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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.
- 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
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.
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.
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+
Tactics
22
K9 Unit
8+
3+
7+
5+
10
Covert ops
13
Combat
Medic
4+
4+
5+
4+
Tactics, Medic!
22
Special
Weapons
3+
3+
5+
4+
26
Special
Operations
3+
3+
5+
4+
26
Machine Gun
Crew
3+
3+
5+
4+
Tactics
48
Squad
Leader
3+
3+
5+
4+
32
Commander
3+
4+
5+
4+
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)
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
10
20
6+
11
7+
6+
10
13
3+
5+
7+
18
3+
6+
8+
30
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+
Survivor
14
Paramedic
6+
6+
8+
6+
Medic!
12
K9 Unit
8+
3+
7+
5+
10
Covert ops
13
Police Officer
4+
4+
6+
6+
Tactics, Survivor
16
Veteran
4+
4+
6+
4+
20
Police Captain
3+
3+
6+
4+
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)
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+
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+
Tactics
18
Scientist
6+
7+
8+
6+
Glock
24
Company
Officer
3+
3+
6+
4+
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).
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
Basing Guidelines:
All units in the Super Mutants are on 40mm bases.
Special Abilities
Atomic!
Point
cost
16
Unit Examples
Coalition Commander
Coalition Commander
17
Zombie Walker
Zombie Walker
Zombie Runner
AB
AW
AS
HR
HP
MV
HH
Equipment
Special Abilities
Point
cost
Shutze
(Riflemen)
3+
3+
5+
4+
Tactics
22
K9 Unit
8+
3+
7+
5+
10
Covert ops
13
Sani (Combat
Medic)
4+
4+
5+
4+
Tactics, Medic!
22
Assault Trooper
3+
3+
5+
4+
26
Fallschirmjger
(Paratrooper)
3+
3+
5+
4+
26
Machine Gun
Crew
3+
3+
5+
4+
Tactics
48
Sergeant
3+
3+
5+
4+
32
Officer
3+
4+
5+
4+
48
18
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
19
Range
Rate of Fire
Penetrating Hit
Modifier
Random Gun
8+
S/ Pistol
Glock
8+
+ 1 Accuracy Ballistics
S/ Pistol
M9
8+
S/ Pistol
Desert Eagle
4+
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+
M203
14
3+
Radius Template
S/ Grenade Launcher
M249
20
6+
-1 Accuracy Ballistics
Suppressive Fire
P/ Light Machinegun
M24
30
3+
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+
Riot Shield
-2
P/ Shield
Police Baton
8+
M/ Baton
Combat Knife
6+
M/ Knife
Chain Saw
2+
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+
M/ Claws
21
22
23
TacticalVestconfersa6+ArmorSave(AS).Asasuitoflightweight
tacticalbodyarmor,offersprotectionfromlowercaliberrounds.Canbe
fittedwithamodularcarriertosupportmagazinesandgrenadepouches.
24
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...
- 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
Range
Target
Effect / Rules
Flame Bolt
14
Enemy Unit
Revitalize
Friendly Unit /
Self
Sleep
14
Enemy Unit
Might
Friendly Unit
Rust
Any Unit
Bolt of
Lightning
Enemy Unit
Vigor
Friendly Unit
Impervious
Aura
Friendly Unit /
Self
Invisibility
Self
Class
27
AB
AW
AS
HR
HP
MV
HH
Equipment
Ashigaru
8+
Yari
Retainer
6+
To the Death
Ninja
7+
Samurai
5+
To the Death
Shinobi
7+
Shogun
5+
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+
Wolf Lord
6+
Chain Hauberk
Master Vampire
6+
Undead
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+
Magician
7+
Leather Armor
Magi lv1
Priest
6+
Morning Star,Chain
Hauberk
Magi lv1
Knight
5+
Wizard
7+
Leather Armor
Lord
4+
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+
Magi lv1
Ghast
6+
Undead Knight
6+
Undead
Warlock
7+
Undead
Basing Guidelines:
All unmounted units are on 25mm bases.
All mounted units are on 40mm bases.
Special Abilities
Point
cost
31
AB
AW
AS
HR
HP
MV
HH
Equipment
Scurvy Dog
8+
Hand Axe
Pirate
7+
Hand Axe
To the Death
BuccanneerBuc
caneer
7+
Cannon
CrewCannon
Crew
8+
Cannon
1st Mate
8+
Captain
7+
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+
Legionnaire
6+
Phalanx Fighter
Centurion
5+
Ceasar
4+
Special Abilities
Point
cost
33
Master Armoury
Weapon
Range
Rate of Fire
Penetrating Hit
Modifier
Type
Bow
20
8+
S/ Bow
Cross Bow
14
6+
S/ Bow
Flintlock
Pistol
3+
S/ Pistol
Matchlock
Rifle
12
2+
S/ Rifle
Cannon
40
2+
P/ Cannon
Hand Axe
7+
P/ Axe
Cutlass
7+
+1 Accuracy Weapons
P/ Sword
Longsword
6+
+ 1 Accuracy Weapons
P/ Sword
Morning Star
5+
P/ Mace
Spear
6+
Reach
P/ Spear
Halberd
5+
Reach
P/ Spear
Battle Axe
4+
X2 dmg
P/ Axe
Katana
4+
P/ Sword
Yari
6+
Reach
P/ Spear
Naginata
5+
Reach
P/ Spear
Leather
Armor
A/ Armor
Chain
Hauberk
A/ Armor
Plate Mail
A/ Armor
Samurai
Armor
A/ Armor
Magic Armor
A/ Armor
Shield
+1 Armor Save
A/ Sheild
34
35
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.
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!
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
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
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
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
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.
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43
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: