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bio syndrome
a tabletop survival horror war game
Copyright 2013 Paul Murphy
All Rights Reserved

Version 1.9
Bio Syndrome is a work in progress and is free via digital download. We need your help to make it
better! Is there something missing? Did you find an error in the rulebook? Do you have a great idea and
you would like to contribute? Let me know!

Table Of Contents
Modern Wargame: Page 2
Fantasy Wargame: Page 24
Role Playing Pen and Paper: Page 35
Digital Cards: Page 42

Year: 20XX
The B10 virus rampages across the globe, cause and origin unknown. Government Systems break down
as the violence spreads, populations begin to panic. The coalition forces are deployed into the hot zones
to stem the tide of the zombie terror. The forces deployed are almost wiped out to the man, leaving the
civilian populace to their fate with no relief in sight. As a last ditch effort, lost sections of the world are
nuked to hold back the infected. The B10 virus mutates into different strains infecting more than just
humans, worse mutations take place in areas of high radioactive fallout. The company appears to be
suspiciously unaffected by the viral outbreak and are showing up more and more, well armed and in force.
The company kills indiscriminately between infected and survivors making their true intentions
suspicious. Survivors have it the worst, limited weapons, limited supplies, they tend to stick together and
run when things go wrong. The Coalition marshals their forces using two operational bases: an
abandoned oil rig with a aircraft carrier and the old Cheyenne Mountain while trying to discover and
extinguish the source of the outbreak before there is no hope left.

What You Need to Play


To play Bio Syndrome you will need a few basic items to include: a ruler or tape measure, one to
four 8 sided dice, some miniatures (feel free to use proxies or any miniatures you have in mind, the game
is designed for 28mm), one 3 inch blast template and a tabletop to play on. Additionally you can utilize
some small 6 sided dice to mark wounds and jammed weapons. You can always expand as you see fit, the
example pictures feature miniatures that I have decided to represent my armies as I wanted, feel free to
use your own imaginative ideas and create your own custom army! Just remember to try and stay within
the 28mm and basing guidelines outlined in the army lists section.

- Miniatures
- 8 Sided Dice (at least one)
- A Table Top
- 6 Sided Dice (optional markers)
- Tape Measure
- Blast radius Template
- A friend or 2 to play with

Game Phases / turn order


There are three primary game phases and DO NOT have to be taken in any particular order. For
example: a fire team member can choose to engage in hand to hand combat (contact phase), move 3
inches to a door (movement phase), then chose to open the door (standard action).
Alternatively the same fire team member could move 6 inches back (movement phase), engage in a firefight
ranged attack at a nearby enemy unit (contact phase), then use an action to: use a med kit, open a door,
jump over a barricade, or use Sports if the weapon jammed.
Players take turns moving their entire armies using the three game phases (I go / you go).
Alternatively if all players agree, players may move a certain amount of points at a time (amount can be
agreed upon). Player 1 moves 50 points, then player 2 moves 50 points for example.
Movement
a unit may move up to it's full movement distance once per movement phase. Units do not have
to move in a straight line, also units may not move into impassable terrain. A unit may use regular
movement to pass over any terrain that is below half of the units entire height. Any terrain higher
requires a action to be used to pass through (door/barricade), or over the terrain (jump/climb).
Contact
Ranged and hand to hand combat is resolved. Units engaged in combat either ranged or melee roll
d8 to hit using their accuracy statistics. Accuracy ballistics is used for all ranged weapons, accuracy
weapons is used for all hand to hand combat attacks. Units hit by attacks then roll their armor save, if the
unit hit fails its armor save, subtract one HP per hit. Once a units Health Points reach zero, the model is
removed from gameplay. A unit in base to base contact with an enemy model is considered to be in hand
to hand combat (see advanced rules for more information on hand to hand combat).
Standard Actions
Every model may perform up to one action in each game turn. Some actions are limited to certain
conditions, distance in inches, or units having a special ability. Specific rules for each action are listed
below.
-Sports - action used to fixed a jammed weapon. Slap!, pull, observe, release, tap, shoot!
-Special Abilities - Some special abilities can be used as standard actions (Medic!, Brainss..) for example.
-Run - move additional 2 inches in any direction, a unit cannot run and shoot in the same game turn.
-Open doors - open a door!
-Jump/climb - a unit can jump or climb over an obstacle if it is shorter than the model is tall.
-Prone - Any unit may go into the prone position giving that unit a +1 to AB for as
long as that unit is in the prone position. While in the Prone position, the unit can
only move 1 inch during its movement phase. Another action must be spent to
stand up. During the round the unit stands up, the unit can still only move
1 inch and will regains its full movement range during its next full turn.
-Breaking through barriers - A unit may attempt to break through a wall, fence,
door or barrier (provided that all players agree on said terrain before the game
begins). A units needs to roll a 8+ on the first turn trying to break down a barrier and receives a +1 bonus on
each consecutive turn, 7+ on the second turn, 6+ on the third turn ect. Another unit may assist a unit breaking
through a barrier giving the unit a +1 bonus maximum (even if three units are assisting you still only receive a +1
bonus).

basic and Advanced Rules


Rolling Dice
Bio Syndrome uses a d8 system to determine the outcome of ranged, hand to hand combat, health
resistance checks and numerous other actions and events. You can play an entire game with only one d8,
though 4 is the recommended number of dice to avoid slowing gameplay down.
For example a Coalition Fire Team Member targets an enemy Zombie Horde Walker during the shooting
phase. A dice roll will be made in conjunction with the Fire Team Members Accuracy Ballistics skill (3+) to see if
the unit is successful in hitting the Zombie Walker. The Coalition player rolls a d8 and gets a 4. Since the result
is greater than 3+, the Fire Team Member deals a health point of damage to the Zombie Walker. The Zombie
Walker has a 8+ Armor Save, the Zombie Horde player then rolls a d8 and gets a 7. The Health point of damage
is not saved and the Zombie Walker takes one health point of damage.
Army Traits
Each army list has army traits for that particular army. Each player may purchase a leader unit
with their allotted army points to be designated as the commander of that army. A leader unit is
identified by the special ability leader lv1 and leader lv2. After selecting and purchasing your leader
unit, you may select as many army traits up to your leader lv. All units in your army benefit from your
selected army traits until the leader unit is slain and removed from gameplay. You may purchase multiple
leaders, though only one is designated as your commander and only that units selected army traits are
applicable. Feel free come to an agreement with your opponent and use your own house rules to change
up your games by allowing multiple leaders with different army traits in play..
Ammo / Jammed
Any roll of a 1 while firing a weapon
results in a "jammed weapon". The
weapon cannot be fire until an action
is spent unjamming it (sports). If a unit
posses another weapon, the unit can
choose to fire that weapon instead. If
a unit rolls a 1 twice in one turn or
once in consecutive turns, that
weapon is out of ammo and cannot be
fire again for the duration of the
game. Please note that if a unit
shoots a weapon all shots are
resolved before the weapon is
jammed or out of ammo if a one is
rolled.

A jammed or empty weapon at the wrong time could lead to a bad ending. Game over man, game over!

5
Headshots!
Any roll of a 8, followed by another successful hit counts as a headshot, for example: A fire team
member fires one round, rolls a 8. He then rolls one more d8 to see if he hit successfully and gets 5. since
he needs a 3+ to hit, he inflicts 1 headshot to his target. note that if you fail the second roll you just inflict
a normal wound, you don't miss). If the head shot wound is not saved with the targets armor save roll, the
model is removed from gameplay regardless of the number of Health Points left.
Hand to Hand Combat
If any unit is in base contact with another unit they are considered to be in hand to hand combat.
All units are considered to have hand to hand combat weapons (see unit stats in the army list section for
(HH) # of attacks and (AW) for the to hit roll). When a unit moves into base contact with an enemy unit
and still has their contact phase remaining, the unit may attack the enemy unit with the number of Hand
to Hand attacks using their accuracy weapons statistics for to hit rolls. A unit does not have to remain in
hand to hand combat and may instead choose to disengage. Disengaging units can only move up to half of
their total movement statistic, round down. Each unit may only use its full number of HH attacks versus
one target per round.
For example: A zombie walker engaged in hand to hand combat in the previous round with a Fire Team
Member, and is still in base to base contact. During the Coalition players turn, the Fire Team Member may
engage in hand to hand contact making 2 attacks (HH) needing a 3+ (AW) to hit during the contact phase. If the
Zombie Walker was not removed from gameplay as a casualty, the Fire Team Member may choose to disengage
from hand to hand combat and move up to Half of his normal movement (MV) away. If the Zombie Walker was
removed from gameplay, the Fire Team Member may move up to his full movement (MV) as normal.
Penetrating Hits
Any time an enemy units successfully makes an armor save versus one of your units ranged or
hand to hand attacks, refer to your weapons Penetrating Hit base statistic and roll a d8. If your unit is
unarmed for hand to hand combat, you do not get to make a penetrating hit. If you successfully roll your
penetrating hit, ignore the enemy units armor save and inflict health point damage as normal. If you fail
your d8 penetrating hit roll, the enemy unit successfully saves the health point damage.

Targeting and Line of Sight


Most weapons have multiple shots that can be
fired during any given shooting phase. You are not
limited to targeting only one enemy unit, though all
enemies must be in line of sight and within the
weapons lethal firing range to be a legal target.
Only units with the special ability Tactics may fire
through friendly units to hit enemy targets without
endangering the friendly unit in between. If a unit
decides to fire through a friendly unit without
Tactics roll a d8. On a roll of 5+ the friendly unit is
hit instead of the intended target. Resolve armor
saves and health point damage as normal.
For example a M16 can fire 3 rounds in a game turn. If three zombies are within range and within line of sight, 1 shot can be
placed on each of the zombies. Alternatively all three shots could be placed on one zombie.

In the example above, the fire team member can only target the first zombie since line of sight to the second zombie is blocked.
Please note that the Fire Team Member has the special ability Tactics which exclude any friendly units blocking line of sight
to the zombie targets.

Unit Weapon limits


Any unit may have up to 3 weapons equipped, one primary, one secondary, and one Melee.
Primary, secondary, and melee weapons are noted in the Master Weapon Chart below and are marked
with a P, S, and M respectively. You may replace the default weapons equipped with upgrades if
available. Primary and secondary weapons are typically ranged and have attributes and effects noted in
the Master Weapon Chart. Melee weapons add attributes and effects to Hand to Hand attacks.
Radius Weapons
Some weapons have a area of effect radius of 3 inches when fired. A unit using a Radius weapon
first picks a point where (within the weapons range) on the gameboard to place the center of the radius.
Roll a d8 and a directional dice. If you roll below the units accuracy ballistics (AB) that is how many inches
off the radius is place, use the arrow dice to see which direction to place the raidus. If you roll above the
units accuracy ballistics (AB) then it is a direct hit. Any units (enemy or ally) under the area of effect
immediately take two health point damage and make two armor saves. Any unsaved health point
damage is resolved as normal. Units removed from gameplay by radius weapons may not use Living
Death special ability to return to game play.

A 2.5 inch blast radius explosion


to use with hand grenades and
grenade launchers.

Mission and Game Types


There are currently 5 mission types to play, you can either roll for a random mission or decide
before the game starts on which mission you would like to play. Defending player and attacking player
can also be decided randomly with a dice roll or agreed upon before the mission type is chosen.
Defending players always go first. If the mission type does not have defending/attacking players, roll
randomly for first turn. Feel free to create your own missions or adjust the 4 provided to your and your
opponents liking. Before the game begins, if you feel that the game is uneven in terms of stacked army
lists, feel free to give your opponent 25 extra points, challenge yourself! You might even go so far as to
give your opponent double army points, sometimes it is a blast trying to win in a hopelessly dire situation.
Remember, it is all about having a great time with your hobby and fellow wargamers!
A: Escape!
Defending player must reach extraction point, typically a vehicle or other marker which arrives
on of turn 3. Defenders army will be deployed in the center of the gaming table. The two extraction
points are on opposite ends of the gaming table roll randomly on turn 3 to see which one the defending
player must reach. If the defending player does not reach the extraction point by the end of turn 5, the
objective leaves. Attacking player may deploy deploy his army anywhere up to 12 inches away
completely encircling the defending player.

A Helipad extraction point during an Escape mission. Get to the chopper!!

B: Tactical Insertion
Defending player deploys in center of the gaming table. Attacking player rolls randomly deploying
on one the four edges around the gaming table. The Attacking player must reach center objective before
defending player can stop them by the end of turn 5. At the end of turn 5, add up the total point cost of
each unit removed from gameplay. If the defending player successfully defending the center objective,
add 50 points to his total. If the defending player failed to protect the objective add 50 points to the
attacking players total. Whoever has more points is declared the game winner.
C: Exterminate
A Head to head pitched battle featuring opposite board edge deployment, to the death! The
player with surviving units wins. Roll randomly for deployment edge. Deploy your forces between 6
inches and 10 inches from the game table edge. The Player who deployed last, goes first.

D: The Redoubt
Defending player must survive 4 rounds,
deployed in the center of the board, attacking player
deploys at least 18 inches away encircling defending
player. If the defending player has surviving units, add 50
points to his total. If the defending player has no
surviving units add 50 points to the attacking players
total.For each unit killed, add those points to the
opposing players total. Whoever has more points is
declared the game winner.

E: Survival Mode
A optional game mode where one player is the Zombie horde and makes 8 different army lists.
The first army list is worth 50 points, then each army lists increments by 50 more points. (Second list 100,
third list 150 ect). The opposing player may choose his army as the Coalition, Survivors, or the Company
and creates one army list of 125 points. The Coalition, Survivor, or Company player may select one
optional support attack as described in the option rules section of this book for free (Helicopter, M240B
machine gun crew, or a Mark 19 Grenade launcher). Both players then deploy, the zombie horde player
will deploy his 50 point army list first. When the first Zombie Horde 50 point list is terminated (wiped off
the battlefield) the Zombie Horde player may deploy the second 100 point list and so on until the
opposing player loses all units. You may use any deployment options stated above provided that all
players are in agreement. Please note, the Zombie Horde player is going to win. The objective for the
opposing player is to see how long he can last with limited resources, make every move count!

Unit Statistics
Every unit has 10 statistics that define how the unit performs which also include point cost, special
abilities, and what equipment comes with the unit during the course of the game. Army lists contain the
statistics for each unit and upgrades available with additional point costs.
Accuracy ballistics (AB) - Proficiency with firearms and other special ranged weapons.
Accuracy Weapons (AW)- Proficiency during Hand to Hand combat.
Armor Save (AS)- Measure of protection offered by various body armors.
Health Resistance (AR)- Immunity level vs infection. A successful roll will negate possible infection.
Health Points (HP)- A units measure of vitality. If HP hits 0, the unit is removed from the gaming table.
Hand to Hand (HH)- Number of attacks per game turn in Hand to Hand Combat.
Movement (MV)- Units base movement in inches.
Equipment (EQ)- Weapons, armor, and gear that comes with the unit. Upgrades are also available.
Special Abilities (SA)- Special rules that coincide with this unit. See Special Abilities section.
Point Cost (Pts)-The total number of points it costs to add this unit to your army.

Special Abilities
Special abilities either come with a unit when purchased for your
army or can be purchased for specific units with upgrades. Specific rules
for each special ability available are found below.
Brains! - unit with this special ability in base to base contact with a dead
enemy unit regenerates up to 1 Health Point. At the end of the round,
removed any incapacitated units from play.
Mutate! - Roll once on the random mutation table and apply the bonus to
the model.
Dread.. - Unit causes any
enemy model within 2 inches to make a 4+ save vs dread.
Any enemy model that fails it's save loses its next
movement phase.
Living Death - As long as the unit was not killed with a head
shot or a radius weapon, this unit returns to play with 1
health point on a roll of a 7 or 8, else it is removed from
gameplay as normal.
Horde rules! - If 4 or more models with this special rule are
within 1 inch of each other, all their armor saves get a +1
bonus (ie. models with +8 AS will thus be at a +7 AS)
Example of 4 zombies with Horde Rules!

Infectious - Successful Hand to Hand hits make the enemy model take a Health Resistance check, if
failed the enemy model becomes a zombie walker with 1 health point and is now controlled by the

10
opposing player.
Medic! - Any model with the Medic! special ability and a Med Kit may heal once per turn 1 ally unit 1 health
point.
On Fire! - Any model successfully hit with a weapon with this ability takes the same damage the
following turn.
Reach - Any model with the Reach special ability may make hand to hand attacks from up to 2 inches.
Heavy Weapons - Any model with a Heavy Weapon has to use a action to deploy the weapon system to
fire it. A deployed weapon system may not be moved until the unit uses another action to disassemble it
in order to move. The weapon may not be fired in the same turn it moved.
Covert Ops - May deploy anywhere on the gaming table. Units with this special ability deploy after both
players have made their deployments.
Eagle Eye - This unit is a crack shot, and can make his ammo count. The first roll of double 1's while in the
firefight phase only count as a jammed weapon.
Suppressive Fire - Some weapons can lay down enough fire to deter or limit enemy units ability to
operate effectively. A unit equipped with a weapon that has Suppressive FIre that is not jammed or out
of ammo can choose to use use this ability instead of firing the weapon normally. While using this ability,
select one enemy unit per 2 of the rate of fire. Each enemy unit selected in this manner makes a health
resistance save, failing units forfeit their next movement and contact phase.
Knockback- Some weapons and ammo pack quite a punch. A enemy unit that is dealt health point
damage from a weapon with this ability move back one inch in the direct opposite direction that the shot
came from. If the Enemy unit is up against impassable terrain or a barrier ignore thise effect.
Night Vision - Poor lighting conditions do not hinder performance. No negative light modifiers are
applied to models with night vision (typically units can only get this with Night vision goggles).
Atomic - This unit has a aura of noxious radiation. All enemy units within 4 inches must make a health
resistance save or forfeit their next turns action phase.
Tanks Matter - Only headshots work with ranged weapons here, only successful headshot rolls will
damage these models for any ranged attacks. Hand to Hand damage is resolved as normal.
Tactics - A unit with this special ability may fire through friendly units line of sight without endangering
friendly units.
Survivor - If a unit from your army was removed from gameplay in the previous game turn, all units in
your army with this special ability may move an additional 2 inches during their movement phase.
Leader Lv1 - May take one leader trait from available traits. All friendly units from your army gain this
trait as long as this unit is in gameplay.
Leader Lv2 - May take two leader traits from the available traits. All friendly units from your army gain
these traits as long as this unit is in gameplay.

11

Army Lists
Coalition Forces
Coalition
Forces

AB

AW

AS

HR

HP

MV

HH

Equipment

Special Abilities

Point
cost

Fire Team
Member

3+

3+

5+

4+

IBA, M16, Combat Knife

Tactics

22

K9 Unit

8+

3+

7+

5+

10

Covert ops

13

Combat
Medic

4+

4+

5+

4+

IBA, M9, Med Kit X1

Tactics, Medic!

22

Special
Weapons

3+

3+

5+

4+

IBA, M249, Combat Knife

Tactics, Eagle Eye

26

Special
Operations

3+

3+

5+

4+

IBA, M16, Combat Knife

Tactics, Covert Ops

26

Machine Gun
Crew

3+

3+

5+

4+

IBA, M9, M240B

Tactics

48

Squad
Leader

3+

3+

5+

4+

IBA, M16, Combat Knife

Tactics, Eagle Eye, Leader lv1

32

Commander

3+

4+

5+

4+

IBA, M16, Combat Knife

Tactics, Eagle Eye, Leader lv2

48

Coalition Upgrades
-Any unit may take a M9 for (2pts) if not equipped already
-Any unit may take a M16 for (3pts) if not equipped already
-Any unit may exchange M16 for a Famas or a G36 (free)
-Any unit may take up to one M67 grenade (6pts)
-Any unit may take Night Vision Goggles (3pts)
-One unit in the army may take a Chain Saw (4pts)
-Combat Medic may take 1 extra med kit (2pts)
-One Fire Team Member may take a M203 (6pts)
-Squad Leader or Commander may take a desert Eagle (4pts)
-Special Weapon may exchange M249 for M24 (free) or AT4 (6pts)

Coalition Army Traits:


Air Assault - Up to one third of the units in your army may instead
deploy on the second game turn anywhere on the gaming table.
The units you choose to deploy using this trait must be deployed
together within 1 inch of each other on passable terrain.
Rangers - All units in your army gain 1 extra Hand to Hand base
statistic.
Snake Eaters- All units in your army gain a +1 bonus to their
Health Resistance base statistic.
Recon - All units in your army add 1 inch of extra movement to
their base movement statistic.
Grenadiers - Up to 3 fire team members may upgrade the M16 with a M203 for free disregarding the one
M203 limit per army.

Basing Guidelines:
All units in the Coalition army are on 25mm bases.

12

Zombie Horde
Zombie Horde

AB

AW

AS

HR

HP

MV

HH

Walkers

8+

4+

8+

6+

Runners

8+

4+

8+

6+

Brutes

8+

3+

6+

7+

Torsos

8+

4+

7+

Infected Dogs

8+

5+

Armored Dead

6+

Zombie Master

4+

Equipment

Special Abilities

Point
cost

Living Death, Brainss!, Horde


Rules!

Living Death, Brainss!, Horde


Rules!

10

Living Death, Brainss!


Tanks Matter

20

6+

Living Death, Brainss!, Covert


Operations

11

7+

6+

10

Living Death, Brainss!,


Infectious

13

3+

5+

7+

IBA, Zombie Claws

Living Death, Brainss!, Horde


Rules! Leader Lv1

18

3+

6+

8+

Tactical Vest, Zombie


Claws

Living Death, Brainss!, Atomic!,


Leader Lv2

30

Zombie Horde Upgrades


-Any unit may take Zombie Claws (1pts)
-Any unit may take the Special Ability "Infectious" (5pts)
-Brutes may be the Special Ability "Dread.." (3pts)
-Armored Dead may take random weapon (3pts)
-Zombie Master may upgrade Tac Vest to IBA (3pts)
-Zombie Master may take the Special Ability "Mutate!" (3pts)
-Zombie Master may take random weapon (3pts)

Zombie Horde Army Traits


Undying Flesh - All units in your army gain the ability to
regenerate up to one lost Health Point at the end of each game
turn. Roll a 1d8 for each wounded unit individually, on a 7+ that
unit regains 1 Health Point.
Unstoppable Horde - All units in your army gain a +1 bonus to
Armor Save base statistic value.
Contagious - All units in your army may take the Special
Ability "Infectious" for (3pts) instead of the normal point cost.
Bullet Sponges - All units in your army gain a +1 bonus to
Health Point statistic value.
Relentless Numbers - All units in your army cost one less point.

Basing Guidelines:
Brutes are on 40mm bases, all other Zombie Horde units are on 25mm bases.

13

Survivors
Survivors

AB

AW

AS

HR

HP

MV

HH

Equipment

Special Abilities

Point
cost

Civilian

6+

6+

8+

7+

Random Weapon

Survivor

6+

5+

8+

7+

Random Weapon

Survivor

10

Security Guard

5+

5+

8+

7+

Glock, Police Baton

Survivor

14

Paramedic

6+

6+

8+

6+

Random Weapon, MedKit


X1

Medic!

12

K9 Unit

8+

3+

7+

5+

10

Covert ops

13

Police Officer

4+

4+

6+

6+

Tactical Vest, M870, Police


Baton

Tactics, Survivor

16

Veteran

4+

4+

6+

4+

Tactical Vest, Mac10,


Combat Knife

Tactics, Leader Lv1

20

Police Captain

3+

3+

6+

4+

Tactical Vest, AR15, Police


Baton

Tactics, Leader Lv2

40

Survivor Upgrades
-Any unit may take a Random Weapon (1pts)
-Any unit may take a Glock (2pts)
-Any unit may take a Mac10 (3pts)
-Any unit may take a 22 Rifle (3pts)
-Any unit may take a Tactical Vest (3pts)
-Any unit may take the "survivor" special ability (2pts)
-Civilians and Survivors may take a Police Baton (2pts)
-Civilians and Survivors may take a AR15 (4pts)
-Survivors may take a Axe (2pts)
-One Survivor may take a Chain Saw (4pts)
-Security Guards may take a Combat Knife (2pts)
-Police Officers may take a Combat Knife (2pts)
-Police Officers may exchange their M870 for MP5 (Free)
- Paramedics and Doctors may take 1 extra med kit (2pts)
-A Veteran may exchange their Tactical Vest for a IBA (3pts)
-A Veteran may exchange their AR15 for a M870 (free)
-Police Captain may take a Combat Knife (2pts)

Survivor Army Traits


Scavengers- Any time a unit in your army finds a Ammunition
cache, add a +1 bonus to your roll.
Safety First! - All units in your army gain a +1 bonus movement if
your army took casualties in the last game turn.
Strength in Numbers - All units in your army cost one less point.
Zombie Slayers - All units in your army gain a +1 bonus to Accuracy Weapons base statistic.
Road Warriors - All units in your army gain a +1 to Accuracy ballistics base statistic if units move before
engaging in ranged Combat.

Basing Guidelines:
All units in the Survivor army are on 25mm bases.

14

The Company
The Company

AB

AW

AS

HR

HP

MV

HH

Equipment

Mercenary

5+

4+

8+

7+

MP5

Agent

4+

4+

6+

7+

Tactical Vest, Glock

Tactics, Covert Operations

16

Hazmat

4+

4+

8+

7+

Jlist, MP5

Tactics

16

K9 Unit

8+

3+

7+

5+

10

Covert ops

13

SWAT

3+

4+

6+

6+

Tactical Vest, MP5

Tactics

18

Scientist

6+

7+

8+

6+

Glock

Medic!, Leader Lv1

24

Company
Officer

3+

3+

6+

4+

Tactical Vest, Glock,


Combat Knife

Tactics, Leader Lv2

44

Company Upgrades
-Any unit may take a Glock (2pts)
-Any Unit may take a MP5 (3pts)
-One Mercenary may take a Chain Saw (4pts)
-Mercenary and Agents may take a Combat Knife (2pts)
-Hazmat or Swat may exchange their MP5 for M870 Shotguns (free)
-Swat may take up to one M67 Grenade (6pts).
-Swat may exchange their Tactical Vests for IBA (3pts)
-Agent may take a M24 for (4pts)
-Scientists may take 1 extra med kit (2pts)
-Scientists may take a Mac10 (3pts)
-Officer may take a Chain Saw (4pts)
-Officer may take one of the following: Mac10 (3pts), M16 (4pts),
Desert Eagle (4pts).

Company Army Traits:


High Tech - All units in your army come equipped with Night Vision
Goggles at no additional point cost.
Highest Bidder - May purchase 1 unit from Coalition army or
Survivor army list. May not select a unit with the leader special
ability. May not select upgrades for that purchased unit.
Explosive Experts - Any 2 units may take a M67 Grenade for free.
Infiltrators - May deploy up to 2 units anywhere on the gaming table
during your deployment phase. Disregard any mission deployment
rules for the 2 selected units.
Licensed to kill - Any unit may take a Combat knife for free.

Basing Guidelines:
All units in the Company army are on 25mm bases.

Special Abilities

Point
cost
14

15

Super Mutants
Super Mutants

AB

AW

AS

HR

HP

MV

HH

Mutated
Zombie

5+

4+

7+

4+

Super Monster

5+

4+

5+

3+

Psy Beast

4+

6+

7+

6+

Killer Swarm

6+

6+

8+

2+

10

The Blob

6+

6+

3+

6+

Overseer

3+

3+

6+

6+

Equipment

Super Mutants Upgrades

Basing Guidelines:
All units in the Super Mutants are on 40mm bases.

Special Abilities

Atomic!

Point
cost

16

Unit Examples

Coalition Sniper with a M24

Coalition Squad Leader

Coalition Soldier with a M203

Coalition Commander

Coalition Soldier with a M16

Coalition Soldier with a AT4

Coalition Commander

Coalition Soldier with NVGs

17
Zombie Walker

Zombie Walker

Zombie Runner

Zombie Armored Dead

Creating your own army lists


Bio Syndrome allows you to create your own army list using the various templates found below.
Basing guidelines and special ability rules have to be followed to maintain game balance. Weapons can
proxied as needed from the master weapon list. (Templates coming soon). Alternatively you can swap
out the names of the units and weapons in a army list for whatever youd like, just use the same point
cost, statistics, and upgrades.
Some examples of possible army themes:
-Super Mutants
-Brotherhood of steel
-Little green martians
-Orcs and Goblins
-Space Soldiers
-Space Dwarves

CUSTOM Army List EXAMPLE


German Werhmacht (Coalition Forces Conversion)
German
Wehrmacht

AB

AW

AS

HR

HP

MV

HH

Equipment

Special Abilities

Point
cost

Shutze
(Riflemen)

3+

3+

5+

4+

IBA, M16, Combat Knife

Tactics

22

K9 Unit

8+

3+

7+

5+

10

Covert ops

13

Sani (Combat
Medic)

4+

4+

5+

4+

IBA, M9, Med Kit X1

Tactics, Medic!

22

Assault Trooper

3+

3+

5+

4+

IBA, M249, Combat Knife

Tactics, Eagle Eye

26

Fallschirmjger
(Paratrooper)

3+

3+

5+

4+

IBA, M16, Combat Knife

Tactics, Covert Ops

26

Machine Gun
Crew

3+

3+

5+

4+

IBA, M9, M240B

Tactics

48

Sergeant

3+

3+

5+

4+

IBA, M16, Combat Knife

Tactics, Eagle Eye, Leader lv1

32

Officer

3+

4+

5+

4+

IBA, M16, Combat Knife

Tactics, Eagle Eye, Leader lv2

48

18

CUSTOM Army List EXAMPLE 2


The Brotherhood (Custom)
The
Brotherhood

AB

AW

AS

HR

HP

MV

HH

Initiate

4+

4+

7+

5+

Sergeant

3+

3+

5+

4+

Scribe

8+

3+

8+

5+

Paladin

3+

3+

5+

4+

Equipment

Special Abilities

Point
cost

Weapon Statistics and Equipment


Statistics for all available weapons and equipment are found in this section. Point costs for
upgrades are found in the army lists. The Modifier is applied to the unit carry the piece of equipment. For
example, A Survivor Police Officers base Accuracy Ballistics skill is 5+, when equipped with a M870
Combat Shotgun the Police Officer will now hit on a roll of 4+. Some modifiers do not effect a units base
statistic, instead the modifier will affect how rolls or special abilities are resolved. A Desert Eagle for
example, does not allow armor saves if a headshot is inflicted.

19

Master Weapon Chart


Weapon

Range

Rate of Fire

Penetrating Hit

Modifier

Type and Description

Random Gun

8+

Jammed on a roll of 1 and 2

S/ Pistol

Glock

8+

+ 1 Accuracy Ballistics

S/ Pistol

M9

8+

S/ Pistol

Desert Eagle

4+

X2 Health Point Damage

S/ Pistol

.22 Rifle

14

8+

P/ Rifle

Mac10

14

8+

-1 Accuracy Ballistics

P/ Submachinegun

MP5

14

8+

P/ Submachinegun

M870

14

8+

+ 1 Accuracy Ballistics
Knockback

AR15

20

6+

P/ Assault Rifle

M16

20

6+

P/ Assault Rifle

Famas

20

6+

P/ Assault Rifle

G36

20

6+

P/ Assault Rifle

Sawed Off
Shotgun

4+

Teardrop Radius Template

M203

14

3+

Radius Template

S/ Grenade Launcher

M249

20

6+

-1 Accuracy Ballistics
Suppressive Fire

P/ Light Machinegun

M24

30

3+

X2 Health Point Damage


Knockback

P/ Sniper Rifle

M240B

30

3+

Suppressive Fire

P/ Machine gun

M67 Grenade

2+

Radius Template

S/ Grenade

Molotov

4+

On Fire!

S/ Grenade

AT4

26

2+

Radius Template
x2 Health Point Damage
Knockback

Flame Thrower

6+

Teardrop Radius Template


On Fire!

Riot Shield

-2

Adds 2 to all enemy AB and AW


rolls

P/ Shield

Police Baton

8+

M/ Baton

Combat Knife

6+

M/ Knife

Chain Saw

2+

X2 Health Point Damage

M/ Saw

Axe

4+

M/ Axe

Sword/Katana

3+

+2 Accuracy Weapons

P/ Shotgun

P/ Shotgun

P/ Rocket Launcher

P/ Flame Thrower

M/ Sword

20
Zombie Claws

6+

Weapon and equipment Descriptions


The military armament corporation model 10 (more
commonly known as a MAC10 ) is a fully automatic
blowback operated machine pistol that sports an
extremely high rate of fire.

Heckler & Koch Machine Pistol Model 5. A 9mm


lightweight submachine gun, air-cooled, selective fire weapon
with a roller-delayed bolt. A really good thing to have during a
zombie apocalypse.

Remington M870 Combat Shotgun. The 870 features a


bottom-loading, side ejecting receiver, tubular magazine that
can hold 3 to 8 shells. Zombies you say? The M870 makes
short work of anything that moves close enough!

Browning Bolt Action Hunting Rifle. Chambered for


the .22 short or long caliber and fitted with a scope for a
higher degree of accuracy.

M/ Claws

21

A M249 Squad Automatic Weapon. Gas-operated,


air-cooled, belt fed light machine gun. Great for holding back
hordes of undead and laying down solid support fire.

M16A2 Assault Rifle. Lightweight, air-cooled,


gas-powered, magazine fed select fire weapon. Standard
issue for the Coalition Forces.

M203 Grenade Launcher. A single shot 40mm close


fire support weapon designed to attach to the M16A2 Assault
Rifle. Great against point and area targets, primarily used to
cause casualties not in line of sight.

Beretta M9. Single or double action pistol, the primary


sidearm of the Coalition Forces. Uses a staggered 15 round
magazine and can be adjusted for left or right handed
shooting.

22

The Glock 17 is a short recoil-operated locked breech


semi-automatic pistol that typically is chambered for the
NATO 9x19 parabellum round. There are many variants and
generations of the glock pistol with different size magazine
capacity, this particular model holds up to 17 rounds.

Desert Eagle .50 Cal. large-framed, gas-operated,


semi-automatic pistol with a 7 round magazine. Known to be
the most powerful handgun in the world with a round that can
blow your head clean off..

Interceptor Body Armor system confers a 5+ Armor Save (AS)


Includes two Small Arms Protective Insert ballistic plates rated to stop
various small arms fire and fragmentations attacks. Additional
accessories can be added on to offer a higher level of protection, like the
collar piece, side plate carriers, and groin protection. Depending on the
accessories equipped, a IBA can weigh upwards of 33 pounds.

23

TacticalVestconfersa6+ArmorSave(AS).Asasuitoflightweight
tacticalbodyarmor,offersprotectionfromlowercaliberrounds.Canbe
fittedwithamodularcarriertosupportmagazinesandgrenadepouches.

Kit containing supplies needed for rendering first aid and


additional treatment to wounded allies in need of medical attention.
Contains bandages, alcohol, tourniquets, aspirin, super glue, gauze, plastic
gloves, and a supply of IV bags. Dont leave home without one!

A set of military grade generation III night optical device. Used to


illuminate and amplify light to see effectively in complete darkness. Can
be hazardous to your sight if you look into any bright lights while wearing
them.

A cache of various small arms ammunitions, also known as class 1.5


sierra. Ammunition supplies can be found in various places, military
ammunition depots, police stations, and dead people are just a few
examples.

24

bio syndrome fantasy


a tabletop survival horror war game (WIP)
Copyright 2013 Paul Murphy
All Rights Reserved

Version 0.5
Setting: High Fantasy
The known world has been plunged into a blanket of death and darkness. Rumors spread of an
ancient evil as old as the cosmos stirring in the dark depths of the earth. The Southern kingdoms of the
Rising Sun and their great Samurai Retainers have been overrun with hordes of undead, the souls of
deceased that should have departed long ago risen again from the cold earth. In the Northern Valley, the
last order of knights defend the Dragons Perch, the last keep of solid stone left in living lands. The
Knights have rebuilt the old fortress and refortified it with earthen defences and wooden palisades as
hastily as they could manage in the deep snow. The dead attack constantly without pause or break, worse
yet when night comes more sinister things are said to stalk the shadows of the forest around the keep.
Outriders and messengers have never returned when sent for help, the only relief has came by way of
the small port. Pirates and freebooters have managed to smuggle in goods, weapons and most
importantly food though no word has been heard from them in quite some time. More to follow...

What You Need to Play Fantasy


To play Bio Syndrome fantasy you will need a few basic items much like the modern version, to
include: a ruler or tape measure, one to four 8 sided dice, some miniatures (feel free to use proxies or any
miniatures you have in mind, the game is designed for 28mm), a magic spell template and a tabletop to
play on. Additionally you can utilize some small 6 sided dice to mark wounds and other effects. You can
always expand as you see fit, the example pictures feature miniatures that I have decided to represent
my armies as I wanted, feel free to use your own imaginative ideas and create your own custom army!
Just remember to try and stay within the 28mm and basing guidelines outlined in the army lists section.

- Miniatures
- 8 Sided Dice (at least one)
- A Table Top
- 6 Sided Dice (optional markers)
- Tape Measure
- Magic Template
- A friend or 2 to play with
Coming soon to a table top near you.
(Beta army lists and special abilities below)

Special Abilities
Special abilities either come with a unit when purchased for your army or can be purchased
for specific units with upgrades. Specific rules for each special ability available are found below.
Blood Sucker - unit with this special ability that deal health point damage to a enemy unit in base to
base contact regenerates up to 1 Health Point per health point damage dealt up to the units max HP
statistic. At the end of the round, removed any incapacitated units from play.
Dread.. - Unit causes any enemy model within 2 inches to make a 4+ save vs dread. Any enemy model

25
that fails it's save loses its next movement phase.
Undead - Unit is immune to penetrating hits.
Agility- When moving out of hand to hand combat while still in base contact with enemy units, this unit
does not suffer from half movement range, instead use the units full movement.
Reach - Any unit equipped with a weapon with the Reach special ability may make hand to hand attacks
with that weapon from up to 2 inches away.
Covert Ops - May deploy anywhere on the gaming table. Units with this
special ability deploy after both players have made their deployments.
Weapons Master - Unit may equip two primary weapons, in any
combination of hand to hand or ranged weapons. If two primary
weapons are equipped the unit gains one extra hand to hand attack, the
extra attack is with the second primary weapons stats. If a Unit is
equipped with a ranged weapon and one primary hand to hand weapon,
the unit may attack with the ranged weapon and hand to hand weapons
in the same contact phase with the full number of Rate of Fire and
Hand to Hand attacks. A unit with Weapons Master may not have 3
weapons equipped.
Regeneration - Any unit with this ability regain up to one lost Health
Point at the start of that players turn.
Eagle Eye - This unit is a crack shot, and can make his ammo count. The first roll of double 1's while in the
firefight phase only count as a jammed weapon.
To the Death - Any unit with this special will fight to the death putting extra effort into staying alive.
Units recieve a +1 bonus to their armor save.
Phalanx Fighter- If 4 or more models with this special rule are within 1 inch of each other, all their armor
saves get a +1 bonus (ie. models with +8 AS will thus be at a +7 AS)
Magi Lv1 - Unit selects one spell from the Magic Spell list and adds it to its Spell Book. May cast up to one
spell during the Contact Phase in addition to any normal attacks.
Magi Lv2 - Unit selects two spells from the Magic Spell list and adds it to its Spell Book. May cast up to
one spell during the Contact Phase in addition to any normal attacks.
Magi Lv3 - Unit selects three spells from the Magic Spell list and adds it to its Spell Book. May cast up to
two spells during the Contact Phase in addition to any normal attacks.
Leader Lv1 - May take one leader trait from available traits. All friendly units from your army gain this
traits as long as this unit is in gameplay.
Leader Lv2 - May take two leader traits from the available traits. All friendly units from your army gain
these traits as long as this unit is in gameplay.

26

Magic Books and Spells


Any unit with the Magi special ability selects spells from the magic spell list below and adds
it to the units spell book. A unit may cast spells from its spell book during the contact phase in addition to
the units normal attacks. The number of spells a unit may cast in a single Contact Phase are listed in the
special ability section above. Many magic spells have different effects on friendly units, enemy units and
gameplay elements in general. Descriptions and specific rules are found in the magic spell book below.

Master Spell Book


(Work in Progress)
Spell Name

Range

Target

Effect / Rules

Flame Bolt

14

Enemy Unit

Sends a seething bolt of flame into the


target, automatically hits and deals 1 health
point of damage, no save allowed.

Revitalize

Friendly Unit /
Self

replenish a number of health points up to this


units max number of Hand to Hand attacks.

Sleep

14

Enemy Unit

Target makes a Health Resistance save or


loses its next full turn.

Might

Friendly Unit

When target unit deals health point damage,


add one to the total. Lasts 2 full game turns.

Rust

Any Unit

Target immediately loses one piece of


equipment, Controlling player chooses.

Bolt of
Lightning

Enemy Unit

Sends a vicious Bolt of electricity from the


heavens into the target. Target makes a
Health Resistance save or suffers 2 Health
points of damage.

Vigor

Friendly Unit

Target gains the special ability


Regeneration for 3 full game turns.

Impervious
Aura

Friendly Unit /
Self

Target is immune to penetrating hits vs its


armor save. Lasts 2 full game turns.

Invisibility

Self

Unit cannot be targeted by ranged and hand


to hand attacks. Lasts 1 full game turn.

Class

27

The Rising Sun


The Rising Sun

AB

AW

AS

HR

HP

MV

HH

Equipment

Ashigaru

8+

Yari

Retainer

6+

Katana, Leather Armor

To the Death

Ninja

7+

Katana, Leather Armor

Covert Ops, Agility

Samurai

5+

Katana, Chain Hauberk

To the Death

Shinobi

7+

Katana, Leather Armor

Leader lv1, Magi lv1, Covert


Ops, Weapons Master, Agility

Shogun

5+

Naginata, Samurai Armor

To the Death, Leader lv2,


Weapons Master

Rising Sun Upgrades


-Ashigaru may take a Bow (2pts) or a Matchlock Rifle (3pts)
-Ashigaru may exchange their Yari for a Katana (1pts)
-Retainers may take a Bow (2pts)
-Retainers may take a mount (3pts)
-Retainers may take Chain Hauberk (2pts)
-Ninja may be upgraded to Magi lv1 (4pts)
-Samurai may take a mount (5pts)
-Samurai may take a Bow (2pts)
-Samurai may take Samurai Armor (2pts)
-Shinobi may be upgraded to Magi lv2 (4pts) or Magi lv3 (8pts)
-Ninja, Samurai and Shinobi may exchange their katana for a
Yari (free)
-Ninja, Samurai and Shinobi may exchange their katana for a
Naginata (1pts)
-Shogun may exchange Naginata for Yari or a Katana (free)
-Shogun may take a bow (2pts) or a arquebus (3pts)
-Shogun may take a mount (5pts)
-Shogun may take Magic Armor (5pts)

Rising Sun Traits:


To the Death - test

Basing Guidelines:
All unmounted units are on 25mm bases.
All mounted units are on 40mm bases.

Special Abilities

Point
cost

28

Legendary Monsters
Legendary
Monsters

AB

AW

AS

HR

HP

MV

HH

Equipment

Ghoul

8+

Dire Wolf

8+

10

Were Wolf

7+

Leather Armor

Regeneration, Dread..

Greater
Vampire

7+

Longsword, Leather Armor

Magi lv1, Blood Sucker,


Undead

Wolf Lord

6+

Chain Hauberk

Leader lv1, Magi


lv1,Regeneration, Dread..

Master Vampire

6+

Longsword, Chain Hauberk

Leader lv2, Magi lv2, Blood


Sucker, Undead

Undead

Legendary Monster Upgrades


-Ghouls may take Leather Armor (2pts)
-Greater Vampire may take a mount (5pts)
-Wolf Lord may take a Longsword or Morningstar (2pts)
-Wolf Lord may take a shield (2pts)
-Wolf Lord may be upgraded to Magi lv2 (4pts)
-Master Vampire may take a mount (5pts)
-Master Vampire may be upgraded to Magi lv3 (8pts)

Legendary Monster Traits:


Test - test

Basing Guidelines:
All Wolf units are on 40mm bases.
All other units are on 25mm bases.

Special Abilities

Point
cost

29

Knightly Order
Knightly Order

AB

AW

AS

HR

HP

MV

HH

Equipment

Conscript

8+

Spear

Sergeant at
Arms

6+

Longsword, Chain Hauberk

Magician

7+

Leather Armor

Magi lv1

Priest

6+

Morning Star,Chain
Hauberk

Magi lv1

Knight

5+

Longsword, Chain Hauberk

Wizard

7+

Leather Armor

Leader lv1, Magi lv2

Lord

4+

Longsword, Plate Mail

Leader lv2, Weapons Master

Knightly Order Upgrades


-Conscripts may take Leather Armor (2pts)
-Conscripts may exchange Spear for Morning Star (free)
-Sergeant at Arms may exchange longsword for Spear or
Morning Star (free)
-Sergeant at Arms may take a Shield (2pts)
-Magician may be upgraded to Magi lvl2 (4pts)
-Knights may take a mount (5pts)
-Knights may exchange Longswords for Spear or Morning
Star (free)
-Knights May take a Shield (2pts)
-Knights may take Plate Mail (2pts)
-Knights may take Magic Armor (5pts)
-Wizard may be upgraded to Magi lvl3 (8pts)
-Lord may be upgraded to Magi lv1 (4pts)
-Lord may take shield (2pts)
-Lord may take Magic Armor for (5pts)
-Lord may take dual Longswords or morningstars (2pts)

Knightly OrderTraits:
Gallantry - test

Basing Guidelines:
All unmounted units are on 25mm bases.
All mounted units are on 40mm bases.

Special Abilities

Point
cost

30

Undead Legion
Undead Legion

AB

AW

AS

HR

HP

MV

HH

Equipment

Zombie

8+

Skeleton
Warrior

8+

Hand Axe

Undead

Necromancer

7+

Morning Star, Leather


Armor

Magi lv1

Ghast

6+

Undead Knight

6+

Longsword, Chain Hauberk

Undead

Warlock

7+

Morning Star, Leather


Armor

Leader lv1, Magi lv2

Undead

Regeneration, Undead, Dead..

Undead Legion Upgrades


-Skeleton Warriors may take a Bow (3pts)
-Skeleton Warriors may take a Shield (2pts)
-Skeleton Warriors ay take Leather Armor (2pts)
-Skeleton Warriors may take Spears (1pts)
-Necromancer may be upgraded to Magi lvl2 (4pts)
-Undead Knights may take a Bow (2pts)
-Undead Knights may take a mount (5pts)
-Undead Knights May take Plate Mail (2pts)
-Warlock may be upgraded to Magi lvl3 (8pts)

Undead Legion Traits:


Test - test

Basing Guidelines:
All unmounted units are on 25mm bases.
All mounted units are on 40mm bases.

Special Abilities

Point
cost

31

Pirate Crew (Living)


Pirate Crew

AB

AW

AS

HR

HP

MV

HH

Equipment

Scurvy Dog

8+

Hand Axe

Pirate

7+

Hand Axe

To the Death

BuccanneerBuc
caneer

7+

Cutlass, Matchlock Rifle

To the Death, Eagle Eye

Cannon
CrewCannon
Crew

8+

Cannon

1st Mate

8+

Cutlass, Flintlock Pistol

To the Death, Leader lv1

Captain

7+

Cutlass, Flintlock Pistol,


Leather Armor

To the Death, Leader lv2,


Weapons Master, Dread..

Pirate Crew Upgrades


-Scurvy Dog may exchange Axe for Cutlass (1pts)
-Pirates may take a Flintlock Pistol for (2pts)
-Pirates may take a Matchlock Rifle for (4pts)
-Pirates may exchange Axe for Cutlass (1pts)
-Captain may be upgraded to Magi Lvl1 (4pts)

Pirate Crew Traits:


Test - test

Basing Guidelines:
All units are on 25mm bases.
Cannon Crew is on 40mm base.

Special Abilities

Point
cost

32

Roman Legion
Roman Legion

AB

AW

AS

HR

HP

MV

HH

Equipment

Auxiliary Soldier

8+

Spear, Leather armor

Legionnaire

6+

Longsword, Chain Hauberk

Phalanx Fighter

Centurion

5+

Longsword, Chain Hauberk

Phalanx Fighter, Weapons


Master

Ceasar

4+

Longsword, Plate Mail

Leader lv2, Weapons Master

Roman Legion Upgrades

Special Abilities

Point
cost

33

Master Armoury
Weapon

Range

Rate of Fire

Penetrating Hit

Modifier

Type

Bow

20

8+

Does not require an action to


reload

S/ Bow

Cross Bow

14

6+

+ 1 Accuracy Ballistics, Requires 1


action to reload

S/ Bow

Flintlock
Pistol

3+

Disregards the Undead special


Requires 2 actions to reload

S/ Pistol

Matchlock
Rifle

12

2+

Disregards the Undead special


Requires 2 actions to reload

S/ Rifle

Cannon

40

2+

Hits everything in Line of Sight,


inflicts 4 Health Point damage,
requires a cannon crew

P/ Cannon

Hand Axe

7+

P/ Axe

Cutlass

7+

+1 Accuracy Weapons

P/ Sword

Longsword

6+

+ 1 Accuracy Weapons

P/ Sword

Morning Star

5+

Critical Hit on a 7 and 8

P/ Mace

Spear

6+

Reach

P/ Spear

Halberd

5+

Reach

P/ Spear

Battle Axe

4+

X2 dmg

P/ Axe

Katana

4+

Critical Hit on a 7 and 8

P/ Sword

Yari

6+

Reach

P/ Spear

Naginata

5+

Reach

P/ Spear

Leather
Armor

Confers a 7+ Armor Save

A/ Armor

Chain
Hauberk

Confers a 6+ Armor Save

A/ Armor

Plate Mail

Confers a 4+ Armor Save and -1


Movement Statistic

A/ Armor

Samurai
Armor

Confers a 5+ Armor save

A/ Armor

Magic Armor

Confers a 3+ Armor save and


gives the unit Regeneration

A/ Armor

Shield

+1 Armor Save

A/ Sheild

34

The Long Sword

The Battle Axe

35

bio syndrome RPG


a Pen And Paper survival horror game (WIP)
Copyright 2013 Paul Murphy
All Rights Reserved

Version 0.5
The Modern and Fantasy war game mechanics of Bio Syndrome are much the same as the pen and
paper RPG version. Instead of building an army and playing against your friends, you design a character to
represent yourself and play with your friends while the designated Zombie Master leads you through
your adventure that has been prepared before hand. You will require some additional items in order to
play which include but are not limited to:
-A Zombie Master
-A few friends
-At least a few D8 and one D4/D6
-Miniatures
-Lots of snacks
-Free time
This version of the ruleset requires the zombie master to have a campaign prepared ahead of
time by the designated zombie master. There are two different genres that are supported in the role
playing version, a modern and medieval setting. The first few sections cover the basics that both
settings share (experience point system, bartering, survival and base statistics).
Since the RPG version uses the same wargame combat system your gaming group can drop the
campaign elements and use this as an alternate wargame. By doing this you will enable one survivor to
fend off more zombies than in the base wargame rules and give players a chance to design their own
survivor with more flexibility. The wargame versions were designed on a ratio of 1 survivor to 2 or 3
zombie walkers. This version allows characters to possibly fend off many more undead.

Surviving the Apocalypse


The world is a rough place, especially during the apocalypse. You need food and water to survive
period! Many commodities we enjoy today are extremely scarce and are not being produced on a mass
level anymore. Some basic things we take for granted like central heating also do not exist anymore.
Winter can be deadly, especially if traveling on foot. For example picture trying to drive you car up north if
the roads are not plowed for a whole winter season, obviously you wouldnt get very far. Zombies are not
the only thing that can mean death even for an experienced party of player characters. (more to come admin note).

Experience point system


Players will design their character using the experience point buy system prior to playing in a
campaign. All characters will be reviewed by the zombie master before playing. Additionally, zombie
masters have the final discretion if certain classes, skillsets and equipment are available at the start of a
game or if allowed in the game at all.
Players begin with 30 experience points to purchase their class, skillsets and starting equipment.
All left over points will be discarded (use all your points)! There are no traditional levels for characters in

36
this game. Instead earned experience points can be used to purchase character upgrades during a
campaigns gameplay. This gives players a feel that their characters are learning and growing as they
travel, not increasing in ability all at once unexplained.
Characters will earn experience as they travel throughout the post apocalypse. At the end of
gaming session, surviving characters will each earn 2 experience points for group participation.
Additional experience is earned while playing immediately after killing monsters, executing a genuinely
innovative idea, and successfully using a skillset. Experience points earned for killing monsters is listed
under each monster in the zombie compendium. Only certain skillsets can earn experience, some give
other bonus to statistics. For innovative ideas the discretion of points earned is up to the zombie
master. Generally if the idea has a small impact 1 point will be earned, if the idea has a much greater
impact the zombie master must decide a fitting bonus. Please note that zombie masters do not always
have to give experience for rewards, food, ammo, equipment and other items are usually a much better
and more needed option. Characters will not survive without them!

Bartering and trading


Money has no value here! People want items, food, ammo and equipment. During the aftermath
there is no production (for the most part)! The trading system rules are mostly up to the zombie master
and very situational dependant for both medieval and modern genres. Depending on who the characters
are attempting to trade with is everything. There is NO set structure for trading. Supply and demand is
the law! Certain skillsets can give bonus to characters while trading even in a tough situation. Characters
can roll a d8 to see if they can coerce the other party for more favorable trading agreements. A character
without any skill in trading needs to roll a 7+ to change someones mind. Again, if the characters are trying
to make a ridiculous agreement, the zombie master can disallow a roll.
Example situation: The characters encounter a group of farmers. The farmers will probably have
quite a bit of food and a few weapons. Trying to trade food to them for the weapons will be extremely
costly, whereas trading weapons to them for food will be much more reasonable.
Worthy items to note: food; ammo; weapons; armor; fuel; tools; vehicles; communication
equipment; batteries; medical supplies; clean water. Some of these items do not fit into both genres.

character Statistics
Statistics are a player characters defining attributes that determine health points, health
resistance, rolls needed for combat resolution, number of hand to hand attacks, movement and
completing certain actions or tasks. Many statistics are the same from the wargame versions of
BioSyndrome with some additions. No statistic can be raised above a 2+ regardless of purchased
skillsets, active bonus from group traits or situation. There is always a chance of failure.
Accuracy ballistics (AB) - Proficiency with ranged weapons and their operation.
Accuracy Weapons (AW)- Proficiency during Hand to Hand combat.
Armor Save (AS)- Measure of protection offered by various body armors.
Health Resistance (AR)- Immunity level vs infection. A successful roll will negate possible infection.

37
Health Points (HP)- A units measure of vitality. If HP hits 0 the character is incapacitated.
Hand to Hand (HH)- Number of attacks per game turn in Hand to Hand Combat.
Movement (MV)- Units base movement in inches.
General Task (GT)- Completion of a general task without a professional or skill.
During character creation, new players will use points to buy their characters starting base
statistic scores. Movement range, hand to hand attacks, armor save (modified by starting equipment) and
starting health points are class specific. Use your remaining points to purchase your AB, AW, HR and GT
stats on the chart below. A 8+ in a stat costs 1 point, 7+ costs 2 points, 6+ costs 3 points and a 5+ costs 4
points. You can further advance your statistic scores by your class and skillsets purchased.

AB / (point cost)

AW / (point cost)

HR / (point cost)

GT / (point cost)

8+ (1pt)

8+ (1pt)

8+ (1pt)

8+ (1pt)

7+ (2pt)

7+ (2pt)

7+ (2pt)

7+ (2pt)

6+ (3pt)

6+ (3pt)

6+ (3pt)

6+ (3pt)

5+ (4pt)

5+ (4pt)

5+ (4pt)

5+ (4pt)

modern Classes
Players will use their starting experience to purchase a base class for their respective characters.
Base classes define some of the player characters base statistics, a starting skillset, basic starting
equipment, and a creation point for their background story. Remaining points may be spent on additional
equipment, one additional starting skillset and base statistic line scores. Starting class skillset bonus
have NOT been applied to the statistic scores, make sure to add any bonus the starting skill set provides
to your statistic line scores AFTER buying your base statistic scores. (for example, first you purchase your
AB, AW, HR and GT scores, then if you choose soldier apply your +1 bonus to your AB and AW stats). If you
bought a 6+ AB and a 6+ AW, both scores than become a 5+ due to your military training.
Soldier - The profession of arms, great in combat and a trustworthy individual.
Soldier

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

5+

D6

Military Training

Traits Available

Points
18

All Soldiers start with the following equipment or choice there of:
Impenetrable body armor
M16 w/ 1 full magazine
Handheld radio
Assault pack
Canteen,1 days worth
2 days worth of food

Technician - A skilled operator of technology and engineer related equipment.


Technician

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

Traits Available

Points

38
X

8+

D4

Techy

12

All Technicians start with the following equipment or choice there of:
Glock w/ 1 magazine
Electronic repair kit
Handheld radio
1 bottle of water, a days worth
1 day worth of food

Mechanic - Fixes stuff! Important if you plan on driving.


Mechanic

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

8+

D6

Motorhead

Traits Available

Points
13

All Mechanics start with the following equipment or choice there of:
12gauge shotgun w/ 6 shells
Knife
Mechanics repair kit
1 bottle of water, a days worth
2 days worth of food

Civilian - No notable job skills, adapts well to all situations.


Civilian

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

8+

D4

Survivor

Traits Available

Points
8

All Civilians start with the following equipment or choice there of:
Glock w/ 1 magazine
Knife
A zippo
Backpack
2 bottle of water, 1 a days worth
2 days worth of food

Pilot - Can fly choppers and planes! Now only if you had one to fly..
Pilot

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

8+

D4

Flyboy

Traits Available

Points
11

All Pilots start with the following equipment or choice there of:
Beretta w/2 magazine
Knife
1 bottle of water, a days worth
1 day worth of food

Scientist - Smart.. very smart indeed. Probably the only person that can find a cure...
Scientist

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

8+

D4

Savant

Traits Available

All Scientists start with the following equipment or choice there of:
Knife
1 bottle of water, a days worth
1 day worth of food

Points
12

39
Doctor - Health physicians are skilled in the arts of healing.
Doctor

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

8+

D4

Medic! Lvl 3

Traits Available

Points
13

All Doctors start with the following equipment or choice there of:
Glock w/ 1 magazine
Doctors medical kit
2 first aid kits
1 bottle of water, a days worth
2 days worth of food

Police Officer - An officer of the law with some tactical training.


Police Officer

AB

AW

AS

HR

HP

MV

HH

GT

Starting Skillset

6+

D6

Tact

Traits Available

Points
15

All Police Officers start with the following equipment or choice there of:
Glock /w 3 magazines
Police baton
Tactical body armor
Handheld radio
Handcuffs
1 bottle of water a days worth
1 day worth of food

modern traits
Available traits for characters are dependant on the class chosen. Traits can ONLY be taken at the
start of a new character. They cannot be purchased later on, only one trait is allowed per character. Traits
are something the character possess enough knowledge of that the entire group can benefit from. If
multiple characters have the same trait the bonus does not stack. Therefore it is important that the
group discusses trait selection together during character creation to get the best advantage possible.
Tactical Training (Soldier/Police Officer) - You know basic combat tactics and how to properly
clear buildings. You provide the entire group with a +1 AS.
CBRN (Soldier/Scientist) - You have been trained in chemical warfare operations and how
to avoid becoming contaminated or infected. You provide the entire group with a +1 HR.
Officer (Soldier/Police Officer) - You are a commissioned officer, a natural leader. You provide
the entire group a +1 bonus to any negotiations, trading and getting people to do what you want.
Electronic Expert (Technician/Scientist) - You are an extremely proficient tech able to install,
operate and maintain a variety of electronic equipment. You provide the entire group with a +1
bonus when anyone is attempting to use or fix electronics.

40
Demolition man (Soldier/Technician) - You now how to blow stuff up! You provide the entire
group with a +1 bonus when anyone is attempting to use explosives.
Shotty! (Mechanic/Pilot) - Youre great at giving driving directions while riding shotty! You
provide the entire group with a +1 bonus while operating motor vehicles.
Mr. Fixit (Mechanic/Pilot) - You can instruct people on how to fix things.. really well! You provide
the entire group with a +1 bonus while attempting to repair machines and vehicles.
Medical Guru (Doctor/Scientist) - You have taught classes on medical procedures. You
provide the group with a +1 bonus to all healing attempts.

modern skillsets
Skillsets define a player characters skills they have acquired throughout their life and come in a
large variety. Some Skillsets add bonus to character statistics, some increase your chances of various
tasks. Classes provide one starting skillset, since most people have had multiple jobs or are specialized in
more than one skill up to one additional skillset may be purchased when starting a new character.
Skillsets can be upgraded and purchased during gameplay using earned experience points throughout a
player characters adventure. All characters are considered to have basic knowledge of various skillsets
even without actually having them. If a character is trying to attempt to accomplish a task using a skillset
that they are not trained in, they will have to make a roll of 7+. Not all skillsets are tied to making rolls and
accomplishing tasks, some increase statistic scores instead. If buying a new skillset or upgrading an
acquired skillset that has a statistic bonus, simply apply the bonus to your character sheet permanently.
Marksmanship - Proficiency with firearms, their operation, and maintenance. Provides a +1
bonus
to AB for each level of marksmanship taken up to level 3. Lvl 1 costs 2xp. Lvl 2 costs 4 xp. Lvl 3
costs 8xp.
Techy - A skillset for fixing and operating electronic equipment. This includes but not limited to
computers, radios, electronic doors, alarm systems or anything else that runs off electricity. Each
level provides a +1 bonus to operating electronics up to level 4. Lvl 1 costs 2xp. Lvl 2 costs 4xp. Lvl
3
costs 8xp. Lvl 4 costs 16xp.
Jack of All Trades - Level of awareness on how various things work in the world. Provides a +1
bonus to GT for each level taken up to level 2. Lvl 1 costs 8xp. Lvl 2 costs 16xp.
Survivor - You know how to scavenge and survive and you can prove it! While searching for food
items, and supplies you may add +2 to your roll on the random item procurement table for each
level up to level 2. Lvl 1 costs 8xp. Lvl 2 costs 16xp.
Flyboy - You know how to fly helicopters and planes proficiently. You do not need to roll while
operating aircraft. Lvl 1 costs 20xp and must be taught by a pilot.
Military Training - You have been professionally training in basic combat tactics and operations.
You receive +1 AB, and +1 AW. Lvl 1 costs 20xp and must be taught by a soldier.

41
Medic! - You posses the knowledge required to heal various wounds with the right supplies . Each
level of Medic! provides +1 to any attempt to heal a character up to level 5. Lvl 1 costs 2xp. Lvl 2
costs 4xp. Lvl 3 costs 8xp. Lvl 4 costs 16xp. Lvl 5 costs 32xp. Must be taught by a Doctor unless you
already possess this skillset.
Savant - The only level of intelligence that has the possibility of finding a cure for the virus. You
know how to use research equipment, given access to the right facilities you could save the
human race! This skillset cannot be taught traditionally anymore and is entirely campaign
dependant.
Cardio - You keep yourself fit and can move fast when you want to. Adds +1 to MV for each level
taking up to level 2. Lvl 1 costs 4xp. Lvl 2 costs 8xp.
Toughness - A measure of how much damage you can take or withstand. Raises your health point
total by 1 for each level taken up to level 2. Lvl 1 costs 10xp. Lvl 2 costs 20xp. Cannot be taken with
starting characters.
Combatives - Doesnt necessarily mean martial arts but you know how to sneak in a good sucker
punch in when you can. Increases your HH attacks by 1. Lvl 1 costs 10xp.
Motorhead - You are obsessed with cars and fixin em! You may roll 3d8 instead of a 1d8 while
fixing vehicles on the fix that vehicle table. Must be taught by a Mechanic unless you already
possess this skillset.
Road Warrior - You are an experienced driver. Receive a +1 bonus while operating motor
vehicles for each level of Road Warrior up to level 5. Lvl 1 costs 2xp. Lvl 2 costs 4xp. Lvl 3 costs 8xp.
Lvl 4 costs 16xp. Lvl 5 costs 32xp.
Resilient - Youve either been given every immunization shot known to mankind or are starting
to develop a natural resistance to infection. Regardless of the cause you receive a +1 bonus to HR
for each level of Resilient up to level 3. Lvl 1 costs 8xp. Lvl 2 costs 16xp. Lvl 3 costs 32xp.
Tact - You can handle yourself in a large variety of situations when dealing with other people.
Tact provides a +4 bonus to all interactions while talking to people, whether its negotiating or
talking your way out of a situation. Lvl 1 costs 10xp.
Salesmen - You could sell a rock to someone for 20 bucks. Since you know how to wheel and deal,
you receive a +1 bonus for each level of salesmen taken up to level 4. Lvl 1 costs 2xp. Lvl 2 costs
4xp. Lvl 3 costs 8xp. Lvl 4 costs 16xp.
Bomberman - Explosives interest you greatly. You receive a +1 bonus when using explosive
devices for each level of bomberman up to level 4. Lvl 1 costs 2xp. Lvl 2 costs 4xp. Lvl 3 costs 8xp.
Lvl 4 costs 16xp.

42

Modern Weapon, Equipment, and Items

43

Modern Weapon, Equipment, and Items

Credits
Rules: Written by Paul Murphy
Artwork: Commissioned through Serathus Studios
Revell Huey Hog Helicopter model is used under permission of Revell Inc.
Official financial Backers:

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