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BioSyndrome (Version 1.7)

BioSyndrome is a relatively new, fast paced Zombie survival game. Players can play as Zombies and Coalition Forces, and the rulebook offers options for various combinations of equipment and bonus traits for both armies. Be sure to check out their community on Google+, or their Youtube channel, for more rules updates and battle reports. Google+ Community https://plus.google.com/u/0/communities/108863897726135327206/stream/96e11d1b-6e44-4604-9860-5929bcc4f8ac Youtube Channel http://www.youtube.com/user/Scheitelpunkt

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JoshHasPlans
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0% found this document useful (0 votes)
1K views34 pages

BioSyndrome (Version 1.7)

BioSyndrome is a relatively new, fast paced Zombie survival game. Players can play as Zombies and Coalition Forces, and the rulebook offers options for various combinations of equipment and bonus traits for both armies. Be sure to check out their community on Google+, or their Youtube channel, for more rules updates and battle reports. Google+ Community https://plus.google.com/u/0/communities/108863897726135327206/stream/96e11d1b-6e44-4604-9860-5929bcc4f8ac Youtube Channel http://www.youtube.com/user/Scheitelpunkt

Uploaded by

JoshHasPlans
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

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

Version 1.7

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! You can find Bio Syndrome on google communities, facebook, and on youtube.. Table Of Contents (Coming soon due to constant revisions)

Setting: Modern 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


All you need to play Bio Syndrome is 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 AW and 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!

10 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 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. 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.

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Army Lists
Coalition Forces
Coalition Forces Fire Team Member K9 Unit Combat Medic Special Weapons Special Operations Machine Gun Crew Squad Leader Commander AB 3+ 8+ 4+ 3+ 3+ 3+ 3+ 3+ AW 3+ 3+ 4+ 3+ 3+ 3+ 3+ 4+ AS 5+ 7+ 5+ 5+ 5+ 5+ 5+ 5+ HR 4+ 5+ 4+ 4+ 4+ 4+ 4+ 4+ HP 3 2 3 3 3 4 3 3 MV 6 10 6 5 6 5 6 6 HH 2 3 2 2 3 2 3 2 IBA, M9, Med Kit X1 IBA, M249, Combat Knife IBA, M16, Combat Knife IBA, M9, M240B IBA, M16, Combat Knife IBA, M16, Combat Knife Equipment IBA, M16, Combat Knife Special Abilities Tactics Covert ops Tactics, Medic! Tactics, Eagle Eye Tactics, Covert Ops Tactics Tactics, Eagle Eye, Leader lv1 Tactics, Eagle Eye, Leader lv2 Point cost 22 13 22 26 26 48 32 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 Weapons unit may exchange M249 for a 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.

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Zombie Horde
Zombie Horde Walkers Runners Brutes Torsos Infected Dogs Armored Dead Zombie Master AB 8+ 8+ 8+ 8+ 8+ 6+ 4+ AW 4+ 4+ 3+ 4+ 5+ 3+ 3+ AS 8+ 8+ 6+ 7+ 7+ 5+ 6+ HR 6+ 6+ 7+ 6+ 6+ 7+ 8+ HP 2 2 4 2 1 3 3 MV 6 8 6 4 10 6 6 HH 2 2 3 2 2 3 3 IBA, Zombie Claws Tactical Vest, Zombie Claws Equipment Special Abilities Living Death, Brainss!, Horde Rules! Living Death, Brainss!, Horde Rules! Living Death, Brainss! Tanks Matter Living Death, Brainss!, Covert Operations Living Death, Brainss!, Infectious Living Death, Brainss!, Horde Rules! Leader Lv1 Living Death, Brainss!, Atomic!, Leader Lv2 Point cost 7 10 16 11 13 18 40

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.

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Survivors
Survivors Civilian Survivor Security Guard Paramedic K9 Unit Police Officer Veteran Police Captain AB 6+ 6+ 5+ 6+ 8+ 4+ 4+ 3+ AW 6+ 5+ 5+ 6+ 3+ 4+ 4+ 3+ AS 8+ 8+ 8+ 8+ 7+ 6+ 6+ 6+ HR 7+ 7+ 7+ 6+ 5+ 6+ 4+ 4+ HP 1 1 2 1 2 2 2 3 MV 6 6 6 6 10 6 6 6 HH 1 1 1 1 3 2 2 2 Tactical Vest, M870, Police Baton Tactical Vest, Mac10, Combat Knife Tactical Vest, AR15, Police Baton Random Weapon Glock, Police Baton Random Weapon, MedKit X1 Survivor Survivor Medic! Covert ops Tactics, Survivor Tactics, Leader Lv1 Tactics, Leader Lv2 Equipment Special Abilities Point cost 7 10 14 12 13 16 20 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) - 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 Mercenary Agent Hazmat K9 Unit SWAT Scientist Company Officer AB 5+ 4+ 4+ 8+ 3+ 6+ 3+ AW 4+ 4+ 4+ 3+ 4+ 7+ 3+ AS 8+ 6+ 8+ 7+ 6+ 8+ 6+ HR 7+ 7+ 7+ 5+ 6+ 6+ 4+ HP 1 1 2 2 2 2 1 MV 6 6 6 10 6 6 6 HH 1 1 1 3 2 2 2 Tactical Vest, MP5 Glock Tactical Vest, Glock, Combat Knife Equipment MP5 Tactical Vest, Glock Jlist, MP5 Tactics, Covert Operations Tactics Covert ops Tactics Medic!, Leader Lv1 Tactics, Leader Lv2 Special Abilities Point cost 14 16 16 13 18 24 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 3 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.

15

Bio Monsters
Bio Monsters Mutated Zombie Super Monster Psy Beast Killer Swarm The Blob Overseer AB 5+ 5+ 4+ 6+ 6+ 3+ AW 4+ 4+ 6+ 6+ 6+ 3+ AS 7+ 5+ 7+ 8+ 3+ 6+ HR 4+ 3+ 6+ 2+ 6+ 6+ HP 3 5 2 6 8 6 MV 8 5 6 10 4 5 HH 5 4 3 5 8 3 Atomic! Equipment Special Abilities Point cost

Bio Monster Upgrades

Basing Guidelines:
All units in the Bio Monsters army are on 40mm bases.

16

Unit Examples

Coalition Sniper with a M24

Coalition Soldier with a M203

Coalition Soldier with a M16

Coalition Commander

Coalition Squad Leader

Coalition Commander

Coalition Soldier with a AT4

Coalition Soldier with NVGs

Zombie Walker

Zombie Walker

Zombie Runner

Zombie Armored Dead

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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

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.

18

Master Weapon Chart


Weapon Random Weapon Gloc k M9 Desert Eagle .22 Rifle Mac 10 MP5 M870 AR15 M16 Famas G36 M203 M249 M24 M240B Range 8 8 8 8 14 14 14 14 20 20 20 20 14 20 30 30 Rate of Fire 1 1 2 2 2 3 3 2 2 3 3 3 1 4 1 8 Penetrating Hit 8+ 8+ 8+ 4+ 8+ 8+ 8+ 5+ 7+ 6+ 6+ 6+ 3+ 6+ 3+ 6+ Modifier Jammed on a roll of 1 and 2 + 1 Ac c urac y Ballistic s X2 Health Point Damage Knoc kbac k - 1 Ac c urac y Ballistic s + 1 Ac c urac y Ballistic s Knoc kbac k Radius Template - 1 Ac c urac y Ballistic s Suppressive Fire X2 Health Point Damage Knoc kbac k Heavy Weapon spec ial ability - 1 Ac c urac y Ballistic s Suppressive Fire Radius Template Radius Template x2 Health Point Damage Knoc kbac k X2 Health Point Damage Type and Desc ription S/ Pistol S/ Pistol S/ Pistol S/ Pistol P/ Rifle P/ Submac hinegun P/ Submac hinegun P/ Shotgun P/ Assault Rifle P/ Assault Rifle P/ Assault Rifle P/ Assault Rifle S/ Grenade Launc her P/ Light Mac hinegun P/ Sniper Rifle P/ Mac hine gun

M67 Grenade AT4

6 26

1 1

2+ 2+

S/ Grenade P/ Roc ket Launc her

Polic e Baton Combat Knife Chain Saw Axe Zombie Claws

8+ 6+ 2+ 4+ 6+

M/ Baton M/ Knife M/ Saw M/ Axe M/ Claws

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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.

20

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.

21

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.

22

Tactical Vest confers a 6+ Armor Save (AS). As a suit of lightweight tactical body armor, offers protection from lower caliber rounds. Can be fitted with a modular carrier to support magazines and grenade pouches.

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.

23

bio syndrome fantasy


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

Version 0.3

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 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

24 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. 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.

25

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 Flame Bolt Range 14 Target Enemy Unit Effect / Rules Sends a seething bolt of flame into the target, automatically hits and deals 1 health point of damage, no save allowed. replenish a number of health points up to this units max number of Hand to Hand attacks. Target makes a Health Resistance save or loses its next full turn. When target unit deals health point damage, add one to the total. Lasts 2 full game turns. Target immediately loses one piece of equipment, Controlling player chooses. 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. Target gains the special ability Regeneration for 3 full game turns. Target is immune to penetrating hits vs its armor save. Lasts 2 full game turns. Unit cannot be targeted by ranged and hand to hand attacks. Lasts 1 full game turn. Class

Revitalize Sleep Might Rust Bolt of Lightning

6 14 8 6 6

Friendly Unit / Self Enemy Unit Friendly Unit Any Unit Enemy Unit

Vigor Impervious Aura Invisibility

8 8 -

Friendly Unit Friendly Unit / Self Self

26

The Rising Sun


The Rising Sun Ashigaru Retainer Ninja Samurai Shinobi Shogun AB 6 5 4 3 3 3 AW 5 4 3 3 3 3 AS 8+ 6+ 7+ 5+ 7+ 5+ HR 7 6 6 5 5 4 HP 1 2 2 3 2 3 MV 6 6 6 6 6 6 HH 1 2 3 3 3 3 Equipment Yari Katana, Leather Armor Katana, Leather Armor Katana, Chain Hauberk Katana, Leather Armor Naginata, Samurai Armor To the Death Covert Ops, Agility To the Death Leader lv1, Magi lv1, Covert Ops, Weapons Master, Agility To the Death, Leader lv2, Weapons Master Special Abilities Point cost

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.

27

Legendary Monsters
Legendary Monsters Ghoul Dire Wolf Were Wolf Greater Vampire Wolf Lord Master Vampire AB 8 8 8 4 7 4 AW 6 5 4 3 3 3 AS 8+ 8+ 7+ 7+ 6+ 6+ HR 3 5 5 3 5 2 HP 2 3 4 4 5 6 MV 6 10 8 6 8 6 HH 1 2 3 3 5 5 Leather Armor Longsword, Leather Armor Chain Hauberk Longsword, Chain Hauberk Regeneration, Dread.. Magi lv1, Blood Sucker, Undead Leader lv1, Magi lv1,Regeneration, Dread.. Leader lv2, Magi lv2, Blood Sucker, Undead Equipment Special Abilities Undead Point cost

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.

28

Knightly Order
Knightly Order Conscript Sergeant at Arms Magician Priest Knight Wizard Lord AB 6 4 5 7 3 4 3 AW 5 4 6 5 3 5 3 AS 8+ 6+ 7+ 6+ 5+ 7+ 4+ HR 7 6 3 3 5 3 4 HP 1 2 1 1 3 2 3 MV 6 6 6 6 6 6 5 HH 1 2 1 1 3 2 3 Equipment Spear Longsword, Chain Hauberk Leather Armor Morning Star,Chain Hauberk Longsword, Chain Hauberk Leather Armor Longsword, Plate Mail Leader lv1, Magi lv2 Leader lv2, Weapons Master Magi lv1 Magi lv1 Special Abilities Point cost

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.

29

Undead Legion
Undead Legion Zombie Skeleton Warrior Necromancer Ghast Undead Knight Warlock AB 7 5 5 7 3 4 AW 6 5 6 4 3 4 AS 8+ 8+ 7+ 6+ 6+ 7+ HR 5 3 6 3 3 3 HP 1 2 1 2 3 2 MV 6 6 6 6 6 6 HH 1 1 1 2 3 3 Longsword, Chain Hauberk Morning Star, Leather Armor Hand Axe Morning Star, Leather Armor Equipment Special Abilities Undead Undead Magi lv1 Regeneration, Undead, Dead.. Undead Leader lv1, Magi lv2 Point cost

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.

30

Pirate Crew (Living)


Pirate Crew Scurvy Dog Pirate BuccanneerBucc aneer Cannon CrewCannon Crew 1st Mate Captain AB 7 5 5 7 AW 6 5 6 4 AS 8+ 7+ 7+ 8+ HR 5 3 6 3 HP 1 2 1 1 MV 6 6 6 6 HH 1 1 1 2 Equipment Hand Axe Hand Axe Cutlass, Matchlock Rifle Cannon To the Death To the Death, Eagle Eye Special Abilities Point cost

3 4

3 4

8+ 7+

3 3

3 2

6 6

3 3

Cutlass, Flintlock Pistol Cutlass, Flintlock Pistol, Leather Armor

To the Death, Leader lv1 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.

31

Master Armoury
Weapon Bow Cross Bow Flintlock Pistol Matchlock Rifle Cannon Range 20 14 6 12 40 Rate of Fire 2 1 1 1 1 Penetrating Hit 8+ 6+ 3+ 2+ 2+ Modifier Does not require an action to reload + 1 Accuracy Ballistics, Requires 1 action to reload Disregards the Undead special Requires 2 actions to reload Disregards the Undead special Requires 2 actions to reload Hits everything in Line of Sight, inflicts 4 Health Point damage, requires a cannon crew +1 Accuracy Weapons + 1 Accuracy Weapons Critical Hit on a 7 and 8 Reach Reach X2 dmg Critical Hit on a 7 and 8 Reach Reach Confers a 7+ Armor Save Confers a 6+ Armor Save Confers a 4+ Armor Save and - 1 Movement Statistic Confers a 5+ Armor save Confers a 3+ Armor save and gives the unit Regeneration +1 Armor Save Type
S/ Bow

S/ Bow

S/ Pistol

S/ Rifle

P/ Cannon

Hand Axe Cutlass Longsword Morning Star Spear Halberd Battle Axe Katana Yari Naginata Leather Armor Chain Hauberk Plate Mail Samurai Armor Magic Armor Shield

2 2 2 2 -

7+ 7+ 6+ 5+ 6+ 5+ 4+ 4+ 6+ 5+ -

P/ Axe P/ Sword P/ Sword P/ Mac e P/ Spear P/ Spear P/ Axe P/ Sword P/ Spear P/ Spear A/ Armor

A/ Armor

A/ Armor

A/ Armor

A/ Armor

A/ Sheild

32

The Long Sword

The Battle Axe

33

bio syndrome RPG


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

Version 0.1

Though the Modern and Fantasy war game mechanics of Bio Syndrome are much the same, the pen and paper mechanics are much different. 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 Game Master leads you through your adventure which the Game Master prepared before hand. You will require some additional items / pronouns in order to play which include but are not limited to: - A Game Master - A few friends - At least one of each dice (4,6,8,10,12,20) - Miniatures - Lots of snacks - Free time

Point Buy Systems Classes / jobs Skills Leveling Equipment and Items Weapons Surviving the Apocalypse Campaign Setting Example

34

Credits
Rules: Written by Paul Murphy Artwork: Commissioned through Serathus Studios Custom Terrain: Commissioned through Green Leaf Terrain Coalition Force miniatures: Purchased from Black Scorpion Miniatures Zombie Horde miniatures: Purchased from Studio Miniatures Miniature Painting: Commissioned through Blue Table Painting and Green Leaf Terrain Revell Huey Hog Helicopter model is used under permission of Revell Inc.

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