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The Terminator RPG - Director's Pack

Director's Pack

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100% found this document useful (4 votes)
1K views

The Terminator RPG - Director's Pack

Director's Pack

Uploaded by

Random
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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DIRECTOR's Pack

Director’s Pack
The Terminator RPG

ISBN: 978-1-7397627-7-3
SKU: WFG-TER-805
Designed in
https://nightfall.games/ Scotland
Director's PACK
Credits
GM SCREEN ART: MATTEO SPIRITO

WRITING: BENN GRAYBEATON, GARRY HARPER, MATT JOHN,


MARK RAPSON

NARRATIVE DIRECTOR: ANDREW E. C. GASKA

INTERNAL ARTISTS: DAVE ALLSOP, PAUL BOURNE, ALYSSA MENOLD


HACKER DIAGRAMS: BENN GRAYBEATON & MARK RAPSON

LAYOUT: JARED EARLE, ANDREW E.C. GASKA,


MARK RAPSON

PROOFREADERS: JAMIE CROSS WITH CHRISTIAN FERNANDEZ-DUQUE,


DANNY MILLARD & THE KICKSTARTER BACKERS

PRODUCED BY: MARK RAPSON


CO-PRODUCER: GARRY HARPER

NIGHTFALL GAMES ARE:


DAVE ALLSOP, JARED EARLE, MARK RAPSON

Copyright © 2022 Nightfall Games Ltd.,


Ltd., All Rights Reserved. Designed in Scotland.
Produced on an iMac i9-9900K and a yellow M1 iMac using Adobe InDesign with Helvetica Neue, Eurostile, Moby
Monospace and Terminator typefaces.
T1, The Terminator, ENDOSKELETON, and any depiction of Endoskeleton are trademarks of STUDIOCANAL S.A.S. All
Rights Reserved.
© 2022 STUDIO CANAL S.A.S. ® All Rights Reserved.
Director's Pack

Introduction
Nightfall Games are proud to present the ‘The
Terminator RPG Director’s Pack’. Here you will
find a hardboard four panel screen with all the
information you as the Director will need for easy
reference on the inside. The outside of the screen
features a brand-new art piece by Matteo Spirito.
Included in this pack are two quick reference
cards for the players to use (see the back two
pages of this booklet) and a blank Character
Sheet. Within this booklet you will find three mini
campaigns by Matt John and Mark Rapson.
Each of these are designed to give the Director
a loose framework from which a 1-3 session
mini campaign can be made. Additionally, there
are two pages of locations, featuring the ruined
version of the cityscape art that features in the
core rulebook. Benn Greybeaton has also put
together a ‘how to’ guide for creating and using
Hacking Diagrams.

For more, check out


The Terminator RPG

The Terminator RPG Director's Pack [.001]


The Terminator RPG

Campaign Seeds getting caught, and race back to your extraction


point—a standard and predictable mission.
The following section includes three separate But after quickly decoding the data, you realize
mini campaigns; three three-part adventures, a Terminator is being prepped to enter a time
each connected by a narrative and recommended sphere—tonight—thirty minutes from now. You’ve
direction. The information provided for these no time to regroup at HQ. You have only enough
campaigns is deliberately light, acting as a time to breach the facility, blast your way past
‘campaign seed’ to allow the Director’s imagination the sentries and follow the machine wherever—or
and storytelling to come to life. Through this rather whenever—it’s going.
approach, each gaming group can spin the story
out differently, allowing players to play the same Part 3: FUBAR
campaign under different Directors and experience You’ve set off a silent alarm and Skynet is coming
an entirely different take each time. for you—the shit has hit the fan and you have got
to get out quick. Abort the mission or die trying...
DIRECTOR’S NOTE: To use these mini campaign your choice, but either way it’s gonna be messy
seeds you will need a copy of the ‘The Terminator and you’re unlikely to survive.
RPG’ core rulebook.
You, me or it?
Time War
DIRECTOR’S NOTE: This seed is all about
When reconnaissance teams first discovered paranoia, testing player (and PC) loyalty. It will
evidence of Skynet’s time-displacement need some planning and you may need to feed the
technology, Resistance Leadership was players information and ways to uncover it.
understandably concerned. The war was already
going badly, and surmounting this new challenge The dogs are agitated and start to growl and
seemed impossible. Almost overnight, John bark. Everyone and everything seems right, but
Connor assembled a special unit tasked to the hairs on the back of your neck are telling you
confirm the facility’s ___location, gather intel, and otherwise. You back into the shadows as you will
destroy or possibly steal the technology for their the rest of your squad to do the same.
own use. It’s a dangerous job with a high turnover
rate, but one that is absolutely crucial in fighting Part 1: What or Who?
the war. Have you been infiltrated and if so by what?
Hopefully it’s a Ratbot, something potentially
Part 1: Gone Fishing
benign, but likely not. Who has been missing or
While moving under cover of night is much safer out on patrol for a bit over schedule? Who is new
than in broad daylight, Skynet always has eyes in to the camp? Do all those dogs look ‘right’? What
the sky. On a good day, surveillance drones are a is getting your heckles up and what are you going
nuisance; on a bad day, they can be catastrophic. to do about it?
But Connor knows each drone represents a
cache of information that can be used against You feel trepedation and everyone is on edge.
the machines. “Fishing” missions have therefore People are looking at each other with suspicious
become essential, especially now that Skynet eyes. Already one of the dogs has been shot as a
plans to send its soldiers back in time. Securing result of someone’s imagination getting the better
a patrolling drone close to the site of time of them. It was a loyal companion, its blood and
displacement tech may just prove key in saving brains pooling on the ground as its life ebbs away.
humanity. This ‘fishing’ takes many forms, but
Part 2: Me?
almost always involves live bait, and sometimes—
as is the case when luring drones into narrow, One of the PCs is an Infiltrator, that’s the
labyrinthine ruins—it even involves a net. consensus. They deny it...but they would,
wouldn’t they? How can they prove their
Part 2: Snap Decision innocence? Can they? Do they run, cry, or fight?
It was supposed to be another reconnaissance New information becomes apparent as
mission. Your job was to get close to a facility something or someone that was hidden is
suspected of housing time-displacement now revealed. Does suspicion shift or can they
technology, gather all possible intelligence without

[.002] The Terminator RPG Director's Pack


Director's Pack

explain themselves? Then one of the dogs starts Part 2: Hunter-Killer/


growling at an NPC. Why? The NPC pleads their Trojan Horse
innocence, but does anyone believe them? Despite what some wish to believe, war does
change—especially when the enemy isn’t
Part 3: I knew it!
human—but that doesn’t mean older tactics are
The dog attacks, ripping the throat out of the obsolete.
nearest NPC. Did the dog do good or, is it a
Deceiver? If it did, does the revealed NPC cyborg In an effort to keep Skynet tech out of the
kill the loyal companion before stalking towards hands of the Resistance, the AI has increased
the PCs, or does the cyborg hound have a spark efforts to salvage its destroyed machines. As of
of red in its eyes. Can the PCs deal with the late, specialized Terminator squads have been
intruder before it kills them? spotted recovering everything from shattered
endos to dusted HKs. Using the machines’
weapons against them is becoming a less reliable
Phased Plasma and
strategy, but John Connor is an expert at turning
Foot Soldiers a hindrance into an advantage. Before Skynet
The Resistance is closer than ever to securing tightened its grip on its assets, a brazen squad,
victory. Skynet’s vulnerabilities have been well- led by Connor himself, managed to secure a
documented by Resistance Intelligence and mostly intact Hunter-Killer tank. After plucking a
John Connor is preparing for the final push that plan from legend, he ordered his technicians to
will smash the defense grid and win the war. But create a “Trojan Horse” out of the HK. With their
before he can make his move, he needs more expertise, they’ve managed to hollow out its body,
soldiers and improved firepower. Since Skynet making room for a small squad of specialized
became fiercely protective of its assets, too many soldiers. When the machines come to recover
Resistance fighters have been slaughtered while the HK, the Resistance will have the element of
trying to secure them. Bold measures are now surprise in their favor. A bolder strategy would
more necessary than ever. The three scenarios be to wait inside the HK until it’s returned to a
below represent possible solutions to Connor’s Skynet facility. With signal jammers implanted into
problem. its hull, the squad should remain undetectable
until they emerge from their hiding place or until
Part 1: Into the Blight the machines begin breaking it down for scrap.
Every day, the men and women of the Resistance Infiltrating a Skynet stronghold is a brazen plan, to
risk their lives for the cause. Whether defending a be sure, but the opportunities are immense.
base of operations against marauding machines,
launching offensives against Skynet, or simply Part 3: Unlikely Allies
hunting rats for sustenance—danger is just part of Over the years, John Connor’s peerless charisma
the job. But on the rare occasion when leadership has allowed him to recruit just about every able-
solicits volunteers to enter ‘The Blight’ (see the bodied person to the war effort. But by 2029,
Locations section), the room tends to go quiet. human life is dwindling, and pockets of survivors
are becoming rare. The same can’t be said of the
John Connor knows the only way to win the gangs who roam the wastes. Even though they
war is to stay one step ahead of the machines; share a common enemy with the Resistance,
it is therefore essential to at least keep up with these raiders refuse to accept the lawful standards
Skynet’s technology. But now, with machines of Connor’s creed and wage turf wars against one
extremely protective of their assets, only in The another, perpetuating violence and anarchy. But
Blight can Resistance soldiers reliably secure Connor knows he needs capable warriors for the
plasma weapons and other key components for final push, and he hasn’t given up hope that some
fighting the war. Missions to The Blight are fraught of these gangs may join his cause. Whether it’s by
with danger—deadly traps, crumbling structures, bribery, blackmail, or gunpoint, he will need some
and rogue, unpredictable machines are constant of these men and women to join his ranks, even
threats. Only the fittest and wisest of soldiers if it means assassinating their leaders and taking
should dare its depths. them by force.
This mission can involve diplomacy, treachery,
or firefights, depending on how the characters
decide to approach it.

The Terminator RPG Director's Pack [.003]


The Terminator RPG

Locations The Endless


In the same way as the Campaign Seeds on the Boneyard
previous two pages, the following descriptions of The future war landscape is a mass of crumbling
locations are designed to act as seed ideas for the ruins, fetid lakes, and mournful skies. Acid rain is
Director to build upon. a constant threat: cancerous, cold, drenching and
flooding streets heaped with human remains. The
The Blight charred skulls of the dead are so prevalent that
they’ve become a tripping hazard for Resistance
Once a massive Skynet factory and stronghold,
foot soldiers. These endless mounds of bones
the ruin known as The Blight is now a three-
couldn’t be a natural consequence of the war
square mile maze of deadly hazards and
against the machines, could they?
ramshackle machines. According to Resistance
Intelligence, in the early days of the war, a There is a theory among Resistance Intelligence
catastrophic error resulted in the facility’s that the machines have effectively created this
destruction—a rare thing for the ever-calculating grim landscape as a means of psychological
AI. Skynet seems to have forgotten or disregarded warfare. Skynet knows well the power of fear. The
the site as there are no active patrols, scouts, or sardonic grins of the T-800s are proof of that. It is
guards anywhere outside of its perimeter. Within feasible, therefore, there are machines responsible
its borders, however, artificial life remains, and its for this macabre landscaping. Some believe
mission—the destruction of all human life—hasn’t Skynet deploys yet-undiscovered machines
changed. to spread human remains wherever survivors
dwell. In this way, every time the living surface to
Those who venture into The Blight can expect
scavenge the wastes, they are reminded of how
to find rotting and crumbling structures, old
close they are to death.
and still-armed booby traps, antiquated and
experimental Terminators, toxic environments, and But is any of this true?
possibly—with the aid of good hackers—long- The characters may be tasked to find the truth,
buried intelligence that could aid the war effort. but could, if they’re not careful, become part of
In essence, a mission to these depths should the gruesome landscape themselves.
resemble a dungeon crawl where each passage
and room is a potential hazard.

[.004] The Terminator RPG Director's Pack


Director's Pack

Miracle Park the 1980s and beyond, MAP became a must


visit ___location for millions of holiday makers a
DIRECTOR’S NOTE: This ___location is based on year. Full of the biggest and most exciting rides,
the defunct Miracle Strip Amusement Park which luxurious hotels and top-flight entertainers. In the
closed in 2004. Check it out on the internet for background, behind the scenes the Resistance
more information. prepared for war, converting rides and the spaces
around them into a fortified nuclear bunker of
Most factories were destroyed or stripped by the defense and resources. After Judgment Day the
machines for their own facilities or to remove any rides become complex booby traps for Skynet’s
advantage the Resistance could gain. Skynet did assets, the hotel basement, ammo dumps and
not consider amusement parks a viable resource headquarters for the West Coast Resistance.
for man or machine. Miracle Amusement Park
(MAP) was one such treasure trove utilized and Star Fuels
enhanced by the Resistance. MAP should have
A gas station on the Pacific Coast Highway, Star
gone bust and been long abandoned in the early
Fuels provides a perfect last stand ___location for
1980s, but the Resistance had other plans. A
the Resistance. It has gas, weapons, and most
small group of Resistance fighters were sent back
importantly a 200 foot drop off a cliff into the
to the late 1970s and were tasked with securing
ocean. The expansive site includes resturants, a
the facility, and getting it ready for the battle
motel, vending machines, camping facilities, and
ahead. The first individual sent back had been a
stores of various sorts including grocery, outdoor
very successful entrepreneur before Judgment
pursuits, apparel, and ammo.
Day, he got to work straight away.
If used before Judgment Day, the ___location is
Miracle Amusement Park in the 1980s and 90s is
busy in the summertime, quieter in the winter.
not only a very successful business and tourist
Afterwards, it may be completely abandoned or
attraction, but also an equipment and ammo
supporting a small population of survivors.
dump for the future. After Judgment Day, it
becomes the Florida HQ for the Resistance. Resourceful PCs will be able to make use of
many of the items available at this ___location and
It can be considered three very different locations
given enough time could set a trap for a pursuing
depending on the time: In the 1970s it was
Terminator. The staff, patrons, or survivors here
recovering from bad management and marketing
may also potentially help or hinder the Resistance
so was quiet and sleepy. As time passed into
efforts.

The Terminator RPG Director's Pack [.005]


The Terminator RPG

Creating a “This is an easy one boss, should be done in a


couple of minutes...
Network Diagram
...oh shit, shit, SHIT! I’ve triggered an alarm.
Before you begin RUN!”

Don’t use network diagrams when a Skill Test will —David Davidson, Resistance Fighter.
do. (deceased).
Network diagrams are easy to arrange but
before you start its important to ask one simple Setting up a
question. Why are you doing this? Sure, it might
seem obvious that a site would have a computer network
system. But how much does this matter? If all Basic Nodes: While the Terminator RPG goes into
hacking a computer system would add to a great length about the nodes used in network
mission would be the address of an NPC, then it’s diagrams, this guidance is more about creating
a Skill Test, and probably a passive one at that! your first network diagram.
If hacking a system would get you one solid Input/Output Node: The I/O Node is where the
result or piece of information (whether that diagram starts. Each network must have one
was an NPC’s medical files, a buildings layout and will probably have more. Feel free to be
or even turning off an automated alarm) this creative about what constitutes one. While an
doesn’t need a network diagram. Building such 80s/90s Local Area Network (LAN) will probably
a diagram would be a waste of time. The hacker require someone to physically turn on a
has one route they would undertake, so all this desktop and listen to the dulcet tones of a dial
diagram would achieve is a bunch of dice rolling up modem, remember in the original Terminator
while other players get bored. While you should timeline Google is killed in the womb and we
totally let the hacker be a hacker and give them barely get online at all!
interesting computer networks to interact with,
Players that offer great ideas for I/O Nodes
this shouldn’t come at the other players expense.
should be rewarded, perhaps not with a
modifier but with Uses for their hacking kit or
MAKE SURE THE OTHER CHARACTERS something similar. Players willing to use social
HAVE SOMETHING TO DO: Hacks get boring engineering to make a breach in the network
quickly for characters who aren’t involved. While should almost certainly be allowed to use those
it’s possible that a couple of characters might successes as progress (see Core Rulebook:
be proficient enough in computing that they can page 92).
help each other, its way more likely the party will
have one hacker and a bunch of other characters
LET’S BUILD A DIAGRAM: PART I
waiting on them.
To help you build your first network we’re going
Put the Hacker on to build a simple diagram. To start with, get a
piece of paper and on it draw 5 vertical and 5
the Clock horizontal lines. Eventually we’ll expand this to
Hackers should always be working under a timer. a 9x9 grid so give yourself some space. We’re
They don’t get to disappear into themselves. This going to use this grid like a Go board and place
isn’t cyberpunk; hackers in Terminator are very the icons on the intersections of the lines. Start
much in the room. There should be threats to life by adding an I/O Node to any 2 of the corner
and liberty. The hack needs to get done quickly intersections of the 5x5 grid.
or the party needs to have a plan for dealing with
those threats. Hackers find their job quite tricky Directory Node: Directory Nodes are the spacers
with a bullet hole between their eyes and the GM of a network diagram. Mechanically, they do
should treat the hacker as equitably as any other very little more than eat progress, something
character. Free bullets for everybody. that can be useful when seeking to slow a
hacker’s progress in one direction. Directory
Nodes can be placed in sequence with

[.006] The Terminator RPG Director's Pack


Director's Pack

themselves, though this should be done only Subroutine. NetSec Nodes can make good filter
when there is a direct purpose to the delay, points in a network. By placing Access Nodes
such as leading to a subnetwork. and Security Subroutines in proximity to the
NetSec Node, this allows the NetSec node to
LET’S BUILD A DIAGRAM: PART II react with more speed.

Above/Below each of the I/O Nodes place LET’S BUILD A DIAGRAM: PART V
a Directory Node. Then leave a gap in any
direction and place another Directory Node. In the center of the 5x5 grid, between the two
You should have four Directory Nodes for this Subroutine Nodes place the NetSec Node.
example. Then surround it with Subroutine Nodes.

Access Node: Access Nodes are the bread and Once this is done, add enough lines in any way
butter of network diagrams. They can connect you choose to make this a 9x9 grid. Now use
to any other node and Subroutines only the available space to experiment. Not every
connect to Access Nodes. Some networks will network diagram will be so large, but practice
use a single Access Node to control a suite of never hurts.
functions forming small, dedicated subnets.
Other networks will instead decentralize Planning the
subroutine control so that a hacker must Diagram
maneuver between segregated nodes. Neither
approach is inherently right or wrong, though
WHAT DOES THIS NETWORK DO?: The first
more centralization will make a hack faster to
step in planning a diagram is working out what
complete.
you want the hacker to be able to accomplish,
how long you want this to take, and what the
LET’S BUILD A DIAGRAM: PART III hacker might also discover should they dig
In between the paired Directory Nodes place deeper. It’s about deciding what challenges await
an Access Node. You should have two Access the hacker. Broadly speaking, there are three
Nodes for this example. common networks with examples presented
below. Remember that these network types
Subroutine Node: These are the prizes that the might well be stitched together. A hacker might
hacker will be seeking out. Turret controls, kill breach a semi-public franchise’s network with
list prioritizations, There are as many variants the goal of finding an easy route into the medium
of the Subroutine Node as there are functions security corporate system they report to. Directors
that can be computerized. Some Subroutines interested in such networks should review the
will control single units, while others might section on I/O ports (see Core rulebook: page 92).
control entire armies or sensor arrays. Make
sure the Subroutines that exist in your network
are important to the network, even if they might
Example Networks
seem innocuous. While a coffee machine might
seem inconsequential, if it provides a pathway DIRECTOR’S NOTE: Example Networks can be
to another node it can be very important. found on pages 09 and 10.

LET’S BUILD A DIAGRAM: PART IV Medium Security


Network
Next to the Access Nodes place a Subroutine A Medium Security Network is probably the
Node. You should have two Subroutine Nodes smallest network worth mapping. Split into two
for this example. sections, NetSec is placed in immediate proximity
to an Access Node with several Subroutines for
NetSec Node: Every network has a NetSec
security functions (These might be alarms, locks,
node. It might not be particularly powerful, but
camera systems, auto-dialers etc...). A network
it’s always there. The NetSec node should be
connected in this manner secures the network 1
reasonably far away from the I/O Nodes and
round after it activates and proceeds to activate
connects into an Access Node as if it were a

The Terminator RPG Director's Pack [.007]


The Terminator RPG

all the security Subroutines in 2 rounds. A hacker The TAS


will likely face an emergency disconnection should
To show exactly how big a network can get
they fail a skill test, but the network is small
we give you a truncated vision of Skynet’s
enough that an incredible success is enough to
prioritization system and simulation archive. This
place the hacker in any node they desire. Medium
is one of Skynet’s most important systems but
Security sites should have an EC of 8-11.
does not include its research and development or
High Security Network manufacturing systems. It is such a big system
that each function and the security for that function
A High Security Network has staggered access to
operate as an independent system.
important features. It has low security functions
close to the I/O Node, medium functions which Understanding the TAS
are closer to NetSec and high security functions
The Skynet Threat Analysis Subnetwork (TAS) was
buried on the other side of the NetSec Node. High
originally designed to alert Skynet’s operators of
Security should have an EC of 11-13.
emergent threats. As such Subroutine S is the
Semi-Public Network most available node and stands for Simulation. At
any time, Skynet runs a simulation mapping the
Semi-Public Networks are those where security
current global system. It is a prioritized system
is split into different grades. The open area is
with numbered Access Nodes feeding into the
connected almost directly to the I/O Node and
Subroutine.
while it will have a standard EC of 8-11 no test
is required to access the Free Node. Networks Priority 1 consists of the five nuclear power
like this have a common area, a more restricted signatories of the Treaty on the Non-Proliferation
area, and finally, a fully restricted area. Both the of Nuclear Weapons. Each of these powers
common and restricted areas have their own I/O has a Directory dedicated to it labeled by an
ports which lead into their respective subroutines. appropriate 2 letter code, NA for North America,
99% of all users would never stray from these RU for Russia, CN for China, etc. Priority 2 are
areas. The rest is built based on a High Security those with nuclear weapons or with the capacity
Network. To show the separated locations the to quickly obtain them. Priority 3 is everyone
public area is highlighted in amber, and the staff else split between a Subroutine for nation states
area is highlighted in green. and a Subroutine that governs non-human and
theoretical biologicals. Skynet is at war with
everyone. When the last multi-celled organism is
gone, Skynet will in all likelihood turn its eye to the
single-celled ones. The Performance Subnetwork
is an introspective system that monitors current
activity against past simulations and activities.
Designed for continued improvement, Skynet is
a hard marker and rarely scores itself higher than
75% efficiency.
The Simulation Archive is an on-site archive of
the last three concluded simulations feeding into
an off-site storage of all its simulations. These
include small simulations of Terminators breaching
a human stronghold and larger simulations of the
present situation.
The Physical Security Subsystem oversees all the
facilities and assets available to protect the TAS.
It consists of four separate Terminator command
Subroutines, two Control Subroutines for onsite
defenses (such as DK-Turrets), a Maintenance
Subroutine and a Fire suppression Subroutine.
More critical systems would likely also have a self-
destruct.

[.008] The Terminator RPG Director's Pack


THREAT ANALYSIS SYSTEM
Director's Pack

S 1 N
P
N
A
R
U
C
N
F
R
U
K

2 L
T
I
N
P
K
N
K
I
L
S
A

All other countries by


3 P
O
*
1990 census counts.
1 node per country

M
*
List of non-human
X
biologicals

! * Exoplanetary threat
analysis

PERFORMANCE SUBNETWORK

P 1 * Predicted Performance Metrics

2 * Present Performance Metrics

SIMULATION ARCHIVE OFF SITE BACKUP STORAGE

P S S S S
S 1 2 3 B

PHYSICAL SECURITY SUBSYSTEM


!
T T T T

X *
0 1 2 3 X !

C C M F

SKYNET CENTRAL SYSTEM

K * A !
The Terminator RPG Director's Pack [.009]
MEDIUM
The Terminator RPG SECURITY

!
!

SEMI-PUBLIC

Staff Vault

Free !
!
!

HIGH SECURITY

Low Med

Vault

[.010] The Terminator RPG Director's Pack


Director's Pack

Hacking Example progress saved, which is enough progress that


once Angel’s done in Subprocessor A they can
Now we’ve built a network diagram, we can use
safely escape through the secondary I/O Node.
this to get a better understanding of the Hacking
process. For this example, you should keep the NetSec Propagates again: NetSec enters the
Core Rulebook handy, particularly pages 91 to 95. Access Node, and even though the NetSec
Node is under Red Alert can enter it. Angel rolls
EXAMPLE: Resistance Hacker Angel is breaking a failure. Dammit! There goes the escape plan.
into the computer network of a bodega known to Spending 2 of the saved Progress, Angel secures
survive the Judgment Day attack. The Resistance Subprocessor A so that NetSec cannot propagate
suspects that Skynet has hidden an analytic into the node. Once in the node, he investigates
subprocessor here. Preliminary investigation has its function and discovers that Command was
shown that there is a way too powerful computer correct: this is where local camera footage is
system present. Time to take a look! being collected and analyzed.

For the purposes of this example Angel has a DISCONNECTING A HACKER


Computer Skill of 3, and a KNOW Stat of 2.
When NetSec propagates into the I/O Node
that a Hacker has connected to it, it can use its
With the rest of his cell keeping watch for the Exploit ability to disconnect the hacker. If the
cops, Angel boots up the PC. Time is of the hacker can make their way to another I/O they
essence, but now is not a time to be sloppy. The can still securely logoff.
System is surprisingly secure with an EC of 8.
The hack begins with a Vulnerability Scan and Time is of the Essence: In two rounds, NetSec
Angel opts for a Slow hack (see Core Rulebook: will disconnect the hacker. Angel rolls a Failure
page 92). Angel rolls a Failure! again! Next round the hack is over. Getting out
securely is impossible. It would take 7 progress
Red Alert! Not only is NetSec activated, but the
to get to the data, delete it and get out. Getting
EC of the system becomes 11! Angel starts the
to the data and deleting
hack from the Primary I/O Node and, seeing that
it will only require 3
Subprocessor A is on the other side of NetSec,
Progress. With
Angel has one chance to get into NetSec before it
that, Angel grabs
propagates, becomes a Secure Node, and blocks
the dice…
his path completely.
Rolling again, Angel rolls 5 successes. This
directly translates to 5 Progress that can be used
or stored. With no time to wait, Angel spends 4
Progress to enter NetSec and saves 1 Progress
for use when NetSec Propagates.
NetSec Propagates: The nodes surrounding
NetSec are burned, but luckily Angel is
inside the secured NetSec Node. Time to
shut down the alert. Presently 3 nodes are
burned, and it would take six progress to
undo all of NetSec’s propagation. Angel
rolls 4 Progress. Even with the stored
Progress, that’s not enough to shut down the
whole propagation. Angel thinks for a moment
and instead spends 2 progress to order the shut-
down of NetSec in Subprocessor A and in the
NetSec Node.
While this won’t last long, it will force the NetSec
propagation to re-enter the NetSec Node before
affecting Subprocessor A. Angel now has 3

The Terminator RPG Director's Pack [.011]


Character Sheet
Name: Role:
Character Sheet
CHARACTER HISTORY PLAYER’S NOTES

Ratings
Body: Brains: Bravado:
Points

Stats STR: KNOW: CHA: Initiative:

DEX: CONC: COOL: Fate: /

SKILLS RANK BONUS TRAITS RANK

MOVEMENT EXPERIENCE POINTS


Closing
Rushing

HIT POINTS WILLPOWER

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

WEAPONS, ARMOUR & EQUIPMENT

ENCUMBRANCE:
Useful Tables

Rate of Fire (ROF) Ranged attack modifiers


Effects SITUATION MODIFIER
ROF MODE RULES Target is in melee Attacker must roll a solid
3 Burst Fire. May reroll the Success Die. with a friendly. success or hit friendly.
10 Full-Auto May reroll any/all dice. Target is in light cover. -1 to Success Die.
SUP Suppressive May reroll any/all dice. Target is partially
-1 to Success Die.
concealed.
Damage Modifier - Target is in heavy
Rate of Fire (ROF) -2 to Success Die.
cover or is concealed.
ROF MODE DAMAGE MODIFIER Target is concealed. -2 to Success Die.
3 Burst Fire. +2 DMG. Target has greater -1 for every additional
10 Full-Auto +4 DMG. Tactics Skill. rank of Tactics.
SUP Suppressive +4 DMG. Target moved
more than their
-1 to Success Die.
Closing speed this
Damage Modifier -
Combat Round.
Margin of Success
Target is encumbered. +1 to Success Die.
DICE THAT EQUAL
OR EXCEED TARGET DAMAGE MODIFIER -1 to Success Die for
NUMBER Recoil. each point of recoil
the weapon has.
Success Die +1 Skill Die. +1 DMG.
Firing Blind. -4 to all dice.
Success Die +2 Skill Dice. +2 DMG or hit an arm.
-2 to Success Die (same
+4 DMG or hit a leg Dual Wielding. target) or -4 to Success
Success Die +3 Skill Dice.
Target a Passenger. Die (different targets).
Success Die +4 or +6 DMG and hit the head Target is at long range
more Skill Dice. Target a vehicle’s Driver. (more than half the -1 Skill Dice.
weapon’s range).
Damage Modifier Target is at extreme
- ammunition range (more than -4 Skill Dice.
AMMO TYPE DAMAGE MODIFIER the listed range).
As per the weapon’s Target is suffering the
Standard Prone, Stunned, or +1 to Success Die.
profile.
Immobile condition.
+1 DMG, +1 AD (an
Hollow Point. additional +1 DMG if the +1 to Success Die or
Aiming (Preparing).
target is unarmored). +1 Skill Die success.
-2 to the target’s Burst Fire (ROF 3). May reroll the Success Die.
Armor Piercing.
armor PV. Full-Auto (ROF 10). May reroll any/all dice.
-1 AD +1 Skill success +2 Skill Dice successes
Suppressive (ROF SUP).
Shotgun Shot. on Exceptional and may reroll any/all dice.
Successes and better.
As per the weapon’s Equipment Special Rules
Shotgun Slug.
profile. EFFECT RULES
Superior May reroll the Success Die.
Damage Modifier
- Strength Superb May reroll any/all dice.
Sublime May reroll any/all dice.
STRENGTH OF USER DAMAGE MODIFIER
1-4 -
5 +1 DMG
6 +2 DMG
7+ +4 DMG

CUT HERE
Useful Tables

Rate of Fire (ROF) Ranged attack modifiers


Effects SITUATION MODIFIER
ROF MODE RULES Target is in melee Attacker must roll a solid
3 Burst Fire. May reroll the Success Die. with a friendly. success or hit friendly.
10 Full-Auto May reroll any/all dice. Target is in light cover. -1 to Success Die.
SUP Suppressive May reroll any/all dice. Target is partially
-1 to Success Die.
concealed.
Damage Modifier - Target is in heavy
Rate of Fire (ROF) -2 to Success Die.
cover or is concealed.
ROF MODE DAMAGE MODIFIER Target is concealed. -2 to Success Die.
3 Burst Fire. +2 DMG. Target has greater -1 for every additional
10 Full-Auto +4 DMG. Tactics Skill. rank of Tactics.
SUP Suppressive +4 DMG. Target moved
more than their
-1 to Success Die.
Closing speed this
Damage Modifier -
Combat Round.
Margin of Success
Target is encumbered. +1 to Success Die.
DICE THAT EQUAL
OR EXCEED TARGET DAMAGE MODIFIER -1 to Success Die for
NUMBER Recoil. each point of recoil
the weapon has.
Success Die +1 Skill Die. +1 DMG.
Firing Blind. -4 to all dice.
Success Die +2 Skill Dice. +2 DMG or hit an arm.
-2 to Success Die (same
+4 DMG or hit a leg Dual Wielding. target) or -4 to Success
Success Die +3 Skill Dice.
Target a Passenger. Die (different targets).
Success Die +4 or +6 DMG and hit the head Target is at long range
more Skill Dice. Target a vehicle’s Driver. (more than half the -1 Skill Dice.
weapon’s range).
Damage Modifier Target is at extreme
- ammunition range (more than -4 Skill Dice.
AMMO TYPE DAMAGE MODIFIER the listed range).
As per the weapon’s Target is suffering the
Standard Prone, Stunned, or +1 to Success Die.
profile.
Immobile condition.
+1 DMG, +1 AD (an
Hollow Point. additional +1 DMG if the +1 to Success Die or
Aiming (Preparing).
target is unarmored). +1 Skill Die success.
-2 to the target’s Burst Fire (ROF 3). May reroll the Success Die.
Armor Piercing.
armor PV. Full-Auto (ROF 10). May reroll any/all dice.
-1 AD +1 Skill success +2 Skill Dice successes
Suppressive (ROF SUP).
Shotgun Shot. on Exceptional and may reroll any/all dice.
Successes and better.
As per the weapon’s Equipment Special Rules
Shotgun Slug.
profile. EFFECT RULES
Superior May reroll the Success Die.
Damage Modifier
- Strength Superb May reroll any/all dice.
Sublime May reroll any/all dice.
STRENGTH OF USER DAMAGE MODIFIER
1-4 -
5 +1 DMG
6 +2 DMG
7+ +4 DMG

CUT HERE

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