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Quickstart Rules
When attempting to achieve a goal involving skill or chance, you will use an
attribute test to determine success or failure. An attribute test involves rolling
the number of dice equal to the specified attribute rating, attempting to get
a result higher than or equal to the Target Number, (or TN) which varies
based on difficulty. For example, to make a Wits test at TN 5+, you roll a
number of dice equal to your Wits attribute, and each 5 or 6 rolled counts
as one success. Many tests only require one success, but some will require
multiple. The TN and successes needed for these tests will be either spelled
out by the type of action (such as shooting or fighting), the encounter you
are involved in, or will be determined by the Narrator.
Opposed Tests & Initiative: An opposed test occurs when two forces are
pitted against each other. This may be a character versus another character,
or a character versus an object or the environment around them. Initiative is
one example. To determine who activates first each turn, roll an amount of
dice equal to the highest Wits rating for each side. The side with the highest
single die roll wins. In the case of a tie, discard the highest die and look at
the next highest result. If all dice are tied, re-roll. The side winning initiative may either activate one Character or force his opponent to activate one
first. Activations then alternate between sides until all characters have been
activated.
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
remains the same, regardless of how many you choose to command.
Training is the relative experience that a Character has, and indicates how well
they handle combat or other situations, along with their Target number for
suppression checks (see Nerves in the next column). There are 4 basic levels
for humans: Green, Trained, Veteran, and Elite. The higher the training, the
higher the attributes that a Character will have.
All Characters will have 8 attributes rated between 1 and 6 (except for
Renown). They are Action Points, Movement, Power, Shooting, Fighting,
Nerves, Wits, and Renown. The rating of the attribute in questions indicates
how many dice will be rolled for tests involving that attribute.
Renown (R)
Renown represents how well a Character is known, and their cultural prowess. It
is loosely tied to a characters station in life, and their level of fame (or infamy).
Wits (W)
Wits is a composite of Charisma, intelligence, and mental stability. Using Wits,
its possible to sometimes talk your way out of situations that might otherwise
require a confrontation. Its also an indication of innate survival instincts. Wits
is used for a large variety of skills tests.
Nerves (N)
When Characters are shot at, attacked, outnumbered, or overwhelmed they
use Nerves to attempt to keep their composure. If a Nerves test (also called a
Suppression test) is failed, that Character gains a suppression marker. Each suppression marker reduces AP by 1. A Character with 0 AP becomes unnerved, and
may not activate normally. Characters with 1 or more suppression markers may
attempt various Nerves tests (such as a regroup) to rid themself of suppression
markers. The Target Number (TN) for a Nerves test is based on training level.
When a Character is shot at from long range or closer, whether they are hit or
not, they must immediately take a Nerves test or gain 1 suppression marker.
Green:
Trained/Beast:
Veteran:
Elite:
Shooting (S)
Characters may spend 2 AP to shoot. To attempt to hit, roll as many dice as
that Character has rank in this attribute. See attacking below for modifiers.
Fighting (F)
When engaged (in base-to-base contact) a Character uses their entire activation to
attack. They roll as many dice as their Fighting attribute, hitting on a 4+ (which
may be modified). If a hit is scored, roll a Power test to see if damage occurs.
Movement (M)
Movement indicates how far, fast, and well a Character can move. Characters
with a M(ovement) of 3 may spend 1 AP to move 3, may spend 2 AP to run: 3+
the roll of one die, or may spend 3 AP to sprint: move 3 + the roll of 2 dice.
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, pg. 72) On a successful Nerves test remove
1 suppression marker.
Concealment (2 AP, p. 72) Attacks on Concealed Characters have a +1
TN modifier. Characters lose concealment if they shoot or move.
Muster (end phase action) +d3 AP (d6/2, rounding up)
Stat Lines
An average, green (training level) adult human may have the following attributes:
Action Points: 3 (Able to do up to three simple actions in a turn)
Movement: 3 (Able to move 3 + the distance of extra AP used)
Power: 2
Shooting: 1 (1 would indicate someone who has little firearms training)
Fighting: 2 (1 would be completely inexperienced in melee combat)
Nerves: 2 (1 would be very cowardly)
Wits: 2 (1 would be mentally unstable)
Renown: 0 (No one is particularly impressed by their social standing)
Character traits are abilities that allow individuals to achieve feats of various
sorts. This is a small sampling of those traits:
Concentrated Fire: Allows Characters to take more than one shot in a turn.
At t a c k i n g
When rolling shooting or fighting, one die of a separate color will be 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!
The base roll needed to hit when shooting is dependent on range to the target:
Point Blank
Short Range
Long Range
Extreme Range
2 or less
3+
as weapon
4+
as weapon
5+
x2 long distance
7+
Fighting is a complex action, and can occur only if 2 or more Characters are
engaged (in base-to-base contact).
This is modified by many factors:
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
maximum of the results of the number of dice equaling their AP-1 plus
the distance of their base Movement. If a Character attempts a charge
action that doesnt result in an engagement, they are considered slow
moving until their next activation, even if they have moved 11 or more.
Each natural 6 beyond the first boosts the Power of the hit by 1.
Attacking through cover (if you charged and moved through a
window/closed door, over an obstacle, etc): +1 TN modifier.
Fast moving: Target has moved 11 or more (8 w/ nimble) +1 TN
Slow moving: -1 TN modifier.
Outnumbering: For each Character you outnumber by, gain +1F, and +1P.
Wounded or groggy Characters attack with a +1 TN modifier.
The Power of the hit is based on the Power of the attacker, which may be
replaced or modified by weapons.
You may use guns with the pistol trait in an engagement with a +1 TN modifier. 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 weapons Power rating rather than your own.
Short:
Long:
4+ Target 5+ target
Power Traits:
Small Melee
Melee
Medium Melee
Melee
Pipe Rifle
Revolver, Light
Auto Pistol, Light
6
4
4
18
8
15
4
3
3
12
48
Shotgun
15
reliable, scatter
Hunting Rifle
12
96
12
48
Laser Rifle
User+1
Availability
Hands:
Common
Common
1/2
Common
2
1
1
Uncommon
Uncommon
Uncommon
Common Staker
Uncommon
Rare
Very Rare
Light Armor
Medium Armor
Shield
+1 Defensive Power
Roll 1 die as an end phase action. On a 5+, the condition of damage improves by one step.
May be used on others as a complex action.
Chem Injector
Tech
Level
High Tech
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.
Pistol
Weapons with the pistol trait gain +1 Power at close
range or shorter. Additionally, they may be used
during an engagement utilizing the Fighting attribute
rather than the Shooting attribute, with a
+1 TN modifier.
Accurate
Accurate weapons give +1 to the Shooting attribute
at extreme range.
Hold-Out
A weapon with this trait can be slipped past the guard
with an opposed Wits vs. Nerves test. The Character
attempting to find the hold-out weapon, rolls their
Wits. The Character attempting to hide the weapon
uses Nerves.
Inaccurate
May not be used at extreme range.
Medium Melee
Medium Melee weapons may be used with one or
two hands. One handed, they provide +1 Power
to the attack, while using them with two hands
provides +2 Power.
Non-Lethal
Non-lethal weapons dont cause permanent or
deadly damage. They use a non-lethal track for
damage instead. See damage.
Reliable
These items roll one additional die when rolling
on the Weapon Malfunction Table.
Scatter
Scatter adds +1 to the Shooting attribute of the user
while they are using a scatter weapon; but at long or
extreme range, the Power of the weapon is halved
(rounding up).
Scoped
A rifle scope enables a longer range of use but is
not as effective at closer ranges. For a weapon so
equipped, at point blank, short range, and extreme
range, the target is 6+. At long range, the base
target is 4+. There are other types of scopes.
Shock
Weapons with the shock trait ignore armor,
disallowing the defenders use of defensive bonuses
from armor or cover.
Silent
Hidden models do not break their concealment
when using a silent weapon as long as they remain
still during that turn.
Slow
Characters must spend a number of AP equal to
the slow rating (usually 1 or 2) to prepare a slow
weapon. This is cumulative with the out of ammo
or malfunction results. So a slow 2 weapon that Is
also out of ammo will require 3 AP to prepare to
shoot again.
Sturdy
An item that is sturdy will ignore any explodes
result, and instead re-roll on the Weapon
Malfunction Table if a 0 or less is rolled.
Thrown
A thrown weapon can be used at range, but is
propelled by muscle power and typically has a
limited effective distance. Thrown weapons use
the Fighting attribute for their attack roll, even
though it is a ranged attack.
Unreliable
These items roll one less die when rolling on the
Weapons Malfunction Table.
The item either explodes or otherwise shatters in the Characters hands. The Character immediately takes a hit at a Power 1 less than the items
typical Power, OR at Power 2 if the item has no Power.
The item is damaged or broken. If kept, the Character may potentially repair the item at a later opportunity.
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 have all of the basic rules needed to play Wreck Age. Please check out the full rule book, as well as our line of miniatures, RPG supplements, and fiction stories at:
www.wreck-age.net