of pain. They may roll one extra die whenever (including 2 Gunslinger attacks) at different
making a Defensive Power test. Also, they may targets each turn, assuming this character has
take a Parting Action by taking a 4+ Power test the AP to do so.
rather than the usual 5+.
Wild Beast (control range 8)
Player Character (specific characters) Their attacks always count as lethal. Wild beasts
This specific character may only be used as a have claws or teeth, and all their attacks are at
Player Character. Power +1.
Additionally, any wild beast that is a part of the
Punishment Marked -5 RUs group must have a human Character from that
You can never use this characters Wits attribute crew within their control range of them at all
for initiative unless they are the only/last char- times, or may not do anything except move to-
acter remaining. Instead, choose another charac- wards and attack the nearest target. This extends
ter if this character is your Player Character. to double that range if any human character that
has the Animal Handling trait and is within
Savant +5 RUs range of the wild beast.
This character has a natural intuition and
uncanny luck. They may re-roll any natural 1s Wild Beasts may not remove their own suppres-
on any tests involving the Wits attribute. sion markers, and instead must rely on someone
with the animal handling trait, to do it for them
Shrewd Trader +5 RUs through rally actions.
May add 2 Wits to any tests involving bartering,
trading, selling, or buying of goods or services.

Scrounger +5 RUs
Feats
Feats are powerful and specific special abilities
This character is adept at finding useful
that are typically only usable once per encoun-
items and have gained the ability to notice
ter. here is an example:
what many others overlook.

This trait allows the character to add +1 to Rezz Wad Add one, two, or three to AP (up to a
the result of any dice for a Scavenging test. maximum of 6) for the duration of the encounter).
Also adds 1 to any trinket rolls, and after At the start of the next turn the character must
game encounters. make a Wits test and add a -1 TN modifier per AP
added through this ability. Failure immediately
Sniper +10 RUs forfeits this characters activation for the remain-
Characters with the sniper trait may add 1 to der of the turn while success means the character
their Shooting attribute for all Aimed Shots. can operate as normal per status condition.
This trait is usable by characters with a Shooting
of 1, who would not normally be allowed to
take those Aimed Shots. Additionally, this trait For more on feats and traits, see the main Wreck
allows characters to take shots at extreme range Age rule book.
at a base target number of 6+ rather than the
usual 7+ target number.
Armor
Characters may be equipped with armor at the
Stoic +5 RUs
Allows characters on the defensive end of a following costs:
scenario (or defensive stance) to ignore the first Light Armor 5 RUs
Down result against them, and continue as 20 RUs
Medium Armor
wounded. A second Down will effect the char-
Heavy Armor 50 RUs
acter as normal, and any Dying or Dead results
will also effect the character as normal. Shield 3 RUs
See item description in the main rulebook for more
details on this equipment.

36
Weapons table
NAME: POWER: SHORT: LONG: TRAITS: COST:

MELEE WEAPONS:
Small Melee* user +1 Melee or thrown sturdy, silent, thrown 1
Medium Melee* +1/+2 Melee or thrown silent, sturdy, thrown, two-handed 3
Large Melee* user +2 Melee or thrown reach, silent, sturdy, heavy, two-handed 5

Old Tech Melee Weapons:


Shock Staff 3 Melee non-lethal, reach, shock, unreliable 10
Vibro Blade user +2 Melee reliable, sturdy 25

High Tech Melee Weapons:


Cyber Gauntlet 3 Melee reliable, shock 20
Power Claw 7 Melee reach, reliable, sturdy 20
Signal Staff 2 Melee non-lethal, reach, shock, unreliable 10

RANGED WEAPONS:
Blowgun 1 4 8 silent, plentiful ammo 1
Bow 3 8 24 silent, slow, two-handed, plentiful ammo 3
Crossbow 3 8 36 slow, armor piercing 1, two-handed 5
Pistol* 3 4 12 pistol, semi-auto, +1 Power for +5 RUs 5
Rifle* 4 12 48 slow, two-handed, (semi-auto +10 RUs, select 10
fire +25 RUs, +1 Power for +15 RUs)
Shotgun* 6 6 16 scatter, slow, two-handed, semi-auto for +10 RUs 10

Old Tech Ranged Weapons:


ARKH Carbine* 3 10 40 burst, large magazine, reliable, two-handed 25
Flame Thrower 5 5 10 blast 2, flame, heavy, slow, unreliable 30
Machine Gun* 5 12 48 ammo hog, automatic, heavy, large magazine, 100
+2 Power for +50 RUs
Mining Laser 6 4 10 heavy, slow 20
Net Gun 7 6 20 non-lethal, scatter, slow, two-handed 25
Submachine Gun* 3 4 16 ammo hog, select fire, inaccurate 25

High Tech Ranged Weapons:


Laser Rifle* 5 12 48 accurate, silent, semi auto, unreliable 25
Laser Pistol* 5 12 24 silent, semi auto, unreliable 15

EXPLOSIVES:
Nail Bomb 3 thrown or detonator single use, blast d6+2, remote 5
Satchel Charge 6 thrown or detonator single use, blast d6+2, remote 15
Grenade* 7 thrown thrown, single use, blast d3 15

Weapons marked with an asterisk (*) may accept one or more weapon modifications. See that specific weapons
description in the main rulebook for more details on what modifications are available for that weapon.

See item description in the main rulebook for more details on this weapon.

If a Weapon is High Tech or Old Tech, the Character must have that trait to properly use it. They may attempt to use
the weapon without that trait, but their Shooting or Fighting attributes will be lowered (by 2 for High Tech, by 1 for Old
Tech). If this brings that attribute below 1, they may not use it at all.

37
WeAPON TRAITS
Armor Piercing A character who rolls 3 successes on the
Armor Piercing weapons are designed to get past attack roll when using Automatic weapon
protective barriers whether with a razor sharp may choose to shoot up to two additional
cutting edge, or steel-core munitions. For each targets within 3 of the primary target as a
level of the Armor Piercing trait that a weapon single action.
has, it removes one die that the defender would
normally get to their Defensive Power from
armor or cover. If the target doesnt gain any
bonus dice to Defensive Power from armor or
cover, then this trait has no effect on that target. Burst
This weapon trait allows 2-3 rounds to be fired
Accurate with each trigger pull. Attack rolls against the
These weapons are very precise, and can be used target at short range or closer may add +1 power
to target distant enemies with ease. Accurate for each success rolled on the Attack roll dice,
weapons give +1 to the Shooting attribute at as multiple bullets may hit that target. Only 1
extreme range. hit is possible at long range or further, so the
weapons base power is used as normal at those
Ammo Hog ranges. The Rule of 6s still applies as normal,
These weapons consume copious amounts of and is cumulative with the burst fire trait. Hip
ammunition, and as such the crew needs to shots may be fired from a burst first weapon,
spend 10 RUs worth of upkeep after every en- with the usual -2 TN modifier. Any malfunction
counter to keep loaded it for battle if they have during burst fire is resolved at -1 to the lowest
been shot during the encounter. die rolled on the weapon malfunction table.

Automatic Blast (followed by number)


This weapon fires multiple projectiles the entire These weapons create an explosion or large area
time the trigger is held down. Automatic allows of effect when used. The diameter of the blast
for the user to pepper an area with shots. Before is the rating in inches. blast 2 = a 2 blast. The
shooting, the character picks their target, as main target is used as the center point for this
normal. Additional hits may be directed at one explosion; all targets even partially in the diam-
target, or at multiple targets. All dice have a +1 eter suffer a hit. blast weapons only go off if a hit
TN modifier for automatic fire. This choice must is scored and it is within range, but they may be
be declared before the attack is made. Attack rolls targeted at any point within LoS (Line of Sight)
against one target at short range or closer may (even a spot on the ground). The damage test is
add +1 power for each success rolled on the Attack rolled once, and defended against individually
roll dice, as multiple bullets may hit that target. for any characters hit by the attack.
Only 1 hit is possible at long range or further. If
the attacking player declared multiple targets in- EMP
stead, any additional hits may be assigned to any A weapon that uses Electromagnetic Pulse
characters within 3 of the original target. The technology. These weapons short circuit and
damage test is rolled once, and defended against fry electrical equipment. If the target has any
individually for any characters hit by the attack. items with the High Tech trait, they may be
effectd by an EMP attack. Attack rolls are
Automatic shots take no additional AP beyond made as normal, with any successes indicating
what the shot would normally cost. Automatic that all of the electrical equipment of the tar-
weapons apply a -1 result to the lowest die rolled get is in peril. In the case of a hit, the Power
on a Weapon Malfunction. This applies only if of the EMP weapon is rolled and all successes
you fire a weapon on automatic mode. You may are tallied. Any piece of High Tech equipment
choose to shoot any automatic weapons as a with a Power rating less than the number of
non-automatic fire weapon, if burst, semi-auto or successes rolled is considered fried and reduced
select fire are weapon traits for that weapon. Any to scrap. If the High Tech item has no Power,
weapon fired automatic in an encounter gains the
assume Power 3 for all common or uncommon
ammo hog trait.
items, Power 5 for rare items, and Power 7 for

38
very rare or higher items. EMP weapons strike Old Tech
mechanical Automatons (Robots and other Pre-Collapse technology, which can include
electro-mechanical creatures) at their regular such esoteric things as rockets and other
Power +4. Any other targets are struck at the fuel-based projectiles. Characters without the
EMP weapons regular Power, but non-High Old Tech trait will suffer a -1 Shooting attribute
Tech items are not affected, and the EMP when using these weapons. If this reduces their
causes no damage to people or creatures. Shooting attribute to 0, they may not use this
weapon.
Flame
Flame weapons either ignite their targets or Pistol
cover them in burning material. Living targets Pistols are meant for close quarters shooting.
attacked by a flame weapon automatically Weapons with the Pistol trait gain +1 Power at
receive a number of Suppression Markers equal point blank or close range. Additionally, they
to the successful hits rolled in the attack, in may be used during an engagement utilizing
addition to any damage caused. This simulates the Fighting attribute rather than the Shooting
the primal fear caused by fire. Non-living attribute in such cases. In these circumstances,
targets or those with the fanatic trait treat this they strike with a +1 TN modifier.
as a normal attack.
Plentiful Ammo
Heavy This weapon ignores all Out-of-Ammo results
A heavy weapon is large and un-wieldy. Any on the WEAPON MALFUNCTION TABLE.
character carrying a heavy weapon is considered It can never run out of ammo.
Slow Moving as long as they are carrying it.
Additionally, a character may only carry one (1) Reach
heavy weapon and may not carry any two-hand- This weapon may be used to make a melee
ed weapons while equipped with a heavy weapon. attack against a model up to 2 away from the
users base. Use of a weapon with the reach trait
High Tech does not result in an engagement, unless those
High Tech weapons are complicated and models are in base-to-base contact as normal.
technologically advanced. They utilize beam,
particle, plasma, or gauss technology. Charac- Reliable
ters without the High Tech trait will suffer a -2 These weapons have a well-earned reputation
Shooting attribute when using these weapons. If for being dependable under extreme conditions.
this reduces their Shooting attribute to 0, they They roll 3 dice when rolling on the WEAP-
may not use this weapon. ON MALFUNCTION TABLE. This makes
it more likely the weapon (and its user) will
Improvised survive intact.
An ad-hoc weapon that gains the unreliable and
inaccurate traits. Remote
These explosives are able to be remotely deto-
Inaccurate nated by a character who has a detonator. They
Poor quality or bad design makes this weapon may also be manually triggered, although that
less than precise at longer ranges. These weap- is often tantamount to suicide. See Detonators
ons may NOT be used at extreme range. in the main rule book for more info.

Large Magazine Rudimentary Detonator /Radio Transmitter


Weapons with a Large Magazine carry ample sup- These are simple devices, utilizing a radio sig-
plies of ammunition. They ignore the first Out nal which can attempt to detonate all explosives
of Ammo Malfunction result per encounter. in range that have the remote trait. Using a Free
action a character with a rudimentary detonator
Non Lethal may trigger explosives with the remote trait.
Non-Lethal weapons do not cause permanent This involves a test as listed below for all remote
or deadly damage. Instead roll all damage on devices within the trigger range (24).
the NON-LETHAL DAMAGE CHART.
Non-lethal damage ignore Defensive Power The character must roll a Nerves test if within
bonuses from armor or cover. 8 of ANY of the explosives or they may not use

39
the detonator. If the Nerves test is successful (or by administering a electric current aimed at
not required), roll one die for each explosive: disrupting superficial muscle functions. As a
use the following to see if each goes off: result, shock weapons ignore armor.

EXPLOSIVES TRIGGER TEST Silent


Designed not to attract unwanted attention,
up to 6 up to 12 up to 18 up to over 24
silent weapons make no significant noise when
24
they are used, allowing attackers to remain
3+ TN 4+ TN 5+ TN 6+ TN - hidden while engaging targets. Hidden models
If the trigger test is successful, each explosive do not break their Concealment when using a
that is triggered will expode. If any explosives silent weapon as long as they do not more more
fail to detonate, or you fail the Nerves test, than 2 during the turn in which they fire.
you may attempt to explode them again in a
following turn. Single Use
Once a Single Use weapon makes an attack roll
Remember, using the trigger may cause any in combat, it is considered spent and cannot be
explosive to detonate. Rudimentary Detonators used again, regardless of the outcome.
dont allow you to select one explosive or or
another seperately. Slow
This weapon is either technically complicated,
Scatter or operates in a slow manner, such as a bolt
A scatter weapon is extremely deadly at short action or breach action rifle or shotgun. These
range, while losing effectiveness farther out. weapons may only fire once per turn, and after
scatter adds +1 to the Shooting attribute of the they fire, they must be re-loaded for a cost of 1
user while they are using that weapon; but at AP. This is cumulative with any other modifiers
long or extreme range, the Power of the weapon slowing the weapons attack speed.
is halved (rounding up).
Sturdy
Semi-Auto These items are rugged and reliable. An item
Semi-auto weapons fire a single shot with each that is sturdy will ignore any explode results
trigger pull, reloading the weapon automat- on the WEAPON MALFUNCTION TABLE
ically. As such, semi-auto weapons may fire if a 0 or less is rolled, treat Explode as Jammed.
multiple times in a turn if allowed: for example:
either through sustained fire trait (or similar Thrown
ability), or by firing a standard shot, and a This weapon may be thrown in a ranged attack
follow up hip shot. If a weapon with the slow with a short range equal to the users Fighting
trait is modified to gain semi-auto, this removes Attribute, or at long range equal to 2x the
the slow trait from that weapon. users Fighting Attribute.

Select Fire Two Handed


Select Fire allows the weapon to be fired in A character may carry up to two (2) two-hand-
either semi-auto, burst, or automatic mode once ed weapons, and may not carry a heavy weapon
per turn, chosen by the player making the while carrying a two-handed weapon.
attack roll, for normal AP costs.
Unreliable
Shell An Unreliable weapon is badly built or in poor
These small, cylindrical charges can be loaded repair, resulting in frequent breakdowns and
into a Shell Launcher and fired at range. They questionable service. These items roll only 1 die
may also be thrown by hand as normal grenades. from the result on the WEAPON MALFUNC-
TION TABLE, making it more likely that
Shock there will be a jam, misfire or accident.
These electrified weapons are often used to herd
animals (or sometimes people) into holding Volatile
pens, but you can also find them in the hands Subtract 1 from the results of all dice rolled on
of a variety of other situations. Shock weapons the WEAPON MALFUNCTION TABLE.
can be used for incapacitating an opponent

40
Character Sheet
RU Cost: __________

RU Upkeep (per game): __________


Player Character q Crew Name:
Character Name:
Training Level: Injuries:
Archetype: Faction:

ACTION
MOVEMENT POWER SHOOTING FIGHTING NERVES WITS RENOWN
POINTS

Traits:

Two-handed Weapons
SHORT: LONG:

WEAPON NAME: 4+ TN 5+ TN POWER: TRAITS:

One-handed Weapons
SHORT: LONG:

WEAPON NAME: 4+ TN 5+ TN POWER: TRAITS:

Equipment:

Story: Conditions:

place place place


counter counter counter
here here here
41
Encounters Primary Objectives
To play a quick encounter or scenario, each
player should create an equal Resource Unit (roll a die):
force, or utilize pre-generated character stat
cards. Unless otherwise stated or decided upon, 1. KING OF THE HILL
opposing sides should be of equal Resource Unit Control the center of the board. This can be a
value. 300 RUs is a good starting point. well, or a mine entrance, wrecked caravan, or
other important terrain feature or objective.
Each player will use their highest Wits attribute
The objective should be at least 1x1, but no
to roll for initiative, and then take turns placing
larger than 3x3. Place the objective in the
terrain, starting with the initiative winner. Each
center of the board.
player should place at least 1 large piece of ter-
rain and at least 2 small pieces of terrain. Follow To hold the Objective, you must have at least
any instructions listed for additional terrain. one character within 3 of the terrain feature
at the board center on the final turn, and there
Once this is done, the player who won initiative
must be no opponent within 3 of the objective.
rolls 1 die to determine what the primary objec-
Anyone achieving this objective after the last
tive is, as indicated below.
turn gains 150 RUs.

Then, the initiative winner gets to choose their


The number of turns equal to the 2 board sides
starting table edge. In initiative order, the rest
(2x4 or 3x3 will equal 6 turns, a 2x2 board will
of the players choose their table edges. The
equal 4 turns, and so on).
first opponent sets up across from the initiative
winner. If there are more opponents, they set up
to the right of the initiative winner, and then to 2. SCAVENGE
the left of the initiative winner (for more than Players will roll for initiative, and the player
4 opponents, start over from the first chosen winning will place 1 objective marker. This
table edge). marker must be at least 6 away from any board
edge. Players then alternate until 5 total objec-
The initiative winner may choose to set up tive markers are placed. These markers must be
first and move first, or set up last and move at least 6 apart.
last. Starting with the initiative winner (or 2nd
place initiative winner, if the initiative winner The primary objective is to scavenge the
chooses), all players place their characters objectives. The value of each objective marker
2d6 in from that chosen edge. This is done in carries. When a character is in base-to-base
initiative order. contact with an objective marker, roll a stan-
dard (4+ TN) Wits test and add the number
Game length is 4 turns unless otherwise stated in of successes together. Multiply this by 20 and
the encounter description. Completing the indi- that is the value of that objective. For example,
cated number of turns meets victory conditions. 3 successes would be worth 60 RUs, where 1
success would be worth 20 RUs.
At the end of each game, players choose one
of their characters to recieve a single point of
Renown, unless otherwise stated in the scenario
3. RECON
You must explore each quarter of the board. For
or encounter description.
each quarter one of your characters starts an
activation in, you gain 40 RUs. This reward is
only available once per table quarter.

4. SEARCH AND DESTROY


Place 3 objective markers per side. These must
be on an opponents deployment zone. Cause at
least 20 RUs of damage (cause Down or worse
to characters opposing factions), while destroy-
ing the objective markers. Each marker has a

42
Power of 1 (it only takes 1 success to destroy
each objective). Destroying all 3 objectives nets
that side 120 RUs. Causing 20 RUs of damage
Character Advancement
After each encounter, players may spend RUs
to the opposing side gives the player causing the and Renown to advance characters to new train-
damage 40 RUs. ing levels, as well as re-supply, and re-equip.

5. TRADE ENVOY Advancing a level of training costs both RUs


Your characters are trying to enter into a and Renown. This represents the amount of
trade negotiation. Each side chooses at least 1 time and effort spent training, studying, calling
character to place in the center 3of the board. in favors, and learning new skills. Training
Green characters within 10 of any opposing must be advanced one level at a time, you can-
characters must make a successful Nerves test or not skip training levels.
their crew immediately enters into an offensive
stance, costing their side the primary objective. Character Training and Advancement
Cost of advancing to a new training level
To successfully negotiate a trade, any character
(spent at time of advancement)
in the middle 3 of the board may roll a stan-
dard (4+ TN) Barter test, against the closest Training level COST IN Character
characters Nerves. Each margin of success is to advance to: Development
RUs + Renown: Points
worth 10 RUs.
Trained 15 1 +3
Starting on turn 3, victory conditions are met Veteran 30 1 +3
if any side takes an offensive stance, either by Elite 75 5 +4
declaring so, by attacking another character, or
by Green characters failing their Nerves test as
indicated above. Character Development Points are added to
characters when they advance training levels.
These must be spent immediately upon pur-
6. CHANCE ENCOUNTER chasing the new training level, and may never
You stumble across an opposing force. Unsure of be saved. Remember the normal human limits:
what their intent is, you must decide your course Movement, AP, and Power are capped at 3 for
of action, quickly. most humans, that Green characters may never
have more than 1 Renown, and Trained charac-
Each player must choose a stance, write it down ters may never have more than 2 Renown.
secretly and reveal it at the same time:
Each advance in training level gives that
Offensive: character one additional trait to choose from
Cause the most casualties possible. For each
at regular RU cost. Elite characters may also
opponent put Down or worse, you gain 20 RUs.
purchace up to 1 Feat.

Traits must be chosen from the available


Neutral: traits list in their Archetype profile. If a
Escape off of the opponents board edge. If you are
character doesnt have an archetype, they may
able to get 1/2 of your characters (rounding up) off
choose from any trait in the basic list (any
of the opponents board edge, gain 200 RUs.
of the traits in these rules). For more info on
archetypes, see the main Wreck Age rulebook.
Defensive: If an attribute ever falls below 1, the character
Prevent your characters from being taken out.
immediately must spend 5 RUs or 1 Renown to
Last 4 turns on the board without casualties,
regain level 1 as soon as possible, or risk becom-
and gain 150 RUs. For each character Down or
ing paralyzed, insane, or otherwise incapacitat-
worse, lose 30 RUs from the 150 available. If all
ed. Such a character is removed from play, and
of your characters are Down or worse, you do
considered a Narrator-controlled Character.
not gain any RUs.

43
Tower, inscribed on it. If she had taken
advanced rules more time, and declared a hold first, her
chance of success would have gotten a
little better. She would have had a 4+
MEASUREMENT TRANSLATIONS target, instead of 5+, which would have
One inch in the tabletop game roughly trans- given her one success, allowing her to
lates to 1 yard or 1 meter in the narrative game.
find the Glowtorch, which could have
You may also alter this to suit a different scale
easily, by saying that any reference to inches either been traded for RUs, or used as a
converts as follows: further plot device.

1 = 2 cm if you wish to play with 15mm


scale models

1 = 1 cm if you wish to play with 6mm


models.
INTERACT
(TN varies based on difficulty)
From time to time, a character will need to
SPECIAL TESTS interact with an item or an objective that requires
some form of simple manipulation: a heavy gate
may need to be cranked open, a data slate might
SCAVENGE require a character to input a code to unlock a
(Wits 5+ TN) screen, an old machine might need to be primed
The world of Wreck Age teems with all manner and started, or a character may need to pick
of goods and treasure. Even in the heat of the up an object. Such attempts are usually Simple
moment, a character might catch a glimpse actions that take between 1 and 3 AP once the
of something valuable or useful. Likewise, a character is in position to act, which usually
character may set out to find a specific item in means being directly adjacent to that object.
a given Scenario. A Scavenge action, therefore, Scenarios or the Narrator will clearly spell out
represents a characters attempt to physically where, when, and how the interaction needs to
locate such an item. Characters may Scavenge be taken. In any case, interaction generally oc-
things like: a downed character, certain objec- cupies a characters full physical and/or mental
tives, a vacant room for a handy item, or a clue attention for that turn.
to an evolving mystery.

Scavenging is a Simple Action that costs 1 AP. HARVEST


A player declare a more thorough search and (Wits 5+ TN)
declare scavenging a Complex Action, which
increases the characters chance at success, The setting of Wreck Age is filled with natural
giving the test a -1 TN Modifier. resources that can be gathered or gathered.
This might include collecting grain from a
If the Narrator wishes, characters may scavenge field, algae off of a pond, or even the organs
specific items; however, its recommended that from a body. Harvesting involves a deliberate
players simply scavenge Resource Units to keep and methodical action to gain these resources
things simple, and to keep bookkeeping to a and requires 2 AP.
minimum.
For example, picking berries from a tree would
be a 2 AP Simple Action, while digging up
medicinally valuable roots may be a Complex
The Drifter Beast Handler slowly Action or may take even longer.
approaches a well-worn stoop, where
Wastrels had been sitting just a few When playing with tabletop miniatures, characters
minutes earlier. She makes a scavenge generally only Harvest Resource Units (RUs).
test, which is based on her Wits attribute.
Her Wits attribute is 2 and this is a diffi-
cult task, so the target for this is 5+. She CRAFT
rolls a 3, and 4, indicating no successes (Wits 5+ TN)
Crafting is an attempt to fabricate an object.
She fails to notice a Glowtorch with This might be as simple as a cup of snake wine,
the name of a nearby bar, The Tramp or as complicated as a Reclaimer Plasma Caster.

44
Crafting some items requires a prerequisite be All the listed TN below are for the character
met or a specific trait to unlock that specif- attempting the Parlay action. The opposing
ic goal. See the Traits Chapter in the main Nerves test will always be taken at the base TN,
rulebook. according to the training level of the character.

Crafting is a simple action that takes two or Parlay has a variety of uses, including:
more turns. A character may only ever attempt
to craft a single item per turn. Enraging an Opponent
Make the opposing character attempt
to engage the Player Character.Next
Within an encounter, any character may
activation, the opposing character must
attempt to craft an improvised melee weapon.
use all available AP to charge the Player
This act is a complex action. Any weapons Character. (Complex Action: 5+ TN)
created in this fashion have the Unreliable and
the Volatile trait. Stay down!
A success causes the opponent to gain a
REPLACE AND REPAIR Suppression Marker. (Free Action: 4+ TN).

(Wits 5+ TN) Cease Fire!


In Wreck Age, very little remains intact for Causes an opponent to cease-fire, until shot
long, and many items havent been fabricated at or assaulted. (Complex Action: 6+ TN)
to a high standard. A lot of items the characters
Ill Kill You!
encounter are worn, haggard, or in a state of
Causes an opponent to flee, by reducing
disrepair. In those moments when your char-
them to 0 AP. (Complex Action: 7+ TN)
acter needs a mechanism to function properly,
Replace / repair should, one hopes, ensure that Join Us
all is well. May cause a non-faction specific char-
acter, generic Archetype, pariah, or a
Generally, a Replace action is a Simple action and character from your same faction to join
a Repair action is a Complex action. Of course, your crew for the remainder of the game.
the Narrator or scenario will have the last word (Complex Action: 8+ TN).
on these matters.

BARTER
PARLAY (Opposed test: Wits vs. Wits)(MoS)
(Opposed test: Renown vs. Nerves)
Bartering is used to appraise, trade and process
Parlay is an attempt to cause opposing charac- goods and resources. Bartering is also effective
ters to bend to your will, based on your status as a form of working mans diplomacy, the most
and reputation. To do so, characters will use common form of diplomacy left in The Resur-
their Renown against the opposing Characters gence. Successful Barter tests can raise the value
Nerves. of goods traded away. Like most tests in Wreck
Age, Barter is useful in many situations and the
Only Player Characters who have Freewill Narrator is the final arbiter of where and when
may use Parlay, and only characters without a Barter test applies. Bartering is typically an
Freewill may be affected by parlay. Freewill is Opposed test.
explained in the Character Creation section.

You may not use more Renown for a Parlay test


than your Wits attribute. In other words, if
The whole world once used money,
you have 8 Renown, but only 3 Wits, you may
only roll 3 dice when rolling a Parlay test. This little bits of metal or paper that suppos-
means that no Character may ever use more edly represented real wealth somewhere
than 6 Renown for a Parlay test. safe. There aint nowhere safe, never
has been, never will be. You want some-
There is a 12 (12 meter) base range for Parlay. thing? Trade for it.
This may be extended to 36 (36 meters) by
using a megaphone, or further through the use
of electronic communication, or if the charac-
ters are somehow both linked using any form of
communications network.

45
SHOOTING MODIFIERS TABLE FIGHTING MODIFIERS TABLE
TN modifiers for Shooting tests: TN modifiers for Fighting tests:
Cover: If the defender is in cover. Charging A Defender: +1 Power for the
+1 TN modifier.
first attack roll.
Concealment: Defender is Concealed, +1 TN
Attacking A -1 TN modifier.
modifier (cumulative with cover).
Prone, Defender is Prone and the attacker Prone defender:
=/< 3: 3 or further, +1 TN modifier. Attacking An -2 TN modifier.
Prone, Defender is Prone and attacker is Incapacitated defender:
> 3: less than 3 away, -1 TN modifier.
Using A Ranged Weapon +1 TN modifier, uses
FastMovingDefender: +1 TN modifier
While Fighting: Fighting Attribute.
SlowMovingDefender -1 TN modifier
Attacker Walked: +1 TN modifier
Attacker Ran: +2 TN modifier
Small target: +1 TN modifier
Large Target: -1 TN modifier

DAMAGE TABLE
ATTACKER EFFECT: RESULTS:
SUCCESSES:

0 or less: No Effect The character is unfazed and may continue as normal.


1: Wounded When Wounded, all Shooting, Fighting and Power tests receive a +1 TN modifier for as long
as they are Wounded. They also recieve a Suppression Marker.
2: Down The character goes Down, and can not activate in this state.
3: Dying The character suffers a grevious wound and will likely die without prompt medical attention.
4+: Dead The character has expired with no hope of revival.

DAMAGE TEST MODIFIERS (TAKE THE BEST DEFENSIVE POWER BONUS)


2 x power: Power of the hit doubles the base Power of the defender: -1 TN modifier for the attackers Damage test.
Soft Cover: Defending Character is in soft cover: +1 TN Modifier
Hard Cover: Defending Character is in hard cover: +1 TN Modifier, +1 Defensive Power
Reinforced Cover: Defending character is in Reinforced Cover: +1 TN Modifier, +2 Defensive Power
Light Armor: Defender is wearing Light Armor: -1 TN modifier to the Defenders Power test.
Medium Armor: Defender in Medium Armor: -1 TN modifier to the Defenders Power test AND +1 Defensive
Power. Penalties: characters wearing Medium Armor move 10 max a turn, and as such, cannot
be considered Fast Moving.
Heavy Armor: Defender in Heavy Armor: -1 TN modifier to the Defenders Power test AND +2 Defensive
Power. Penalties: No Character wearing Heavy Armor more a max of 6 a turn, and are always
considered Slow Moving.
Shield: Defender using a Shield: +1 Defensive Power. Penalties: characters using Shields may not use
Two-Handed weapons while the Shield is in use.

WEAPON MALFUNCTION TABLE


If a 1 is rolled on the Malfunction Die: roll 2 dice (or as otherwise indicated) and select the highest.
RESULT: EFFECT:
0 or less: Explodes: the character immediately takes a hit at the weapons Power -1, OR at Power 2 if the item has
no Power. Any item that explodes or breaks in this manner is beyond repair.
1: Broken: this weapon is broken, and may no longer be used without serious repair. After encounter
actions may allow characters to fix this weapon and bring it back to working condition again.
2: Out of Ammo: the character has run out of ammo for this weapon. It may not be used this encounter.
3-5: Jammed: the character may perform a Un-Jam Weapon action in order to utilize it again.

46 6+: No effect.

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