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Game Components
Terminator Genisys Miniatures:
The players choose one side each the
Human Resistance or
Skynets Machines.
Dice
Stat-lines
Polyhedral Dice
Fate Dice
D6
D6
D8
D8
Tactical Roll-off
Impulses
Resistance Soldier
Skill
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.
End Turn
Impulses
Fate Roll
Plan Activations
Execute Activations
Moving
Switchovers
Last Activations
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
Moving
RUN
Barriers
WALK
Walk template
Types of Terrain
Run template
Diagram 2 - Moving
Through a Friendly Model
Terrain
Effects of Terrain on Movement
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.
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
Line-of-Sight
Range
3+
Close Combat
range template
Barricade
Diagram 6 - Friends
in the Way
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
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
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.
In the Open
Exceptions
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
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
Die Result
Effect
6+
No effect
2-5
Reeling
Retreat!
Heavy Weapons
versus Resolution Tests
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).
11
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
ROF
2
Power Special
D8
D8
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.
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.
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
Mission: Survive
Set-up
Game End
Scenario 2
Resistance
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.
Place Terrain
Mission: Survive
13
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
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
Terrain
Objectives
Resistance
Machines
Machines
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,
Armory
Power
Plant
Reinforcements Area
Scenario 3
Main
Entrance
another marker. If it
becomes impossible
to place markers,
any further markers
are discarded.
Command
Center
Sick
Bay
15
Deployment
Resistance
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
16
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
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