SHOOTING
Shooting represents a Character’s
level of skill when using a firearm or throwing a grenade.
BRAWLING
A Character’s prowess in
hand-to-hand combat is determined by Brawling.
TOUGHNESS
Toughness measures a Character’s
overall endurance and stamina. It is used to resist damage that the
Character may suffer.
QUICKNESS
How fast and agile a Character
may be is determined by Quickness. Quickness indicates the number
of inches the Character can move during a Turn.
MUSCLE
Muscle represents the physical
strength of a Character. It determines the damage a Character inflicts
with Brawling.
SMARTS
Smarts represent the intelligence
of a Character and how well they notice things.
GUTS
Guts is the Character’s
bravery and strength of will.
HEALTH
Health determines how much
damage a Character can suffer before going out of action
Ambush
Ambush allows a Character
to Charge while on Overwatch.
Bull Rush
A Character with Bull Rush
gains +1 to their Brawling Skill during a Turn in which they Charged.
Camouflage
Difficulty to spot a Hiding
Character with the Camouflage Skill are +1
Catfall
A Character with this skill
halves the distance fallen when calculating damage from Falling .
Round fractions down.
Climb
Objects over 2 inches high
are considered Impassable Terrain. Characters with Climb however
may attempt to climb over them if they choose. To do so, the Character
makes a Quickness Test. Each Success generated allows the Character
to climb half an inch up the side of the object. This constitutes
Movement and counts towards the Character’s total allowed Movement.
Should the Character fail to reach the top of the object in a single Turn,
they must make another Quickness Test. Should they fail to achieve
any Successes, they lose their grip and fall.
Crack Shot
Under normal circumstances,
a Character can only shoot at the closest, most open target. Characters
with Crack Shot may shoot at any target they wish.
Disengage
A Character with this skill
may attempt to break away from Close Combat without allowing their opponent
to have a free attack. The two Characters each make a Quickness Test.
The Character with the most Successes wins. Should the disengaging
Character win, they are able to move away from their opponent without suffering
an attack. See “Close Combat”.
Dive
This skill allows a Character
to Run and Hide in the same Turn.
Dodge
Attackers attempting to
shoot a Character with the Dodge skill suffer a +1 to their Difficulty.
Evade
Attackers attempting to
hit a Character with the Evade Skill in Close Combat suffer a +1 to their
Difficulty.
Follow-Up
If the Character takes an
opponent Out of Action is Close-Combat, they may immediately move an number
of inches equal to their Quickness to engage another target in Close-Combat.
Fortitude
Characters with Fortitude
get a –1 to their Difficulty to Recover from being Pinned.
Gunfighter
A Gunfighter may use a Pistol
or SMG in both hands, allowing them to make two Shooting Tests per Turn.
Gut Check
With Gut Check, a Character
who is Pinned but took no Damage may make a Guts Test (Difficulty 2) at
the beginning of their Turn. Success results in the Character recovering
immediately and being able to act that Turn.
Hit and Run
In the normal process of
SPRAWL, a Character moves first then shoots. The Hit and Run Skill
allows the Character to shoot first then move should they so choose.
Iron Will
Characters with Iron Will
get a –1 to their Difficulty to avoid Panicking.
Leadership
Characters with Leadership
are able to rally Pinned or Panicked Characters. If a Pinned or Panicked
Character is within 6 inches of a leader, the Pinned/Panicked Character
may use that leader’s Guts Rating to Recover. A leader cannot confer
their Guts Rating to another Character if they themselves are Panicked
or Pinned.
Leap
Leap reduces the Difficulty
for Jumping by 1.
Marksmanship
Characters with Marksmanship
need only meet or exceed “6” to achieve a success for Shooting. This
modifier is not applied to throwing.
Martial Arts
Characters with Martial
Arts need only meet or exceed “6” to achieve a success for Brawling.
Observant
Observant reduces all Difficulties
for spotting hidden Characters by 1.
Rapid Fire
If the Character with the
Rapid Fire Skill does not take an action during the Movement Phase, it
may shoot twice in asingle Turn. This Skill cannot be used with Special
or Heavy Weapons.
Resilient
Resilient automatically
reduces the Damage of any attack against the Character by 1.
Sprint
Sprint allows the
Character to triple their Quickness Rating for Running rather than doubling
it as usual.
Sneak
Characters with Sneak can
Move while Hiding. However, the Difficulty to spot the Character
is reduced by 1.
Sniper
Sniper allows the Character
to Shoot while Hiding without revealing themselves.
Specialist
Some weapons and gear requires
special training to use. Characters with Specialist are able to use
these items. Note that each special weapon or item of gear requires
a seperate Specialist Skill.
Sure-Footed
Sure Footed Characters
have double their Quickness Rating when crossing Difficult or Treacherous
Ground.
Targeteer
A Character with the
Targeteer Skill may increase the Long Range of any non-Special or non-Heavy
gun they use.
Weapon Expert
This Skill allows a Character
to use a particular weapon with greater ability than other weapons.
It adds a +1 to the Rating of either the Character’s Shooting or Brawling
(whichever is appropriate) for the use of that particular weapon.
To create a Squad, a Player has 1,000 Creation Points (CPs) with which to “recruit” members then equip and customize them. There are four types of members in a Squad: Recruits, Fighters, Specialists, and Leaders.
Leader
Each Squad must have a Leader.
The Character represents the Player in the guise of a skilled veteran,
experienced in the ways of the sprawl. A Squad can only have one
Leader. All Leaders automatically have the Leadership Skill.
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3 | 3 | 3 | 3 | 3 | 4 | 4 | 3 |
Skills: Leadership +2 Skills |
Fighter
The ordinary Squad members
are called Fighters. They are experienced, competant, and trustworthy
combatants who make up the bulk of most Squads.
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2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 |
Skills: None |
Specialist
Specialists are specially
trained Characters. They automatically have either the Specialist
skill. Their special abilities make them a valuable asset to their
squad. Regardless of the size of the squad, it can contain no more
than two Specialists.
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2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 |
Skills: Specialist |
Recruit
Recruits are young and inexperienced.
They are poor combatants and not very reliable. In time however,
they ca improve and become valuable members of the Squad
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1 | 1 | 3 | 3 | 3 | 3 | 2 | 3 |
Skills: None |
Rules for Recruits
Beginning Experience
Even when just starting
out, each squad member has a certain level of experience. This is
determined by rolling 1d10 and adding the result to the Character's listed
Beginning Experience value. Thus a Recruit's beginning Experience
would range from "1" to "10" while a Leader's would range from "41" to
"50".
Character Experience is eplained in further detail on the Advanced Rules page.
Free Advance
Once the squad members have
been purchased, each is allowed a single Free Advance. Roll 1d10
and consult the table below.
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Choose any Skill from the Skill Table below |
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Roll 3d10 and consult the Skill Table below |
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1-5 = +1 Muscle, 6-0 = +1 Quickness |
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1-5 = +1 Shooting, 6-0 = +1 Brawling |
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1-5 = +1 Smarts, 6-0 = +1 Guts |
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1-5 = +1 Health, 6-0 = +1 Toughess |
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Roll 3d10 and consult the Skill Table below |
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Choose any Skill from the Skill Table below |
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4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 |
Bull Rush Camouflage Catfall Climb Crack Shot Disengage Dive Dodge Evade Follow-Up Fortitude Gunfighter Gut Check Hit and Run Iron Will Leap Marksmanship Martial Arts Observant Rapid Fire Resilient Sprint Sneak Sniper Sure-Footed Targeteer Weapon Expert |
Additonal Advancement Rolls may be "purchased" at 50 Points each. Remember that Recruits do not get a Free Advancement Roll nor can one be purchased for them.
Beginning Weapons
Next, the Character must
be equipped. A sample list of the prices is listed below.
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For a full list of weapons and equipment as well as their game statistics and rules for their use, see the Gear page.
Character Value and Squad Rating
Once all the members of
a Squad hav been equipped, their value must be determined. Add up
the number of Cration Points spent on each Character including initial
cost, gear, and any additional Advancement Rolls. The total is the
Character's Value.
Once each Character's value has been determined, add them all together. The sum becomes the Squad's Rating. Squad Rating is explained in further detail on the Advanced Rules page.
Recruitment Complete
Once you have created your
Squad, you can give each Character a name as well as name the Squad.
If for some reason you have points left over, these become the Squads finances
and are listed in the "Stash" box on the Roster Sheet.