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A post-collapse

t a blet op minia t u res g am e


a nd na rra t iv e RPG

Welcome to the Resurgence.


About two centuries ago, Earth verged on total collapse. Clouds of pollution smothered
every major city, rising oceans threatened to burst coastal defenses, crops were failing,
and people were starving. Left with no alternative, world leaders collaborated on
a last-ditch effort to save humankind: the Exodus. It was a grandiose plan involving
several waves of evacuations, with the end goal of colonizing distant planets.
The Exodus promised survival for everyone. It was an escape from a decaying planet.
It was hope.
It was a lie.
Only a choice few ever made it to the stars. For those left behind, generations have
passed; a new society has emerged from the ashes of the collapse that
followed. Recovery is slow and painful. Few grand cities remain, and even
fewer great leaders. There is no centralized structure. The powerful fight
over the scraps of the old world, while the weak struggle just to make it
through another day.
In Wreck Age, you can play a strictly pen and paper RPG, take
your painted miniatures to battle on the tabletop, or play a unique
hybrid of the two systems. Take control of a crew of your choosing,
picking from the nomadic Drifters, the pragmatic Stakers, the
tech zealots known as the Reclaimers, or the vampyric
Stitchers among a cast of others; you may even choose
to venture off into the Wilds without the support of
an organized faction.
You gain “Resource Units” (also known
as RUs) through acheiving objectives,
which can be used to buy upgrades, advance your community,
and train new members for your crew.

Quickstart Rules
Wreck Age Quickstart Rules
This quickstart guide gives you all the basic rules that you need to start
Wreck Age. If you want to delve deeper, the main rulebook contains

Check us out on the web at www.wreck-age.net or on your favorite social
chapters on character creation and archetypes, factions and the continent of
media by searching for “wreck age,” or “hyacinth games.”
Merika, as well as the equipment, skills, and traits that round out the world.

Hyacinth Games also produces a full line of metal and resin miniatures for
Wreck Age, as well as an expanding line of RPG content and short stories.
Attribute Tests (see pg. 66 of the Wreck Age rulebook)
An attribute test involves rolling the number of dice equal to the the specified
attribute rating, attempting to get a result higher than or equal to the
The rules are designed to be simple, quick, and fierce, allowing for plenty
Target Number, (or TN) which will vary based on difficulty.  For example,
of room to customize your gaming experience in whatever direction you
to make a Wits test at TN 5+, you roll a number of dice equal to your Wits
choose. All you need are some friends, some 6-sided dice, and some models
attribute.  Each 5 or 6 rolled counts as one success. The TN for skills tests
(optionally).
will be either spelled out in the encounter or by determined by the Narrator.  

A few key concepts and terms to keep in mind:


Opposed Tests & Initiative: An opposed test occurs when two sides are
• Narrative Role Playing Game – Interactive and cooperative storytelling.
pitted against each other.  Initiative is one example.  To determine who acti-
• Tabletop Skirmish Game – A game played with miniatures and terrain.
vates first each turn, roll an amount of dice equal to the highest Wits rating
• Narrator – Person who determines what will happen during adventures
for each side.  The side with the highest single die roll wins.  In the case of a
and encounters. While not strictly required for a tabletop game, it always
tie, discard the highest die and look at the next highest result.  If all dice are
helps to have someone refereeing.
tied, reroll.  The side winning initiative may either activate one Character or
• Player – This is you! The players are the people who control the action.
force his opponent to activate one first.  Activations then alternate between
• Model/Miniature – The physical representation of a Character/s (if
sides until all characters have been activated. 
playing with miniatures). This is sometimes used interchangeably with
“Character”.

Characters
Characters are the individuals that you control within the game of Wreck Age.
You may control a large crew, or a solitary loner. The basics of all Characters
Action Points (AP)
Action Points are used to attempt all actions. AP refreshes at the end of every
remains the same, regardless of how many you choose to command.
turn. To activate, a Character must have at least 1 AP available, which can be

Training Level (pp. 63 and 94) reduced through suppression.


There are 4 types of actions that a Character may take:
Training is the relative experience that a Character has, and indicates how well
• Free Actions (p. 71) One free action may be taken at the end of a Charac-
they handle combat or other situations, along with their Target number for
ter’s activation, unless they take a complex action, or they may spend 1 AP
suppression checks (see “Nerves” on the next page). There are 4 basic levels
to take a free action at any point during their activation.
for humans: Green, Trained, Veteran, and Elite. The higher the training, the
• Simple Actions (p. 72) These are given an AP rating.  This rating
higher stats that a Character will have.
indicates how many AP it takes to attempt these actions.
• Complex Actions (p. 75) These require the total concentration of a
Attributes (p. 63) Character (using all AP) for one or more turns.
All Characters will have 8 attributes rated between 1 and 6 (except for • End Phase Actions (p. 77) These occur at the end of each turn.
Renown). They are Action Points, Movement, Power, Shooting, Fighting,
Nerves, Wits, and Renown. The rating of the attribute in questions indicates Each type of action may be attempted only once every turn (movement,
how many dice will be rolled for tests involving that attribute. shooting, etc). Here are some samples of actions that a Character may attempt:
• Walking (1 AP, p. 74) Move the base Movement rating.
• Sprinting (3 AP, p. 74) Move the Movement rating + the result of 2 dice.
• Charging (complex action, p. 75) +1 F and +1 P for charger’s activation.
• Shooting (2 AP, p. 82)
• Aimed shot (complex action, p. 75) -1 TN modifier to that shot.
• Un-jam weapon (complex action, p. 77)
• Parlay (Varies, p. 231)
• Reload (1 AP, p. 73) If you run out of ammo, you must reload.
• Change weapon (1 AP, p. 73) Used to ready another weapon.
• Regroup (free action, pag. 72) On a successful Nerves test remove
1 suppression marker.
• Concealment (2 AP, p. 72) Attacks on Concealed Characters have a +2
TN to hit. Characters lose their concealment if they shoot or move.

Movement (M)
Movement indicates how far, fast, and well a Character can move. If you have
a M(ovement) of 3, and you spend 2 AP, you may run: 3”+ the roll of one die.
You may spend 3 AP to sprint: move 3” + the roll of 2 dice.

Power (P) and Damage (p. 84)


Power determines the attack strength of a Character or weapon. It is also used
by a defender to prevent damage from successful attacks.

For both fighting and shooting, if a hit is scored, each player rolls a Power test
with a base target number of 4+ (which may be modified). The defender sub-
tracts their successes from the Attacker’s successes. The number of successes
the attacker has left determines what happens to the target.

Some modifiers to damage Power tests:


• Power of the hit doubles the base Power of the defender: -1 TN modifier
for the attacker’s damage test.
• Defending Character is in soft cover: +1 Defensive Power.
• Defending Character is in hard cover: +2 Defensive Power.
Subtract the Defender’s successes from the Attackers. If the attacker has:
• 0 successes: Defender is cut/scraped/bruised. (No lasting effect).
Wits (W)
Wits is a combination of Charisma, intelligence, and mental stability. Using
• 1 success: Wounded. +1 TN modifier for Shooting, Fighting, and Power
Wits, its possible to sometimes talk your way out of situations that might oth-
tests. Wounded effects stack, so a second wounded result will result in a
erwise require a confrontation. It’s also an indication of their innate survival
Character going out of action.
instincts. Wits is used for a large variety of skills tests.
• 2 successes: Out of Action. Characters may not activate when in this
state. At the end of each turn, they may attempt a difficult Power test
(6+ TN) to return to action as wounded Renown (R)
• 3 successes: Dying. Knocking on heaven’s door, this Character will die Renown represents how well a Character is known, and their station in life.
without prompt medical care, and cannot activate.
• 4+ successes: Dead. No hope of revival. Stat Lines
A basic, average adult human might have the following stats:
Non-lethal damage works in a similar way, but with 1-2 successes, the target • Action Points: 3 (Able to do up to three simple actions in a round)
is groggy. With 3 or more successes (or a second groggy effect) the target is • Movement: 3 (Able to move 3” + the distance of extra AP used)
rendered unconscious. Groggy has the same effect as wounded, and unconscious • Power: 2
is the non-lethal version of out of action. However, neither non-lethal condition • Shooting: 1 (1 would indicate someone who has little firearms training)
has any effect after the encounter. • Fighting: 2 (1 would be completely inexperienced in pugilism)
• Nerves: 2 (1 would be very cowardly)
Fighting (F) • Wits: 2 (1 would be mentally unstable)
When engaged (in base-to-base contact) a Character uses their activation • Renown: 0 (No one is impressed by this Character)
to attack. You roll as many dice as your Fighting attribute. You hit on a 4+
(which may be modified), and then roll a Power test for damage if you hit. Character Traits (p. 117)
Character traits are abilities that allow individuals to achieve feats of various
Shooting (S) sorts. This is a small sampling of those traits:
You may spend 2 AP to shoot. To attempt toe hit, roll as many dice as you
have rank in this attribute. See “attacking” below for modifiers. Each time a Concentrated Fire: Allows Characters to take more than one shot in a turn.
character is shot at, regardless of whether they are hit, they must immedi-
Nerves of steel: It takes 2 suppression markers to take away 1 Action Point
ately take a Nerves test .
from this character.

Nerves (N) Nimble: Nimble Characters are considered fast moving if they move 8” or
When you are shot at, attacked, outnumbered, or scared, you must use your more, rather than the usual 11”, as long as they are not wearing any armor
Nerves to make sure that you can still use your full AP. If you fail this sort (although they may carry a shield).
of Nerves test (also called a Suppression test), you gain a suppression marker. Sniper: Allows a Character to add 1 Shooting to all aimed shots. Addition-
Each suppression marker reduces AP by 1. If a Character has 0 AP, they ally, all shots at extreme range have a base target of 6+, rather than 7+.
become unnerved, and may not activate normally. If you have one or more
suppression markers, you may attempt various Nerves tests (such as a regroup) Old Tech: Has the understanding or knowledge of what pre-Exodus tech-
to rid yourself of suppression markers. The Target Number (TN) for a nology looks like, and a basic understanding of what it does.
Nerves test is based on training level.
High Tech: Has the knowledge of complicated processes and concepts
Suppression Test table (p. 83) required to understand high technology, such as partical accelleration, cold
fusion, and so forth.
• Green: Nerves tests have a TN of 6+
Knowledge Skills: Allow specialization in a variety of post-Exodus skills,
• Trained/Beast: Nerves tests have a TN of 4+ such as language, computer science, business & politics, and so forth.
• Veteran: Nerves tests have a TN of 3+
• Elite: Nerves tests have a TN of 2+

At t a c k i n g
When shooting or fighting, roll a die of a separate color, called the Malfunction Die. If that die result is a 1, your weapon may malfunction. Consult the
Weapons Failure Chart on the next page for how to resolve a Malfunction. If fighting, all enemies engaged with that Character gain an immediate free attack!

Shooting - To Hit (p. 82) Fighting - To Hit (p. 79)


The base roll needed to hit when shooting is based on range: Base roll needed to hit in close combat is 4+.

SHOOTING TARGET NUMBERS Fighting is a complex action, and can occur only if 2 or more Characters are
Range: Point Blank Short Range Long Range Extreme Range engaged (in base-to-base contact).

Distance: 2” or less as weapon as weapon x2 long distance


This is modified by many factors:
Target: 3+ 4+ 5+ 7+ • Charging adds +1 to your Fighting, and +1 to the Power of any hits for
the first activation of an engagement. Characters may charge a maxi-
This can be modified by many factors: mum of the results of the number of dice equaling their AP-1 plus the
• Each natural six beyond the first adds +1 to the result of one of your distance of their base Movement. If a Character takes a charge action
rolls, and boosts the Power of the hit by 1. that doesn’t result in an engagement, they are considered slow moving
• Target in cover +1 TN modifier. until their next activation, even if they have moved 11” or more.
• Concealed (the target has taken a conceal action) +2 TN modifier (not • Each natural 6 beyond the first boosts the Power of the hit by 1.
cumulative with partial cover). • Attacking through cover (if you charged and moved through a
• Fast moving: Target has moved 11” or more (or 8”+ w/ nimble) +1 TN window/closed door, over an obstacle, etc): +1 TN modifier.
• Slow moving: -1 TN modifier. • Fast moving: Target has moved 11” or more (8” w/ nimble) +1 TN
• An aimed shot (complex action) -1 TN modifier. • Slow moving: -1 TN modifier.
• Outnumbering: For each Character you outnumber by, gain +1F, and +1P.
Example: your Character has a Shooting of 4. Your target is at long range (5+ • Wounded or groggy Characters attack with a +1 TN modifier.
TN), fast moving (+1 TN) and behind cover (+1 TN) Normally, you would
not be able to hit this target (you would need a 7+ to hit). However, you get
extraordinarily lucky and roll 4 sixes. This adds +3 to your roll, thus making one The Power of the hit is based on the Power of the attacker, which may be
of the results a 9, a single success, which hits the target. replaced or modified by weapons.

The Power of the hit is based on the Power of the weapon. Only 1 shot may You may use guns with the pistol trait in an engagement with a +1 TN modi-
be taken per turn, unless the Character has the concentrated fire trait. fier. If you roll an out of ammo result on the Weapons Malfunction Table,
you may not reload until after the combat is over. If you hit with the pistol,
you use the weapon’s Power rating rather than your own.
Weapons & Armor
Short: Long: Tech Short and Long range: The
distance up to which the
Weapon Name 4+ Target 5+ target Power Traits: Availability Level Hands: weapon may attack at the
indicated target number.
Small Melee Melee 6” User+1 sturdy, silent, thrown, hold-out Common 1
Medium Melee Melee 4” User+1/+2 reliable, sturdy, silent, thrown Common 1/2 Power: The number of dice that
a successful hit will roll for a
Pipe Rifle 6” 18” 4 inaccurate, slow 1, unreliable Common 2 Power test (may be modified).
Revolver, Light 4” 8” 3 pistol, reliable, sturdy Uncommon 1
Traits: Weapon Traits.
Auto Pistol, Light 4” 15” 3 pistol, unreliable Uncommon 1 See below.
Uncommon
Break Action Rifle 12” 48” 4 accurate, reliable, slow 1 2
Common Staker Availability: How hard it is
to aquire this weapon. Some
Shotgun 4” 15” 6 reliable, scatter Uncommon 2
factions have access to equip-
Hunting Rifle 12” 96” 5 accurate, armor piercing 1, slow 1, scoped Rare 2 ment others would find hard to
aqcuire. Availability affects RU
Laser Rifle 12” 48” 5 accurate, silent, unreliable Very Rare High Tech 2 cost for that piece of equipment.
Light Armor -1 TN modifier to the Defender’s Power test
Tech level: The skill you must
Medium Armor -1 TN modifier to the defender’s Power test & +1 Defensive Power have to be proficient at using
that particular weapon.
Shield +1 Defensive Power
Roll 1 die as an end phase action. On a 5+, the condition of damage improves by one step. Hands: How many hands it
Chem Injector takes to use this weapon.
May be used on others as a complex action.
If a Weapon is High Tech or Old Tech, then the Character must have the associated trait to properly use it. They may still attempt to use it, but their Shooting or Fighting attribute
will be lowered by 1 for Old Tech, and by 2 for High Tech. If this brings that attribute below 1, they may not use that weapon at all.

Weapon Traits (p. 178)


Armor Piercing Pistol Silent
Each level of the armor piercing trait reduces 1 die of Weapons with the pistol trait gain +1 Power at close Hidden models do not break their concealment
the Defender’s Defensive Power bonus from armor range or shorter. Additionally, they may be used when using a silent weapon as long as they remain
or cover. If the target isn’t using any bonus dice to during an engagement utilizing the Fighting attribute still during that turn.
Defensive Power, then this trait has no effect. rather than the Shooting attribute, with a
+1 TN modifier. Slow
Accurate Characters must spend a number of AP equal to
Accurate weapons give +1 to the Shooting attribute Reliable the slow rating (usually 1 or 2) to prepare a slow
at extreme range. These items roll one additional die when rolling weapon. This is cumulative with the out of ammo
on the Weapon Malfunction Table. or malfunction results. So a slow 2 weapon that Is
Hold-Out also out of ammo will require 3 AP to prepare to
A weapon with this trait can be slipped past the guard Scatter shoot again.
with an opposed Wits vs. Nerves test. The Character Scatter adds +1 to the Shooting attribute of the user
attempting to find the hold-out weapon, rolls their while they are using a scatter weapon; but at long or Sturdy
Wits. The Character attempting to hide the weapon extreme range, the Power of the weapon is halved An item that is sturdy will ignore any “explode”
uses Nerves. (rounding up). result, and instead re-roll on the Weapon
Malfunction Table if a 0 or less is rolled.
Inaccurate Scoped
May NOT be used at extreme range. A rifle scope enables a longer range of use but is Thrown
not as effective at closer ranges. For a weapon so A thrown weapon can be used at range, but is
Medium Melee equipped, at point blank, short range, and extreme propelled by muscle power and typically has a
Medium Melee weapons may be used with one or range, the target is 6+. At long range, the base limited effective distance. Thrown weapons use
two hands. One handed, they have +1 Power, while target is 4+. There are other types of scopes. the Fighting attribute for their attack roll, even
using them with two hands gives them +2 Power. though it is a ranged attack.
Shock
Non-Lethal Weapons with the shock trait ignore armor, Unreliable
Non-lethal weapons do not cause permanent or disallowing the defender’s use of defensive bonuses These items roll one fewer dice when rolling on
deadly damage. They use a non-lethal track for from armor or cover. the Weapons Malfunction Table.
damage instead.
Weapons Malfunction Table (p. 88)
Weapons are prone to breakdown, and vary greatly in quality. Furthermore, ammunition is scarce, and the quality is usually lacking. As such, when a
natural 1 is rolled on the Malfunction Die when rolling to hit, there is potential for a weapon failure.  Follow up with an additional roll. This may be
modified by a weapon’s traits or condition factors. If a 1 is rolled on the Malfunction Die, roll 2 dice (or as otherwise indicated). Typically
you will select the highest result:
0 or less The item either explodes or otherwise shatters in the Character’s hands. The Character immediately takes a hit at a Power 1 less than the item’s
typical Power, OR at Power 2 if the item has no Power.
1 The item is damaged or broken. If kept, the Character may potentially repair the item at a later opportunity.
2 The item is jammed or lodged into another object. The Character may discard this item immediately if desired (the item is considered lost).
Otherwise, in the following turn, that Character may perform an un-jam weapon action in order to utilize it again.
3-5 The item has run out of ammunition/charge/energy. A Character must make a simple action to reload the item to be able to use it again. This
result has no effect on melee weapons or on single-use items.
6+ No effect.

You now understand the basic rules for playing Wreck Age. Please check out the full rules, as well as our line of miniatures, RPG suppliments, and short stories at: www.wreck-age.net
See you in the Wilds!