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7/28/2019 BioSyndrome (Version 1.7)
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bio syndromea 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 c ommunities,
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 w ith no relief in sight. As a last ditch effort, lost sections of the w orld are
nuked to hold back the infected. The B10 virus mutates into different strains infecting more than just
humans, w orse 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, w ell armed and in
force. The company kills indiscriminately between infected and survivors making their true intentionssuspicious. Survivors have it the worst, limited w eapons, 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 w ith a aircraft carrier and the old Cheyenne Mountain w hile trying to discover and
extinguish the source of the outbreak before there is no hope left.
What You Need to PlayAll 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 dec ided to represent my armies as I wanted, feel free to use your own imaginative
ideas and c reate 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
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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 (c ontact 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. Acc uracy ballistics is used for all ranged weapons, acc uracy
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 w ith 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 certainconditions, 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 direc tion, a unit c annot run and shoot in the same game turn.
-Open doors- open a door!
-Jump/climb- a unit can jump or c limb 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 bespent to stand up. During the round the unit stands up, the unit c an 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 rec eives a +1 bonus on
each consecutive turn, 7+ on the second turn, 6+ on the third turn ec t. 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).
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basic and Advanced Rules
Rolling Dice
Bio Syndrome uses a d8 system to determine the outcome of ranged, hand to hand c ombat,
health resistance checks and numerous other actions and events. You can play an entire game with only
one d8, though 4 is the rec ommended 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 selec ted 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 areresolved 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!
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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 w ound 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 CombatIf any unit is in base contact w ith another unit they are considered to be in hand to hand combat
All units are c onsidered 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 acc uracy weapons statistics for to hit rolls. A unit does not have to remain in
hand to hand c ombat and may instead choose to disengage. Disengaging units can only move up to half
of their total movement statistic, round dow n. 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 succ essfully 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 firethrough friendly units to hit enemy targets without
endangering the friendly unit in betw een. 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.
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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 zombietargets.
Unit Weapon limitsAny unit may have up to 3 weapons equipped, one primary, one secondary, and one Melee.
Primary, secondary, and melee w eapons 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 w eapons add attributes and effec ts to Hand to Hand attacks.
Radius Weapons
Some weapons have a area of effect radius of 3 inches w hen 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 inchesoff the radius is place, use the arrow dice to see w hich 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 tw o 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 explosionto use with hand grenades and
grenade launchers.
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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 w hich 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 ow n 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 w in in a hopelessly dire situation.
Remember, it is all about having a great time with your hobby and fellow w argamers!
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 tw o extraction points
are on opposite ends of the gaming table roll randomly on turn 3 to see w hich 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!!
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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 succ essfully 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 w ith surviving units wins. Roll randomly for deployment edge. Deploy your forces between 6
inches and 10 inches from the game table edge. The Player w ho deployed last, goes first.
D: The Redoubt
Defending player must survive 4 rounds,
deployed in the center of the board, attacking playerdeploys at least 18 inches aw ay 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 desc ribed 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 (w iped 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 resourc es, make every move count!
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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 eac h 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 w ill 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 c omes with the unit. Upgrades are also available.
Special Abilities (SA)- Special rules that coincide w ith 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 purc hased for your
army or can be purchased for specific units with upgrades. Specific rules
for eac h special ability available are found below.
Brains!- unit with this spec ial ability in base to base contact w ith a deadenemy 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 w ith this special rule are
within 1 inch of each other, all their armor saves get a +1
bonus (ie. models w ith +8 AS will thus be at a +7 AS)
Example of 4 zombies with Horde Rules!
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Infectious - Successful Hand to Hand hits make the enemy model take a Health Resistance check, if
failed the enemy model becomes a zombie w alker with 1 health point and is now controlled by the
opposing player.
Medic! - Any model w ith 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 w eapon 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 w eapon 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 w ith a w eapon 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 c ontact phase.
Knockback- Some weapons and ammo pack quite a punch. A enemy unit that is dealt health point
damage from a w eapon w ith 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 effec t.
Night Vision - Poor lighting conditions do not hinder performance. No negative light modifiers are
applied to models w ith 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 AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Fire TeamMember
3+ 3+ 5+ 4+ 3 6 2 IBA, M16, Combat Knife Tactics 22
K9 Unit 8+ 3+ 7+ 5+ 2 10 3 Covert ops 13
CombatMedic
4+ 4+ 5+ 4+ 3 6 2 IBA, M9, Med Kit X1 Tactics, Medic! 22
SpecialWeapons
3+ 3+ 5+ 4+ 3 5 2 IBA, M249, Combat Knife Tactics, Eagle Eye 26
SpecialOperations
3+ 3+ 5+ 4+ 3 6 3 IBA, M16, Combat Knife Tactics, Covert Ops 26
Machine GunCrew
3+ 3+ 5+ 4+ 4 5 2 IBA, M9, M240B Tactics 48
SquadLeader
3+ 3+ 5+ 4+ 3 6 3 IBA, M16, Combat Knife Tactics, Eagle Eye, Leader lv1 32
Commander 3+ 4+ 5+ 4+ 3 6 2 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 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 sec ond game turn anywhere on the gaming table.
The units you choose to deploy using this trait must be deployed
together w ithin 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 AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Walkers 8+ 4+ 8+ 6+ 2 6 2 Living Death, Brainss!, HordeRules!
7
Runners 8+ 4+ 8+ 6+ 2 8 2 Living Death, Brainss!, HordeRules!
10
Brutes 8+ 3+ 6+ 7+ 4 6 3 Living Death, Brainss!Tanks Matter
16
Torsos 8+ 4+ 7+ 6+ 2 4 2 Living Death, Brainss!, CovertOperations
11
Infected Dogs 8+ 5+ 7+ 6+ 1 10 2 Living Death, Brainss!,Infectious
13
Armored Dead 6+ 3+ 5+ 7+ 3 6 3 IBA, Zombie Claws Living Death, Brainss!, HordeRules! Leader Lv1
18
Zombie Master 4+ 3+ 6+ 8+ 3 6 3 Tactical Vest, Zombie Claws Living Death, Brainss!, Atomic!,Leader Lv2
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 TraitsUndying 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 "Infec tious" 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 AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Civilian 6+ 6+ 8+ 7+ 1 6 1 7
Survivor 6+ 5+ 8+ 7+ 1 6 1 Random Weapon Survivor 10
Security Guard 5+ 5+ 8+ 7+ 2 6 1 Glock, Police Baton Survivor 14
Paramedic 6+ 6+ 8+ 6+ 1 6 1 Random Weapon, MedKit X1 Medic! 12
K9 Unit 8+ 3+ 7+ 5+ 2 10 3 Covert ops 13
Police Officer 4+ 4+ 6+ 6+ 2 6 2 Tactical Vest, M870, PoliceBaton
Tactics, Survivor 16
Veteran 4+ 4+ 6+ 4+ 2 6 2 Tactical Vest, Mac10,Combat Knife
Tactics, Leader Lv1 20
Police Captain 3+ 3+ 6+ 4+ 3 6 2 Tactical Vest, AR15, PoliceBaton
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)
-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 exc hange their Tactical Vest for a IBA (3pts)
-A Veteran may exc hange 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.
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The Company
The Company AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Mercenary 5+ 4+ 8+ 7+ 1 6 1 MP5 14
Agent 4+ 4+ 6+ 7+ 1 6 1 Tactical Vest, Glock Tactics, Covert Operations 16
Hazmat 4+ 4+ 8+ 7+ 2 6 1 Jlist, MP5 Tactics 16
K9 Unit 8+ 3+ 7+ 5+ 2 10 3 Covert ops 13
SWAT 3+ 4+ 6+ 6+ 2 6 2 Tactical Vest, MP5 Tactics 18
Scientist 6+ 7+ 8+ 6+ 2 6 2 Glock Medic!, Leader Lv1 24
Company Officer 3+ 3+ 6+ 4+ 1 6 2 Tactical Vest, Glock, CombatKnife
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 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 deploymentrules 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.
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Bio Monsters
Bio Monsters AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Mutated Zombie 5+ 4+ 7+ 4+ 3 8 5
Super Monster 5+ 4+ 5+ 3+ 5 5 4 Atomic!
Psy Beast 4+ 6+ 7+ 6+ 2 6 3
Killer Swarm 6+ 6+ 8+ 2+ 6 10 5
The Blob 6+ 6+ 3+ 6+ 8 4 8
Overseer 3+ 3+ 6+ 6+ 6 5 3
Bio Monster Upgrades
Basing Guidelines:
All units in the Bio Monsters army are on 40mm bases.
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Unit Examples
Coalition Sniper with a M24 Coalition Soldier with a M203 Coaliti on 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 spec ial ability rules have to be followed to maintain game balance. Weapons can
proxied as needed from the master w eapon list. (Templates coming soon). Alternatively you can sw ap
out the names of the units and w eapons in a army list for w hatever youd like, just use the same pointcost, statistics, and upgrades.
Some examples of possible army themes:
-Super Mutants
-Brotherhood of steel
-Little green martians
-Orc s 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.
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Master Weapon Chart
Weapon Range Rate of Fire Penetrating Hit Modifier Type and Descript ion
RandomWeapon
8 1 8+ Jammed on a roll of 1 and 2 S/ Pistol
Gloc k 8 1 8+ + 1 Acc uracy Ballistic s S/ Pistol
M9 8 2 8+ - S/ Pistol
Desert Eagle 8 2 4+ X2 Health Point DamageKnockback
S/ Pist ol
.22 Rifle 14 2 8+ - P/ Rifle
Mac 10 14 3 8+ - 1 Ac curac y Ballistic s P/ Submachinegun
MP5 14 3 8+ - P/ Submachinegun
M870 14 2 5+ + 1 Acc uracy Ballistic sKnockback
P/ Shotgun
AR15 20 2 7+ - P/ Assault Rifle
M16 20 3 6+ - P/ Assault Rifle
Famas 20 3 6+ - P/ Assault Rifle
G36 20 3 6+ - P/ Assault Rifle
M203 14 1 3+ Radius Template S/ Grenade Launcher
M249 20 4 6+ - 1 Ac curac y Ballistic sSuppressive Fire
P/ Light Machinegun
M24 30 1 3+ X2 Health Point DamageKnockback
P/ Sniper Rifle
M240B 30 8 6+ Heavy Weapon special ability- 1 Ac curac y Ballistic s
Suppressive Fire
P/ Machine gun
M67 Grenade 6 1 2+ Radius Template S/ Grenade
AT4 26 1 2+ Radius Templatex2 Health Point Damage
Knockback
P/ Rocket Launcher
Polic e Baton - - 8+ - M/ Baton
Combat Knife - - 6+ - M/ Knife
Chain Saw - - 2+ X2 Health Point Damage M/ Saw
Axe - - 4+ - M/ Axe
Zombie Claws - - 6+ - 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-c ooled, selective fireweapon with a roller-delayed bolt. A really good thing to have
during a zombie apocalypse.
Remington M870 Combat Shotgun. The 870 features abottom-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.
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A M249 Squad Automatic Weapon. Gas-operated,
air-cooled, belt fed light machine gun. Great for holding backhordes 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 c ause 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 c an be adjusted for left or right handed
shooting.
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The Glock 17 is a short recoil-operated locked breec h
semi-automatic pistol that typically is c hambered 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 acc essories equipped, a IBA can weigh upwards of 33 pounds.
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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 know n as c lass 1.5
sierra. Ammunition supplies can be found in various places, military
ammunition depots, police stations, and dead people are just a few
examples.
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bio syndrome fantasya 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 purc hased for your army or can be
purchased for spec ific units with upgrades. Spec ific 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 c ombat 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 w ith a w eapon w ith the Reach spec ial 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 primaryweapons are equipped the unit gains one extra hand to hand attack,
the extra attack is with the sec ond 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 w eapon and hand to
hand weapons in the same contact phase w ith 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
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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 toone 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.
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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 Class
Flame Bolt 14 Enemy Unit Sends a seething bolt of flame into thetarget, automatically hits and deals 1 health
point of damage, no save allowed.
Revitalize 6 Friendly Unit / Self
replenish a number of health points up to thisunits max number of Hand to Hand attacks.
Sleep 14 Enemy Unit Target makes a Health Resistance save orloses its next full turn.
Might 8 Friendly Unit When target unit deals health point damage,add one to the total. Lasts 2 full game turns.
Rust 6 Any Unit Target immediately loses one piece of equipment, Controlling player chooses.
Bolt ofLightning
6 Enemy Unit Sends a vicious Bolt of electricity from theheavens into the target. Target makes a
Health Resistance save or suffers 2 Healthpoints of damage.
Vigor 8 Friendly Unit Target gains the special abilityRegeneration for 3 full game turns.
ImperviousAura
8 Friendly Unit / Self
Target is immune to penetrating hits vs itsarmor save. Lasts 2 full game turns.
Invisibility - Self Unit cannot be targeted by ranged and handto hand attacks. Lasts 1 full game turn.
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The Rising Sun
The Rising Sun AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Ashigaru 6 5 8+ 7 1 6 1 Yari
Retainer 5 4 6+ 6 2 6 2 Katana, Leather Armor To the Death
Ninja 4 3 7+ 6 2 6 3 Katana, Leather Armor Covert Ops, Agility
Samurai 3 3 5+ 5 3 6 3 Katana, Chain Hauberk To the Death
Shinobi 3 3 7+ 5 2 6 3 Katana, Leather Armor Leader lv1, Magi lv1, Covert Ops,Weapons Master, Agility
Shogun 3 3 5+ 4 3 6 3 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.
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Legendary Monsters
LegendaryMonsters
AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Ghoul 8 6 8+ 3 2 6 1 Undead
Dire Wolf 8 5 8+ 5 3 10 2
Were Wolf 8 4 7+ 5 4 8 3 Leather Armor Regeneration, Dread..
Greater Vampire 4 3 7+ 3 4 6 3 Longsword, Leather Armor Magi lv1, Blood Sucker, Undead
Wolf Lord 7 3 6+ 5 5 8 5 Chain Hauberk Leader lv1, Magilv1,Regeneration, Dread..
Master Vampire 4 3 6+ 2 6 6 5 Longsword, Chain Hauberk Leader lv2, Magi lv2, BloodSucker, 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.
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Knightly Order
Knightly Order AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Conscript 6 5 8+ 7 1 6 1 Spear
Sergeant atArms
4 4 6+ 6 2 6 2 Longsword, Chain Hauberk
Magician 5 6 7+ 3 1 6 1 Leather Armor Magi lv1
Priest 7 5 6+ 3 1 6 1 Morning Star,Chain Hauberk Magi lv1
Knight 3 3 5+ 5 3 6 3 Longsword, Chain Hauberk
Wizard 4 5 7+ 3 2 6 2 Leather Armor Leader lv1, Magi lv2
Lord 3 3 4+ 4 3 5 3 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.
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Undead Legion
Undead Legion AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Zombie 7 6 8+ 5 1 6 1 Undead
Skeleton Warrior 5 5 8+ 3 2 6 1 Hand Axe Undead
Necromancer 5 6 7+ 6 1 6 1 Morning Star, Leather Armor Magi lv1
Ghast 7 4 6+ 3 2 6 2 Regeneration, Undead, Dead..
Undead Knight 3 3 6+ 3 3 6 3 Longsword, Chain Hauberk Undead
Warlock 4 4 7+ 3 2 6 3 Morning Star, Leather Armor Leader lv1, Magi lv2
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.
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Pirate Crew (Living)
Pirate Crew AB AW AS HR HP MV HH Equipment Special Abilities Point cost
Scurvy Dog 7 6 8+ 5 1 6 1 Hand Axe
Pirate 5 5 7+ 3 2 6 1 Hand Axe To the Death
BuccanneerBuccaneer
5 6 7+ 6 1 6 1 Cutlass, Matchlock Rifle To the Death, Eagle Eye
CannonCrewCannonCrew
7 4 8+ 3 1 6 2 Cannon
1st Mate 3 3 8+ 3 3 6 3 Cutlass, Flintlock Pistol To the Death, Leader lv1
Captain 4 4 7+ 3 2 6 3 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.
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Master Armoury
Weapon Range Rate of Fire Penetrating Hit Modifier Type
Bow 20 2 8+ Does not require an action toreload
S/ Bow
Cross Bow 14 1 6+ + 1 Accuracy Ballistics, Requires 1action to reload
S/ Bow
FlintlockPistol
6 1 3+ Disregards the Undead specialRequires 2 actions to reload
S/ Pist ol
MatchlockRifle
12 1 2+ Disregards the Undead specialRequires 2 actions to reload
S/ Rifle
Cannon 40 1 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/ Mac e
Spear 2 - 6+ Reach P/ Spear
Halberd 2 - 5+ Reach P/ Spear
Battle Axe - - 4+ X2 dmg P/ Axe
Katana - - 4+ Critical Hit on a 7 and 8 P/ Sword
Yari 2 - 6+ Reach P/ Spear
Naginata 2 - 5+ Reach P/ Spear
LeatherArmor
- - - Confers a 7+ Armor Save A/ Armor
ChainHauberk
- - - Confers a 6+ Armor Save A/ Armor
Plate Mail - - - Confers a 4+ Armor Save and -1Movement Statistic A/ Armor
SamuraiArmor
- - - Confers a 5+ Armor save A/ Armor
Magic Armor - - - Confers a 3+ Armor save andgives the unit Regeneration
A/ Armor
Shield - - - +1 Armor Save A/ Sheild
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The Long Sword
The Battle Axe
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bio syndrome RPGa 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, thepen 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 w hile the designated
Game Master leads you through your adventure w hich 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
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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 TerrainRevell Huey Hog Helicopter model is used under permission of Revell Inc.