You are on page 1of 9

Game Rules

Welcome to the grim times of the War


Against the Machines, set in the ravaged
wasteland left after the nuclear holocaust
of Judgment Day. The Human Resistance,
led by legendary John Connor, is locked in a
desperate conflict against the implacable,
pitiless machines controlled by Skynet.
This booklet presents the basic rules of
Terminator Genisys, the Miniatures Game,
followed by a few missions for the players
to enjoy. We recommend beginning with the
simple Scenario 1 Firefight (page 13) to
familiarize yourself with the rules.
The Terminator Genisys game is designed for
two players to pit their forces of miniatures
against each other in tactical combat.
Games of more than two players are possible
with players dividing into two teams and each
player controlling one or more models.

Game Components
Terminator Genisys Miniatures:
The players choose one side each the
Human Resistance or
Skynets Machines.

Then they assemble the miniatures needed


for the scenario they are going to play (for
advice on assembling your models, go to the
River Horse website: www.riverhorse.eu).
The Play Mat: Open the play mat and
place it on the table on the side showing
the rubble-littered battlefield.
Terrain Features: The terrain for the
battlefield is included on the punch-sheet
in the Terminator Genisys game.
Movement and Range Templates:
Cardboard templates are used to measure
both the models movement and their
effective firing range. These templates
are included on the punch-sheet in
the Terminator Genisys game. Note
that players are allowed to use these
templates to measure distances on the
gaming surface at all times.
Markers: The Terminator Genisys game
makes use of counters, which are used,
for example, to mark when models
activate. These counters are included on
the game punch-sheet.

The Wasteland play mat,


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

The Game Turn

The Game Turn

Dice

Stat-lines

Polyhedral Dice

The Terminator Genisys game is played


using plastic miniatures that represent
the warriors of the two factions. Each
miniature has a Stat-line that describes
its abilities, strengths and weaknesses on
the battlefield. For example:

The Terminator Genisys game uses colored


polyhedral dice to determine the outcome
of events. Following is a list of the dice
used in the game and the notations we
use when referring to them. Note that
the dice are color-coded to make it easier
to recognize them.
D20 the blue twenty-sided die
generates numbers from 1 to 20.
Icon: D20
D12 the black twelve-sided die
generates numbers from 1 to 12.
Icon: D12
D10 the purple ten-sided die
generates numbers from 1 to
10. The zero on one of its faces
normally counts as a ten.
Icon: D10
D8 the yellow eight-sided die
generates numbers from 1 to 8.
Icon: D8
D6 the green six-sided die
generates numbers from 1 to 6.
Icon: D6
D4 the red four-sided die
generates numbers from 1 to 4. It
is slightly different from the other
ones, as the result of a roll is
shown by the number that is facing
the right way up on all of its faces.
Icon: D4

Fate Dice

Fate Dice are six-sided dice, but


unlike normal six-sided dice, they
have the following results on their faces:
1, 1, 1, 2, 2, Fate. Fate dice are used for
determining the number of models that
activate at the same time, as explained on
the following page.

D6
D6

Armor Resolution Special


4+

D8
D8

Tactical Roll-off

The winner of this roll-off has the


Tactical Edge for this turn.

Impulses

Resistance Soldier
Skill

A game of Terminator Genisys is played


in turns. During a turn the players first
determine who has the Tactical Edge for the
turn, then they alternate activating a small
number of models on their side, moving
them and opening fire against the enemy.
Once all of the models in both players
forces have acted, that turn is over. The
turn sequence is broken down as follows:

Lets examine these Stat-line terms in


detail:

Skill
This defines how skilled the warrior is at
attacking with his or her or its weapons.
In game terms, it shows the type of dice
rolled to attack with the models weapons.
The better the dice, the higher the
chances of scoring a hit on the target.

Armor
This is a measure of how well-protected a
warrior is against the weapons of the enemy,
how tough his hide or how effective his battle
armor. In game terms, it literally is the
number the enemy will have to equal or beat
in order to score damage on the model this
means that the higher the Armor value, the
tougher the model is going to be.

Resolution
This represents the level of training,
courage or ferocity that governs the
warriors behavior and conduct under fire.
In game terms, it shows the type of dice
rolled to determine whether the model will
continue to fight, hesitate or retreat. The
better the dice, the higher the chances of
the model standing its ground.

Special
This is a list of any special abilities that
explain the way in which this warrior
makes exceptions to the normal rules.

1) Fate Roll A player (decided by the player


that has the Tactical Edge), executes an
impulse rolling a Fate die and receiving a
hand of activation markers.
2) Plan Activations That player places
all activation markers from his
hand, with the green Ready
side (see right) up, next to the
models he wishes to activate.
If the player has more than one marker,
he chooses the models he wishes to
activate in that impulse and places a
marker next to each model.

3) Execute Activations That player


executes the activation of
each of his models in any order
he likes, turning the Ready
marker to the red Done
side (see right) as he finishes each
activation. The impulse is over.

4) The other player executes an impulse,


repeating steps 1, 2 and 3.
5) Players continue to alternate executing
impulses this way until all models in both
players forces have been activated.

End Turn

Remove one Done marker from each


model and place them all back in the
pool of activation markers.

The Tactical Roll-of f


At the start of every turn, the players
roll off using a D8 to determine which

side is going to have the Tactical Edge


for the turn. Having the Tactical Edge is
very useful and can be decisive in some
situations, as the player with the Tactical
Edge will decide who begins to activate
models in that turn.

Impulses
Fate Roll

The player with the Tactical Edge for that


turn must decide which side is beginning
to activate their models. The player he
designates picks up the Fate die and rolls
it. The Fate die will determine how many
Activation markers he can take from the
Activation markers pool. The Activation
markers pool is simply a stack of these
counters that is normally kept in an outof-the-way corner of the table.
The Fate die has three faces showing a
1 the player receives a single activation
marker; two faces showing a 2 the player
receives two activation markers; and one
face showing a FATE symbol. If the FATE
symbol is rolled, the player receives no
activation markers and the Fate die is
passed over to the opponent! Note, however,
that Commanders can use their leadership
abilities to override this result and keep their
forces going. See page 11 for these rules.
After rolling the Fate die, the player takes
that number of Activation markers from
the pool to form a hand. Each marker
has two sides a green Ready side and
a red Done side. Their use will become
apparent in the following rules.

Plan Activations

After forming his hand of markers (normally


one or two), the player places each marker,
with the Ready side up, next to the
model(s) he is going to activate in the next
step. Markers must be placed next to
models that have not yet activated this
turn (i.e., normally models that do not have
a Done marker next to them).

Execute Activations

Having placed all of the markers from his


hand, the player proceeds to activate
the models that are Ready. This is
done one model at a time, executing all of
the models actions before moving on to

Moving

the next model. When activated, models


can normally move and then attack the
enemies, as described later in the rules.
After executing a models activation,
the player flips over the Ready! marker
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
is an important reminder for both players.

Switchovers

Once a player has finished activating all


Ready models, his activation impulse
is over. His opponent then executes an
impulse of his own he rolls the Fate die,
takes the appropriate number of markers,
places them and then proceeds to activate
his models, just as described above.
Once he has finished with his models
activations, his impulse is over and the
first player will repeat the same procedure
with another impulse. The players continue
alternating impulses like this until one of
the players has activated all of his models.

Last Activations

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
the markers and turn them on to their
Done side as the models are activated.
This will help the player remember which of
his models have not acted yet this turn.

Turn End
Once both players have finished activating
all of their models, the turn is over remove
one Done marker from each model. In
addition, models with the Commander

CRAWL
Crawl template

special rule can help remove more counters


from friendly models see page 11. At this
point the victory conditions of the scenario
being played are normally checked to see if
either side has won and/or if the game ends
because the turn just played was the last.

without stopping to use its ranged


weapons. In this case the player uses
the longer run template instead of the
walk template. The drawback of this
faster move is that the model is unable
to Attack with ranged weapons as part of
the same activation.

table, or an unmarked area of the gaming


mat, is classified as Open. Open terrain
does not affect movement at all.

Moving

Moving Through Models

The fighters and vehicles in the Terminator


Genisys game maneuver across the
battlefield to engage the enemy at the
optimum range of their weapons and to
accomplish their missions. The models
representing them are moved around the
tabletop using movement templates.

Models can move through friendly models,


just as if they were not there, as in
reality they would be brushing past their
comrades unopposed. It is important
to remember, however, that at the end
of its move, a models base cannot end
overlapping that of other friendly models.

Lastly, terrain can be Difficult, which


slows down movement. If a models move
crosses an element of Difficult terrain
in any way, that models move cannot be
a Double move, but must be limited to a
Normal move or slower.

Making a Normal Move


When moving a model, the player simply
places the walk template in contact with the
models base, and then places the models
base in contact with the other end of the
template, or indeed with any other part of the
template (as shown in the diagram below).
Diagram 1 - Making a Normal Move

You can freely measure movement


in several directions by rotating the
template around the models base, and
then decide in which direction the model
is moving. This represents a humanoid
moving at walking speed, leaving enough
time to take a snap shot at the enemy.

Making a Double Move

Enemies, on the other hand, are not likely to


let your troops move past them unhindered.
Movement templates must be placed so that
they do not overlap enemy models bases at
any point. Moving models cannot end their
move in base contact with enemy models. The
bases of enemy models, or the enemy models
themselves if they have no bases, are treated
as impenetrable terrain as explained below.
Diagram 3a - Moving Past Enemy Models

RUN

In the Terminator Genisys game there are


several different types of terrain, but the
two most common ones are Barriers and
Zones of Dense Terrain.

Barriers

Barriers are the simplest terrain to


describe and play with. They are normally
single pieces of terrain, representing a
real-life object or natural feature with very
well-defined borders. Examples of these
are: a single boulder, a section of wall, a
pile of crates and/or barrels, a single large
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

WALK
Walk template

It is assumed that the edge of the playing


area is Impenetrable terrain, except for
when a rule specifically allows models to
move in or out of the playing area.

Types of Terrain

Players can decide that a model spends


its entire activation moving quickly,

Run template

Diagram 2 - Moving
Through a Friendly Model

The opposite of this is Impenetrable


terrain, which blocks all movement and
forces models to go around it.

Terrain
Effects of Terrain on Movement

All flat, unobstructed, firm ground, which


is normally represented by the gaming

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
will be slowed down by having to make their
way through the obstructing elements,
like undergrowth, trees, boulders, piles of
rubble, etc.

Attacking

Attacking
Fighting is at the center of the Terminator
Genisys game. This section deals with
the various lethal ways the models can
eliminate each other on the tabletop.

Moving and Attacking


Normally, as part of their activation, models
can move and then attack. Note that models
cannot normally attack and then move. Also,
keep in mind the following exceptions:
If an activating model executes a Double
move, it cannot attack with ranged
weapons, but it can attack with close
combat weapons (see page 8). A good
run is often an effective way to prepare
a melee attack!
If an activating model ends its move
within close combat range of one or
more enemies, it cannot attack with
ranged weapons, but it can attack with
close combat weapons (see page 8). So,
if you want to use your ranged weapons,
back off to safety where no enemy is
within close combat range!
Some weapons are cumbersome to the
point that they require the model to remain
stationary in order to fire them, but when
this is the case, it will be clearly labeled in
the weapons Stat-line (see page 12).

Attack Sequence
When a model attacks, the players follow
the sequence below:
Choose weapon and target
Attack rolls
Take cover saves
Damage rolls
Resolution tests

Choosing Weapons
and Targets
The model that has been activated will
choose a single enemy model as its target.
Models can normally use a single weapon
in the Attack. Weapons are either ranged
weapons or close combat weapons (see
page 12). Normally every model has a

close combat weapon (even if its just


their fists!), and most models also carry
one or more ranged weapons.
In order to attack, a model needs to have
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
both of these conditions can be met.

Line-of-Sight

Occupying Dense Terrain. If a models


base is completely inside a zone of
dense terrain, that model is said to
be occupying that zone of terrain.
Enemies can now draw line-of-sight to
the model across the zone of dense
terrain it is occupying.
Diagram 5 - Occupying
Dense Terrain

Zones of dense terrain and other


modelss bases (friends and enemies)
block line of sight. Note that the
barriers included in the set do NOT block
line of sight.
Diagram 4 Line-of-Sight

Range

Resistance soldier 1 is choosing a target. The


Zone of Dense Terrain is Size 2. Endoskeleton
A is not visible. Endoskeleton C is also not
visible (its not completely inside the dense
terrain). Endoskeleton B is visible and can be
chosen as a target. The opposite is true
Endoskeleton B is the only enemy that could
draw line-of-sight to Resistance Soldier 1.

Friends in the Way!

If it is possible to draw a line from any


point on the attacking models base to
any point of the target models base so
that the line crosses a friendly models
base, the attacker cannot attack the
target model the risk of hitting friends
is too great (even for a machine!). In other
words, the attacker needs a corridor of
fire free of friendly models between its
base and the targets.
Conveniently, this corridor is as wide as a
range template (see Diagram 6).

On the other hand, if the intervening


models are enemies the attacker can fire
at will. If they get in the way, no problem!

Resistance soldier 1 is choosing a target.


Endoskeleton A is visible (though the barrier
will provide cover). Endoskeleton B is visible.
Endoskeleton C is visible. Endoskeleton D
is not visible because Endoskeleton B is
obscuring it completely, so it cannot be
chosen as a target.

3+
Close Combat
range template

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.

Barricade

To determine whether an attacking model


has line-of-sight to a target model or not,
Terminator Genisys uses a top-down approach
that makes use of the models bases and
intervening terrain to determine whether they
can be seen and how much cover they get.
Therefore, to determine whether an
attacking model has line-of-sight to a
target model, the attacking player must
be able to draw a line from any point of the
attacking models base to any point of the
target models base. It is convenient to
do this using one of the range templates.
If its impossible to draw this imaginary
line without crossing any barrier, dense
terrain zone or other models base, the
line-of-sight is blocked and the model
cannot see the target. If a model cannot
see any targets, it cannot attack.

Diagram 6 - Friends
in the Way

In the Terminator Genisys game, the


distance between the attacking model and
the target model can fall into one of the
following ranges, as represented by the
range templates (pictured below):
Close Combat range (close combat
weapons)
Point Blank range (ranged weapons)
Short range (ranged weapons)
Long range (ranged weapons)
When you need to see what range your
target is at, place the shortest template
you can use in contact with the firing
model base, and overlapping the target
models base. The shorter the template
you can use, the better your chances of
hitting the target, as described below.
Note that you can freely measure range
(and line-of-sight) to several targets and
then decide which you are going to attack.

Attack Rolls
Once the player has determined that his
model can attack, and the result it needs
to be able to hit the target, he checks
that models Stat-line and rolls the
correct Skill die. Note that some weapons
may allow the model to roll more than one
die. When this is the case, it will be clearly
indicated in the ROF
(Rate of Fire) column of
the weapons Stat-line.

4+
Point Blank range template
Short Range range template

5+

Attacking

For example: a plasma gun fires 2 shots,


so the model rolls 2 dice. This simply
means that instead of rolling a single Skill
die when attacking with that weapon,
the model rolls a number of dice equal to
the ROF of the weapon being fired (see
Weapon Stat-lines, page 12).
The number needed when rolling the Skill die
for the Attack to hit its target depends on
the distance between the attacking model
and the target:
Close Combat Range: 3+
If the model is attacking with a close
combat weapon (i.e. weapons whose range
is defined as CC in their stat-line), and
the target model is within Close Combat
range, the player needs to roll a 3 or more
to hit. This range is used exclusively for
close combat weapons like knives or fists
it is assumed that the attacker quickly
closes in to attack then immediately steps
back to a relatively safer distance.

Point Blank Range: 4+


If the target model is within Point Blank
range, the player needs to roll a 4 or more
to hit.

Short Range: 5+
If the target model is further away than
Point Blank range, but within Short range,
the player needs to roll a 5 or more to hit.

Long Range: 6+

Diagram 7c - Cover

If the target model is further away than


Short range, the player needs to roll a 6 or
more to hit.

Taking Cover Saves


After determining the number of hits
caused on the target model, the player
that controls it has a chance of negating
the hit by taking Cover Saves (or Saves,
for short). Saves represent the chance
of something having stopped the attack
before it actually had a chance of hitting the
target, like a tree, rock or another fighter.
Models are normally considered to be in
cover, as the warriors always tend to lie
low and to minimize the amount of time
they are exposed when standing up and
moving from one cover to the next. Dont
be fooled by the fact that a wargames
battlefield might look flat and featureless
in reality the ground is far more varied and
undulating, making it very difficult to have
a completely clear shot at enemies that
are keeping their heads down and are not
very, very close to the firing soldier.
In order to save his models from being hit,
the player normally rolls a D6 and needs a
roll of 4 or more. If the result is 4+, the
hit is negated. If the result is 3 or less,
the hit is applied to the models, and the

Diagram 7a - Cover

B
1

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

Barrier

Endoskeleton 1 fires at Resistance soldier A, which is within Short range of it. It is possible to
draw a line to target As base through the terrain, so the target is in cover.
Diagram 7d - Cover

Endoskeleton 1 fires at Resistance soldier A, which is within Short range of it. It is possible to
draw a line to target As 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


rolls, page 10).

In the Open

A model can be in the unfortunate


position of being in the open a model
that is in the open does not get a cover
save. Only models targeted by ranged
weapons at Short range and Point Blank
range can be in the open. At Long
range, the undulation of the terrain is
enough to provide cover. Models are
always in the open when attacked at
Close Combat range.
A target is considered in the open if it is
possible to draw a line-of-sight between
any point of the attacking models base
and any point of the targets base so that
this line does not cross any other models
base or any piece of terrain basically, the
target has nothing to take cover behind,
and the firer has a completely clear shot
at Point Blank or Short range.
Note that barriers do provide cover,
though they do not block line-of-sight.

Exceptions

Firing Out of Occupied Cover. Models


whose bases are completely inside a zone
of dense terrain are said to be occupying
that zone of dense terrain. These models
always ignore the zone of dense terrain
they are occupying when drawing line-ofsight to targets that are not occupying
that terrain. They are taking advantage of
openings in the cover that allow them to
fire at models caught in the open.
Firing Over an Adjacent Barrier.
Similarly, an attacking model always
ignores an intervening barrier if it is in
base contact with it. Often this situation,
which is best exemplified with taking firing
positions behind a low wall, is perfect for
the attackers, who benefit from the cover
when fired at and can rest their weapons
on the solid terrain when returning fire.
Most of the time, it is going to be
perfectly clear whether or not a model
is in the open. In the very rare cases
when the situation is so unclear that the
players cannot decide, roll a die for it.

Diagram 8 - Firing Out of Occupied Cover

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 As base through an enemy models 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)

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.

Commanders

Diagram 9 - Firing Over An Adjacent Small Barrier

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.

Damage Rolls
After discarding all of the dice that have
scored a miss and those that have been
saved, the player must roll to determine
whether the remaining hits will cause
damage on the target or whether the
armor or natural resilience of the target
will manage to protect it from harm. For
each hit scored and not saved, the player
checks the weapons Stat-line and rolls
the correct Power die (see Weapon Statlines, page 12).
The result of the die is then compared
with the Armor value of the target, which
is a number varying from 3+ (normal
clothes) to 9+, 10+ or even higher for
some heavily-armored battle tanks.
If the die result is equal to or higher
than the targets Armor value, the hit
scores a point of damage on the target.
Normally, a model that suffers a point of
damage is removed.
If the result is lower than the Armor value
of the target, the attack has not hurt
the target it might have lightly wounded
it, grazed it or stunned it, but it was not
enough to terminate it. The model will
have to take a Resolution test to continue
fighting, as described below.

Resolution Tests
Models must immediately take one
Resolution test per damage roll that they
have just survived.
For example, if a model suffers two hits
from the fire of an enemy model, and
they both fail to damage it, it will have to
immediately take two Resolution tests.

10

A Resolution test is taken by rolling the


models Resolution die and checking the
chart below:

Resolution Test Chart


Die Result

Effect

6+

No effect

2-5

Reeling

Retreat!

Heavy Weapons
versus Resolution Tests

Some weapons pack a lot more punch than


your normal hand gun or even of a plasma
rifle. In gaming terms, this includes
anything with Power D10 or more, which
we refer to as a Heavy Weapon.
If a model is hit by a heavy weapon and not
destroyed, its Resolution for the ensuing
Resolution test is degraded by one step.
For example, if an endoskeleton is hit by
a weapon with Power D10 or higher, and
is not destroyed, it will roll a D12 for its
Resolution test rather than its normal
Resolution value of D20 .

Failed Resolution Test Retreat!

In extreme circumstances, a human might


decide that the situation is hopeless and it is
time to fall back to base, while a Machine might
have a severe malfunction and temporarily shut
down to run extensive diagnostics.
If a model rolls a 1 for its Resolution test,
the model is removed from the game and
counts as destroyed.

Failed Resolution Test Reeling

If a model takes a hit from enemy fire, and


survives, it might still be impaired by the

effects of the hit. A Human might begin to


hesitate, waver or could simply be stunned
or wounded. A Machine could be knocked
over by the force of the blast or suffer some
minor damage that needs a minute or two
to be repaired, or for a system re-boot.
If a model rolls a 2-5 for its Resolution test,
the model is Reeling if the model already
had Done markers on it, it simply receives
one more. If it did not have any Done
markers, it receives two. This way, Reeling
models are easily recognizable, as they are
marked with two or more Done markers.
Reeling models are not in a position to
threaten nearby enemies, so enemy
models that end their move within close
combat range of a reeling model are not
forced to use their close combat weapons
(unless, of course, they are also within
CC range of another enemy that is not
reeling). Instead, they can use their
ranged weapons as normal if they wish.
Also, the consequence of having two or
more Done markers is that the model will
not be able to do anything this turn. And,
as models only lose one Activation marker
at the end of each turn, it will be unable
to do anything in its following turn, or
turns. But dont worry; your Commanders
can help models to get rid of extra Done
markers faster than this (see below).
Finally, a reeling model is more vulnerable
to enemy attacks at Close Combat range
see Hasta la vista, baby! below.

Hasta la Vista, Baby!

During the desperate fighting of the War


Against the Machines, both sides are equally
adept at dispatching wounded or stunned
enemies no quarter is given, or expected.
If one of your models is within CC range
of a reeling enemy model, and not in CC
range of any other enemy models, your
model is free to attack the helpless reeling
enemy using either a close combat weapon
or a ranged weapon. This is resolved as
normal, except that hits are scored on
2+ rather than 3+/4+. Also, no cover
saves are allowed, and the weapon used
to attack counts as a Power D20 heavy
weapon Hasta la Vista, Baby!

Commanders
Without their resolute leaders, the human
Resistance would be easily picked apart by
Skynet. And only the super-efficient plans
orchestrated by the best AIs can turn the
relatively predictable endoskeletons into
an effective fighting force.
Models with the Command (n) special rule
are called Commanders and said to have
a Command value of n. They have the
following abilities, which work on all visible
friendly models within command range,
except for other Commanders. Command
range is normally the same as point blank
range (i.e. walk template).

Come With Me If You Want To Live

When you assign a Ready marker to


this model in the Plan Activations step
of an impulse (as per the normal rules),
you can immediately take a number of
additional markers from the pool up to its
Command value, (n). You can then assign
these markers to any visible friendly noncommander models without Ready or Done
markers within command range.

No Fate But What


We Make For Ourselves

When you roll a Fate result for the Fate


roll to determine how many activation
markers you get, you can select one (and
only one!) of your Commander models
currently without Ready or Done markers
this Commander will use sheer force
of will to override Fate. You immediately
take a number of markers from the
pool up to the models Command value,
assign the first one to the Commander
itself, and the remaining ones (if any)
to any visible friendly non-commander
models without Ready or Done markers
within command range.

On Your Feet, Soldier!

In the End Turn phase, after one Done


marker has been removed from all friendly
models, the Commander can remove
additional Done markers from any visible
friendly models within command range
that still have Done markers (including
other Commanders, though not him/
her/itself), up to a total number of Done
markers equal to its Command value.

11

Scenario 1 - Firef ight

Weaponry
Much like models, weapons have their
own Stat-line. Below is an example of
perhaps the most common weapon in
the War Against the Machines, the
plasma rifle.
Weapon

Range

Plasma Gun Long

ROF
2

Power Special
D8
D8

A Close Combat weapon is not a ranged


weapon, and can only use the Close
Combat template. Remember that close
combat weapons can be used even if the
model has made a Double move, and always
ignore cover saves. Remember also that if
there is an enemy model (except for reeling
enemies) within CC range, your model can
only use Close Combat weapons to attack.

ROF
Lets examine each of the Stat-line terms
in detail:

Range
This is the weapons maximum range
either Long, Short or Close Combat.
Long and Short ranged weapons are
Ranged Weapons.
A Long Range weapon is a ranged
weapon that can use the Short Range
or Point Blank templates, but can also
engage targets at Long Range.
A Short Range weapon is a ranged
weapon that can use the Short Range
or Point Blank templates.

A weapons Rate Of Fire is the number of


Skill dice that are rolled by the attacking
model when it uses that weapon to attack.

Power
This is a measure of how powerful the
weapon is its stopping power and armor
penetration virtues. It is the die rolled to
damage any target hit by the weapon; so the
higher the number, the better the weapon.

Special
Any additional rules that characterize the
weapon further are listed here.

Weapons Special Rules


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, its complicated.

D8

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

12

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


the map (right).

has a small bone icon in each of the


places where you deploy the models.

Mission: Survive

Begin the Game

The player that destroys all enemy models


wins the game.

Set-up

Once the forces have been set up, the


players begin Turn 1 of the game with the
first Tactical roll-off.

Players set up their models as shown


on the map (see top-right). If you look
carefully, youll notice that the play mat

Game End

Scenario 2

2 x Resistance soldiers, with combat


knives and rocket launchers (AT).

Hold Your Ground


10 x Endoskeletons armed with
Terminator claws and plasma guns.

Resistance

The game ends when only one player has


models left, in which case he wins the game.

Larger Games

Machines

Note that its absolutely mandatory for you to come up with an explanation (no matter how farfetched) about the mission and its objective. For example: Im 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 Im sending
my infiltrator into the past to find out what this guy with the rocket launchers 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!

D8

Firef ight

Assemble Forces

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
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!

Scenario 1

1 x Resistance Commander,
which is a Resistance Soldier
with a combat knife and plasma
rifle, who has the Command 2 special
rule (place a Command 2 marker (see
right) next to the model, to show this).
11 x Resistance soldiers, with combat
knives and plasma rifles (or shotguns, or
assault rifles).
2 x Resistance soldiers, with combat
knives and grenade launchers.

Players can agree to play with even


larger forces, of course, if they have
extra models (which can be purchased
separately). Keep the balance of forces
roughly in the proportions given here,
unless you want to make it easier or more
difficult for one side!

Place Terrain

Players set up the terrain as shown on


the map overleaf. Players can agree to
move the terrain around as they like.

Mission: Survive

You can simply play this game until only


one player has models left, in which case
he wins the game. Or you can instead
decide you want to play the Mission
overleaf: Hold the Objectives.

13

Scenario 2 - Hold Your Ground

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.

Mission: Hold the Objectives.

Before setting up the models and


deciding on which side the players will be
playing from, each player rolls a D4 and
takes that many Objective markers. The
player with most objective markers (or a
randomly determined player if they have
the same number) will begin to place one
of his Objective markers on the playing
surface. Then his opponent does the
same, and they keep alternating until
both players have placed all of their
Objective markers. Objective markers can
be placed anywhere on the playing surface
more than a run template away from

To hold an objective,
a player must have a model within crawl
distance of the marker, and there must
be no enemy models within crawl distance
of the same marker. If either of these
conditions is not met, that objective is not
held by any player.

Set-up

The players roll off and the winner chooses


which long table edge belongs to him.
The opponent gets the opposite long
table edge. The winner of the roll-off then
places one model anywhere up to one
crawl template away from his own table
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


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

14

Inf iltrator!
A Terminator, clothed in living flesh and
disguised as a Resistance fighter, has
infiltrated a human hideout. As soon as
the Terminators presence is revealed, it
lets rip with its plasma rifle, seeking to
utterly eliminate the humans.
This narrative scenario is designed to
be played on the Underbase side of
the play mat. The Underbase includes
corridors, small rooms and four large
rooms that have specific roles in the
scenario objectives and special rules: the
Armory, Sick Bay, the Power Plant and the
Command Center. See the map below.

Assemble Forces

The Machines player is the attacker. The


Resistance player is the defender.

like having two Cyborg infiltrators, if


they have extra models (which can be
purchased separately). Keep the balance
of forces roughly in the proportions given
here, unless you want to make it easier or
more difficult for one side, of course!

Terrain

Set up the play mat with the Underbase


side face up. The defender then places
two barriers across any corridor. No other
terrain is used in this scenario, unless the
players agree otherwise.

Objectives
Resistance

The Resistance players objective is to


either destroy the Cyborg Infiltrator or stop
the opponent from achieving his objective.

Machines

Machines

Seek and Destroy. An item of immense value


to the Resistance is hidden somewhere in
the base. It must be destroyed.

1 x Cyborg Infiltrator this is the same


as an endoskeleton, except that it is
armed with Terminator claws and a
plasma rifle. Use an appropriately-armed
Resistance soldier model to represent it.

The defender places the eight Objective


markers in a room (not corridor) within the
base - you cant place an Objective marker
in a room that already has one.

Resistance
1 x Resistance Commander, which is a
Resistance Soldier with a combat knife and
plasma rifle, who also has the Command 2
special rule (place a Command 2 marker
next to the model designated as the
leader, to identify him as such).
8 x Resistance
soldiers, each with
a combat knife and
plasma rifle (or
shotgun, or assault
rifle). Three of the
soldiers also have
a sniffer dog (use
the Sniffer Dog
markers to
represent
these (see
right)).

Larger Games
Players can agree
to play with larger
forces, of course,

Make sure no one sees the numbers on


the underside of the markers while placing
them these numbers must remain
hidden until revealed. The markers cannot
be moved during the game. Roll a D8 after
all the markers have been placed. This is
the Objective number note this down.

Armory
Power
Plant

Reinforcements Area

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.

Scenario 3

Main
Entrance

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

Command
Center

Sick
Bay

15

As soon as one of your models touches an


Objective marker, you can reveal its number.
If that number is equal to the Objective
number, your model has found and destroyed
the item it was searching for, and you win the
game. Otherwise discard the marker, and you
must continue looking for the objective.

Deployment
Resistance

Starting with the defender, each player


takes it in turn to place one Resistance
model that has not yet been placed in any
room on the play mat. Only one model can
be placed in each room. After all available
Resistance models have been placed, the
defender can give any three of them a
Sniffer Dog marker.

Machines
The Cyborg Infiltrator is placed at the
main entrance, anywhere within the area
highlighted on the scenario map. It has not
yet been revealed as a Terminator.

Game End

The game lasts until one side achieves


its objective.

Special Scenario Rules

Walls. Walls block line-of-sight and count


as Impenetrable terrain.
One of Us. Until it is revealed, a Cyborg
Infiltrator is treated as a fellow human by
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
rolled, the Machines player can control
that model (remember, models cannot
attack friendly models).
Terminator! Terminator! When the
infiltrator opens fire, or when a Resistance
model moves to within Close Combat range
of the infiltrator, or a model with a sniffer
dog gets to within Short range and lineof-sight of it, the infiltrator is identified
and the alarm is raised. The One of Us
rule above stops working and instead the
Mayhem! rule below starts to apply.
Mayhem! After the Infiltrator is revealed,
play continues as normal, except that every
turn after the Terminator is activated,

16

the Resistance player only gets to make


a single Fate roll before the turn is over. If
the Terminator cannot be activated that
turn (Done or Reeling), the Resistance only
gets a single Fate roll per turn.
The Armory. Any Resistance model that
begins its activation within the Armory (see
scenario map) can immediately end its turn
and gain a Done marker to swap its plasma
rifle for a rocket launcher (AT) or a grenade
launcher replace with an appropriate
model. Note that this can only be done up to
four times during the game two grenade
launchers and two rocket launchers. Models
cannot re-arm themselves if the Armory is
destroyed (see below).
Ka-boom! If a rocket launcher is fired at
a target within the Armory or the Power
Plant, roll a Fate die. If a Fate result is
rolled, the explosion sets off the ammo
stored in the Armory or the fuel stored in
the Power Plant. Roll to damage all models
within the room at Power D20 , and if they
survive, they need to take a degraded
Resolution test as normal.
The Sick Bay. Any Resilient Resistance
model that begins its turn in the Sick Bay
can end its turn and gain a Done marker
to attempt to patch itself up using the
medical supplies in the room. It rolls a D6
and if it scores a 4 or more, it heals one
point of Damage it has suffered.

Want More?
Want to play more new scenarios and exciting
missions, and expand the size and scope
of your games of Terminator Genisys, the
Miniatures Game?
To download free new scenarios, visit the
River Horse website:

www.riverhorse.eu/terminator
2015, Skydance Productions, LLC.
Terminator Genisys is a trademark of
StudioCanal S.A. All rights reserved.
River Horse and River Horse Games are trading
names of River Horse (Europe) Ltd. River Horse,
the River Horse logo, and all other related marks,
images and logos are either , TM and/or
2015 dependent upon territory.

You might also like