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  • 7/31/2019 XGL Cards

    1/8

    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and their logos and slogans are trademarks of Privateer Pr ess, Inc., 13434 NE 16th St. Bellevue, WA 98005. Permission granted to download and print for personal use only.

    XGL

    XGL

    Incantri Spars: All focus upgrades cost 1 lessmetal. You lose this sponsor if you end a game with anydamaged cortexes.

    Western Armr: All arm upgrades cost 1 lessmetal. You lose this sponsor if you end a game with 2 ormore damaged arms.

    Irn Sentine Mechanis: All crew abilities andupgrades cost 1 less metal. You lose this sponsor if youend a game with 6 or more total damaged systems.

    Ra Exchange: You gain +1 metal for each gameyou play. You lose this sponsor if you lose 2 games ina row.

    Strangewaes Techs: After each game, you canchoose 1 of your steamjacks to repair completely forfree. You lose this sponsor if you end a game with 5 ormore damaged steamjacks.

    Be Team CarsRecr, Spnsr, Rster, an Steamjacs

    Be Steamjac Tags

    TEAM NAME/PlAyER

    TEAM NAME/PlAyER

    TEAM NAME/PlAyER

    CREW TyPE

    METAl ToTAl GoAlS

    ToTAl WINS

    ToTAl loSSES

    WINS

    loSSES

    VAluE

    VAluE VAluE

    VAluE

    VAluE

    VAluE

    1STHAlf of SEASoN

    SPoNSERS

    TEAM RoSTER

    MId-SEASoN TouRNEy

    PRESEASoN oPPoNENTS

    PlAyoffS

    2NdHAlf of SEASoNGame- Opponent W/L G

    Round- Opponent W/L G

    Number Type Name

    Initials of up to 5 different preseason opponents +2 Metal each

    Use this chart for damage rolls including no power dice. Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including at least 1 power die. Use this chart for damage rolls including at least 1 power die.

    Use this chart for damage rolls including at least 1 power die.

    Use this chart for damage rolls including at least 1 power die.

    Use this chart for damage rolls including at least 1 power die.

    Round- Opponent W/L G

    Game- Opponent W/L G

    1

    2

    3+

    1

    2

    3+

    1

    2

    3+

    1

    2

    3+

    1

    2

    3+

    1

    2

    3

    4+

    1

    2

    3

    4+

    1

    2

    3

    4+

    1

    2

    3

    4+

    1

    2

    3

    4+

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

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    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and theirlogos and slogans are trademarks of Privateer Press, Inc., 13434 NE 16th St. Bellevue, WA98005. Permission granted to download and print for personal use only.

    XGL

    XGL

    RIGHT fIST

    INTERCEPToR

    lEfT fIST

    MAGNo-GRIP

    lEfT fIST

    SCRAMBlER

    lEfT fIST

    GRAPPlER

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    Ga Tening:When this steamjack is adjacent to its goal pit,each space adjacent to this steamjack is considered within its reach.Enhanced Stop: When making a stop attempt with thissteamjack, roll +2 boost dice.

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    Enhance Griner Hold:While within this steamjacks reach,the Grinder gains +1 Armor against opposing steamjacks attacks.When making a stop attempt with this steamjack, roll 1 additional

    boost die.

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    Shc: A hit steamjack is rattled. An attack with this arm doesnot move the hit target.

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    P: This arms attack hits only when the attack roll has at least 2strikes above the targets Armor. Instead of moving the hit target,place it in a space within this steamjacks reach that is not within anopposing steamjacks reach.

    Stabiie Targeting: After making a basic attack withthis steamjacks other arm, you can reroll up to 2 boost dicerolled in the attack.

    deensive Stance: This steamjack gains +1 Armoragainst attacks from opposing steamjacks within thissteamjacks line of sight.

    Stabiie Targeting: After making a basic attack withthis steamjacks other arm, you may reroll up to 2 boost dicerolled in the attack.

    Parit fie:If this steamjack is not in any of the 3 spacesbehind the backboard, its reach is extended 1 space in the directionit faces so that the 6 spaces in front of itthe 2 spaces directly in

    front of it and the 4 spaces on either side of thoseare considered tobe within its reach for blocking opposing steamjacks, holding the

    Grinder, and stopping the Grinder.

    Stabiie Targeting: After making a basic attack withthis steamjacks other arm, you may reroll up to 2 boost dicerolled in the attack.

    Eectr fie: If at least 1 blank boost die is rolled inan attack against this steamjack by an adjacent opposingsteamjack, that opposing steamjack is rattled immediatelyafter its activation.

    Stabiie Targeting: After making a basic attack withthis steamjacks other arm, you may reroll up to 2 boost dicerolled in the attack.

    Enhance Range: You can choose a target 2 to 4 spacesaway and in line of sight for this arms basic attack.

    Griner Spin: The hit Grinder gains +1 momentum. Afterthe hit Grinder moves from a space within an opposingsteamjacks reach, you can change that steamjacks facing.

    Cear ot: This steamjack must be within your goal zoneto make this attack. Add 4 strikes to this attack roll against

    the Grinder.

    Griner Spin: The hit Grinder gains +1 momentum. Afterthe hit Grinder moves from a space within an opposingsteamjacks reach, you can change that steamjacks facing.

    Repe: You can choose a target 1 to 2 spaces away and in lineof sight for this attack. You can move a hit target a number

    of spaces away from this steamjack up to 2 plus the numberof strikes rolled above the hit targets Armor. If it is hit, theGrinder gains +2 momentum.

    Griner Spin: The hit Grinder gains +1 momentum. Afterthe hit Grinder moves from a space within an opposingsteamjacks reach, you can change that steamjacks facing.

    Eectr Brst: This steamjack can make this attack only ifit advanced no more than 3 spaces. All steamjacks (including

    yours) adjacent to this steamjack are affected by this attack.Hit steamjacks cannot be moved by this attack but are rattled.

    Griner Spin: The hit Grinder gains +1 momentum. Afterthe hit Grinder moves from a space within an opposingsteamjacks reach, you can change that steamjacks facing.

    Trip: Ranged attack. Roll 1 less boost die for this attack. Ahit steamjack cannot be moved by this attack but is knocked

    down. Do not make a damage roll against the hit steamjack.

    3 H1

    CoNTRol

    2 H1

    CoNTRol

    3 H1

    CoNTRol

    2 H1

    CoNTRol

    3 H1

    CoNTRol

    2 H2

    MElEE

    3 H1

    CoNTRol

    2 H2

    RANGEd

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    Be Team CarsArms

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

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    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and theirlogos and slogans are trademarks of Privateer Press, Inc., 13434 NE 16th St. Bellevue, WA98005. Permission granted to download and print for personal use only.

    XGL

    XGL

    GyRo SHoT

    PulVERIzER

    RIGHT HEAVy fIST

    WRECk-o-MATIC

    lEfT HEAVy fIST

    HEAVy GRAPPlER

    lEfT HEAVy fIST

    HEAVy GyRo SHoT

    Enhance Grip: This steamjack can make a body slam or throwpower attack with this arm.Tw-Han Bns: If this steamjackhas two Heavy Fists, roll 1 additional boost die when making a bodyslam, throw, or tackle power attack with it.

    Har Hit:If you roll 1 or more super strikes in the attack, the hitsteamjack is knocked down.

    Enhance Grip: This steamjack can make a body slam or throwpower attack with this arm.Tw-Han Bns: If this steamjackhas two Heavy Fists, roll 1 additional boost die when making a bodyslam, throw, or tackle power attack with it.

    P: This arms basic attack hits only when the attack roll has atleast 2 strikes above the targets Armor. Instead of moving the hittarget, place it in a space within this steamjacks reach that is notwithin an opposing steamjacks reach.

    Enhance Grip: This steamjack can make a body slam or throwpower attack with this arm.Tw-Han Bns: If this steamjackhas two Heavy Fists, roll 1 additional boost die when making a bodyslam, throw, or tackle power attack with it.

    Enhance Range: You can choose a target 2 to 4 spacesaway and in line of sight for this arms basic attack.

    Set Attac: If this steamjack has not advanced this turn,you can declare a set attack to add 1 strike to this arms basicattack roll. If you do, this steamjack cannot advance this turn.

    Swim Mve: If this steamjack successfully breaks a block,place up to 2 action dice rolled in the block break in yourdice pool.

    overi: If a steamjack hit by this arms basic attack collideswith a wall, a pillar, or the Grinder, add 1 additional boost dieto the damage roll.

    Swim Mve: If this steamjack successfully breaks a block,place up to 2 action dice rolled in the block break in yourdice pool.

    drag: This steamjack can push the Grinder with this arm.

    Swim Mve: If this steamjack successfully breaks a block,place up to 2 action dice rolled in the block break in yourdice pool.

    Pint Ban: You can choose a target within thissteamjacks reach with this arms basic attack. If you do, youcan reroll any boost dice rolled in the attack.

    Rapi fire: Ranged Attack. After resolving this attack,you can immediately make another attack of the same typeagainst the same target and using the same dice minus allpower dice.

    Pmme:You must choose a target in the space directly infront of this steamjack. All super strikes rolled in this attack

    count as 3 strikes instead of 2. Hit target must be moved ina straight line directly away from this steamjack. The hitGrinder will not stop on the mark token.

    Tace:Must begin activation not adjacent to the targetsteamjack. After moving hit steamjack, move this steamjackalong the same path ending adjacent to the hit steamjack(ignore blocks during this movement). The hit steamjack andthis steamjack are knocked down.

    Sweep: All opposing steamjacks in this steamjacks reachare affected by this attack. Hit steamjacks cannot be moved by

    this attack but are knocked down.

    Tace:Must begin activation not adjacent to the targetsteamjack. After moving hit steamjack, move this steamjackalong the same path ending adjacent to the hit steamjack(ignore blocks during this movement). The hit steamjack andthis steamjack are knocked down.

    fing: Ranged attack. Roll 1 less boost die for this attack.You can move the hit target a number of spaces up to 3 or the

    number of strikes above the targets Armor in any direction,whichever is less. The target can move through obstructionsduring this movement.

    Tace:Must begin activation not adjacent to the targetsteamjack. After moving hit steamjack, move this steamjackalong the same path ending adjacent to the hit steamjack(ignore blocks during this movement). The hit steamjack andthis steamjack are knocked down.

    Mega Bast: Ranged Attack. You can choose a targetsteamjack 2 to 5 spaces away and in line of sight for this

    attack. All super strikes rolled in this attack count as 3 strikesinstead of 2.

    3 H2

    RANGEd

    4 H3

    MElEE

    4 H1

    CoNTRol

    4 H2

    MElEE

    4 H1

    CoNTRol

    3 H3

    RANGEd

    4 H1

    CoNTRol

    5 H1

    RANGEd

    RunneR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    Be Team CarsArms

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

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    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and their logos and slogans are trademarks of Privateer Pr ess, Inc., 13434 NE 16th St. Bellevue, WA 98005. Permission granted to download and print for personal use only.

    XGL

    XGL

    Incantri Spars: All focus upgrades cost 1 lessmetal. You lose this sponsor if you end a game with anydamaged cortexes.

    Western Armr: All arm upgrades cost 1 lessmetal. You lose this sponsor if you end a game with 2 ormore damaged arms.

    Irn Sentine Mechanis: All crew abilities andupgrades cost 1 less metal. You lose this sponsor if youend a game with 6 or more total damaged systems.

    Ra Exchange: You gain +1 metal for each gameyou play. You lose this sponsor if you lose 2 games ina row.

    Re Team CarsRecr, Spnsr, Rster, an Steamjacs

    Re Steamjac Tags

    Strangewaes Techs: After each game, you canchoose 1 of your steamjacks to repair completely forfree. You lose this sponsor if you end a game with 5 ormore damaged steamjacks.

    TEAM NAME/PlAyER

    TEAM NAME/PlAyER

    TEAM NAME/PlAyER

    CREW TyPE

    METAl ToTAl GoAlS

    ToTAl WINS

    ToTAl loSSES

    WINS

    loSSES

    VAluE

    VAluE VAluE

    VAluE

    VAluE

    VAluE

    1STHAlf of SEASoN

    SPoNSERS

    TEAM RoSTER

    MId-SEASoN TouRNEy

    PRESEASoN oPPoNENTS

    PlAyoffS

    2NdHAlf of SEASoNGame- Opponent W/L G

    Round- Opponent W/L G

    Number Type Name

    Initials of up to 5 different preseason opponents +2 Metal each

    Use this chart for damage rolls including no power dice. Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including no power dice.

    Use this chart for damage rolls including at least 1 power die. Use this chart for damage rolls including at least 1 power die.

    Use this chart for damage rolls including at least 1 power die.

    Use this chart for damage rolls including at least 1 power die.

    Use this chart for damage rolls including at least 1 power die.

    Round- Opponent W/L G

    Game- Opponent W/L G

    1

    2

    3+

    1

    2

    3+

    1

    2

    3+

    1

    2

    3+

    1

    2

    3+

    1

    2

    3

    4+

    1

    2

    3

    4+

    1

    2

    3

    4+

    1

    2

    3

    4+

    1

    2

    3

    4+

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

  • 7/31/2019 XGL Cards

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    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and theirlogos and slogans are trademarks of Privateer Press, Inc., 13434 NE 16th St. Bellevue, WA98005. Permission granted to download and print for personal use only.

    XGL

    XGL

    RIGHT fIST

    INTERCEPToR

    lEfT fIST

    MAGNo-GRIP

    lEfT fIST

    SCRAMBlER

    lEfT fIST

    GRAPPlER

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    Ga Tening:When this steamjack is adjacent to its goal pit,each space adjacent to this steamjack is considered within its reach.Enhanced Stop: When making a stop attempt with thissteamjack, roll +2 boost dice.

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    Enhance Griner Hold:While within this steamjacks reach,the Grinder gains +1 Armor against opposing steamjacks attacks.When making a stop attempt with this steamjack, roll 1 additional

    boost die.

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    Shc: A hit steamjack is rattled. An attack with this arm doesnot move the hit target.

    Grip: If this steamjack has two Fists, it can make a body slam orthrow power attack with this arm.

    P: This arms attack hits only when the attack roll has at least 2strikes above the targets Armor. Instead of moving the hit target,place it in a space within this steamjacks reach that is not within anopposing steamjacks reach.

    Brea fa: If this steamjack would be knocked down,you can spend 1 power die for it to be rattled instead, or youcan spend 2 power dice for it to be neither knocked downnor rattled.

    deensive Stance: This steamjack gains +1 Armoragainst attacks from opposing steamjacks within thissteamjacks line of sight.

    Brea fa: If this steamjack would be knocked down,you can spend 1 power die for it to be rattled instead, or youcan spend 2 power dice for it to be neither knocked downnor rattled.

    Parit fie:If this steamjack is not in any of the 3 spacesbehind the backboard, its reach is extended 1 space in the directionit faces so that the 6 spaces in front of itthe 2 spaces directly in

    front of it and the 4 spaces on either side of thoseare considered tobe within its reach for blocking opposing steamjacks, holding the

    Grinder, and stopping the Grinder.

    Brea fa: If this steamjack would be knocked down,you can spend 1 power die for it to be rattled instead, or youcan spend 2 power dice for it to be neither knocked downnor rattled.

    Eectr fie: If at least 1 blank boost die is rolled inan attack against this steamjack by an adjacent opposingsteamjack, the opposing steamjack is rattled immediatelyafter its activation.

    Brea fa: If this steamjack would be knocked down,you can spend 1 power die for it to be rattled instead, or youcan spend 2 power dice for it to be neither knocked downnor rattled.

    Enhance Range: You can choose a target 2 to 4 spacesaway and in line of sight for this arms basic attack.

    Precisin Strie: This steamjack cannot advanceduring this activation and cannot use this attack on a turnit stands up. This attack automatically hits if you roll atleast 1 strike. Roll for damage even if the hit steamjack isnot knocked down.

    Cear ot: This steamjack must be within your goal zoneto make this attack. Add 4 strikes to this attack roll against

    the Grinder.

    Precisin Strie: This steamjack cannot advanceduring this activation and cannot use this attack on a turnit stands up. This attack automatically hits if you roll atleast 1 strike. Roll for damage even if the hit steamjack isnot knocked down.

    Repe: You can choose a target 1 to 2 spaces away and in lineof sight for this attack. You can move a hit target a number

    of spaces away from this steamjack up to 2 plus the numberof strikes rolled above the hit targets Armor. If it is hit, theGrinder gains +2 momentum.

    Precisin Strie: This steamjack cannot advanceduring this activation and cannot use this attack on a turnit stands up. This attack automatically hits if you roll atleast 1 strike. Roll for damage even if the hit steamjack isnot knocked down.

    Eectr Brst: This steamjack can make this attack only ifit advanced no more than 3 spaces. All steamjacks (including

    yours) adjacent to this steamjack are affected by this attack.Hit steamjacks cannot be moved by this attack but are rattled.

    Precisin Strie: This steamjack cannot advanceduring this activation and cannot use this attack on a turnit stands up. This attack automatically hits if you roll atleast 1 strike. Roll for damage even if the hit steamjack isnot knocked down.

    Trip: Ranged attack. Roll 1 less boost die for this attack. Ahit steamjack cannot be moved by this attack but is knocked

    down. Do not make a damage roll against the hit steamjack.

    3 H1

    CoNTRol

    2 H1

    CoNTRol

    3 H1

    CoNTRol

    2 H1

    CoNTRol

    3 H1

    CoNTRol

    2 H2

    MElEE

    3 H1

    CoNTRol

    2 H2

    RANGEd

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    RunneR ARm

    Re Team CarsArms

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

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    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and theirlogos and slogans are trademarks of Privateer Press, Inc., 13434 NE 16th St. Bellevue, WA98005. Permission granted to download and print for personal use only.

    XGL

    XGL

    GyRo SHoT

    PulVERIzER

    RIGHT HEAVy fIST

    WRECk-o-MATIC

    lEfT HEAVy fIST

    HEAVy GRAPPlER

    lEfT HEAVy fIST

    HEAVy GyRo SHoT

    Enhance Grip: This steamjack can make a body slam or throwpower attack with this arm.Tw-Han Bns: If this steamjackhas two Heavy Fists, roll 1 additional boost die when making a bodyslam, throw, or break through power attack with it.

    Har Hit:If you roll 1 or more super strikes in the attack, the hitsteamjack is knocked down.

    Enhance Grip: This steamjack can make a body slam or throwpower attack with this arm.Tw-Han Bns: If this steamjackhas two Heavy Fists, roll 1 additional boost die when making a bodyslam, throw, or break through power attack with it.

    P: This arms attack hits only when the attack roll has at least 2strikes above the targets Armor. Instead of moving the hit target,place it in a space within this steamjacks reach that is not within anopposing steamjacks reach.

    Enhance Grip: This steamjack can make a body slam or throwpower attack with this arm.Tw-Han Bns: If this steamjackhas two Heavy Fists, roll 1 additional boost die when making a bodyslam, throw, or break through power attack with it.

    Enhance Range: You can choose a target 2 to 4 spacesaway and in line of sight for this arms basic attack.

    Set Attac: If this steamjack has not advanced this turn,you can declare a set attack to add 1 strike to this arms basicattack roll. If you do, this steamjack cannot advance this turn.

    Sti Arm: When this steamjack makes a successful blockbreak, you can change the facing of one opposing steamjackthat was blocking it.

    overi: If a steamjack hit by this arms basic attack collideswith a wall, a pillar, or the Grinder, add 1 additional boost dieto the damage roll.

    Sti Arm: When this steamjack makes a successful blockbreak, you can change the facing of one opposing steamjackthat was blocking it.

    drag: This steamjack can push the Grinder with this arm.

    Sti Arm: When this steamjack makes a successful blockbreak, you can change the facing of one opposing steamjackthat was blocking it.

    Pint Ban: You can choose a target within thissteamjacks reach with this arms basic attack. If you do, youcan reroll any boost dice rolled in the attack.

    Rapi fire: Ranged Attack. After resolving this attack,you can immediately make another attack of the same typeagainst the same target and using the same dice minus allpower dice.

    Pmme:You must choose a target in the space directly infront of this steamjack. All super strikes rolled in this attack

    count as 3 strikes instead of 2. Hit target must be moved ina straight line directly away from this steamjack. The hitGrinder will not stop on the mark token.

    Brea Thrgh: Must begin activation not adjacent tothe target steamjack. After moving hit steamjack, move thissteamjack up to 2 spaces away from its starting space. Thispower attack cannot be used after redlining.

    Sweep: All opposing steamjacks in this steamjacks reachare affected by this attack. Hit steamjacks cannot be moved by

    this attack but are knocked down.

    Brea Thrgh: Must begin activation not adjacent tothe target steamjack. After moving hit steamjack, move thissteamjack up to 2 spaces away from its starting space. Thispower attack cannot be used after redlining.

    fing: Ranged attack. Roll 1 less boost die for this attack.You can move the hit target a number of spaces up to 3 or the

    number of strikes above the targets Armor in any direction,whichever is less. The target can move through obstructionsduring this movement.

    Brea Thrgh: Must begin activation not adjacent tothe target steamjack. After moving hit steamjack, move thissteamjack up to 2 spaces away from its starting space. Thispower attack cannot be used after redlining.

    Mega Bast: Ranged Attack. You can choose a targetsteamjack 2 to 5 spaces away and in line of sight for this

    attack. All super strikes rolled in this attack count as 3 strikesinstead of 2.

    3 H2

    RANGEd

    4 H3

    MElEE

    4 H1

    CoNTRol

    4 H2

    MElEE

    4 H1

    CoNTRol

    3 H3

    RANGEd

    4 H1

    CoNTRol

    5 H1

    RANGEd

    RunneR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    CRusheR ARm

    Re Team CarsArms

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

    XGL

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    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and theirlogos and slogans are trademarks of Privateer Press, Inc., 13434 NE 16th St. Bellevue, WA98005. Permission granted to download and print for personal use only.XGLXGL

    MAINTENANCE CREW STRATEGIST CREW ARCANIST CREW AuGMENTER CREW

    Patch Sstems:After each goal is scored and between periods,you can make a patch roll with 1 boost die. For each strike rolled, youcan patch 1 damaged system of your steamjacks. A patched system doesnot suffer the negative effects of being damaged. If a patched systemis damaged again, remove the patch. At the end o f the game, removeall patches.

    Roll 2 boost dice for a patch.

    Roll 3 boost dice for a patch..

    Master Mechani: After each game, before paying for repairs,you can choose a steamjack and make a repair roll with 2 action dice.For each strike rolled, you can repair 1 damaged system of your chosensteamjack.

    Roll 3 action dice for a repair.

    Roll 4 action dice for a repair.

    Gbber Grnts: You can make a patched systems roll before thestart of the game.

    You can make a repair roll before the start of the game.

    Add 1 boost die to all your patch and repair rolls.

    Trbeshter: When you roll 2 or more blanks in a crew abilityroll, you can reroll any 1 die.

    When you roll 1 or more blanks in a crew ability roll, you can reroll any 1 die.

    When you roll 1 or more blanks in a crew ability roll, you can reroll up

    to 2 dice.

    Patch Sstems:After each goal is scored and between periods,you can make a patch roll with 1 boost die. For each strike rolled, youcan patch 1 damaged system of your steamjacks. A patched system doesnot suffer the negative effects of being damaged. If a patched systemis damaged again, remove the patch. At the end o f the game, removeall patches.

    Roll 2 boost dice for a patch.

    Roll 3 boost dice for a patch..

    deensive Tactician: After activating all your steamjacks, if youhave at least 2 action dice left, you can plan for defense. To plan for defense,give your opponent your remaining action dice, then take 1 power die fromyour dice well and place it in your dice pool.

    You can plan for defense with 1 action die left.

    You can plan for defense with 0 action die left.

    oensive Tactician: Place the rst blank action die rolled onyour turn in your dice pool.

    Place the rst 2 blank action dice rolled on your turn in your dice pool.

    Place the rst 3 blank action dice rolled on your turn in your dice pool.

    Crtex Speciaist: One of your steamjacks can have up to 2 markedfocused actions at a time.

    Up to 2 of your steamjacks can have up to 2 marked focused actions at a time.

    Up to 3 of your steamjacks can have up to 2 marked focused actions at a time.

    Rigge upgraes:Before the start of each game, choose 1 ofyour steamjacks and make a rigged upgrade roll with 3 action dice. Ifyou roll a number of strikes equal to or greater than the steamjacksvalue, you can rig one of its arms with a temporary upgrade. Theupgrade lasts until the end of the game.

    Roll 3 action dice and 1 boost die for a rigged upgrade.

    Roll 3 action dice and 2 boost dice for a rigged upgrade.

    Arcane Tinering: Once, after each game, you can tinker. Totinker, choose any 1 focused action on your focus cards that has at least 5unmarked boxes and roll 2 action dice. If you roll at least 1 strike, check 1 ofthe focused actions boxes.

    When you tinker, choose a focused action that has at least 4 unmarked boxes.

    When you tinker, choose a focused action that has at least 3 unmarked boxes.

    Crtex Speciaist: One of your steamjacks can have up to 2 markedfocused actions at a time.

    Up to 2 of your steamjacks can have up to 2 marked focused actions at a time.

    Up to 3 of your steamjacks can have up to 2 marked focused actions at a time..

    Trbeshter: When you roll 2 or more blanks in a crew abilityroll, you can reroll any 1 die.

    When you roll 1 or more blanks in a crew ability roll, you can reroll any 1 die.

    When you roll 1 or more blanks in a crew ability roll, you can reroll up

    to 2 dice.

    Rigge upgraes:Before the start of each game, choose 1 ofyour steamjacks and make a rigged upgrade roll with 3 action dice. Ifyou roll a number of strikes equal to or greater than the steamjacksvalue, you can rig one of its arms with a temporary upgrade. Theupgrade lasts until the end of the game.

    Roll 3 action dice and 1 boost die for a rigged upgrade.

    Roll 3 actio n dice and 2 boost dice for a rigged upgrade.

    overrive: Once per turn, you can spend 3 power dice to choose 1 ofyour steamjacks that has already completed its activation to use overdrive.Asteam jack using overdrive can either perform a basic attack or make anadvance. After using overdrive, the steamjack is rattled.

    You spend only 2 power dice when using overdrive.

    You spend only 1 power die when using overdrive.

    oensive Tactician: Place the rst blank action die rolled onyour turn in your dice pool.

    Place the rst 2 blank action dice rolled on your turn in your dice pool.

    Place the rst 3 blank action dice rolled on your turn in your dice pool.

    Arm Speciaist: Between periods, you can perform 1 reconigurationfor free.

    Between periods, you can perform up to 2 recongurations for free.

    Between periods, you can perform up to 3 recongurations for free.

    Crew & fcs Cars

    RAVAGER BulldozER HEAVy HAulER JukER

    Qic: If this steamjack advances no more than 2 spacesand makes a basic attack, it can then advance the remainderof its Speed.

    Aggressive: Once, after this steamjack makes a power attack,place 1 power die used in the attack in your dice pool, then you canmake a different power attack with this steamjack.

    Shw-:After this steamjack hits an opposing steamjackwith a power attack, place up to 2 action dice used in theattack in your dice pool.

    Esive:Roll 1 additional boost die when making blockbreaks with this steamjack.

    Rw: After this steamjack hits an opposing steamjackwith a basic melee attack, place up to 2 action dice used inthe attack in your dice pool.

    Resiient:Before activating this steamjack, you can spendpower dice to remove 1 effect token for each power die spent.

    Qic: If this steamjack advances no more than 2 spacesand makes a basic attack, it can then advance the remainderof its Speed.

    Nimbe:When advancing with this steamjack, count the rst2 diagonals moved as 1 space each.

    Merciess: After this steamjack damages another steamjackwith a basic attack, it can move up to 2 spaces and makeanother basic attack with the same arm using the same dice.

    unstppabe:When this steamjack gains the charge boostagainst an opposing steamjack, add 1 additional strike to the

    attack roll.

    Hast: This steamjack gains +1 Speed. fash:During this steamjacks advance, you can choose 1 opposing steamjackwithin 2 spaces that has line of sight to this steamjack. Once, at any point during thissteamjacks advance, you can change the chosen steamjacks facing so it has line ofsight to this steamjack.

    Redline (without entering the same space more than once during the advance.) Hit a Steamjack with a Power Attack Hit a Steamjack with a Power Attack Break a Block

    Hit a Steamjack with Melee Arm Break a Block Push the Grinder into Opposing Goal Zone Redline (without entering the same space more than once during the advance.)

    Damage a Steamjack Hit a Steamjack with Melee Arm Redline (without entering the same space more than once during the advance.) Push the Grinder into Opposing Goal Zone

    If this steamjack fails a redline, you may place 1 action die rolled in the redlineback in your dice pool.

    If this steamjack makes a basic attack with a ranged arm and misses, you canplace 1 action die rolled in the attack back in your dice pool.

    If this steamjack makes a power attack and misses, you can place 1 action dierolled in the attack back in your dice pool.

    If this steamjack fails a block break, you can place 1 action die rolled in the blockbreak in your dice pool.

    If this steamjack makes a basic attack with a melee arm and misses, you canplace 1 action die rolled in the attack back in your dice pool.

    If this steamjack fails a block break, you can place 1 action die rolled in the blockbreak in your dice pool.

    After this steamjack pushes the Grinder into an opposing goal zone, you can forfeit itsattack to take 1 power die from your dice well and place it in your dice pool.

    If this steamjack fails a redline, you may place 1 action die rolled in the redlineback in your dice pool.

    After this steamjack makes a damage roll of 0 strikes against another steamjack,you can place 1 action die rolled in the damage check back in your dice pool.

    If this steamjack makes a basic attack with a melee arm and misses, you can place1 action die rolled in the attack back in your dice pool.

    If this steamjack fails a redline, you may place 1 action die rolled in the redlineback in your dice pool.

    After this steamjack pushes the Grinder into an opposing goal zone, you can forfeit itsattack to take 1 power die from your dice well and place it in your dice pool.

    Blue RunneR FoCus CARdRed RunneR FoCus CARd Red CRusheR FoCus CARd Blue CRusheR FoCus CARd

    TEAM NAME/PlAyER TEAM NAME/PlAyER TEAM NAME/PlAyER TEAM NAME/PlAyERVAluE VAluE VAluE VAluE

  • 7/31/2019 XGL Cards

    8/8

    20012010 Privateer Press, Inc. All Rights Reserved. Privateer Press, Grind,and theirlogos and slogans are trademarks of Privateer Press, Inc., 13434 NE 16th St. Bellevue, WA98005. Permission granted to download and print for personal use only.XGLXGL

    lINEMAN GoAl TENdER BRICk PlAyMAkER

    SCoRE SEEkER ENfoRCER HEAd HuNTER SPEEdSTER

    Grne:Once per stop attempt with this steamjack, afterfailing that stop attempt, you can reroll the attempt.

    Aert:When your opponent places the mark token within 2 spaces of thissteamjack while it is not rattled, knocked down, or blocked, before he rolls his attackagainst the Grinder, you can roll 1 boost die. Advance this steamjack up to a numberof spaces equal to the number of strikes rolled.

    Baance:When this steamjack would be knocked down, you can roll2 boost dice. If you roll a number of strikes equal to or greater than the numberof strikes rolled in the attack above this steamjacks armor, this steamjack is notknocked down.

    Aert:When your opponent places the mark token within 2 spaces of thissteamjack while it is not rattled, knocked down, or blocked, before he rolls his attackagainst the Grinder, you can roll 1 boost die. Advance this steamjack up to a numberof spaces equal to the number of strikes rolled.

    Ctch:During the nal round (your last turn or your opponents last turn)of each period, you can reroll any 1 roll you make for this steamjack or cause your

    opponent to reroll any 1 roll made against this steamjack.

    destrctive:Add 1 boost die to damage rolls madeagainst steamjacks hit by this steamjack.

    Precise: After this steamjack makes a basic attack against atarget that is 2 or more spaces away, you can reroll up to 2 ofthe action dice rolled in the attack.

    Esive:Roll 1 additional boost die when making blockbreaks with this steamjack.

    Prtective:While this steamjack is not rattled or knockeddown, your Runners gain +1 Armor while adjacent to it.

    Baance:When this steamjack would be knocked down, you can roll2 boost dice. If you roll a number of strikes equal to or greater than the numberof strikes rolled in the attack above this steamjacks armor, this steamjack is notknocked down.

    Tgh: You can ignore 1 strike from the damage rolls againstthis steamjack.

    Haner: Once, during this steamjacks advance whilepushing the Grinder, this steamjack can move into a spacewithin an opposing steamjacks reach.

    determine:If your opponent has more goals scored thanyou, this steamjack gains +1 Speed, +1 Armor, and +1 Boiler.

    Rw: After this steamjack hits an opposing steamjackwith a basic melee attack, place up to 2 action dice used inthe attack in your dice pool.

    Rw: After this steamjack hits an opposing steamjackwith a basic melee attack, place up to 2 action dice used inthe attack in your dice pool.

    Spee:After this steamjack successfully redlines, place allaction dice used in the redline roll in your dice pool.

    Stnewa: Opposing steamjacks can break a blockagainst this steamjack only if the block break roll has atleast 1 super strike.

    Qic: If this steamjack advances no more than 2 spacesand makes a basic attack, it can then advance the remainderof its Speed.

    Resiient: Before activating this steamjack, you can spendpower dice to remove 1 effect token for each power die spent.

    Assister:After this steamjack hits the Grinder with an attack,if the Grinder ends its movement within the reach of one of yourother steamjacks, place all power dice rolled in the attack in yourdice pool.

    Reentess: If your opponent stops the Grinder after it washit by this steamjacks attack, this steamjack can immediatelyadvance or attack.

    Aggressive: Once, after this steamjack makes a power attack,place 1 power die used in the attack in your dice pool, then you can

    make a different power attack with this steamjack.

    Shw-: After this steamjack hits an opposing steamjackwith a power attack, place up to 2 action dice used in theattack in your dice pool.

    Nimbe:When advancing with this steamjack, count the rst2 diagonals moved as 1 space each.

    Stop the Grinder Stop the Grinder Break a Block Stop the Grinder

    Score a Goal Damage a Steamjack Hit a Steamjack with Ranged Arm Break a Block

    Break a Block Push the Grinder from Your Goal Zone Damage a Steamjack Push the Grinder into Opposing Goal Zone

    Redline (without entering the same space more than once during the advance.) Hit a Steamjack with Melee Arm Damage a Steamjack Redline (without entering the same space more than once during the advance.)

    Hit a Steamjack with Melee Arm Redline (without entering the same space more than once during the advance.) Hit a Steamjack with a Power Attack Score a Goal

    Push the Grinder into Opposing Goal Zone Hit a Steamjack with a Power Attack Hit a Steamjack with a Power Attack Push the Grinder into Opposing Goal Zone

    While this steamjack is within 2 spaces of your goal pit, all spaces adjacent to it

    are within its reach for stopping the Grinder.

    While this steamjack is within 2 spaces of your goal pit, all spaces adjacent to it

    are within its reach for stopping the Grinder.

    If this steamjack fails a block break, you can place 1 action die rolled in the block

    break in your dice pool.

    While this steamjack is within 2 spaces of your goal pit, all spaces adjacent to it

    are within its reach for stopping the Grinder.

    After this steamjack hits the Grinder with a goal pit as the mark, if a goal is notscored, place 1 power die rolled in the attack back in your dice pool.

    After this steamjack makes a damage roll of 0 strikes against another steamjack,you can place 1 action die rolled in the damage check back in your dice pool.

    If this steamjack makes a basic attack with a ranged arm and misses, you canplace 1 action die rolled in the attack back in your dice pool.

    If this steamjack fails a block break, you can place 1 action die rolled in the blockbreak in your dice pool.

    If this steamjack fails a block break, you can place 1 action die rolled in the blockbreak in your dice pool.

    After this steamjack pushes the Grinder from your goal zone, you can forfeit itsattack to take 1 power die from your dice well and place it in your dice pool.

    After this steamjack makes a damage roll of 0 strikes against another steamjack,you can place 1 action die rolled in the damage check back in your dice pool.

    After this steamjack pushes the Grinder into an opposing goal zone, you can forfeit itsattack to take 1 power die from your dice well and place it in your dice pool.

    If this steamjack fails a redline, you may place 1 action die rolled in the redlineback in your dice pool.

    If this steamjack makes a basic attack with a melee arm and misses, you can place1 action die rolled in the attack back in your dice pool.

    After this steamjack makes a damage roll of 0 strikes against another steamjack,you can place 1 action die rolled in the damage check back in your dice pool.

    If this steamjack fails a redline, you may place 1 action die rolled in the redlineback in your dice pool.

    If this steamjack makes a basic attack with a melee arm and misses, you can place1 action die rolled in the attack back in your dice pool.

    If this steamjack fails a redline, you may place 1 action die rolled in the redlineback in your dice pool.

    If this steamjack makes a power attack and misses, you can place 1 action dierolled in the attack back in your dice pool.

    After this steamjack hits the Grinder with a goal pit as the mark, if a goal is notscored, place 1 power die rolled in the attack back in your dice pool.

    After this steamjack pushes the Grinder into an opposing goal zone, you can forfeit itsattack to take 1 power die from your dice well and place it in your dice pool.

    If this steamjack makes a power attack and misses, you can place 1 action dierolled in the attack back in your dice pool.

    If this steamjack makes a power attack and misses, you can place 1 action dierolled in the attack back in your dice pool.

    After this steamjack pushes the Grinder into an opposing goal zone, you can forfeit itsattack to take 1 power die from your dice well and place it in your dice pool.

    CRusheR FoCus CARd RunneR FoCus CARd CRusheR FoCus CARd RunneR FoCus CARd

    FoCus CARd CRusheR FoCus CARd FoCus CARd RunneR FoCus CARd

    fcs Cars