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CREATING A SQUAD


Attributes
        Each Character is defined by a set of Characteristic called "Attributes".  There are a total of 8 Attributes: Shooting, Brawling, Toughness, Quickness, Muscle, Smarts, Guts, and Health.  All Characters possess each of these Attributes to some degree.  Attributes are rated from 1 to 10.  This Rating indicates the degree to which the Character possesses the particular Attribute.

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



Skills
    While all Character have the same Attributes, not all of them have the same Skills.  Skills represent areas of knowledge, talent, or expertise that a Character may possesses.  Unlike Attributes, Skills have no Ratings.  Instead, they allow the Character to perform special tasks, increase the Rating of an Attribute when the Character makes certain Tests, or cause modifiers to certain Tests made by or against the Character.

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.



Recruiting
        Before you can play SPRAWL you need to create a Squad.  A Squad consists of 3 or more Characters following any theme you wish: troopers, agents, punks, rebels, cops, scavengers, outlaws, whatever.  As stated, the models used to represent the Characters don’t need to match perfectly but they should follow the desired theme of the Squad.  When creating a Squad, it’s a good idea to list the Characters’ Attributes, Skills, and Gear on a roster sheet.

        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.
 

Leader
Cost: 250 CPs each
Beginning Experience: 60
Shooting
Brawling
Toughness
Quickness
Muscle
Smarts
Guts
Health
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.
 

Fighter
Cost: 100 CPs each
Beginning Experience: 20
Shooting
Brawling
Toughness
Quickness
Muscle
Smarts
Guts
Health
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.
 

Specialist
Cost: 175 CPs each
Beginning Experience: 60
Shooting
Brawling
Toughness
Quickness
Muscle
Smarts
Guts
Health
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
 

Recruit
Cost: 50 CPs each
Beginning Experience: 0
Shooting
Brawling
Toughness
Quickness
Muscle
Smarts
Guts
Health
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.
 

Advancement Table
d10 Roll
Advance
1
Choose Skill
Choose any Skill from the Skill Table below
2-3
Roll Skill
Roll 3d10 and consult the Skill Table below
4
Attribute Increase- Roll 1d10 again: 
1-5 = +1 Muscle, 6-0 = +1 Quickness
5
Attribute Increase- Roll 1d10 again: 
1-5 = +1 Shooting, 6-0 = +1 Brawling
6
Attribute Increase- Roll 1d10 again: 
1-5 = +1 Smarts, 6-0 = +1 Guts
7
Attribute Increase- Roll 1d10 again: 
1-5 = +1 Health, 6-0 = +1 Toughess
8-9
Roll Skill
Roll 3d10 and consult the Skill Table below
10
Choose Skill
Choose any Skill from the Skill Table below
Skill Table
Roll
Skill
3
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
Ambush
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.
 

Weapon
Cost in CPs
Combat Blade
10
Club 
10
Pistol 
15
SMG 
20
Shotgun 
20
Assault Rifle 
25
Grenade 
30
Padded Armor 
50
Flak Armor 
75
Plate Armor 
125

        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.