Terminator Genisys, The Miniatures Game: A Look at the Rules

Terminator Genisys from River Horse is due to be released very soon, in this article I am intending to take a look at the rules to see if there is, other than the setting of the game anything to set it apart from the rest of the games currently in play.

 

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The Rules are split into two categories Basic and Advanced, to start off being overly critical, the advanced rules are only six pages long and although they are needed in the game, different types of cover saves for example I don’t feel that they are particularly advanced, other than the different cover saves and ‘breaking up movement’ the rest of the advanced rules wont really have an effect at the moment and especially if just using the base game.

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The first thing I will have to tell you about are the dice as these are pretty much central to the unique feel off the game, most games use one type of dice, for example a D6 or a D8 are fairly common, Terminator Genisys uses seven different types of dice, now I will freely admit it sounded strange to begin with but it will all become clear why later, so the dice are D20, D12, D10, D8, D6, D4 and a Fate Dice. The Fate Dice I will explain a bit later as well. each type of dice is colour coded as well for ease of reference.

As you tear your way through the box you will notice what look like range markers or rulers, both are correct it just depends which side you see first, you have just flipped one over haven’t you. The range and the movement measures are printed back to back so no tape measure unless you decide to go for massive games, the range side also has the ‘to-hit’ value printed on it as well.

As with all table top games each unit has a stat line, where in all other games a models stat will be listed as for example skill 7 in Terminator Genisys skills are given as a type of Dice. So the Dice represent that models skill. The range band rulers I mentioned earlier have the ‘to-hit’ number printed on them, this is the same for every model, so no trying to remember each models skill with a weapon as all will hit on the same result the difference comes from the type of Dice rolled. So for example a long-range shot is a ‘6+’ so for a Resistance Soldier whose skill is ‘D6’ that’s a hard shot, for a T-1000 whose skill is a ‘D10’ its much easier, the same principle is used for damage and resolution. Some circumstances and special rules can cause dice to be upgraded or down graded so using the example of a D^ it can be downgraded to a D4 making things much harder or upgraded to a D8 which will make things much easier.

The turn sequence is pretty vanilla you roll for initiative or ‘Tactical Roll-off’ the winner chooses who goes first, this is where the Fate Dice comes in at the start of a players Impulse the player rolls the Fate dice and the number shown is how many models can be activated in that impulses, if the Fate symbol is uppermost instead of a number no models are activated and the other player makes their fate roll. This is repeated untill all models are activated.

 

The attack system is slightly different in that the Attack Dice are rolled followed by cover saves then Damage rolls so in theory less damage rolls should be rolled compared to other games. Any Target that is hit, but not injured by the hit, ie the damage roll fails to do the job, the model must make a Resolution test, I suppose this is like a leadership or nerve test but with three results, No effect, become activated with two activations counter placed on it, which have to be removed at the end of a turn, possibly taking to turns to do so, or retreat spectacularly off the battlefield! Again each model will have a different type od dice to roll but the numbers needed to roll are the same, so don’t expect to see to many terminators retreat as their Resolution dice is a D20.

 

Commander models are used quite nicely in the game with varying degrees of usefulness but one part that they will definitely help with is restoring models that have failed a Resolution Test back to normal so you can used.

 

The rest of the rulebook is given over to ‘hobby’ with pages of counters and 2D terrain that can be photocopied and used, as well as sections on how to paint each model and lots off ideas on how to build scenery from pretty common components.

 

Reading through the rulebook I can see this being quite a fast paced game and plenty of reference sheets are provided and also on an A4 laminated sheet so finding out information should be a simple affair.

 

Once I have had a game or three soon I will post my thoughts on the gameplay but it does sound very good.

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What are your thoughts? Does the idea of different Dice for different stats sound like a good idea or do you prefer the more established table based method of working out how to hit your target?

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5 thoughts on “Terminator Genisys, The Miniatures Game: A Look at the Rules”

  1. Nice overview, thanks. The dice mechanics have been in use, for a while now, in Savage Worlds rpg and its Showdown mass combat rules… I like it. Now, just need to wait for my box to make it across the pond 🙂

  2. An ok review you seem to have missed massive section of rules that are important to understanding game play though

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