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The Rules

Making Tests
Time and Phases
Ranged Combat
Close Combat
Damage and Wounds

Making Tests

        As anyone can probably tell you, nothing is ever certain.  Even the most brilliant tactics or best laid plans require a certain amount of luck.  In SPRAWL, dice are used whenever the outcome of an action is uncertain.  SPRAWL uses ten-sided dice which we will refer to as d10.  Generally, multiple d10 are used at once.  The number used will be indicated as thus: 2d10 = two ten-sided dice, 5d10 = five ten-sided dice.

        The action in SPRAWL is carried out by the Players making Tests.  A Test is when a Character uses one of their skills or abilities.  To make a Test, the Player simply rolls a number of d10s equal to the skill or ability being used.

Example: Razz has a Shooting of 4 so the Player would roll 4d10 to shoot.

        The objective of a Test is for the dice to meet or exceed “7”. Each die that does this is considered a Success or a positive outcome.  In SPRAWL, the “0” on a d10 means “10”.

Example: Using Razz’s Shooting of 4, the Player makes a Test by rolling 4d10.  The dice come up 4, 5, 7, and 10.  Of the four dice, “7” and “10” meet or exceed “7”, so the Test generates two Successes.

        The number of Successes needed to accomplish a feat or complete a task is called the Difficulty.  Generally, the Difficulty of any given Test is “1”, meaning only a single Success is required.  However, a Test’s Difficulty will often be increased or decreased by Modifiers.  Modifiers are things that adjust the Difficulty based on various circumstances.  Modifiers are listed with a “+” or “-“ and a number to indicate how much they increase or decrease the Difficulty.  Multiple modifiers can be applied to a single Test.  Rolling enough Successes to equal the Difficulty is considered a single Success.

Example: The target that Razz is trying to shoot is behind cover.  The cover imposes a +2 modifier to Razz’s Shooting Test.  Adding the +2 to the base Difficulty of “1” results in a Difficulty of “3”.  Having rolled 4, 5, 7 and 10, we see that Razz only has 2 Successes.  Needing 3 Successes, Razz doesn’t hit the target.

"Rule of Tens"

        When making a Test, any die that comes up "0" (ten) counts as TWO SUCCESSES. This allows Characters to attempt Tests in whic modifiers have increased the Test’s Difficulty to the point that it exceeds the number of dice the Character can roll.  Note that the Rule of Tens does not apply to Damage Tests

Time and Phases

        SPRAWL is played in a series of Rounds.  Each Round involves each Player taking a Turn.  A Turn is made up of five Phases.  Once all the Characters in a Player’s Squad have gone through the Phases, that Player’s Turn is over and it becomes the other Player’s Turn.  The Round ends when both Players have used their Turn.  A new Round then begins.  A game lasts until one side either gives in or is forced into defeat as described later.  A Squad can also be obligated to withdraw if it takes too many casualties.  Some games last a set number of Rounds while others have a certain objective that must be achieved.  Such encounters explain what must be achieved and thus end the game.

        There are four Phases in a Turn: Movement, Ranged Comabt, Close Comabt, and Recovery.  While a Player may choose to skip a Phase, the Phases still occur in their listed order.  Only with special Skills or circumstances can Phases occur out of order.

 Phase 1: Movement
        During the Movement Phase, a Player can Move any Character he wishes.  “Moving” does not just mean relocating a Character from one position to another.  It also encompasses Hiding and Over watch.

Phase 2: Ranged Combat
        Any Character wishing to make a Ranged Attack against a target may do so during the Ranged Combat Phase.  A Character cannot engage in both Ranged Combat and Close Combat in the same Turn.

Phase 3: Close Combat
        Any Character wishing to engage a target in Close Combat may do so during this phase.  A Character cannot engage in both Ranged Combat and Close Combat in the same Turn.

 Phase 4: Recovery
 During the Recovery Phase, Characters that are Pinned or Panicked can attempt to overcome the effect.


        The Movement Phase is conducted one Character at a time in the following order:

  1. Characters who have been Panicked are always moved before any other Characters.  Panicked Characters move directly away from the enemy, following the safest possible course, towards the nearest cover or edge of the board.  See “Panic and Panicking” for more details.
  2. Characters that are Charging into Close Combat are always moved before normal movement is conducted.  When charging, the Player must declare that the Character is charging and indicate which target is being attacked.
  3. Once the Panicked Characters and Charging Characters have been moved, all other Characters can be moved.

 The following Actions can take place during the Movement Phase: Moving, Running, Charging, Hiding, and Overwatch.

        A Character can move a number of inches equal to their Quickness Rating.  Thus a Character with a Quickness of 4 can move 4 inches.  A Character need not move the total distance permitted or at all if the Player so wishes.

        A Character’s movement may be impeded by terrain or obstacles.

· Open Ground- Streets, sidewalks, alleys, rooftops, and other such areas are considered Open Ground and may be crossed without penalty.

· Difficult Ground- Uneven ground, litter-filled areas, shallow pools, and the like are considered Difficult Ground.  A Character’s Quickness is considered to be halved (rounded down) when moving across such terrain.  Should a Character attempt to Run across Difficult Ground, they must pass a Quickness Test (Difficulty 2).  Failure will result in the Character stumbling, forcing them to end their Movement at a point equal to half the distance they attempt cross the Difficult Ground.  Thus if a Character attempted to Run across 4 inches of Difficult Ground and stumbled, they would be forced to stop at 2 inches.

· Treacherous Ground- Deep pools, crawl spaces, piles of debris, and narrow walkways constitute Treacherous Ground.  A Character can only move at a quarter of their Quickness Rating (rounded down).  If the Character cannot move more than 1 inch per Turn across such Terrain, the Terrain is to be consider Impassable for that Character and they may not move across it.  Running is not possible across Treacherous Ground.

· Impassable Ground- There are some areas that a Character simply cannot physically move across or through.  Such areas are considered Impassable Ground and Characters must navigate around them.

· Barriers and Obstacles- Walls, fences, small piles of debris, and other low obstacles can be navigated by either going around them or jumping/climbing over them.  If the obstacle is less than 1 inch high and no more than 1 inch wide, a Character can go over it freely, with no penalty to their movement.  If the obstacle is between 1 inch and 2 inches high, a Character may climb over it but gives up half (rounded down)their total allowed movement that Turn to do so.  Thus, if a Character could normally move 4 inches in a Turn, they would be forced to give up 2 inches of movement in order to climb over an Obstacle.  If a Character has already moved over half their total movement in a Turn, they cannot climb over an obstacle.  Any obstacle over 2 inches high is considered Impassable Ground and Characters must navigate around them.

· Ladder and Stairs- Ladders and Stairs are considered Difficult Ground.  A Character cannot Run up a ladder.  They can only move at their normal Movement Rate.

        The normal movement rate of 1 inch per Quickness Rating depicts a fairly rapid pace but allows time for a Character to react to what is going on around them.  If a Player wishes, they can have a Character move much quicker by declaring that the Character is Running.

        A Running Character may move a number of inches equal to double their Quickness Rating.  Thus a Character with a Quickness of 4 can move 8 inches while Running.

        Running Characters are unable to do anything else that Turn.  They are considered to be concentrating on running and not prepared to do anything else.

        As with normal Movement, a Running Character need not move the total distance permitted.  However, should a Running Character pass within 4 inches of an opponent that they can clearly see (not Hiding or behind Cover), the Running Character must stop immediately.

        If a Character wishes to engage a target in Close Combat, the Player must declare and make a special maneuver called a Charge.  To charge, the Player indicates which target his Character is attacking.  This is done WITHOUT measuring the distance between the two.  The Player then moves the charging Character up to a number of inches equal to double the Character’s Quickness Rating is if the Character were Running.  This movement however ends as soon as the two Characters are touching bases.

        Charging is the only way to enter Close Combat.  Any movement that brings two opposing Characters into contact is considered a Charge.

        Should a Charging Character fail to reach their intended target due to the Player miscalculating the distance, the Character moves the maximum distance allowed then stops and may do nothing else that Turn.

        Should a Character end their normal movement behind cover or in a position where a person could reasonably conceal themselves, they may attempt to Hide.  The Player makes an Smarts Test and keeps track of the number of Successes.  A counter or marker can be placed next to the Hiding Character if necessary.  A Character cannot go into Hiding if they Ran or an opposing Character is within a number of inches equal to that Character’s Smarts Rating.

Example:  Babs of the Peoples’ Liberation Front ends her movement behind a support column and wants to go into Hiding.  Agent Wilson of S.U.I.T #13 however is nearby.  Agent Wilson’s Smarts is 4 which means that Babs cannot hide if Wilson is 4 or less inches away.

        While Hiding, the model cannot be seen or attacked even if a portion of the model is visible.

        A Character can take no other Action while Hiding without giving away their position.  If they should attack or move, they immediately come out of hiding. A Character can remain Hiding over several Turns so long as they do nothing to reveal themselves.

        In order to spot a Hiding Character, an opposing Character must be within a number of inches equal to their Smarts Rating.  They must then generate an equal number of Successes or more on an Smarts Test as the Hiding Character did when they first went into Hiding.

Example:  Determining that Agent Wilson is out of range, Babs goes into Hiding behind the support column. Making a Smarts Test, she gets 3 Successes.  During his Turn, Agent Wilson moves within two inches of Babs' hiding spot.  Wilson’s Smarts is 4 so he is well within his range to spot Babs.  Wilson makes an Smarts Test and gets 2 Successes.  As Babs had 3 Successes, Wilson scored one less Success than what he needed to notice Babs lurking behind the column.

        When a Character goes into Overwatch, they take up a position and wait for a target to present itself.  In order to do so however, Character must give up it’s whole Turn.  This allows the Character to shoot during the opponent’s Turn.  Characters can only go into Overwatch during their Movement Phase.  Characters that need to Recover cannot go into Overwatch nor can any Character that has taken any other Action that Turn.  As such, a Character cannot attack or move.  A Character cannot go into Hiding and Overwatch in the same Turn but they may go into Overwatch while Hiding if they were in Hidden at the beginning of the Turn.

        While on Overwatch, a Character may shoot at any time during the opponent’s Turn at any target that presents itself.  A Character may only shoot while on Overwatch.  They may not make a Brawling attack as doing so requires them to Charge.

        Once a Character has made an attack, they are no longer considered on Overwatch and may act normally on their next Turn.  If the Character does not make an attack, their Overwatch status is lost at the beginning of their next Turn.  Characters may go into Overwatch on subsequent Turns however.

        Should a Character be Pinned or Panicked while on Overwatch, their Overwatch status is lost.

        There may be times that a Character wishes to jump across or over an obstacle.  To do so, they must give up all other Actions during that Turn.  They must also make a Quickness Test.  They may jump 1 inch for each Success they achieve.
 Note:  This rule applies to horizontal jumps only.  Jumping down is considered Falling.  Jumping up is considered Climbing.

        Should a Character fall from a hieght of more than 1 inch, there is a chance of injury.  Falling inflicts a number of Points of Damage equal to the number of inches fallen.

Example:  Thrown by the blast of a grenade, Roach tumbles off the roof and falls 3 inches to the street below.  As a result, she faces 3 Points of Damage.

Ranged Combat

        Each Character may shoot once per Turn so long as they can see their intended target and possess a suitable weapon.  What constitutes “seeing” a target can be a bit tricky.  As stated in the Movement section, a Character is considered to be facing the same direction as the model that represents them.  The Character can “see” in a 90o arc in front of them and can only shoot at target’s within that arc.

        In order to shoot at a target, the Character must be able to “see” part of the target’s body.  The only way to truly determine if a target is visible to a Character is to stoop down to the level of the gaming area and get a “Character’s-Eye View”.  Sometimes it may be obvious that a target is visible and other times it may be difficult as terrain can get in the way.  If a portion of the target’s body is visible from this perspective, the Character may shoot at it.  The visible portion MUST be a part of the body.  If all that is visible is part of a weapon, the intended target is not viable.  If in doubt, check from the intended target’s perspective.  If you are still uncertain, roll a d10: Evens= the target is visible, Odds= the target is not visible.  Obviously, if a Character is Hiding, they can not be shot at without first being detected (see Hiding).

        A Character must shoot at the closest viable Target as they represent the most immediate threat.

        Several factors have effects on shooting.  A target in the open is easier to hit than a target behind cover as is a target that is standing still compared to one that is moving.  Each such factor will imposes Modifiers to the Difficulty of the Shooting Test.

Short Range
Target is at Short Range
Long Range Target is at Long Range Varies
Partial Cover Up to half the Target is behind Cover +1
Full Cover
Over half the Target is behind Cover
Target Running
The Target is Running or Ran during it’s previous Turn
Small Target
The Target is less than ½ inch wide or tall
Large Target
The Target is over 2 inches wide or tall

Making the Shot
        Once all the Modifiers have been applied and the Difficulty has been determined, the player rolls a number of d10 equal to their Shooting Attribute.  Each Success is a "Hit".

Area of Effect
        Some weapons such as explosives inflict damage over a large area.  When such a weapon is used, it can potentially inflict damage to every Character within a certain distance of the target, not just the target itself.  This distance is called the weapon’s "Blast Radius".  The Blast Radius of AoE (Area of Effect) weapons varies.  See the GEAR page for specifics.

        If a Character is equipped with grenades, they may throw one rather than shoot a gun.  Throwing is handled just like shooting, using the Shooting Attribute.  The maximum distance a grenade can be thrown is determined by the Strength of the throwing Character.

Throwing Range
Thrower's Strength
Maximum Distance of Throw
4 inches
6 inches
8 inches
10 inches
5 or more
12 inches

        A Player may choose to throw a grenade (or shoot a rocket) at a specific spot, rather than at a specific target in an attempt to maximize the effect of the blast.  Doing so imposes a +1 Modifier to the Difficulty as the targeted spot is considered a Small Target.

        Thrown grenades do not always land where intended.  They have a tendency to bounce and roll before going off.  Likewise, a rocket or launched grenade that misses it's target will still explode on impact with an unintended target.  In SPRAWL, both occurences are known as Scatter.  When a grenade or rocket launcher is used and the Shooting Tests does not generate any Successes, the player rolls a d10.  The result determines the direction the grenade/rocket moves as indicated the chart below.

    Direction of Throw/Shot


9 = re-roll but subtract 1 inch from Scatter Distance
10 = re-roll but add 1 inch to Scatter Distance

        As an alternate to the above table, special dice called "Scatter Dice" can be used.  Rather than numbers, Scatter Dice have arrows to indicate Scatter Direction.

      Once the Scatter Direction has been determined, the player rolls a d10 again.  A thrown grenade moves a number of inches equal to half the result (rounded up) while a rocket or launched grenage moves a number of inches equal to the full result.  The point to measure from is the intended target.

Example: Wishbone throws a grenade.  Rolling his Shooting, he fails to get any Success.  He then checks Scatter.  Rolling a d10, he gets a “2”.  Rolling a d10 again and dividing the result by half, he gets a “6”, meaning the grenade travelled 3 inches.  The two rolls result in the grenade going off behind and to the right of the intended target

        Should a Shooting Test not generate any Successes and at least 1 die come up a "1", the particular weapon being used Misifres.  In the case of grenades or rockets, a Misfire indicates the Character has used all their grenades/rockets and has none left.  In the case most guns, the Player must roll 1d10 and consult the table below

Misfire Table
Jammed- A round has jammed in the breach and the weapon will not fire.  During the Recovery Phase of their next Turn, the Player may make a Smarts Test with a Difficulty equal to the guns Reliability.  Success results in the Character fixing the gun and it being usable again.  The Player may choose to make the Smarts Test during a later Turn or simply have th Character switch to a different weapon.
Out of Ammo- Simply put, the gun has run out of ammo and cannot be used for the rest of the game. 

Close Combat

        Models that are in base-to-base contact are considered to be in Close Combat.  Close Combat constitutes fighting hand-to-hand and involves the use of knives, swords, clubs, punches, kicks, and similar weapons.

        In order to move into Close Combat, a Character must Charge as described in the Movement section.  This is the only way to initiate Close Combat.  Any movement that brings two opposing Characters into contact is considered a Charge.  Once engaged in Close Combat, a Character has no choice but to fight even if Panicked or Pinned.  Should a Character who is Panicked or Pinned be attacked in Close Combat, the Panicking or Pinning is negated as the Character’s survival instincts kick in.

        During Close Combat, the attacked Character is able to defend themselves.  As such, the attacker and defender both make a Brawling Test.  The combatant’s Successes negate each other at a ratio of 1:1 until only one combatant has Successes left.  That combatant is then the winner and inflicts Damage.  Should there be a tie, no damage is inflicted by either combatant

Example: With a wild yell, Wes charges towards Gordo, initiating Close Combat.  Both Players roll make a Brawling Test.  Wes gets “3”, “4”, “5”, “5”, and a “10” while Gordo’s roll results in “3”, “6”, “7”, “7”, and “9”.  Wes has 1 Success and Gordo has 4.  One of Gordo’s Successes negates Wes’ single Success, leaving Gordo with 3 Successes.  Though he was the one being attacked, Gordo wins the combat and inflicts Damage.  Maybe Wes shouldn’t have wasted all that energy yelling.

        Once engaged in Close Combat, a Character can take no other actions except fighting their opponent.  They are simply too busy ducking, thrusting, and parrying to do anything else.

        Close Combat continues over consecutive Turns until one of the combatant is reduced to "0" Health.  Should a Character choose to break from Close Combat or be Panicked, their opponent gets an immediate free attack against them.

Example: Wes seems to have bitten off more than he can chew as Gordo is dealing him a severe thrashing.  On his next Turn, Wes decides to break away from Close Combat.  Gordo may then make an immediate free Brawling Test against him.  Wes can roll no dice to defend himself as he is basically turning his back and running, giving Gordo a free shot.

Going Down in Close Combat

        A Character cannot be Pinned in Close Combat.  The need to defend themselves is too great for them to simply keep their head down.

Multiple Opponents

        It is possible for more than one Character to attack the same target in Close Combat.  The target may defend themselves against ALL attacking Characters but suffers an accumulative +1 to their Close Combat Difficulty for each attacker after the first.

Example:  Seeing their buddy Wes getting his butt kicked, Lang and Mutt decided to come to his rescue and charge into Close Combat with Gordo.  Gordo now has 3 opponents.  For Tests against his first attacker, his Difficulty would remain unchanged.  Against his second attacker, he would suffer a +1.  He would then suffer a +2 when defending against his third attacker.

Damage and Wounds

        After making a successful Attack Test, Damage must be determined.  To do so, the attacker rolls a number of d10 equal to the number of Ranged/Close Combat Successes plus the Power of the weapon used.  Each Success on the Damage Test inflicts 1 Point of Damage.  The Rule of Tens does not apply to this roll.  Rolling a "0" (ten) only counts as 1 Success and only inflicts 1 Point of Damage.

    To resist Damage, the Target makes a Test using a number of d10 equl to their Toughness.  Each Success generated by this Test, negates 1 Point of Damage inflicted by the Attack.  Any Damage that is not negated is then deducted from the Character’s Health Rating.

Example: Rafter opens up on Stitch with his SMG, inflicting 3 points of Damage.  Making a Toughness Test, Stitch gets 2 Successes thereby negating 2 points of Damage.  The remaining point of Damage reduces Stitch’s Health by 1.

         For each point of Damage a Character suffers, they receive a +1 Modifier to all Shooting and Brawling Difficulties for the remainder of the game.

        When a Character’s Health Rating has been reduced to “0”, they are Out of Action and are removed from play.

        When a Character is hit by a Ranged Attack, they are automatically Pinned.  Being Pinned means the Character is badly injured or momentarily knocked senseless and has fallen to the ground.  The figure representing a Pinned Character is placed on it’s back to represent being Pinned.  That Character can do nothing until the Recovery Phase of their next Turn.

        Should a Character be Pinned within 1 inch of a ledge, the Character must make an immediate Quickness Test.  Should they fail to generate any Successes, the Character falls off.

        Characters CAN NOT be Pinned in Close Combat unless reduced to "0" Health.

"0" Health
        After taking enough Damage to reduce their Health to “0”, a Character is considered automatically Pinned.  The Player immediately rolls a 1d10 and consults the table below

Incapacitation Table
Recovery- The Chracter is Pinned as normal.  Upon recovering from being Pinned, they also recover 1 health Point.  Their Toughness however is reduced by 1.  Should a Character's Toughness ever fall to "0", that Character is immediately "Out of Action".
Down- The figure representing the Character is placed face-down.  The Character can do nothing but crawl 2 inches towards safety.  Roll 1d10 again during the Character's next Recovery Phase to see if the Character Recovers, stays Down, or goes Out of Action. 
Out of Action- The Character is unconscious or too injured to continue.  The figure is removed from play.  There is no way of immediately telling how severe the Character’s injuries are.  They may survive, they might suffer lasting effects, or they could simply be dead.  Once the game is over, a Player may Test to see what becomes of their Characters who went Out of Action.

        If a Character is put Out of Action, all friendly Character’s within 3 inches must make an immediate Guts Test.  The Test must generate a number of Successes equal to or exceeding 4 minus the Character’s Guts.  So if a Character has a Guts of “2”, they would need 2 Successes.  Regardless if their Guts Rating exceeds 4, a Character must always generate 1 Success.

        If a Character fails the Guts Test, that Character immediately turns tail and runs for safety, their nerve broken.  This movement takes place outside the normal game sequence, immediately following their comrade being Pinned.  The Panicked Character moves 1d10 inches away from the enemy and towards the nearest cover or edge of the board.

        Should the Panicked Character reach a position where they cannot be seen by the enemy within this distance, they will stop and stay there.  If the Panicked Character cannot reach such a safe position in the distance determined by the die roll, they will move the full distance.  During their following Movement Phases, they will continue to move 1d10 inches until they have reached a safe position.  During this time, they can take no other Actions.

        A Panicked Character cannot attempt to Recover until they have reached safety or unless they are within 6 inches of their squad’s Leader.  Nor can a Character attempt to Recover during the same Turn that they were Panicked.

        Should a Panicked Character reach the edge of the board, they are immediately Out of Play and removed for the remainder of the game.


    During the Recovery Phase, Characters that have been Pinned, Downed, or Panicked may attempt to overcome the affects.

Recovering from being Pinned
        How a Character recovers from being Pinned depends on how they were Pinned in the first place.  If the Pinned Character took no Damage, they automatically recover during the Recovery Phase of their following Turn.

        If the Pinned Character took Damage,  they must make a Guts Test and generate a number of Successes equal to or exceeding the number of points of Damage they have suffered thus far.  Should they fail this Test, they remain Pinned.

Example: Newton took 2 points of Damage and went Down.  During the Recovery Phase of his next Turn.  Newton makes a Guts Test.  Having previously suffered 1 point of Damage, he therefore needs a total of 3 Successes to get to his feet and back into the fight.

Recovering from Panic
        To recover from Panic, a Character must be behind cover and out of the opponent’s line of sight.  The Character must then make a Guts Test and generate a number of Successes equal to or exceeding “6” minus their Guts Rating.  So if a Character has a Guts of “4”, they would need 2 or more Successes.  Should the Test succeed, the Character recovers their nerve and can return to the fight on their next Turn.  If it fails, they remain Panicked and must try again during the Recovery Phase of their next Turn.

        Routing takes place whenever over 25% of a squad are either Pinned, Panicked, or Out of Action at one time.  At the beginning of their next Turn, the Leader must make a Smarts Test with a Difficulty equal to the number of squad member that are Pinned, Panicked, or Out of Action.  Should the Test fail, the entire squad panics and flees, thereby losing the game.  If the Leader is Pinned, Panicked, or Out of Action and thus unable to make the required Smarts Test, the player must use the highest Smarts Rating from amongst those of the remaining Characters who are niether Pinned, Panicked, or Out of Action.