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BATTLETECH GRINDER RULES

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.

Created by: AngelicKnight


MECH OPTIONS
 Beginner (400 – 600 BV)
o Locust LCT-1E (553 BV)
o Commando COM-2D (541 BV)
o Flea FLE-16 (506 BV)
o Spider SDR-5K (503 BV)
o Urbanmech UM-R60 (504 BV)
o Wasp WSP-3X (521 BV)
 Intermediate (1000 – 1200 BV)
o Hunchback HBK-4P (1138 BV)
o Crab CRB-2O (1143 BV)
o Blackjack BJ-1DB (1015 BV)
o Shadow Hawk SHD-2H (1064 BV)
o Centurion CN9-AL (1057 BV)
o Phoenix Hawk PXH-1 (1041 BV)
 Advanced (1250 – 1400 BV)
o Catapult CPLT-K2 (1319 BV)
o Warhammer WHM-6R (1299 BV)
o Rifleman RFL-5D (1395 BV)
o Thunderbolt TDR-5S (1335 BV)
o Victor VTR-9A1 (1302 BV)
o Wolverine (1291 BV)
 Veteran (1800 – 1900 BV)
o King Crab KGC-0000 (1810 BV)
o Atlas AS7-D (1897 BV)
o Devastator DVS-1D (1858 BV)
o Awesome AWS-9M (1812 BV)
o Highlander HGN-733 (1801 BV)
o Marauder MAD-5S (1799 BV)
 Clan
o Mad Cat [Timber Wolf Prime]
o Gladiator [Executioner Prime]
o Daishi [Dire Wolf Prime]
o Loki [Hellbringer Prime]
o Man O’ War [Gargoyle A]
o Vulture [Mad Dog Prime]

Created by: AngelicKnight


THE HANGER
Welcome to the Hanger, this is where you will spend your Credits you have earned in glorious combat.
 Fully Repair and Rearm
o Beginner – 5 Credits
o Intermediate – 10 Credits
o Advanced – 20 Credits
o Veteran – 30 Credits
o Clan – 50 Credits

 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

 Upgrade Mech (random 1D6 roll)


o From Beginner to Intermediate – 20 Credits (30 Credits to Pick)
o From Intermediate to Advanced – 60 Credits (90 Credits to Pick)
o From Advanced to Veteran – 180 Credits (270 Credits to Pick)
o From Veteran to Clan Tech – 540 Credits (810 Credits to Pick)

 Consumables (Mechs can have only 2 Equipped at a time)


o UAV (-1 to hit for 2 Turns) – 50 Credits
o Sensor Jammer (+1 to be hit for 2 turns) – 50 Credits
o Coolant (when used sink 10 Additional heat that turn) – 50 Credits
o Auto Repair Drone (Repair 10 Points of Armor) – 50 Credits
o Artillery strike (Thumper) – 50 Credits
o Air Support (Light Strike) – 50 Credits

Created by: AngelicKnight

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