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Game Rules

Welcome to the grim times of the War Then they assemble the miniatures needed
Against the Machines, set in the ravaged for the scenario they are going to play (for
wasteland left after the nuclear holocaust advice on assembling your models, go to the
of Judgment Day. The Human Resistance, River Horse website: www.riverhorse.eu).
led by legendary John Connor, is locked in a
desperate conflict against the implacable, The Play Mat: Open the play mat and
pitiless machines controlled by Skynet. place it on the table on the side showing
the rubble-littered battlefield.
This booklet presents the basic rules of
Terminator Genisys, the Miniatures Game, Terrain Features: The terrain for the
followed by a few missions for the players battlefield is included on the punch-sheet
to enjoy. We recommend beginning with the in the Terminator Genisys game.
simple Scenario 1 – Firefight (page 13) to
familiarize yourself with the rules. Movement and Range Templates:
Cardboard templates are used to measure
The Terminator Genisys game is designed for both the models’ movement and their
two players to pit their forces of miniatures effective firing range. These templates
against each other in tactical combat. are included on the punch-sheet in
Games of more than two players are possible the Terminator Genisys game. Note
with players dividing into two teams and each that players are allowed to use these
player controlling one or more models. templates to measure distances on the
gaming surface at all times.

Game Components Markers: The Terminator Genisys game


makes use of counters, which are used,
Terminator Genisys Miniatures: for example, to mark when models
The players choose one side each – the activate. These counters are included on
Human Resistance or the game punch-sheet.
Skynet’s Machines.

The Wasteland play mat,


with miniatures, terrain features,
templates, markers and dice from
the Terminator Genisys game set.

1
Dice Stat-lines
Polyhedral Dice The Terminator Genisys game is played
The Terminator Genisys game uses colored using plastic miniatures that represent
polyhedral dice to determine the outcome the warriors of the two factions. Each
of events. Following is a list of the dice miniature has a Stat-line that describes
used in the game and the notations we its abilities, strengths and weaknesses on
use when referring to them. Note that the battlefield. For example:
the dice are color-coded to make it easier
to recognize them. Resistance Soldier
Skill Armor Resolution Special
D20 – the blue twenty-sided die
D6
D6 4+ D8
D8 –
generates numbers from 1 to 20.
Icon: D20
Let’s examine these Stat-line terms in
D12 – the black twelve-sided die detail:
generates numbers from 1 to 12.
Icon: D12 Skill
This defines how skilled the warrior is at
D10 – the purple ten-sided die attacking with his or her or its weapons.
generates numbers from 1 to In game terms, it shows the type of dice
10. The zero on one of its faces rolled to attack with the model’s weapons.
normally counts as a ten. The better the dice, the higher the
Icon: D10 chances of scoring a hit on the target.

D8 – the yellow eight-sided die Armor


generates numbers from 1 to 8. This is a measure of how well-protected a
Icon: D8 warrior is against the weapons of the enemy,
how tough his hide or how effective his battle
D6 – the green six-sided die armor. In game terms, it literally is the
generates numbers from 1 to 6. number the enemy will have to equal or beat
Icon: D6 in order to score damage on the model – this
means that the higher the Armor value, the
D4 – the red four-sided die tougher the model is going to be.
generates numbers from 1 to 4. It
is slightly different from the other Resolution
ones, as the result of a roll is This represents the level of training,
shown by the number that is facing courage or ferocity that governs the
‘the right way up’ on all of its faces. warrior’s behavior and conduct under fire.
Icon: D4 In game terms, it shows the type of dice
rolled to determine whether the model will
Fate Dice continue to fight, hesitate or retreat. The
Fate Dice are six-sided dice, but better the dice, the higher the chances of
unlike normal six-sided dice, they the model standing its ground.
have the following results on their faces:
1, 1, 1, 2, 2, Fate. Fate dice are used for Special
determining the number of models that This is a list of any special abilities that
activate at the same time, as explained on explain the way in which this warrior
the following page. makes exceptions to the normal rules.

2
The Game Turn

The Game Turn side is going to have the Tactical Edge


for the turn. Having the Tactical Edge is
A game of Terminator Genisys is played very useful and can be decisive in some
in turns. During a turn the players first situations, as the player with the Tactical
determine who has the Tactical Edge for the Edge will decide who begins to activate
turn, then they alternate activating a small models in that turn.
number of models on their side, moving
them and opening fire against the enemy. Impulses
Once all of the models in both players’
forces have acted, that turn is over. The Fate Roll
turn sequence is broken down as follows: The player with the Tactical Edge for that
turn must decide which side is beginning
• Tactical Roll-off to activate their models. The player he
The winner of this roll-off has the designates picks up the Fate die and rolls
Tactical Edge for this turn. it. The Fate die will determine how many
Activation markers he can take from the
• Impulses Activation markers pool. The Activation
1) Fate Roll – A player (decided by the player markers pool is simply a stack of these
that has the Tactical Edge), executes an counters that is normally kept in an out-
impulse – rolling a Fate die and receiving a of-the-way corner of the table.
‘hand’ of activation markers.
The Fate die has three faces showing a
2) Plan Activations – That player places 1 – the player receives a single activation
all activation markers from his marker; two faces showing a 2 – the player
hand, with the green ‘Ready’
side (see right) up, next to the
models he wishes to activate.
! receives two activation markers; and one
face showing a FATE symbol. If the FATE
symbol is rolled, the player receives no
If the player has more than one marker, activation markers and the Fate die is
he chooses the models he wishes to passed over to the opponent! Note, however,
activate in that impulse and places a that Commanders can use their leadership
marker next to each model. abilities to override this result and keep their
forces going. See page 11 for these rules.
3) Execute Activations – That player
executes the activation of After rolling the Fate die, the player takes
each of his models in any order
he likes, turning the ‘Ready’
X that number of Activation markers from
the pool to form a ‘hand.’ Each marker
marker to the red ‘Done’ has two sides – a green ‘Ready’ side and
side (see right) as he finishes each a red ‘Done’ side. Their use will become
activation. The impulse is over. apparent in the following rules.

4) The other player executes an impulse, Plan Activations


repeating steps 1, 2 and 3. After forming his hand of markers (normally
one or two), the player places each marker,
5) Players continue to alternate executing with the ‘Ready’ side up, next to the
impulses this way until all models in both model(s) he is going to activate in the next
players’ forces have been activated. step. Markers must be placed next to
models that have not yet activated this
• End Turn turn (i.e., normally models that do not have
Remove one ‘Done’ marker from each a Done marker next to them).
model and place them all back in the
pool of activation markers. Execute Activations
Having placed all of the markers from his
hand, the player proceeds to activate
The Tactical Roll-of f
the models that are ‘Ready’. This is
At the start of every turn, the players done one model at a time, executing all of
roll off using a D8 to determine which the model’s actions before moving on to

3
the next model. When activated, models special rule can help remove more counters
can normally move and then attack the from friendly models – see page 11. At this
enemies, as described later in the rules. point the victory conditions of the scenario
being played are normally checked to see if
After executing a model’s activation, either side has won and/or if the game ends
the player flips over the ‘Ready!’ marker because the turn just played was the last.
to show the ‘Done’ side and leaves the
marker next to the model. This shows that
the model has been activated and can do
nothing else for the rest of the turn, and
Moving
is an important reminder for both players. The fighters and vehicles in the Terminator
Genisys game maneuver across the
Switchovers battlefield to engage the enemy at the
Once a player has finished activating all optimum range of their weapons and to
‘Ready’ models, his activation impulse accomplish their missions. The models
is over. His opponent then executes an representing them are moved around the
impulse of his own – he rolls the Fate die, tabletop using movement templates.
takes the appropriate number of markers,
places them and then proceeds to activate Making a Normal Move
his models, just as described above.
Once he has finished with his models’ When moving a model, the player simply
activations, his impulse is over and the places the ‘walk’ template in contact with the
first player will repeat the same procedure model’s base, and then places the model’s
with another impulse. The players continue base in contact with the other end of the
alternating impulses like this until one of template, or indeed with any other part of the
the players has activated all of his models. template (as shown in the diagram below).

Last Activations Diagram 1 - Making a Normal Move


After one player has finished activating
all of his models, his opponent no longer
needs to roll to see how many activation
markers he receives. He can simply place a
‘Ready’ counter next to all of his remaining
models. Even though this is not absolutely
necessary, it is still be a good idea to place You can freely measure movement
the markers and turn them on to their in several directions by rotating the
‘Done’ side as the models are activated. template around the model’s base, and
This will help the player remember which of then decide in which direction the model
his models have not acted yet this turn. is moving. This represents a humanoid
moving at walking speed, leaving enough
time to take a snap shot at the enemy.
Turn End
Once both players have finished activating Making a Double Move
all of their models, the turn is over – remove
one ‘Done’ marker from each model. In Players can decide that a model spends
addition, models with the Commander its entire activation moving quickly,

CRAWL WALK
Crawl template Walk template
Run template

RUN

4
Moving

without stopping to use its ranged table, or an unmarked area of the gaming
weapons. In this case the player uses mat, is classified as Open. Open terrain
the longer ‘run’ template instead of the does not affect movement at all.
walk template. The drawback of this
faster move is that the model is unable The opposite of this is Impenetrable
to Attack with ranged weapons as part of terrain, which blocks all movement and
the same activation. forces models to go around it.

Lastly, terrain can be Difficult, which


Moving Through Models
slows down movement. If a model’s move
Models can move through friendly models, crosses an element of Difficult terrain
just as if they were not there, as in in any way, that model’s move cannot be
reality they would be brushing past their a Double move, but must be limited to a
comrades unopposed. It is important Normal move or slower.
to remember, however, that at the end
of its move, a model’s base cannot end It is assumed that the edge of the playing
overlapping that of other friendly models. area is Impenetrable terrain, except for
when a rule specifically allows models to
Diagram 2 - Moving move in or out of the playing area.
Through a Friendly Model

Types of Terrain
In the Terminator Genisys game there are
several different types of terrain, but the
two most common ones are Barriers and
Enemies, on the other hand, are not likely to Zones of Dense Terrain.
let your troops move past them unhindered.
Movement templates must be placed so that Barriers
they do not overlap enemy models’ bases at Barriers are the simplest terrain to
any point. Moving models cannot end their describe and play with. They are normally
move in base contact with enemy models. The single pieces of terrain, representing a
bases of enemy models, or the enemy models real-life object or natural feature with very
themselves if they have no bases, are treated well-defined borders. Examples of these
as impenetrable terrain as explained below. are: a single boulder, a section of wall, a
pile of crates and/or barrels, a single large
Diagram 3a - Moving Past Enemy Models tree or bush, a burned-out car, etc.

The important thing to remember is that


models cannot end their move inside/over
a barrier. The model is next to, in front of,
or behind a barrier, but cannot be ‘in’ it.

Diagram 3b - Moving Past Enemy Models Barriers are difficult terrain – this
assumes that troopers must slow down
to vault or clamber over them.

Zones of Dense Terrain


This type of terrain delimits a certain area
of the battlefield that models can enter,
but that affects their movement and
line-of-sight. Zones of dense terrain are
difficult terrain, assuming that combatants
Terrain
will be slowed down by having to make their
Effects of Terrain on Movement way through the obstructing elements,
All flat, unobstructed, firm ground, which like undergrowth, trees, boulders, piles of
is normally represented by the gaming rubble, etc.

5
Attacking close combat weapon (even if it’s just
their fists!), and most models also carry
Fighting is at the center of the Terminator one or more ranged weapons.
Genisys game. This section deals with
the various lethal ways the models can In order to attack, a model needs to have
eliminate each other on the tabletop. line-of-sight to at least a part of the target
model, and needs his weapon to be in range
of the target. The model can only attack if
Moving and Attacking
both of these conditions can be met.
Normally, as part of their activation, models
can move and then attack. Note that models Line-of-Sight
cannot normally attack and then move. Also, To determine whether an attacking model
keep in mind the following exceptions: has line-of-sight to a target model or not,
Terminator Genisys uses a top-down approach
• If an activating model executes a Double that makes use of the models’ bases and
move, it cannot attack with ranged intervening terrain to determine whether they
weapons, but it can attack with close can be seen and how much cover they get.
combat weapons (see page 8). A good
run is often an effective way to prepare Therefore, to determine whether an
a melee attack! attacking model has line-of-sight to a
target model, the attacking player must
• If an activating model ends its move be able to draw a line from any point of the
within close combat range of one or attacking model’s base to any point of the
more enemies, it cannot attack with target model’s base. It is convenient to
ranged weapons, but it can attack with do this using one of the range templates.
close combat weapons (see page 8). So, If it’s impossible to draw this imaginary
if you want to use your ranged weapons, line without crossing any barrier, dense
back off to safety where no enemy is terrain zone or other model’s base, the
within close combat range! line-of-sight is blocked and the model
cannot see the target. If a model cannot
• Some weapons are cumbersome to the see any targets, it cannot attack.
point that they require the model to remain
stationary in order to fire them, but when Zones of dense terrain and other
this is the case, it will be clearly labeled in models’s bases (friends and enemies)
the weapon’s Stat-line (see page 12). block line of sight. Note that the
barriers included in the set do NOT block
line of sight.
Attack Sequence
When a model attacks, the players follow Diagram 4 -
the sequence below: Line-of-Sight A

• Choose weapon and target


• Attack rolls Barricade
• Take cover saves
• Damage rolls
• Resolution tests
1 D
B
2
Choosing Weapons C
and Targets
Resistance soldier 1 is choosing a target.
The model that has been activated will Endoskeleton A is visible (though the barrier
choose a single enemy model as its target. will provide cover). Endoskeleton B is visible.
Models can normally use a single weapon Endoskeleton C is visible. Endoskeleton D
in the Attack. Weapons are either ranged is not visible because Endoskeleton B is
obscuring it completely, so it cannot be
weapons or close combat weapons (see chosen as a target.
page 12). Normally every model has a

6
Attacking

• Occupying Dense Terrain. If a model’s Diagram 6 - Friends A


base is completely inside a zone of in the Way
dense terrain, that model is said to
be occupying that zone of terrain. 4
Enemies can now draw line-of-sight to
3
the model across the zone of dense
terrain it is occupying.
1 B
2
Diagram 5 - Occupying
Dense Terrain A Endoskeleton 1 is choosing a target. Soldier A
is a valid target. Soldier B is not a valid target
because Endoskeleton 2 is in the way.

B Range
In the Terminator Genisys game, the
distance between the attacking model and
the target model can fall into one of the
1 C following ranges, as represented by the
range templates (pictured below):
Resistance soldier 1 is choosing a target. The
• Close Combat range (close combat
Zone of Dense Terrain is Size 2. Endoskeleton
A is not visible. Endoskeleton C is also not weapons)
visible (it’s not completely inside the dense • Point Blank range (ranged weapons)
terrain). Endoskeleton B is visible and can be • Short range (ranged weapons)
chosen as a target. The opposite is true – • Long range (ranged weapons)
Endoskeleton B is the only enemy that could
draw line-of-sight to Resistance Soldier 1.
When you need to see what range your
target is at, place the shortest template
Friends in the Way! you can use in contact with the firing
If it is possible to draw a line from any model base, and overlapping the target
point on the attacking model’s base to model’s base. The shorter the template
any point of the target model’s base so you can use, the better your chances of
that the line crosses a friendly model’s hitting the target, as described below.
base, the attacker cannot attack the Note that you can freely measure range
target model – the risk of hitting friends (and line-of-sight) to several targets and
is too great (even for a machine!). In other then decide which you are going to attack.
words, the attacker needs a ‘corridor of
fire’ free of friendly models between its Attack Rolls
base and the target’s.
Once the player has determined that his
Conveniently, this corridor is as wide as a model can attack, and the result it needs
range template (see Diagram 6). to be able to hit the target, he checks
that model’s Stat-line and rolls the
On the other hand, if the intervening correct Skill die. Note that some weapons
models are enemies the attacker can fire may allow the model to roll more than one
at will. If they get in the way, no problem! die. When this is the case, it will be clearly
indicated in the ROF
(Rate of Fire) column of
the weapon’s Stat-line.
3+
4+
Close Combat Point Blank range template
range template
Short Range range template

5+

7
For example: a plasma gun fires 2 shots, Long Range: 6+
so the model rolls 2 dice. This simply If the target model is further away than
means that instead of rolling a single Skill Short range, the player needs to roll a 6 or
die when attacking with that weapon, more to hit.
the model rolls a number of dice equal to
the ROF of the weapon being fired (see Taking Cover Saves
Weapon Stat-lines, page 12).
After determining the number of hits
The number needed when rolling the Skill die caused on the target model, the player
for the Attack to hit its target depends on that controls it has a chance of negating
the distance between the attacking model the hit by taking ‘Cover Saves’ (or ‘Saves,’
and the target: for short). Saves represent the chance
of something having stopped the attack
Close Combat Range: 3+ before it actually had a chance of hitting the
If the model is attacking with a close target, like a tree, rock or another fighter.
combat weapon (i.e. weapons whose range
is defined as CC in their stat-line), and Models are normally considered to be in
the target model is within Close Combat cover, as the warriors always tend to lie
range, the player needs to roll a 3 or more low and to minimize the amount of time
to hit. This range is used exclusively for they are exposed when standing up and
close combat weapons like knives or fists moving from one cover to the next. Don’t
– it is assumed that the attacker quickly be fooled by the fact that a wargame’s
closes in to attack then immediately steps battlefield might look flat and featureless –
back to a relatively safer distance. in reality the ground is far more varied and
undulating, making it very difficult to have
Point Blank Range: 4+ a completely clear shot at enemies that
If the target model is within Point Blank are keeping their heads down and are not
range, the player needs to roll a 4 or more very, very close to the firing soldier.
to hit.
In order to save his models from being hit,
Short Range: 5+ the player normally rolls a D6 and needs a
If the target model is further away than roll of 4 or more. If the result is 4+, the
Point Blank range, but within Short range, hit is negated. If the result is 3 or less,
the player needs to roll a 5 or more to hit. the hit is applied to the models, and the

Diagram 7a - Cover

1 A

Endoskeleton 1 fires at Resistance soldier A, which is within Short range of it. There are no
intervening models or pieces of terrain so the target is in the open. Note that Resistance soldier
B is at Long range from the Endoskeleton, so automatically counts as being in cover, despite
there being no intervening models or terrain.

Diagram 7b - Cover

1 A
B
Endoskeleton 1 fires at Resistance soldier A, which is within Short range of it. It is possible to
draw a line to target A’s base through an enemy model’s base, so the target is in cover. If A passes
its save, B will be hit instead (see the rules for cover from comrades, opposite)

8
Attacking

Diagram 7c - Cover

1 A
Barrier

Endoskeleton 1 fires at Resistance soldier A, which is within Short range of it. It is possible to
draw a line to target A’s base through the terrain, so the target is in cover.

Diagram 7d - Cover
B

1 A

Endoskeleton 1 fires at Resistance soldier A, which is within Short range of it. It is possible to
draw a line to target A’s base through the terrain and through Resistance soldier B, so the target
is in cover. Note that if A passes its save, B is is NOT hit instead.

firer will then roll to damage (see Damage Exceptions


rolls, page 10). • Firing Out of Occupied Cover. Models
whose bases are completely inside a zone
In the Open of dense terrain are said to be occupying
A model can be in the unfortunate that zone of dense terrain. These models
position of being ‘in the open’ – a model always ignore the zone of dense terrain
that is ‘in the open’ does not get a cover they are occupying when drawing line-of-
save. Only models targeted by ranged sight to targets that are not occupying
weapons at Short range and Point Blank that terrain. They are taking advantage of
range can be ‘in the open.’ At Long openings in the cover that allow them to
range, the undulation of the terrain is fire at models caught in the open.
enough to provide cover. Models are
always ‘in the open’ when attacked at • Firing Over an Adjacent Barrier.
Close Combat range. Similarly, an attacking model always
ignores an intervening barrier if it is in
A target is considered ‘in the open’ if it is base contact with it. Often this situation,
possible to draw a line-of-sight between which is best exemplified with taking firing
any point of the attacking model’s base positions behind a low wall, is perfect for
and any point of the target’s base so that the attackers, who benefit from the cover
this line does not cross any other model’s when fired at and can rest their weapons
base or any piece of terrain – basically, the on the solid terrain when returning fire.
target has nothing to take cover behind,
and the firer has a completely clear shot Most of the time, it is going to be
at Point Blank or Short range. perfectly clear whether or not a model
is in the open. In the very rare cases
Note that barriers do provide cover, when the situation is so unclear that the
though they do not block line-of-sight. players cannot decide, roll a die for it.

Diagram 8 - Firing Out of Occupied Cover

1 A

Resistance soldier 1 fires at Endoskeleton A, which is within Short range of him. He is occupying
the zone of dense terrain he is firing through, so ignores it when determining whether the target
is in cover; therefore the target counts as being in the open.

9
Diagram 9 - Firing Over An Adjacent Small Barrier

1 A

Resistance soldier 1 fires at Endoskeleton A, which is within Short range of him. He is in base
contact with the barrier that he is firing over, so ignores it when determining whether the target
is in cover; therefore the target counts as being in the open.

A Resolution test is taken by rolling the


Damage Rolls
model’s Resolution die and checking the
After discarding all of the dice that have chart below:
scored a miss and those that have been
saved, the player must roll to determine
whether the remaining hits will cause Resolution Test Chart
damage on the target or whether the Die Result Effect
armor or natural resilience of the target
will manage to protect it from harm. For 6+ No effect
each hit scored and not saved, the player 2-5 Reeling
checks the weapon’s Stat-line and rolls 1 Retreat!
the correct Power die (see Weapon Stat-
lines, page 12).
Heavy Weapons
The result of the die is then compared versus Resolution Tests
with the Armor value of the target, which Some weapons pack a lot more punch than
is a number varying from 3+ (normal your normal hand gun or even of a plasma
clothes) to 9+, 10+ or even higher for rifle. In gaming terms, this includes
some heavily-armored battle tanks. anything with Power D10 or more, which
we refer to as a ‘Heavy Weapon.’
If the die result is equal to or higher
than the target’s Armor value, the hit If a model is hit by a heavy weapon and not
scores a point of damage on the target. destroyed, its Resolution for the ensuing
Normally, a model that suffers a point of Resolution test is degraded by one step.
damage is removed. For example, if an endoskeleton is hit by
a weapon with Power D10 or higher, and
If the result is lower than the Armor value is not destroyed, it will roll a D12 for its
of the target, the attack has not hurt Resolution test rather than its normal
the target – it might have lightly wounded Resolution value of D20 .
it, grazed it or stunned it, but it was not
enough to terminate it. The model will Failed Resolution Test – Retreat!
have to take a Resolution test to continue In extreme circumstances, a human might
fighting, as described below. decide that the situation is hopeless and it is
time to fall back to base, while a Machine might
Resolution Tests have a severe malfunction and temporarily shut
down to run extensive diagnostics.
Models must immediately take one
Resolution test per damage roll that they If a model rolls a 1 for its Resolution test,
have just survived. the model is removed from the game and
counts as destroyed.
For example, if a model suffers two hits
from the fire of an enemy model, and Failed Resolution Test – Reeling
they both fail to damage it, it will have to If a model takes a hit from enemy fire, and
immediately take two Resolution tests. survives, it might still be impaired by the

10
Commanders

effects of the hit. A Human might begin to


hesitate, waver or could simply be stunned
Commanders
or wounded. A Machine could be knocked Without their resolute leaders, the human
over by the force of the blast or suffer some Resistance would be easily picked apart by
minor damage that needs a minute or two Skynet. And only the super-efficient plans
to be repaired, or for a system re-boot. orchestrated by the best AIs can turn the
relatively predictable endoskeletons into
If a model rolls a 2-5 for its Resolution test, an effective fighting force.
the model is Reeling – if the model already
had ‘Done’ markers on it, it simply receives Models with the Command (n) special rule
one more. If it did not have any Done are called Commanders and said to have
markers, it receives two. This way, Reeling ‘a Command value of n.’ They have the
models are easily recognizable, as they are following abilities, which work on all visible
marked with two or more ‘Done’ markers. friendly models within command range,
except for other Commanders. Command
Reeling models are not in a position to range is normally the same as point blank
threaten nearby enemies, so enemy range (i.e. walk template).
models that end their move within close
combat range of a reeling model are not Come With Me If You Want To Live
forced to use their close combat weapons When you assign a Ready marker to
(unless, of course, they are also within this model in the Plan Activations step
CC range of another enemy that is not of an impulse (as per the normal rules),
reeling). Instead, they can use their you can immediately take a number of
ranged weapons as normal if they wish. additional markers from the pool up to its
Command value, (n). You can then assign
Also, the consequence of having two or these markers to any visible friendly non-
more ‘Done’ markers is that the model will commander models without Ready or Done
not be able to do anything this turn. And, markers within command range.
as models only lose one Activation marker
at the end of each turn, it will be unable No Fate But What
to do anything in its following turn, or We Make For Ourselves
turns. But don’t worry; your Commanders When you roll a Fate result for the Fate
can help models to get rid of extra ‘Done’ roll to determine how many activation
markers faster than this (see below). markers you get, you can select one (and
only one!) of your Commander models
Finally, a reeling model is more vulnerable currently without Ready or Done markers
to enemy attacks at Close Combat range – this Commander will use sheer force
– see ‘Hasta la vista, baby!’ below. of will to override Fate. You immediately
take a number of markers from the
“Hasta la Vista, Baby!” pool up to the model’s Command value,
During the desperate fighting of the War assign the first one to the Commander
Against the Machines, both sides are equally itself, and the remaining ones (if any)
adept at dispatching wounded or stunned to any visible friendly non-commander
enemies – no quarter is given, or expected. models without Ready or Done markers
within command range.
If one of your models is within CC range
of a reeling enemy model, and not in CC On Your Feet, Soldier!
range of any other enemy models, your In the End Turn phase, after one Done
model is free to attack the helpless reeling marker has been removed from all friendly
enemy using either a close combat weapon models, the Commander can remove
or a ranged weapon. This is resolved as additional Done markers from any visible
normal, except that hits are scored on friendly models within command range
2+ rather than 3+/4+. Also, no cover that still have Done markers (including
saves are allowed, and the weapon used other Commanders, though not him/
to attack counts as a Power D20 heavy her/itself), up to a total number of Done
weapon – Hasta la Vista, Baby! markers equal to its Command value.

11
Weaponry A Close Combat weapon is not a ranged
weapon, and can only use the Close
Much like models, weapons have their Combat template. Remember that close
own Stat-line. Below is an example of combat weapons can be used even if the
perhaps the most common weapon in model has made a Double move, and always
the War Against the Machines, the ignore cover saves. Remember also that if
plasma rifle. there is an enemy model (except for reeling
enemies) within CC range, your model can
Weapon Range ROF Power Special only use Close Combat weapons to attack.
Plasma Gun Long 2 D8
D8 –
ROF
Let’s examine each of the Stat-line terms A weapon’s Rate Of Fire is the number of
in detail: Skill dice that are rolled by the attacking
model when it uses that weapon to attack.
Range
This is the weapon’s maximum range – Power
either Long, Short or Close Combat. This is a measure of how powerful the
weapon is – its stopping power and armor
Long and Short ranged weapons are penetration virtues. It is the die rolled to
Ranged Weapons. damage any target hit by the weapon; so the
higher the number, the better the weapon.
• A Long Range weapon is a ranged
weapon that can use the Short Range Special
or Point Blank templates, but can also Any additional rules that characterize the
engage targets at Long Range. weapon further are listed here.

• A Short Range weapon is a ranged Weapons’ Special Rules


weapon that can use the Short Range
or Point Blank templates. See the Reference sheet.

Is Fate Set? Or Can We Change


Our Destiny? - Enter TDD Tactics
The Terminator Genisys game assumes that players are making use of Temporal Displacement
Devices to alter the course of past events and thus influence the future, which is
their present… trust us, it’s complicated.

Both players have one TDD agent on standby, represented by a TDD counter
from the punchboard – see right.

Once per game, after ANY polyhedral die (i.e. not the Fate die) is rolled, by either D8

player, you can declare you are using your TDD tactic to send your agent into the
past and alter the events triggered by the roll. The die is rolled again, ignoring the
first result – the second result applies, even if worse!

Note that it’s absolutely mandatory for you to come up with an explanation (no matter how far-
fetched) about the mission and its objective. For example: “I’m sending my Resistance agent in
the pre-Judgment Day past to train this young army cadet in the use of the rocket launcher,
in order to increase his chances of hitting the target at this crucial moment.” Or “I’m sending
my infiltrator into the past to find out what this guy with the rocket launcher’s dad looked like.
That way I can make sure this terminator looks like his dad, and that will make him hesitate at
the right moment!”

Note that the opponent is perfectly entitled to contest this by also using his TDD tactic, sending
his own agent into the past to try to stop your agent. Alternatively, the opponent can decide
to let your agent go and save his own agent for later use, allowing you to re-roll unmolested.

If the opponent decides to contest this, both players send their agents into the past and a
desperate struggle ensues – the players roll off using a . The winner of this roll-off kills the
D8

enemy agent and decides whether the re-roll proceeds or is stopped.

12
Scenario 1 - Firef ight

Scenario 1
Firef ight
Assemble
Forces
Machines
• 1 x Endoskeleton
armed with
Terminator claws
and plasma gun.

Resistance
• 3 x Resistance
soldiers, with
combat knives and
plasma rifles.

Place Terrain
Players set up the terrain as shown on has a small ‘bone’ icon in each of the
the map (right). places where you deploy the models.

Mission: Survive Begin the Game


The player that destroys all enemy models Once the forces have been set up, the
wins the game. players begin Turn 1 of the game with the
first Tactical roll-off.
Set-up
Players set up their models as shown Game End
on the map (see top-right). If you look The game ends when only one player has
carefully, you’ll notice that the play mat models left, in which case he wins the game.

Scenario 2 • 2 x Resistance soldiers, with combat


Hold Your Ground knives and rocket launchers (AT).

Larger Games
Assemble Forces Players can agree to play with even
Machines larger forces, of course, if they have
• 10 x Endoskeletons armed with extra models (which can be purchased
Terminator claws and plasma guns. separately). Keep the balance of forces
roughly in the proportions given here,
Resistance unless you want to make it easier or more
2
• 1 x Resistance Commander, difficult for one side!
which is a Resistance Soldier
with a combat knife and plasma Place Terrain
rifle, who has the Command 2 special Players set up the terrain as shown on
rule (place a ‘Command 2’ marker (see the map overleaf. Players can agree to
right) next to the model, to show this). move the terrain around as they like.

• 11 x Resistance soldiers, with combat Mission: Survive


knives and plasma rifles (or shotguns, or You can simply play this game until only
assault rifles). one player has models left, in which case
he wins the game. Or you can instead
• 2 x Resistance soldiers, with combat decide you want to play the Mission
knives and grenade launchers. overleaf: Hold the Objectives.

13
another marker. If it
becomes impossible
to place markers,
any further markers
are discarded.

After game end, the


players determine
how many objectives
they control. The
player with the most
objective markers
wins. If they hold
the same number of
objectives, the game
is a draw.

To hold an objective,
Mission: Hold the Objectives. a player must have a model within crawl
Before setting up the models and distance of the marker, and there must
deciding on which side the players will be be no enemy models within crawl distance
playing from, each player rolls a D4 and of the same marker. If either of these
takes that many Objective markers. The conditions is not met, that objective is not
player with most objective markers (or a held by any player.
randomly determined player if they have
the same number) will begin to place one Set-up
of his Objective markers on the playing The players roll off and the winner chooses
surface. Then his opponent does the which long table edge belongs to him.
same, and they keep alternating until The opponent gets the opposite long
both players have placed all of their table edge. The winner of the roll-off then
Objective markers. Objective markers can places one model anywhere up to one
be placed anywhere on the playing surface crawl template away from his own table
more than a run template away from edge (see map). The opponent does the
same. Then the first player places another
model, and the two keep alternating until
all models have been set up.

Begin the Game


Once the forces have been set up, the
players begin Turn 1 of the game with the
first Tactical roll-off.

Roll for Game End


At the end of the fifth turn of the game,
the player with the Tactical Edge rolls a
D4 . If the result is 4, the game ends.

If the game continues, at the end of the


sixth turn, the player with the Tactical
Edge rolls a D6 . If the result is 4 or more,
the game ends.

If the game continues, at the end of the


seventh and following turns, the player
with the Tactical Edge rolls a D20 . If the
result is 4 or more, the game ends.

14
Scenario 2 - Hold Your Ground

Scenario 3 like having two Cyborg infiltrators, if


Inf iltrator! they have extra models (which can be
purchased separately). Keep the balance
A Terminator, clothed in living flesh and of forces roughly in the proportions given
disguised as a Resistance fighter, has here, unless you want to make it easier or
infiltrated a human hideout. As soon as more difficult for one side, of course!
the Terminator’s presence is revealed, it
lets rip with its plasma rifle, seeking to Terrain
utterly eliminate the humans. Set up the play mat with the Underbase
side face up. The defender then places
This narrative scenario is designed to two barriers across any corridor. No other
be played on the Underbase side of terrain is used in this scenario, unless the
the play mat. The Underbase includes players agree otherwise.
corridors, small rooms and four large
rooms that have specific roles in the Objectives
scenario objectives and special rules: the Resistance
Armory, Sick Bay, the Power Plant and the The Resistance player’s objective is to
Command Center. See the map below. either destroy the Cyborg Infiltrator or stop
the opponent from achieving his objective.
Assemble Forces
The Machines player is the attacker. The Machines
Resistance player is the defender. Seek and Destroy. An item of immense value
to the Resistance is hidden somewhere in
Machines the base. It must be destroyed.
• 1 x Cyborg Infiltrator – this is the same
as an endoskeleton, except that it is The defender places the eight Objective
armed with Terminator claws and a markers in a room (not corridor) within the
plasma rifle. Use an appropriately-armed base - you can’t place an Objective marker
Resistance soldier model to represent it. in a room that already has one.

Resistance Make sure no one sees the numbers on


• 1 x Resistance Commander, which is a the underside of the markers while placing
Resistance Soldier with a combat knife and them – these numbers must remain
plasma rifle, who also has the Command 2 hidden until revealed. The markers cannot
special rule (place a ‘Command 2’ marker be moved during the game. Roll a D8 after
next to the model designated as the all the markers have been placed. This is
leader, to identify him as such). the Objective number – note this down.

• 8 x Resistance
soldiers, each with
a combat knife and
Armory
plasma rifle (or
Power
shotgun, or assault Plant
rifle). Three of the
soldiers also have
Entrance
Main

a sniffer dog (use


the Sniffer Dog
ments Area

markers to
Reinforce-

represent
these (see
right)).

Larger Games Command Sick


Players can agree Center Bay
to play with larger
forces, of course,

15
As soon as one of your models touches an the Resistance player only gets to make
Objective marker, you can reveal its number. a single Fate roll before the turn is over. If
If that number is equal to the Objective the Terminator cannot be activated that
number, your model has found and destroyed turn (Done or Reeling), the Resistance only
the item it was searching for, and you win the gets a single Fate roll per turn.
game. Otherwise discard the marker, and you
must continue looking for the objective. The Armory. Any Resistance model that
begins its activation within the Armory (see
Deployment scenario map) can immediately end its turn
Resistance and gain a Done marker to swap its plasma
Starting with the defender, each player rifle for a rocket launcher (AT) or a grenade
takes it in turn to place one Resistance launcher – replace with an appropriate
model that has not yet been placed in any model. Note that this can only be done up to
room on the play mat. Only one model can four times during the game – two grenade
be placed in each room. After all available launchers and two rocket launchers. Models
Resistance models have been placed, the cannot re-arm themselves if the Armory is
defender can give any three of them a destroyed (see below).
Sniffer Dog marker.
Ka-boom! If a rocket launcher is fired at
Machines a target within the Armory or the Power
The Cyborg Infiltrator is placed at the Plant, roll a Fate die. If a Fate result is
main entrance, anywhere within the area rolled, the explosion sets off the ammo
highlighted on the scenario map. It has not stored in the Armory or the fuel stored in
yet been revealed as a Terminator. the Power Plant. Roll to damage all models
within the room at Power D20 , and if they
Game End survive, they need to take a degraded
The game lasts until one side achieves Resolution test as normal.
its objective.
The Sick Bay. Any Resilient Resistance
Special Scenario Rules model that begins its turn in the Sick Bay
Walls. Walls block line-of-sight and count can end its turn and gain a Done marker
as Impenetrable terrain. to attempt to patch itself up using the
medical supplies in the room. It rolls a D6
One of Us. Until it is revealed, a Cyborg and if it scores a 4 or more, it heals one
Infiltrator is treated as a fellow human by point of Damage it has suffered.
the Resistance Soldiers, so it cannot be
attacked. When the Resistance player is
about to activate a model, the Machines
player rolls a die. If an odd number is
Want More?
rolled, the Machines player can control Want to play more new scenarios and exciting
that model (remember, models cannot missions, and expand the size and scope
attack friendly models). of your games of Terminator Genisys, the
Miniatures Game?
Terminator! Terminator! When the
infiltrator opens fire, or when a Resistance To download free new scenarios, visit the
model moves to within Close Combat range River Horse website:
of the infiltrator, or a model with a sniffer
dog gets to within Short range and line- www.riverhorse.eu/terminator
of-sight of it, the infiltrator is identified
and the alarm is raised. The ‘One of Us’
©2015, Skydance Productions, LLC.
rule above stops working and instead the Terminator© Genisys is a trademark of
‘Mayhem!’ rule below starts to apply. StudioCanal S.A. All rights reserved.
River Horse and River Horse Games are trading
names of River Horse (Europe) Ltd. River Horse,
Mayhem! After the Infiltrator is revealed, the River Horse logo, and all other related marks,
play continues as normal, except that every images and logos are either ®, TM and/or ©
2015 dependent upon territory.
turn after the Terminator is activated,

16

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