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COMBAT

To resolve combat in Wreck Age, you either use Shooting (for ranged combat), or Fighting (for close combat).
The Character activating is the attacker, the opposing Characters are the defender/s.

Wreck Age depicts humanitys desperate struggle for survival after betrayal and disaster have
decimated the Earth as we know it. Your introduction to Wreck Age begins in the 26th century
during what is known as the Resurgence Year Zero.
200 years ago, the worlds elite abandoned a desperate planet on the verge of complete collapse.
They had promised to take everyone to the stars with them, in search for new and prosperous
homes. After the first wave; subsequent floatillas were to follow once they had cleared a proper
path, and established a foothold on these new colonies.
They lied.
Since then, humanity has watched countless generations pass in despair and desolation.
However, for the first time in hundreds of years, crops are growing more stably, haggard
communities are reaching back out into the surrounding territories. New trade routes are
being established, new alliances are being formed. For the first time in centuries, there is hope.
Welcome to the Wreck Age.

WHAT YOU WILL NEED TO PLAY


A handful of regular six-sided dice, with at least one of a different color
One or more people to play with, AKA Players
Models to represent your Character/s
Counters, or Character sheets, provided on our website for download.

THE ESSENTIALS

Individual miniatures are referred to as a Characters throughout these rules. Characters act
independently. Characters are presumed to have a 360-degree field of vision at all times. Players
(you and the others rolling the dice) control these Characters.
Training represents a Characters overall skill level.
A Character may never move into or through an opposing Character without engaging in a fight.
All measurements are performed in inches. Measurements are always taken from the edge of a
Characters base/s. No measurements can be made before declaring an action; a Player must judge
distances wisely. Fractions are always rounded up.

ATTRIBUTES

Characters (the individuals that Players control) are assigned a set of attributes.
There are 8 basic attributes in Wreck Age:, rated between 1 and 6.

TURNS

A Turn represents simultaneous action between Characters. After rolling Initiative (see below),
whomever goes first picks a Character to activate in a you go, then I go manner until all
Characters that can activate, have. Once all Characters that can activated havedone so, begin a new
Turn. Characters engaged in a melee or any sort of brawl will experience a fragmented version of a
Turn called Phases. More on this when we get into combat and Fighting.
Initiative: At the beginning of each Turn each player must roll for Initiative.To do so, each player
must select their Character in play who has the highest Wits, and use it to make an Iniative test
(based off of the of Wits). The player with the highest result may choose to activate first, or choose
to defer to the next highest result, forcing that opponent to activate first. If there is a tie, the
highest dice cancel each other out, and you look to the next highest die for each player, continuing
until one side captures the initiative. If all dice are equal, re-roll the Iniative Check.

THE RULE OF SIXES

In any check that includes multiple dice, the roll of a natural 6 after the first will increase the
value of one one die (one of the 6s) in the roll by one. This represents the exceptional opportunity
for success, or the quirky hand of fate in otherwise insurmountable circumstances. This allows for
a single success in extraordinary difficult circumstance. If two 6s are rolled, one of them becomes a
7, if four 6s are rolled, one of them becomes a 9, and so on.

ACTIONS

When activated, Characters spend AP to perform a variety of actions every Turn. Below are
some of the actions that a Character may choose to take, and their cost in AP. A model may
chose to do nothing in a Turn, but may not store AP until a later Turn unless that Character
declares a Hold action, described below. Characters may not choose two of the exact same action in
a Turn unless they have a special trait that allows them to do so. Traits will be explained in detail in
the main rulebook..

The cover is hardened, such as a wall, metal, etc

+2 Defensive Power

Defender is wearing light armor

-1 target to Defense Rolls

Defender is wearing medium armor

-1 target to Defense Rolls,


and +1 Defensive Power

The remaining successes indicate the damage caused:

DAMAGE CHART

Wounded: the target is wounded. (S), (F), and (P) tests are taken at +1 target.

Complex actions: will require 4 or more AP. These will be explained in the main rules in more
detail. Most Characters will have to make a Hold action in order to have the 4 AP required.

2-3

Out of Action/Dying: The character goes down, and is out of the game.

4+

Dead: The Defender is dead with no hope of revival

ACTION

AP cost

notes:

Walking

1 AP

Move Attribute only

Running

2 AP

Move Attribute PLUS 1 die (d6).

Sprinting

3 AP

Move Attribute PLUS 2 dice (2d6)


MAY NOT SHOOT THAT TURN
(see the Fighting section)

Movement: (M) indicates how fast, far, and well a Character can move.

Aimed Shot

3 AP

+1 to Shooting results

Clear a jam

2 AP

(see Weapon Malfunction Chart)

Rally

3 AP

Roll a Nerves test (see Suppression for target).


-1 suppression marker for each success

Regroup

Free action Roll a Nerves test (see Suppression Target Number).


-1 suppression marker if it succeeeds

Reload

Free action or a cost of 1 AP per level of slow trait the weapon has

Prone

Free action Going Prone is a Free action, standing takes 1 AP.

Fighting: (F) rates how well a character is at close-quarters combat.

When prompted to make a test, roll the number of dice equal to the skill or attribute in question
(see attributes, above, and Skills on the last page). Unless otherwise stated, the target number for
success will be 4 or greater (abbreviated to 4+). In most circumstances, a player will need to roll
at least one die roll equal to, or higher than that target number in order to succeed at the action.
Successes beyond the first may have additional positive influence on the results.

+1 Defensive Power

No Effect: The Defender may be bruised, but unfazed.

(see the Shooting section)

TESTS AND TARGET NUMBERS

Effect on Defence Roll

25% or more of the base or model is obscured from shooters LoS

1 AP

Renown: (R) acts as a kind of cultural currency, blind luck, and fate that is available to a
Character. Renown will be ignored for purposes of this intro.

DEFENSE ROLL MODIFIERS

2 AP

Wits: (W) represent a combination of social skills: discipline, intelligence, street smarts, and
communication ability.

Defense Roll: The Defender gets to participate in the Damage Roll by attempting to mitigate
damage; rolling a number of dice equal to the Power value of his/her Character, plus any armor
and cover bonuses. This is called Defensive Power. The base target is 4+. Each successful roll by the
defender will negate one successful damage result from the attacker.

Free actions: One free action (such as re-loading or rallying) of the players choice happens
automatically at the end of a characters activation.

Charging

Nerves: (N) are an inidication of a Characters confidence and composure in stressful situations.

Damage Roll: To determine damage, if the Attacker scores a hit, identify the Power value for
the weapon used or for the individual attacking (if Fighting without a weapon). Calculate any
modifiers to the Damage Roll. The attacking player will then roll a number of dice equal to the
Power plus any modifiers. The basic target number will be 4+ though this may be modified.

Results:

Shooting

Shooting : (S) describes how well a character can handle a ranged weapon.

DAMAGE

# of Successes

Action Points: (AP) represent the Characters basic ability to act/react. The higher their AP , the
more actions a Character may perform per Turn.

Power: (P) represents both how hard a Character can dish it out, and how well s/he can take it.
This attribute denotes raw physical strength as well as resilience and, as such, is used to both attack
and defend. Weapons have their own Power attribute in their profile. This number is used instead
of a Characters when calculating damage from that weapon.

Attack Roll: Shooting and Fighting operate slightly differently. However, both involve rolling the
number of dice equal to the relevant Attribute, and both are called an Attack Roll. If an Attack roll
is successul, roll a Damage Roll, as shown below. Any result of more than one natural 6 (a roll of 6
before any modifications) on the Attack Roll will add another die to the subsequent Damage Roll.

Hold: A Hold sets up a Character to be able use more than their base AP in a single Turn in a
subsequent Turn. To gain this additional AP, a Character declares a Hold action. That Character
may not perform any other actions in that Turn. A Hold Action allows the Character to build up
more than their base AP over two or more Turns. Use markers to keep track of this stored AP,
or alternately, use a Character sheet or stat card. Each mark or marker, indicates one AP held.
A Character may spend held AP in order to perform spend more AP than is usually allowed in
a single turn. If multiple actions are chosen, the actions must be different for both AP in that
activation, as usual. Once a Character activates, they must either spend or forfeit all remaining
Hold markers .

When a Character shoots, first indicate what weapon will be used. The player will then roll dice
equivalent to that Characters Shooting attribute. If more than one die is rolled, one of these dice
must always be rolled with a different color, this single die will indicate the potential for a
malfunction (this will be explained in one moment). The range (and thus the target) is identified
by the weapon profile (see sample Weapons on the next page) and the distance of the opponents
model. The target number may be modified by circumstances. Remember the Rule of Sixes. This
allows otherwise impossible shots to become only improbable.
For example; A character wants to shoot at extreme range, this requires a 7+ target. This would
normally be impossible, but, the Rule of Sixes allows for an outside chance of this occuring. The
Character (who has a Shooting of 4) rolls four dice and the results are: 6-6-6-3. According to the Rule of
Sixes, the second natural 6 boosts the value of one of the 6s by 1, so the final result should read: 8-6-6-3,
scoring a hit! The result of 8 would also add two additional dice to the subsequent Damage Roll.
Malfunctions: If the Malfunction Die (a separate color die), for the Attack Roll comes up with
the result of a natural 1 before modifiers, the player must roll on the Weapons Malfunction table.
Only the Malfunction Die will have any potential for causing a malfunction. This will be explained
further in the Weapons section on the next page.

SHOOTING TARGET NUMBERS


Range:

Point Blank

Target:

2 or less

Short Range

Long Range

determined by weapon

3+

4+

5+

SHOOTING MODIFIERS
Defender in cover

25% or more of the model is obscured from shooters LoS

Training is the relative experience that a Character has, and indicates how easily that they handle
combat or other stressful situations, as well as their Target number for suppression checks. There are
4 basic levels for humans: Green, Trained, Veteran, and Elite. The more training, the higher stats
that a Character will have. Beasts are their own classification, and dont have a Shooting attricute.
Additionally, they may never choose to make a Rally action.

SUPPRESSION

Each time a Character is shot at, that Character must take a Nerves test. This specific form of
Nerves test is called a suppression check. Characters must take a suppression check even if the shot
is unsuccessful, but only at Long Range or closer. The Target number for any suppression check
depends on that Characters Training. If the Character has no successes on the suppression check,
they are suppressed. Each point of suppression temporarily removes one Action Point from the
Character, until the suppresion is removed through rally actions (Regroup or Rally, see Actions on
the previous page. A Character reduced to 0 AP will flee the battle, and is considered Out of Action
for purposes of the quickstart guide.

SUPPRESSION TARGET NUMBER


(roll a Nerves Test when shot at)
Green

Trained / Beast

Veteran

Elite

5+

4+

3+

2+

FIGHTING

By moving into base contact with an opposing model, Characters will initiate a fight. They must
have line of sight before initiating a Fight and the target of the attack must be declared before
rolling for the Movement distance. The Character who activated is considered the attacker, and
the other Character/s are considered the defender/s. Fighting does NOT cause a character to take
suppression checks, unless a Character flees.
Characters in close combat remain engaged in that melee and continue to fight out of Turn
sequence, in a series of Phases. 3 Phases will occur for each activation. Therefore, in the first Turn
of a fight, the Charge occurs, and then an additional 2 Phases, before passing activation over to
the next Character. This means, that a combat between 2 Characters will have up to 6 Phases in a
single Turn, since both will activate. The fight willl continue with all involved Characters lockedin to that Fight until one Character or the other either flees, or is Out of Action, Dying, or Dead.
Target Number: The base target number in close combat is 4+ regardless of Training. This may be
modified by a variety of circumstances.

SHOOTING

Distance:

TRAINING

Extreme Range
2x long distance
7+
Effect on
Target number

Attack Roll: In a fight, each character rolls the number of dice equal to the Fighting attribute,
minding any modifiers This differs from Shooting in that each Character makes an Attack Roll, as
opposed to just one. The player with the highest result is the winner, and will score a hit IF they
have a die result higher than the target (whichi is a base of 4+). If there is a tie, the highest dice
cancel each other out, and you look to the next highest die for each player, and continue until
someone either scores a hit, or there are no successes left. However, the original multiple 6s still
count towards boosting the Power of the winner. If no hit is scored, the Phase ends.

If a hit is scored by one side or the other, roll for Damage. This is determinied by using the Power
of the Attacker (or Attackers weapon) vs. the Power of the Defender. See Damage Roll above.
Charging: Charging allows a Character to move their base Move, and gives a +1 bonus to the
Fighting Attribute for the first Phase of the combat. Charging costs 1 AP.
Multiple Attackers: For every greater number of attackers that you have in a combat than the
opposing side, add 1 to both Fighting, and the Power of any successful hits. This represents
multiple opponents piling on the other side..
Fleeing from Fighting: Your character may choose to flee from a combat, after the resolution of
any Phase. The remaining Character/s may take a free swing as if they had charged, (with no dice
being rolled by the fleeing Character). Afterwards, if the fleeing Character is still able to act, move
that Character 3 away from the combat. If this is done by the attacker, they must move back in the
same direction that they came from. If the defender flees, they may not move through the attacking
Character, but may otherwise move in a straight line, unhindered, keeping in mind any other
Characters nearby. The fleeing Character gains 1 suppression point.
Malfunction Die: Use one die of a different color as a malfunction die just as you would when
Shooting. The Weapons Malfunction table works identically for Fighting or Shooting, although
most melee weapons ignore the out of ammo result.

+1

FIGHTING MODIFIERS
Charging

The Character that initiated the Fighting gets


an extra Fighting die for the first Phase.

Defender has one


or more Hold actions

May take a Point Blank shot at a (S) of 1 with no Fighting dice


OR they may negate the Charge bonus.

Attacking through cover

+1 target to the Attack Roll on the first Phase of Fighting only .

Defender prone

+1

If a model engaged in a Hold action fails a Nerves test for any reason, that model will lose any and
all stored AP. This makes holding very risky. Suppression is discussed on the next page.

Attacker walked

+1

Attacker ran

+2

Sprinting: Characters may not sprint for more than one Turn in a row, and sprinting prevents a
Character from shooting, no matter how many AP they have.

Scoped Weapon

At Long range, the base Target is 4+.


At Point Blank , Short, and Extreme Range, the target is 6+.

Effect on die roll


+1 (F)

WEAPONS

FACTIONS

Pistols in a fight: Characters may attempt to use firearms with the pistol trait in close combat:
however, they will do so at -1 to the die rolls. Such an Attack Roll still uses the Fighting attribute
rather than the Shooting attribute. This is one of the only times that a Character will use a
Fighting target number while technically shooting a weapon. The Power test will still originate
with the weapon rather than the Characters Stat-line. While firing in close combat, a jam or an
out of ammo result on the Weapons Failure chart may not be corrected or reloaded until after the
combat is completed (presuming that Character survives).

The Order of the Reclaimer: The worlds foremost authority on scavenging Old Tech. The
e-wastes of the Wilds and the rest of the world hold a veritable trove of disjointed information
and oddly situated technology. With focused zealotry, the Reclaimers aim to collect and to
re-assemble the pieces of this grand technological mystery, to learn about the sins of the past,
and to interpret how they might someday lead the diligent back to humanitys rightful place.

If A Character is using a weapon, which weapon being used must be specified before an Attack
Roll is made. If the Character is using Shooting, the target is based on range, (please see the
Shooting target Numbers chart on the previous page). If fighting, the base target is 4+.

Below are some sample weapons.


WEAPON:

Short:

Long:

Power

Small Melee

Melee

User+1

sturdy, thrown,

Medium Melee

Melee

User+2

reliable, sturdy, thrown

24

reliable, slow 1

Pipe Rifle

18

inaccurate, slow 1, unreliable

Revolver

pistol, reliable, sturdy

Auto pistol

15

pistol, unreliable

Break Action Rifle

12

48

accurate, reliable, slow 1

Bow

Traits:

Shotgun

15

reliable, scatter

Revolver Carbine

10

40

reliable, sturdy

Satchel Bomb

placed

blast 2+d6, single use

Hunting Rifle

12

96

accurate, slow 1, armor piercing 1

Weapon Traits:
Armor Piercing: These weapons are high powered. For each level of the armor piercing trait that
a weapon has, the defender gets one less bonus die to their Defense Power from armor or cover.
Accurate: Very precise, this weapon can discern and target enemies with ease. They gain +1 to
the highest Shooting die results at Long or Extreme Range (no effect at Close Range). Please
note, that if you are using only one die, and roll a 1, this still results in a potential malfuntion.
Blast: These weapons have an area of effect The main target is used as the center point for this blast;
all targets even partially in the blast diameter suffer a hit of the same Power as the original target.
Inaccurate: Poor quality or bad design makes this weapons accuracy suffer at longer ranges.
They suffer a -1 to all Shooting results at long range (no effect at close range), These weapons
may NOT be used at Extreme Range.
Pistol: Pistols are meant for close quarters Shooting. They gain +1 Power at Close Range or
shorter. They may also be used in close quarters, utilizing the Fighting Attribute..
Reliable: When rolling for Weapon Failure, this weapon rolls 3 dice on the Weapons Malfunction Chart, instead of 2, still picking the highest result.
Scatter: These weapons add +1 (S) Attack Die at Point Blank range; but at Long or Extreme
Range, the Power of the weapon is halved (rounding up).
Sturdy: These weapons add +1 to the dice result when rolling on the Weapons Malfunction Chart.
Slow: Characters must spend a number of Action Points equal to the slow trait rating (usually 1
or 2) to reload a slow weapon.
Thrown: thrown weapons use the Fighting Attribute for their Attack Roll, even though it is
technically a ranged attack.
Unreliable: When rolling on the Weapon Malfunction Chart, this weapon only rolls 1 die on
the Weapons Malfunction Chart, instead of 2.
WEAPONS MALFUNCTION CHART (roll 2 dice, take the best result)
Result

Effect

0 or less

The item either explodes or otherwise shatters. The Character immediately take a
hit at a (P) one less than the weapon normally causes.

The item is damaged or broken, with no damage to the controlling Character.

The item is jammed or stuck. It takes 2 AP to unjam .

3-4

Out of ammunition. A Character must reload before shooting again.


This result has no effect on non-powered melee weapons.

5-6+

No effect.

The Hy Planes Drifters: Nomadic warbands descended from criminal gangs who wandered the
Wilds after the Exodus and its subsequent collapse. They value strength above all, and live by
a strict hierarchical code of violence and plunder. According to their Code, nothing should be
made. Anything and everything should be taken, and the Wilds are ripe for the picking.

The Stakers: Almost immediately after the Exodus, the resilient, the far-sighted, and the
idealistic, banded together to form the closest approximation of stability they could imagine.
While many of these communities now lay buried under heaping piles of ash, bone, and
e-waste, those that remain are known as Staker communities, the modest and hopeful amidst a
world of cruel opportunism.
Stitchers: A macabre remnant of the old world. Originally, Stitchers were doctors who
speciallized in life-extending medical practices. These solitary creatures have quite literally
carved a place for themselves in the harsh environment of North American Wilds. While many
think them only myth, some of these hapless few are rumored to exist even today.
The ArhK An authoritarian conglomerate of corporate entities that ducked the Exodus under
the premise that it would be better to reign in on the husk of Earth than share power in the
stars. They believe that it is their mannifest destiny to rule over the planet, and have sent out
expiditions to all corners of the globe to beging to lay claim to it.
Church of Fun: Unapologetic hedonists who spread mayhem and callous merriment a riot
fueled by mind-bending chemicals. The Church operates under the basic principal that
everyone outside of the flock are just too wound up. For those loyal to the Church, tomorrow
does not exist. There is only now.
Unicephalon: A secretive society orignally charged with monitoring the fretted husk of planet
Earth. Centuries ago, Unicephalon watched helplessly as billions perished. Now, from several
hidden colonies, these subversives send agents into the world to shape events in accordance with
their secret directives.
The Vale: A death cult with staggering ideologies. Secretive and mysterious, most members of
the Vale remain hidden within the walls of other communities until the time comes for them
to act. They believe that humanity has already reached its pinnacle, and the time for its utter
destruction is at hand yours first.

TRAITS AND SKILLS

In a Characters profile, there may be Skills and Traits listed. These various aspects are part of
what make Characters unique. Some of these Skills or Traits are specific to a faction, some are
learned, while some represent innate abilities.
Traits are special abilities or perks that are either inherent or learned. Characters with specifc
Traits may be able to do things out of the ordinary, such as take two of the same action in one
Turn, reload certain weapons faster, or they may have a glowing hatred for certain enemies,
which will cause them to behave with less regard for their own personal safety when up against
such an opponent. As stated, Traits will be mentioned in individual Character profiles, and will
be gone into in detail in the main rules.
Skills are acquired knowledge that allows a proficient Character to achieve specific tasks
much more easily. Skills allow a Character to use an equivalent number of dice to the value
of that Skill to attempt specific checks. This is in addition to the regular Attribute dice. These
additional Skill dice should be specifically identified from the others rolled in that check (usually
by differing colors from the others). Specifically identified Skill dice will take that check with a
target number that is one lower than the target number for the Attribute dice.
The difficulty of a Skills check can vary, with trivial task only needing a 2+ target to succeed,
something of regular difficulty being a 4+ target, and a nearly impossible feat would require a 7+
target. This would only be achievable by using the Rule of Sixes (and even then, only one success
would be possible due to the way that the Rule of Sixes works).
For example: A Character has a Barter 2 Skill, and Wits of 3. This means that when taking a
regular difficulty Barter check (4+ target), they can roll 2 dice with a target of 3+, and 3 dice of a
different color at a Target of 4+.
Multiple successes will indicate greater levels of accomplishment.
However, please note that not all Skills operate in this way, some Skills allow the character to do
something completely separate from a standard Skills Check. This will all be indicated in that
specific Skills description, and gone into more details in the core rules.

Version 1.2.2

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