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Grind Mk II isa rules supplement for WARMACHINE and HORDES that allow's you to play with your warjack and warbeast models in a brutal battle sport. Grind uses all of the standard rules of WARMACHINE and HORDES to activate models, perform attacks, deal and suffer damage, and so on, but the Grind-specfic rules supersede any WARMACHINE and HORDES rules where the two conilict Grind can be played as a standalone game, or as part of 3 larger league. League niles allow team owners to prirehase sow models for their roster, hie and fire coaches, get sponsorships from the various manufacturers that provide the warjack and ‘warbeast combatants, earn XP for theie models and spendlit on various new upgrades, and much more! Grind is as much about skill as itis about brutality. In faci, many will argue that it is more about scoring goals by smashing the Grinder into your opponent's Score Zone than it js about decimating the enemy team. They would be right, too! While wrecking face is god fun and definitely encouraged, a team cannot win without goals, and to ensure that the arena doesn’t descend into violent madness there are penalties for using excessive Fores. A winning team will have to use wits, violence, (79) 11:02 pm and skill in equal measure to secure vietony in Grind! ALAYBOOK #1: THE GAME This Playbook presents the core rules for playing a game of Grind. Using them, you can play a single one-off game, or participate in » larger league. You can find the league specific rules in Playbook #2. Additional Playbooks appearing in future issues of No Quarter and on the Privateer Press website will provide optional Grind rules. This Playbook covers Team Building, Grind Arenas, the Grinder Ball, Coaches, Injuries and Penalties, Flaying the Game, and Scoring and Winning, TEAM BUILDING Bach player has a roster of warjacks or warbeasts that make up their Grind team. Before building a roster, a player must decide if he is going to build a warjack team or a warbeast team. A player with a warjack team can purchase models for his roster only from worjack manufacturers, and similarly, 2 player with a warbeast team can purchase models oni from a warbeast manutlacturer. This choice also determines what type of coach a playerwill have leading his team. Each player begine the game with 75,000 crowns to purchase ‘models for their roster. In league play, additional models can be purchased for a roster as player earns more crowns. Each wwarjack or warbeast a manufacturer provides has a cost in crowins that must be paid to add that model 16 the restes A. modes field allowance determines the naximum quantity of that moiel a player can purchase for their roster, Unspent crowns are stored in a team’s coffers. If a model is not listed for sale on the manufacturer charts below then it cannot be purchased. This means that not all ‘watjack and warbeast models available in WAKMACHINE and HORDES are available in Grind. Additionally, players do not have to purchase their warjacks or warbeasts from the same manufactures: For exemple, aroster could contain a Juggernaut from Empire Assembly, Slayet from Blackrock Foundry, and a Minuteman from Engines Caspia, Remember, however, that a player must purchase all warjacks or all warbeasts, depend of team he chose on the type The list of manuiacturers and the combatants they have available for purchase are shown on pages £7. GoBack 15/116 MANUFACTURERS: WARJACKS dlacktock FE YpIRE FOUNUTY © assemauy oO irre ‘CROWNS Cro 13,000 Inflictor 16,000 Decimator 13,000 Reaper 14,000 Marauder 13,000 Seether 13,000 Kodiak 10,000 Slayer 12,000 Juggernaut 8,000 Stalker 9,000 Berserker 7,000 Scavenger 8,000 Mad Dog Note: Berserkers and Mad Dogs lose Unstable ut [Les HVE FINGERS nat MGqspia [RETROLTS oO Cre ery Teo 15,000 Hammersmith 15,000 Mangler 13,000 Cyclone 15,000 Wroughthammer Rockram 12,000 Ironclad 11,000 Nomad 9,000 Charger 13,000 Vanguard 9,000 ‘Minuteman 10,000 Warden 8,000 Sentinel 9,000 Freebooter Note: Ignore any rules that siate ¢ warjackcam be included only in the bettlegroup of «specific type of warcaster. (79) 11:02 pm _GoBack 16/116 MANUFACTURERS: Uibicalaf tal oO irre er Cro 17,000 Vanquisher 16,000 Daemon 15,000 Templar 15,000 Hydra 12,000 Castigator 14,000 Manticore 10,000 Crusader 9,000 Gorgon 9,000 Vigilant 8,000 Griffon 7,000 Dervish 6,000 Aspis ACUTE VECTORS oO Cre 16,000 Assimilator 15,000 Inverter 12,000 Conservator 10,000 Modulator 6,000 Diffuser 5,000 Galvanizer Note: All Come _GoBack 16/116 MANUFACTURERS: WARBEASTS ~ : EAS VLAAK pragonspawn HAROLERS 17,000 ‘Scythean_ 14,000 Titan Gladiator 13,000 Nephilim Bolt Thrower 12,000 Cyclops Raider Cyclops Savage TuSkS AND TALONS ey Vo GHARLS eRe oon tu) 3 SYA oO Cre 16,000 Dire Troll Blitzer 16,000 Blackhide Wrastler 15,000 Dire Troll Mauler 16,000 Road Hog 15,000 Earthborn Dire Troll 15,000 War Hog 12,000 Troll Impaler 14,000 Swamp Horror 10,000 Slag Troll 9,000 Gun Boar 10,000 ‘Troll Axer 5,000 Bull Snapper Note: Ignore any rules that state only in the bettlegroup ofa typeof warlock _GoBack 17/116 MANUFACTURERS: WARBEASTS weapons oF che Ty Orne 18,000 Feral Warpwolt 17,000 Wold Guardian 12,000 Shadowhorn Satyr 9,000 Woldwatcher 8,000 Scarsfell Griffon 7,000 Wild Argus (79) 11:02 pm GoBack 19/116 Games of Gtind are played on a 30° « 30” arena. Each player also has a sideline, bench, and scrap heap. Each arena contains several key components. a Score Zone for each teamy a Catch for the Grinsler, and several (and ‘often deadly) obstructions and hazards. Instead of random selection, players choose a pte-made Grine! Arena map that details exactly where each component is placed in the arena, and what specific types of obstructions and hazards are found init. I the pl roll off, and the winner chooses the arena in which the game will be played. Jers cannot agree on which arena to use, they Each arene Has a unique theme based on the types of terrain pplaced in it. A game played in the frozen BlacKfrost Field is a very different experience than battling within the classic Destructodome or the haunted Blackstone Stadium. Below are three initial arenas for use in games of Grind, Morearenas will become available in future Playbook expansions, All arenas use the Following common terrain features: etch — The Catch ie 50 mm in diameter and is a trench. It represents. shallow pit in the ground where the Grinder is returned to the arena (typically via @ large crane wr arcane ‘magic) after a goal is scored, However, when warjacks oF warbeasts accidently fall into the Score Zone, oF are tossed {nto it by the enemy, they are lifted cut and dropped into the Catch just like the Grinder (see below). eel tee) N i Score Zone ~ Score Zones are 9° in diameter. Additionally, they ate open terrain and a havard. Score Zones represent deep pits in the ground. If any part of the Grinder is within a Score Zone at any ime, the enemy team immediately scores a goal, theactive player's tum immediately ends, and the arena is reset as described in laying the Game” section of this Playbook. If a non- Grinder mac! ie completely within « Score Zone at any tm, the it is immediately removed from the arena as it falls into the Score Zone. Atthe end of the turn in wiich the model fll into the Score Zone, piace that model (or models) in the Catch, Models placed this way are knocked down and suffer boasted POW 16 damage roll: This damage is not consiclered to have been caused by an attack. Ifa model is placed in the Cat h after falling into the Seore Zone, any models within the Catch are displaced using the rule of least disturbance, are knocked down, and suffer a ousted POW 16 damage «oll. This damage is not considered to have beon eauised by an attack. Note: It & possible for a player to have voultiple models lifted from the Score Zone ave placed into the Catch inthe stone turn The actice player choases the order these models are dropped into the Catch. Ifa model falls into the Score Zone and a gost is scored before that mde! returns ta play, it cam be deployed as orm when the urena is reset PERMISSION TO PHOTOCOPY FOR PERSONAL USE ONLY. Download a Printer Friendly Copy at privateerpress.com/NO7D {79) 11:03 pm _GoBack 20/116 PERMISSION TO PHOTOCOPY FOR PERSONAL USE ONLY. Download a Printer Friendly Copy at privateerpress.com/NO7D GoBack 21/116 {79} 11:03 pm ARENA: THE DESTRUCTODOME Welcome to the Destraictodoie, the birthplace of Grind! This rusty palace of irom girders, chains, and genrs yas built on the bones of 4 heiroy industrial foundry. The team of mechanits tio pionevred the original des rivet-covered heart of the sport, and it tas here thatthe frst Grin machines crashed together toile the Destructodome is the spike aed cerviod cheered. Within the dome ‘molten steel, dadging spiked pillars made from tl during its three ceniuries of operation. ign were either inspired or mad, possibly both, The racks and toarbeasts sill battle for supremacy on a metal gantry suspended over 350,000 gallons of smelted Ills ofthe numerous jacks that have been scrapped in ihis sweltering arena AWAY EDGE HOME SIDELINE ANITROIS AVY HOME EDGE Set up the Destructodome according the map above, Note that each Score Zone, arena edge, and sideline is associated swith 2 team (home or away), The home Score Zone is the fiendly: zone of the first player, and the away Score Zone 1s the friendly zone of the second player. Each team must dlefond its own Score Zonc, and aitempt fo score goals in its ‘opponent's Seore Zone. This arena uses the following types of terrain: Score Zone, Catch, Spiked Pillar, and Steam Vents. The tules for these terrain features are as follows Spiked Pillar ~ Spiked pillars are 50 mm in diameter and are obstructions: A non-Grinder madei slammed or thrown inka a spiked pillar suffers d3 damage points after the slam or throw Steam Vents — Steam vents are 6° «12° and are hazards, Additionally, they are open terrain that grants concealment to models completely within the petimeter. Nor-Grinder motlels entering or ending their activations in a steam vent suifer d3 damage points GoBack 21/116 ARENA: BLACKFROST FIELD (On the bone-chilling tundra of northern Khador, no battlefield i as contentious as the freezing arena of Blackfrost Field. Loved by those ‘red tothe cold but despised by hot-oaded southerners, jt isa unigiely formidable tableau. During the dark years of the Beast Ban, it | tons the only plece for wilderness teams to pit their beasts against ench other, Though the howling wins make it hard to heer the cheers ofthe fans, His frigid plain that mas once held by the Blackfrost Nyes shard is ne d bloodies the north. Covered in shets of glacial ice and snow year round, the frozen enviroument challenges the champion warbeasts fs much as.any combat. nd warjacks | home to the deadliest a AWAY EDGE | ICE-PATCH HOME SIDELINE ANITROIS AVY HOME EDGE Set up Bilackfrost Feld according the map above, Note that Ice Patch ~ le patches are 6° x 12° and are open terrain. ia Sect Zo ain tg lili Sa nantly tcl tat sm slay an sors Soo ui ae rowed a team (home or away). The home Score Zone is the friendly an additional 3°. zone of the first player, and the avay Score Zone is the friendly zone ofthe second player. Each team must defend its Tee eet cela wre geet etree Scare Zone Pillar of Ice Pillars of ico are 80 mm in diameter and are obstructions. While within 2° of a pillar of ice, non-Grinder maoviels suifer -2 DEF. {79} 11:03 pm GoBack 23/116 ARENA: BLACKSTONE STADIUM Converted from the ruins of an ancient Orgoth stronghold, Blackstone Arena is steed in profane magic. Amid the pillars of black stone eroed with grotesque leering faces, competitors must play their best to win in this massive indoor arene, Orgoth curses linger here, ud a Grinder passing near the structures pillars takes on a hungry, predatory aspect. A Grinder used for more than a single match i Blocksione Arena i illegal for use on any other field, and possession of one outside the arena walls fsa crime ix multiple nations. The arena has been blacklisted by both the Meniie anal Morrowun religions AWAY EDGE bul that doesn’t deter the ermwds.on gameday. tet HOME SIDELINE ANITRGIS AVANY HOME EDGE Set up Blackstone Stadium according the map above. Note within a fell eld with a melee attack during its activation, that each Score Zone, arena edge, and sideline ip associated after the attack is resolved the attacking model sutlers 3 with 2 team (home oc away) The home Score Zone is the damage points friendly zone of the first player, and the away Score Zone goth Pillar ~ Orgoth pillars are 50 mm in diameter and are is the friendly zone of the second player, Each team must O*80t Pillar —Osgoth pill - : obstructions. A non-Grinder model slammed or thrown into Alefend ts own Scote Zone, and attempt Score goals I ee ar et spend more than | focus pot or be pe oencz Site Zane forced more than once for one round, Fell Field — Fell fslds ane 67 < 12° and ate ratigh terraih to non-Grinder models. When a model hits a Grinder model {79} 11:03 pm _GoBack 23/116 THE GRINDER BALL All games f Grind revolvearound vach team tryingto position the Grinder into their opponent's Score Zone to score goals ‘The Grinder is a 80 mm model that is considered an enemy model to both teams. Use the following card for the Grinder: Figne 1: The Grinder fs pushed 10°. After 7° the Crider hike Sa nae ean : the arenaedge. A tewition templates ceatered over the Grinder with the 4 facing direcly into the arena edge. The Grinder may now richocke: the remiring 3” in direstion 1, direction 2, or direction 6 Note: The Grinder will only Ricachet duu 1g Inertia mov not during ay other form of movement. For example, if He Grinder & slammed, it will mot Ricochet w) distmnce. However, if after maving the slam distance the Grinder suffers enough damage from the slam dantage rll to push it ‘hanks tothe Inertia rule, ican Ricochet during that push NEW BOWER ATTACKS AND ABILITIES Several new power attacks and abilities are available to ‘warjacks and warbeasts in games of Grind. These are used primarily to interact with the Grinder, though the Bash power attack can be used on any model. le moving the slare The first option is the Bash power attack, which can be performed by light and heavy warjacks and warbeasts Although slamming, throwing, or punching and shooting the Grinder is the best method of moving the ball, the Bash power attack is an option even the most damaged or out of position model ean use to move the Grind Bash is also a great way for models t pass the Grinder to cach other, since the attack does not cause any damage and therefore will not trigger Inertia or Ricochet. Additionally, unlike slams or throws, Bash won't potentially knock down a ftiendly model! Bash Power Attack (lights and heavies) — Warjacks can F182: The Grier is puste 10°. After moving 6”, the perform a Bash power attack without spending focus, and “titer hits « pill. The Grinder il richashet ameter 4° in warbeasts can perform it without being forced. A Bash power tection 1, direction 2, or divection 6 attack has a 05° melee range. The attacking, model makes a {79) 11:03 pm _GoBack 25/116 (79) 11:03 pm ‘melee attack roll against its target Ifthe attackhits, the arget is pushed d6” directly away from the attacker but does not suffer a power attack damage roll. Next is the Gitard ability, which is available only to light ‘Warjacks and warbeasts. This ability allows the model to spend a focus or be forced to gain greater conteol over the Grinder and actin a defensive mannes to intercept the ball ‘Guard (lights only) — This model can spend 1 fo be forced at any time during its activation to gain Guard for ‘one round. (When a Gtinder model is pushed or slammed and moves within 2° of a model with Guard, before the move is complete the model with Guard can choose to end point or Guinder’s movement and place the Grinder B2B in its front ‘are, then Guard expires. This madel cannot use Guard while it is incorporeal, knocked down, or jationary.) The Jump Shot power attack isthe final new option, The ump Shot isan altesnate version of the Throw power attack, but it can only target the Grinder and allows models to get the ball past knocked down models to.go lor the score. Jump Shot Power Attack (heavies only) ~ jump Shot power attacks function exactly like a standard Throw power attack including the requirement for an Open Fist) with the following exceptions: jump Shots ean only target the Grinder: there is no STR check involved; a model performing a Jump Shot can only chose to throw the Grinder directly away from itand not at another model (use normal Throws for that); and. when moving the Grinder the throw distance, it dees not stop if it contacts a knocked down model of equal size. If the Grinder lands on top of another model, use the rule of least disturbance to displace that model, The Grinder and any ‘models it lands on suffer power attack and collateral damage asnormal Note: Becaus 1 damage tothe Grinder, theres any Shot ca ea edistanee, 4 chonce fr Inerto to trigger aftr its moved the tr COACHES ‘Coaches aren‘t just calling the plays in Grind, they’re part of the game! In addition to the models on a team’s roster, each team is led by a warcaster coach or a warlock coach, which ig also represented by a model. A player can use any small based WARMACHINE or HORDES model they wish to represent their coach ‘Coaches do not have a crown cost and are added toa team toster for free, but each team can have only ane coach. For standalone games of Grind, players create their team roster cach time the Jeague-play rules for firing and hiring new coaches, as well as hiring coaching staff, are covered in Playbook #2. play and can freely change their coach. The Coaches do not ériter the arena during a game of Grind; instead they are placed on one of the arena edges, referred to as the sideline, but stil affect the game in a meaningtul way each turn. Coach models do not have a stat card or any stats with the exception of theit FOCUS or FURY stat, depending: On the coach’s type (warcaster or warlock); in either case, the value of that statis 6. When a player creates his team and selects a coach, in addition to choosing whether his each is a warcaster oF warlock, he must also choose his coach's style. The five styles available initially are Deceptive, Defensive, Inspiring, Cfersive, and ‘Tactical. More styles will be released in future Playbooks. This style choice determines which two spells and which feat the coach has available. See the end ofthis section fora list of the styles and their associa ed spells and feats. Coaches allocate focus ‘to warjacks and leech fury from warbeasts dus ng the Control Phase as normal, In games of Grind, however, warjacks do NOT power up, and warbeasts CANNOT be healed by their warlock. As stated earlier, all coaches have either a FOCUS stat of 6 or a FURY stat of 6. Warlock coaches can only leech fary from friendly warbeasts during their Control Phase; they never reave. ‘They also cannot cast animi, or use the fury they leech in any manner (since coach spells are free and cannot be boosted). Warlock coaches are considered to have 0 fury points at the start of each of their turns, thus their FURY stat of 6 simply indicates how many fury points they can leech off of their warbeasts. A coach's control range is the entire arena, ‘A coach models deployed with the rest of ts team whenever the team is set to play in a new Overdrive (see “Playing the Game" for Overdrive rules). The coach model is deployed in contact with its team sideline, butnot on the arena, and must remain in contact with thet sideline at all mes. This means the coach model can only mave linearly up and down the sideline and can never move onto another arena edge, away from the arena edge, or onto the arena itself. The coach model can never be targeted and never sulters damage or any eests. Because a coach’s control range is the entirearena, the primary importance of its position on the sideline is for determining. LOS for its spells and feats. The first model a player must activate during each of his Activation Phases is his coach. During its activation a coach can sither advance 6° along its sideline or run 12° along its sideline. A coach that advances 6° can cast both of its spells, anid once per game ean use its feat, After casting spells and/or using its feat, the coach's, activation ends. ‘A coach that runs 12° ends its activation immediately after completing its movement. Unlike in WARMACHINE and HORDES, coach spells do not have a COST, and they have a RNG of CTRL (meaning that if the coach can see its target, itis in range to cast the spell on that target). Additionally, there are no upkeep spells. GoBack 26/116 COACH SPELLS AND FEATS Each spell can be cast only once per turn. Coaches carinot spend focus or fury points to boost attack or damage rolls for offensive spells, In regards to LOS, coach modlels are considered tobe facing directly toward the arena at the point where they contact the arena edge. Paesa 4 dive (Spell) Target friendly model azins +2 SPD and Parry @ for one round. Juke (Spell) Place target friendly model anywhere completely within 2° of its current location Outta Nowhere (Feat) past Defensive Ward (Spell) This activation, the coach can cast each of its spells twice, Target friendly model gains +2 DEF and ARM for one round. Place a wall template anywhere within the coach's LOS where it dees not toucha model's base, an ‘Stone Wall (Spell) obstruction, an obstacle, or a Score Zone. The wall is an obstacle that provides cover. The template remains in play for one round, Friendly models currently in the coach's LOS cannot become knocked down, cannot be pushed, cannot be moved by a slam, and gain Guard. Lock ’Em Down lasts for one round. (When a Grinder Lock’EmDown model is pushed or slammed and moves within 2~ of a model with Guerd, before the move is. (Feat) completo th model with Guard can choose to end the Grinder’s movement and place the Grinder 828 in its front arc, then Guard expires. This model cannot use Guard while it is incorporeal, knocked down, or stationary.) Note: Lock ‘Em Down allows heavy wnyincks and warbeasts to gain Cuard even though itis normally only aoailable to light woarjacks and cwarbeasts. 8000000! Target enemy model hit by this attack cannat spend mare than 1 focus point or he forced (Offensive Spell) more than once during its next activation. Target friendly model can reroll attack and damage rolls for one turn. Each roll can be rerolled m NAR See only once as a result of YAAAAAY II. Friendly models currently in the coach's LOS gain Boomshakalaks for one round. (When a model with Boomshakalala damagas a Grinder with an attack, double the distance the Grinder moves due to Inertia.) GOTEAM Goll (Feat) {79) 11:03 pm _GoBack 27/116 COACH SPELLS AND FEATS Absolute Target friendly model can run, charge, or make siam or trample povier attacks without spending. Aggression (Spell) focus or being forced and gains baosted melee attack rolls for one turn. Furious Rage ean Target ftiendly moclel geins +3 STR for one round. Friendly models currently in the coach's LOS gain +2 NAT and Countercharge for one round. (When Come Get Some! ani enemy model advances and ends its movement within 6” of a model with Countercharge and in (Feat) ts LOS, the model with Countercharde can immediately charge it. model can use Countercharge nly once per round and not while engaged.) TACTICAL Exploit Weakness i E Sata {Orfensive Spaity TFGeE enemy mode! hit by this attack suers ~2 MAT, RAT, and ARM for one round. Place a 3"AOE anywhero within the coach's LOS where it doos not touch a model's basa, an obstruction, Fresh Turf (Spell) an obstacle, ora Score Zone. Choose one ofthe following terain types fr this ADE to become: forest, hill, trench, or shallow water. This AOE remains in play for one round. Friendly models currently in the coach's LOS immediately advance up to 3°. During this movernent, affected models gain Parry @. Xs and Os (Feat) {79) 11:03 pm _GoBack 27/116 INJURIES AND PENALTIES When a model is destroyed or removed from play, after resolving any effets thet tigger from these conditions, move the model to the team’s scrap heap and roll on the Injury Severity chart (page 17) to determine the extent of its wounds. Most of the time the injuries suffered will allow a moclel to rotum to the arena when the next Overdrive begins (sce “Playing the Game” for Overdrive rules), Sometime: an injury will cause @ model to remain out of play for the remainder of the game. Truly terrible injuries will permanent penalties that affect a model throughout league play from game to. gan until the Injury heals, and the absolute worst injiirios mean that the model is dead Al the stait of a new Overdrive, all models heal do ~ 3 damage points. Roll separately for each model. Models that were destroyed orremoved from play but that did not suffer an injury that took them out of the game can heal this way, allowing them to continue playing. Althotigh it is a game of sports combat, Grind is not just about beating the tar cut of the opposing team, and excessive force is frowned upon, Whenever a model makes a boosted attack damage roll against a non-Grinder enemy model, it risks incurring an excessive force penalty. If any two dice ‘ona boosted damage roll show the same number, itis critical damage. When a model causes critical damage during its is resolved, roll a d6, On a1 or2, the active player's turn immediately ends as the arena relerees flag that team with an excessive force penalty Additionally, when a model attacks an enemy model during, its activation and destroys that model or removes it from play, after the attack is ‘ends and his team automatically penalty as described above. ‘esolved, the active player’s turn eceives an excessive force 1 a niom-hoosted Remember, critical damage cannot trigger damage roll, and never triggers against the Grinder! Excessive force p mismanaged fury could lead (o a frenzy, and thus a penalty ending a player’s turn before he can make any meaningful ties are very important for warbeast teams, since bs = decisions! If a frenzying warbeast receives an excessive force penalty, your turn oes not end unfit all other threshold checks have been made and any subsequent frenzies have been fully resolved {79) 11:04 pm _GoBack 29/116 INJURY CHARTS When a model enters th ‘rap heap, toll a dé and add 1 to the result for each time the model has previously been to the scrap heap this game. Consult the injury Severity chart below to see what happens. INJURY SEVERITY CHART EFFECT This model can return to the arena during the next Overdrive. This model cannot return to the arene for the remainder of this game, but it does nder of this game. Additionally, roli on the Permanent Injury chart below if you are playing in a league. This effect is, EFFECT Reduce the base ARM of this model by 1. This injury can be suffered multiple times and is cumulative. Each instance of the injury must be healed separately Reduce the base MAT and RAT of this model by 1. This injury can be Suffered multiple. times and is cumulative. Each instance of the injury must be healed separately. Reduce the base STR of this model by 1. This injury can be suffered multiple times an¢ is cumulative. Each instance of the injury must be healed separately Reduce the base SPD of this model by 1. This injury ch be suffered multiole times an¢ is cumulative. Each instance of the injury must be healed separately This model cannot spend focus or be forced until this injury is healed. If a model suffers this injury ands already suffering trom an unhealed instance of this injury, DIE ROLL feet M4 Minor Injury a Moderate Iniury gt suffer a permanent injury This model cannot return to the arena for the rem 6 Serious Injury permanent until healee cane fea 1 Cracked Ribs 2 Bustad Eye 3 Serious Injury 4 Broken Kneecep 5 Shattered Skull teat this result 28 6 on the chart instead. 6 Dead This model is permanently removed from its team roster and is dead forever. Note: Ifa permanent injury would reduce amodel’s base siat to 0 or less, that model is dead instead. Injuries can only be fully healed between games, and the niles to-do so are covered in the league play section of Playbook In a standalone game, a moderate injuty or serious injury simply means that the injured model cannot return to the arena at the start of the next Overdrive. PLAYING THE GAME Grind is played over a series of game rounds, with each player taking turns just as they would in a standard game of WARMACHINE and HORDES. However, Grind introduces a new term: Overdrive. An Overdrive begins when the Grinder is placed in the Catch before the teams deplay, and it ends when teat scores a goal When the game first begins, players roll off to determine the first player (home player) (Gee below) and takes the first turn of the starting Overdrive When a player scores a goal, his turn immediately ends, all The home player deploys first models are removed from the arena, and a new Overdrive bogins Additionally, all effects (spells, feats, continuous effects, etc) that were in play when the goal was scored immediately expire. ‘The next Overdrive starts when the Grinder is placed back into the Caich. Deployment occurs again as normal, but the player whose team scored the last goal (even if it was an accental sgoal against their own team) deploys cecond and the other player deploys first. The game then resumes as normal {79) 11:04 pm _GoBack 29/116 (79) 11:04 pm DEPLOYMENT Each Ovendrive, a player deploys his couch and sx team models, If a player has less than six models available (due to injury cor other circumstances), he must deploy all available models, Any models not deployed are on the bench. Only coaches and models on the arena activate during a playee’s turn. Alter placing the Grinder completely within the Catch to start the Overdrive; the first player deploys his coach in contact swith any part of his sideline, but not on the arena. Next, he deploys his tem models completely within 8° of his arena edge models following the same steps The second player then deploys his coach and team Alter the first Overdrive, when a player deploys his models hhe can choose any models on his rester incuding models that were in the scrap heap or on the beach during. th Overdtive, unless that moilel has suffered an injury that prevents it from returning to the arena, Don't forget that at the start of a new Overdrive, all models hheal dé + 3 damage points (coll separately for each model). If applayer cannot deploy any non-coach models dueto injuries, he immediately loses the gam _GoBack BENCH SWAPPING During an Overdrive, a player can substitute team models from the be bee pet turn, if & team model ends its activation completely within 3° of a friendly coach, it can be eemoved from the arena (without suffering aa injury) ane! is placed on that player’sbench At the start of each player's tum, if he has less than six team models on the arena, he can deploy a friendly team model from his bench onto the arena completely within 3 ofa friendly coach, This model must forfeit its movement or Combat Action the tum itis SCORING AND WINNING Games of Grind last for seven game rounds total, At the end of the seventh round, the team that has scored the most goals wins the game. In the case of a tie at the end of the seventh deployed. round, one more Sudelen Death round is played. If there's stil a te for goals scored st the end of the Sudden Death round, the game is.a draw. Asstated in the arenas section, a team scores a goal when the Grinder is within the enemy Score Zone at any time. When a goal is scored the active player's turn immediately ends, and then the arenais reset for anew Overdrive as described above, 31/116 {79) 11:04 pm PLAYBOOK #2: LEAGUE PLAY This Playbook explains how to expand your games of Grind from one-off games between two players to a full- ‘blown sports league with many participants lasting several ‘weeks or even months! League play also enhances the core ‘gameplay of Grind by adding additional rules for improving, the stats and abilities of team models, expanding rosters, adding supplemental staff to assist the coach, and even earning sponsorships from the majgr warjack and watbeast manufacturers ‘This Playbook covers Earning Crowns, Expanding Rosters, Earning XP and Upgrades, Healing Injuries, Coaches Part II and Mercenary Coaching Staff, Sponsorships, and League Schedule and Playoffs. EARNING CROWNS After each game played ina league, a team eams crowns, win ‘orlose; which are added to its cofiers. Any purchases'a team, makes, stich as new models for the roster, healing, injuries, or supplementing the coaching staff must be made using the ‘crowns in that team's coffers, ‘A team eams crowns as follows: Win a scheduled game: 5,000 crowns Lose a scheduled game: 2,500 crowns Win an exhibition game: 1,500 crowns Lose an exhibition game: 75) crowns Win a playoff game: 10,000 crowns Lose a playoff game: 5,000 crowns Per goal scored in a game: EXPANDING ROSTERS ‘At any time between gemes, a team can use crowns to purchase new models for its roster, and can also choose to fire” a model that has suffered too many pe ‘manent injuries that the team does nat want to invest in healing. To purchase « model, the teem simply spends the correct amount of crowns from its coffers and adds the new model to its roster. To fire a model, the team removes the model from its roster and receives 1,000 crowns. Dead models are removed from a team roster without the team receiving this cceown bonus ‘Asoster cannot have more than fifteet nodels in league play. EARNING XP AND UPGRADES Individual models can eam experience points (XP) based on th »y pley. This includes exhibition games that are not part of the league schecule. While this will allow a player to potentially earn XP quickly, that player is also at risk of earning more injuries for his team. XP is recorded per model ona tearn’s Roster Sheet. actions in each game th A model earns 3 XP each time a goal is scored for its team during its activation, and earns 1 XP each time it destroys or removes from play an enemy model with an aitack Note that this means a model that is destroyed by falling into the Catch from the Score Zone does not earn any model XP. Additionally, every model in play (specifically, on the arena) at the end of ascheduled game earns 1 XP. Atany time between games, you can spend a model’s XP to send it to-a shop for an up ade at one of three locations: the Body Shop. the Arms Deaier: or the Gobber’s Workshop. Te-costy 9 model 4 XP for its first upgrade visit, 8 XP for i second, 12 XP for its third, and 18 XP for a fourth and final visit. You can send a model to the same location multiple times, or a different location each time you spend XP, but no single model can be upgraded more than four times in any league When a model visits 4 location for an upgrade, roll a d6. The model gains the upgrade listed on the chart for that location (Page 20). If 2 model is visiting the Arms Dealer or the Gobber’s Workshop and receives an upgrade it has already gained or receives an advantage that is already part of its printed abilities, it immediately rolls on the Body Shop chart and gains that upgrade instead. _GoBack 32/116 UAGRADES BODY SHOR aoe fa aa 7 Ccuarstabicer _T3eTessethe base MAT ofthis madly 1. This upgrade cn be recived matte . Knuckle Laser Increase the base MAT of this model by 1. This upgrade can be received multiple Sight times ane is cumulative. 5 Reflex Guidance _Thcrease the base DEF of this model by 1. This upgrade can be received multiple System times ang is cumulative 4 Hamstring Increase the base SPD of this model by 1. This upgrade can be received multiple Hypernode times and is cumulative. : Grindsteet Plates 1eTe2se the base ARM of this model by 1. This unarade can be received multiple times and is cumulative _ Bicep Hydraulics 19ere286 the base STR ofthis model by 1. This upgrade can be recived multiple times an¢ is cumulative, io cas EFFECT i Titarstopper Increase the base POW of this mode!’ ranged weapons (all of them) by 2. If this Ammo model does not have a ranged weapon, roll on the Body Shop chart instead Gircuit-breaker : 2 ‘Gauntlets On€ ofthis model's melee weapons (you choose) gains Disruption Bi. Thrice-blessed Stee! 5 Capable of Cutting One ofthis mode's weapons (you choose) gains Blessed @. Additionally, increase through Steel 2s the base RNG of this weapon by 1 Easily as Flesh One of this model's weapons (you choose) gains Continuous Effect: Corrosion @ 4 Doom Nazzle and Continuous Effect: Fire 5 Barricade one of this model's weapons (you choose) gains Shield ©. The Good / 6 Illegal suit One of tis mode’s melee weapons (you choose) gains Weapon Master 11:04 pm _GoBack 33/116 ao cy EFFECT 5 Alchemically This model gans Immunity: Cold @, Immunity: Corrosion @, Immunity: Electricity @, Treated Chemicals and Immunity: Fie @ 2 Riveting Rivets This model gains Pathfinder ©. 4 Fueled Cleate TS model gains Assault @. If this model does not have a ranged weapon, roll on the Body Shop chart instead, Farrowtech 6 4 heat This model gains Flight . Something é 5 Probably Tosan TW model gains Steath © Stitf-arm 6 Appendage THiS model gains Parry 6 11:04 pm _GoBack 34/116

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