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Biosyndrome Modern Print-Friendly
Biosyndrome Modern Print-Friendly
Biosyndrome Modern Print-Friendly
Bart Turpin
Game Design
ROLE PLAYING
Now here is the tricky part, the story isn’t set. Certain
events may be predetermined but the interaction within
the story that the players take can alter the course of zombie master friend has prepared.
events dramatically. While watching a movie or reading a RPGs are an extended version of cowboys and Indians,
book you may say to yourself or a friend that you would do playing house or playing with combat action figures but
this or that action instead of the action the character takes with some rules that guide your actions and events so you
in the story you are engrossed with. In a Role Playing game can really determine who shot who first or just how good
you get to make those exact decisions and these decisions, that imaginary tea is. As a player the zombie master will
along with the abilities of your describe to you the situation and events and locations
character and the actions of your
2 surrounding your character and he will be prepared for a
fellow players and the rolls of the myriad of possible actions or reactions you decide to have
dice will dictate and determine your character make, but he will never be ready for every-
the outcome of the story your thing. When you run into a challenge that cannot simply
be decided by saying “I do this” or “I do that” dice rolling Creation Basics section will act as a master guide for cre-
will determine for you and the actions of the NPCs run by ating your first character and point you to the various
the zombie master and the characters used by other players chapters containing the information you will need. Sec-
will interact with your character’s actions, speech and sto- ondly, you will need a designated “Zombie Master” (Or
ries. game master if your game does not involve zombies) who
will lead you through your adventure that has been pre-
A role playing game is one part acting, one part writing, one
pared beforehand. You will require some additional items
part improve, one part game, and all parts fun. So sit back,
in order to play which include but are not limited to:
chase a zombie, club your friend with a hockey stick (but
only in the game) and let the zombie master ruin your char- A few friends
acter’s plans while you ruin his zombies!
A few D4, D6, D8, and D10 for Percentile
Surviving the Apocalypse
Scratch paper and a good pencil or two with an eraser
The world has changed, and not for the better. The world is
Miniatures
now a rough place. You will need food and water to survive
period! Zombies are not the only thing that can mean Lots of snacks - Free time
death even for an experienced party of player characters.
Many commodities we enjoy today are extremely scarce
and are not being produced on a mass level anymore. Most
of the basic things we take for granted do not exist any-
more. Where many fantasy games focus on the player char-
acters acquiring gold and treasure, in Bio Syndrome the
acquisition of food, water, and basic needed items to sur-
vive are the treasure.
Basics You will now want to spend points on your Accuracy Bal-
listics (AB) which is how well you shoot, Accuracy Weap-
ons (AW) which is how well you fight with melee weap-
***Players begin with 30 experience points to purchase ons, and Health Resistance (HR) which is your ability to
their class, skillsets and starting equipment. Follow the be- resist the virus. Review chapter two to better understand
low steps and you will be well on your way to fighting off what each statistic represents. Think about what you want
the zombie hordes! to be good at in Bio Syndrome. Do you want to be a good
0. Check with your Zombie Master. Players will design their shot with a firearm, a master of melee weapons, good at
character using the experience point buy system prior to fixing things, etc..? Bio Syndrome uses primarily a d8 sys-
playing in a campaign. All characters will be reviewed by the tem to determine the outcome of ranged (AB), hand to
zombie master before playing. Additionally, zombie masters hand combat (AW), health resistance checks (HR) and nu-
have the final discretion if certain classes, skillsets and merous other actions and events. The range for your
equipment are available at the start of a game or if allowed starting statistics is from 8+ to 5+. 2+ is the best a statistic
in the game at all. can ever be in Bio Syndrome but during this step you can-
not purchase more than a 5+ statistic which is three ranks.
1. Choose your Class. The first thing you will spend your 30
However, skillsets may be purchased that will increase
experience points on is your chosen class. You may choose
your statistic better than a 5+ at character creation. Re-
from Civilian(8), Doctor(13), Mechanic(15), Pilot(13), Police
view Table 2-1 to calculate how many points rank pur-
Officer(17), Scientist(11), Soldier
chases will cost.
(20), or Technician(13) as your
1 2
class. Please review Chapter 4. Assign Fate Points: All characters
One: Classes to see more detail begin with three fate points. Fate
about each class. Subtract the points represent your heroic destiny
cost for each class from 30 so 3 in this new apocalyptic nightmare
you know how many points you and set you apart from other NPCs
have left to spend on character and antagonists. Fate points are
creation. 5 used to cancel out the first three
times you take damage of any kind
2. Choose your Trait. Traits are 3 during a game session or at the zom-
dependent upon which class
bie master’s discretion may be used
you chose. You can only have
to complete a critical life saving or
one trait and it must be chosen
important story advancing action .
at character creation. Please
Players regain their fate points at
review chapter two to see more 4 the beginning of each game session.
details about each trait.
The purpose of the fate system in
3. Assign and Adjust your Sta-
the Bio Syndrome RPG is to give
tistics. Your starting class will
your character a greater chance of
determine the Armor Save (AS),
survival while also making your char-
Health Points (HP), Hand to
acter a more important part of the
Hand (HH), and Movement (MV) 6
story your zombie master is telling
statis-
through the adventure and you. If you wade into or
tics of your character. Go ahead
through a horde of zombies this system will not make
4 and record these four statistics.
you indestructible but it does keep you from becoming
Until you finish your character
infected by the first interaction you ever have with a
creation you may want to use a
walker.
scratch piece of paper for your
es to statistics. For innovative ideas the discretion of
5. Assign and Adjust your Skillsets: Each class grants at points earned is up to the zombie master. Generally if the
least one free skillset. Review your chosen class page in idea has a small impact 1 point will be earned, if the idea
chapter one to see which skillsets you get for free. Record has a much greater impact the zombie master must de-
your ranks for the skillset under the skillsets section of cide a fitting bonus. Please note that zombie masters do
your character sheet or scratch sheet. If you have enough not always have to give experience for rewards. Food,
points you should purchase additional skillsets but they ammo, equipment and other items are usually a much
must fit your background and be approved by the zombie better and more needed option. Characters will not sur-
master. NOTE: Some skillsets are class specific and can only vive without them!
be taken at character creation.
Zombie masters are encouraged to also reward players
6. Select and Record Your Equipment & Gear: Review with immediate additional temporary fate points in each
chapter one to see what starting equipment your class game session for heroic or selfless acts in Bio Syndrome.
grants you. Record this equipment on your character
sheet. OPTIONALLY your zombie master may have you roll
on the scavenging tables to determine your starting weap-
ons and equipment depending on the adventure or cam-
paign.
Chapter One: Classes
Take the time to fill out all the weapon information on Players will use their starting experience to purchase a
your character sheet columns so you don’t have to con- base class for their respective characters. Base classes
stantly look up all the details of your weapon. If you have define some of the player character’s base statistics, a
remaining points left you can trade them in for additional starting skillset, basic starting equipment, and a creation
equipment with the zombie master. Because there is no point for their background story. Remaining points may be
longer a monetary system in the Bio Syndrome universe spent on additional equipment, additional starting skill-
this will be a negotiation process with your zombie master sets, and ranks in statistics. Starting class skillset bonuses
depending on the usefulness and rarity of the item. have NOT been applied to the statistic scores; so make
sure to add any bonus the starting skill set provides to
NOTE: Bio Syndrome also comes with an optional card your statistic line scores AFTER buying your base statistic
system you can use to track your weapons, items, and ar- scores. (for example, first you purchase your AB, AW, and
mor. Look for it as a separate file you can download. HR scores, then if you choose soldier apply your +1 bonus
***A Note on the Bio Syndrome Experience Point System to your AB and AW stats). If you bought a 6+ AB and a 6+
AW, both scores than become a 5+ due to your military
Players begin with 30 experience points to purchase their
training.
class, skillsets and starting equipment. All left over points
will be discarded (use all your points)! There are no tradi-
tional levels for characters in this game. Instead earned
experience points can be used to purchase character up-
grades during a campaign’s gameplay. This gives players a
feel that their characters are learning and growing as they
travel, not increasing in ability all at once unexplained.
Knife
A zippo lighter
Backpack
Crowbar
“But the one who endures to the end will be saved” Matt. 24:13
Doctor Class
Doctors are trained physicians skilled in the arts of healing. In the Bio Syndrome universe there are few medical doctors still
living who survived the global pandemic.
All Doctors start with the following equipment or choice there of:
6 “The human body experiences a powerful gravitational pull in the direction of hope. That is
why the patient's hopes are the physician's secret weapon. They are the hidden ingredients
in any prescription.” Norman Cousins
Mechanic Class
If you plan on driving in your campaign a mechanic is an important class to have in your group. Mechanics can repair automo-
tive and machinery that involves internal combustion engines and basic computer systems. A mechanic would not have the
same abilities and knowledge as the technician class when it comes to repair of something such as a computer network or a
municipal water system plant. Mechanics also have a slight advantage in hand to hand combat.
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
Mechanic
x x 8+ X D6 6’ 2 Motorhead 4, Techy 1, Trucker 1, Mr. Fixit, Scrapper, Shotty! 15
Road Warrior 1
All Mechanics start with the following equipment or choice there of:
Shotgun w/ 6 shells
Pilot Class
A player who chooses the pilot class should consult the zombie master before choosing the pilot class. In the Bio Syndrome
universe it is not only difficult to find a chopper or plane that is operational, but it is even more rare to find the specialized fuel
they require.
All Pilots start with the following equipment or choice there of:
7
Police Officer Class
The police officer class represents an officer of the law who has some tactical training. Though
not a fully trained soldier, the police officer has training and resources a civilian would not.
All Police Officers start with the following equipment or choice there of:
Knife
Backpack
Police baton
Handheld radio
“We have an incredible warrior class in this country - people
in law enforcement, intelligence - and I thank God every Handcuffs
night we have them standing fast to protect us from the tre- 2 bottles of water, 1 day worth
mendous amount of evil that exists in the world.” Brad Thor
1 day worth of food
AB AW AS HR HP MV HH Starting Skillset Traits Available Points
Police
Officer
x x 6+ x D6 6’ 2 Diplomacy, Road Officer, Tactical Training 17
Warrior 2, Eagle Eye 2
Scientist Class
If you are playing a campaign where you are looking for or trying to develop a cure for the B10 virus then this class is crucial for
your party. Scientist characters are smart… very smart indeed. They are probably the only people who can find a cure. Consult
your zombie master before playing this class.
All Scientists start with the following equipment or choice there of:
Backpack
Knife
8
“Most people say that it is the intellect which makes a great scien-
tist. They are wrong: it is character.” Albert Einstein
Soldier Class
Of all the classes the player can choose from, the soldier has the best chance of survival.
Soldiers adhere to a profession of arms, they are great in combat and are in general
trustworthy individuals. Though the governments of the world have collapsed there are
still many soldiers who still follow their remaining chain of command and serve in rag
tag units. Being a soldier gives their lives meaning in this horrible new world.
All Soldiers start with the following equipment or choice there of:
Backpack
Combat Knife
Handheld radio “Soldiers, when committed to a task, can't compromise. It's unrelenting
devotion to the standards of duty and courage, absolute loyalty to oth-
Canteen, 1 days worth of water
ers, not letting the task go until it's been done.” John Keegan
2 days worth of food
Technician Class
Technicians are skilled operators of technology and engineering related equipment. When trying to repair failing equipment or
rebuild the remains of civilization technicians are important to any group or camp.
All Technicians start with the following equipment or choice there of:
Backpack
Handheld radio
9
“Technology is a gift of God. After the gift of life it is perhaps the greatest of God's
gifts. It is the mother of civilizations, of arts and of sciences.” Freeman Dyson
Chapter TWO: AB, AW, HR / (point cost)
7+ (2pt)
Cost From Zero
2
Health Resistance (HR)- Immunity level vs infection. A suc- Electronic Expert (Technician/Scientist) - You are an ex-
cessful roll will negate possible infection. tremely proficient tech able to install, operate and main-
tain a variety of electronic equipment. You provide the
Health Points (HP)- A character’s measure of vitality. If HP
entire group with a +1 bonus when anyone is attempting
hits 0 the character is dead.
to use or fix electronics.
Hand to Hand (HH)- Number of attacks per game turn in
Lucky (Civilian) - Whether through the divine hand of God
Hand to Hand Combat.
or just blind luck, you are alive and you have survived
Movement (MV)- A character’s base movement in inches. when others have not. You grant the group a +1 to all
combat initiative rolls. You alone also gain one extra fate
During character creation, new players will use points to
point per game session.
buy their character’s starting base statistic scores. Move-
ment range, hand to hand attacks, armor save (modified by Medical Guru (Doctor/Scientist) - You have taught classes
starting equipment), and starting health points are class on medical procedures. You provide the group with a +1
specific. Use your remaining points to purchase your AB, bonus to all healing attempts.
AW, and HR stats on the chart below. Your AB, AW, and HR
Mr. Fixit (Mechanic/Pilot) - You can instruct people on
all start at 8+(no cost); 7+ costs 2 points, 6+ costs 3 points,
how to fix things.. really well! You provide the entire
and a 5+ costs 4 points. Only three ranks may be purchased
group with a +1 bonus while attempting to repair ma-
for each statistic. You can further advance your statistic
chines and vehicles.
scores by your class, skillsets purchased, or added later with
experience points. Officer (Soldier/Police Officer) - You are a commissioned
officer, a natural leader. You provide the entire group a +1
10 TRAITS bonus to any negotiations, trading, and getting people to
do what you want.
Available traits for characters are
dependent on the class chosen. Scavenger (Civilian) - You have mastered the art of search-
Traits can ONLY be taken at the ing and scrounging for the necessities of life in the zombie
apocalypse. You grant the entire group the ability to add or Ability Skills Cost Enhancement Skills Cost
subtract 10 percentile points to any roll on a scavenging Rank 1 2 Rank 1 8
table once per game session per player. Rank 2 4 Rank 2 12
Chapter THREE: Covert Ops (A)—You have learned and mastered the art
of moving quietly and being undetected . You have also
Military Training (A) (AB) (AW) - You have been profes- Survivor (E) - You know how to scavenge and survive and
sionally trained in basic combat tactics and operations. You you can prove it! While searching for food items and sup-
receive +1 AB, and +1 AW. Cannot be purchased. Military plies you may roll one extra time per level on the scaveng-
Training is only available to the ing tables for each level up to level 2 for each structure or
12 soldier class at character creation. vehicle searched. Lvl 1 costs 8. Lvl 2 costs 12xp.
Motorhead (A) (Choose Basic or Tanker (A) —Before the outbreak you were trained in the
Advanced: Only the Mechanic use of military class vehicles. These vehicles can be found
class gets the advanced version.) abandoned throughout the game, or found in specific
places (military bases, defensive zones, etc.). Military class Lastly, all characters are considered to have basic
vehicles are the most complex and secure vehicles in the knowledge of various non specialized skillsets even with-
game and only those trained to use them can actually oper- out actually having them. If a character is trying to
ate them. Skillset must be taken at character creation and is attempt to accomplish a task using a skillset that they are
only available to the soldier class. At the zombie master’s not trained in, they will have to make a roll of 7+. Some
discretion a soldier may train another character on basic skillsets that are very specialized such as flyboy or trucker/
use. Receive a +1 per rank bonus while operating military tanker can only be used to accomplish simple tasks. For
class vehicles for each level of Tanker up to level 5. Lvl 1 example if you are trying to figure what is wrong with a
costs 2xp. Lvl 2 costs 4xp. Lvl 3 costs 8xp. Lvl 4 costs 12xp. civilian class car and you are not trained in Motorhead you
Lvl 5 costs 16xp. could roll to determine a basic diagnoses on the vehicle
Techy (A) - A skillset for fixing and operating electronic such as the battery is dead or there is a hole in oil pan and
equipment. This includes but not limited to computers, ra- there is no oil in the engine. You would not have the ability
dios, electronic doors, alarm systems or anything else that to make an advanced roll to rebuild the engine or trans-
runs off electricity. Each level provides a +1 per rank bonus mission in a vehicle.
to operating electronics up to level 5. Lvl 1 costs 2xp. Lvl 2
costs 4xp. Lvl 3 costs 8xp. Lvl 4 costs 12xp. Lvl 5 costs 16xp. Chapter FOUR:
Toughness (E) (HP) - A measure of how much damage you
can take or withstand. Raises your health point total by 1
EQUIPMENT & GEAR
for each level taken up to level 2. Lvl 1 costs 8 xp. Lvl 2 costs The Bio Syndrome RPG uses a generic classification system
12xp. Cannot be taken with starting characters. for weapons and equipment. With innumerable types of
Trucker (A)—Before the world ended you were trained to firearms and ammunition existing in the world today,
operate professional class vehicles—Vehicles such as bull- providing gameplay statistics for every firearm there is
dozers, semi-trucks (air brakes, etc.), tractors, backhoes, would be difficult if not impossible. To see the different
etc. Characters without this skillset can not operate these weapons available in the game consult Table 4.1 later in
types of vehicles. This skillset must be taken at character this chapter.
creation or trained by a character with the trucker skill. Re-
Weapon limits
ceive a +1 per rank bonus while operating professional class
motor vehicles for each level of Trucker up to level 5. Lvl 1 A character may have up to 3 weapons equipped; one
costs 2xp. Lvl 2 costs 4xp. Lvl 3 costs 8xp. Lvl 4 costs 12xp. primary, one secondary, and one melee. Primary, second-
Lvl 5 costs 16xp. ary, and melee weapons are noted in Table 4.1 below and
GENERAL TASKS & DIFFICULTY ROLLS are marked with a “P”, “S”, and “M” respectively. Primary
and secondary weapons are typically ranged and have
Not everything you may want Table 3.1 attributes and effects noted in Table 4.1. Melee weapons
to do in the world is going to Difficulty Required Roll
add attributes and effects to Hand to Hand attacks. Char-
be covered by a statistic or Very Easy 2+
acters may only have ONE primary weapon in their inven-
skillset. There is a lot more in Easy 3+ tory at any time unless they have a rifle sling weapon up-
this world than just the skill- Moderate 4+ grade.
sets listed above. When it Hard 5+
comes to tasks not covered Very Hard (Also Un- Weapon Ranges
by your statistics or skillsets trained Skills) 7+
Weapons have four types of ranges; base contact (hand to
Almost Impossible 8+
your zombie master should hand), short range(8 inches), medium range(16 inches),
use Table 3.1 to determine if you are successful:. and long range(24 inches).
Remember the definition of a general task is something Food & Water
simple such as cooking a good meal or putting up a tent you
found. It is not going to cover something very complex such
Food and water is very im- 13
portant in Bio Syndrome for the
as deciphering the DNA sequence of blood samples. When
survival of the characters. Just
in doubt the use of this table will be resolved by your zom-
like weapons there is no possible
bie master.
way to list every possible type of drink and food there is in vehicles and extremely small structures only ONE PLAYER
existence today. Food has been broken out into general CHARACTER will get to roll. If a character has the survivor
classifications. The most important stat to note is how skillset you may want to consider letting them search vehi-
many days of rations the food or drink provides. (See Chap- cles or small structures.
ter Seven for rules on thirst and starvation)
Occupation
Overall Scavenging Rules
The Purpose of Scavenging Tables If the zombie master determines the occupation of a
structure or object ahead of time then if you roll occupa-
The outbreak left the world in a chaotic state. Some areas tion on any of the scavenging tables it simply means you
were wiped out of gear and supplies by survivors where did not find anything.
other areas have never been touched or explored. The pur-
pose of the tables is to put a sense of excitement and ran- Secondly, if you are searching a structure or small contain-
domness into the game. Do you remember the sense of er it may make no sense at all for it to be occupied. For
excitement getting a wrapped present for your birthday or example: if you are searching a small safe a zombie would
Christmas? We want Bio Syndrome to make you feel that not jump out from within the safe and get you!
same way as you play. You may love what you get or be ALSO, occupancy can only be rolled once! For example if
extremely disappointed when you get something you didn’t four characters roll for a structure and two characters roll
want or worse, nothing at all! Occupied! only use the roll of the player who rolled it first.
When and When Not to Roll on Tables The second roll would mean nothing was found.
14
Occupied! Walkers are very lonely and enjoy it very much when new dinner guests come by!
Chapter FOUR: Equipment & gear
Table 4.1 Master Weapon CHART
Weapon Range Rate of Fire Pen. Hit Modifier Type Ammo Capacity Rarity
Pistols
Semi -Automatic Pistol Short 2 8+ S 10 C
High Caliber Pistol Short 2 4+ Deadly Weapon S 7 C
Machine Guns
Sub Machine Gun Medium 3 8+ -1 AB P 30 R
Light Machine Gun Medium 4 6+ Suppressive Fire P 100 R
Minigun 14 8 6+ +1 AB P 500to5000 VR
Shotguns
Shotgun Short 2 8+ +1AB, Knockback P 5 C
Sawed Off Shotgun Short 2 4+ +1AB, Knockback S 2 UC
Combat Shotgun Short 2 8+ +1AB, Knockback P 8 R
Automatic Shotgun Short 3 8+ +1AB, Knockback P 30 R
Rifles
Hunting Rifle Medium 2 8+ P 10 C
Sniper Rifle Long 1 3+ Deadly Weapon P 10 R
Assault Rifle Medium 3 6+ p 30 UC
Incendiary
Molotov Short 1 7+ On Fire, Blast Radius 2x2 S N/A UC
Grenade Short 1 3+ Deadly Weapon, Blast Radius 3x3 S N/A R
Grenade Launcher Medium 1 3+ Blast Radius 3x3 S 1 R
Rocket Launcher Long 1 2+ Blast Radius 3x3, Deadly Weapon, Knockback P VR
"I have a very strict gun control policy: if there's a gun around, I want
to be in control of it." - Clint Eastwood
15
Table 4.1
Master Weapon CHART (CONT.)
Weapon Range Rate of Fire Pen. Hit Modifier Type Ammo Capacity Rarity
Melee
Knife Base Contact Unit's HH 7+ M C
Bows
Bow Medium 2 8+ No Action To Reload P 20 C
Crossbow Short 1 6+ +1 AB Requires, 1 Action To Reload P 10 UC
Semi -Automatic Pistol: Semi-Automatic Pistols are one of the most com-
mon firearms you will find in the zombie apocalypse. They are typically
light weight and easy to use even for someone unfamiliar with firearms.
Hunting Rifle: Hunting Rifles are very common and found in many
households throughout the world. They are easy to shoot and handle.
Ammunition is much more common for a hunting rifle than many of
the rarer military style weapons listed above.
Sniper Rifle: Sniper rifles are long range rifles designed for taking out
the enemy from afar. They usually fire high caliber high grain ammunition and have a
slow rate of fire. They are not very effective at close range though usable.
17
Assault Rifle: An assault rifle is a rapid fire, magazine fed automatic rifle
designed for infantry use. They typically use an intermediate cartridge
and have a detachable magazine. Though used heavily by coalition forc-
es many civilians stockpiled these weapons before the outbreak.
Rocket Launcher: Rocket launchers are standalone devices used to launch rocket pro-
pelled projectiles. They are larger and more devastating than grenades and have a much
longer range.
Land Mine: Land mines are explosive devices used by
many of the coalition forces to setup perimeters of safety
around military bases of operations and camps. When
exploring ruins of military operations left over from the start of the outbreak
watch out!
Flame Thrower: A flamethrower is a mechanical incendiary device designed to
project a long, controllable stream of fire. They can be carried by an individual
or mounted on a military class vehicle.
Knife: The general knife classification represents general knives one would use
for daily utility use or found in common residential or com-
mercial settings.
18
Combat Knife: A combat knife is designed for military use
and useful for hand to hand and close combat fighting. They are much more durable and
damaging than a standard knife.
Axe: For thousand of years man kind has used axes as tools and weapons. They are
commonly found in households and commercial settings. Their design and versatil-
ity make them perfect for splitting into
zombie skulls.
Weapon Accessories
To find a weapon accessory listed below or one that actually fits a weapon you have is very rare and indeed
will make your weapon much more useful while fighting in the world of Bio Syndrome. A successful AB roll
will allow a player to identify and equip the accessory. Table 4.1C
Weapon Accessory Modification
Rifle Scope (Rifles) Increases Range to Long
Laser Sight (Pistols & Rifles) +1 AB
Grenade Launcher (Assault Rifle Only) Adds the grenade launcher weapon to
your assault rifle.
20 Silencer (Pistols & Rifles) Quiet!
Doctors’ Medical Kit - An advanced and comprehensive medical kit containing supplies need-
ed for rendering first aid and advanced treatment to wounded allies in need of medical atten-
tion. This kit contains bandages, alcohol, tourniquets, aspirin, antibiotics, ointments, super
glue, gauze, plastic gloves, operating tools, and a supply of IV bags. These type of kits are very
rare and would typically only be found at a medical treatment facility. Provides a +2 bonus to
the Medic! Skill. Without these needed supplies many Medic!(Advanced) procedures will not
be possible.
First Aid Kit—A first aid kit contains significantly less supplies and tools than a doctor’s medi-
cal kit. Basic first aid kits typically have an assortment if bandages/gauze and usually some
simple types of medicine. Because many workplaces required them and worried mothers
coveted them they are often found in small businesses and homes. Provides a +1 bonus to
the Medic! Skill.
Electronic Repair Kit - A basic electronic repair kit contains all you need for working on
complex and various small electronics. A typical kit may contain various bits and drivers,
plastic opening tools, precision tweezers set, anti static wrist strap, small soldering and
desoldering tools, and a multi meter. This kit will provide a +1 to any roll diagnosing or
repairing electronics.
Mechanical Repair Kit - A basic mechanical repair kit will contain an assortment on both
standard and metric sockets, wrenches, and ratchets. Screwdriver and various drivers will
typically be found in a kit as well as duct tape and various adhesives and solvents. This kit
will provide a +1 to any roll diagnosing or repairing mechanical devices or vehicles.
21
Night Vision - 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.
MISC. ITEMS TABLE
Table 4.1 D
Zippo Lighter Useful for setting thing on fire Duct Tape Useful for repairs of everything including hu-
mans
Matches Useful for setting thing on fire Electrical Tape Useful for repairs
Candles Essential for light when not having batter- Fuel Siphon Kit A simple kit to siphon fuel from vehicles
ies
Flashlight Essential for light in dark places Slim Jim A special tool used to unlock civilian class
vehicles
Can Opener Easily opens canned food Backpack The single best way to store your gear and
essentials.
Water Bottle Essential for storage of water
Toilet Paper No explanation necessary
Road Flare Useful for a quick distraction Crowbar/Tire Iron 2+ to Breaking Through Barriers Roll for
Locked Doors. Also Quite!
Small Computer / Essential for the Technician Class Axe 2+ to Breaking Through Barriers Roll for
Tablet Locked Doors
Small Pocket Bible A man cannot live on bread alone…. Alcohol or Cigarettes One of the most valuable items for bartering
there is
Road Atlas Map Useful for Finding Your Way
Example situation: The characters encounter a group of farmers. The farmers will probably have
quite a bit of food and a few weapons. Trying to trade food to them for the weapons will be ex-
tremely costly, whereas trading weapons to them for food will be much more reasonable. Wor-
thy items to note: food; ammo; weapons; armor; fuel; tools; vehicles; communication equip-
ment; batteries; medical supplies; clean water; cigarettes; and alcohol.
22
Scavenging
The remains of the modern world are wide open for charac-
ters willing to risk their lives for the pursuit of equipment,
gear, and nourishment. The following tables will help you
determine what you find when scavenging. Please note that
not every item available in the game is in these tables. Some
of the more powerful weapons will be up to the zombie mas-
ter to distribute and give out during the game.
“Enjoy the little things in life because one day you`ll look back and realize they were the big
things.” ― Kurt Vonnegut
Table 4.6 - Weapons & Ammo Master Table
Roll % Name
01-25 Ammunition
26-75 Melee Weapons
76-100+ Firearms
Table 4.8C - Gas Station / Convenience Table Table 4.8D - Grocery Store Table
01-68 Nothing! Ransacked. 01-68 Nothing! Ransacked.
69-70 Occupied! Roll1d4 walker per 69-70 Occupied! 7 walkers per play and 1 brute
player
71-74 Condiments! Roll 1d4 times on Table
71-75 Zippo Lighters (Roll 1d4)
4.5B
76-79 Box of Cigarettes 75 1 package of Batteries
80 Sports Drink (Roll 1d4 bottles) 76-77 Zippo Lighters (Roll 1d4)
81-84 Candy (Roll 1d6 packages) 78-80 2d4 rolls of Toilet Paper
85-89 Chips/Crackers (Roll 1d4 packag- 81 Box of Cigarettes
es)
82-86 Some Random Food Roll on Table 4.5 one
89-92 Some Canned Food (Roll 1d4
time
times on Table 4.5A)
87-88 Lots of Candy(Roll 2d6 packages)
93-94 Soda (Roll 1d4 bottles)
89-90 Lots of Chips/Crackers(Roll 2d6 packages)
95-97 Alcohol (Roll 1d6 bottles/cans)
91-92 Some Canned Food(Roll 1d4 times on
98-99 Mechanical Repair Kit
Table 4.5A)
100 Gasoline! Enough gas to fill up 93-94 Soda(Roll 1d4 bottles)
small vehicle.
95-96 Alcohol (Roll 1d6 bottles/cans)
97-98 Medicine! Roll on Table 4.4A
99 2d6 Bottles of Water
100 Lots of Canned Food Left! Roll 3d8 times
on Table 4.5A Canned Food Table
27
OTHER SCAVENGING TABLES (CONT.)
Table 4.8E - Hardware / Sporting Goods Store Table 4.8F - Antique Store
01-47 Nothing Left. 01-47 Nothing Left. Useless Junk!
48-49 Occupied! Roll on occupation table. 48-49 Occupied! Roll on occupation table.
50-51 1d4 Packages of small candy at register 50-55 Food in Desk. Roll on Table 4.5 Food/
52-55 Duct Tape Water
56-60 Autographed Baseball Bat or Hockey Stick
56-60 Electrical Tape
(Player's Choice)
61-65 Hammer and Nails 61-97 Candles
66-70 Matches 98-99 Antique Combat Knife
70-73 Candles 100 Antique Sword
74-75 Axe
76-78 Crowbar
79 Machete
80-81 Backpack for Hiking
82-83 Batteries
84-85 Pocket Knife (Treat as Knife)
86-88 Combat Quality Knife
Table 4.8H - Gun/Pawn Shop
01-78 Nothing! Completely Ransacked.
89-92 Ammunition! Roll on Ammo Table 4.6A
79-80 Occupied! Roll 1d8 walkers per
93-94 Bow w 20 Arrows player, d2 Brutes
95 Chainsaw w 2 Cycle Oil(No Gas) 81-83 Hunting Rifle w full load
28
Breaking through barriers - A unit may attempt to
Chapter FIVE: Combat break through a wall, fence, door or barrier (provided
STEP ONE ROLL FOR INITIATIVE that all players agree on said terrain before the game
begins). A unit needs to roll a 8+ on the first turn try-
Each player rolls a single d8 for initiative. The zombie mas- ing to break down a barrier and receives a +1 bonus
ter will roll a single d8 for the antagonists. TIED ROLLS AL- on each consecutive turn, 7+ on the second turn, 6+
WAYS GO TO THE ANTAGONISTS. The highest roll is consid- on the third turn ect. Another adjacent unit may as-
ered to have won initiative and goes first. sist a unit breaking through a barrier giving the unit a
STEP TWO EACH CHARACTER OR ANTAGONIST GOES +1 bonus maximum (even if three units are assisting
you still only receive a +1 bonus). The adjacent unit
The player or antagonist with
must not have performed a standard action during
the highest initiative goes in the
the current turn.
order of the highest initiative.
You may perform the first Jump/climb - a unit can jump
three actions (A thru C) in ANY or climb over an obstacle if it is
ORDER YOU CHOOSE. When shorter than the model is tall.
all characters and antagonists Medic! - A character with
have completed their turn the Medic! Skillset ability may
refer to Step D. Respawning attempt to heal another charac-
repeat this step until combat ter or npc. The player may move
is over. to get to the character or npc
who needs healing but gives up
A. Movement their Contact! phase.
A unit may move up to it's full Noise— You attempt to
movement distance once per make noise to draw the undead
movement phase if it has not fired a toward you. 1d4 you make no difference 5to 8 you
(AB) weapon. If the character plans to fire a weapon it may do.
only move half movement (rounded up) .Characters do not
have to move in a straight line, also they may not move into Open doors - open a door!
impassable terrain. A character may use regular movement Prone - Any unit may go into the prone position giving
to pass over any terrain that is below half of the units entire that unit a +1 to AB for as long as that unit is in the
height. Any terrain higher requires an action to be used to prone position. While in the Prone position, the unit
pass through (door /barricade), or over the terrain (jump/ can only move 1 inch during its movement phase.
climb). Characters and antagonists may move through their Another standard action must be spent to stand up.
own forces. Special rules cover disengaging, see them be- During the round the unit stands up, the unit can still
low. only move 1 inch and will regain its full movement
range during its next full turn.
B. Standard Actions
Run - move additional 2 inches in any direction, a unit
Every character or antagonist may perform up to one action cannot run and shoot in the same game turn.
in each game turn. Some actions are limited to certain con-
ditions, distance in inches, or units having a special ability. Special Abilities - Some special abilities can be used
Specific rules for each action are listed below. as standard actions.
Barricading: A unit may attempt to barricade an open Sports - action used to fix or reload a weapon. Slap!,
window, door, or other entrance. A unit attempting to pull, observe, release, tap, shoot!
barricade an entrance needs to roll a 8+ on the first C. CONTACT!
turn and receives a 1+ bonus each consecutive turn. 29
RANGED COMBAT Characters or
Another adjacent unit may assist providing a 1+ bonus
enemy units engaged in ranged
(even if three units are assisting you still only receive a
combat roll 1d8 to hit using their
+1 bonus total).
accuracy ballistics (AB) . If the attack is successful the target er unit they are considered to be in “hand to hand” com-
rolls 1d8 against their armor save. If the target fails its ar- bat and will more than likely not want to use Accuracy
mor save, subtract one HP per hit. Once a non character’s Ballistic (AB) / ranged combat weapons. If the player
Health Points (HP) reach zero, the model is removed from chooses not to engage in hand to hand combat and stay in
gameplay. A model with living death may return at the end ranged combat mode their (AB) rolls will be 2+ for primary
of the combat round on a successful roll of 7+ or 8+.(See and 1+ for secondary firearms harder for each antagonist
special abilities pages in Chapter Six) . When a player char- that is engaging them to a max roll of 8+.
acter reaches zero health points see the Death and Dying
All players and antagonists are considered to have hand to
Section Below. If the target passes its armor save see the
hand combat weapons (Consult your character sheet or
Penetrating Hits section below.
the populating your adventures section for (HH) # of
attacks and (AW) for the to hit roll). When a unit moves
TARGETING AND LINE OF SIGHT: Most weapons have multi-
into base contact with an enemy unit and still has their
ple shots that can be fired during a shooting phase. You are
contact phase remaining, the unit may attack the enemy
not limited to targeting only one enemy unit if you have
unit with the number of Hand to Hand attacks using their
more than 1 shot, though all enemies must be in line of
accuracy weapons( AW) statistics .
sight and within lethal firing range to be a legal target. Only
units with Tactical Training may fire through friendly units
DISENGAGING: A unit does not have to remain in hand to
to hit enemy targets without endangering the friendly unit
hand combat and may instead choose to disengage if they
in between. If a unit decides to fire through a friendly unit
have not had their movement phase yet. If the unit has
without having Tactical Training roll a d8. On a roll of 1+ to
already used their CONTACT! phase or wishes to use it
4+ the friendly unit is hit instead of the intended target.
after disengaging then they can only move up to half of
Resolve armor saves, armor penetration and health point
their total movement statistic, rounded up. If they choose
damage as normal. In the role playing game version of Bio
to skip their CONTACT! phase they may make their full
Syndrome characters may fire at antagonists who are
movement to get away. If they choose to skip their CON-
blocked by another enemy unit but become available once
TACT! and have not used their standard action phase then
another model
they may use the Run action to move an additional 2 inch-
drops that
es to get away.
allows
The most numerous adversaries you will face in Bio Syndrome are the relentless hordes
of the undead.
Walkers: The most basic class of the undead is the walker. In different regions they
may be referred to as z’s, zombies, biters, geeks, ect. Individually they are not too hard
to dispatch but in hordes they are deadly.
Runners: Similar to a walker, a runner gets its name from how fast it moves. Some
say that runners were more physically fit and athletic in life. Whether true or not
runners will come upon you fast and if you are not prepared you will soon be it’s
dinner.
Brutes: Brutes have been known to soak up entire clips of ammo without
flinching. They are large and tough, strengthened from the virus and some
say radiation, too.
Torsos: Pathetic shells of former life, a torso can come out of no where
and bite you. Though slow, they are sneaky and lie dormant until you pass
by. They get one free sneak attack per combat.
Infected Dogs: Infected Dogs will typically travel in packs. They are faster than a
runner and can quickly take down a lone traveller. A vicious bite from them can
quickly infect a player character.
Armored Dead: Armored dead are deadly and hard to take down. They are
usually armed soldiers or mercenaries that have been infected with the virus.
They also have developed razor sharp claws that can quickly skewer the liv-
ing and slice them to pieces.
Bears: Before the outbreak there were eight species of bears through-
out the world. The bears on the fringe of the civilized world have gorged
themselves on the never ending supply of walkers. Many have become
infected themselves and have the same traits as their new prey.
Deer: Before the outbreak it was estimated in the America there was
over 30 million deer, not to mention Canada or the rest of the world. Deer have become highly susceptible to the virus and
have been seen traveling in huge herds that are infected. Many normal deer still exist and could provide several days worth or
rations if hunted and field dressed.
Lions or Tigers: Since the beginning of written history mankind has had a sense of both awe and fear of the majestic lions and
tigers. Since the fall of mankind they have found a new sense of purpose in the bizarre new order. They seem to have grown
fiercer and larger by the virus and immune to it. Many were kept as exotic pets throughout the world and in zoos and have
escaped to form new dens throughout rural and even urban areas. They feed on both the living and undead. They are fierce
stealthy hunters.
Alligators or Crocodiles (GIANT): The virus and or radiation have dramatically changed the alligator and crocodile populations
of the world. With the fall of man they are no longer hunted in any numbers at all any more. Twenty foot or longer alligator
and crocodiles are now more common than rare. A bite or scratch from one can transmit the virus. Without warning they will
attack from many lakes and rivers in the warmer area of the world where they thrive. Like the undead brutes, firearms do little
good against them unless the brain is destroyed.
Snakes(GIANT): Even before the outbreak several species of invasive snakes were wrecking havoc throughout the American
south. Since the virus the snakes have exploded in size and numbers.. They feed on both the living and undead. Because they
are cold blooded walkers ignore them for the most part until they are eaten up by these giant monstrosities.
38
ZM TIP: Feel free to create animals not in
these lists. For example if you are in a desert
area why not make stats for a giant
scorpion?
The COMPANY
The Company AB AW AS HR HP MV HH Equipment Special Abilities Skillsets, or Traits
Mercenary 6+ 5+ 8+ 7+ 1 6 1 Sub-Machine Gun Eagle Eye 1, Road Warrior 1, Trucker 1
Agent 5+ 4+ 6+ 7+ 1 6 1 Tactical Vest, Semi-Automatic Tactical Training, Covert Ops 3, Road Warrior 2
Pistol
Hazmat 4+ 4+ 8+ 7+ 2 6 1 Sub Machine Gun, Hazmat Suit Tactical Training, Techy 2
K9 Unit / Trained Dog 8+ 6+ 7+ 5+ 1 10 3 Animal Claws & Teeth Sneak Attack, Eagle Eye 4
SWAT 4+ 4+ 6+ 6+ 2 6 2 Tactical Vest, Sub Machine Tactical Training, Covert Ops 3, Demolitions 2, Eagle Eye 3,
Gun, Combat Knife Tanker 2
Scientist 6+ 7+ 8+ 6+ 2 6 2 Semi-Automatic Pistol, Hazmat Medic! 4, Techy 3
suit
Company Officer 3+ 3+ 6+ 4+ 1 6 2 Tactical Vest, Semi Automatic Tactical Training, Diplomacy 3, Eagle Eye 2, Covert Ops 3
Pistol, Combat Knife
39
SURVIVORS
Survivors AB AW AS HR HP MV HH Suggested Equipment Special Abilities Skillsets, or Traits
Civilian 7+ 7+ 8+ 7+ 1 6 1 Semi-Automatic Pistol, Blunt
Survivor / Raider 6+ 5+ 8+ 7+ 2 6 1 Hunting Rifle, Semi- Lucky, Survivor 1, Eagle Eye 1
Automatic Pistol, Knife
Survivalist (Prepper) 5+ 5+ 6+ 6+ 3 7 2 Tactical Vest, Haz Mat Suit, Demolition Man, Demolitions 2, Cardio 1, Covert Ops
Assault Rifle, Semi- 2, Eagle Eye 2, Jack of All Trades 2, Survivor 1, Techy 2
Automatic Pistol
K9 Unit / Trained Dog 8+ 6+ 7+ 5+ 1 10 3 Animal Claws & Teeth Sneak Attack, Eagle Eye 4
Police Officer 4+ 4+ 6+ 6+ 4 6 2 Tactic Vest, High Caliber Tactical Training, Survivor, Diplomacy 2, Eagle Eye 2,
Pistol, Police Baton Road Warrior 2
Veteran Survivor 3+ 3+ 5+ 4+ 6 6 3 IBA Armor, Assault Rifle, Scrapper, Covert Ops 3, Eagle Eye 3
High Caliber Pistol, Sword or Ci-
Axe
vilian: Civilians are inexperienced and have had very little experience fighting off the relentless hordes of the undead. They
have been lucky to survive so far and if they do not toughen up will not be around much longer in this new world.
Survivor/Raider: Survivors/Raiders are toughened civilians who have survived. They have fought countless battles, lost many
friends and family and are still here to tell the tale. Many of the survivors you run into will not all be friendly and have turned
into what is often referred to as raiders. As civilization and society reforms you will run into many roving gangs and thugs who
will steal from you everything you and leave you dead, or worse; eat you before you turn.
Survivalist (Prepper): They warned their friends and family in the last days before the outbreak but no one would listen. They
laughed! They made fun of them! They are the sorry ones now! Survivalists (Preppers) saw it all coming. They prepared their
bodies, minds, and put back the supplies and gear they would need to survive when it all hit the fan. They are very skilled in
many things and very distrusting of any former government, corporate, or military officials, though loyal to any veterans who
served their patriotic duty to their country. They are more likely than not well armed and well supplied.
K9 Unit / Trained Dog: Many survivors have formed symbiotic relationships with their canine companions. Dogs can sniff walk-
ers from far away often before they can be seen or heard and
warn their human masters. Many surviving police officers have
kept their K9 friends with them. Dogs tend to have a high re-
sistance to the virus though many have turned and hunt in
packs. See Infected Dogs.
In the first years after the outbreak there will still be remnants, though few of the many
coalition forces that once held global security and peace around the world. Not all rem-
nants will be friendly toward civilians and some may be hostile.
Fire Team Member: A fire team member was a highly trained front line soldier of the
coalition forces.
K9 Unit: K9 units are great at detecting both the living and undead. They are a
vital part of any successful unit.
Combat Medic: A combat medic was a soldier trained in triage and the treat-
ment of battlefield related wounds and injuries.
Special Forces: Special forces soldiers were trained in covert tactics and are
able to infiltrate enemy lines without being spotted.
Machine Gun Crew: The machine gun crew is considered a medium machine
gun unit. The crew is 2 to 3 men which operate a M240B belt fed machine gun
on a bipod.
Officer: A squad leader is a soldier who has accelerated through the ranks and has
the calm and cool to lead his men and keep them alive. An officer is typically a griz-
zled veteran of many campaigns in charge of a larger unit of men.
If a character has the Covert Ops skillset and a special tool NOTE: The zombie master may and should change the
known as a slim jim they may attempt to unlock the door of difficulty rolls based on the adventure or campaign setting.
a civilian or professional class vehicle but NOT a military For example if it is ten years after the outbreak the chanc-
class vehicle or a vehicle that is secure. The roll will be con- es of finding a vehicle with a fully charged battery is very
sidered very hard (7+). unlikely.
Note: A vehicle that has the secure special rule cannot be DRIVING 43
broken into! They have secure doors, bulletproof windows,
hatches that cannot be tampered with, etc. Once a vehicle is started the
survivors can now attempt to get
the heck out of dodge! The survivor can now use their er can do during the movement phase.
movement in a phase to drive the vehicle where they want
just as if they were moving on foot, the only difference is Evade
they are now inside a vehicle.
Each time a vehicle comes within 1 inch of a zombie the
IMPORTANT: The vehicle's movement counts for the move- driver can choose to evade. The character would need to
ment of ALL the occupants inside the vehicle. That means make an evade test to avoid the zombie or debris. On a
once inside a vehicle, the occupants share their movement roll of 4+ they can evade the zombie (Add in their road
with the vehicle. warrior or other driving skillset bonus). For each addition-
al zombie with the 1" of the vehicles movement, the survi-
An occupant of a vehicle can get out of said vehicle if it has- vor player would suffer a +1 to the target number needed
n't moved in the current phase. This allows occupants to to roll to evade. This is for the vehicle's entire movement
'get out' of the vehicle. When getting out of a vehicle, a of the phase, so if a vehicle moved a total of 10" in its
survivor can move half its movement rate. If occupants get movement phase, and there were 3 zombies from start of
out of a vehicle, and there is still a survivor in the driver's its movement to its finish that came within 1" of the vehi-
side, the driver can still move the vehicle once a survivor cle, then there would be modifiers (to simulate the driver
has left the vehicle. trying to swerve between the zombies).
The distance of each vehicle would be in the de- Example. A survivor is driving their vehicle and moves
scription of the vehicle. a total of 10". During the vehicle's movement it came
within '1' inch of three zombies. The survivor does not
want to risk ramming them so decides to evade. They
Vehicles cannot move
would need a (4+(base number needed to evade a
more than 45 de- single zombie) + 2 (two extra zombies that are
grees when within 1 inch of the vehicle's movement)
moving. They
can make
= 6+).
Therefore the sur-
vivor would need a 6+ to evade all
M1 Abrams Tank those zombies.
as many turns as they
want (zig zaging through the streets and zombies), but can- Debris will add to the evade roll as well (another +1 to the
not change the facing of a vehicle more than 45 degrees target number to evade based on obstacles in the street
without moving forward. (street lights, cans, piles of debris, other cars, etc.). Survi-
Example. A survivor is driving through a debris filled street. They vors racing through the streets need to make some chal-
move straight and come to the first pile of debris. They turn 45 lenging rolls!
degrees to the right to avoid the debris. They then must move
forward before they can make another 45 degree turn (left or In the event that a survivor fails to evade, then they lose
right). control of the vehicle and crash (see crashing below).
Driving in a zombie apocalypse is Instead of evading all the debris and zombies infecting the
no easy feat. Debris, hazards, streets, a survivor can try to ram through zombies or bar-
44 zombies, bodies, other vehicles, ricades instead of evade them. To ram a zombie or barri-
and lots of things litter the streets cade a survivor has to roll their AW skill. If the survivor is
and sidewalks of these cities. successful, then they hit the zombie(s) with the vehicle
When driving, there are certain and drive through them. Zombies get their armour saves
hazards and certain things a driv-
as normal. 2 points more difficult to hit).
Different vehicles have different penetration. The If a vehicle does not move, or the shooting happens be-
heavier the vehicle, the better the penetration. fore a vehicle moves, then this modifier does not come
into play.
Different speeds have different penetration modifiers.
Every 'x' inches a vehicle moves has a 'x' penetration Table 7.2—Vehicle Diagnostics & Repair
modifier. Roll Description
1+ Vehicle is 99% toast. Only good for parts.
Headshots are not headshots, but on a roll of a natural Blown engine. Donor engine would be required (7+ roll
8 it is assumed the vehicle's wheel crushes the head of 2+ would be needed as well as parts)
any zombie it has rammed. Major Repair and Parts Needed(5+ roll would be needed
3+ to 4+ to repair as well as parts)
Similar to evading, the number of zombies that a survivor is Moderate Repair and Parts Needed (4+ roll needed to
4+ repair as well as parts)
trying to ram will add modifiers to their AW roll.
Quick Fix Needed (3+ roll needed to repair as well as
5+ parts)
Eg. A survivor is trying to get to the chopper. They have an AW of
6+ to 7+ Vehicle Runs Rough, 1/4 tank gas
4+. A few zombies are in his way as well as a fence (barricade).
The survivor travels 10" with their truck. They drive through 2 8+ Vehicle in Good Shape, Almost Full Tank of Gas
zombies after moving the truck 3", another zombie after moving a
total of 6" and finally they crash the truck into a barricade at the
REPAIRING VEHICLES
end of the truck's movement at 10". The driver would need to
make their AW test to ram the first two zombies with a +1 to their
target number (normally needing a 4+ they now need a 5+). Then Vehicles have many complex mechanical and electrical
they would need to roll a 4+ for the second single zombie and an- systems. If any one of these systems are slightly damaged
other 4+ when they reach the barricade. or not maintained the vehicle many not run correctly or at
all. Vehicles you find throughout the zombie apocalypse
Any zombie that has been successfully rammed is automati- will have been damaged from collisions, encounters with
cally knocked back 2" from the vehicle when it passes. walkers or even other survivors. In the description of Lets
get out of here! a roll of 6+ meant the vehicle had keys
If at any point the survivor fails their AW test when and could run. In this section we will introduce a table to
attempting to ram debris or zombies, they lose control of help determine the condition of vehicles and what is re-
their vehicle and crash (see Crashing below). quired to repair them. Without being trained in Motor-
head (Basic or Advanced) a character will not be able to
Crashing make any repairs beyond a quick fix which will require an
untrained skillset roll of 7+ (See Table 3.1) . See Chapter 3
A vehicle can crash when trying to evade or ram objects. for a detailed breakdown of the Motorhead Skillset.
When a character fails their evade or ram roll, the vehicle
loses control and crashes. When a vehicle crashes, all occu- ZOMBIES AND VEHICLES
pants of the vehicle are automatically hit in a crash. They
get any armour saves allowed. Any failed armour saves Hidden zombies
causes one loss of Health. A crashed vehicle is assumed to
be stuck, leaking gas, broken in some way that it cannot be At the beginning of combat the zombie master may se-
used anymore to drive. If it is a vehicle that has mounted cretly place zombies in any of the vehicles on the map. A
weapons, they can still be operated, but the vehicle is con- zombie master can pile in as many zombies into a vehicle
sidered immobile. as there are spots available.
Note: When testing to evade or ram, a roll of 1 is a critical If a survivor ever breaks into a car that has a hidden zom-
crash. Not only does the vehicle crash but it also catches bie, the zombie master can immediately activate the zom-
fire. Any occupant in the vehicle is considered to be lit On bie and attack the survivor. The attack happens just as the
Fire! survivor has gained access and is about to enter the vehi-
cle. Combat resumes as normal after this free attack.
Shooting from a Vehicle
This rule cannot be used for mo-
Any occupant that is in a vehicle can shoot from that vehicle torcycles. 45
or shoot with a weapon that is mounted on the vehicle.
When shooting from a moving vehicle, a survivor's AB be- ZOMBIES ATTACKING VEHICLES
comes less accurate and they suffer 2 to their AB (making it
TABLE 7.3—Vehicles
Swarm
Zombies are attracted to vehicles. They make lots of noise
and move around. Any zombie that is close enough to a If there are enough zombies to completely surround a
vehicle that forces a survivor to 'evade', or any zombie that vehicle a vehicles movement is stopped.
is 'rammed' by a vehicle gets to attack that vehicle with a If there are enough zombies in the front or back of a vehi-
'free' swipe of its claws. If a zombie rolls an 8, it is consid- cle and are two zombies deep, then the vehicle cannot
ered that they have reached in just in time, or are hanging move in that direction.
onto the moving vehicle attacking the drivers, and score a _______
hit on one of the occupants. This is a free attack by the XX| |
zombies, and if they are not killed from being rammed, they XX|______ | front
act as normal during their phase.
Eg. The above vehicle cannot move backwards because zombies
Attacking Occupants inside a vehicle take up the entire rear of the car and are stacked two deep.
Zombies that are in base contact with a window or opening Survivors can shoot or use their melee weapons against
of a vehicle that has an occupant can attack the survivor zombies to 'clear' the vehicle.
inside. All survivors have an Armour Save (AS) depending
on the vehicle they are in. The stronger the vehicle, the
better the save. Some vehicles are so secure that zombies Disabling a Vehicle
can only attempt to disable the vehicle as they cannot pen-
etrate its armour. See vehicles for descriptions. Zombies can swarm over a vehicle and damage it to such a
degree that it will no longer operate. Depending on the
Note that a survivor inside a vehi- vehicle, will depend on how easy/hard it is for a zombie
cle gets two saves! one from the swarm to rip apart a vehicle.
46 vehicle, and one from their per-
sonal armour. Disabling a vehicle is treated the same as breaking down
barricades. That means, zombies need to roll 8 for the
first turn they are trying to disable a vehicle. If there is
more than one zombie, then there is a +1 to the roll Secure
(needing a 7 or 8).
If a vehicle has the special rule secure, then a player needs
If a vehicle is being 'swarmed' then there is a further +1 to to roll a higher number in order to get into the vehicle.
disabling the vehicle (needing a 6-8) on the first turn! Once This is to represent advanced forms of security of a vehi-
a vehicle is 'disabled' it no longer has any movement. Survi- cle. For professional vehicles, this could be 4+, for military
vors can still remain in the vehicle and 'clear out the un- vehicles this could be a 6+.
dead', but they can't move the vehicle.
Tank!
Every time zombies roll successfully to disable a vehicle,
remove one HR (or SR) from the vehicles profile. Once a Tanks are just that, tanks. These are the best vehicles that
vehicle has lost all of its HR (or SR) the vehicle is disabled. are so strong, so powerful, that the average zombie can-
not even penetrate its armour. Vehicles with the Tank
Some vehicles that are so strong are not affected by swarm special rule cannot be disabled by claws. In addition,
or disabling (such as tanks, they can driver right over zom- when a vehicle with the Tank special rule rams an enemy
bies without issue). it does 5 points of damage to anything it runs over!
Armour Save (AS): This is the Armour save that all occu- Vehicles that are fragile require great care in operating,
pants get when attacked while inside the vehicle. This is in especially in a zombie apocalypse. Vehicles such as mo-
addition to their own personal AS. torcycles can easily be tipped over, drivers pulled off by
near zombies or lose control after driving over debris or
Health Points (HP) : The number of 'health' points that a bodies.
vehicle has before it is disabled. Zombies will have to tear
this many points from the vehicle before it is disabled. Operators who are using a vehicle with the fragile special
rule suffer 2 points to their AW when ramming.
Movement (MV): The total number of inches a vehicle can
move in a single turn. Easily Maneuverable
Equipment: Any special equipment that a vehicle may Vehicles that are easily operated and have great control
have. are considered Easily Manoeuvrable. Vehicles with this
special ability gain a +1 to all 'evade' rolls.
Special Abilities: A list of any special features that a vehicle
may have.
VEHICLE TRAITS
Air Tight
Noisy
48