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REfEREnCE ShEET

Rules Reference
The Game Turn Heavy Weapons vs Resolution Tests
If a model is hit by a heavy weapon (anything with Power D10 or more)
• Tactical Roll-off and not destroyed, its Resolution for the ensuing Resolution Test is
The winner of this roll-off has the Tactical Edge for this turn. degraded by one step. This means it uses the next worse die (e.g. it
• Impulses uses a D12 instead of using its normal D20 .)
1) Fate Roll. A player (decided by the player that has the Tactical
Edge), rolls a Fate dice and receives a ‘hand’ of activation markers, Failed Resolution Test – Retreat!
- either 1 marker, 2 markers or 0 markers if a Fate result is rolled. If a model rolls a 1 for its Resolution Test, the model is removed from
the game and counts as destroyed.
2) Plan Activations. That player places all activation markers from
his hand, with the ‘Ready’ side up, next to the models he wishes to
activate. If the player has more than one marker, he chooses the Failed Resolution Test – Reeling
models he wishes to activate and places a marker next to each model. If a model rolls a 2-5 for its Resolution Test, the model is Reeling – if
the model already had ‘Done’ markers on it, it simply receives one
3) Execute Activations. That player executes the activation of more. If it did not have any Done markers it receives two. This way,
each of his models in any order he likes, turning the ‘Ready’ marker Reeling models are easily recognizable, as they are marked with two
to the ‘Done’ side as he finishes each activation. or more ‘Done’ markers.
4) The other player repeats steps 1), 2) and 3). The effect of having two or more ‘Done’ markers is that the model
will not be able to do anything this turn and, as models only lose
5) Players continue to alternate activating their models until all one Activation marker at the end of each turn, it will also be unable
models in both players’ forces have been activated.

Quickplay Reference
to do anything in its following turn, or turns. But don’t worry, your
• End Turn Commanders can help models to get rid of extra ‘Done’ markers
Remove one ‘Done’ marker from each model and place them all back in much faster than this!
the pool of activation markers. Also, a reeling model is more vulnerable to enemy attacks at Close
Combat range – see ‘Hasta La Vista, Baby!’ below.
Attack Sequence The Resistance The Machines
When a model attacks, follow the sequence below: ‘Hasta La Vista, Baby!’
Enemies that end their move within Close Combat range of a
• Choose weapon and target reeling model are not forced to use their close combat weapons Resistance Soldier Endoskeleton
• Attack rolls (unless of course they are also within Close Combat range of
• Take cover saves another enemy unless they are reeling). Skill Armor Resolution Special Skill Armor Resolution Special
• Damage rolls D6 4+ D8 – D8 8+ D20 Mindless, I’ll Be Back
• Resolution Tests On the contrary, if an enemy attacks a reeling model from Close
Combat range, using either a close combat weapon or a ranged Weapons: combat knife & either shotgun, assault rifle, Weapons: terminator claws & plasma gun.
Attack Rolls weapon, it will hit on 2+. If any hit is scored, no cover saves are plasma rifle, grenade launcher or rocket launcher (AT).
The attacker rolls one die per ROF of the weapon it is using. It can allowed, and the weapon used to attack counts as Power D20 – Hasta
only use one weapon and cannot use ranged weapons if it has made la Vista, Baby! Weapon Range ROF Power Special
a double move or is within CC range of an enemy. The number needed Weapon Range ROF Power Special Terminator claws CC 1 D10 –
when rolling the Skill die for the Attack to hit its target depends on Commanders
the distance between the attacking model and the target: Combat knife CC 1 – D6
Plasma gun Long 2 D8

Models with the Command (n) special rule are called Commanders and
• Close Combat range: 3+ said to have ‘a Command value of n.’ They have the following abilities, Shotgun Short 1 D6 Stopping Power
• Point Blank range: 4+ which work on all visible friendly models within command range,
Assault rifle Long 2/1 D6 Semi-automatic Special Rules
• Short range: 5+ except for other Commanders. Command range is normally the same
• Long range: 6+ as Point Blank range (i.e. Walk template). Plasma rifle Long 2/1 D8
Semi-automatic Mindless
Grenade launcher Long 1 D10 Area (Small) Machines never take cover saves.
‘Come With Me If You Want To Live’
Taking Cover Saves When you assign a Ready marker in the Plan Activations step of the Rocket launcher (AT) Long 1 D20
Brace I’ll Be Back
If the target model is not ‘in the open’ within Short range, the turn to this model (as per the normal rules), you can immediately When a model with this special rule is destroyed (except by
opponent normally rolls D6 and if the result is 4+, the hit is negated.
If the result is 3 or less, the hit is applied to the model, and the firer
take a number of markers from the pool up to its Command value, (n),
Special Rules an ‘Hasta la Vista, Baby!’ attack or by a Retreat result on a
and assign them to any visible friendly models without Ready or Done Resolution test), roll a . If the result is a 5 or a 6, the model
will then roll to damage. markers within command range. Brace
D6

is not actually destroyed, but turns into a crawler instead.


This weapon cannot be fired if the model has moved as part When turning into a crawler, the model must also take a
Damage Rolls
For each hit scored and not saved, the player checks the weapon’s
‘No Fate But What We Make For Ourselves’ of its activation. Resolution test as normal for surviving a hit.
When you roll a Fate result for the Fate roll to determine how many
Stat-line and rolls the correct Power die. The result of the die is then
activation markers you get, you can select one (and only one!) of your Semi-automatic Crawlers have the profile below. In addition, they are
compared with the Armor value of the target. If the die result is equal
Commander models currently without Ready or Done markers – this If the target is at Long range, this weapon counts as ROF 1. If
to or higher than the target’s Armor value, the hit scores a point
Commander will use sheer force of will to override Fate.
Size 0, cannot make double moves, and treat all barriers as
of damage on the target. Normally, a model that suffers a point of the target is within Short range, this weapon counts as ROF 2. impenetrable. Also, the Mindless rule ceases to apply.
damage is removed. If the result is lower than the Armor value of the You immediately take a number of markers from the pool up to the
target, the model will have to take a Resolution Test. model’s Command value, and assign the first one to the Commander Stopping Power
itself, and the remaining ones (if any) to any visible friendly models This weapon is Power D8 at Point Blank range. Crawler
Resolution Tests without Ready or Done markers within command range.
If a model has suffered one or more hits by an enemy attack and has Area (Small) Skill Armor Resolution Special
not been damaged, after all saves and rolls to damage have been ‘On Your Feet, Soldier!’
If the target model is hit, measure to see if other nearby D6
8+ D20
Slow
done, the model must immediately take one Resolution Test per roll to In the End Turn phase, after one Done marker has been removed models are also hit by the same weapon – we call them
damage that it has just survived. A Resolution Test is taken by rolling from all friendly models, the Commander can remove additional Done secondary targets. Place the Close Combat range template Weapons: terminator claws
the model’s Resolution die and checking the chart below: markers from any visible friendly model(s) within command range that in base contact with the primary target and rotate it all
still have Done markers (including other Commanders, though not around its base. Any models whose bases are touched or
Resolution Test Chart Special Rules
him/her/itself!), up to a total number of Done markers equal to its overlapped by the template are also hit. Proceed to roll for
Die Result Effect Command value. This effectively allows models to go back from Reeling
damage against all models hit, in an order chosen by the Slow
6+ No effect straight to fighting at full effectiveness, without having to miss their
activating player. Models hit by area weapons receive no The model uses the Crawl template for a normal move, and
2-5 Reeling next turn.
cover. If the model itself or any friendly models would be uses the Walk template for a double move (but note that
1 Retreat! secondary targets, the attacking model cannot fire. Crawlers cannot make double moves).
REfEREnCE ShEET

Model Stats Weapons Reference


human Resistance [USA] Resistance Weapons Chart Machines Weapons Chart
Model Skill Armor Resolution Special Weapon Range ROF Power Special Weapon Range ROF Power Special
Resistance Soldier D6
4+ D8
– Fists CC 1 D4 Terminator claws CC 1 D10

Resistance NCO D6
4+ D10 Command 1 Combat knife CC 1 D6 Stabbing/cutting parts CC 1 D12

Resistance Captain D6 4+ D10 Command 2 Sticky bomb CC 1 D12 Small Area, Crushing stomp CC 1 D12

John Connor’s Lieutenant 4+ Command 2, Resilient (2) Suicidal


D8 D10
Poly-alloy javelin Short 1 D6

Kyle Reese [1] 4+ Command 3, Resilient (2) Bow/Crossbow Long 1


Plasma gun Long 2
D8 D12 D4
D8

John Connor [1] 4+ Command 5, Resilient (2), Tactical Genius Pistol Short 1 D6
Flamethrower Short 1 Flame
D8 D12
D6

Sarah Connor [1] 3+ Command 3, Resilient (2) SMG Short 2 D6


Heavy plasma gun Long 3 Brace
D8 D20
D10

Pops [1] D10 8+ D20 I’ll be Back, Machine, Guardian Shotgun Short 1 D6 Stopping Power
Cop D6
3+ D6
– Rifle Long 1 D6

SWAT D6
4+ D8
– Sniper rifle Long 1 D6 Sniper
Heavy sniper rifle Long 1 D8 Sniper
human Resistance [USA] - Vehicles Assault rifle Long 2/1 D6 Semi-automatic
Model Skill Armor Resolution Special Plasma rifle Long 2/1 D8
Semi-automatic
Abrams MBT D8 10+ D20
Vehicle, Resilient (3) LMG Long 3 D6

Bradley APC D8 8+ D20


Vehicle, Transport (7), Resilient (2) HMG Long 3 D8
Brace
Car D6
5+ D8
Vehicle, Size 2, Transport (3) Grenade launcher Long 1 D10 Small Area
Humvee D6
7+ D12 Vehicle, Transport (4), Resilient (2) RPG Long 1 D12
Ammo (1)
Pickup D6 5+ D8 Vehicle, Size 2, Transport (6) Mortar Long 1 D8 Brace, Indirect,
Truck D6 6+ D10 Vehicle, Transport (12), Resilient (2) Small Area
Apache Attack Helicopter D8
6+ D12 Vehicle, VTOL, Extremely Fast, Resilient (2) Chain gun Long 3 D10 Brace
Black Hawk D8 6+ D12 Vehicle, VTOL, Extremely Fast, Transport (10), Rocket launcher (AT) Long 1 D20 Brace
Transport Helicopter Resilient (2) Rocket launcher (HE) Long 1 D10 Brace,
Medium Area
Tank cannon (AT) Long 1 D20 Brace,
The Machines HE Rounds
Model Skill Armor Resolution Special Tank cannon (HE) Long 1 D10 Brace,
Endoskeleton D8 8+ D20 I’ll Be Back Small Area
Crawler D6 8+ D20 Slow Minigun Long 5 D6 Brace
T-1000 D10 8+ D20 Resilient (3), Infiltration, Command (2), Gatling gun Long 4 D8
Brace
Mimetic Poly-alloy, Sprint
Cyborg Infiltrator D8 8+ D20 I’ll Be Back, Infiltration
Prototype Infiltrator D8 8+ D20 I’ll Be Back, Friendly?
Spider Tank D8 9+ D20 Size 3, Resilient (2)

The Machines - Vehicles


Model Skill Armor Resolution Special “Here we stand
Hunter-Killer Gunship D8 8+ D20 Vehicle, VTOL, Extremely Fast, Transport (6*),
Resilient (2)
on the precipice of
Hunter-Killer Tracked Unit D8 9+ D20 Vehicle, Resilient (3) that final battle.”
John Connor

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