Terminator Genisys: Fall of Skynet
Terminator Genisys: Fall of Skynet Rulebook
Table of Contents
Table of Contents
Components
Components as printed on page 3 of the rulebook.
Books: 2 (This Rulebook; Mission Book)
Dice: 4 (Action Dice, six-sided, 4 (1 set of 4))
Cards: 76
- Class: 10
- Weapon: 10
- Equipment: 32
- Enemy: 17
- T-3000 Stagger: 1
- Player Reference: 1
- Object Reference: 5
Large Cards: 30
- Mission Objective: 10
- Mission Map: 20
Boards: 16
- Large Map Tile: 2
- Horizontal Map Tile: 1
- Vertical Map Tile: 2
- Small Map Tile: 4
- Elevator Map Tile: 2
- Character Board: 5
Tokens: 49
- Wounds: 5
- Rank: 7
- EMP Mine / Remote Mine: 4
- Obstacle / Heavy Turret (3-hex): 4
- Obstacle / Door (2-hex): 10
- Obstacles (1-hex): 6
- Supply Crate / Terminal: 6
- Skynet Turret / Captured Turret: 4
- Activation: 1
- Grenade 1 (Purple): 1
- Mission Objective: 1
Base Rings: 8 (1 set of 8)
Miniatures: 25
- Michael Arthur: 1
- Gwen Charlotte: 1
- Luke Roberts: 1
- Chris Andrew: 1
- Steven Andrew: 1
- T-800, Dual Plasma Rifle: 8
- T-800: 3
- HK-8 Drone: 3
- T-72 Platform: 1
- T-800 Infiltrator: 1
- T-800 Missile Launcher: 1
- T-72 Platform Flamethrower: 1
- T-72 Platform Missile Launcher: 1
- T-3000: 1
Component Overview
New Map Tiles
Fall of Skynet includes a brand new set of Map Tiles to expand the options from the core game. There are new tiles of each size, as well as a new tiny "Elevator" tile size, which is used in a variety of new Missions (and the Mission Generator).
Elevator Tile Labelling: These two new Tiles are labelled with the size "E" (ex. E1A).
New Obstacles
Fall of Skynet includes alternate art for many familiar Obstacles, such as Cover, Supply Crates, Terminals, and Doors. It also includes new types of Obstacles: Laser Gates, Power Generators, and two sizes of Skynet Turrets.
Laser Gates are 2-hex tokens that function similarly to Doors. They divide Map Tiles with an impassable laser grid and block Movement for Characters while active. Unlike Doors, Laser Gates are not Walls and do not prevent Line of Sight, nor do they prevent Enemies from passing through their hexes. In most Missions, they can be opened and removed from the Map by interacting with Terminals.
Skynet Turrets are 1-hex impassable Obstacles (like Terminals) that also function as Enemies. They have reference cards that list their Defense, Attack, Range, as well as their Logic. In some Missions, they are captured and can be used by the Resistance.
Skynet Heavy Turrets function similarly to their smaller counterparts. They have reference cards with stats, Logic and multiple Wound slots. They are also numbered (01 and 02).
Power Generators are large, impassable Obstacles that players will need to destroy. They are numbered 01 and 02, and have matching reference cards with multiple Wound slots.
New Cards
Fall of Skynet includes new Classes, Equipment, and Weapons. Each of these card types should be combined with their counterparts from Rise of the Resistance to form larger decks; all of the same rules apply. All of the cards in this expansion are labelled with the "FOS" set identifier (1).
There are also two new Equipment Keywords (2) in Fall of Skynet: Attachment and Mine.
Attachments (2) are a special type of Equipment card that adds or modifies the effects of Weapon cards. They can be carried like Equipment in an Equipment slot on your Character board, but they are intended to be tucked under a Weapon card (3) and do not take up a separate slot. Each Weapon can have one Attachment tucked under it.
Mines (4) function similarly to Grenades, except they remain on the Map until detonated. When you gain a Mine card, place the number of tokens shown on it. Each time you use the Mine, place one of these tokens on the map as instructed. With the Breacher Class card, it is also possible to gain additional Mine tokens for a single Equipment card.
New Enemies
Fall of Skynet includes 8 miniatures for a new common Enemy: the T-800 with dual plasma rifles (5). This Enemy is included in various Mission setup diagrams.
New Bosses are used in specific Missions. To add greater replayability on repeat plays of the Rise of the Resistance campaign (or when using the Mission Generator) players are encouraged to randomly determine a Boss to use when required to place one by Waypoint effects.
Elite Enemies (6) are stronger, alternate versions of the standard Enemies, and can be used as an optional difficulty adjustment. Elite Enemies do not have a player colour, so you can mark any Enemies of your choice in an Enemy Pool as Elite versions simply by removing their coloured bases. If you want to use Elite Enemies, we recommend upgrading 1 Enemy in each Enemy Pool to an Elite.
The T-1000 #2 (7) is an alternate statcard for use with Rise of the Resistance. Whenever you use the T-1000, you can shuffle the two cards and determine which to use.
Mission Generator
These two decks provide a new way to play, similar to a Skirmish Mission. Unlike the Campaign Missions, these Missions have no Introduction or Waypoint story text.
Mission Map Cards are numbered (1) and show a Map Setup with all of the locations for the following components: Enemy Entrances, Obstacles (yellow hexes), Waypoint tokens, and the Objective token (2). The card also provides a list of all tiles needed to build the map, and lists which sets they come from (3).
Objective Cards list the Mission Name (4), any additional setup required (5), the Mission Objective (6) and the effects of each of the possible eight Waypoint tokens (7). Unlike the Missions found in the campaign books, these Objective cards use keywords for the effects of Waypoints. See the back cover of this book for a list of keywords and their effects.
The Objective Token is used in some Missions to mark a Zone that players must reach to either retrieve or complete their Objective. All Mission Map cards have a location for this token, but it is not always used; some Objective cards discard it as part of setup.
Generating a Mission (Setup)
- Weapon & Equipment Cards: Use Levels 1, 2, and 3.
- Characters: Each player chooses a Character and receives that Character's Starting Equipment, 2 Rank tokens, and 1 Class card of their choice.
- Shuffle the Mission Map and Objective decks, then draw 1 card from each. Set up the Map as shown. Every Mission Generator map uses the following components:
- A) Enemy Entrances: Alpha, Bravo, Charlie, and Delta.
- B) Obstacles: Place 4 2-hex obstacles, and 8 1-hex Obstacles where shown on the Map. You can use any Obstacle as long as it is a yellow cover Obstacle of the correct size.
- C) Waypoints: Form a pool of Waypoint tokens: Take any Waypoint tokens listed in the setup instructions of the Objective card, and place them in a face-down pile. Then, add extra Waypoint tokens face-down (without looking at them) until you have 6 Waypoint tokens. Shuffle this pile and place 1 face-down at each Waypoint location shown on the Mission Map.
- Starting Zone: Each player places their Miniature in one of the five empty hexes on the Elevator tile (instead of any hex in that zone).
- Enemy Pool: Build the Enemy Pool as shown below. (The printed diagram is picture-only: five rows of seven Enemy hexes, coloured red, blue, white, orange and purple from top to bottom, each row ending in an Entrance arrow. The Enemy in each hex is shown in the picture and is not reproduced here.)
- Starting Enemies: Each player rolls 2 dice and places Enemies from their Pool at the matching Entrances.
You are now ready to play.
Difficulty Adjustments: You can apply any of the Difficulty adjustments listed on page 23 of the Rise of the Resistance rulebook, or those under New Enemies on page 5 of this book.
5th Player Campaign
Using the Characters and new components from this expansion, it is also possible to add a fifth player to all of the Missions in the Rise of the Resistance Campaign.
Use the Enemy Pool diagrams on this page instead of those in the Rise of the Resistance Mission Book; these ones have an extra row for the fifth player colour.
The printed page shows a fifth-player Enemy Pool diagram for each of Missions 01 through 07: 01 Gathering Supplies, 02 A Diversion, 03 Liberation, 04 Breaching the Gate, 05 Storming the Courtyard, 06 Labyrinth, and 07 The Time Machine. Each diagram is five coloured rows (red, blue, white, orange, purple), with the Enemy placements shown as pictures only.
Mission Generator Reference
Setup Reference
- Weapon and Equipment Cards: Use Levels 1, 2, and 3.
- Character Setup:
- Starting Equipment
- 2 Rank Tokens
- 1 Class card
- Starting Enemies: Each player makes a 2-dice Reinforcement roll.
The Enemy Pool (Recommended) diagram is shown beside this setup reference.
Waypoint Keywords
Ambush #: Replace the Waypoint token with the listed number of Enemies from your Enemy Pool. If the number listed is greater than 1, place the first Enemy where the Waypoint token was, and place the other Enemies in any hexes adjacent to the first.
Boss: Form a deck of all the Boss-type Enemy cards (except the T-1000 and T-3000). Shuffle it and draw a card. Place the drawn card beside the play area with its corresponding Logic card, then replace this Waypoint token with the corresponding Boss Miniature.
Flip [Alpha/Bravo/Charlie/Delta]: Flip the corresponding Enemy Entrance to its heavy side.
Power Generator: Place a Power Generator Obstacle with at least 1 hex overlapping the Waypoint, and not blocking a doorway, then discard the Waypoint. *
Skynet Turret: Replace this Waypoint token with a Skynet Turret. Place the Skynet Turret reference card beside the play area. *
Supply Crate: Replace this Waypoint with a Supply Crate.
Terminal: Replace this Waypoint token with a Terminal. *
Reinforcements #: Discard the Waypoint token. Each player immediately rolls the listed number of dice for Reinforcements and places those Enemies at their Entrances. They will activate in the normal sequence when their colour comes up.
* If there are Characters or Enemies in overlapped hexes, move each of them to the nearest empty hex.
Mission Book: The Fall of Skynet
The following is the rules text of the official Fall of Skynet Mission Book (26 pages, scanned). Each Mission's introduction and Waypoint story text is in-world flavour fiction and is omitted; the Map Setup, Mission Setup, and Special Rules are transcribed as printed.
Mission 01: Ambush
Map Setup
- Tiles: L2A, L3A, H1A, H2B, V1A, V2B, S1B, S2A
- Obstacles: Supply Crate x4; Blast Door x2; 3-hex Obstacle x2; 2-hex Obstacle x6; 1-hex Obstacle x8
Mission Setup
- Objectives: These Objectives must be completed in order:
- Destroy the Command T-800.
- While there are no other Enemies in the Command T-800's Zone, extract the chip (see Special Rules).
- Retreat into the Sewers (All Characters must be in the Zone with Waypoint B).
- Campaign Reward: All Characters keep their Weapons and Equipment, and gain a new Class card.
- Waypoints: Place Waypoint Bravo where indicated. Set aside Waypoint Alpha; it will be placed later.
- Cards Used: Equipment Deck: Level 1; Special Equipment: T-800 Command Chip (set aside); Weapon Deck: Level 1; Reference: Supply Crate, Blast Door; Trackers: Enemy Surge (0-3 Side).
- Enemy Pool: Printed as a five-row diagram (red, blue, white, orange, purple); the Enemy in each hex is shown in the picture.
- Skirmish Setup:
- Each Character begins this Mission with 1 Rank token.
- All Characters begin with only their Starting cards.
- No Class cards are used.
Mission 01 Special Rules
- Ambush Setup: This Mission does not have a Starting Zone. Instead, Characters begin this Mission hiding cover, laying in wait for the machines. Do not place Character miniatures on the Map. Instead, each player chooses a 2-hex Cover Obstacle and places their activation token on one of the hexes it occupies to mark where their character is hiding.
- Hidden Characters: Characters represented by Activation tokens can choose at the start of each of their turns:
- Remain Hidden: The player does not roll dice or perform actions on their Player Phase; they simply flip the activation token. Hidden Characters still perform the Enemy phase of their turn, including any Reinforcement rolls and enemy movement/Attacks.
- Reveal: Replace the Activation token on the with the Character's miniature and take a normal turn. Once revealed, Characters cannot hide again.
- Enemy Priorities: Enemies ignore Activation tokens placed on the Map. If no Characters have been revealed, all Enemies move toward the hex marked (1) on the Map diagram. Once an Enemy reaches this hex, it proceeds to (2). Enemies always move toward these hexes following the shortest route (determined by the total amount of movement they must spend to get there). Enemies that reach hex (2) are removed from the Map and returned to the Enemy Pool. If the Command T-800 reaches hex (2), players fail the Mission.
- If any Characters have revealed themselves, Enemies move toward and Attack the nearest Character as usual.
- Enemy Reinforcements: 2 dice.
- Enemy Surge: This Mission uses the Enemy Surge reference card, on the side with numbers 0-3. Each reinforcement die rolled that does not spawn an enemy (doesn't match an enemy entrance) moves the Surge token 1 space further along the track on the Enemy Surge card. When the token reaches the "Surge" space, that player spawns the Command T-800 at a random enemy entrance (roll a die: 1-2 = Alpha, 3-4 = Bravo, 5-6 = Charlie). Then, return the Enemy Surge card and token to the box.
Mission 02: Network Access
Map Setup
- Tiles: L7A, H1A, H2A, V3A, V4B, S5A, S6B, S7B, S8A, E1A
- Obstacles: Laser Gate x2; Supply Crate x4; 2-hex Obstacle x5; 1-hex Obstacle x7
Mission Setup
- Objectives: These Objectives must be completed in order:
- Extract the Data from the Terminal at Waypoint Charlie.
- Escape the Substation: Each character must reach an Outdoor Tile (H1A or H2A). See Special Rules.
- Campaign Reward: All Characters keep their Weapons and Equipment, and gain 1 Rank token. Shuffle the Level 2 Weapon and Equipment cards into their respective decks.
- Waypoints: Use Waypoints Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, and Golf. Place Waypoints Alpha, Bravo, and Charlie where indicated. Shuffle the remaining tokens (D, E, F, G) and place one face down at each ? Waypoint icon on the Map diagram.
- Cards Used: Equipment Deck: Level 1; Weapon Deck: Level 1; Reference: Supply Crate, Terminal, Laser Gate.
- Enemy Pool: Printed as a five-row diagram (red, blue, white, orange, purple); the Enemy in each hex is shown in the picture.
- Skirmish Setup:
- Each Character begins this Mission with 1 Rank token.
- All Characters get their Starting cards.
- Each Character chooses 1 Class card.
Mission 02 Special Rules
Dice icons: the scan prints several Interact and Activate steps with a dice-face icon (three faces, or one face). These are shown below as [dice icon] where the icon is not legible enough to read the exact face values; check the printed page before relying on them.
- Enemy Reinforcements: 2 dice. Dice that do not place an Enemy have no effect in this Mission.
- Laser Gates: Use the Laser Gate reference card. Laser Gates block movement but not line of sight. Enemies can move through these hexes but may not stop there; the substation flickers the lasers off and on to permit the passage of its patrols.
- Escaping the Substation: When all Characters are on Outdoor Tiles, choose a player to read the following (flavour text omitted).
- Waypoint Alpha: Choose a player to read the following (flavour text omitted). Interact with the Terminal in this Zone using [dice icon] to remove all Laser Gates from the Map.
- Waypoint Bravo: Choose a player to read the following (flavour text omitted). Interact with the Terminal in this Zone using [dice icon] to activate the Elevator as follows: move the Elevator Tile (E1A) and everything on it to the alternate location shown in the Map diagram. While there are any Characters or Enemies on the elevator's door hexes (half hexes that connect to the other Tiles), it can't be moved.
- Waypoint Charlie: Choose a player to read the following (flavour text omitted). A Character must interact with the Terminal using [dice icon] to extract the data. Place the Waypoint Charlie token on your character board to represent the data. Flip all Enemy Entrances that haven't already flipped to their heavy sides.
- Waypoint Delta: Choose a player to read the following (flavour text omitted). Flip Enemy Entrance Alpha to the Heavy side.
- Waypoint Echo: Choose a player to read the following (flavour text omitted). Flip Enemy Entrance Charlie to the Heavy side.
Mission 03: Fall Back!
Map Setup
- Tiles: L2B, L3B, H1B, V2B, S1B, S2B, S3A, S4B
- Obstacles: Blast Door x1; Supply Crate x6; 3-hex Obstacle x2; 2-hex Obstacle x2; 1-hex Obstacle x7; Truck (unarmed)
- Allies: Place a Resistance Soldier at each numbered hex (1, 2, 3) on the Map diagram.
Mission Setup
- Objectives: Objectives 1 and 2 can be done in either order. Both must be completed before Objective 3:
- Gather all the important supplies from the base (Retrieve Waypoint tokens Bravo, Charlie, Delta, and Echo).
- Evacuate all Resistance Soldiers into the Sewers (see the Evacuation Special Rule).
- All Characters must occupy Waypoint A.
- Campaign Reward: All Characters keep their Weapons and Equipment, and gain a new Class card.
- Waypoints: Use Waypoints Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, and Golf. Place Waypoint Alpha where indicated. Shuffle the remaining tokens (B, C, D, E, F, G) and place one face down at each ? Waypoint icon on the Map diagram.
- Cards Used: Equipment Deck: Level 1, 2; Weapon Deck: Level 1, 2; Reference: Supply Crate, Blast Door, Resistance Soldier x3.
- Enemy Pool: Printed as a five-row diagram (red, blue, white, orange, purple); the Enemy in each hex is shown in the picture.
- Skirmish Setup:
- Each Character begins this Mission with 2 Rank tokens.
- All Characters get their Starting cards.
- Each Character chooses 1 Class card.
- Draw one Equipment card for each Character and distribute them however you like.
Mission 03 Special Rules
- Gathering Supplies: Four of the Waypoint tokens represent important supplies to be collected. Supplies are not Obstacles and do not provide Cover. When in an adjacent hex to one of these Waypoints, interact using [dice icon] to place the Waypoint token above your Character board.
- Overburdened: In their rush to strip the base and take everything with them, the Characters are overburdened. Each Character can carry any number of additional cards and/or Waypoint tokens by placing them above their Character Boards. For each Waypoint token or extra card carried this way, a Character moves 1 fewer hex each time they Move (including Move Actions and bonus movement from abilities).
- Resistance Soldiers: Resistance Soldiers are treated as Characters by the machines: if they are the nearest target, they will be fired upon. If a Resistance Soldier suffers a second Wound (after placing one on its ally card), they are Down. Downed allies can be Rescued just like Characters.
- Evacuation: Each Resistance Soldier that reaches Waypoint Alpha is assumed to have evacuated the base, and is removed from the Map. Resistance Soldiers that evacuate cannot return later in the Mission.
- Enemy Reinforcements: 2 dice. Dice that do not place an Enemy have no effect in this Mission.
- Waypoint Alpha: Do not read the text of this Waypoint unless Objectives 1 and 2 are complete. Then, choose a player to read the following (flavour text omitted). If all Characters are in this Zone, the Mission ends.
- Waypoint Bravo: Choose a player to read the following (flavour text omitted). This Waypoint token represents supplies to be gathered. Flip Enemy Entrance Alpha to the Heavy side.
- Waypoint Charlie: Choose a player to read the following . This Waypoint token represents supplies to be gathered. Flip Enemy Entrance Charlie to the Heavy side.
Mission 04: Lights Out
Map Setup
- Do not include these tiles for 2-player games: Power Generator O2; Enemy Entrances Bravo and Echo.
- Tiles: L2B, L6A, L7A, H3A, V1B, V3A, V4A, S1B, S2B, S3B, S5A, S7A, E1A
- Obstacles: Power Generator x2; Laser Gate x4; Blast Door x1; Terminal x5; Supply Crate x4; 3-hex Obstacle x1; 2-hex Obstacle x5; 1-hex Obstacle x7
Mission Setup
- Objectives: This Objective must be completed:
- Destroy all Power Generators. Players lose if all Characters and Allies on one Map Section are Down. See Special Rules.
- Campaign Reward: All Characters keep their Weapons and Equipment, and gain 1 Rank token. Shuffle the Level 3 Weapon and Equipment cards into their respective decks.
- Waypoints: Use all 8 Waypoints (A-H). Place Waypoints A-D where indicated. Shuffle the remaining tokens (E, F, G, H) and place one face down at each ? Waypoint icon on the Map diagram.
- Allies: If you have fewer than 4 Characters, you will also use Resistance Soldiers. See The Mission Special Rules on page 16.
- Cards Used: Equipment Deck: Level 1, 2; Weapon Deck: Level 1, 2; Reference: Laser Gate, Blast Door, Supply Crate, Power Generator (O1, O2 only for more than 2 players), Captured Turret.
- Enemy Pool: Printed as a five-row diagram (red, blue, white, orange, purple); the Enemy in each hex is shown in the picture.
- Skirmish Setup:
- Each Character begins this Mission with 2 Rank tokens.
- All Characters get their Starting cards.
- Each Character chooses 2 Class cards.
- Draw one Equipment card for each Character and distribute them however you like.
Mission 04 Special Rules
- Separate Maps: The two Map sections are considered one large Map for all purposes, and it is likely that a player's reinforcement rolls will place Enemies on a Map section not occupied by their Character. These Enemies still activate on that Character's turn as usual. Players lose the Mission if all Characters and Allies on one of the two Map sections are Down.
- Separate Starting Areas: You must divide your forces between the two Starting Areas according to the list below. You choose which force goes to which Starting Area. If you have fewer than 4 players, you must supplement your forces with Resistance Soldiers.
- 5 players: 2 Characters / 3 Characters.
- 4 players: 2 Characters in each area.
- 3 players: 2 Characters / 1 Character + 1 Soldier.
- 2 players: 1 Character + 1 Soldier / 1 Character + 1 Soldier.
- Resistance Soldiers (2-3 players only): Resistance Soldiers are treated as Characters by the machines: if they are the nearest target, they will be fired upon. If a Resistance Soldier suffers a second Wound (after placing one on its ally card), they are Down. Downed allies can be Rescued just like Characters. For this Mission, Resistance Soldiers may also use their Rest Action as a Rescue to revive an adjacent Downed Character.
- Enemy Reinforcements: 2 dice. Dice that do not place an Enemy have no effect in this Mission.
- Defense Grid: Laser Gates and Blast Doors cannot be opened by Interacting with them. Instead, each Laser Gate and Blast Door in this Mission has a corresponding Terminal that controls it. Each pair is marked with the same number on the Map diagram. To deactivate a Laser Gate or open a Blast Door, a Character must Interact with the matching Terminal using [dice icon]. (Resistance Soldiers cannot Interact.)
- Waypoint A and Waypoint B: Choose a player to read the following . No further rule instruction is printed on these Waypoints.
Mission 05: Cheyenne Mountain Assault
Map Setup
- Note: This Map setup diagram is rotated 90 degrees.
- Tiles: L2A, L6B, V1A, V3B, V4B, S1A, S2A, S3A, S4B, E1A, E2A
- Obstacles: Skynet Heavy Turret x2; Supply Crate x5; 3-hex Obstacle x1; 2-hex Obstacle x7; 1-hex Obstacle x9; Truck (Destroyed) x1
Mission Setup
- Objectives: All Characters must reach the Elevator (Waypoint Alpha) before time runs out. See the Special Rules for the Cheyenne Mountain Blast Door.
- Campaign Reward: All Characters keep their Weapons and Equipment, and gain a new Class card.
- Waypoints: Use Waypoints A-G. Place Waypoints Alpha and Bravo where indicated. Shuffle the remaining tokens (C, D, E, F, G) and place one face down at each ? Waypoint icon on the Map diagram.
- Allies: Use 3 Resistance Soldiers; place them in the Starting Zone.
- Cards Used: Equipment Deck: Level 1, 2, 3; Weapon Deck: Level 1, 2, 3; Reference: Supply Crate, Skynet Turret, Skynet Heavy Turret (O1 and O2), Resistance Soldier x3.
- Trackers: Cheyenne Mountain.
- Enemy Pool: Printed as a five-row diagram (red, blue, white, orange, purple); the Enemy in each hex is shown in the picture.
- Skirmish Setup:
- Each Character begins this Mission with 3 Rank tokens.
- All Characters get their Starting cards.
- Each Character chooses 2 Class cards.
- Draw one Equipment card for each Character and distribute them however you like.
Mission 05 Special Rules
- Enemy Reinforcements: 2 dice. Dice that do not place an Enemy have no effect in this Mission.
- Cheyenne Mountain Blast Door: Once Skynet knows you're coming, it will close the mountain's blast door to seal out intruders. Use the Cheyenne Mountain Blast Door card and place a tracker token at "Start". If a player rolls at least 1 [dice icon] for Reinforcements on their turn, move this track 1 space toward "Closed". Players must complete their Objective before this track reaches "Closed" or the Mission is a failure.
- Resistance Soldiers: Resistance Soldiers are treated as Characters by the machines: if they are the nearest target, they will be fired upon. If a Resistance Soldier suffers a second Wound (after placing one on its ally card), they are killed and returned to the box.
- Waypoint Alpha (Elevator): Choose a player to read the following (flavour text omitted). If all Characters are in this Zone, the Mission ends.
- Waypoint Bravo: Choose a player to read the following (flavour text omitted). Replace the four Obstacle tokens shown below with Skynet Turrets. Then, each player rolls 1 die for Reinforcements and places those Enemies at their Entrances. During this effect, rolls of [dice icon] do not affect the Cheyenne Mountain track.
- Waypoint C: Choose a player to read the following (flavour text omitted). Replace the Waypoint token with a T-800 Missile Launcher (Boss). Take the matching Stat card and Logic card, and place them beside the play area.
- Waypoint D: Choose a player to read the following (flavour text omitted).
- If both Skynet Heavy Turrets have been destroyed: Choose 1 Zone that contains at least 1 outdoor hex. Make a 3-dice Attack roll against each Enemy in that Zone (tunnel Zones are not outdoor), ignoring any Reactions, then read the following . Otherwise, if either of the Skynet Heavy Turrets have not been destroyed, read the following . - Choose a player to read the following . Replace the Waypoint token with the next 2 Enemies of your colour in the Enemy Pool. One must be placed in the same hex as the Waypoint token; the second must be placed in any hex adjacent to the first.
Mission 06: The Fall of Skynet
Map Setup
- Tiles: L6A, L7B, H3A, V3A, V4A, S5B, S6A, S7B, S8B, E1A
- Obstacles: Laser Gate x4; Supply Crate x3; Terminal x3; 2-hex Obstacle x6; 1-hex Obstacle x6
Mission Setup
- Objectives: These Objectives must be completed in order:
- Access the network and find a Path to the Core (using the Terminal at Waypoint Bravo).
- Expose the Skynet Core (see Waypoint Delta).
- Destroy the Skynet Core.
- Waypoints: Use all 8 Waypoints (A-H). Place Waypoints A-D where indicated. Shuffle the remaining tokens (E, F, G, H) and place one face down at each ? Waypoint icon on the Map diagram.
- Cards Used: Equipment Deck: Level 1, 2, 3; Weapon Deck: Level 1, 2, 3; Reference: Laser Gate, Terminal, Supply Crate; Trackers: Skynet Core.
- Starting Enemies: After assembling the Enemy Pool, each player rolls 2 dice and places Enemies from their Pool at the matching Entrances. Results of 5 and 6 are re-rolled.
- Enemy Pool: Printed as a five-row diagram (red, blue, white, orange, purple); the Enemy in each hex is shown in the picture.
- Skirmish Setup:
- Each Character begins this Mission with 3 Rank tokens.
- All Characters get their Starting cards.
- Each Character chooses 3 Class cards.
- Draw one Equipment card for each Character and distribute them however you like.
Mission 06 Special Rules
- Enemy Reinforcements: 2 dice. Dice that do not place an Enemy have no effect in this Mission.
- Waypoint A: Choose a player to read the following (flavour text omitted). No further rule instruction is printed on this Waypoint.
- Waypoint B: Choose a player to read the following (flavour text omitted). After a Character has Interacted with the Terminal by using [dice icon], remove the Laser Gate at Waypoint Charlie, then read the following (flavour text omitted).
- Waypoint C: Choose a player to read the following (flavour text omitted). Place the T-3000 at Enemy Entrance Alpha.
- Waypoint D: Choose a player to read the following (flavour text omitted). Flip Enemy Entrances Charlie and Echo to their heavy sides, then take note of these additional Special Rules:
- Exposing the Core: Interact with each of the Terminals on Tile L7B by assigning a [dice icon]. Each time you do, remove the Terminal token. When both Terminals are removed this way, the Skynet Core is exposed and can be Attacked.
- Overloading the Core: Once exposed, the Core must be overloaded by weapons fire. Use the Skynet Core tracker card. When the tracker card reaches the "overload" space, the Core destabilizes and the Mission ends (read the campaign victory on the final page of the Mission Book).
- Waypoint E: Choose a player to read the following (flavour text omitted). Replace the Waypoint token with the next 3 Enemies of your colour in the Enemy Pool. One must be placed in the same hex as the Waypoint token; the others must be placed in any hex adjacent to the first.
Campaign Victory
(The Campaign Victory text on the final printed page is narrative and is omitted.)