AMBUSH ALLEY TERMINATOR 2029

By Jason weiser A homemade supplement for Ambush alley games “ambush alley” and “ambush alley: Force on force” UPDATED WITH TOMORROW’S WAR rules Version 1.3 (December 2010)

Terminator and HK rules for Ambush Alley and Force on Force. Basic Attributes -

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Terminators fight as regulars and are always in normal supply. Terminators fight in 3 unit teams of the same type, either three HKs or three terminators. Terminators do not need leaders, they are all data linked to Skynet. For TQ and other factors, see the chart below. Terminator and HK units do not take morale checks. Terminator and HK units always have High Confidence Terminators and HKs are always functioning as part of a grid at the TL of their force. But, they are always affected as if they were a TL 3 force when applying the effects of grid loss. HKs are always subject to dumb-bot rules, except where listed on this sheet. This sheet takes precedence over TW rules when there is a conflict. HK AND TERMINATOR TQ TABLE

Generation

Early Generation (TL1) Mid Generation (TL2) Late Generation (TL3)

HK

Terminator

Defense (Left of slash is HK, right of slash is Terminator (Dice per model)

Survivability

Optimum Range

D6

D8

3D8/2D8

D8

10”

D8

D10

3D10/2D10

D10

12”

D10

D12

3D12/2D12

D12

14”

GROUND HK AND TERMINATOR TERMINATOR DAMAGE TABLE (AIR HKS USE HELOCOPTER HELOCOPTER TABLE) 1 HIT 2 HITS 3 HITS 4 HITS 1 PING Lt. Damage M. Damage Sev. Dam 2 Lt. Damage Lt. Damage Sev. Damage Sev. Dam 3 Med. Damage Med. Damage Sev. Damage TD 4 Sev. Damage Sev. Damage TD TD 5 Sev. Damage TD TD TD 6 TD TD TD TD PING- No Effect Light Damage- -1 FP dice, if unit has only one FP dice, than unit may not fire but may engage in close combat. Med. Damage- ½ FP dice, ½ Move, if unit has only one FP dice, than unit may not fire but may engage in close combat. Sev. Damage- Unit is down and out of play, but may be repaired and returned to play by a repair unit. TD (Totally Destroyed) - Unit is out of play and may not be repaired.

MOVEMENT RATES Ground HK Early Gen Terminator Middle Gen Terminator Late Gen Terminator

8/16” 5/9” 6/10” Same as Human movement REPAIR RULES

Any Repair Terminator figure may spend one turn in base to base contact with a damaged Terminator or Ground HK and repair it to one lower damage level on a successful TQ roll. Units firing at Repair units engaged in repairs are +1 attack dice to hit. For Example, a Severely Damaged terminator has a mid generation Repair Terminator come into base to base contact with it during the turn. The Machine player rolls a D10 and rolls a 6 and successfully repairs the Terminator to Medium Damage, but to repair it to Light, the repair unit must spend another turn repairing the damaged unit as well as make another successful repair roll.

CLOSE COMBAT RULES Machine units do not need to take a reaction roll to enter close combat. Human units being charged by Terminators subtract 2 dice from their fire, but Terminators subtract 1 defense dice as per normal rules. All other rules are as per AA/FoF. Machine units do not have to take POWs.

INFILTRATORS Infiltrator units are terminators made to look like and programmed to act like humans to get close to high-value targets and terminate them. The following rules govern their conduct on the game table. Passing for Human: An infiltrator based on its generation has a set range that it will pass for a human being WITHOUT having to make a troop quality check. Inside of that range, the Infiltrator must make an opposed troop quality check to maintain its cover. If it is inside of that range, and within LOS of any human units accompanied by dogs, then the infiltrator is automatically discovered. Any infiltrator that attacks a human is automatically revealed as well. Also, any infiltrator that has taken medium or more damage is automatically revealed. With the exception of the T-1000 polymorph, all infiltrators once revealed remain so for the duration of the game. Other Infiltrator rules: Undiscovered infiltrators get an extra attack dice the turn they open fire on any human target. On the turn they open fire, they automatically interrupt their target. T-1000: The T-1000 is the only model of Terminator that may redisguise itself after it is revealed. To do so, the T-1000 must spend 1 turn in a location out of LOS and Pass for Human range of all Human units on the table. It is then hidden again.

PASS FOR HUMAN TABLE Early Generation Mid Generation Late Generation (except for T-1000) T-1000 Polymorph

“12 “8 “6 “4

Weapons notes Plasma Weapons- As per Tomorrow’s War rules for Energy Weapons. All HK weapons count as Heavy Support Weapons (3d) and all handheld Terminator MGs are Medium Support Weapons (2d)

FIN!

Terminator and HK rules for Ambush Alley and Force on Force.pdf ...

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