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Terminator Genisys: Rise of the Resistance

Terminator Genisys: Rise of the Resistance Rulebook

Table of Contents

Table of Contents

  • The Campaign
  • Solo Play
  • Components
    • Books (2)
    • Dice (22)
    • Cards (104)
    • Boards (17)
    • Tokens (112)
    • Miniatures (38)
  • Component Overview
    • Map Tiles
    • Obstacles
    • Waypoints
    • Enemy Entrances
    • Characters
    • Weapon & Equipment Cards
    • Attack Dice
    • Class Cards
    • Enemies
    • Enemy Surge Card
    • T-1000 Stagger Card
    • Reference Cards
    • Mission Book
    • Enemy Pool
  • Game Modes
    • Campaign Mode
    • Skirmish Mode
  • Setup
    • 1. Choose Mission
    • 2. Choose Colours
    • 3. Map Setup
    • 4. Tokens & Attack Dice
    • 5. Equipment & Weapons
    • 6. Choose Characters
    • 7. Enemy Pool
    • 8. Skirmish Mode
    • 9. Starting Positions
  • Gameplay
    • Round Sequence
  • 1. Decision Phase
  • 2. Player Phase
    • Actions
    • Move
    • Attack
    • Interact
    • Special
    • Rest (Rescue)
    • Commanding Allies
  • 3. Enemy Phase
    • 3A. Reinforcements
    • 3B. Enemies Move
    • 3C. Enemies Attack
    • Downed Characters
    • 3D. Bosses Activate
    • 3E. Stunned Enemies
  • 4. End of Round
  • Ending a Mission
  • Appendix: Class Cards
  • Appendix: Weapon Cards
  • Appendix: Truck Examples
  • Appendix: Equipment Cards
  • Appendix: Difficulty Adjustments
  • Important Terms
  • Quick Reference
    • Round Sequence
    • Player Attacks
    • Enemy Reinforcements
    • Enemy Movement
    • Enemy Attacks
    • Bosses
    • Map Tokens

The Campaign

There are two ways to play the game: Campaign and Skirmish. Every time you play, you'll use the Mission Book to select a Mission to play. The game is intended to be played as a series of linked Missions, following the story chronologically and facing increasing odds as the players draw ever closer to securing the Time Machine. In this Campaign mode, players keep various cards they have earned at the end of each Mission, and carry them forward into later Missions.

However, players may also choose to simply play a single Mission as a one-off Skirmish. Each Mission has additional setup instructions for this game mode.

Solo Play

You can also play Terminator Genisys: Rise of the Resistance by yourself. During solo play, you control two Characters and play as if it were a 2-player game. You may also choose to control more than 2 Characters if you wish. No other modifications are made to the rules for solo play.

Components

Books (2)

  • This Rule Book
  • Mission Book

Dice (22)

  • Action Dice (six-sided) 16 (4 sets of 4)
  • Reinforcement Dice (six-sided) 2
  • Attack Dice (custom six-sided) 4

Cards (104)

  • Class 16
  • Weapon 20
  • Equipment 44
  • Enemy 9
  • Player Reference 4
  • Object Reference 8
  • Enemy Surge 1
  • T-1000 Stagger 1
  • Truck Damage 1

Boards (17)

  • Large Map Tile 5
  • Horizontal Map Tile 2
  • Vertical Map Tile 2
  • Small Map Tile 4
  • Character Board 4

Tokens (112)

  • Wounds 35
  • Rank 25
  • Activation 4
  • Grenade 4
  • Obstacle / Door (Two-hex) 7
  • Obstacles (One-hex) 10
  • Supply Crate / Terminal 8
  • Enemy Entrance 7
  • Waypoint 8
  • Truck 2
  • Enemy Tracker 2
  • Base Rings 32 (4 sets of 8)

Miniatures (38)

  • John Connor 1
  • Kyle Reese 1
  • Guardian T-800 1
  • Alex 1
  • Resistance Soldier 3
  • T-800 12
  • HK-8 Drone 12
  • T-72 Platform 4
  • T-800 Commander 1
  • T-800 Flamethrower 1
  • T-1000 1

Component Overview

Map Tiles

Each Mission uses a series of Tiles to form the play area. Tiles have several common features:

Hexes: Individual spaces that can be occupied by Characters, Enemies, and Obstacles.

Zones: Hexes are grouped into Zones, which are divided by blue glowing borders. Small Tiles are generally a complete Zone, while larger Tiles are divided into several Zones. Zones are used to determine certain area effects in the game.

Walls: Thick black lines with red glowing borders that divide Zones and separate indoor environments from outdoor ones.

Indoor/Outdoor: Some game effects specify Indoor or Outdoor Tiles. Indoor Tiles have Walls around their edges.

Tile Labelling: Each Tile is labelled for reference in the following format: [Size][Number][Side]. There are 4 sizes of Map Tiles: Large (L), Horizontal (H), Vertical (V), and Small (S). Each Tile is numbered, followed by an A or B, which is the front or back of a Tile.

Obstacles

Obstacle tokens are placed on top of Map Tiles during Mission setup to add Cover and Objectives. They have either a red outline (wall) or a yellow outline (difficult movement).

Cover Obstacles have a Defense rating (shield icon) that absorbs damage instead of a Character occupying them. When these obstacles take damage equal to their Defense rating, they are destroyed and removed from the Map.

Interactive Obstacles have reference cards and/or Special Rules included with a Mission for what they do. Supply Crates are where Characters find new Equipment and Weapon cards, while Terminals have Mission-specific effects.

Doors are on the back of 2-hex Obstacles. They divide Map Tiles with walls and block Movement and Line of Sight while closed. In most Missions, they can be opened and removed from the Map.

Trucks are large double-sided tokens. One Truck has a mounted plasma cannon on the roof, the other is unarmed. Both truck tokens have a destroyed side on the back. There are several reference cards for the Truck that correspond to the circled areas on the token.

Waypoints

These are placed on top of Map Tiles during Mission setup to mark locations with special importance according to the Mission's Special Rules. When a Character enters a Zone with the Waypoint token, immediately refer to the matching section of the Mission's Special Rules, revealing the Waypoint token if it's face-down (the side with the ? icon).

Enemy Entrances

Enemy Entrances are named (Alpha, Bravo, etc) and double-sided, with a light side (one die result) and a heavy side (two die results). The 3-result Skynet Entrance may be used if players wish to make the game more challenging (see page 22).

After each player's turn, players roll Reinforcement Dice to determine if and where Enemy Reinforcements are placed at Enemy Entrances around the Map edge.

Characters

Each player uses a miniature, Character board, and set of 4 dice to track the following information about their Character as they play: A Character's Name, Class, and starting Weapon or Equipment cards are shown in the top banner.

Rank tokens (2) are a measure of a Character's overall fighting experience and are awarded as you play through the campaign. Stack them here and spend them to mitigate bad luck by rerolling Attack or Action dice.

Wound Slots (3) mark how many hits a Character can take. If they suffer a Wound token they cannot place on the Character board, they are knocked 'Down' and become ineffective. Downed Characters are not dead. They are merely injured, and can be rescued by allies to return to fighting form.

Each Character uses a set of components of a matching colour: an Activation token (4), 4 dice, and a Grenade token. The Activation Token marks whether they have taken their turn yet in the current round. This is useful to help remember where you were when pausing Missions to reveal Waypoints, or when you play solo and control multiple Characters.

Action Spaces (5) are where you assign dice to perform different types of Actions. Each space can only hold one die.

The set of 3 Character Abilities (6) represent unique things each Character can do. Some modify Attack Dice results, others have passive effects, and some are additional Action Spaces. As you play the campaign, Characters earn more abilities in the form of Class cards. These are placed to the right of the Character board. See page 20 for a list of Character abilities.

Finally, the bottom banner of the Character board has three Card Slots (7) for Weapon and/or Equipment cards. The middle slot can be used for either type (allowing a Character to carry 1 Weapon and 2 Equipment, or 2 Weapons and 1 Equipment). If a Character ever gains a Weapon or Equipment card they do not have a Card Slot for, they must rearrange and discard any excess cards.

Weapon & Equipment Cards

Weapon and Equipment cards are used by Characters. Both kinds of cards share the following attributes:

Name (1): A description of the Weapon or Equipment.

Type & Keywords (2): This affects which slot(s) the card can be placed in at the bottom edge of a Character board. Keywords are also referenced by other cards.

Effect (3): What the card does when you use it. Some Equipment cards also have Action Spaces followed by red dice icons. In this case, you only apply the effect listed if you use a die with the value shown.

Level (4): An identifier used by Mission setup instructions, telling when players can encounter this card during the Campaign story. Starting Equipment that belongs to Characters is marked with S, while Levels 1, 2 and 3 indicate cards of increasing rarity and power level.

Weapons have the following additional attributes:

Action Spaces (5): Players assign dice here to make Attacks using this Weapon.

Attack (6): The number of Attack Dice this Weapon rolls.

Range (7): Distance in hexes this Weapon can Attack. If a Weapon has two numbers separated by a hyphen, these are its minimum and maximum range respectively.

Set Identifier (8): The set in which this card appears.

Attack Dice

These special six-sided dice are rolled by Characters and Enemies when they Attack. They use the following icons:

  • Hit: Characters count these when Attacking.
  • Skull: When a Character Attacks, this icon provokes a reaction from their target. When Enemies Attack, they use these faces as hits.
  • Fist: When a Character Attacks or defends, they can use one of their matching abilities for each Fist rolled.

The six faces of an Attack Die: Hit, Hit, 2 Hits, Hit + Fist, Skull, Skull.

Class Cards

As you play the campaign, Characters earn Class cards, which reflect their growing experience on the battlefield. Each card has two new abilities, which come in the following types:

Action Spaces: These grant new actions, similar to ones found on Character boards.

Passive (infinity symbol): These abilities always apply.

Fist: These abilities are used when Attacking or defending.

Tokens: Some cards grant additional Wound Slots or Rank tokens.

Enemies

Skynet's Machines are represented by miniatures with matching cards. Most Enemies have a single card with stats and special abilities, while Bosses have two cards: a stat card and a Logic card. All non-Boss Enemies are marked with base rings that match the colours used by the players. After each player's turn, Enemies of their colour also take a turn. Bosses don't use base rings because they take a turn after every player.

Enemies have the following attributes on their cards:

Name (1): The Enemy's name and nickname given by the Resistance.

Stats (2): Basic information about the Enemy:

  • Defense: The number of Hits required in one Attack roll to deal a Wound to that Enemy. If an Attack rolls fewer hits than this, nothing happens.
  • Move: The distance in hexes the Enemy can advance toward a Character when it activates.
  • Attack: Number of Attack Dice rolled when the Enemy Attacks.
  • Range: Number of hexes away from which the Enemy can Attack.

Type (3): This lets you know if this Enemy is considered a Boss. Bosses have the following features:

  • They have a Logic card (4) that determines what they do when they activate, based on the result of a die roll.
  • They do not use coloured bases, and activate after each player's turn.
  • They take multiple Wounds to destroy, or in the case of the T-1000, cannot be destroyed by normal means.

Special Abilities and Reactions (5): This section has passive effects that modify the behavior of this Enemy from the standard rules.

Reactions (6): These abilities apply when players Attack the Enemy and roll one or more Skull results on their Attack Dice. An Enemy's Reaction only triggers once per Attack.

Set Identifier (7): The set in which this card appears.

Enemy Surge Card

Some Missions use this card to track the arrival of a large group of Enemies. The Mission's Special Rules explain how it is used.

T-1000 Stagger Card

This double-sided card is used in conjunction with the special abilities of the T-1000 Boss; the Mission will tell you which side to use. Place an Enemy Tracker token on this card to mark how many hits have been rolled against the T-1000. When the T-1000 activates, it suffers penalties if it has taken a lot of weapons fire.

Reference Cards

The Resistance Soldiers, Truck, and several other Obstacle Tiles have effects and abilities that are listed on these double-sided Reference cards. Whenever one of these components is used in a Mission, place its matching card beside the play area.

The Resistance Soldier minis use coloured bases so that you can match the miniature to its reference card.

Mission Book

This book contains seven Missions that follow the Resistance as they battle to capture the Time Machine and send Kyle Reese back to 1984. Each Mission has the following sections, spread across several pages:

Players should read aloud the Introduction fiction to set the scene of the Mission.

Map Setup shows you how to arrange the Map Tiles and place any Obstacles, Waypoints, and Enemy Entrances. It also lists all the Tiles used for ease of setup.

The Mission Setup section lists the Objectives, which Waypoints to use, how to prepare the Equipment and Weapon decks, and any other tokens used by the Mission.

It also shows you which Enemies can be found during this Mission—referred to as the Enemy Pool—and which player colours they are assigned to. See the following page.

The Skirmish Setup instructions are only used if you are playing a single Mission instead of the full Campaign.

Finally, the Mission Special Rules section lists any additional rules that apply only to this Mission, such as the effect of Enemy Surges or specific features on the Map. The majority of this section lists what happens when you reveal each Waypoint Token. Each token's entry has fiction and the resulting gameplay effects of the Waypoint. Keep this section handy as you play, but don't read ahead and spoil any surprises!

Mission Special Rules: If a Mission Special Rule contradicts a rule in this book or on a card, the Mission Special Rule takes priority.

Enemy Pool

While not a component, the Enemy Pool is an important game concept. All Enemies shown in a Mission's Map Setup diagram and Mission Setup section are considered to be part of the Enemy Pool. Some of these Enemies can begin on the game board, while others are set off to the side in lines sorted by colour. The Enemy Pool serves to determine the maximum number (and colour) of Enemies available during a Mission. Other Enemies remain in the box during this Mission.

When an Enemy is destroyed and removed from the Map, it's not gone. Instead, it returns to the Enemy Pool at the back of the line of its colour. On a later round, it may return as Reinforcements.

At the end of each player turn, you will need to roll for Reinforcements of your colour as described by the Mission. Whenever you are required to add Skynet Reinforcements, take the figures from the front of the line of your colour (in order) and place them at the Entrances rolled.

Enemy Pool Example: Enemies you place for Reinforcements come from the front of your coloured line. During the game, these lines will change length as Enemies are placed on the Map as Reinforcements and Enemies are destroyed and returned to the Enemy Pool.

If you're the red player and need to place two Enemies as Reinforcements, the two Endos from your line are used. Enemies you destroy (such as the Yellow Endo above) are returned to the back of their matching line in the Enemy Pool.

Game Modes

Decide whether you are playing a single Mission (Skirmish), or a series of Missions as a Campaign. If beginning a new Campaign, start with the first Mission. Otherwise, choose any Mission from the book and follow the additional Skirmish setup rules. Once you have decided on a game mode to play, turn to Setup on page 10.

The first time you play the game, we recommend playing Mission 01: Gathering Supplies. This Mission has the same setup for both Campaign and Skirmish Mode.

Campaign Mode

Play the Missions sequentially in the order of the Mission Book. After each Mission, players keep track of their Weapon, Equipment, and Class cards, as well as the total number of Rank tokens in their pool.

Starting Equipment & Weapons: Begin each Mission with any cards kept from the previous Mission as well as the default Starting cards listed on your Character board. If you have more cards than card slots, choose cards to discard (probably your Starting cards).

Skirmish Mode

Play any Mission from the book. After setting up the Mission, also follow the Mission's Skirmish Setup instructions, which list any special setup required to balance the Mission's difficulty level appropriately. Later Missions in the story assume that Characters have accumulated better Weapons and Equipment, and the Skirmish Setup balances this.

Starting Equipment & Weapons: Each Character uses the default Starting cards listed on their Character board, but draws any cards as required by the Mission's Skirmish Setup rules.

Setup

1. Choose Mission

Turn to the Mission's page in the Mission Book. Read the Introduction story aloud and then use the various sections shown there to set up the game.

2. Choose Colours

Each player chooses a colour (Red, Blue, White, or Yellow) and takes that set of 4 dice, along with the matching Activation and Grenade tokens.

For games with fewer than 4 players: the colours players choose in step 2 affect the Enemy Pool and can affect Mission setup. Make sure you are setting up the game correctly for the colours chosen.

3. Map Setup

Assemble the Tiles as shown in the Map Setup diagram to form the play area in the middle of the table. Make sure to leave room around the edge for Character boards, tokens, and the Enemy Pool.

Add the Obstacles and Enemy Entrances as shown. The Map Setup diagram also has a list of all tokens used, so that you don't miss any!

Finally, refer to the Mission Setup rules and place the specific Waypoint tokens where instructed.

4. Tokens & Attack Dice

Place Wounds, Attack Dice, and any other tokens required by the Mission near the board within easy reach of all players.

5. Equipment & Weapons

The Mission's setup instructions list which level of cards are used to form the Equipment and Weapon Decks for this Mission.

Separate out the Equipment and Weapon cards with the required level(s) and return the others to the box.

Shuffle each deck and place them beside the play area.

Do not include any Level S (starting) cards in these decks.

6. Choose Characters

Each player chooses a Character and takes the matching:

  • Character board,
  • Miniature,
  • Starting cards (place them in slots),
  • 1 Rank token (stack it on your Character board).

If playing a Campaign, also take your:

  • Unlocked Class cards earned from previous Missions. Place them to the right of your Character board. Unused Class cards can remain in the box.
  • Additional Rank tokens earned from previous Missions. Stack them with the others.
  • Found Weapon and Equipment cards kept at the end of the previous Mission.

7. Enemy Pool

Refer to the diagram in the Mission Setup box. Gather these miniatures, and attach the appropriate coloured base to each. Only use the colours that players chose in step 2; all other miniatures remain in the box.

Place the Enemy miniatures in lines beside the board, in the sequence shown (left to right). This is the sequence they will arrive as Reinforcements. For each type of Enemy in the Enemy Pool, find the matching Enemy card and place it beside the play area.

Starting Enemies: In some Missions, players make Reinforcement Rolls or otherwise place Enemies on the Map before the Mission begins. If the Mission lists instructions for starting Enemies, take the required Enemies from the front of the lines in the Enemy Pool.

8. Skirmish Mode

If playing the Mission in Skirmish Mode, follow the additional instructions under "Skirmish Setup".

9. Starting Positions

Each player places their Character miniature in any hex in the Starting Zone indicated in the Mission's Map Setup diagram.

You are now ready to play!

Gameplay

Missions are the core of Terminator Genisys: Rise of the Resistance. Each Mission is played over a number of Rounds, until either all Characters are Down (incapacitated) or they have accomplished the Mission's Objective(s).

Winning the Mission: All players win immediately when all of the Mission's Objectives are complete. Most Missions require their Objectives to be completed in the sequence listed; some can be done in any order.

Losing the Mission: All players lose when either of the following events occur:

  • Any of the Mission's lose conditions (if it has any listed under its Special Rules) are met.
  • All Characters are Down.

Round Sequence

Each Round consists of each player taking a single turn in any order the players choose. Each time a player finishes a turn, the matching colour Enemies take a turn. Follow the Phases below. Each Phase is explained in greater detail on the following pages:

  1. Decision Phase: Players decide who will take the next turn by nominating a Turn Player. That player proceeds to resolve a Player Phase and Enemy Phase.

  2. Player Phase: The Turn Player rolls their four action dice and assigns them to Action Spaces to perform Actions.

  3. Enemy Phase: After the Turn Player has completed all their actions, they must activate Enemies. There are multiple steps to this phase:

    • A) Roll for Reinforcements
    • B) Normal Enemies Move
    • C) Normal Enemies Attack
    • D) Activate Bosses
    • E) Stunned Bosses & Enemies Recover
  4. End of Round: After all players have resolved a Player Phase and Enemy Phase, resolve any "end of round" effects on cards or Mission Special Rules. Then, begin a new Round, starting with the Decision Phase.

1. Decision Phase

Players decide as a team who should play the next turn. This also means they are deciding what colour of Enemy they want to activate next. Once they have chosen, that player becomes the Turn Player and performs a Player Phase, followed by an Enemy Phase.

Turn Order: While the Decision Phase may seem unnecessary when there are few Enemies around, it becomes extremely important when the squad is surrounded.

Since you will always know which Enemies will activate as the result of a player taking a turn, you can use this information to strategize and prioritize dealing with threats, helping to ensure a Character doesn't get knocked Down before having a chance to get to Cover, for instance.

The nature of the decision phase can also allow a Character to take two turns back to back if desired (once at the end of a Round, and again at the beginning of the next).

2. Player Phase

The Turn player rolls their set of 4 Action Dice and places them beside their Character board. Using one die at a time, the player assigns the die to an open Action Space to perform the action listed. The effects of using each type of Action Space are described below. When a player is done their Player Phase, they flip their Activation Token to the "Done" side and proceed to the Enemy Phase.

A player does not have to assign all 4 dice, though it is usually best to use all of your dice if you can.

Rank token: You may spend a Rank token (flip it to its used side and place it beside your Character board) to choose any number of your Action Dice you have not assigned to Action Spaces yet and reroll them. There is no limit to the number of your Rank tokens you may spend in one turn.

Actions

All Actions require the player to assign a die to an open Action Space. Each Action Space can only hold one die. All dice remain assigned until the end of the round, so once a space has been assigned a die, it cannot be used again unless an effect removes the die.

Action Spaces can be found on Character boards, Weapon, Equipment, and Class cards the Character is carrying, or on Object Reference cards used by the Mission. Action Spaces are all labelled with specific types of Actions: Attack, Move, Rest, Interact, Special.

Many Actions have bonuses based on the value of the die assigned. Refer to the icons below for how dice requirements are presented on various cards. Most Action Spaces can accept a die of any value, but provide bonuses if the die is a particular value; others require a specific die.

  • A die icon showing all six pip values: This effect applies if the die assigned to the Action Space has a value of 6.
  • A die icon showing 4/5/6: This effect applies if the die assigned to the Action Space has a value of 4, 5, or 6.
  • A "?" icon: This effect uses the value of the die assigned in some way; the effect will describe how.

Move

Assign a die of any value to this space to Move a number of hexes up to the number of pips showing on that die (If you assign a wild/blank die, you can move up to 5 hexes).

  • Obstacles & Allies: Entering a hex that contains an Obstacle (yellow outline) counts as 2 Movement per hex. Characters can Move into or through hexes occupied by Characters and allies, but cannot end their turn there. Each hex can only contain 1 Character at the end of your Move.
  • Impassable hexes: Characters cannot Move into or through:
    • Red Obstacle tokens or hexes with red outlines,
    • Walls, either solid black artwork within hexes, or thick black lines along Map Tile edges or between hexes,
    • Hexes occupied by Enemies,
    • Half-hexes along the edge of Map Tiles. Only hexes that are more than half visible can be entered.
  • Unused Movement: You cannot use some of the Movement allowed by a die, perform another Action, and then use the rest. Unused Movement is lost when you perform another Action.
  • Modifiers: If you have any abilities that modify your Movement dice, they apply to each die used to Move.
  • Zones: Areas divided by blue Zone lines have no impact on Movement, unless a Mission's Special Rules say otherwise.
  • Revealing Waypoints: When a Character or Ally enters a Zone that contains a Waypoint token, immediately flip it over if it's face down and refer to the matching entry in the Mission's Special Rules. Revealing a Waypoint does not end your Move Action; you may continue using any remaining Movement after revealing it.

Move Example: The Guardian assigns a die to one of the Move Action Spaces on his Character board. He moves 4 hexes over an Obstacle into a new Zone, and pauses to immediately reveal and resolve the Waypoint. Then he moves 1 remaining hex.

Attack

Assign a die of any value to an Attack Action Space on one of your Weapon cards to make an Attack. Attacks require the target to be in both Range and Line of Sight. Follow these steps:

  1. Choose a Weapon: Assign your die to an open Attack Action Space on a Weapon card.
  2. Check Action Dice Effects: Most Weapons gain bonus effects when fired using a die of a specific value.
  3. Check Range and Line of Sight (LOS): You can see any Enemy that you can draw an invisible straight line from any point of your hex to any point of their hex that does not pass outside the play area (over a space that doesn't contain a Map Tile) or cross any Walls or red-outlined hexes. Yellow outlines and other Characters or Enemies are ignored when determining Line of Sight.
  4. Check Range: Count the shortest distance to the target in hexes; it must be within your Weapon's Range.
  5. Roll Attack Dice: Equal to the Attack rating of the Weapon:
    • After rolling, use any other abilities on your Weapon, Class card, Character board, or Ally's Character board that reroll or modify the results of your dice.
    • Rank token: You may spend a Rank token to reroll any number of Attack Dice. There is no limit to the number of your Rank tokens you can spend this way during an Attack.
  6. Resolve Reactions:
    • Resistance Fists: For each Fist icon you rolled, you may choose an ability on your Character board or Class card that can be used "when Attacking" and apply its effect.
    • Terminator Skulls: If you rolled at least 1 Skull icon, check the Enemy's card for a "when defending" or "after defending" effect and resolve it. Unless otherwise stated, an Enemy only reacts once per Attack.
  7. Count Hits Rolled: Compare Hits to the Enemy's Defense:
    • Miss: If you rolled fewer Hits than the Enemy's Defense, the Attack misses or glances off its armor and nothing happens. Otherwise:
    • Normal Enemy: If you rolled Hits equal to or greater than the Enemy's Defense, it is destroyed. Remove the Enemy from the Map and place it at the back of its matching coloured line in the Enemy Pool (see page 16).
    • Boss Enemy: If you rolled Hits equal to or greater than the Enemy's Defense, place a Wound token in one of the slots on its card. If the Boss doesn't have an empty slot to place this Wound token, it is destroyed and returned to the box (Bosses are not part of the Enemy Pool).

Attacking Enemies on Entrances: Enemies don't often remain in their Entrances, but Characters can still Attack targets in Enemy Entrances. You must be in Range and have Line of Sight to at least 1 half-hex that is part of the Enemy Entrance (all Enemies in an Entrance are considered to occupy its half-hexes, even if they don't fit).

Special Attacks: Some Weapons, such as the Flamethrower and Grenade Launcher, have Special action spaces instead of Attack ones because they have their own procedure for rolling Attack Dice and counting hits; the effects of these Weapon cards modify the procedure listed here.

Line of Sight and Range Examples: The Guardian wants to Attack using his Plasma Shotgun. He can Attack the red T-800 (Range 3) because at least one Line of Sight can be drawn between their hexes. He can Attack the white T-800 (Range 4) because Cover Obstacles don't affect Line of Sight. He cannot Attack the blue T-800 because of the wall between them, and he cannot Attack the yellow T-800 (Range 2) because there are no lines that can be drawn between them that don't touch or cross the red-outlined Skynet Terminal.

Attack and Reaction example: Using the example above, the Guardian decides to Attack the white T-800 at Range 4. He assigns a 2 to his Plasma Shotgun, rolls 4 Attack Dice and gets the following results: 2 Hits and 2 Skulls.

2 Hits and 2 Skulls is not enough to hit the T-800's 3 Defense. Knowing this, the Guardian spends one of his Rank tokens to reroll the two Skulls, managing to turn one into a Hit. Perfect! 3 Hits is enough to equal the Endo's 3 Defense and it is destroyed. If the Guardian had still missed, the Endo would apply its Relentless ability and move closer, suffering nothing from the Attack.

Note: Enemies never benefit from Obstacles the way Characters do. Ignore Obstacles when Attacking Enemies.

Interact

The Interact Action is used by a variety of objects in the game. Rules for the result of this action are often found on Object Reference cards, but it can also be used to trade Equipment and Weapon cards. Each die assigned to an Interact Action Space can only be used for one thing (you can't both Interact with an object on the Map and Trade).

Trading: When you assign a die to the Interact space on your Character board, you may choose to trade with one other adjacent Character. You may freely give and take Equipment and Weapon cards with the chosen Character. Any of your dice assigned to cards remain there until the end of the round, even if you trade a card to another Character.

Interacting with Objects: When you assign a die to any Interact Action Space, you may use the Interact Effect of an object on the Map, as described on its Object Reference card. This is most commonly used for Supply Crates and Terminals.

Special

Character boards and Class cards have special abilities with unique effects; these are Special Action Spaces. Some require a die of a specific value, while others can use any die; the effect will tell you which. Assign a die here to apply the effect.

Rest (Rescue)

Assign a die to a Rest Action Space for one of two possible effects:

  • Rest: Remove 1 Wound from your Character board.
  • Rescue: Choose a Character in an adjacent hex that is Down. That player removes 1 Wound from their Character board and stands their miniature up. See Downed Characters, page 19.

Commanding Allies

Some Missions use Allies. These are additional Resistance forces controlled by the players that can be Commanded to perform actions, by using the Special Action Space on their reference card. The following general rules apply to all Allies:

  • Allies can only be Commanded from the Zone they occupy.
  • The Actions that Allies perform function exactly the same way as the actions performed by Characters and have all the same rules, although Allies have a fixed value for Movement and do not have bonuses for Attacking.
  • Allies are not Characters. They do not benefit from effects that specify "Characters" unless a Mission's Special Rules say otherwise.
  • Enemies target and Attack Allies the same way they Attack Characters. Allies are usually Killed when they take a Wound they cannot place on their card, though some Missions have Special Rules for Downed Allies.
  • Downed Allies cannot be Commanded, but may be rescued like Characters. Killed Allies are returned to the box.

3. Enemy Phase

When a player finishes their Player Phase, they must flip their Activation Token to the "Done" side and perform an Enemy Phase. The Enemy Phase consists of the following steps:

A. Reinforcements (roll dice to place Enemies of your colour) B. Enemies Move (all Enemies of your colour) C. Enemies Attack (all Enemies of your colour) D. Activate Bosses E. Stunned Bosses & Enemies Recover (of your colour)

3A. Reinforcements

During this step, new Enemies may appear from Enemy Entrances and join the battle. Each Mission's Special Rules specify how many dice you roll for Enemy Reinforcements. Roll the listed number of dice and compare the results to the Enemy Entrances around the edges of the Map.

For each die result that matches a result shown on an Enemy Entrance, take an Enemy from the front of your coloured line in the Enemy Pool and place it on the Enemy Entrance that shows the die result you rolled.

If multiple Enemy Entrances have the same die result, place new Enemies alphabetically (starting with Alpha) until all Enemies have been placed, or there are no more Enemies of that colour in your pool.

If you roll multiples of the same result, multiple Enemies will be placed at the same Entrance.

Enemy Placement: Enemy Entrances use the half-hexes along the edge of Map Tiles. Enemies should be placed in the half-hex that is closest to the nearest Character.

Size of Enemy Entrances: Enemy Entrances are considered a single Zone with no limit to the number of Enemy units that can occupy it. If you need to place more Enemies than will fit on the half-hexes an Entrance borders, place any others off the board nearby; they are still considered to occupy one of the Entrance's half-hexes for the purposes of movement and Attacks.

Reinforcements & Enemy Pool Example: At the end of your turn as the Blue player, you roll two of your dice for Reinforcements. There are no matches on the Map for one result, so that result has no effect. There are two matches however, meaning the first two Enemies of your colour in the Enemy Pool will be placed. The Drone is placed at entrance Alpha, and the T-800 is placed at entrance Bravo, in the hex closest to the Guardian.

3B. Enemies Move

In any order you choose, Move each Enemy of your colour on the Map. By default, all Enemies target the nearest Character when moving. Some Missions override this default priority. Refer to the Mission's Special Rules.

To Move an Enemy, follow the steps below, resolving the first instruction that applies to each Enemy.

  1. If a Character is within Range and Line of Sight of the Enemy, it doesn't move since it can Attack from its current position.
  2. Otherwise, the Enemy moves toward the nearest Character until it is in Range and Line of Sight. Once it meets both of these conditions while moving, it stops, even if it has Movement remaining. Some Enemy cards (such as the T-1000) have exceptions to this rule.
  3. If the Enemy cannot get the nearest Character in Range and Line of Sight, it moves toward the nearest Character following the shortest path of hexes that is not blocked.
  4. In the rare situation that the Enemy is in a part of the Map is not connected to the nearest Character (there is no path to reach the Character), such as behind one or more closed doors, it still moves toward the nearest Character until its Movement is blocked.

The following general rules apply to Enemy Movement:

  • If two Characters are the same distance away from an Enemy, players may choose which one the Enemy considers nearest and moves toward.
  • If there are multiple shortest paths, the players choose which of the shortest paths the Enemy moves.
  • Hexes containing Obstacles count as 2 Movement for Enemies. Sometimes the shortest path to a Character is still over an Obstacle, even with this Movement penalty (note the HK-8 Drone ignores obstacles when moving).
  • Enemies may move through hexes occupied by other Enemies, but cannot end their turn in the same hex. Each hex can only contain one Enemy.
  • If an Enemy has Movement remaining but cannot use all of it because hexes closer to its target are occupied by other Enemies (of the same or different colours), it stops.
  • Enemies cannot move into or through Walls (red outlines). Count the shortest path around any Walls when moving.

Enemy Movement Examples: After rolling for Reinforcements as the Blue player, you must Move all Blue Enemies in any order. The closed door token makes the Guardian the nearest Character for each of the Enemies below, so they will move toward him.

T-800 (1) does not move because the Guardian is already in its Range of 6 and Line of Sight.

T-800 (2) uses its 4 Movement to move past the white T-800, but stops after 3 hexes at position (2), as soon as the Guardian is in Range and Line of Sight.

T-800 (3) also moves closer, but the white T-800 occupies the 4th hex of its Movement, so it stops at position (3).

The Drone has 8 Movement, but can only Attack at Range 2. It moves 6 hexes to stop at position (4), which is the first hex it can get both Range and Line of Sight to the Guardian.

The end result is two T-800s and a Drone that can Attack the Guardian! Yikes!

3C. Enemies Attack

After all Enemies of your colour have moved, each makes an Attack if it is able. Each Enemy Attacks the nearest Character. If more than one Character is the nearest, players choose which Character is Attacked.

When your Character is Attacked, have a different player make the Attack roll if possible.

When an Enemy unit Attacks, follow these steps:

  1. Confirm Target: The Enemy is within Range and has LOS to the nearest Character (you probably determined this when moving the Enemy in the previous step).
  2. Roll and Modify Attack Dice: Equal to the Enemy's Attack rating.
    • Resolve any Enemy abilities that modify the results of the Enemy's Attack roll.
    • Then resolve any Character, Class, or Equipment effects that modify the results of the Enemy's Attack roll.
  3. Resolve Resistance Fists: For each Fist icon the Enemy rolled, choose an ability on your Character board or class card that triggers "when defending" and apply its effect. You can use the same ability multiple times if there are multiple Fist icons.
  4. Resolve Damage: Each Skull result is 1 Damage. Hit results are ignored when Enemies Attack. Each point of Damage is dealt in the following order:

To a Cover Obstacle in your hex: If you are on a Cover Obstacle (yellow outline), it takes damage first; mark each Damage the Obstacle takes with a Damage Token. Once the Obstacle has damage tokens equal to its Defense rating (the number in its shield icon), it is destroyed and removed from the Map.

To a Wound Slot on your Character Board: If there is no Obstacle in your hex, or the damage taken exceeds its Defense rating, place 1 Wound token in an empty Wound slot on your Character Board (or one of your Class cards).

Too Many Wounds: If you are dealt a Wound and have no empty Wound slots available to place the token, you are Down. Lay your miniature on its side in its current hex (see Downed Characters, below).

Enemy Attack Examples: Continuing the example from the previous page, the Blue Enemies now Attack the Guardian. Players decide to resolve the Attacks in the order numbered.

T-800 (1) rolls 3 Attack Dice and gets: 2 Hits, 1 Skull. Enemy Attacks don't count hits, so the Attack results in 1 Damage. The Guardian occupies a Cover Obstacle with a "2" shield icon, which takes 1 Damage for him. He marks it with a Damage token (3).

T-800 (2) rolls 3 Attack Dice and gets: 1 Hit, 2 Skulls. Of this two Damage, the Cover Obstacle takes 1 more Damage and is then removed from the Map. The Guardian must take the second Damage by placing a Wound token on his Character board.

Finally, the Drone (3) rolls its 2 Attack Dice: 1 Hit+Fist, 1 Skull. This deals another Damage. However, the Guardian uses the Fist icon to activate the ability on his Character board: "When defending, ignore 1 Wound", preventing the Wound.

Downed Characters

When your Character takes a Wound that cannot be placed because they have no empty Wound slots on their Character board or Class cards, they are Down. Downed Characters still participate in the game in a limited way as follows, until they are Rescued by another Character (page 15):

  • Decision Phase: These players still participate in the turn order discussion.
  • Player Phase: Downed Characters have a chance to rally, in a heroic fashion: Roll your 4 Action dice as usual. You may still spend Rank tokens to reroll the results. You may only use and assign dice with a value of 6, but may not use Rest Action Spaces.
  • Enemy Reinforcements: You must still roll for Reinforcements and activate Enemies of your colour.
  • Enemy Movement: Downed Characters are ignored by Enemies. Enemies may move through hexes occupied by Downed Characters, but may not stop there.
  • Enemy Attacks: Enemies do not Attack or deal Wounds to Downed Characters. If a Character becomes Down during the Enemy Attack phase, any remaining Enemies will target the next nearest Character in their Range and Line of Sight instead, if there are any.

3D. Bosses Activate

If there are any Boss-type Enemies in play, each takes a turn in any order after all non-Boss Enemies have moved and Attacked. Bosses don't have player colours, so they activate (moving and/or Attacking as their logic requires) on each player's turn, making them very dangerous.

For each Boss, roll a die. Compare the result to its Logic card to see how it moves and Attacks this turn.

Unless otherwise indicated on their cards, Bosses resolve Movement and Attacks following the same list of priorities as non-Boss Enemies.

3E. Stunned Enemies

During this step, any Enemies that missed their activation because they were Stunned are no longer Stunned; stand their miniatures up. Only stand up Bosses and Enemies of your player colour.

How do Enemies become Stunned? Some effects, such as the EMP Grenade, cause Enemies to become Stunned. When this happens, lay the Enemy miniature on its side in its current hex. The next time it would be activated, instead of taking its normal turn, the Enemy miniature is returned to a standing position instead. If an Enemy has effects that occur after it activates, apply those effects when you stand the miniature up.

Attacking Stunned Enemies: Stunned Enemies may be Attacked as normal, but any Skull results you roll do not trigger their Reactions ("when defending" abilities on their cards).

4. End of Round

The Round ends after all players have taken a turn by completing a Player Phase and an Enemy Phase. If there are any "End of Round" effects on cards or in the Mission's Special Rules, apply those effects now.

Then, all Characters flip their Activation Tokens face up (to the "Ready" side), and gather all their Action Dice to begin a new Round, starting with the Decision Phase.

Ending a Mission

A Mission ends in victory immediately when all of its Objectives are achieved; this is usually during a Player Phase.

Winning a Campaign Mission: When playing a Mission as part of a Campaign, there are several steps to perform when the Mission is successful:

  1. Refer to the Mission's Reward (listed under Objectives).
  2. If the Mission gives Characters an additional Rank token or Class card, take those components from the box. Players may choose which Class card they earn; see page 20.
  3. Record the following information for each Character, and carry these cards and tokens into the next Mission:
    • Weapon, Equipment, and Class cards.
    • Number of Rank tokens.

Losing a Campaign Mission: You may choose to either reset the Mission and play it again with all the cards your characters had when they started it, OR continue to the next Mission and follow its Skirmish setup. If you choose to Continue anyway, you do not draw any additional Equipment cards due to Skirmish Setup instructions.

Appendix: Class Cards

This section lists more details about the effects of various Class cards. Many Class cards share common effects that provide additional Action Spaces or tokens on Character boards.

Extra Wound Slots (Assault, Bodyguard, Engineer, Sergeant): These Wound Slots work the same way as the ones on Character boards, and Wounds placed here can be removed using Medkits.

Shared Rank tokens (Sergeant, Squad Leader): These abilities provide an extra Rank token, that can be used the same way as others (to reroll Action or Attack Dice), but they can also be used by other Characters in your Zone as if they are on those Characters' boards.

Attacking Fist Icons (Close Combat, Marksman, Munitions Specialist, Skirmisher): These abilities give you more options when you roll Attack Dice. Some require a Fist icon to use, others are always active (Passive). They apply either "When Attacking" and modify something about the Attack itself, or "After Attacking", which are applied after the Count Hits step of the Attack (after the Enemy has done its reactions and/or taken its Wounds).

Defending Fist Icons (Close Combat, Scout): These abilities give you more options when Enemies Attack you. Some require the Enemy to roll a Fist icon to use, others are always active (Passive). They apply either "When Defending" and modify something about the Attack itself, or "After Defending", which are applied after the Suffer Wounds step of the Attack and usually only work if you weren't knocked Down by the Attack.

Additional Equipment Card Slot (Packrat, Quartermaster): This ability functions the same way as Equipment card slots on your Character Board. If playing a campaign, the card carried here is kept between Missions.

Move Action Spaces (Infiltrator, Scout): These spaces have bonus effects for certain die values.

Interact Action Spaces (Engineer, Packrat, Tech Specialist): These Interact Spaces and can be used for Trades and other Interact Actions as usual. For Engineer and Tech Specialist, these additional spaces allow you to modify the result of the die you assigned. For Packrat, the bonus only applies to Supply Crates.

Special Action Spaces (Radio Operator, Squad Leader): These new Special Actions allow you to do some Actions out of turn. Radio Operator lets another Character move on your turn, while Squad Leader rewards you for activating Allies, and can allow an Ally to be activated twice.

Rest Action Spaces (Medic): With the Medic class, you can use any of your Rest Actions (including those on your Character board) to remove Wounds from adjacent Characters.

Additional Starting Equipment (Medic, Munitions Specialist, Tech Specialist): These abilities allow Characters to begin each Mission by taking an Equipment card from the deck with a specific Keyword, and storing it on top of the class card until it is used. This ability does not provide an additional Equipment slot; you cannot place any other cards here. If playing a Campaign, you must discard the card here at the end of the Mission if you still have it.

Appendix: Weapon Cards

This section explains some of the more unusual Weapons in greater detail.

Pistol, Scoped Pistol: When you assign a 2, 3 or 4 to Attack with this Weapon, you may then Attack with a second equipped Weapon, following all rules for making an Attack with that Weapon. If the other Weapon has an effect that also triggers using a 2, 3, or 4, it still applies.

Machinegun, Minigun: Each time you use an Attack Action Space on these Weapons, you may be able to make a second Attack with them. This is especially powerful in the hands of Kyle Reese, since he can copy these Action Spaces to make even more Attacks.

Sniper Rifle: This Weapon can't Attack targets 4 hexes or closer. This Weapon's effect adds 1 Hit per Fist rolled, and those Fist icons can still be used to trigger abilities as usual. Dealing an extra Wound has no effect on most Enemies, but is useful against Bosses.

Electromagnetic Fist: This Weapon's effect makes it easier to destroy Enemies by reducing the number of hits you need to roll.

If you still fail to roll enough Hits, the Enemy becomes Stunned.

Flamethrower: This Weapon affects targets in your Zone and within your Line of Sight. Instead of rolling your Attack Dice to meet the target's Defense, each Hit you roll deals 1 Wound. If there are Characters in your Zone and you roll more Hits than there are Enemies to Wound, you must use the remaining Hits to Wound Characters.

Grenade Launcher: This Weapon can't Attack targets at Range 1. Instead of rolling your Attack Dice to meet the target's Defense, each Hit you roll deals 1 Wound. With a good roll, this Weapon can deal up to 4 Wounds to one Enemy!

Appendix: Truck Examples

Entering and Exiting the Truck: Characters can enter/exit the truck by moving between the hexes on the token connected by white arrows. Once inside the truck, Characters can move normally between its 5 hexes. When a Character occupies a circled space, they gain access to the abilities of the reference card with the same name.

Characters inside the Truck are considered to be in all of the Zones the Truck token overlaps, so driving the Truck into a new Zone will reveal Waypoints.

Moving the Truck Token: If the Mission uses the Driver Seat reference card, the Truck can be moved. The Truck may only move diagonally forward or backward, and cannot be rotated. When counting movement, count from the hex with the Driver circle. Each red-outlined hex the truck occupies must be able to fit in each of the truck's new positions as it moves.

The Driver uses a die to move the truck. Along its movement, all of the white-outlined hexes must be empty for the Truck token to fit.

Appendix: Equipment Cards

Equipment cards have the most varied and complex effects in the game. This section explains them in greater detail.

Plasma Canister: You can only remove Action Dice from Weapon cards, not from Action Spaces that copy those on Weapon cards, or other Attack Action Spaces. Once dice are removed, those Action Spaces become open and can be used again this turn.

Stim Pack: You can only remove Action Dice from your Character board, not from Class cards, Equipment or Weapons. Once dice are removed, those Action Spaces become open and can be used again this turn.

Search (Various Cards): These cards are discarded, but let you look through a specific deck and take a card that matches the requirements listed (usually Weapons).

Grenades (Various Types): The Action Die you assign determines how many hexes the grenade can be thrown. Standard Grenades also roll the assigned die to determine how much damage they cause. Once thrown, the Grenade card is discarded, unless is has a persistent effect; the card is kept as reference until the effect ends.

Medkit: You can only discard this card to improve the effect of using a Rest Action Space.

Advanced Medkit: Unlike the normal Medkit, this one does not require you to use a Rest Action space!

Munitions (Various Types): These cards are discarded at the start of your turn, and apply bonuses on all Attacks you make until the end of your turn. If an effect allows you to make an Attack when it is not your turn, you cannot discard Munitions.

Signal Jammer: If there are die values that don't appear on the Enemy Entrances in play, this card can allow you to skip a Reinforcement Roll.

Armor (Various Cards): The shield icons on these cards are similar to how Cover obstacles work. When all the slots on an Armor card are filled with Wounds, it is discarded. If playing a Campaign and you keep this card between Missions, remove all Wounds from it. You can only ever have 1 card with the Armor Keyword in your Equipment card slots.

Appendix: Difficulty Adjustments

Once you are familiar with Terminator Genisys: Rise of the Resistance, you may wish to use one or more of these rules to adjust the difficulty for more casual play or greater challenge:

Easier Game:

  • Higher Rank: Give each character 2 extra Rank tokens.
  • Fewer Enemies: When setting up the Mission, do not use the rightmost enemy pictured in each row of the Enemy Pool.
  • Well-Equipped: During Mission Setup, add cards to the Weapon/Equipment decks that are 1 level higher than listed.

Harder Game:

  • Rank 1: Each character gets a maximum of 1 Rank token (excluding those on Class cards).
  • Aggressive Reinforcements: After placing Starting Enemies, roll 1 extra die for each Reinforcement Roll. The first time you flip an Enemy Entrance, replace it with the Skynet (black) Entrance on the side that does not have the same die result showing.
  • Termination: You are Down when you place a Wound token over your last empty Wound slot (instead of when you can't place a Wound).

Important Terms

  • Action Dice - Each Character gets 4 of these to roll for their turn each Round.
  • Action Space - Square areas on Player Boards and cards where Action Dice are assigned. Several types: Attack, Move, Interact, Rest, Special.
  • Activate - Taking a turn.
  • Adjacent - hexes on the Map that share a common edge, but are not separated by a Wall.
  • Ally - Supporting Character with a miniature and reference card. Can be Commanded.
  • Attack - Action Space that allows you to roll Attack Dice and destroy Enemies. Also how Enemies Wound Characters.
  • Attack Dice - Dice with icons that are rolled when making an Attack.
  • Boss - Formidable Enemy with special logic, multiple cards, and multiple Wounds.
  • Buzzer - Nickname given to Skynet's HK-8 Flying Drones by Resistance Soldiers, due to their distinctive sound.
  • Campaign - Game Mode with a series of linked Missions played in numerical order. Characters track their progress and keep cards between Missions during a Campaign.
  • Card Slot - Spaces at the bottom of the Character board where Weapon and Equipment cards are kept.
  • Character - Each player controls one or more Characters, represented by a board, miniature, cards, and set of dice.
  • Character Ability - Unique Action Spaces or abilities on Character boards.
  • Class - Cards that grant Characters additional abilities and/or Action Spaces.
  • Command - A type of Special Action Space that appears on reference cards for Allies.
  • Cover - Yellow-outlined Obstacle tokens that absorb Wounds instead of the Character(s) that occupy it.
  • Damage - Tokens placed on Obstacles to track how many Wounds they can absorb before being destroyed.
  • Decision Phase - When players decide who will take the next turn.
  • Defense - When Attacking, the number of Hits a Character must roll to damage the Enemy.
  • Destroyed - Enemies that take Wounds equal to their Wound rating are destroyed.
  • Door - Type of Obstacle that functions as a Wall when closed.
  • Down - A Character that takes a Wound token they can't place in an empty Wound Slot. Downed Characters are limited to using Dice with values of 6 on their turn.
  • Endo - Short for Endoskeleton; nickname given to T-800 Terminators by Resistance soldiers.
  • Enemy - Machines controlled by Skynet that players battle against.
  • Enemy Entrance - Map Tiles with dice values where Enemy Reinforcements are placed.
  • Enemy Phase - After the Player Phase, a player's matching colour Enemies move and Attack.
  • Enemy Pool - Place where all Enemy miniatures are kept, and limits the total number of Enemies that can appear during a Mission.
  • Equipment - Cards that grant Characters additional abilities and/or Action Spaces. Usually discarded after use.
  • Fist - Icon on Attack Dice, triggers player abilities with the matching icon.
  • hex - Individual hexagon spaces that can be occupied by Characters, Enemies and Obstacles, also called Spaces by card effects.
  • Hit - Icon on Attack Dice. Characters need to roll enough Hits to equal the target's Defense.
  • Indoor - Map Tiles with walls around the outer edges.
  • Interact - Action Space for trading or using the effects of Obstacles on the Map.
  • Line of Sight - Imaginary line that determines whether a Character or Enemy can "see" its target.
  • Map Setup - Diagram for a Mission that shows where to place Map Tiles, Obstacles, Waypoints and sometimes Enemies.
  • Mission - The setup used each time the game is played.
  • Mission Special Rules - New rules that apply only to a particular Mission.
  • Move - Action Space that allows your Character to get around.
  • Objective - The goal(s) that players must meet to win a Mission.
  • Obstacle - Tokens placed on Map Tiles during setup that change their properties.
  • Outdoor - Map Tiles that do not have Walls around the outer edges.
  • Player Colour - The four colours of dice in the game that match each player with a group of Enemies.
  • Player Phase - Where a player rolls their Action Dice and performs Actions.
  • Range - Distance in hexes between an Attacking Character or Enemy and its target, including the target's hex.
  • Rank - Tokens used by Characters to reroll Action or Attack Dice.
  • Reinforcement Roll - Dice rolled by players to determine if and where Enemy Reinforcements are placed.
  • Rescue - Alternate use of the Rest Action Space that removes 1 Wound from an adjacent Character that is Down.
  • Resistance - The remaining forces of humanity led by John Connor, who fight to destroy the machines and restore human civilization.
  • Rest - Action Space that removes 1 Wound from your Character.
  • Reward - A bonus given to players for successfully completing a Mission.
  • Skirmish - Game Mode where players tackle a single Mission and do not track their progress afterward.
  • Skull - Icon on Attack Dice, triggers Enemy Reactions or deals Wounds.
  • Skynet - Artifical Intelligence that controls all machines, and is determined to exterminate what remains of humanity.
  • Space - See hex.
  • Special - Action Space that has a unique effect.
  • Stunned - Enemies that miss their next turn.
  • Supply Crate - Type of yellow-outlined Obstacle where players can find Equipment cards.
  • T-1000 - A Terminator composed of liquid metal, capable of assuming any form and impossible to destroy by common means.
  • Terminal - Red-outlined Obstacle that has a special effect.
  • Terminator - Metal killing machine created for the purpose of exterminating humans.
  • Trade - Exchanging cards between Characters.
  • Truck - Obstacle token with several reference cards and Special Rules.
  • Wall - Thick black areas with red outlines on Map Tiles that divide Zones and separate indoor environments from outdoor ones.
  • Waypoint - Token placed on a Map Tile that indicates a story and/or effect occurs here.
  • Weapon - Card that grants Characters the ability to Attack.
  • Wound - Tokens that Characters place on Wound Slots on their boards to track damage against them.
  • Wound Slot - Space on a Character board where Wounds are placed.
  • Zone - Areas divided by blue glowing borders and/or walls.

Quick Reference

Round Sequence

  1. Decision Phase: Players decide who will take the next turn by nominating a Turn Player. That player proceeds to resolve a Player Phase and Enemy Phase.
  2. Player Phase: The Turn Player rolls their four action dice and assigns them to Action Spaces. Spend Rank tokens to reroll unassigned dice.
  3. Enemy Phase: After the Turn Player has completed all their actions, they must activate Enemies. There are multiple steps to this phase:
    • A) Roll for Reinforcements
    • B) Normal Enemies Move
    • C) Normal Enemies Attack
    • D) Activate Bosses
    • E) Stunned Bosses & Enemies (of your colour) Recover
  4. End of Round: After all players have resolved a Player Phase and Enemy Phase, resolve "end of round" effects.

Player Attacks

  1. Choose Weapon
  2. Apply Dice Bonus Effects
  3. Check Line of Sight
  4. Check Range (Weapon's Range rating)
  5. Roll Attack Dice (Weapon's Attack rating)
    • Modify dice results with card abilities.
    • Spend Rank tokens to reroll.
  6. Resolve Reactions
    • Fists (apply 1 Fist ability for each)
    • Skulls (Enemy Reaction, maximum once)
  7. Count Hits
    • Miss (Hits < Defense)
    • Enemy (Hits ≥ Defense = return to Enemy Pool)
    • Boss (Hits ≥ Defense = 1 Wound)

Enemy Reinforcements

Roll the number of Reinforcement dice listed in the Mission's Special Rules. Place Enemies from your colour in the Enemy Pool on matching entrances, in alphabetical order (first Enemy to Alpha, second to Bravo, etc).

Enemy Movement

Each Enemy follows the first instruction possible below. If two Characters are the same distance, or there are multiple shortest paths, players choose between the options.

  1. If a Character is within Range and Line of Sight, don't move.
  2. Move toward the nearest Character until it is within Range and Line of Sight, then stop moving.
  3. Move toward the nearest Character following the shortest path that is not blocked.
  4. Move toward the nearest Character, even if the shortest path is blocked (for example, by a door).

Enemy Attacks

Each Enemy of your colour resolves the steps below.

  1. Confirm Target: Attack the nearest Character in Range and Line of Sight. If multiple Characters are the same distance, players choose.
  2. Roll Attack Dice: equal to the Enemy's Attack rating.
    • Modify dice results with Enemy's abilities.
    • Modify dice with any player effects.
  3. Resolve Resistance Fists:
    • Use 1 "Defending" Fist ability for each Fist Icon.
  4. Suffer Wounds:
    • Take 1 Wound for each Skull Icon. Ignore Hit results.
    • If you are on a Cover Obstacle, it takes damage first.
    • If you can't place a Wound token, you are Down.

Bosses

Bosses Activate at the end of each player's Enemy Phase. If there are multiple Bosses in play, Activate them in any order. For each Boss, roll a die to determine what it does.

Map Tokens

  • Waypoint: Reveal and look up immediately upon entering this Zone.
  • Cover Obstacle (Yellow): 2 Movement/hex entered. Number = Wounds absorbed.
  • Blocking Obstacle (Red): Blocks Movement & Line of Sight. See reference card.