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The Terminator RPG Quick Start

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© © All Rights Reserved
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100% found this document useful (3 votes)
633 views

The Terminator RPG Quick Start

Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

Quick Start

b e ta v e r s i o n o n e
THE TERMINATOR RPG
QUICK START
Writing
Richard August & Mark Rapson
Rules
Mark Rapson, Chris “Shep” Shepperson & Bart Wynants
Cover Art
Matteo Spirito
Art
Mirco Paganessi
Layout
Jared Earle & Mark Rapson
S5S System
Chris “Shep” Shepperson
Proofreading
Jamie Cross & Chitin Proctor

Nightfall Games are


Dave Allsop, Jared Earle and Mark Rapson
We would like to thank Garry Harper for initiating, and supporting us with, this project.

Copyright © 2020 Nightfall Games Ltd., All Rights Reserved. Designed in Scotland.
Produced on an iMac i9-9900K using Adobe InDesign with Adobe Caslon Pro, Eurostile and Terminator typefaces.

T1, The Terminator, ENDOSKELETON, and any depiction of Endoskeleton are trademarks of STUDIOCANAL S.A.S.
All Rights Reserved. © 2020 Studiocanal S.A.S. ® All Rights Reserved.
THE T E R M I N AT O R RPG

QUICK START
LOS ANGELES 2029 A.D. them to create product(s) for those that pledge money.
The machines rose from the ashes of the nuclear fire. The money pledged is used to complete the product and,
in return, the pledgers are rewarded with the product
Their war to exterminate mankind has raged for
they helped create. It is a great way for small companies
decades, but the final battle would not be fought in
and individuals to make the products they want, and
the future.
is a lifeline for such companies, that otherwise would
It would be fought here, in our present. not be able to complete with the established, larger
TONIGHT... and multinational companies that would otherwise
monopolise the market.
WHAT IS A ROLEPLAYING
THE QUICK START
GAME?
This Quick Start contains seven pre-made characters, all
At its most basic premise, a roleplaying game, or RPG, the essential rules required to play the game and a single
is a tabletop game in which players assume the roles of scenario for a GM and up to five players to enjoy, with
different characters in a fictional setting. These characters the aim of introducing a group of players to the dark,
are represented by a range of statistics unique to each. The frightening and deceitful world of The Terminator.
game, and actions within it, are resolved either through
discussion and storytelling, or with the use of dice. The Note: This is the beta version, meaning that we will
Director (often called the GM or Games Master in many update it and develop it further. Updated versions will
roleplay games) is a critical part of an RPG, as it is their be uploaded to DriveThruRPG and you will be able
responsibility to lead the story. In many respects they are to download them straight afterwards. Consider this a
analogous to the director of a movie and the players are all living, and therefore changing, document.
the actors; between them, they develop and drive the story
and what happens. HACKING RULES
The Terminator RPG features a rules mechanic called
ABOUT THE ‘Hacking’. This is designed to offer computer-savvy
TERMINATOR RPG characters a dedicated game structure filled with tactical
choices and creative solutions. In game, the Hacker takes
This game is licenced from STUDIOCANAL and an active part in shaping the game experience, rather than
includes The Terminator movie and its associated Dark making bog-standard, dull, skill checks every time. In
Horse comics. many ways, a dedicated hacker character is this game’s
The game will include rules and scenarios to play in both equivalent of the wizard archetype seen in other RPGs.
the future and the ‘present’ day of the movie, as well as the
ability to play in any other time point the Director wishes WHAT DO I NEED TO PLAY?
to use. It will include mechanics to allow time travel and
will explore all the different Terminators, enemy types You will need access to a number of 10-sided dice (d10).
and characters seen in the movie and comic books. Ideally, each player should have access to 6 of these dice
A Kickstarter campaign will be launched in early 2021 (6d10), though it is possible to pass a single set around.
and depending on its success, will allow us to increase the One die should be a different colour to the others (we
art and written content. The Kickstarter will also include suggest one black and the rest as you see fit). As well
the chance to acquire exclusive products like metal dice as dice, some paper and pencils for making notes, a
and dice trays. copy of this document is all that is needed to enjoy this
introduction to The Terminator RPG. You will also need
Note: Kickstarter is a crowdfunding platform which one 6-sided die (d6) when using the Hacking rules.
allows creators to gather interest and finances to allow

2
CHARACTER OVERVIEW
In The Terminator RPG Quick Start, each player
assumes the role of a Resistance Fighter. These ‘characters’
are the personas that will represent the players as they
play the game. This document contains seven pre-made
fighters for players to use which can be found at the end
of the book. There are a number of elements that players
should know about on their character sheets, particularly
the different stats, skills and traits that each character has.

STATS
Stats represent the core capabilities of a character - how
smart, strong or fast they are. The different stats that
characters possess are:
Strength (STR) - A measure of how physically strong
and fit the character is, as well as their capabilities in
close combat.
Dexterity (DEX) - Dexterity represents a character’s
speed, agility and hand-eye coordination.
Knowledge (KNOW ) - Knowledge is the core thinking
power of a character, representing their level of education
in academic subjects, their wit and their ability to retain
vital information.
Concentration (CONC) - A character’s Concentration
stat is used for complex tasks that require dedication and
their ability to spot and detect threats or clues.
Charisma (CHA) - Charisma is a measure of a character’s
likability, communication skills and persuasive nature.
The Charisma stat is used when diplomacy is needed, or
when haggling, seducing or leading others.
Cool (COOL) - Cool represents a character’s willpower
and ability to resist the effects of fear.
Fate (FATE) - A character’s Fate stat is a measure of just
how lucky they are and how likely great things are to
happen to/around them.
STAT RANKS
Each stat has a range from 0 to 6, with 0 representing a
particularly low capability in that area and 6 representing
the peak of capability. Each step is referred to as a
rank, with a rank of 2 being ‘average’. The use of certain
equipment or abilities may increase these stats over the
normal limits temporarily during the course of the game.
SKILLS
Skills represent the capabilities gifted to a character
through their life experience and formal training.
Where stats represent the intrinsic strength and mental
capabilities of a character, skills show the technical
capabilities and specialist knowledge gained from an
education or hands-on experience with a particular task.

3
THE T E R M I N AT O R RPG
SKILL RANKS DEXTERITY (DEX)
Athletics - Athletics is a measure of sporting fitness and
Each skill has a maximum of four ranks, though only the
covers activities such as running and jumping, with
first three are available to starting characters. If a character
higher ranks representing a faster, more agile character.
does not possess a certain skill, they are considered to be
‘unskilled’ in that particular area. Being unskilled does Pistol - This skill represents a character’s proficiency with
not mean that a character is incapable of performing a handguns, revolvers and submachine guns, as well as
task, but that they will find performing such actions being an indication that the character has received some
considerably harder than those with the relevant training. formal training in the use of such weapons.
Rifle - Rifle covers the use of a wide range of weapons,
Example: Being unskilled in Swim does not mean that from assault rifles and shotguns, to most submachine
a character can’t swim, rather that they can only swim guns and sniper weapons.
at a casual/leisurely pace and not well under pressure. Stealth - Stealth covers a character’s ability to move
quietly and undetected, from crossing areas of the urban
RANK DESCRIPTION landscape without being seen, to slipping in and out of
1 Skilled crowded spaces.
2 Experienced KNOWLEDGE (KNOW)
3 Expert Computer - Computer provides the required knowledge
4 Specialist to manage files and use a manner of computing
equipment for a range of tasks, from admin to hacking.
Important: Each skill is closely connected to a specific Education: Natural - Natural Education is a collection
stat. A starting character may not take a skill at a rank of skills covering a range of learning on specific subjects
higher than that of the related stat. including: Astronomy, Botany, Ecology, Geography,
For example, a character with STR at rank 2 may Physiology and Zoology
not take the Throw skill at a rank higher than 2. Forensics - Forensics is the skill of correctly and
These limitations are lifted after character creation is methodically analysing a scene to find subtle traces
complete, allowing characters to increase these skills left behind by anyone who may have passed through,
with experience points between game sessions. including fingerprints, footprints and blood spatter
The available skills are: analysis. In addition, the skill also covers experience in
pathology.
STRENGTH (STR) Lore: Skynet - Skynet lore covers knowledge of the
Climbing - This skill represents the character’s training background of the Skynet’s creation, its motives and
or natural ability as a climber, of both natural and man- the actions that led to Judgment Day, as well as a basic
made structures. understanding of how the machines function.
Endurance - Endurance is a representation of a character’s Medical - The required skill set to provide correct
ability to keep going under intense physical pressure. The paramedical aid, including the administering of drugs,
skill is used when holding one’s breath for long periods suturing wounds, diagnosing illnesses and toxicants.
of time and is considered when quick recovery is needed Streetwise - Streetwise represents a character’s knowledge
from exhaustion. of the street, including where to find people, drugs,
Melee Weapons - The art of using weapons designed gangs, and information, as well as how to communicate
for hand-to-hand combat, from knives and stabbing and forge relationships with the criminal underworld.
instruments to clubs, batons and improvised weapons. Time Science - Time Science represents the character’s
The skill covers all types of melee weapons. understanding of time travel technology, including the
Support Weapons - Support Weapons covers the use of ability to predict and control equipment, arrival times
most heavy weaponry, from stationary support platforms and deduce potential paradoxes that might occur due to
and turret mounted vehicle weapons, to heavy, high their actions.
rate of fire anti-personnel weapons where handling the
weapon’s recoil is more important than its aim. CONCENTRATION (CONC)
Unarmed Combat - Unarmed Combat covers all Demolitions - This skill gives the user the knowledge to
disciplines of close range fighting such as martial arts, set up, operate and disarm demolitions and explosives.
wrestling, boxing and brawling. Drive - The Drive skill represents a character’s training in
driving or piloting a range of vehicles, from the common
car to military-spec APC’s.

4
Detect - Detect represents a character’s ability to spot a character well versed in intimidating others is able to
clues, threats or pretty much anything else from both an take control of situations and force others to work for or
investigatory and an observational perspective. with them.
Lock Pick (Manual, Electronic) - The Lock Pick skill is Survival - Survival is the required knowledge to survive
the character’s training and experience in opening sealed without normal shelter or supplies, relying on your
locks and doors. As there is a distinctive difference instincts and the environment around you.
between traditional locks and electronic keypad/swipe Animal Training - A rare skill amongst members of the
locks, the discipline is split into two separate skills. Resistance, but one that has proven to be of great value.
Read Lips - The act of deciphering speech without hearing The skill represents the character’s ability to handle,
it, purely through the movement of a subject’s lips. calm and train all manner of animals.
Tactics - The skill covers the implementation of battlefield
tactics, as well as deciphering tactics used by opponents The full rules for The Terminator RPG contains a
to predict their next move. much larger and more varied list of available skills for
players to choose from.
Technical (Electronic, Mechanical, Weapons) -
Technical is a skill group related to specific training in
highly technical subjects. Electronic covers the repair TRAITS
and modification of electronic devices such as scanners Traits round a character off, adding to the roleplaying
and cameras, Mechanical relates to the maintenance and element of their personality. They represent advantages
repair of engines, vehicles and heavy machinery, and and disadvantages that characters can take to add more
Weapons is the required knowledge to maintain, modify depth to their characters while also giving the Director
and quickly repair damaged firearms and armour. additional juicy bits to play with. Only the traits possessed
Tracking - A character skilled in Tracking is able to use by the pre-made characters included with this Quick
the local environment to identify signs of a specific Start are included here
person or group of people, with the aim of tracking them Addiction - The character suffers from an addiction to
through both urban landscape and the wilderness. take, consume, perform, or hunt down a particular thing.
CHARISMA (CHA) For each rank a character has in this trait, they must feed
Haggle - Haggle represents a character’s ability to drive their addiction a minimum of twice per day or suffer a -1
a hard bargain. The skill is a measure of the character’s modifier to all dice rolls.
ability to negotiate whilst also having an awareness of Arrogant - Arrogance is the inflated feeling of one’s own
the relative value of the item/information/purpose of importance, usually manifested by an air of snobbiness,
the transaction. a sense of entitlement, or the general feeling that you’re
Leadership - The art of leading others, both in combat just that bit better than those around you. The character
situations and through arduous tasks or stressful periods. suffers a -1 modifier to all dice on CHA-related skill
rolls when dealing with other people. The player is also
Persuasion - This skill represents the character’s ability to
expected to roleplay this trait accordingly, potentially
sweet talk, con and manipulate their way to an outcome
leading to unfavourable opinions from those they meet.
that best serves them. Persuasion is used to get people
on-side and to convince people of a mistruth or to rally Exceedingly Cool - An exceedingly cool character is the
support over a situation where people are divided. embodiment of courage and bravery. Once per game
session the character may automatically succeed at a
Seduction - The art of seduction is the process of
Fear Test without the need to roll.
deliberately enticing someone into flirtatious, romantic
or sexual activity. Seduction is used to both attract a Hearing (good) - This trait represents that a character’s
partner or lover, as well as to lead astray those who are level of hearing is noticeably better than the human
attracted or interested in you by making them believe norm. Each rank in good hearing adds one additional
your intentions coincide with their own. Skill Die success to any Detect roll that is based on
hearing.
COOL (COOL) Looks (unattractive) - Looks is a measure of a character’s
Gambling - The skill of betting and gambling, for fun or physical appearance, suggesting that they have features
financial gain. This skill represents not only the ability which are commonly considered to be unattractive,
to hold one’s nerve under the pressures of a high-stakes such as highly visible scars. Each rank in unattractive
game, but also bluff out of a difficult situation. will apply a -1 modifier to the Success Die during any
Intimidate - Intimidate is the process of making another CHA-related skill roll that would be influenced by the
person feel uneasy, uncomfortable or noticeably afraid of character’s physical appearance. The Director gets the
you. Intimidation can be physical or psychological, but final say on when these modifiers would apply.

5
THE T E R M I N AT O R RPG
Vision (good) - This trait is a measure of a character’s A passive skill roll does not consider the margin of
sight, representing exceptionally good eyesight. Each success and instead assumes a normal success with no
rank in good vision adds one additional Skill Die success remarkable outcome.
to any Detect roll that is based on sight.
ACTIVE
As with Skills, the full rules for The Terminator RPG An active skill roll requires the player to roll a number
contains an in-depth list of traits that are available to of dice and obtain a value, or values, equal to or higher
all characters, from being known to Skynet to a range than the target number. The number of successes will
of natural aptitudes and specific areas of knowledge. reflect the degree of the overall success or failure of the
roll. All skill rolls that do not meet the aforementioned

RULES & Passive criteria will require an active skill roll.

Note: The S5S system uses 10-sided dice, referred to


MECHANICS herein as d10. For all active skill rolls. If an example
states 4d10, this means four 10-sided dice.
The following section details all the rules and mechanics
associated with running a game of The Terminator RPG. SKILL ROLL DIFFICULTY
The system has been designed to provide a streamlined,
cinematic gaming experience for everyone playing the
AND TARGET NUMBERS
game. There is one golden rule that the Director should In addition to the type of roll, the Director must also
observe at all times: If any concept, rule, mechanic or test consider how complex the task at hand is. The applicable
explained in this chapter would otherwise break the flow difficulty of a task will determine the target number
of the game, it should be ignored. The Terminator RPG for the test between a range of 4 and 16. The following
is first and foremost a ‘roleplaying’ game and wherever difficulties are used for all non-combat skill rolls:
possible players should roleplay their way through a game DIFFICULTY TARGET NUMBER
session. The following rules simply provide a benchmark Mundane Automatic Pass
for success and failure.
Simple 4
SKILL ROLLS Challenging 7

The most common test made during a game is the skill Complex 10
roll. Skill rolls are used to determine the success (or Strenuous 13
failure) of actions being undertaken during the game; Insane 16
everything from sneaking through a scene unnoticed to
separating the facts from the lies can be determined by It is up to the Director to assign a difficulty to any skill
a skill roll. There are two main types of skill roll: Passive roll that may need to be made. While the Director is
and Active. free to make any task the difficulty of their choosing, the
PASSIVE following summaries should be used as guidance:
A passive skill roll is not really a roll at all, rather it Mundane - A mundane task is one that is performed
is simply a sense check of the character’s capabilities easily, even under duress. This might include opening
versus the complexity of the task at hand. If the doors, hopping over a low wall, climbing over a table etc.
difficulty assigned to the test is Mundane (see “Skill Roll These events should never require a skill roll and can be
Difficulty and Target Numbers” below) then the task is performed by all but the most injured of characters.
automatically considered to be a success without the need Simple - Simple tasks include completing documents
to roll any dice. Rolls up to a difficulty of Complex may correctly, basic computer work, light maintenance and
also be passed automatically as long as the character is not communicating with a stranger. These tasks should be
under duress (in combat, being interrogated etc.) and the considered second nature to anyone not under any level
following requirements are met: of duress.
Simple - The character has at least 1 rank in the relevant Challenging - Such tasks require thought and while
skill, or, the character’s relevant stat is 3 or greater. specific training is not always needed, those without
Challenging - The character has at least 2 ranks in the the required skills may find themselves struggling.
relevant skill, or, the character’s relevant stat is 4 or Challenging skill rolls include haggling with gang
greater. members, interrogating people or spotting someone
lurking in a dark alley.
Complex - The character has at least 3 ranks in the relevant
skill, or, the character’s relevant stat is 5 or greater.

6
Complex - A complex task is one that requires specific To perform an active skill roll, the player must roll
training or an awful lot of sheer luck. Technical repairs, the Success Die plus a number of Skill Dice equal to
basic paramedical treatment, swimming long distances the rank they have in the relevant skill plus one. In
or communicating at the highest levels in a foreign this way, a player will roll at most 6d10 at any time,
language should all be considered Complex rolls. consisting of a Success Die and between one and five
Strenuous - Strenuous tests require advanced training Skill Dice. Each die is considered independent – do
and experience, including forming complex tactical not add the values together.
military plans, piloting a helicopter in extreme weather
or performing life saving surgery. Example: A character is making a Detect roll and has
Insane - Generally the most difficult tests receive the the Detect skill at rank 2. The player will roll a total of
Insane difficulty. Sometimes a Complex or Strenuous four dice - the Success Die and three Skill Dice.
test is increased to this level due to the amount of
pressure or stress a character is under, or maybe the Note: It is important to remember that each skill is
task at hand puts the character’s life in the balance. This tied to one of 6 stats, for example, the Detect skill is
might include disarming a bomb with only a few seconds related to the Concentration (CONC) stat and the
to spare or not giving in to extreme torture techniques. Climbing skill is related to the Strength (STR) stat.
Many characters may find that their stats and skills These values combined are known as a character’s ‘skill
make achieving an Insane skill roll entirely impossible. bonus’ and are recorded on the character sheet during
character creation.
INCREASING DIFFICULTIES
After rolling the required number of dice, the player
The Director should feel free to increase the difficulty should add their applicable skill bonus to each die. If a
of a roll if it makes sense for the situation at hand, such character does not possess the required skill then they just
as when a character is suffering the effects of Fear, is add the related stat to each die instead.
performing non-combat tasks during a firefight or trying If the total of the Success Die is equal to or greater
to do anything with their left hand if they are right than the target number, then the test is a success. Each
handed. Difficulty increases like this can make success Skill Die that also equals or exceeds the target number
very difficult, as such the Director should be careful not represents a higher degree of success and a bigger impact
to hinder players too much throughout game sessions. on the task being performed.
UNSKILLED CHARACTERS Example: ‘Ace’, a Resistance Grunt, is attempting to
If a character does not possess the required skill, a skill interrogate someone. ‘Ace’ has a COOL stat of 3 and
roll may still be attempted. In this instance, the character an Interrogate skill of 2, giving him a skill bonus of
will only consider the related stat for the purposes of any 5. The Director decides that the target is a tough one
skill rolls. Depending on how technical the task at hand is, to crack and sets the difficulty at Complex, giving it a
the Director should consider whether the difficulty should target number of 10. ‘Ace’ rolls the Success Die plus 3
be increased by one step on account of the character’s lack Skill Dice (for their rank 2 in Interrogate, plus one).
of knowledge. He rolls a 7 on the Success Die and gets 3, 5 and 8 on
the Skill Dice. He now adds his Interrogate skill bonus
MAKING ACTIVE SKILL ROLLS to each die, giving totals of:
There are two types of dice used during all skill rolls -
the Success Die and a number of Skill Dice. 7+5 = 12 (Success Die)
Success Die - The Success Die must be a different colour 3+5 = 8 (Skill Die)
to all other dice used. We suggest using a black die for 5+5 = 10 (Skill Die)
your Success Die. The Success Die represents the core 8+5 = 13 (Skill Die)
result for the test being made. If the die total, after The Success Die beat the target number of 10 and so
any modification, is equal to or greater than the target the roll is successful. In addition, two of the Skill Dice
number for this roll, then the roll is a success. If the total also beat the target number, meaning an exceptional
is less than the target number, the roll is a failure. A success. Not only does the target crack and tell the
player will always roll one Success Die (1d10). truth, but they also give up another name that would
Skill Dice - Skill Dice must be a different colour to the have been otherwise withheld from the players.
Success Die and are used to determine the margin of
In the same manner as a successful roll, should the
success of any roll. At most, a player will be required to
Success Die be less than the target number then the
roll five Skill Dice (5d10).
result is considered a failure, even if multiple Skill Dice
succeed. Each Skill Die that is also lower than the target

7
THE T E R M I N AT O R RPG
number represents a greater potential for serious failure. Unbelievable - Results of this magnitude will save
This means that highly skilled characters, whilst far more the lives of many, earn you a reputation within the
likely to achieve success, are also capable of generating a Resistance and drastically alter the potential outcomes.
failure that has significant impact, representing the risk or Unbelievable success should be rewarded accordingly,
hubris or complacency playing its part. either with a Hope Point or through information that
makes a real difference to the character and their squad.
MARGIN OF SUCCESS/FAILURE
The margin of success/failure is used as a measure of FAILURES
how much of an impact the current skill roll has on the Unlike successes, margin of failure is not measured by
task at hand. Significant success or failure can present the a number of increasing tiers, instead there is only one
Director with the opportunity to progress a story, throw a additional possibility beyond simply failing a roll: a
spanner in the works or even award a Hope Point. serious failure.
A serious failure is achieved when ALL dice being rolled
Important: When the Success Die results in a success,
result in a failure. When this happens the Director should
only successes rolled on Skill Dice are considered,
consider the failure an opportunity to hinder the player
ignoring all failed Skill Dice. The same is true in
or their squad, possibly leading to injury, the collapse of
reverse, when the Success Die results in a failure, only
stable relationships or anything else which might put the
failures rolled on Skill Dice are counted, ignoring all
character in a tough spot. Though a serious failure should
Skill Dice successes.
usually be met with significant hindrance, it is also a
SUCCESSES suitable opportunity for highly skilled Operatives to learn
a valuable lesson. As such, the Director may choose to
Though it is possible to roll more than four Skill Dice,
award a Hope Point (discussed later) when any serious
the margin of success only considers up to four results,
failure involving four or more Skill Dice occurs.
ignoring any additional results. The following table details
the relevant margins of success: In all cases the Director is the final adjudicator of any
bonus or punishment that occurs from a margin of success
EQUAL OR EXCEED or serious failure.
NUMBER OF DICE TARGET NUMBER
Success Die Success Note: Margins of success and failure function slightly
differently during a combat situation. The exact
+1 Skill Die Excellent Success
differences are detailed in the “Combat” section of this
+2 Skill Dice Exceptional Success chapter.
+3 Skill Dice Incredible Success
+4 or more FATE
Unbelievable Success
Skill Dice All characters have a FATE stat. Fate is used throughout
The Director should use this information to determine game sessions to tip the balance on more complex tasks
the impact that any success has on the current story and or those skill rolls that would otherwise be impossible to
game session. For the most part these exceptional results achieve. Unlike other stats, FATE is not a static value and
should be used to advance the game session or spin the instead represents a number of points that can be spent
players in a new direction as a vehicle for the storytelling during the game. The character sheet has space for two
aspect of The Terminator RPG. values separated by ‘/’; the number to the right of the slash
Excellent - An excellent success will often herald no represents the stat maximum, whereas the number to the
additional benefits, though a particularly generous left of the slash represents the current amount of unspent
Director may grant some additional information, allow FATE. Therefore, if the character sheet was showing
players to notice additional clues or provide a small ‘FATE: 3 / 4’, this would represent that a character has 3
discount when haggling. points left of their maximum of 4 FATE.
Exceptional - Results of this level will stand out, A character may spend FATE points during their own
revealing small details that lead to great reward, making active skill rolls. One point of FATE, spent after a roll has
new contacts or achieving something that would earn been made, allows one of the following:
you some influence. . Reroll the Success Die.
Incredible - Incredible results provide an outcome with . Reroll any or all of the Skill Dice.
significant impact. Successes of this level may save lives
. Or alternatively:
that hang in the balance, notice traps designed to kill
other characters or allow the characters to outsmart a . Multiple points of FATE may be spent after a roll
Terminator. to add a +1 modifier to the Success Die, per point
of FATE spent.

8
Only one of the above options may be applied to a roll. FEAR
Multiple points of FATE may not be spent to reroll any RATING EXAMPLES
die a second time.
Common animals, people,
0
Example: Tara Renata, a member of the Resistance, mundane situations
is trying to rally her team members. The Director A horror movie, scene of
decides that this requires a Leadership skill roll against 1
violence, being shouted at
a difficulty of Complex (target number 10). Renata has Witnessing bloody violence, being
a Leadership skill of 1 and a CHA stat of 2. The dice 2
trapped, being attacked or assaulted
are rolled, giving totals of:
Extremely gory murder scenes, being
5+3 = 8 (Success Die) 3 alone and cornered by an angry mob,
6+3 = 9 (Skill Die) large wild animals, most gunfights
8+3 = 10 (Skill Die) The death of a loved one,
The result is a failure, which would result in her 4 witnessing the brutality of
teammates possibly fleeing the scene. Renata also has Skynet, seeing a Terminator
a FATE stat of 3 and has not spent any yet this game Coming face to face with a
session so decides to go ahead and spend 2 points of 5+
Terminator or Skynet construct
FATE to alter the result on the Success Die to 10,
changing the failure into an excellent success. In addition to the base Fear Rating, a number of
modifiers can increase the rating, making the impact
Note: For the purpose of this Quick Start, FATE of the effects of fear appear far greater. The following
should be considered a finite resource that once spent, modifiers are cumulative should multiple examples apply
is not replenishable. When playing longer campaigns of at the same time. Common modifiers include:
The Terminator RPG, FATE is replenished between EXAMPLES
game sessions.
In a group, outnumbering the
-1
enemy at least 3 to 1
FEAR
Outnumbered at least 3 to 1, alone, in
Facing Skynet and its creations, either alone, or in the pitch black darkness, injured (lost at
name of humanity’s survival, is a path filled with horror, +1 least 25% of Hit Points), being poisoned,
dread and extreme fear. No matter how much grit a soldier being interrogated, being subject to
may possess, at some point, the cold eyes of a Terminator a successful Intimidate skill roll
will turn even the most steadfast warrior to a gibbering
wreck. Badly wounded (suffered
+2
at least 2 wounds)
To represent the ever-present concept of fear during
a game, every person, scene and situation is assigned a +3 Being tortured or interrogated by Skynet
Fear Rating. In most cases this will be 0, representing FEAR TESTS
that even the most timid of characters will not be phased,
but sometimes Fear Ratings need to be considered, During narrative play, whenever the total Fear Rating of
particularly in times of danger or stress. any given circumstance becomes higher than a character’s
COOL stat, or at any other time that the Director deems
As with all rules, the Director and players should not get
suitable, the character is required to take a Fear Test. As
bogged down with Fear Ratings. Players are encouraged
such, the Fear rating can be seen as an indicator as to
to not think too much about them, relying on the Director
whether a Fear test is needed or not.
to highlight elements that begin to affect the players. This
allows for a much more realistic use of fear - you simply During a combat situation, in order to keep the action
do not know something scares you until you encounter it, rolling, the need for a Fear Test should be checked during
then the reality is all too real. the first initiative phase of the combat. After any required
Fear Tests have been resolved, the need for further tests
FEAR RATINGS should only be made if there is a significant change to
The following are examples of common Fear Ratings. the combat situation, such as the arrival of a Terminator
The base values and modifiers shown here should be combatant or if the Director deems the events of the
adjusted by the Director as needed to suit the situation. encounter to be truly horrific. In this way, combatants can
be considered either affected or not affected by fear for
the duration of the combat without needing to interrupt
the action.

9
THE T E R M I N AT O R RPG
To make a Fear Test, a character must roll the Success RESULT EFFECT
Die and add their COOL stat to the value rolled. A Fear
Freeze (must act last in
Test is considered successful if the total result is 10 or
each round of combat) or
greater. If the roll is a success then the character has
4-6 Petrified Flee - Director’s discretion,
overcome the effects of fear and may continue to act as
also -1 COOL for the
normal. That character is not required to make another
duration of the Fear effect
Fear Test for the same threat or situation again during
this game session unless the Director deems otherwise Apply a -3 modifier to all
If the roll is 9 or less then the character is affected by CHA-related skill rolls an
1-3 Terrified
Fear until the threat has been removed or the character additional -1 COOL for the
has been removed from the situation and at least an hour duration of the Fear effect.
has passed (this may be modified by low Willpower). The character may not act and
While a character is affected by Fear, they apply the is reduced to screaming, tears
following penalties: or passes out. The character
will need intervention to get
. The character subtracts 1 Skill Die success from
them away from the current
all skill rolls
scene in order to regain
. The character immediately loses 1d10-4 0 Crippled
their composure. Optionally
Willpower. the Director may enforce a
permanent rank 1 Phobia
WILLPOWER trait (or add a rank to an
Willpower is a measure of a character’s emotional existing phobia) towards
stamina and their overall ability to cope with the effects the source of the fear.
of fear. Like Hit Points, Willpower is lost due to certain
effects, such as Fear or being harmed in combat. When Players are expected to roleplay the effects of Fear and
a character’s Willpower gets too low, they will begin to low Willpower, drawing on their personal experience of
suffer additional effects. being afraid and ensuring their characters act accordingly,
with trepidation and hesitation at the forefront. Players
Willpower is lost in the following ways:
that do not act afraid should find themselves at the mercy
EFFECT of the Director who will inevitably make their characters
Lose 5 or more Hit Point as a even more terrified.
1
result of a single attack
REGAINING WILLPOWER
Come face to face with a Terminator
2 Willpower is lost through physical harm and Fear
or creation of Skynet
throughout the game session, but it can also be regained.
1d10-4 Character is affected by Fear The following situations allow for a character to regain
Once a character’s Willpower has been reduced to a lost Willpower:
certain level, some effects of fear become hard to shake. A
player should keep an eye on how much Willpower they SITUATION
have left, applying the following effects if required. Note The effects of Fear wear off
that all effects of Willpower are cumulative. 1 (usually after 1 hour, unless
suffering from low Willpower)
RESULT EFFECT
Being extracted, saved, or pulled away
10+ Brave No effect 2
from a source of Fear by someone else
The effects of Fear do not fade Being led or rallied by others (requires
after an hour and will instead 2+
a successful Leadership skill roll)
remain until the character’s
Willpower has risen to Players should ensure that they keep track of Willpower
7-9 Afraid throughout the game, as while Hit Points may appear
10 or more. The Director
should consider increasing to be the deciding factor between life and death, it is in
the difficulty of skill tests fact Willpower that can cripple a character’s chances of
the character undertakes. survival.

Note: Players and Directors should try not to get hung


up on counting points too much. Directors should feel
free to use Willpower as nothing more than a quick

10
reference as to how much of an effect Fear will play. for the first Combat Round. Any ties are broken by
Like many parts of this ruleset, Fear and Willpower whichever combatant has the highest rank in the Detect
are merely a tool to aid in creating cinematic tension. skill. Should there still be a draw at this point, the drawn
combatants are considered to act simultaneously, selecting
COMBAT and resolving their actions at the same time (when this
happens it is suggested that combatants write down their
Life in 2029 is dangerous. A life in hiding from the
actions and reveal them together, though the Director is
machines of Skynet is one filled with brutality, danger
free to handle this in whatever way they best see fit).
and death. For those Resistance Fighters who are selected
Once Initiative is determined, all participants in the
to travel through time, the potential dangers are even
combat take turns selecting an action for the Combat
greater. Due to the violence that the Resistance faces,
Round, starting with the lowest Initiative Value. After
it has become commonplace for humans to be able to
all combatants have selected an action, these actions are
defend themselves, through some level of training in the
performed in order starting with the highest Initiative
use of firearms or hand weapons. Inevitably, everyone will
Value.
come face to face with a Terminator at some point and
survival will come down to one of two things… being able Note: By using this method of initiative, those who are
to fight or run. slower to react must declare their intentions first. Those
It is very easy for players (and Directors) to be blinded more experienced or quick witted will then react to the
by the opportunity to turn The Terminator RPG into decisions made by others, choosing their own actions
a gun-fest. Of course, at times, facing Skynet is exactly based on what they now know other combatants
that, deeply violent and gory, but at its core, combat is are doing. This reflects those with a higher initiative
more accurately represented as a fight for survival in the being better able to respond to the situation at hand.
dark alleys of an urban landscape. The following section Importantly, Initiative is based on a mix of DEX and
describes the process of running combat scenes in a game CONC meaning that those with a sharp mind receive
of The Terminator RPG. The system within has been as much of a bonus as those with sharp reflexes...
balanced to provide a streamlined experience with very Initiative is not all about someone’s combat prowess.
little ‘math’, while still offering enough strategic decision
to keep the ‘crunchy gamer’ occupied. Lock and load! Important: Initiative Values remain in place for
subsequent Combat Rounds, with combatants
INITIATIVE continuing to choose and resolve actions in the
Before actions are selected during a Combat Round, specified order until a significant change in
it is also important to consider the order in which these situation arises, most commonly when a combatant
actions are resolved. This is organised by determining is removed from the combat (is killed or flees), or a
Initiative. new combatant joins the fight, at which point new
Initiative is a measure of a combatant’s reaction speed to Initiative Values should be determined at the start of
dangerous situations and serves to determine the order in the next Combat Round. Other occurrences can also
which actions are selected and performed. A combatant prompt the Director to request Initiative Values to be
with a particularly high initiative will be able to analyse recalculated, such as the lights going out or a large
the scene quickly, identifying what other participants of explosion that may distract or shock the combatants.
the combat are likely to do and react to that by taking This process reflects the combatants adapting to
the first action. At the opposite end of the spectrum, a the flow of the conflict and reacting suddenly to the
combatant with a low initiative will be slower to react, change in situation.
committing to the first decision that comes to mind and
acting after others have already done so.
INITIATIVE BONUS
A character’s Initiative Bonus is equal to their DEX &
CONC stats added together. This value is used during
combat when determining Initiative Values and is
recorded on the character sheet.
INITIATIVE VALUE
When combat begins, each combatant calculates their
Initiative Value by rolling 1d10 and adding their Initiative
Bonus. The total value is the combatant’s Initiative Value

11
THE T E R M I N AT O R RPG
Example: Two Resistance Fighters have ended up in a . Movement Action (Move or Charge)
scuffle with a local gang while trying to procure some . Hand-To-Hand Action (Attack)
weapons. All parties roll for Initiative Values, resulting
. Ranged Action (Attack or Aim)
in the following totals:
. Auxiliary Action (covers all non-combat activity:
Resistance Fighter A: 8 reload a weapon, use a Medical Kit, change
Resistance Fighter B: 6 weapon, pick up a dropped weapon etc.)
Gang Member A: 7
Gang Member B: 6 The full rules for The Terminator RPG also contain
The Combat Round begins by selecting actions in a number of other actions, allowing characters to
the following order: Gang Member B and Resistance recover from the events of previous rounds, escape
Fighter B declare together (their results are tied and from combat or perform slightly different tasks
both have the Detect skill at rank 2), Gang Member during a Combat Round. The options presented
A, then Resistance Fighter A. They will play out the here are intended to keep this Quick Start running
Combat Round in reverse order to that in which they smoothly.
selected: Resistance Fighter A, Gang Member A and
When every participant has completed an action during
finally both Resistance Fighter B and Gang Member B
the Combat Round, a new Combat Round will begin,
acting simultaneously.
with all remaining participants selecting a new action.
There are a few rules that cause characters to automatically This process repeats until the combat ends. A single
act last, ignoring the normal initiative order. These aspects Combat Round is considered to last 3 seconds.
are all discussed later throughout these rules, but where FAILED ACTIONS
multiple characters are all instructed to act last, the
following order applies: Occasionally, after declaring an action, but before a
combatant gets to act, situations may arise that prevent
1. Characters leaving hand-to-hand combat with the chosen action from being performed; this is referred
the Break Off action to as a ‘failed action’. Examples may include: performing a
2. Characters with the pacifist trait Charge against an opponent who has moved out of range,
3. Characters who are stunned targeting an opponent who has already been killed, or
performing a ranged attack, but being disarmed before you
4. Characters under certain effects of Fear
get the chance to fire. In these situations, the combatant
If multiple characters meet the same criteria they will may instead perform an Auxiliary action. Alternatively, the
select and perform their actions simultaneously. combatant may perform a hand-to-hand attack or ranged
attack, but will apply a -2 modifier to all dice during any
INITIATIVE FOR GROUPS skill rolls made in relation to that action. In the case of
Sometimes the players will come up against a large a failed Charge action, the combatant may instead make
number of enemies of the same type that have the same a Move action towards the intended target if they wish.
Initiative Bonus, such as an entire gang of youths or
(if things got really bad) an entire host of Terminators. MOVEMENT
When this happens the Director should feel free to make Movement during combat is measured in short distances.
a single initiative roll for the group of enemies rather than While people are unlikely to be doing a great deal of
making a large number of separate rolls. In this way, a walking during a firefight, short dashes to reposition, gain
group of combatants are able to maximise their strengths better cover or close the distance to the enemy are often
and move or attack together. the aspects of combat that turn the tide on the outcome
COMBAT ROUNDS & ACTIONS of a battle.
During regular game play it is not normally a requirement A combatant may move up to their Rushing speed in
to organise the game into a rigid order of who does what metres as their action. This represents the combatant
first, as the fluidity of good roleplaying comes from dashing at full pace to take cover or move in on the
talking that out as a group. However, when in combat, the opposition. In addition, it is worth noting that a moving
matter of who shoots first can be the difference between target becomes harder to hit than a stationary one.
life and death. To represent this, all combat situations are Movement up to a character’s Closing speed may be
organised into Combat Rounds. During a single Combat performed as a part of a hand-to-hand or ranged attack,
Round, each combatant will take a single action from the though such actions become easier if time is taken to
following list: steady a weapon rather than move.

12
CHARGE This information gives us everything we need to know
Charging into combat is a risky, but potentially deadly about a typical combat knife, including all the numbers
manoeuvre. The movement will result in both combatants needed when making an attack with the weapon:
being locked in hand-to-hand combat, but with the added Skill - The skill used when attacking with this weapon.
benefit of the charging impact. The downside to such a DMG - The amount of damage inflicted by a successful
manoeuvre is that it can be hard to stop and maintain attack with this weapon. In this example, the damage
balance if the strike is unsuccessful. inflicted is equal to the roll of 1d10, minus 4. Note:
An attack is considered a charge when a combatant starts Natural weapons, such as punching or kicking, have
their action at least 3m from an opponent and chooses to DMG values based on the character’s STR stat rather
move up to their Rushing speed, plowing full force into than one determined by a die roll.
their target. The charging combatant must have a line of Min DMG - The minimum amount of damage that
sight to their target at the start of the action. Charging an the weapon will inflict. In this example, the weapon is
opponent gives the potential to inflict additional damage, therefore capable of inflicting between 1 and 6 damage.
as explained in the “Hand-To-Hand Combat” section. AD - The amount of Armour Damage inflicted on the
targets armour. Armour Damage is discussed in greater
MOVE & CHARGE ACTIONS detail under “Armour”.
VS INITIATIVE Weight Factor - The weight of the item.
As actions are declared in reverse order, it would stand Rules - If the weapon has any specific rules they will be
to reason that anyone who has a Charge (or Move which noted here.
ends in hand-to-hand combat) declared against them When performing a hand-to-hand attack, the combatant
by a combatant with a lower Initiative Value, could just may move up to their Closing speed in metres before
choose to move backwards, thus moving out of the range performing the attack, providing they are not already
of the incoming attacker. While this may seem like a engaged in hand-to-hand combat. This allows them to
good option for more fragile characters, turning combat close a small distance, allowing them to strike. Effectively,
into a ‘chase’, the Director should make it clear that every combatant has an area around them equal to their
most enemy combatants are not easily fooled. Repeated Closing speed that they can attack in hand-to-hand
use of combatants moving backwards to lure charging combat without the need to take other actions.
opponents whilst other squad members shoot or attack All attacks require an Active skill roll, regardless of the
them, or to ensure that they can never be reached by the user’s proficiency with a weapon or combat style. The
opposition, should be punished accordingly; leading the skill roll is made as normal, rolling the Success Die and
retreating character into a dead-end or ambush will help one Skill Die for each rank that a character has in the
them learn their lesson. The Director’s overall goal is to applicable weapon skill plus one and adding the relevant
circumvent silly games of cat and mouse and to provide a skill bonus (or stat) to each die. However, the normal skill
more realistic approach to people reacting to the unfolding roll difficulties and target numbers do not apply during
events of the combat. attack rolls, instead there is always a static target number
HAND-TO-HAND COMBAT of 10 to which a range of modifiers may apply, thus any
result of 10 or more after adjustment indicates a hit.
Hand-to-hand combat involves punching, kicking,
biting or any other way to inflict physical harm while HAND-TO-HAND ATTACK MODIFIERS
locked up closely to an opposing combatant. This includes
The following modifiers are applied to all rolls to hit in
the use of knives, swords, clubs and other melee weapons.
hand-to-hand combat. It is possible for multiple modifiers
Each melee weapon has its own profile, which looks like to apply to a single roll. While most modifiers will add
this: to or subtract from the value rolled, some instead add
COMBAT KNIFE automatic Skill Dice successes to the number of successes
SKILL: Melee Weapons / Throw rolled.
WEIGHT
DMG MIN DMG AD
FACTOR
1d10-4 1 0 0

Rules: May be used as a thrown weapon using the


Throw skill.

13
THE T E R M I N AT O R RPG
SITUATION MODIFIER weapon they are currently armed with. As action takes
place quickly, it is not possible for someone to decide to
-1 to Success Die and
Charging a target draw a weapon (or drop/sheath one) for the purpose of
+1 Skill Die success
switching to a different skill, Combat Defence must be
Target charged you, performed with whatever is in hand (or the combatant’s
or moved more than hands themselves!). While unarmed defence may take
-1 to Success Die
their Closing speed place if the character is holding a pistol, any character
this Combat Round holding a two-handed firearm such as a rifle or support
Target uses defensive -1 to all dice for each skill weapon may not perform a Combat Defence. Each rank
manoeuvre rank allocated to defence allocated in this way, applies a -1 modifier to all dice being
Successfully hit the rolled by the attacker. Any ranks allocated in this way are
same target during the +1 to Success Die not available to the defender during any attack that they
last Combat Round perform later during this Combat Round. Similarly, if the
combatant has already attacked this Combat Round, only
Attacking with a natural those ranks that were reserved for Combat Defence may
weapons (punching, +1 to Success Die be used in this way.
kicking etc)
Example: Sarah Harper is making an attack in hand-
Important: Once engaged in hand-to-hand combat, a to-hand combat. She is using her Combat Knife,
combatant may not use ranged weapons. While it may which requires the Melee Weapons skill, which Sarah
seem possible to fire a weapon at point blank range, possesses at rank 2. Sarah also has a STR of 2, meaning
the reality of the frenzy of combat means that few she will roll 4 dice (the Success Die and 3 Skill Dice)
combatants have the capacity to ready their weapon and will add 4 to the result of each one. Her opponent
before having it parried away. The last opportunity will have his chance to strike back later during this
to use a ranged weapon is the round in which the Combat Round, but is concerned about getting sliced
combatant is charged or engaged, representing them up before he gets the chance. He is armed with a knife
getting a final shot off at their attacker, or another and decides to allocate both of his 2 ranks in Melee
target. Alternatively, the charged combatant may opt to Weapons to a defensive manoeuvre, giving Sarah a -2
consider their declared ranged attack as a ‘failed action’, modifier to all her dice during the roll. Sarah rolls:
following the usual rules.
7+4-2 = 9 (Success Die)
DEFENSIVE MANOEUVRES 4+4-2 = 6 (Skill Die)
The biggest potential for modifying an attacker’s roll 5+4-2 = 7 (Skill Die)
to hit comes from the defender performing a defensive 8+4-2 = 10 (Skill Die)
manoeuvre, either using their agility to dodge, dive The Success Die was a failure, with a total of 9. Thanks
and flip out of harm’s way, or to use their own weapon to her opponent’s defensive manoeuvre he was able to
proficiency to parry or guard against the oncoming attack. avoid being harmed by Sarah’s attack, however, when
The decision to perform a defensive manoeuvre must be he attacks this round, he will count as having a Melee
made before the attacker rolls to hit. A combatant may Weapons skill of 0.
only defend against a single hand-to-hand attack during
each Combat Round. RESOLVING HAND-TO-HAND ATTACKS
Due to the availability of defensive manoeuvres during If the roll to hit was a failure, the attacker’s action ends
hand-to-hand attacks, anyone may opt to reserve ranks of immediately and play continues to the next combatant’s
their relevant combat skill in order to perform a Combat action. Combat skill rolls are not subject to the usual rules
Defence if they expect to get hit later in the Combat for margin of failure.
Round. In the same way, a combatant who is attacked If the roll hit is a success the defender has been struck by
early in a Combat Round, may decide how many ranks to the attack and will suffer damage according to the profile
allocate to a Combat Defence, reserving their remaining of the weapon. Margin of success is used during attacks
ranks to attack with later in the round. As such, a character to modify the damage inflicted by the strike. For full
with a Melee Weapons skill of 3 could opt to only use two information on how to resolve damage from a successful
ranks during their attack, in order to save one rank to attack, see “Damage”.
defend with later during the round.
To perform a defensive manoeuvre, the defender
may allocate any number of ranks of the chosen skill -
Unarmed Combat or Melee Weapons - according to the

14
NATURAL WEAPONS MEDIUM PISTOL
As well as the ability to punch and kick, a number of SKILL: Pistol
animals possess natural weapons, such as sharp teeth or DMG MIN DMG AD
claws which may come into play during a game session.
Natural weapons all use the Unarmed Combat skill for 1d10-2 3 1
the purposes of resolving attacks. The Director gets the ROF RECOIL RANGE CLIP
final say on whether natural weapons can be used. The
1/3 0/1 60m 20
following list presents the most common natural weapons
and attacks, though the Director is free to create others as This information gives us everything we need to know
they see fit. Unlike other weapons, natural weapons have about a Medium Pistol, the most common type of
a DMG value based on the STR of the user. automatic handgun.The profile includes all the numbers
PUNCH/KICK we need when making an attack with the weapon:
DMG MIN DMG AD Skill - The skill used when performing attacks with this
weapon.
STR -2 1 0
DMG - The amount of damage inflicted by a successful
Rules: Any combatant with a STR of 5 or greater who attack with this weapon. In this example, the damage
lands a punch or kick will be capable of knocking over inflicted is equal to the roll of 1d10 minus 2.
weaker opponents, inflicting the prone condition. Such Min DMG - The minimum amount of damage that
occurrences are down to the Director’s discretion and the weapon will inflict. In this example, the weapon is
should be done to create a sense of cinematic action. therefore capable of inflicting between 3 and 8 damage.
AD - The amount of Armour Damage inflicted to the
HEADBUTT targets armour. Armour Damage is discussed in greater
DMG MIN DMG AD detail under “Armour”.
STR -1 1 0 ROF - The rate of fire tells us how many rounds the
weapon is capable of firing in a single volley. The more
Rules: Whenever an attack with a headbutt is rounds fired, the more likely one will hit its target,
successful, the attacker immediately suffers the same but the harder the weapon becomes to handle. Where
amount of damage. Performing a headbutt requires multiple fire modes are available, different numbers will
combatants to be extremely close, either as a result of a be listed separated by a /. In this example, the weapon
charge or by pressing up against an opponent. may fire 1 or 3 rounds per Combat Round. Rate of Fire
is described in more detail later in this chapter.
ANIMAL TEETH/CLAWS
Recoil - The recoil of a weapon is a measure of its ‘kick’
DMG MIN DMG AD or how hard it is to keep steady when firing. Whenever
STR -1 2 1 different rates of fire are available, each will have a listed
recoil, also separated by a /. In this example, the weapon
Rules: Using teeth or tusks requires combatants to has a recoil of 0 when firing 1 round and a recoil of 1
be extremely close, either as a result of a charge or by when firing 3 rounds. Higher recoil makes it harder to
pressing up against an opponent. hit with the weapon.
The full rules for The Terminator RPG contain Range - The maximum effective range of the weapon. A
a much deeper look into hand-to-hand combat target which is further away than half of the weapon’s
including alternative forms of defensive manoeuvre, stated range is considered to be at long range and
breaking away from an existing combat, as well as the becomes harder to hit. With the medium pistol, a target
possibility of stumbling during an attack. further away than 30m would be considered to be at
long range.
RANGED COMBAT Clip - The amount of ammunition held in a single clip/
Firefights can be swift and brutal, but also allow players magazine. When a weapon is fired, the amount of
to capitalise on the fog of war during conflict. Ranged rounds specified by the chosen ROF should be marked
combat includes the use of all types of firearm, from off. When the weapon has fired rounds equal to its clip
handguns to rifles and heavy weapons, as well as bows and capacity it must be reloaded.
throwing weapons. Rules - If the weapon has any specific rules they will be
Like melee weapons, each ranged weapon has its own noted here.
profile, which looks like this: When performing a ranged attack, the combatant may
move up to their Closing speed before performing the

15
THE T E R M I N AT O R RPG
attack, providing they are not already engaged in hand-to- when poking a gun over the top of a barricade or firing
hand combat. This allows them to close a small distance at a target which is completely concealed behind a wall.
before firing. Knowing a target’s location may be sufficient if using a
As with hand-to-hand combat, all ranged attacks require weapon capable of punching through a wall or barricade,
an Active skill roll, regardless of the user’s proficiency though such shots may only be attempted under the
with a weapon. The skill roll is made as normal, rolling Director’s discretion, applying the modifiers for both
the Success Die and one Skill Die for each rank that a heavy cover and Firing Blind.
character has in the applicable weapon skill plus one and
adding the relevant skill bonus (or stat) to each die. Also
COVER
like hand-to-hand combat, a static target number of 10 is Standing in the open in the middle of a firefight is a
also used for all skill rolls to hit, thus any result of 10 or recipe for disaster. Instead, most combatants will take
more after adjustment indicates a hit. cover, at least until the capabilities of the enemy can be
assessed. A combatant in cover is harder to hit, as the
Important: Regardless of a weapon’s ROF, only one cover can cause the ricochet of rounds or soak up the
roll to hit is made. The implications of being hit by impact of the shot before it reaches its intended target.
multiple rounds in a single volley are discussed under Cover typically falls into three categories:
“Rate of Fire (ROF)”.
Light Cover - Light cover includes any items with low
RANGED ATTACK MODIFIERS stopping power, but that are capable of concealing
The following modifiers are applied to all rolls to hit in at least half of the target, or obscuring their shape
ranged combat. It is possible for multiple modifiers to sufficiently. Examples of light cover include fencing,
apply to a single roll. While most modifiers will add to low walls, windows and most indoor furniture. There is
(or subtract from) the value rolled, some instead add (or a modifier of -1 to the Success Die when rolling to hit a
subtract) automatic Skill Dice successes to the number of target in light cover.
successes rolled. Heavy Cover - Heavy cover either conceals the vast
majority of a target or offers exceptionally high protective
SITUATION MODIFIER qualities, such as solid concrete walls, steel beams and
Target is in light cover -1 to Success Die most vehicles. There is a modifier of -2 to the Success
Die when rolling to hit a target in heavy cover.
Target is in heavy
-2 to Success Die Concealed - A concealed target cannot be seen, but the
cover or is concealed
firer is aware of their presence, such as when someone has
Target moved moved behind a high wall. Firing at a concealed target
more than their comes with the same modifier as firing at a target in
-1 to Success Die
Closing speed this heavy cover. In addition, the target is considered to have
Combat Round +1 to +3 PV (depending on the material which conceals
-1 to Success Die for them), as specified by the Director, for the purpose of
Recoil each point of recoil resolving this attack.
the weapon has
AIM
Firing blind -1 to all dice
Rather than attacking, a combatant may choose to aim
+1 to Success Die or +1 Skill
Aiming with a ranged weapon in order to increase the effectiveness
Die success (See “Aim”)
of the eventual shot. While aiming is a no-brainer for
May reroll Success Die snipers who take up position far from the action and
Burst Fire
(See “Rate of Fire”) patiently watch for the right moment, aiming is also a valid
May reroll any/all dice response for combatants’ closer to the action. Drawing
Full-Auto your pistol or rifle on an opponent during a standoff and
(See “Rate of Fire”)
taking aim can mean all the difference between a glancing
LINE OF SIGHT AND FIRING BLIND blow and a killing head shot.
In most cases, a line of sight is required to a target in If a character elects to spend the Combat Round aiming
order for a ranged attack to be able to be made. Providing they must stay stationary, with their weapon focused
a combatant can see a part of the target’s body, they are on an opponent. When declaring an aim, the intended
considered to have a line of sight and may perform an target must also be declared. Aiming is possible with any
attack normally. When a combatant is unable to see their weapon that requires the Pistol or Rifle skill, but not for
target, they are considered to be Firing Blind, such as other weapons, such as those that require the Support

16
Weapons or Throw skills. A character may never aim with RATE OF FIRE (ROF)
a hand-to-hand attack. Many weapons are capable of different fire modes,
Note: While a combatant may aim for as many rounds allowing the user to opt for a single accurate shot or a
as they wish, they may only gain a maximum number volley of multiple rounds. All ranged weapons are capable
of Aim bonuses equal to their rank in the relevant of one or more of the following firing modes as specified
weapon skill. It is possible for a combatant to spend on their weapon profile:
multiple successive rounds aiming before they fire, for ROF MODE RULES
this reason players may wish to use tokens, glass beads,
or other suitable markers to keep a tally of how many 1 Single None
Combat Rounds have been spent aiming. 3 Burst Fire May reroll the Success Die
When the aiming combatant finally decides to fire their 10 Full-Auto May reroll any/all dice
weapon, they may add one of the following bonuses for RUNNING LOW ON AMMO
every round that the Aim action was taken. These bonuses
are declared before the roll to hit is made: A weapon must have the required number of rounds left
in its clip in order to use a specific fire mode. As some
. Apply a +1 Modifier to the Success Die weapons are not able to fire on single mode, it is possible
. Add 1 automatic Skill Die success to the roll that there may be fewer rounds available in the clip than
the weapon’s lowest rate of fire. When this happens the
A combination of both options may be used during the weapon’s lowest firing mode is used to empty the clip,
same ranged attack. The aiming combatant will retain the applying a -2 DMG modifier to reflect fewer rounds being
accrued aim bonuses for all subsequent Combat Rounds fired than normal. Note that even with this modifier, a
that they elect to fire at the same target, representing weapon’s ‘Min DMG’ value is still observed.
the combatant keeping their sights trained on the target.
These bonuses are lost once any one of the following Example: A weapon that has a stated ROF of 3/10 and
occurs: 1 round left in its 30-round clip. It is unable to fire its
usual minimum of 3 rounds. As such the weapon may
. Any other action is taken, besides continuing to
be fired normally, using the rules for burst fire, but a
aim at, or perform a ranged attack against the
successful hit will apply a -2 damage modifier.
designated target.
. The aiming combatant moves or is moved for any Generally, higher rates of fire come with an increase in
reason. recoil, making the chance of hitting with a single die roll
. The aiming combatant suffers the loss of 3 or harder. This presents a number of choices for the weapon
more Hit Points in a single Combat Round (note user, have a single chance of hitting the target, or multiple
that the combatant may be hit by an attack and chances to hit whilst needing to obtain a higher number
suffer no damage on account of their armour. In on the die. Using burst fire allows for a single reroll of the
this case, the bonuses for aiming are not lost). Success Die should the initial roll be a failure. Firing on
full-auto or suppressive mode allows for a single reroll of
. The aiming combatant performs a defensive
any or all dice, not only giving a second chance to hit, but
manoeuvre.
also a second chance of all Skill Dice coming up with a
success, drastically increasing damage output. Suppressive
Example: Butch Raines, a Resistance veteran has his
fire also grants two automatic Skill Dice successes in
weapon trained on a potential target. Butch has a Rifle
addition to those rolled by the user and grants a number
skill of 4 due to his long service with the Resistance.
of additional rules described in the following section.
He decides to start aiming. Butch may claim up to 4
bonuses over 4 Combat Rounds by selecting the aim Important: Any dice rerolled as a result of a weapon’s
action each time. Butch may aim for a 5th, 6th, 7th chosen ROF may not be rerolled a second time with
round etc. but would receive no additional bonus in the expenditure of FATE.
doing so, though it would allow him to maintain the
bonuses he had accrued at that point if he wasn’t ready Higher rates of fire also inflict additional damage as
to take the shot. Butch decides to take the shot after he described under “Damage Modifier - Rate of Fire (ROF)”.
has aimed for 4 rounds, opting to apply a +2 Modifier
to the Success Die, as well as gaining two automatic
Skill Die successes. BOOM! Butch will retain the same
bonuses to use again during the next Combat Round if
he fires at the same target again.

17
THE T E R M I N AT O R RPG
RESOLVING RANGED ATTACKS Note: When anyone takes damage, the amount of
If the roll to hit was a failure, the attacker’s action ends damage inflicted is removed from their current Hit
immediately and play continues to the next combatant’s Points total. If a single attack causes a character to lose
action. Combat skill rolls are not subject to the usual rules more than 50% of their remaining Hit Points they also
for margin of failure. suffer a wound to the torso in addition to any other
effects. See “Wounds” for more information.
If the roll to hit is a success the round has hit its target
and damage will be inflicted according to the profile of DAMAGE MODIFIER -
the weapon. Margin of success is used during attacks MARGIN OF SUCCESS
to modify the damage inflicted by the shot. For full
The margin of success gained when rolling to hit can affect
information on how to resolve damage from a successful
the amount of damage inflicted by a weapon, as follows:
attack, see “Damage”.
FIRING AT ENGAGED TARGETS DICE THAT EQUAL
OR EXCEED TARGET
Firing into an existing hand-to-hand combat situation NUMBER DAMAGE MODIFIER
is a dangerous prospect. With the constant unpredictable
movements of close combat, it becomes increasingly hard Success Die --
to be sure which target will be hit. Even the most talented +1 Skill Die +1 DMG
snipers must take the risk of friendly fire. +2 Skill Dice +2 DMG or hit an arm
Combatants may fire at targets who are engaged in +3 Skill Dice +4 DMG or hit a leg
hand-to-hand combat as normal, however, at least 1 Skill
Die success is also required to hit the intended target. If +4 or more Skill Dice +6 DMG and hit the head
the Success Die results in a success with no additional DAMAGE MODIFIER -
Skill Die successes then the actual target hit must be RATE OF FIRE (ROF)
randomised between all those involved in the engagement.
When making ranged attacks with a weapon that has
The full rules for The Terminator RPG contain a a ROF greater than 1, only a single roll to hit is made,
much deeper look into ranged combat, including regardless of the number of rounds fired. Rather than
dual wielding weapons, suppressive fire, grenades, the needing to make multiple rolls, a volley of bullets is
effects of using weapons over different ranges and the treated like a single more powerful shot. As such, high
possibility of jamming a weapon mid-firefight. rates of fire weapons present a risk vs reward dilemma for
their user, offering the potential for extreme damage, with
AUXILIARY ACTIONS the offset of being less accurate.
During combat there are a number of simple activities When a ranged attack hits, the following damage
which may need to take place. While different actions may modifiers are applied in addition to those granted by the
take slightly different lengths of time, in the interests of Margin of Success:
keeping the action running smoothly, all of the following
are considered possible for an auxiliary action during a ROF DAMAGE MODIFIER
Combat Round: 1 -
. Reloading a weapon (it is important to track 3 +2
ammo expenditure during a firefight) 10 +4
. Changing to a different weapon
Example: A weapon is fired with a ROF of 10 (full-
. Standing up if knocked over auto). Despite the modifier for the weapon’s recoil,
. Using a Medical Kit (takes two auxiliary actions/ after rerolls have been made, the Success Die comes up
two consecutive Combat Rounds) good and the ROF of 10 adds +4 DMG to the weapon.
. Any other activity the Director deems suitable
Any weapon that is not capable of firing on single mode
DAMAGE may have to empty its clip with fewer rounds than the
weapon’s minimum rate of fire. When this happens a -2
Every weapon inflicts damage, or DMG, as discussed in the
DMG modifier is applied to reflect fewer rounds being
hand-to-hand and ranged combat sections. When an attack
fired than normal. Note that even with this modifier, a
is successful, the damage inflicted should be determined
weapon will still observe its ‘Min. DMG’ value.
according to the weapon’s profile. In addition to the damage
listed on the weapon’s profile, there are a number of other The full rules for The Terminator RPG contain a
elements that play a part in the damage inflicted. range of ammunition types which may further modify

18
damage taken from ranged attacks in addition to the Example: Lane Wesnip is hit by a shotgun blast,
rules for suppressive fire. which, after all damage modifiers will inflict 11 points
of damage. Wesnip is wearing a Flak Vest which has a
DAMAGE FROM OTHER SOURCES PV of 3, so the damage is reduced by 3, for a new total
Damage can be inflicted to a character in a huge number of 8. Wesnip loses 8 Hit Points.
of ways outside of combat, from falling great distances to
being hit by a moving vehicle. Rather than introducing a ARMOUR DAMAGE & RESISTANCE
huge plethora of different damage rules, all such damage Most weapons inflict Armour Damage (AD) alongside
is inflicted at the Director’s discretion using common regular damage. Armour’s Resistance is reduced by a
sense. A character falling from a 1st storey window will be weapon’s Armour Damage (AD) value, each time it is hit.
suitably hurt, but is unlikely to die, whereas one falling 5 Once the armour’s Resistance has been reduced to less
storeys is unlikely to survive the fall unless they are VERY than half of its starting value, the PV of the armour is
lucky. The Director is free to assign damage and wounds also halved (round down). If the armour’s Resistance ever
for such instances as they see fit. reaches 0, the armour has lost its protective qualities and
is effectively destroyed, reducing the PV to 0.
ARMOUR
Given the uncensored brutality that most Resistance Note: Whenever a target is hit by an attack, the weapon’s
Fighters face, it should go without saying that armour is AD value is subtracted from the armour’s Resistance
something that most will seek out. While tab vests and value before the PV is applied to the damage. This
even battlefield flak vests provide little respite from the can be important if the AD causes enough damage to
brutality of the machines, they will keep you alive from reduce the PV of the armour.
a glancing bullet, which can make the difference between
life and death. Of course, while the soldiers of the
HEALTH & HEALING
Resistance may be fairly well equipped in 2029, walking Where there is violence, there is death. A character’s
around the streets of most urban cities during the 20th own health is something which should be regarded as
century wearing body armour is likely to cause unwanted paramount. With Skynet constantly looking to eliminate
attention. those who stand for the Resistance, it stands to reason
While there are many modifiers that can add to the that getting wounded may be something that everyone
damage inflicted by a successful attack, the protection experiences at some point in time.
offered by Armour will do the opposite, reducing damage, HIT POINTS
or even stopping it entirely.
The most obvious measure of a character’s health and
Like weapons, each suit of armour has its own profile, well-being is their current Hit Points total. When a
which looks like this: character is created, they determine a maximum value
FLAK VEST to their Hit Points. This value is decreased as damage is
sustained through a game session and increased again, up
PV RESISTANCE
to its maximum, as characters heal.
3 12 If a character’s Hit Points value ever reaches 0 they are
PV - The Protection Value (PV ) of armour is a measure of dead. Additionally, when a character’s Hit Point total
how effective it is at reducing damage, with higher PV drops to fewer than 6 they gain the critical condition
values representing more protective armour types. (explained under “Conditions”), until their Hit Points
Resistance - Armour is capable of taking a certain total is returned to 6 or greater. For each rank the
amount of punishment before it becomes compromised, character has in the Endurance skill, the Hit Points total
represented by each type of armour having a Resistance required to gain the critical condition is lowered by 1 (so
value. a character with two ranks in Endurance, won’t gain the
critical condition until they have 4 Hit Points remaining).
DAMAGE MODIFIER - ARMOUR
After all other damage modifiers have been added, a WOUNDS
weapon’s damage is reduced by the PV of the target’s Wounds represent lacerations or penetrative damage
armour. Any remaining damage reduces the target’s Hit that is more grievous than a typical injury. Wounds are
Points as usual. If the armour’s PV reduces the damage to caused by damage to the limbs or head, or from a single
0 or less then the attack has been stopped entirely and the attack that causes a character to lose more than 50% of
target does not lose any Hit Points. their remaining Hit Points.
A character may have at most 6 wounds. When a wound
is taken, it should be noted on a player’s character sheet

19
THE T E R M I N AT O R RPG
by ticking the box next to the wounded location. Each The full rules for The Terminator RPG also include
location may have at most one wound. Wounds can be a number of other conditions such as burning, prone
inflicted to the head, torso, left arm, right arm, left leg and or immobile, which can come as a result of damage
right leg. Any character with at least 1 wound receives the inflicted by certain weapon types.
bleeding condition until all wounds are removed. Wounds
can be healed with medical intervention. HEALING
Wounds to the arms, legs and head come with additional Characters may get hurt in the line of duty, but they
implications as specified under “Damage Modifier can also tend to those wounds, rest up and heal their
- Margin of Success”. If at any time a character has 6 injuries. The most common way for a character to regain
wounds, they are instantly killed regardless of how many lost Hit Points is through medical intervention. Common
Hit Points they have remaining. Medical Kits are not too hard to come by, allowing for
basic paramedical treatment out in the field. Each of
CONDITIONS these items will allow for the recovery of Hit Points and/
Certain occurrences can lead to characters suffering or Wounds as specified on the item’s description. To allow
from additional lasting effects. These effects are known as the game to flow smoothly, such medical treatments take
conditions and have the following rules: effect almost instantly.
Whenever a character regains any Hit Points, heals any
RULES
wounds or removes any conditions, their character sheet
A character that suffers wounds will should be immediately updated to reflect those changes.
begin to bleed. A bleeding character
will lose 1 Hit Point every 20 minutes The full rules for The Terminator RPG also includes
until the character has healed all a deeper insight to health and healing, as well as the
wounds. Bleeding remains the same rules and effects of toxicants, including poisons,
Bleeding regardless of the number of wounds radiation, disease and infection.
a character suffers. A character with
the Haemophilia illness trait will lose HOPE POINTS
1 Hit Points every 10 minutes from
bleeding. Bleeding ignores armour and Hope Points add a strong cinematic feel to games of
is removed with medical intervention. The Terminator RPG. Given the cinematic heritage
of the franchise, it seems only right that the players are
A character who is critical has suffered
able to recreate those awe-inspiring moments that make
major damage and is close to death. While
for unforgettable action. These feats are made possible
a character has the critical condition
through a character’s Hope Points - a pool of available
they receive the following penalties:
points that can be spent during the game session.
-2 STR and DEX
Critical Hope Points belong to one of three categories: Body,
-1 CONC and COOL Brain and Bravado, with each of the categories being tied
May not move faster than to a pair of stats, for example, the Body category covers
their Closing speed both STR and DEX. At any time during a game, with the
These penalties are removed as soon as a Director’s approval, Hope Points may be spent to perform
character regains sufficient Hit Points. a Feat, with each Feat having its own stated cost. Feats
A knock to the head, as well as certain represent great cinematic moments that are awe inspiring
other circumstances can lead to a and help create spectacular action, reveal great secrets, or
character becoming stunned. A stunned allow a character to clutch victory from the jaws of defeat.
character will feel dizzy and react slowly Players have access to all Feats regardless of their chosen
to situations. Anyone with the stunned role, though many may only be triggered in specific
condition is automatically considered situations as detailed.
to have the lowest Initiative Value of
Stunned all combatants, selecting actions and BODY
acting simultaneously with other stunned GO CRASHING IN COST:1
characters. Additionally, a stunned Extreme bravery can lead to extreme measures, including
character may move no faster than their charging ahead of the pack. This feat may be used when
Closing speed and suffers a -1 modifier to bursting into a room or environment alone, with no prior
all dice for any skill rolls they undertake. knowledge of what may be inside. The character gets a single
Stunned is removed with medical charge or ranged attack action before the first Combat Round
intervention or with at least 6 hours’ rest. begins.

20
HOW DID YOU HIT THAT? COST: 1 PURE GRIT COST: 2
Sometimes the most seemingly impossible shot can strike its The character summons up all their willpower, facing
target beyond all odds, passing through windows and finding whatever Skynet has to throw at them. A character may use this
the tiniest crack in cover. Remove all negative modifiers to hit feat to remove all ongoing effects of Fear and Willpower, and
from any ranged attack. May not be used with suppressive fire to make themselves immune to those effects for the duration
or dual wielding. of the current encounter/scene/situation. The Director gets
the final say on the duration of this feat.
IT’S ONLY A FLESH WOUND! COST: 2
The character manages to somehow avoid damage that Note: Hope Points are a limited resource and are lost
looked to end them. This feat may be used after receiving once spent.
damage that inflicts a wound. The wound is ignored and
regardless of the damage inflicted the character loses just 1 The full rules for The Terminator RPG contain many
Hit Point. This feat may not be used to reduce damage that additional elements including encumbrance, vehicles,
would otherwise kill the character. languages, toxicants, more Hope Point options and a
whole host of other considerations to add depth and
BRAINS variation to your games.
DONE! COST:1
“How did you do that so fast?”. When the pressure is on, it’s HACKING
amazing how fast things can happen. Use this feat to achieve
a complex technical task in half the time it would usually From the most basic 80’s company mainframe to the
take. This can be anything from repairs and computer work advanced neural networks of Skynet and MIR, computers
to disarming a bomb. are all but omnipresent in our world. Those remembering
Judgment Day tend to see them as the root of all evil;
EVERYONE DESERVES a threat to be eradicated at any cost. Nevertheless, some
A SECOND CHANCE COST: 1 choose to fight fire with fire, using their wits and technical
… and second chances make all the difference. Use this know-how to turn the tables on the machines.
feat after failing any KNOW or CONC-related skill roll. The
These rules simulate extended hacking attempts, where
character may immediately make a reroll. No roll may be
rerolled a second time by using this feat again.
the hacker infiltrates large networks to reach and Exploit
hidden Subroutines, all while trying to avoid triggering a
LUCKY GUESS COST: 2 security response. To resolve simple hacks (i.e. hacking an
Sometimes blind luck is all it takes to solve a problem. Use ATM or cracking a simple password), use a normal skill
this feat to apply a character’s full FATE stat (regardless of roll instead.
their current FATE value) to any KNOW or CONC-related
skill roll without spending any FATE points. NETWORK ARCHITECTURE
BRAVADO DIAGRAMS (AD)
Networks in The Terminator RPG are represented
CHARMING SMILE COST:1 by Architecture Diagrams (AD), consisting of various
This feat represents a brief moment of pure charisma, components (collectively termed ‘nodes’) connected via
smooth talking and a smile that could win even the frostiest of pathways. Two nodes connected via a pathway are said to
hearts. This feat may be used to add +2 to all dice during any be adjacent. The following types of nodes are encountered
CHA-related dice roll.
in the Quick Start scenario:
LEAD FROM THE FRONT COST: 1
Note: The network’s overall complexity is represented
Being the hero can bring great rewards. Use this feat when by its Encryption Value (difficulty), which functions as
leading others into a dangerous or hostile situation. The
the target number for most hacking attempts.
character using this feat must lead by example, ahead of the
group. Any subsequent Leadership skill rolls are automatically ICON DESCRIPTION
passed with no roll required and is considered to be an
‘Excellent Success’. Additionally, all those being led are
I/O Port: Points of entry into the network
considered to have +2 COOL (up to their usual stat maximum)
for the duration of the encounter. which are vulnerable to a hacking attempt.

Directory: This is the most common


node type. It has no intrinsic value,
other than bringing the hacker closer
to their goal when Captured.

21
THE T E R M I N AT O R RPG
ICON DESCRIPTION RESULT DESCRIPTION
Access Node: Access Nodes can be Network access is denied, and the NetSec
Serious
Captured as normal. They also provide Subroutine is triggered. You may try
Failure
access to adjacent Subroutines, but gaining access again on your next turn.
only if the Access Node’s specific Gain access through a randomly
condition is fulfilled as well: determined I/O Port, which is
Failure
AND Access Node: All Directories immediately Captured. The NetSec
adjacent to the AND Access Subroutine is triggered.
Node must be Captured. Network access is granted through
a randomly determined I/O Port,
OR Access Node: At least one Directory
which is immediately Captured.
adjacent to the OR Access Node must
be Captured before granting access. Margin of Success: Each additional
Success
Note that usually the hacker will success reveals an extra randomly
have reached the OR Access Node by determined I/O Port from which to
first Capturing an adjacent directory, choose the access point. The selected
thus fulfilling this condition. I/O Port is immediately Captured.

Subroutine: These can only be Captured OUTCOMES:


through an adjacent Access Node after Access Granted: Once the hacker gains access to the
having fulfilled its conditions (see above). network, the player places their Token on the I/O Port
Captured Subroutines allow the hacker to just Captured on the network’s Architecture Diagram.
interact with the outside world in a way Advance to the next step: scouring the network.
determined by the Subroutine’s Domain.
Triggering NetSec: Refer to phase 4: NetSec
For example: A Captured Subroutine Response (see below for details).
with the Turret Control Domain
allows the hacker to control SCOURING THE NETWORK
automated turrets in the area. The hacker starts working their way towards their desired
Subroutine, NetSec: The Network Subroutines, an activity termed ‘scouring the network’.
Security Subroutine (NetSec) is a special Every combat round of scouring the network consists of
Subroutine. When activated (usually four phases, executed in order. It consists of four phases,
by a failed skill roll), NetSec begins executed in order.
spreading through the network to corner
the hacker’s Token and activate other
1. LOGOUT
Subroutines to muster a defence. At the start of each scouring turn, the hacker may log
out of the network. Logouts are categorised as either
THE HACKER’S TOKEN secure or emergency:
A hacker explores the network by navigating its pathways RESULT DESCRIPTION
and capturing nodes. During the hack, their influence is
represented by the Token: a coin, chip, or scrap of paper If a clear path exists, containing only
marking the hacker’s current digital location on the Captured nodes between the Token’s
Architecture Diagram. Secure node and a Captured I/O Port, logout
Logout is secure. Hacking is ceased and the
STARTING A HACK hacker’s tracks are covered, meaning
To gain access to the network, the hacker must first they need not fear discovery by NetSec.
execute a vulnerability scan to identify one or more If the Token is cornered by Burned
vulnerable I/O Ports, choosing a point of entry among nodes and unable to trace a clear path
them. to a Captured I/O Port, the hacker can
perform an emergency logout. Hacking
EXECUTE VULNERABILITY SCAN Emergency
is ceased, and NetSec will determine the
Logout
Make a Computer skill roll against the network’s hacker’s physical location in X minutes,
Encryption Value to test the system. It takes one combat where X is the number of nodes between
round to execute a vulnerability scan. It takes one combat the Token’s last position and the closest
round to execute a vulnerability scan. Burned node. Time to relocate!

22
2. MOVE TOKEN EXPLOIT SUBROUTINE
The hacker moves their Token freely along pathways When a hacker Exploits a Subroutine, ask the player
containing only Captured nodes (any number) and places what they want to achieve and use the Standard Effect
it on a Captured node of their choice. listed in the scenario notes as a guideline to determine the
skill roll, as well as the type of success required. Always
3. CAPTURE/ EXPLOIT keep an open mind and encourage, rather than stymie
The hacker infiltrates the network by Capturing nodes creativity at the table.
along chosen pathways. Alternatively, if the Token Roll the appropriate skill to exploit the subroutine. This
occupies a Captured Subroutine, the hacker may Exploit may differ from situation to situation. Perhaps Technical -
that Subroutine instead. Electrical (KNOW ) to reroute the power, or Demolitions
CAPTURING NODES (CONC) to initiate the self-destruct charges. The difficulty
is usually determined by the network’s Encryption Value
Make a Computer skill roll against the network’s but could vary across Subroutines.
Encryption Value to capture nodes.
RESULT DESCRIPTION
RESULT DESCRIPTION
Serious
Serious No nodes are Captured. NetSec No effect. NetSec Subroutine is triggered
Failure
Failure Subroutine is triggered.
Diminished effect. NetSec
Capture one node adjacent to your Failure
Failure Subroutine is triggered
Token. NetSec Subroutine is triggered.
Standard effect (refer to individual
Capture one node adjacent to your Token. scenario notes for guidelines)
Degrees of Success: Each additional Margin of Success: Great effect. Each
success allows the hacker to Capture Success level of success improves the result
Success an extra node beyond the first. somehow - e.g. length of time, ease
Alternatively, for every two nodes of access on the next node etc. This is
the hacker would Capture, they may down to the Director’s discretion.
instead deploy one Countermeasure.
CALIBRATING EFFECT
Note: After capturing one or more nodes, the hacker Unless a serious failure was rolled, or the desired effect
moves their Token to the last Captured node. lies completely outside the Subroutine’s Domain, the
COUNTERMEASURES player’s intent should manifest in some way. Consider
The following Countermeasures are available: the following factors when determining the Exploit’s
adjusted effect:
DESCRIPTION
FACTOR CONSIDERATION
Deploy on your current node.
Timing When does the effect manifest?
Nodes infected with a Trojan
Trojan Duration How long?
countermeasure remain passable for
the Token even when Burned. Magnitude How powerful is the effect?
Deploy on your current node. When this What is targeted by the
Scope
Spam node is Burned, skip the next NetSec effect and what is not?
response phase (Burn no nodes).
Example: Subroutine [Turret Control] lists “manual
Note: Only one countermeasure can be deployed per controls; single shot only” as its standard effect.
node, and their effects do not stack (i.e. If NetSec Suppose the hacker wants to Exploit this Subroutine
Burns three spammed nodes in one turn, you still only to reprogram the turrets to automatically target
skip the next NetSec Response phase). machine units utilising fully automatic fire. The
Director considers this significantly better than the
Mark Captured nodes with a check mark on the
listed standard effect and determines it will take three
AD. Use the letters ‘t’ and ‘s’ to represent deployed
additional successes to reprogram the turret systems.
Countermeasures, as appropriate.
Depending on the result of the skill roll, the Director
could decide the following (see the following table):

23
THE T E R M I N AT O R RPG
RESULT DESCRIPTION RESULT DESCRIPTION
Serious If it was not triggered this
No effect. NetSec is triggered.
failure round, NetSec remains
You succeed in activating the Dormant. Skip this phase.
turrets, but only for a single shot, Dormant If it was triggered this round, NetSec
Failure targeting the first machine unit becomes Active. Immediately
sighted (reduced duration, reduced Burn the NetSec Subroutine
scope). NetSec is triggered. node and end this phase.
The turret system must be rebooted If it was not triggered this round,
before accepting its new program. NetSec executes its Burncycle
It will activate in 1d10 rounds, routine once. Then, end this phase
Success Active
automatically targeting enemies with If it was triggered this round, NetSec
single shots (delayed timing, reduced executes its Burncycle routine
duration, reduced magnitude) twice. Then, end this phase
The turrets begin auto-targeting, but BURNCYCLE
only use burst-fire. Reload systems
+1 Success remain offline and the magazines will If a Burncycle is executed, NetSec Burns all nodes
be emptied in six rounds (reduced currently adjacent to a Burned node.
magnitude, reduced duration) BURNED NODES
The turrets are reprogrammed to Burned nodes are impassable to the hacker’s Token and
+2 auto-target enemies based on weapons can no longer be Captured.
Successes carried. Unarmed machine units Additionally:
cannot be targeted (reduced scope)
. Captured nodes which are Burned are no longer
Turrets are successfully reprogrammed
+3 considered Captured.
and auto-target machine units
Successes . If the Token’s current node is Burned, the hacker
with fully automatic fire!
is immediately logged out (treat as an emergency
Bypassing safety measures allows the
logout).
turrets to fire twice at full auto each
+4 . If a Subroutine node is Burned, NetSec
round for the next 1d10 rounds, after
Successes immediately activates the Subroutine to its
which the barrels melt (greatly increased
magnitude, offset by a reduced duration). advantage. The actual result depends on the
Burned Subroutine’s Domain and is typically
Note: These are just examples, and you might prefer limited to what a successful Exploit can achieve
an entirely different approach. Most importantly: be with an Incredible success (meaning a skilled
generous, be reasonable, and encourage player creativity hacker can always push a Subroutine beyond its
above all. normal capabilities).
4. NETSEC RESPONSE Mark Burned nodes with an ‘x’ on the AD.
At the start of a hack, the NetSec Subroutine is Dormant.
Once triggered (usually by a failed skill roll) it becomes
BRUTE FORCE HACKING
Active and responds to the intrusion by spreading through The rules outlined above assume a careful, covert hack.
the network to locate the Token while turning other In cases where speed and efficiency take precedence over
Subroutines to its advantage. NetSec’s response depends stealth, a hacker can opt to brute-force his way through
on its current state (Dormant or Active) and whether it the network by using a more aggressive approach at the
was triggered this round. cost of hastening NetSec’s Response.
USING BRUTE FORCE
A character may declare they are using Brute Force
before making a skill roll for any of the following actions:
. Execute Vulnerability Scan
. Capture nodes
. Exploit Subroutine

24
They may then add one additional skill dice (up to the
normal maximum of 5) to their roll, representing the
brutal efficiency of their chosen approach. No matter the
result of the roll, NetSec will be automatically triggered
one additional time this turn. If a Serious Failure is rolled
while NetSec is Active, the Burncycle routine is executed
three times this round.

The full rules for The Terminator RPG contain


additional elements for Hacking.

HACKING EXAMPLE
Example: The following example uses the Architecture
Diagram from the Moving Corridor area in the Two
Steps Back scenario:
1. Execute Vulnerability Scan: Having obtained a
Excellent Margin of Success, we can choose our I/O
6. Logout: If we decline to logout now, NetSec will
Port. Let’s pick the one in the upper right corner.
Burn the Directory next to our I/O Port this turn -
2. Capture: We’re inside the network, and NetSec a secure logout won’t be possible anymore. Since
remains unaware of our presence. There’s no sense in things are bad enough already, and we certainly do
logging out, and no room to move our Token yet, so not need NetSec giving us additional grief by finding
we’ll use our action to Capture some Nodes. The skill our physical location or taking active control of the
roll turns up a an additional Success, allowing us to network’s Subroutines, we cut our losses and perform
Capture two Directories in succession. We then move a secure logout.
our Token into the last Node Captured.
3. Deploy Spam and Capture: We decide to continue
Capturing Nodes, working our way towards the
Hydraulics Subroutine. A lucky skill roll (3 additional
HARDWARE
Various weapons are available to members of the
Successes) allows us to place a Spam Countermeasure Resistance, be they scavenged from the remains of former
on our current Node. Additionally, the result is military organisations or stolen from Skynet facilities. The
enough to Capture the OR Access Node, as well as following items represent the weapons and equipment that
the Subroutine it leads to. After marking our progress the pre-generated characters included with this Quick
on the AD, we move the Token into the Hydraulics Start are carrying and are also used for other characters
Subroutine’s Node. that they may encounter during the course of the game.
4. Exploit Subroutine: Things aren’t going well for
our comrades in the Moving Corridor. We must take The full rules for The Terminator RPG contain
control of those Hydraulics and stop the floor from a much broader range of weapons and indepth
moving! Since that’s the listed Standard Effect for descriptions. Presented in this document are those
this Subroutine, a single Success should be sufficient. that will be needed for the included mission.
Nevertheless, we decide to use Brute Force hacking to
obtain an additional Skill Die. With any luck, we can MELEE WEAPONS
use any additional Successes to have the moving walls
hold the approaching Terminators. Sadly, luck isn’t on Melee weapons, such as knives and swords, are likley to
our side and the roll is a Failure. The Director tells us have very little effect on a T-800, but can often be put to
the moving floor slows down a bit, but it doesn’t stop. good use agains lesser foes.
In addition, NetSec becomes aware of our intrusion! COMBAT KNIFE
5. NetSec Response: Because NetSec was triggered, SKILL: Melee Weapons / Throw
it now gets its first NetSec Response phase. Since
WEIGHT
we used Brute Force on our Exploit attempt, and we DMG MIN DMG AD
FACTOR
scored a Failure, NetSec was triggered twice this turn.
The first time causes it to become Active and Burn its 1d10-4 1 0 0
own Node. The second executes its Burncycle routine
Rules: May be used as a thrown weapon using the
and Burns the AND Access Node.
Throw skill.

25
THE T E R M I N AT O R RPG
HUNTING KNIFE WESTINGHOUSE P-14 PLASMA PISTOL
SKILL: Melee Weapons SKILL: Pistol
WEIGHT DMG MIN DMG AD
DMG MIN DMG AD
FACTOR 1d10+3 5 2
1d10-2 3 0 0
ROF RECOIL RANGE CLIP
BRASS KNUCKLES 1 0 90m 60
SKILL: Unarmed Combat
Rules: This weapon’s clips are powerpacks. They can be
WEIGHT recharged if sufficient power is located.
DMG MIN DMG AD
FACTOR
+2* 2 2 0 WESTINGHOUSE M-25 PLASMA RIFLE
SKILL: Rifle
Rules: Brass Knuckles add their damage to unarmed
DMG MIN DMG AD
punch attacks.
2d10-4 8 3
RANGED WEAPONS ROF RECOIL RANGE CLIP
Weapons used in the future war range from small 10 0 150m 60
modern-day pistols, antiques in the time of the Resistance
Fighters, all the way to Westinghouse M-25 Plasma Rifle. Rules: This weapon’s clips are powerpacks. They can be
recharged if sufficient power is located.
Note: The DMG statistics in the following weapon
profiles not only assume that standard ammunition WESTINGHOUSE H-31 PLASMA REPEATER
is being used, but are also reflective of a single bullet SKILL: Support Weapons
being fired. As some weapons are not capable of firing DMG MIN DMG AD
only a single round, the actual DMG they may inflict is
in fact much higher (see “Damage Modifier - ROF”). 2d10+2 8 3
The values are stated in this way to allow a direct ROF RECOIL RANGE CLIP
comparison between the capabilities of each weapon.
10 1 300m 250
HEAVY PISTOL
Rules: This weapon’s clips are powerpacks. They can be
SKILL: Pistol recharged if sufficient power is located.
DMG MIN DMG AD
1d10 4 1 EQUIPMENT
ROF RECOIL RANGE CLIP MEDICAL KIT
1/3 0/1 70m 1 A must have in a time of war, and just as important for
dealing with gunshot wounds or crush injuries picked up
IMI UZI - 9X19MM as a result of escaping a Terminator. Most soldiers have
SKILL: Pistol / Rifle their own medkits and are always on the look out to top
DMG MIN DMG AD up and replace the drugs, bandages and alike.
1d10+1 4 1 Rules: The Medical Kit adds 1 automatic Skill Die
success on all Medical rolls and each use allows the
ROF RECOIL RANGE CLIP
user, or their patient, to heal either 2 Hit Points or 1
3/10 1/2 80m 32 wound. The Medi-kit provides 6 uses before it must be
refilled or replaced.
ASSAULT RIFLE
SKILL: Rifle HACKING KIT
DMG MIN DMG AD An electronic Hacking Kit often including a notebook
1d10+3 6 2 of codes and cyphers, as well as on the job knowledge
garnered by hacking different routines and computer
ROF RECOIL RANGE CLIP programs. Most also include a hand-built device which is
1/3 0/2 500m 30 plugged into a terminal to overpower its security systems.

26
Rules: Allows for computer hacking or computer-
controlled electronic override on a successful Computer DIRECTING THE
skill test. The kit adds +1 to the Success Die for all
relevant Computer skill rolls. TERMINATOR RPG
While this Quick Start includes a pre-written game
PISTOL/SMG STOCK session, there are a few things that the Director should
This cumbersome addition to a pistol or SMG allow know when it comes to running The Terminator RPG.
the firer to steady their weapon when aiming at a target. The dark future of Skynet’s rule is a place of terror
Stocks add significant bulk to the weapon, making it and survival, but fighting for the Resistance is about far
harder to carry or conceal the smaller weapons. There has more than firing a weapon. Players will need to search,
been a recent trend to add hand-crafted stocks to Uzis, investigate, uncover truths, piece together information and
but in the main, this does not seem to add much more embark on cinematic adventures in the name of humanity.
than a negligable advantage in most situations. These varied possibilities are what lead to games of The
Terminator RPG being so exciting.
Rules: May only be attached to a weapon that
requires the Pistol skill. The first round of aiming with
this weapon grants both possible aim bonuses. Any
RUNNING A GAME
additional rounds spent aiming provide a single bonus At their core, a good Director needs to be a great
as normal. storyteller. Like writing the script to a movie, a Director
crafts the scenes that make up the game, from the
POWERPACK CHARGER interactions and fire fights to the plot twists and big reveals.
These small hand-built rechargable battery packs are While many great storytellers don’t need help in crafting
used to charge laser weapons in the field. The powerpack a tale, for those that do, or for anyone who just wants
chargers range in efficiency, with some capable of to keep their game within the confines of Terminator
recharging an entire laser weapon clip whilst others canon, the full rules for The Terminator RPG covers a
only supply a couple more shots. The powerpack charger large amount of information on the subject of themes and
battery can be recharged via car batteries and uses similar style. For the purpose of this Quick Start, the following
technology. If available mobile phone batteries can also be pre-written adventure covers all the notes needed for any
utilised in the same way. Director (even those entirely new to running games) to
keep the action flowing smoothly.
Rules: May be attached to any weapon that uses a
powerpack to recharge the clip. This process takes
approximatly 2 hrs to complete. The charger adds
NPCS (NON-PLAYER
1d10+3 rounds to the current clip. The charger can CHARACTERS)
be recharged by attaching to a suitable car battery or
An NPC, or non-player character, represents any
charge point for a minimum of 6hrs.
character that the players will meet or interact with
WEAPONS MAINTENCE KIT during a game; NPCs are your main antagonists and the
Often supplied alongside the weapon it is designed for, contacts, fellow Resistance Fighters and civilians that the
weapons maintenance kits should be used routinely to players deal with throughout a game session.
ensure the weapon functions correctly. By the time of the The pre-written game session includes the stats, skills and
Future War, as with most things, there is a more ‘Heath information needed for each NPC the players are likely to
Robinson’ approach to these kits and many items have encounter (though the Director is welcome to add more
been replaced with other items that do a similiar job. if they feel so inclined). NPCs function just like other
characters, though they are slimmed down rules-wise to just
Rules: The kit adds +1 to the Success Die for all the essential stuff needed to progress the game accordingly.
Technical Weapons skill rolls when dealing with
ranged weapons. WOUNDS ON NPCS
Due to the nature of most NPCs, tracking multiple
LOCK PICK KIT wounds for each one when they are unlikely to last long
A small pack of tools and metal pieces of different in serious combat is generally an unnecessary requirement.
thickness used to pick manual locks. Some soldiers For this reason, we suggest that wounds are ignored with
incorporate this into their maintenance kit. A must have regards to all NPCs besides the main antagonist/s of a story,
for those breaking into places they are not meant to be. or any significantly large, strong or threatening characters.
Should an NPC become wounded and not be killed, the
Rules: The kit adds +1 to the Success Die for all Lock Director should feel free to impose whatever modifiers best
Pick (Manual) skill rolls.

27
THE T E R M I N AT O R RPG

suit the situation. There is no need for NPCs to follow the LARGE MARGIN OF SUCCESS
same rules for wounds as the player characters.
OR SERIOUS FAILURE
DIRECTOR’S DISCRETION One of the most common places that the Director will
Director’s discretion is a term used a lot throughout need to be creative is when active skill rolls generate a
these rules. While it may be obvious to experienced large margin of success or a serious failure. These situations
Directors just how to handle situations where this is are here just for the Director, to allow them to influence
stated, it may be a little confusing to those who are new or hinder the player suitably based on the margin of the
to running a roleplay game. The overall purpose of the roll. Got a juicy clue you want to share but are not sure
ruleset provided in this book is to create a streamlined how? Wait for a large margin of success to occur. A player
cinematic experience which is not bogged down by too just rolled a serious failure on a Computer skill roll, how
many rules, charts, tables or mathematical equations. In should you handle it? It’s entirely up to you - let them
order to achieve this there are situations where specific fail, get locked out of the computer, break it, or activate a
rules don’t exist. This isn’t because we couldn’t be bothered silent alarm they know nothing about that brings the real
to write them, it’s because the game simply doesn’t need bad guys running. Such situations are an invitation for the
them. A character has fallen from a window, how much Director to create even more cinematic experiences and
damage will they take? The answer is up to the Director. inject flavour into their games.
What if they fell from a height of 5m instead of 4m, how
Never forget: the Director is the ultimate controller of
much more damage would they take? Again, it’s up to the
the story. What you say goes!
Director - the right answer in this situation is: “whatever
makes sense and keeps the game flowing smoothly”. The full rules for The Terminator RPG includes
As the Director of a game you are ultimately in charge. a wealth of information for Directors including
If a rule states that the outcome is down to the Director’s different game types, creating NPCs, notes on running
discretion, then the choice is yours - got an idea that will a campaign, character development and dealing with
throw a spanner in the works? Go for it! You are in charge, expected problems that could arise during the course
so do as you will. of a game.

28
TWO STEPS BACK
A ONE SHOT SCENARIO FOR THE TERMINATOR RPG

INTRODUCTION ACT ONE: WELCOME TO HELL


Something big is coming. The Resistance knows it. Begin by reading or paraphrasing the following text:
Skynet is planning an offensive, sending back half a dozen
Terminators to take out the hidden armouries that John The explosion shakes you back to something like
Connor will use to equip his troops in the early days of the alertness. You can taste metal in your mouth, blood
fight back. Without the means to stand against Skynet’s from where you bit your own tongue. You hunker
tidal wave of murderous metal, the war will be over before down in the crater, ash between your fingers that you
it’s even begun. The Resistance need to fight their way know is the pulverised bones of the dead, fumbling for
into the compound, at any cost, commandeer the Time your weapons. Shells detonate nearby, showering you
Displacement Device and send back at least one survivor with filth and the pulped remnants of someone you
to try to marshal a stand against the relentless assault of were probably friends with. You can feel the wetness
the machines. of ruined flesh slap against your face. Nearby, there’s
This isn’t an easy scenario. The characters are the rumble of one of the machines’ hideous tanks, and
outnumbered, outgunned, and some won’t survive. But beyond that, the remorseless tread of The Terminators.
that’s the nature of things in the endless war against They’re coming.
Skynet. Lives have to be spent if this battle, and the many That’s where things start. The characters are trapped in
battles to come, are to end in victory. It is designed for a fox-hole, facing an oncoming swarm of Terminators.
3-6 players, using the pre-generated characters supplied The Director should aim to keep this initial scene fast
as part of this Quick Start. and tense. Imagine it like one of Kyle Reese’s flashbacks.
Note: The Minguez and Davis characters should The landscape is filled with smoke, neon laser blasts streak
always be used. across the characters vision and the horrifying skeletal
forms of The Terminators stride forward across the ruins
of buildings, the smouldering remains of tanks, bodies,
MISSION BRIEFING whatever.
Starting in a foxhole, under heavy fire, the characters The characters are one part of an enormous battle; the
need to fight their way to the wall of the Skynet compound Resistance has gathered all of its forces to besiege the
and make their way inside. Once within, negotiating the Skynet compound where the most advanced form of the
deadly security measures designed to prevent access to time displacement device yet devised is waiting. While
the time displacement device, is likely to be extremely there are hundreds of Terminators currently visible, only
difficult. But it must be done, somehow—at least one of a handful are heading towards the characters. If there are
the team has to make it back to the past. Victory or failure 5 or 6 characters, there are 3 Terminators; if there are
is entirely binary in this mission. Those who survive the 3 or 4 or fewer characters, there are 2 Terminators. The
waves of deadly attacks and pre-programmed automated characters are fortunate—the fox-hole they shelter in is
responses must send themselves back to 1985 to try and at a distance from the main thrust of the Resistance’s
prevent Skynet’s next insidious assault on the survival of attack—but they still need to defend themselves.
humanity.
T-800 TERMINATOR (CYBERDYNE
The characters are also searching for their leader, SYSTEMS MODEL 101)
Miroslav. A charismatic leader of the Resistance, Miroslav
found all of the characters and helped them survive their STR DEX KNOW CONC
first few engagements in the war. He’s been missing for 7 5 4 6
a day or two, and some believe he’s been taken into the CHA COOL FATE INITIATIVE
nearby compound. If the player characters want to rescue 0 7 0 +11
him, they’ll need to move quickly. Skynet does not hold
onto prisoners for long. HIT POINTS CLOSING RUSHING
60 3 7

29
THE T E R M I N AT O R RPG
SKILLS them apart in a scream of anguished metal. At the edge of
their fox-hole stands a tall figure, cigar clamped between
Athletics: 3 Detect: 4
teeth. He throws a empty and smoking four barrel rocket
Intimidate: 4 Melee Weapons: 4 launcher to the ground as he runs past the fox-hole
Pistol: 4 Rifle: 4 towards the downed Terminators, plasma pistol inhand.
Support Weapons: 4 Tactics: 4 THE SAFE ‘HOUSE’
Technical (all): 3 Unarmed Combat: 4 Have the players notice a door on a derelict building
EQUIPMENT in the distance (probably from the direction their saviour
came from), which has a symbol on it marking it as a safe
Armoured Endoskeleton (PV: 6, Resistance: 25), house.
Phased Plasma Rifle.
Once they get there, they should easily be able to gain
Rules: Any unarmed or melee attacks made by the access by communicating with an individual via a comm
T-800 do an additional +3 DMG and +1 AD, in link on the door. The route into the building is being
addition to any bonuses granted for its STR stat. watched by various cameras, scanners and microphones.
There is a number of destroyed Cyberdyne hardware
The T-800 has a range of Cyberdyne upgrades including
parts laying around, including parts of different marks of
voice emulation, IR, Thermal and UV nightvision, a
Terminators, clearly destroyed by elaborate booby traps
range finder and threat analyser.
and defence systems built into the killbox the players find
PHASED PLASMA RIFLE themselves passing through. At this point you could build
the tension, by having cameras follow them and have
SKILL: Rifle
sentry or remotely controlled guns, whirl as if ready to
DMG MIN DMG AD fire. If you are feeling particularly mean you could even
2d10 8 4 have parts of a dismembered Terminator twitch or move.
ROF RECOIL RANGE CLIP Eventually, the players will get to another door, again
this should be easy to open. Once they enter the safe house
1/3/10 0 600m 100 they will be met by a number of dogs, behind which are
Rules: This weapon’s clips are powerpacks. They can be a number of civilians all with guns pointed at the group.
recharged if sufficient power is located. The dogs will sniff and even lick the players. At which
point the civilians will lower their guns.
This is a good chance for the Director to demonstrate
the key mechanics of the game. The characters can utilise THE SERGEANT
their Detect skill to identify the fact that The Terminators Once the players are fully relaxed, or even sleeping, they
are already damaged. This can be followed with a Lore: hear a loud, coarse voice congratulate them as a heavy-set
Skynet skill roll to recognise that the characters’ best fellow enters the room. He introduces himself.
chance of destroying The Terminators before they reach The Sergeant: ‘Resistance Sergeant Jed Kowalski. Glad
the fox-hole is to concentrate their fire on a single target to meet ya. I’m one of the poor bastards responsible for
at a time. Focusing fire in this way confers a +2 modifier running this damn thing.’
to all damage inflicted. Once the characters begin to fire
on The Terminators, the androids increase their speed, He offers a hand to all of the characters, along with cigars
heading towards the fox-hole as quickly as possible, for those that want them. He then gestures for them to
returning fire with their own weapons. The characters follow him into a side room. Here a map of the Skynet
have two Combat Rounds before The Terminators reach compound is laid out as well as various Terminator parts
them. schematics that are being studied for tactical advantage.
It’s possible that, with some good dice rolls and a little The Sergeant: ‘See that? We gotta get through them
luck, the characters can wipe out The Terminators before damn walls, and that means we gotta be close. We gotta
they draw near to the fox-hole. It’s equally possible that be close and we need to bring a metric fuck-tonne of
The Terminators, though battle-scarred, simply stride explosive to bear. Those walls are 8 feet thick, steel-
through the characters laser fire, inexorably drawing nearer reinforced concrete. Only way through is punching a
to the fox-hole. Whatever the situation, the Director can hole in the side of the damned thing and fighting our
introduce the following vignette to remind characters of way through. You been lucky this side. Fucking machines
the kind of world they inhabit. don’t seem to have seen you. This is the chance. Let them
If The Terminators draw too near, or the characters are waste their shells on that side of the battlefield. Should
taking too much damage, they are saved as rockets surge give us the opportunity to blow our way in. Which one
past them, and strike The Terminators in the chest, tearing of you is the demos expert?’

30
The character playing Minguez is given a hearty slap on ROF RECOIL RANGE CLIP
the back and told:
10 0 150m 60
The Sergeant: ‘You’re our way in, girl. You’re the key
that’s gonna break that fucking place open wide. No Rules: This weapon’s clips are powerpacks. They can be
pressure right? All you gotta do is get close, plant those recharged if sufficient power is located.
bombs of yours, and we’re inside, okay? That’s it.’ Note: if you are feeling generous, the players
Anything else the characters might want to ask, the can find some Powerpacks, food and alike in this
chances are, Sergeant Kowalski knows the answer. room. Additionally you could allow one to keep the
Though, even he doesn’t really have a clue what’s inside Westinghouse M-25 Plasma Rifle. If they choose to
the compound beyond the fact that: study the maps and schematics they should have some
advantage in the game later on.
The Sergeant: ‘Whatever it is, it’s gonna be fucking nasty.’
Once the characters are ready to go, Kowalski stands up, ACT TWO – IN THE
lights a cigar and says:
The Sergeant: ‘It’s gonna get messy, but John Connor led
BELLY OF THE BEAST
us to this point, and it’s our job to get this thing done!’ The Skynet compound is cold. That’s the first things
the characters notice. Their breath mists in front of their
He pauses for a moment to take a dramatic draw on the faces. There are too many machines in here, all working
cigar, and, as he does so, his head explodes, showering the at their various different functions, all generating colossal
characters in lumps of brain and less identifiable viscera. amounts of heat. If not cooled, they’ll soon degenerate.
From behind him out of an air vent in the ceiling, the Pipes containing coolant are embedded into the steel
remains of a Terminator falls its bottom half is cleanly cut floor, and line the ceiling. There is silence within, disturbed
away, but its torso is still intact and its red eyes flickering. only occasionally by the chirrups of systems updating,
It turns its weapon on the characters! and the bass murmur of vast generators somewhere far
The characters must pass a Fear Test or suffer the effects away. The miasma of sound from outside—the discharge
of Fear and be paralysed with shock, as the machine of heavy weapons, the hydraulic whine of Terminators—
drags itself towards them, hydraulics screaming, gun vanishes almost instantly. Even through the gaping hole
outstretched. Any character who fails the test remains the characters just blew in the wall, the external noise is
rigid with fear, but those who pass can quickly destroy the deadened to nothing.
already badly damaged Terminator unit. It’s much too late There is almost no light, and the characters can only
to save Sergeant Kowalski. see a few feet ahead of them, even with the torches in
T-800 TERMINATOR TORSO their equipment packs. Shapes shift in the darkness, but
[HEAVILY DAMAGED] nothing approaches. There is the hiss of pistons, the smell
STR DEX KNOW CONC of machine oil and something else… Any character can
make a Detect skill roll (this should have a high target
5 3 4 6
number) to pick up on the smell of blood in the air. Lots
CHA COOL FATE INITIATIVE and lots of blood.
0 7 0 +6 Then, suddenly, there is a thud. The thud of something
HIT POINTS CLOSING RUSHING clambering out of a tank, something large and wet and
8 1 2 clambering out of a tank. It starts to come towards the
characters. Slowly. Their torches don’t pick it out, until,
SKILLS suddenly it appears through a doorway. It is a T-800
Athletics: 1 Rifle: 4 Terminator unit, clearly halfway through the flesh
application process. Its lower half looks like that of a vast,
Intimidate: 4 Unarmed Combat: 4
burly man, entirely naked. Its top half is…a mess. A series
EQUIPMENT of flesh strips, draped over steel, blood cascading off it in
Damaged Armoured Endoskeleton (PV: 6, Resistance: long gobbets, except for its face. Its face is immediately
3), Westinghouse M-25 Plasma Rifle. recognisable, despite the layers of gore. It’s Miroslav. The
sight immediately triggers a Fear Test, especially as it
WESTINGHOUSE M-25 PLASMA RIFLE opens its mouth and begins to speak in the voice of the
man whose skin it is wearing:
SKILL: Rifle
‘What are you doing? Stop! Please, please, stop!’
DMG MIN DMG AD
It isn’t armed, but it limps towards the characters, one
2d10-4 8 3 leg clearly damaged. It’s eyes flash in the darkness, and

31
THE T E R M I N AT O R RPG
the stench of blood is everywhere. This should be a tense, Once the fight is over, the characters find themselves
brutal fight. The Terminator uses its vast strength to fling again in darkness. A particularly sadistic Director might
the characters into the walls, beating at them with one fist have one or more of the character’s torches smashed
clad in meat, the other exposed metal. Firing a laser in during the fight. The darkness is ever closer, ever harder
this dark room is risky—see the box below! to penetrate. But the survivors have no choice; they must
INCOMPLETE T-800 TERMINATOR continue their slow exploration of the Skynet compound.
(CYBERDYNE SYSTEMS MODEL 101) A character without a flashlight will be subject to a -1
modifier on all dice during all skill tests while they are in
STR DEX KNOW CONC
darkness.
6 3 4 6
CHA COOL FATE INITIATIVE
THE VAT CHAMBER
The passageway they have been venturing along begins
0 7 0 +9
to open up, and, suddenly, as the characters step through
HIT POINTS CLOSING RUSHING a doorway they can barely discern, lights spark into life
15 2 5 above them. They are in a large steel chamber, in which
eight large glass vats stand. They are all filled with bright
SKILLS
red blood, supported in place by a steel chassis and
Detect: 3 Intimidate: 4 closed at the top with a thin, gelatinous membrane. The
Melee Weapons: 4 Pistol: 4 membrane of the first vat on the right is punctured—
Rifle: 4 Support Weapons: 4 clearly the location the limping Terminator emerged
from. A trail of bloody footprints leads away from the vat,
Tactics: 4 Technical (all): 3 towards the passageway the characters entered from.
Unarmed Combat: 4 The seven still filled vats are illuminated from within.
EQUIPMENT The characters can examine these if they choose. Floating
within them are the curled up forms of Terminators being
Semi-armoured Endoskeleton (PV: 4, Resistance: 12) fitted with flesh by nanobots, gently smoothing the stolen
Rules: Any unarmed or melee attacks made by the skin of dead humans over their skeletal frames. What the
Incomplete T-800 do an additional +2 DMG and +1 characters choose to do to the vats is up to them. They can
AD, in addition to any bonuses granted for its STR smash them and attempt to incapacitate The Terminators
stat. within—though this just wakes them, resulting in seven
Terminator units converging on the characters with
The Incomplete T-800 has a range of Cyberdyne
increasing speed. Alternatively, a character with the
upgrades including voice emulation, Thermal
Computer skill can attempt to break into the system
nightvision and threat analyser.
and deactivate the individual vats: this necessitates a
LASERS IN A METAL ROOM Computer skill roll (Hacking Difficulty: 12) to achieve.
A gleaming, brightly lit corridor leads off this chamber,
The Skynet compound is clad, on the inside, with
stretching back into another, much larger room. The
reinforced steel. It is also pitch black. Whenever a
room which contains the time displacement device. The
character misses The Terminator with a shot, they
characters are nearly there.
have to roll a d10. On a 1 or 2, they’ve struck another
character (the character with the highest remaining Note: Deactivating the vats is considered a simple
total health) and the unfortunate victim of the ricochet hack. No Architecture Diagram is required.
takes half the regular damage for the weapon. In
addition, all the characters have to make a Detect skill MOVING CORRIDOR
roll to see if the rebounding laser blast has managed Brightly lit, the reflection of overhead lamps pooling in
to blind them temporarily! Any character that fails the stainless steel, a successful Detect skill roll enables a
the roll is left unable to see as a result and makes any character to spot that this corridor is used as some form
further Detect skill tests during this mission with a -1 of mechanical transfer chamber—the floor can move,
modifier to the Success Die as they struggle to clear conveyor-style, and the walls too possess inbuilt traction
their vision. elements, enabling them to grip large canisters and usher
them along securely, and at speed. There is no sign of
It’s possible a character may die here, torn apart by the the control panel for this corridor, at least on this end.
half-flayed Terminator, but they’ve managed to get their As soon as the characters are halfway along, the floor
comrades into the Skynet compound. They’ve not died in beneath them begins to hum and judder into life, pushing
vain. Or, at least, they’ve probably not died in vain. the characters back along towards the vat chamber. If the

32
characters left the vats alone, the floor springing to life
is accompanied by the sound of puncturing membranes,
of splintering glass, and the by-now familiar whine of
Terminator hydraulics.
The walls begin to close in, and the traction grips in the
walls begin to whir into life. The characters have the choice
of being crushed between the walls or of being delivered
into the lethal grip of seven Terminator units. Bracing the
walls requires a Climbing skill roll and travelling along a
walkway trying to drag you back the other way requires
an Athletics skill roll (the Director is free to select any
difficulty they choose, but it shouldn’t be easy!). Any
characters who don’t manage to brace the walls successfully
suffer 4 damage (ignoring armour) and a wound to the
leg or arm (Director’s discretion) as the walls abrade their
flesh. Those who fail the Athletics skill roll get one more
chance…a failure sees them dragged back into the vat
chamber. If the characters took out The Terminators in the
vat chamber by one means or another, then this shouldn’t
prove an issue. If they didn’t then trying to survive against For more information on how to use this diagram see
up to 7 Terminators is unlikely to end well. the rules on page 21.
Once the characters reach the end of the corridor they
find an area control terminal: ACT THREE - THE TIME
ENCRYPTION VALUE: 9
Roll a d6 to determine starting I/O Port DISPLACEMENT CHAMBER
The corridor culminates in a huge, oval room. There
Note: This is a good opportunity for Davis’ player
are banks of computer terminals at the furthest point
to get acquainted with the hacking rules. For good
of the room, with a series of cables running off it and
measure, point out to the usefulness of a good hack
looping around one another, forming a huge mound of
in this situation to the other players. If they can help
wiring in the centre of the chamber, surrounding a small
Davis reach the control terminal, it would certainly
raised platform of white plastic and yet more steel. There
increase their chances of survival. Remember to resolve
is a faint blue nimbus surrounding the platform and the
the hacking round by round, and in parallel with the
lingering scent of ozone infects the air nearby—this is the
frantic action taking place in the corridor.
time displacement device.
If the Terminators from the vats are after the characters,
Nearby the displacement device is a mounting platform,
locking the doors won’t hold them forever but it might
onto which the vats from the previous chamber could be
provide a little breathing space.
loaded, The Terminators within removed, and readied
MOVING CORRIDOR for transportation to the past. Three are already on the
ARCITECTURE DIAGRAM loading platform, emptied out, and another, still full. The
walls of the chamber are lined with batteries of power
DETAILS cells, each cabled into the computer banks or into the
Subroutine, Hydrolics Domain time displacement device itself. The thrumming noise
Standard Effect: Activate / deactivate moving from deep below the characters heard earlier is that
walls / corridor much louder here. The whirring of machines, the endless
click and beep of computer panels diverting power to
Subroutine, Electronic Locks Domain the displacement device, makes anything below a shout
Standard Effect: Open / close chamber doors almost inaudible. The air itself is electrically charged; the
characters feel a strange popping in their mouths as the
Network Security Domain saliva bursts as little static charges.
Standard Effect: Disable NetSec The task now is simple; the characters need to activate the
time displacement device by hacking into the chamber’s
Note: The moving corridor subroutine diagram can be control terminal, near the platform.
found at the top of the next column.

33
THE T E R M I N AT O R RPG
the chamber to the moving corridor is ripped open, and
five more Terminators enter.

When exploited to good effect, the various


Subroutines within this area’s network can greatly
improve the characters’ odds of survival. Hacking
the electronic locks may not prevent the T-800 units
from breaking through eventually, but it will slow
them down. Raising a couple of large coolant units
up from the floor could provide some much-needed
cover in the upcoming battle, and hacked turrets lend
the aid of heavy firepower. Finally, the auto-destruct
sequence can make sure the machines won’t follow
the characters into the past. And should their mission
fail, it allows the characters to at least take some of
these metal bastards with them!

Finally, once the time travellers are in place, there must


be a character at the control terminal to exploit the
subroutine and trigger the time sphere. While this exploit
may be made in advance, someone still needs to be present
at the controls to initiate the sequence If the characters
achieve this, read or paraphrase the following:

There is a sound like thunder, then blue light cascades


out from the time displacement device, making you
feel as though you were watching everything from
beneath water. Lightning dances out into earthing
ENCRYPTION VALUE: 10 pads and then, your companion, your comrade, is
Roll a d6 to determine starting I/O Port. gone. Swallowed by an absence in the air, a globe of
nothing. The brightness, the blueness, intensifies, until
Note: The displacement chamber subroutine diagram everything is consumed, wiped clean. The mission is
can be found on page 35. complete. You’ve done it. You might just have saved the
For more information on how to use this diagram see human race. You’re unlikely to be able to save yourselves
the rules on page 21. When the characters succeed in from The Terminators coming for you.
capturing the Time Displacement Device’s subroutine The adventure closes on this moment. The characters
there is a sudden surge of power and the coils wrapped fulfilled their mission, though those left are surrounded by
around the time displacement platform begin to shift, Terminator units, red eyes and perpetual gleaming smiles
seething with life and power. The banks of power growing ever nearer. The Director and the characters
generators start to hum, and then roar. Bands of light are free to keep playing the battle through, to discover
strobe along the cables and then up the sides of the time who makes it and who doesn’t. For an authentically
displacement platform. It’s charging up. The characters Terminator-style ending, however, we’ve chosen to leave
have to survive 10 Combat Rounds (the Director is free it here.
to adjust this number based on what kind of shape the
characters are in) before they can send one of them back
in time. And right now, that’s likely to prove difficult.
As soon as the time displacement device begins to
charge, an alarm sounds somewhere within the facility.
From the vat chamber behind them, the characters hear
the sounds of tearing metal as Terminators begin to close
on their location. Doors in the side of the chamber slide
open, to reveal two skeletal T-800 units. This is it; the
characters have to dive for cover and survive for 10 rounds,
then get one of their number onto the time displacement
platform. Six rounds into the battle, the door connecting

34
TIME DISPLACEMENT DETAILS
ARCITECTURE DIAGRAM
Subroutine, Turret Control Domain
DETAILS Standard Effect: Manual controls,
2 turrets (treat as assault rifles)
Subroutine, Auto-Destruct Domain
Standard Effect: Start / stop auto-destruct Subroutine, Time Displacement
sequence: countdown 12 rounds Device Domain
Standard Effect: Initiate time travel (requires
Subroutine, Coolant Control Domain a Time Science skill roll, difficulty 10)
Standard Effect: Raise / lower coolant
modules (act as Heavy Cover) Network Security Domain
Standard Effect: Disable NetSec
Subroutine, Electronic Locks Domain
Standard Effect: Manual controls, Note: Subroutine rules are on page 21.
2 turrets (treat as assault rifles)

35
THE T E R M I N AT O R RPG

CHARACTER HARPER
Immediately distinctive on account of their bright blue
BIOGRAPHIES hair, and missing right eye, Harper is the squad’s heavy
weapons expert. They’re pretty big, as a result of lugging
The following descriptions should be given to each around huge guns all the time, but that hasn’t stopped
player at the beginning of the game. them spending enormous amounts of time ensuring that
their hair looks just right. Harper’s attitude is simple:
Note: The Minguez and Davis characters should
‘if I’m going out, I’m going out holding the biggest gun
always be used.
you’ve ever seen, with the coolest hair those machines are
If additional characters are needed, ‘other characters’ ever going to have imprinted on their memory banks.’
for the players should be selected. That kind of sangfroid is exactly what Miroslav sought in
Once the Director has got used to directing the Quick those in his squad.
Start, any of ‘other characters’ can be replaced with
either or both the ‘advanced characters’. TONY
The guy with the knives, the squad’s close combat expert,
CORE CHARACTERS and the guy who gets sent out to check what’s happening
and where. He doesn’t get the best jobs, but he does all
MINGUEZ the important ones. Tony was, or is, a British Sikh before
Tough, embittered and, by this point, as sick of fighting the war came and things like countries and religion still
as of field rations, Minguez was one of the first people felt so important. He still keeps his turban, and his kirpan,
brought into the resistance by Miroslav. Before the rise close and has been known to use both of them when the
of the machines, Minguez had been a mechanic, and, time comes. Not many resistance fighters have used their
while there was always plenty of work for a person with headgear to trip one of the machines, or a ceremonial
her talents, she wanted something more…explosive. She blade to hack out their CPU. Tony has. That’s why
quickly picked up the skills needed to blow any machine Miroslav chose him. Tony and Miroslav were the same
she encountered sky-high. Of course, she’s lost a lot of kind of brutal; they saved each other more than once.
friends since then. A lot of friends and a couple of fingers
from her left hand. She wants this all to be over soon, and ADVANCED CHARACTERS
she’s willing to do anything to make that happen.
EVA
DAVIS Sharpshooter, cynic, starting to turn grey, Eva is the
Small, bald, bespectacled, and smart as anyone in the member of the team with the loosest tie to Miroslav.
resistance, Davis is the brains of the group. Spotted by By the time she joined up with the team, she was an
Miroslav upon first joining the resistance, Davis was experience resistance vet, with fifteen confirmed machine
quickly taken under the commander’s wing. He’s not the kills, and a list of dead friends so long you could roll it up
fastest in the team, he’s not the best with a gun, and he’s and use it for a pillow. She’s crafty, cunning, and she can
not the bravest, but Davis is the thinker, and he’s good snipe a rat at a thousand metres. She has the names of her
with a computer. He’s got through Skynet security more dead comrades tattooed on her skin. She’s starting to run
than once, and anyone who can do that is an invaluable out of space, and she wants to make sure that all of those
asset to the resistance. Davis is Miroslav’s most loyal names died for something worthwhile.
companion, and has taken his absence hard.
WILLIAMS
OTHER CHARACTERS Williams is young, dumb and dependable. He likes guns
and girls and that’s about it. He is physically attracted to
BASSETT Minguez and sees himself as her personal bodyguard. She
Tall, languorous, and with a nicotine habit so bad you’d is aware of his feelings, but treats him mean. Williams is
think his blood was smoke, Bassett is a solid, reliable approximately twenty years old, blonde and muscular, his
member of the team. He’s always in debt—cigarettes don’t physique is not far off that of the machines. This can cause
come cheap nowadays—and has a bad habit of gambling anxiety in those that don’t know him. He has a pet dog,
far more than he can afford. All of the squad have had to which is as much a companion, as a show that he indeed
bail him out of some problem or other, and Miroslav was is not a machine in disguise. She is back at base and he
the guy who got him out of more than most. Despite his misses her.
vices, Bassett is the guy who keeps the squad together; he’s
funny, and, as long as he’s got his smokes, preternaturally Note: The character sheet for each character can be
calm in any circumstances. found over the next seven pages.

36
THE T E R M I N AT O R RPG
Name: Minguez Role: Strategist
CHARACTER’S SPECIAL RULES PLAYER’S NOTES
Military Mind - A Strategist is considered to have one
additional Skill Die success when making a Tactics
skill roll. In addition, at any time, a Strategist may
spend one Hope Point from the Brains category to
replenish two points of FATE.

Ratings Points Body: 2 Brains: 3 Bravado: 1

Stats STR: 3 KNOW: 3 CHA: 2 Initiative


Bonus 6

DEX: 3 CONC: 4 COOL: 4 Fate: _/1

SKILLS RANK BONUS TRAITS RANK


Demolitions 3 7 Exceedingly Cool 1
Detect 2 6 Looks (Unattractive) -1
Drive 2 6 Arrogant -1
Endurance 1 4
Leadership 2 5
Lore: Skynet 1 4
Melee Weapons 2 5
Pistol 2 5
MOVEMENT EXPERIENCE POINTS
Rifle 2 5
Closing 2
Stealth 1 4
Rushing 5
Streetwise 2 5
Tactics 2 6 HIT POINTS WILLPOWER

Technical: Mechanical 2 6
_/18 _/17
WOUNDS
Head [] Left Arm [] Right Arm [ ]
Torso [] Left Leg [] Right Leg []
Conditions:

WEAPONS, ARMOUR & EQUIPMENT


Westinghouse P-14 Plasma Pistol (12 shots left) Explosive charges & detonators
Combat Knife Headset Communicator Combat Armour & Helmet (PV: 4, Resistance: 12)
Flashlight
THE T E R M I N AT O R RPG
Name: Basset Role: Doctor
CHARACTER’S SPECIAL RULES PLAYER’S NOTES
Experienced Medic - Once per game session, a Doctor
may reroll any or all dice during a Medical or Forensics
skill roll. In addition, each time a Doctor delivers
medical intervention, the subject regains an additional
2 Hit Points.

Ratings Points Body: 0 Brains: 4 Bravado: 2

Stats STR: 2 KNOW: 4 CHA: 3 Initiative


Bonus 6

DEX: 2 CONC: 4 COOL: 4 Fate: _/2

SKILLS RANK BONUS TRAITS RANK


Detect 3 7 Addiction (Nicotine/Smoking) -1
Education: Natural 2 6 Vision (Good) 1
Forensics 3 7
Gambling 2 6
Leadership 1 4
Medical 3 7
Persuasion 3 6
Pistol 1 3
MOVEMENT EXPERIENCE POINTS
Read Lips 2 6
Closing 2
Rifle 1 3
Rushing 5
Stealth 2 4
Lore: Skynet 1 5 HIT POINTS WILLPOWER

_/17 _/18
WOUNDS
Head [] Left Arm [] Right Arm [ ]
Torso [] Left Leg [] Right Leg []
Conditions:

WEAPONS, ARMOUR & EQUIPMENT


Assault Rifle (1 clip) Medical Kit Combat Armour & Helmet (PV: 4, Resistance: 12)
Headset Communicator Flashlight Two cigarettes
THE T E R M I N AT O R RPG
Name: Davis Role: Engineer
CHARACTER’S SPECIAL RULES PLAYER’S NOTES
Technical Minded - An Engineer may reroll any or all
when they spend a point of FATE during a Technical
skill roll. This replaces the usual rule of rerolling only
either the Success Die or any/all of the Skill Dice.

Ratings Points Body: 0 Brains: 4 Bravado: 2

Stats STR: 2 KNOW: 4 CHA: 3 Initiative


Bonus 6

DEX: 1 CONC: 5 COOL: 2 Fate: _/3

SKILLS RANK BONUS TRAITS RANK


Computer 2 6 None
Detect 2 7
Drive 2 7
Haggle 2 5
Lock Pick: Electronic 3 8
Lock Pick: Manual 1 6
Lore: Skynet 1 5
Pistol 1 2
MOVEMENT EXPERIENCE POINTS
Rifle 1 2
Closing 3
Technical: Electronics 3 8
Rushing 6
Technical: Weapons 3 8
Technical: Mechanical 2 7 HIT POINTS WILLPOWER

Time Science 1 5
_/17 _/16
WOUNDS
Head [] Left Arm [] Right Arm [ ]
Torso [] Left Leg [] Right Leg []
Conditions:

WEAPONS, ARMOUR & EQUIPMENT


Assault Rifle (1 clip) Hacking Kit Combat Armour & Helmet (PV: 4, Resistance: 12)
Weapon Maintenance Kit Flashlight Headset Communicator
THE T E R M I N AT O R RPG
Name: Harper Role: Grunt
CHARACTER’S SPECIAL RULES PLAYER’S NOTES
Physical Training - A Grunt gains an additional +1
modifier to the Success Die, when they spend a point
of FATE on any STR or DEX related skill rolls.

Ratings Points Body: 4 Brains: 1 Bravado: 1

Stats STR: 5 KNOW: 1 CHA: 2 Initiative


Bonus 6

DEX: 4 CONC: 2 COOL: 5 Fate: _/1

SKILLS RANK BONUS TRAITS RANK


Athletics 2 6 None
Climbing 2 7
Demolitions 1 3
Detect 2 4
Endurance 2 7
Melee Weapons 2 7
Pistol 2 6
Rifle 3 7
MOVEMENT EXPERIENCE POINTS
Support Weapons 3 8
Closing 2
Tactics 2 4
Rushing 6
Unarmed Combat 2 7
HIT POINTS WILLPOWER

_/22 _/16
WOUNDS
Head [] Left Arm [] Right Arm [ ]
Torso [] Left Leg [] Right Leg []
Conditions:

WEAPONS, ARMOUR & EQUIPMENT


Westinghouse M-25 Plasma Rifle (20 shots left) Headset Communicator Flashlight
Combat Knife Combat Armour & Helmet
THE T E R M I N AT O R RPG
Name: Tony Role: Scout
CHARACTER’S SPECIAL RULES PLAYER’S NOTES
Heightened Awareness - A scout is considered to
have one additional Skill Die success when making
a Tracking skill roll. In addition, a scout adds 1 to
their Initiative Bonus, making them more likely to act
before others in combat.

Ratings Points Body: 4 Brains: 0 Bravado: 2

Stats STR: 4 KNOW: 2 CHA: 2 Initiative


Bonus 7

DEX: 4 CONC: 3 COOL: 4 Fate: _/0

SKILLS RANK BONUS TRAITS RANK


Athletics 2 6 Arrogant -1
Climbing 2 6 Hearing (Good) 1
Detect 2 5
Endurance 2 6
Medical 1 3
Melee Weapons 3 7
Pistol 1 5
Rifle 2 6
MOVEMENT EXPERIENCE POINTS
Seducation 1 3
Closing 2
Stealth 2 6
Rushing 6
Survival 2 6
Tracking 2 5 HIT POINTS WILLPOWER

Unarmed Combat 2 6
_/19 _/16
WOUNDS
Head [] Left Arm [] Right Arm [ ]
Torso [] Left Leg [] Right Leg []
Conditions:

WEAPONS, ARMOUR & EQUIPMENT


Heavy Pistol (1 clip) Flashlight Combat Knife x3 Headset Communicator
Hunting Knife Combat Armour & Helmet (PV: 4, Resistance: 12)
THE T E R M I N AT O R RPG
Name: Eva Role: Scout
CHARACTER’S SPECIAL RULES PLAYER’S NOTES
Heightened Awareness - A scout is considered to
have one additional Skill Die success when making
a Tracking skill roll. In addition, a scout adds 1 to
their Initiative Bonus, making them more likely to act
before others in combat.

Ratings Points Body: 3 Brains: 2 Bravado: 1

Stats STR: 2 KNOW: 2 CHA: 1 Initiative


Bonus 10

DEX: 5 CONC: 5 COOL: 4 Fate: _/1

SKILLS RANK BONUS TRAITS RANK


Athletics 1 6 None
Climbing 3 5
Detect 3 8
Pistol 1 6
Read Lips 1 6
Rifle 3 8
Stealth 3 8
Survival 2 6
MOVEMENT EXPERIENCE POINTS
Tactics 1 6
Closing 2
Tracking 3 8
Rushing 5
Unarmed Combat 1 3
HIT POINTS WILLPOWER

_/17 _/16
WOUNDS
Head [] Left Arm [] Right Arm [ ]
Torso [] Left Leg [] Right Leg []
Conditions:

WEAPONS, ARMOUR & EQUIPMENT


Sniper Rifle (1x 5-round clip and an extra round left over) Nightvision Rifle Scope Combat Knife
Headset Communicator Combat Armour & Helmet (PV: 4, Resistance: 12) Flashlight
THE T E R M I N AT O R RPG
Name: Williams Role: Grunt
CHARACTER’S SPECIAL RULES PLAYER’S NOTES
Physical Training - A Grunt gains an additional +1
modifier to the Success Die, when they spend a point
of FATE on any STR or DEX related skill rolls.

Ratings Points Body: 3 Brains: 0 Bravado: 3

Stats STR: 5 KNOW: 1 CHA: 3 Initiative


Bonus 5

DEX: 4 CONC: 1 COOL: 5 Fate: _/1

SKILLS RANK BONUS TRAITS RANK


Animal Training 2 7 None
Athletics 2 6
Detect 2 3
Endurance 3 8
Intimidate 2 5
Melee Weapons 2 7
Pistol 2 6
Rifle 3 7
MOVEMENT EXPERIENCE POINTS
Support Weapons 1 6
Closing 2
Survival 2 7
Rushing 6
Unarmed Combat 2 7
HIT POINTS WILLPOWER

_/22 _/16
WOUNDS
Head [] Left Arm [] Right Arm [ ]
Torso [] Left Leg [] Right Leg []
Conditions:

WEAPONS, ARMOUR & EQUIPMENT


Assault Rifle (2 clips) Brass Knuckles Heavy Pistol (3 rounds left) Flashlight
Headset Communicator Combat Armour & Helmet (PV: 4, Resistance: 12)

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