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Welcome to the Grinder Mech Warrior. The Grinder is a Free-for-all combat scenario where you learn the rules,
test your skill, and turn friends into enemies. You will all Start with a Beginner Mech of Battle Value (BV) 400-600, a Playing
card representing your turn order and Extraction Zone and deploy to one of the Insert / Extract zones. The goal is to deal
damage and escape the field of Battle alive, as you deal damage you will earn Credits to spend in the Hanger to upgrade,
repair, rearm, or move up to the next tier of Battlemech. To keep your Credits, you must leave the board via an Insert /
Extract zone without dying. When your mech gets destroyed you will lose Half your collected Credits and return to the
Hanger. (You can either keep the mech you rolled or reroll for a new mech of the same tier) When you return to the Hanger
you will redeploy the following round to a random Insert / Extract zone.
EARNING CREDITS
Credits are issued to a MechWarrior based on the following rules. Initiative order will determine who gets what
Credits. First to Move is last to fire. If your target a mech is destroyed before you shoot, then you have no target.
DAMAGE CREDITS
1 Credit for Every point of damage given to an Opponent.
2 Credits for every internal point of damage given to an Opponent
5 Credits for causing Loss section (Arm, Leg or Torso)
KILL CREDITS
15 Credits for Beginner kill
30 Credits for Intermediate kill
60 Credits for Advanced kill
120 Credits for Veteran kill
240 Credits for Clan kill
KILL CREDIT MODIFIER
- 10 Credits for each class under current class
+ 10 Credits for each class above current class
+20 Credits for ammo explosion
+20 Credits for headshot
BOUNTY CREDITS
Bounty is Issued to a random player at the start of every match. Bounty are player specific and will stay with that
player until the bounty is claimed. 15 Credits starting, +5 Credit increase per round not claimed. When a bounty is claimed a
new player will be chosen to host a new bounty. Players can add his own Credits to increase the bounty on ANY PLAYER AT
ANY TIME. The player that adds to the bounty must be able to pay those credits when the bounty is collected. If the player
cannot pay the credits, then they will get a bounty equal to the amount they increased.
Increase Skills
o Gunnery
From 4 to 3 – 10 Credits
From 3 to 2 – 40 Credits
From 2 to 1 – 80 Credits
o Piloting
From 5 to 4 – 10 Credits
From 4 to 3 – 30 Credits
From 3 to 2 – 60 Credits
From 2 to 1 – 120 Credits