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TG - RulesBooklet - pr6 2
TG - RulesBooklet - pr6 2
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.
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.
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The Game Turn
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).
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.
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.
Diagram 3b - Moving Past Enemy Models Barriers are difficult terrain – this
assumes that troopers must slow down
to vault or clamber over them.
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
6
Attacking
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)
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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.
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.
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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.
10
Commanders
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.
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
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.
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.
13
another marker. If it
becomes impossible
to place markers,
any further markers
are discarded.
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.
14
Scenario 2 - Hold Your Ground
• 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
markers to
Reinforce-
represent
these (see
right)).
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