A Drifter’s work is never done.
The proceeds from this Kickstarter will finalize our first 4 boxed sets of miniatures, each representing a central faction in our narrative, and will allow us to publish the 300+ page hardcover rulebook.
Wreck Age depicts the desperate struggle of humanity after betrayal and disaster have decimated Earth as we know it. Your introduction to Wreck Age begins in the 26th century - in what we now call the Resurgence… “Year Zero.” 200 years previously, the world’s elite and privileged abandoned a desperate planet on the verge of complete collapse. They promised that subsequent waves would follow once they had cleared a proper path.
Despite gasping and anguished attempts to salvage the polluted husk of a planet, Civilization teetered then tipped into utter devastation. Billions died.
Humanity has watched countless generations pass in despair and desolation. But now, in the Resurgence, for the first time in hundreds of years, crops are growing more stably, the birth-rate is rising, haggard communities are reaching back out into the surrounding territories. For the first time in centuries, there is hope.
We have developed four basic factions (each represented by a box set of miniatures) to begin your gaming endeavor into the Resurgence, to help establish your community, to spread its influence and reputation, or to harvest the toil of others less strong than yourself.
These initial four communities are represented by the following faction, any and all of which you can receive with a simple pledge to the right (please note our stretch rewards stack, so contributors could potentially earn a free boxed set, or sets, as we progress toward each new level!). Here are those factions:
The Stakers: Almost immediately after the Exodus, the resilient, the far-sighted, the idealistic, and the indolent banded together to form the closest approximation of stability they could imagine. Many of these communities now lay buried under heaping piles of ash, bone, and e-waste, but those that remain are known as Staker communities, the modest and hopeful amidst a world of cruel opportunism.
This box set contains 7 unique models: 2 Field Hands, a Scout, 3 Outriders, and a Sapper.
The Hy Planes Drifters: Drifters are nomadic warbands descended from criminal gangs that had been left wandering during the Exodus and subsequent collapse. They value strength and live by a strict hierarchical code of violence and plunder. They believe that anything and everything should be taken and that the world is a massive plain ripe for their harvesting.
This set contains 9 unique models: a Chieftain, 3 Drifters, 4 Grubs (novices), and an Exploding Boar.
The Order of the Reclaimers: – Reclaimers are the world's foremost authority on scavenging. The e-wastes of North America and the rest of the world hold a veritable trove of disjointed information and oddly situated technology. With single-minded zealotry, the Reclaimers aim only to collect and to re-assemble the pieces of this grand technological mystery, to learn about the sins of the past, and to intuit how technology might someday lead the diligent back toward humanity's rightful place.
This box set contains 6 unique models: a Scriviner, a Power-Scav, a Zealot, a Server, and 2 Reclaimers.
The Stitchmen: During the Exodus, a ship carrying specialized medical personnel crash-landed before exiting atmosphere. The carnage was horrific, but the ill-fated flight had been loaded with skilled experts in the common field of life-longevity and practical medicine. The despairing but resigned survivors began their macabre practice immediately, and soon set out both in small bands and as individuals in order to carve, quite literally, a place for themselves in the harsh environment of North America. Some of these hapless few are rumored to exist even today...
This box set contains 6 unique models: a Doctor, 3 Hunters, an Orderly, and a Body Snatcher - a spider-like mechanical construct used to prepare bodies for processing.
Wreck Age is a post-collapse game based in the imagination of three friends and a legion of compatriots; it is a rich and suggestive world in which you can build your own narratives and structure your own adventures. Though devastated, Wreck Age depicts a fresh and unique gaming world, one that offers you a suggestive, rich, and wildly varied setting in which you can carve out a space tailored to your interests –from role-playing to tabletop miniatures, to the immensely rewarding combination thereof.
From the reaches of the Seattle Sea Wall, to the stilted city of New Orleans, to the aspiring young metropolis of Esperanza and Switch City; from the hobbled working cities of Coal Town and Gunmetal, to the haunted ruins of New York and Houston; from the small trading villages, like SonoTrader, Yellowstone, and Emergence, that dot the landscape, to the isolated tribal hamlets that have managed to survive despite staggering hardship… Wreck Age is yours to explore, develop, and enjoy.
Already two years in the making, Wreck Age is a fully realized, and yet open-ended, world of exploration, trade, community, desperation, intrigue, and adventure. In it, you create your in-game avatar/s through a simple character development system. The starting point for character creation is your community. Through your community, you can use Resource Units to train and equip your characters –a mechanism that works seamlessly across and between both the role-playing and tabletop skirmish games.
As mentioned, our game is set to launch for the first quarter of 2013, with a 300+ page hardcover core rulebook (see sample page above), and 4 miniature boxed sets. The Stakers, The Hy Planes Drifters, The Order of the Reclaimers, and the Stitchmen. Each box set will contain 6-9 unpainted and un-assembled metal miniatures, complete with an introduction to the game and initial scenarios.
There's more. As a special incentive, pledges between 180$+ will receive a free blister of the limited Switch City Security Agent models currently in development. These models will only be available for purchase through this Kickstarter! Pledges that meet this requirement and also have a blister of Security Agents can either take a second blister of the figures or swap them out for any two (non limited) miniatures from our line.
But wait… we have even more. In fact, there are four or more factions already waiting in the margins of this story, with artwork and some miniatures already in production. In this planned expansion, you will be able to create these other evocative factions:
The ARHK: a conglomerate of corporate entities that skipped the Exodus under the ominous notion that it would be better to reign in hell than serve in the heavens.
The Church of Fun: unapologetic hedonists who spread mayhem and callous merriment - a riot fueled by mind-bending chemicals. Tomorrow does not exist. There is only now.
Unicephalon: a secretive society charged with monitoring the fretted husk of planet Earth. Unicephalon watched as billions perished. Now, from an Antarctic colony, this faction sends agents back into the world to shape events in accordance with their secret directive.
The Vale: a death cult of staggering proportions. They believe that humanity has already reached its pinnacle, and the time for its utter destruction is at hand… yours first.
The No Ghosts: … hmmm. Not yet. We are keeping this one secret for a little while longer still.
Stretch Goals: Stretch Goals give us the opportunity to dream even more ambitiously. We have ideas, lots of them, but we could not make these reality without considerable support. In order to represent our gratitude for your contributions, and to encourage your generosity even further, we have designed a series of stretch goals to help push the boundary of the possible.
Thank you very much for your kind support. We are extremely grateful for your encouragement and for your willingness to help our small company breath life into this brilliant and ambitious game.
Please note: these rewards stack, so you will not only receive each reward as we achieve each goal, but also receive a number or rewards equal to your contribution. So, for example, if you order three boxed sets, you will receive three additional miniatures for each level of achievement, and so on. Moreover, each reward will be unique to the contributor, so you might conceivably earn one or more free boxed sets if we reach our more ambitious goals!
ACHIEVED $5,500 Stretch Goal: For helping us cross the first great hurdle, we will supply anyone that has ordered a book or a boxed set with one of our “dogs or war,” a seriously deadly little dog.
ACHIEVED $7,500 Stretch Goal: In addition to the above, anyone that has ordered a book or a boxed set will receive an additional Staker model.
ACHIEVED $10,000 Stretch Goal: In addition to the above, anyone that has ordered a book or a boxed set will receive an additional Drifter model.
ACHIEVED $12,500 Stretch Goal: In addition to the above, anyone that has ordered a book or a boxed set will receive an additional Reclaimer model.
$15,000 Stretch Goal: In addition to the above, anyone that has ordered a book or a boxed set will receive an additional Stitchmen model.
$17,500 Stretch Goal: Counters! In addition to the above, anyone that has ordered a book or a boxed set will receive a set of markers, designed to help you keep track of suppression, wounds, activation, ammunition, and Hold actions amongst other pleasant possibilities.
Bonus Offer! Add $15 to your pledge and get a bonus blister containing two Caravaneers! There will be an updating to tally these totals after the Kickstarter has funded, in case you would prefer more than one blister.
Yes. You will receive an additional miniature for each boxed set or core rulebook you order. So, if you order three boxed sets, you will receive three bonus miniatures per stretch level that we achieve.
Thank you. Please make your pledge in the amount of all the rewards you are kind enough to support, and at the end of our Kickstarter, you can indicate which rewards you have pledged for. We will ensure that they are all sent to you.
For example; if you want a blister of Security Forces, and a box set, pledge $80, and indicate in the notes what your desired rewards are when we collect your information at the very end.
Yes. We are hoping to raise enough money to self-publish the core rulebook, which would be a tremendous relief and which would also would help fast-track our expansion of the game with several scenario and source books. The more money that we raise, the more readily we could complete the development of these additional resources.
The Staker, Drifter, and Stitchmen box sets will contain some miniatures that have already been released. We will work with you to ensure that you do not receive any unwanted duplicates, and allow you to choose equivalent values from anywhere in our line to make up the difference.
Or download an older (and less polished) beta testing adventure, called the Omen from Drive Thru RPG:
If this happens, we will partner with a distributor/publisher to release our rulebook. This will likely cause some delay in production, as those intermediaries will harvest a chunk of the profits that we would rather fold back into the development of the game. This will only be a delay, however, as we are utterly committed to seeing this project through to completion.
First and foremost, Wreck Age is designed to tell a story –but one that builds upon itself in several different forms. In sum, we wanted to find some fundamental commonality between the traditional tabletop wargame, the strategic dynamism of a board game, and the profound depth of an RPG.
The rules are simple, intuitive, and streamlined, but offer enough flexibility to allow players to engage in any scenario they might imagine. The 26th century is both diverse and dynamic; it is a wide-open space in which players will find plenty of room to build their own background and realize their specific vision. Wreck Age is both expansive and compelling. Like most people, we abhor tedious bookkeeping in our games, so we have developed a system that makes hit points and ammunition abstract, while still allowing a player both to be wounded and to run out of ammunition.
The mechanics are fast and furious, which sustains a level of “realism” in the game itself. Characters will not wade directly through an almighty hail of bullets with only a scratch on the cheek to show for the effort. If you are not careful, your character will die; however, the creation of each Character works intimately with a survivor Community in the Wreck Age, and these communities will train a party of explorers, warriors, or nomads similar to the previous one, so even if/when you face mortality, you will find it quite easy to pick up reasonably near where you left.
The Community is the single most important and defining facet of character creation. These tightly knit enclaves represent the last struggling vestiges of humanity and form both the moral and the ideological disposition of your character. Your Community will shape the resources at your disposal and will offer the means and the impulse to use them.
All feats of chance is based on a simple, but dynamic six-sided (d6) dice system. Attributes rate from 1-6, and a player rolls dice equivalent to that number in order to pass basic checks. The target number for each successful check may change with circumstances (a character's training, distance to a target, and so on). At times, a player may also augment the number of dice rolled with specific skill sets.
As a small, independent start-up with no outside support, we have many costs that have not been absorbed as they would in an established multinational corporation. For example, the base price for a master for a miniature, before production costs is somewhere between $900 and $1200. Production costs are around .50-75 a figure, plus packaging, shipping, etc. This adds up very, very quickly considering that we currently offer 30+ miniatures. Likewise, we are developing a 300+ page rulebook.
Because of the small size, our run-lengths are also reasonably small, so our profit is negligible (if anything). We have made sure to create a game with a low overall start-up cost, with a buy-in at about $60-70 (a box set plus a downloadable rulebook). Also, we have chosen to go the Creative Commons route with our written material, so it is available to those who might not feel that they should pay for our information. We openly encourage this a fair and decent mindset, but hope that people will realize that for us to be a viable long-term business, we will require some remuneration to create more books, more miniatures, and other tremendous gaming materials.
We feel that for a skirmish game, we have set a reasonable price point, especially considering the top level quality of the miniatures that we're producing.
We realize that you have many choices of where you can spend your money, but our sincere hope is that we will give you something that you will want to keep coming back and using over and over. We have truly poured our hearts and souls into this project, and even though this is our first foray into the gaming world, we feel that we're trying to do it right.
28mm, non-heroic. We have spent a lot of time and effort getting the scale we wanted nailed down just so. We discuss scale with sculptors on a regular basis, ensuring that each new model maintains parity with our existing line. These models will fit in well on just about any contemporary gaming table.
Creative Commons is a organization (and an idea) that creates a license for distributing information through non-profit channels. As a company, we strongly support the free flow of information, and our games are no exception. We encourage people to re-post, distribute, and even modify our works. We want people to feel a sense of ownership, and are strongly opposed to the heavy handed tactics of the music and movie industries in terms of digital rights management.
Basically, if you want our game, and don't want to pay for it, it will be available to you. We want as many people as possible to have access to our game. Our hope is that people who run across our games through these channels will be encouraged to support us monetarily, but ultimately, we want to bring a good story, and a good game into as many people's hands as possible, and that's the most important thing to us.
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