Gundam War TCG - Card Translation TXT File Translation File for: Based Booster 3 Document version 5.0, last update 7/31/06 (c)2006 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: Unit: 96 (Blue - 16, Green - 16, Black - 16, Red - 16, Brown - 16, White - 16) Character: 48 (Blue - 8, Green - 8, Black - 8, Red - 8, Brown - 8, White - 8) Command: 49 (Blue - 8, Green - 8, Black - 9, Red - 8, Brown - 3, White - 13) Operation: 47 (Blue - 8, Green - 8, Black - 7, Red - 8, Brown - 13, White - 3) Generation: 36 (Blue, Green, Brown, White each 6 type, Black, Red each 5 types, 2 Purple) Total - 276 (240) --------------------------------------- HOW TO USE THIS FILE? Unit: (Card Number) [Unit #] (Unit Name) (Designate Cost)-(Total NP)-(Resource) (Attack)/(Shooting)/(Defense) (Terrain) (Effect) (Rarity) Character: (Card Number) (Character Name) (Designate Cost)-(Total NP)-(Resource) (Attack Modification)/(Shooting Modification)/(Defense Modification) (Sex)/(Age)/(NT,CO?) (Effect) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate Cost)-(Total NP)-(Resource) (Effect) (Rarity) --------------------------------------- FILE HISTORY: v5.0 - Add rarity of cards - Put the file into new faction separator - Errata mistranslated text - Fix the "?" error for a lot of Unicode text --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-17 Oman 1-2-2 */0/3 S Stronghold (Normal):<> This card gains the following text until the end of turn. "(Auto A): Produce 1 Blue Nation Power." U-94 RAG-79 Aqua GM 1-1-1 E 2/0/2 Water U-97 RX-79[G]Ez-8 Gundam Ez-8 2-3-2 E 2/1/3 Desert (Auto B): <<[1.1]>> When this card is play, you may play this card as it have "Quick" and play this card in Reroll position. If you play it this way, abolish one of your Unit card without "Cruiser" or "Stronghold". Rare U-98 RB-79 Ball 1-1-0 0/0/1 S (Auto A): For each of your Unit card with "Name: Ball" on field, this card gains +0/+1/+0. U-99 Core Booster (Machine No. 005) 1-2-1 */1/3 S/E High Mobility (Auto B): This card comes into play in Reroll position. (Normal): <<0>>Until the end of turn, this card cannot be damaged other than result of battle damages. At the end of turn, abolish this card. Uncommon U-101 F-91 Gundam F91 2-6-1 5/3/5 S/E Special Shield(1) (Damage Calculation Step):<<1>> When this card have a character with "NT" set on, do damages to one opponent's detachment battling with this card equal to this card's shooting strength. The damages is treated same as the "Battle Damage by detachment" at resolution. Rare U-107 LM111E02 Gun-EZ 3-3-1 2/1/3 S/E Special Shield(1) [(Auto B): You can put more than 3 copies of this card into your deck] (Auto B): This card is not include in the limit of "only 1 Unit card can be play per turn". U-109 MSN-100 Hyaku Shiki (Mega Bazooka Launcher Equipped) 1-5-2 */2/4 S <<1>>Area Weapon(4) Transformer =============== Hyaku Shiki: 4/2/3 [(Auto A): When this card is in "Transformer mode", it cannot change back to "Normal Mode".] (Auto A): This card gains "E". Uncommon U-111 FXA-08R Mega Rider 2-5-2 S/E */2/4 <<1>>Area Weapon(2) Desert High Mobility Cruiser (Battle Phase): <<1>> The Unit card that is in front of this or behind this card in the detachment that don't have "Cruiser" or "Stronghold" gains "High Mobility" or "Desert" until the end of turn. Uncommon U-121 ZM-S06S Zoloat (Marbet Fingerhat Machine) 1-2-1 2/1/2 S Special Shield(1) (Auto A): When your opponent is producing Black NPs, this card cannot be target of opponent's Command. Uncommon U-216 RGM-89S Stark Jegan 2-3-2 2/3/3 S/E U-217 LM312V04 V Gundam 2-4-1 3/1/3 S/E Special Shield(1) (Auto B):<<[3.4]>> When this card is in your hand or Junkyard, you may treated this card as cost for the "Multiple" effect of your Blue Unit cards. (Auto A):<<[2.4]>> All of your Operations cannot be destroy. Rare U-218 LM312V06 V Gundam Hexa (Gatling Cannon Equipped) 2-4-1 3/1/3 S/E Special Shield(1) <<[3.4]>>Change(V Gundam) (Defense Step):<<1 Each>> This card gains +0/+1/+0 until the end of turn. This effect is use as maximum number of your Unit with "Name: V Gundam". U-219 RGZ-91B Re-GZ Custom 2-5-2 4/2/4 S/E Transformer ============= MA Mode: */3/5 High Mobility (Opponent's Battle Phase):<<0>>Use this card's "Transformer" effect. Uncommon U-220 v(Nu) Gundam (HWS Equipped) 3-7-2 6/4/6 S/E Area Weapon(3) Psycommu(3) <<[3.6]>>Change(v(Nu) Gundam) (Normal):<<1>> Negate this card's destruction. (Defense Step): <<1>>Abolish a card in your Hangar. If so, this card gains -1/-1/-1 until the end of turn and Reroll this card. Rare U-221 Spaceboat 2-2-0 */0/1 S/E Cruiser Supplement(1) (Auto A): When any of your Character card with "Ch" is destroy and abolish while in the same battle area as this card, instead of moving them to Graveyard move them into your Hangar. Uncommon -------------------Characters------------ CH-40 Ino Ababu 1-2-0 0/0/0 M/Ch (Opponent's Attack Step):<<1>>Put an Unit card from your Junkyard, after paying all its costs other than the resource cost, into play in your Disposition Area in Reroll position. If so, set this card onto that Unit. That unit card gains -1/-1/-1 and is abolish at the end of turn. Uncommon CH-45 Tem Ray 1-1-0 0/0/0 M/Ad Quick [Set/Character] (Auto A): This card's set group gains +2/+2/+2. (Auto D): At the beginning of your draw phase, put a -1/-1/-1 Token on this card's set group. CH-46 Amuro Ray 2-4-0 2/1/2 M/Ch/NT (Self Attack Step):<<1>> The Unit card this card set onto gains "Swift Strike" until the end of turn. (Opponent's Defense Step):<<1>>The Unit card this card set onto gains "Water","Desert", or "High Mobility" until the end of turn. Rare CH-58 Marbet Fingerhat 1-3-0 1/1/2 F/Ad (Battle Phase):<<1>> Reroll a character card with "Ch" that is in the same area as this card. CH-59 Junko Junko 1-3-0 2/1/1 F/Ad (Auto A): All character card with "F" except this card that is in the same detachment gains +0/+1/+0. Uncommon CH-132 Riz Anor 1-1-0 0/0/0 M/Ch [Set/Ch] (Self Disposition Phase):<>Put a Unit card with 3 Total NP Cost or higher in your Hangar, after paying its Total NP Cost, into play in Reroll position to your Disposition Area. Uncommon CH-133 Connie Francis 1-2-0 1/1/1 F/Ad (Auto A): When there's another character with "F" on the field, this card would not be destroyed nor damaged by opponent's effect. CH-134 Seabrook Ano 2-5-0 2/2/2 M/Ch/NT Prevent(5) Quick (Auto D): When this card's detachment does battle damages to your opponent's Nation, put any number of card in all Junkyards other than Command to the owner's Nation. Shuffle those Nations afterward. Rare -------------------Commands-------------- C-37 Vivid! Shrike Team 1-1-0 (Auto B): When this card is play, choose one of the following effect. 1)(Battle Phase): Roll one card other than an Unit card 2)(Battle Phase):<<[1.3]>> Until the end of turn, your Nation would not be receive Battle Damage from an opponent's detachment. Uncommon C-40 League Militia 1-2-0 (Normal): Put a G card in your Junkard to Disposition Area in Reroll position. Uncommon C-41 Londo Bell 1-2-1 Prevent(3) (Disposition Phase): Destroy an Operation. C-43 Political Privilege 1-3-0 Prevent(3) (Normal): Draw 2 cards. Afterward, choose to discard a card. Rare C-44 The Changing Ideal 1-2-0 Prevent(3) (Normal): During this turn, all of your card in play gains "Prevent(3)". C-46 Night before Duel 2-4-0 Prevent(3) (Self Disposition Phase): Remove all cards from your Nation from the game. If so, move all cards in your hand and your LCP into your Nation. Shuffle your Nation afterward. Uncommon C-81 The Young Comrade 1-2-0 (Defense Step): One of your Unit card gains +1/+1/+1 until the end of turn. If this card is play from Hangar, that unit card gains +2/+2/+2 instead until the end of turn. C-82 Primary Combat Preparation 1-3-0 (Battle Phase): Reroll one of your card. If this card is play from your hand, move it into your Hangar. Uncommon -------------------Operations------------ O-35 Defensive Line 1-1-0 (Battle Phase):<<0>> Abolish this card. If so, you can randomly disturbute 3 defense strength to your Units in one detachment until the end of turn. O-38 Within 3 minutes 1-3-0 Quick (Auto A): When this card is in a set group with a Character with "NT", the Unit card this card set onto gains the following effect text. "(Defense Step):<<0>> For each of opponent's Unit card battling with this card, this card gains +2/+2/+2 until the end of turn." Rare O-41 Cost of Life 2-2-0 (Auto C): Whenever an opponent's Green Unit is move from the field to Junkyard, opponent player pay (1). Also, recover your Nation by 1. Uncommon O-46 Formula Plan 1-3-0 (Auto A): All of your Unit cards without "Cruiser" or "Stronghold", those do not have "Special Shield" gains "Special Shield(1)". For those who had "Special Shield" gains "Special Shield" +1. O-49 Gilbratar Air Space 1-3-0 [(Auto A):All Nation cannot receive damages outside of Battle Damages.] O-90 Independent Detachment 1-3-0 (Auto D): At this beginning of your turn, abolish this card. (Auto A): All of your cards would not be destroy or damaged by Battle Damages and opponent's effect. Rare O-91 Symbol of Resistance 2-3-0 [Restrict to 1/Self] (Opponent's Defense Step):<<[2.3](0)>>Abolish one of your Basic G. If so, look at all cards in your Nation, you can put an Unit card with "Name: V Gundam" or two Units with "Name: Gun-EZ" out and move them into your Hangar. Shuffle your Nation afterward. Rare O-92 Obsolescence of Units 2-4-0 (Auto D): At the beginning of your turn, put a coin on this card. When this card have 4 or more coins on it, abolish this card. (Auto A): All Nations cannot be damaged by battle damages. All Units in the battle area gains the following text. "(Self Damage Calculation Step):<> Do 1 damage to opponent's Nation." Uncommon -------------------Generations----------- G-4 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-5 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-6 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-7 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-8 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-20 Female Soldier of Earth Federation Army (Auto A): During your turn, produce 1 Blue Nation Power. (Self Disposition Phase): <<0>>Abolish this card. If so, put a +0/+0/+1 coin onto one of your Characater. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-51 MS-06J Zaku II 1-1-1 2/1/2 E U-58 AGX-04 Gerbera Tetra 2-5-1 4/2/4 S/E Uncommon U-64 MS-18E Kempner 2-5-1 4/0/4 S/E (Auto B): This card comes into play in Reroll position. Rare U-82 MS-06F Zaku II(Johnny Ridden Machine) 1-2-1 2/0/2 S/E (Self Damage Calculation Step):<<0>> When this card battles while have a Character card set onto it, for each opponent's Unit card in the same Battle Area, this gets +1/+0/+0 until the end of turn. U-91 MS-06FS Zaku II(Garma Zabi Machine) 2-2-1 2/0/2 S/E (Damage Calculation Step):<<1>> When this card battle while have a Character card set onto it, this card's detachment can do damage directly to opponent's Nation as if there's no opponent's detachment battling. Rare U-98 MA-04X Zakrello 1-1-2 2/0/1 S High Mobility (Auto D): When this card is target of opponent's Command while in Battle Area, after that effect resolve, abolish this card. Uncommon U-99 Cui 1-1-0 */0/1 E Cruiser Desert (Damage Calculation Step):<<0>> When this card is in the Battle area, you may return any number of Character card(s) in this card's Set group to original controller's hand. If so, do damages to a Nation equal to the total attack strength modification of the characters. Uncommon U-107 MS-13 Gasshia 1-3-1 4/0/1 S/E U-111 MA-05 Bigro (Toukawen Machine) 3-4-2 3/2/4 S High Mobility (Damage Calculation Step):<<1>> When this card have Character set on it, roll a Character without "NT" battling with this card. Uncommon U-113 Paupa 1-1-1 */0/2 S Cruiser Supplement(3) (Auto A): This card's "Supplement" effect can be use Unit cards other than this card with "Cruiser". U-205 MSM-08 Elmeth 2-2-1 2/1/2 E Water (Auto D): When this card battles with an opponent's Unit card without "Water", it gains +1/+1/+0 until the end of turn. U-206 MSN-01 Psycommu High Mobility Prototype Zaku 1-3-2 2/1/4 S High Mobility Psycommu(1) (Auto A): All Unit cards in your hand with "Psycommu" can be play by Total NP Cost -1. This effect cannot be repeated. Uncommon U-207 MS-14A Gelgoog 1-4-1 3/2/3 S/E U-208 MS-15B High Mobility Gyan (Johnny Ridden Custom) 2-4-1 4/0/3 S/E Prevent(4) Space Battle(2) (Auto B): This card comes into play in Reroll position (Opponent's Turn):<<1>> Return this card to original controller's hand. This effect cannot be use in Damage Calculation Step. Rare U-209 MAN-05 Gromlin 2-6-1 0/0/0 S Prevent(5) Transformer Raid Area Weapon(4) [(Auto A): This card gains +X/+X/+X. The value X is the number of your cards outside of Units.] ==================================== Cruiser Mode: */0/0 High Mobility Rare U-210 Mahar 2-3-0 */*/3 S Stronghold Colony (Normal):<<0>>Abolish one of your G. If so, use this card's "Transformer" effect. ==================================== Solar Ray: */*/1 Colony (Self Return Step):<> When this card is in the battle area, do 5 damages to opponent's Nation. -------------------Characters------------ CH-23 Karios 1-2-0 1/1/1 M/Ad (Normal):<> Add the defense strength of one of the cards in this card's detachment into the shooting strength of the Unit card this card set onto. Uncommon CH-28 Cima Garahau 1-1-0 2/0/1 F/Ad (Auto D): The opponent player can abolish 3 Gs in his/her Disposition Phase. If so, the Unit card this card set onto is move to that player's Disposition Area in Reroll position. Rare CH-38 Mihail Kaminsky 1-3-0 2/1/1 M/Ad (Damage Calculation Step):<<0>> When this card is in the battle area, look at the top card of your Nation, then choose to put it back onto top or bottom of the Nation. Uncommon CH-50 Shallia Bull 1-1-0 0/1/1 M/Ad/NT (Auto B): When this card comes into play, look at the top number of cards equal to the number of character on the field, then put it back onto top of your Nation in any order. CH-60 Tokman 1-3-0 2/1/0 M/Ad (Auto A): When this card is set onto an Unit card with "High Mobility", all opponent's Unit without character set on it cannot sortie to the same Battle Area as this card. CH-119 Garah 1-1-0 1/0/0 M/Ad Water (Self Defense Step):<<0>> When this card is in a detachment where all Unit cards have "Water" and in the Earth Area, move an opponent's Unit card in opponent's Disposition Area to the same Battle Area as this in Reroll position. CH-120 Professor Furanagan 1-2-0 0/0/0 M/Ad (Auto A): All of your character card other than this card gains "NT". (Self Disposition Phase):<> Roll one of your character card with "NT". If so, draw a card. Uncommon CH-121 Johnny Ridden 2-4-1 2/1/1 M/Ad Prevent(3) Quick High Mobility Rare -------------------Commands-------------- C-10 Time must Stop 1-3-X (Damage Calculation Step): Do X damages to an Unit in battle area. Uncommon C-12 Insane Scientists 1-1-0 (Disposition Phase): Abolish all of your Unit cards. If so, produce nubmer of Green NPs equal to the number of Unit card abolished this way until the end of Disposition Phase. Uncommon C-21 Threat of Nature 1-1-0 (Normal): All opponent's Unit's "Water","Desert","High Mobility", and "Atmosphere Invasion" and all effects that have not resolve yet would be negate until the end of turn. C-22 Smoke of Determination 1-2-0 (Self Attack Step): Reveal your hand (with more than 1 card). If so, all of your Units have its shooting strength add to the attack strength until the end of turn. Uncommon C-42 Midnight Fenrir Team 1-1-1 Prevent(3) (Damage Calculation Step): Do 2 damages to an Unit. Uncommon C-85 Accidental Ripple 1-1-0 (Battle Phase): Do 1 damage to an Unit. At the end of turn, move the top card on opponent's Nation to your Hangar. Rare C-86 Real Intention of Words 2-2-0 (Normal): Reveal the top two card of opponent's Nation, move one of it into your Hangar, and move the rest to opponent's Hangar. Uncommon C-87 Full Army Charge 1-3-0 (Attack Step): Reroll all of the Unit cards of the turn player. During this turn, all Units control by that player must sortie for attack if the rule allow. Rare -------------------Operations------------ O-19 Earth Invasion Battle 2-4-0 (Self Disposition Phase):<> Abolish 2 of your Gs. If so, destroy an opponent's G. Rare O-27 Desert Specification 1-3-0 Desert (Auto B): When this card comes into play, draw a card at the end of turn. O-31 Nonaccustomed Environment 1-2-0 (Normal):<> All of your unit cards, until the end of turn, can be play to battle areas that the Unit cards didn't have that Terrain. O-33 Inspection 1-3-0 (Battle Phase):<> Look at your opponent's hand. Uncommon O-43 Beat opposing Supply Ships! 1-2-0 (Self Damage Calculation Step):<> Remove one of your Unit with "Cruiser" in the Battle Area from the game. If so, draw the number of cards equal to the "Supplement" value. O-44 Power outside Calculation 1-2-0 (Battle Phase):<<1>> One of your Basic G would treated as {UNIT,Terrain "S",2/0/1}. That G card cannot have any set card (abolish all existed set card on this card), and cannot gain any text. Abolish it at the end of turn. Uncommon O-78 Mechanics of Threat 2-4-0 (Self Draw Phase):<> Abolish one of your G, and lose this turn's Disposition Phase. If so, put a MS Coin to the field. MS coin would be treated as {UNIT,Terrain "S"/"E",0/0/0}. (Auto A): All MS coins gains +X/+X/+X. The value X is equal to the number of Basic Gs on your field. This effect cannot repeat. Rare O-79 High Mobility Type Backpack 1-2-0 Quick Space Battle(2) (Auto B):When this card comes into play, you can set it to Units outside of Disposition Area. -------------------Generations----------- G-4 Citizen of Princilplity of Zeon (Auto A): Produce one Green Nation Power. G-5 Citizen of Princilplity of Zeon (Auto A): Produce one Green Nation Power. G-9 Citizen of Princilplity of Zeon (Auto A): Produce one Green Nation Power. G-10 Citizen of Princilplity of Zeon (Auto A): Produce one Green Nation Power. G-11 Citizen of Princilplity of Zeon (Auto A): Produce one Green Nation Power. G-17 General of Princilplity of Zeon (Auto A): Add 1 Green NP during your turn. (Self Disposition Phase):<<0>>Abolish this card. If so, put a +1/+0/+0 counter on one of your Character. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-64 RMS-106 Hi-Zack (Poison Gas Team) 2-3-2 */0/2 S (Self Return Step):<<0>> If this card is in the battle area, your opponent gains 2 Pollution Coins. Uncommo U-66 RX-160 Byarlant 2-2-1 3/0/3 S/E Quick Prevent(3) (Auto B): This card comes into play in Reroll position. Abolish it at the end of turn. Rare U-105 PMX-000 Messala (MA Mode) 2-4-2 */2/5 S Transformer High Mobility ============================== MS Mode: 3/2/4 U-106 PMX-001 Pallas Athena 2-5-2 4/4/4 S/E (Auto B): When this card comes into play, put X Ammo Coins on this card. The value X is the same as the number of your Gs. (Defense Step):<<0 Each>> When this card is in the battle area, remove one Ammo Coin from this card. If so, an opponent's Unit gets +0/+0/-1 until the end of turn. Rare U-107 PMX-004 Titania 3-6-1 5/3/5 S/E Psycommu(3) (Auto B): When this card comes into play, at the end of the turn, destroy all Gs. (Self Disposition Phase):<<0>> When you have a character with "F" on the field, put one basic G in your Junkyard into your Hangar. Rare U-108 Jupiter 1-4-1 */0/7 S Cruiser Colony Supplement(5) (Auto A): The resource cost of all Units in your hand can be play as it was 0. Uncommon U-Z5 ZM-D11S Abigor 2-2-1 2/0/2 S Transformer [(Auto A):<<[2.4]>>This card gains +2/+1/+2] ================= MA Mode: */1/3 High Mobility Uncommon U-Z6 ZMT-S14S Contio (Cronicle Machine) 2-5-2 4/2/4 S/E Special Shield(1) (Defense Step):<<1>> When this card have character card set on it, do 2 damages to an opponent's Unit battling with this card. (Battle Phase):<<0>> When this card is in the battle area, destroy this card. If so, destroy an Operation. Rare U-Z9 ZMT-A03G Galicson 2-2-1 0/2/2 E Swift Strike Tire (Auto B): This card comes into play in Reroll position (Auto A): All of your Units with "Tire" that is in the same battle area as this card gains "Swift Strike". U-Z10 Battle Motocycle Shelled Type 1-1-1 0/1/1 E Quick Tire (Auto B): This card comes into play in Reroll position. Also, draw a card at the end of turn. U-Z12 Ragun Base 1-1-0 */1/5 E Stronghold (Auto B): This card comes into play in Reroll position. U-Z14 ZM-S09G Tomliat (Lupe Shino Machine) 2-2-1 2/1/2 E Transformer Special Shield(1) (Auto D): When this card battles while have character set on it, it gains +2/+0/-1 until the end of turn. ====================== Helicopter Mode: */1/3 Uncommon U-Z19 ZM-S24G Gedlav (Einerad Equipped) 2-3-2 2/1/3 S/E Tire Special Shield(2) (Battle Phase):<<1>> Use the "Transformer" effect on this card. If so, negate the destruction of this card. ====================== Gedlav: 2/0/1 Special Shield(1) [(Auto A): When this card is in "Transformed Mode", it cannot go back to "Normal Mode"] U-Z20 ZMT-A31S Doggorla 2-6-2 5/3/3 S/E (Normal):<<0 Each>> When this card is destroy by damages, you can roll 2 of your G and discard a card from your hand. If so, negate this card's destruction. Uncommon U-Z62 Gigacy 1-1-0 0/1/1 S/E Quick (Auto B): When this card comes into play in opponent's turn, it is play in Reroll position U-Z63 ZMT-S12G Shokew 2-3-2 3/1/3 E High Mobility Special Shield(1) (Auto B):<<[1.1]>>During Battle Phase, if this card is in your hand, you may put this card into your Disposition area in Reroll position. If so, at the end of turn, move this card to opponent's disposition area. Uncommon -------------------Characters------------ CH-36 Jamitov Hymen 2-3-0 0/0/0 M/Ad (Auto A): When this card is in the battle area, all NPs becomes Black NPs. Rare CH-61 Reccoa Rondo 2-3-0 1/1/1 F/Ad/NT Prevent(3) (Auto A): The opponent player cannot sortie character cards with "M" in the battle area this card is in. Uncommon CH-Z1 Cronicle Asher 1-3-0 2/0/1 M/Ad Family Name (Auto B): When this card is move from the field to Junkyard, move this card back to your hand instead. Uncommon CH-Z4 Dugar Ike 1-2-0 0/1/1 M/Ad (Auto A): When this card is set on a Unit card with "Tire", that Unit gains +2/+0/+1. (Auto A): All Units with "Tire" in this card's detachment gains "Raid". Uncommon CH-Z7 Watari Gira 1-1-0 1/0/1 M/Ad (Normal):<<0>>Destroy one of your Unit in the same area as this card except this card's set group. CH-Z12 Brocho 1-4-0 2/0/1 M/Ad (Defense Step):<<1>> When this card is set on an Unit with cost total of 10 or higher, roll all opponent's Units battling with this card with Total NP Cost of 3 or lower. CH-Z37 Gatur Depure 1-2-0 0/1/0 M/Ad (Defense Step):<>Move X Unit cards without "Cruiser" or "Stronghold" in your Disposition Area to the same Battle Area as this card. CH-Z38 Goddoraud Hain 2-4-0 2/0/2 M/Ad (Auto B):<<[3.4]>>During your Disposition Phase, when this card is in your Junkyard, you may discard two card from your hand. If so, you may put this card and one Unit in Junkyard, after paying the normal cost, to your Disposition Area Rolled as a Set group. Rare -------------------Commands-------------- C-25 Alteration of Generation 2-2-0 (Disposition Phase): Abolish any number of your Gs. If so, draw the same number of cards as the number of Gs destroyed. C-28 Formation of Titans 1-2-0 (Normal): All NP produce during this turn would become Black NPs. C-30 Cinderella Four 2-3-1 (Battle Phase): Look at all cards in one player's hand, and you may discard a card other than a G from it. Rare C-43 Survival Battle 2-3-1 (Return Step): Abolish any number of your Units. If so, for each 2 Units you abolish, your opponent must choose to destroy one of his/her Unit. Rare C-Z2 Woorig Bombing 1-2-0 (Normal): Remove 3 cards from a Junkyard. Uncommon C-Z6 Public Execution 1-2-1 Prevent(3) (Normal): Destroy a character. C-Z7 The Sound that Break Lifes 2-4-2 (Damage Calculation Step): Destroy an Unit without a Character set on it in the battle area. Rare C-Z27 Man Eating Tiger 2-2-0 (Disposition Phase): Abolish X of your Units. If so, put X +1/+1/+1 coins on one of your Units. C-Z28 Volunteer Soldiers 1-2-0 (Opponent's Disposition Phase): All Basic Gs in your hand gains "Quick" until the end of turn. -------------------Operations------------ O-23 Ego Loss 1-3-0 (Auto A): All characters lost "NT". Uncommon O-29 Light of Malice 2-4-0 (Self Draw Phase):<<1>>Abolish this card. If so, destroy all Characters and Operations. Uncommon O-52 Castle on Sand 2-2-0 (Auto A): The self player can draw one more card in the designated rule of Draw Phase. (Auto D): At the beginning of your turn, move all of your hands to the bottom of your Nation. Rare O-53 The Falling Life 1-3-0 (Auto D): At the end of your turn, put a -1/-1/-1 Coin on the Unit this card set onto. Uncommon O-Z1 Bike Riding Soul! 1-1-0 (Auto A): All your Units with "Tire" gains +1/+0/+0. (Auto A):<<[1.3]>> All your Units with "Tire" gains +0/+1/+1. O-Z3 Yellow Jacket 1-2-0 (Auto A): All Units with "Special Shield" gains +1/+1/+0. Uncommon O-Z7 Tire Equipped 1-2-0 (Auto A): The Unit this card set on gains "Tire". (Auto B): When this card comes into play, draw a card at the end of turn. -------------------Generations----------- G-4 Supporter of Titans (Auto A): Produce one Black Nation Power. G-5 Supporter of Titans (Auto A): Produce one Black Nation Power. G-6 Supporter of Titans (Auto A): Produce one Black Nation Power. G-7 Supporter of Titans (Auto A): Produce one Black Nation Power. G-8 Supporter of Titans (Auto A): Produce one Black Nation Power. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-65 AMS-119 Geara Doga 1-3-2 3/1/2 S/E (Auto B): When this card comes into play, draw a card at the end of turn. U-67 AMS-119 Geara Doga (Heavy Equipped Mode) 2-4-1 2/3/3 S/E (Damage Calculation Step):<<1>> Do 1 damage to an opponent's Unit battling with this card. Uncommon U-69 Hobby Hi-Zack 1-1-0 1/0/2 S/E (Disposition Phase):<<1>> Move this card to the buttom of the original controller's Nation. If so, move one of your Character back to owner's hand. U-70 MSN-04 Sazabi 2-6-2 5/2/5 S/E Prevent(3) Psycommu(2) (Auto B): This card comes into play in Reroll position. Rare U-71 Rewloola 2-4-1 */3/5 S Cruiser Supplement(3) (Self Attack Step):<<1 Each>> Put a Dummy Coin in this card's detachment in any place. Dummy Coin would be treated as {UNIT,Terrain "S",*/*/2} afterward, and remove it at the end of turn. This effect can only use up to 3 times during a turn. Uncommon U-122 AMS-119 Geara Doga (Beam Sword Axe Equipped) 1-3-2 3/1/2 S/E Raid U-123 NZ-222 Psyco Doga 2-3-2 3/3/3 S Prevent(3) Psycommu(1) Special Shield(1) (Auto D): At the beginning of your Draw Phase, you may put a "Psycommu +1" Counter on one of your Unit with "Psycommu" that do not have character set on it. Rare U-124 MSN-03 Jagd Doga (Gyunei Guss Machine) 2-5-1 4/1/4 S/E Prevent(3) Psycommu(2) (Defense Step):<<0>> Move an opponent's Unit that is destroy as result of damage by "Psycommu" to your Hangar. Rare U-C1 XM-01 Den'an Zon 1-2-1 2/0/2 S/E Special Shield(1) U-C2 XM-02 Den'an Gei 2-2-2 2/1/2 S/E Special Shield(1) U-C5 XM-04 Berga Dalas (Dorel Ronah Machine) 3-5-1 4/2/4 S/E Special Shield(1) (Auto D): When this card have a character card with "Family Name" set on it, all Units in this card's detachment would not be Roll by the designate effects of Return Step. Rare U-C7 XM-06 Dahgi Iris 2-4-2 3/2/3 S/E (Self Return Step):<<1>> When this card is in the Battle Area, your opponent choose to discard a card from his/her hand. Uncommon U-C8 XM-07 Vigna Ghina 2-6-1 5/2/5 S/E Special Shield(1) (Battle Phase): When this card have a Character card set onto it, pull all Units from this card's detachment, and put it back to the detachment in any order. If so, all unresolved effects that target this card would be negate. Uncommon U-C46 Susted 1-X-Y */1/1 S Supporter High Mobility (Auto B): When this card comes into play, the total value of X and Y must be equal to or more than 2. Also, the Resource cost must be 0-1. (Return Step):<<0>>Abolish this card. If so, one of your Units in the same area as this card would be use the effect of "Supplement". Uncommon U-C47 EMA-04 Elefante 2-X-Y 4/4/3 S Psycommu(2) Special Shield(2) (Auto B): When this card comes into play, the total value of X and Y must be equal to or higher than 6. Also, the Resource cost must be 0-2. (Defense Step):<<1>> Roll an opponent's Unit battling with this card. Uncommon U-C48 Ero 2-2-0 */2/6 S Stronghold (Auto A): When this card is in the same detachment as one of your Unit with Resource cost Y, all Units in the detachment gain "Space Battle(2)". -------------------Characters------------ CH-37 Char Aznable 2-6-0 3/3/3 M/Ad/NT Prevent(5) (Auto A): Your opponent cannot set Operation on this card's set group [(Auto D): When this card does battle damages to your opponent's Nation, remove that number of cards from top of opponent's Lost Card Pile from the game.] Rare CH-38 Rezin Schneider 1-3-0 2/1/1 F/Ad (Auto A): When the Unit this card set onto is in the front of a detachment, it cannot be a target of opponent's Command. CH-76 Seido 1-1-0 1/1/1 M/Ad (Auto A): When there's opponent's Character card with 0/0/0 on the field, this card gains -1/-1/-1. CH-77 Ber Rona 2-3-0 1/1/2 F/Ch/NT [(Auto B): This card's name is the same as "Cecila Fairchild"] (Auto D): When this card is controlled by another player other than the original controller, this card's set group would move to the Disposition Area of the original controller in Reroll position. CH-78 Carlos Rona 2-5-0 2/2/2 M/Ad/NT Prevent(5) (Normal):<> Negate an opponent's Command card with Total NP Cost of 4 or below and remove it from the game. CH-C2 Dorel Rona 2-4-0 2/1/1 M/Ad Family Name (Self Return Step):<<1>> Abolish an Unit in this card's detachment. If so, after the end of turn, begin a new turn without changing player. The new turn would only have Battle Phase, and the text of this card would be negate. Uncommon CH-C4 Annamarie Bruges 1-3-0 1/1/2 F/Ad (Auto D): When a Character with "F" and "Family Name" comes into play, move this card to the owner's hand at the end of turn. CH-C8 Boris 1-2-0 1/1/1 M/Ad (Battle Phase):<<0 Each>> The Unit this card set onto gains +0/+0/-1 until the end of turn. If so, one of the character with "Family Name" in the detachment gains +0/+0/+1 until the end of turn. CH-C23 Said 1-1-0 1/1/1 M/Ad (Auto A): When there's an opponent's character with original battle modification of 0/0/0, this card gains -1/-1/-1. CH-C24 Rase Rona 2-3-0 1/1/2 F/Ch/NT Family Name [(AUto B): This card's name is same as "Cecili Fairchild"] (Auto D): When this card is control outside of the original owner, move this card's set group back to original owner's Disposition Area in Reroll position. Uncommon CH-C25 Carozzo Rona 2-5-0 2/2/2 M/Ad/NT Prevent(5) Family Name (Normal): <>Negate the play of an opponent's COmmand with total NP cost of 4 or less, and remove it from game. Rare -------------------Commands-------------- C-29 Char's Counterattack 1-3-1 Prevent(3) (Auto B): When this card is play, choose one of the following effect to activate. 1)(Normal): Negate a play of a Command or an Operation and abolish it. 2)(Normal):<<[2.5]>> Negate an play of an Unit and abolish it. Rare C-30 At the Pull 1-2-0 (Damage Calculation Step): Move an Unit to the Disposition Area of that controller. C-56 Discerns of Battlefield 2-2-0 (Reroll Phase): Look at the top 6 cards of your Nation, put them back to the top of the Nation in any order. C-C1 Metal Mask 1-1-0 (Auto B): When this card is play, choose one of the following. 1)(Normal): Negate a Command and abolish it. When played this way, remove a card from your hand from the game as a cost. 2)(Normal):<<[1.3]>> Negate a Command and abolish it. Uncommon C-C3 Support of Queen 1-1-0 (Normal): Abolish one of your Gs. If so, look at all cards in your Nation, and put a basic G out and you can put it into your Disposition Area. Shuffle the Nation afterward. C-C4 Two Tongue 1-1-0 (Auto B): When this card is play, choose one of the following. 1)(Battle Phase): Roll an opponent's card that is not an Unit. 2)(Battle Phase):<<[1.3]>> Move a opponent's character to original owner's hand. C-C16 Murder 2-4-0 (Self Reroll Phase): Move an opponent's G card to the top of original controller's Nation. Uncommon C-C17 Spearhead of Hatred 2-5-1 [Restrict to 1/Turn] Prevent(3) (Disposition Phase): Move an opponent's Unit to your Disposition Area in Reroll position. During this turn, that Unit cannot be target of your effects, and return it to original owner's Disposition Area at the end of turn. Rare -------------------Operations------------ O-32 Strictly Confidential Signing 1-3-0 (Auto A): You cannot play Command Cards. (Self Return Step):<<0>> Discard a card from hand. If so, draw 2 cards. (Self Disposition Phase):<<0>>Abolish this card. O-33 Circumstance of Child 1-2-3 (Auto B): This card can only be set onto an opponent's Character with "Ch" and "NT". When this card comes into play, move the set group with this card to your Disposition Area. (Auto D): When your opponent play a character card with "NT", abolish this card. (Auto D): When this card leaves the set group, move the Unit of that set group back to owner's Disposition Area in Reroll position. Uncommon O-60 Providing of Technology 1-3-0 (Normal):<<0>> Select a card in opponent's Hangar. Your opponent must play that card under the rule. Uncommon O-C1 Cosmo Babylon 3-5-0 (Auto B): When this card comes into play, move all cards in your Lost card pile to the bottom of your Nation. [(Auto D): When this card leaves the field, you lose the game] Rare O-C2 Aristocratism 1-4-0 (Auto A): All your characters with "Family Name" gain the following effect text, this effect cannot repeat. "(Normal):<<1>> Roll a card that is in the same area as this card." Uncommon O-C3 Beam Flag 1-4-0 (Attack Step):<>All Units in 1 of your detachments cannot be target of opponent's Command until end of turn. O-C5 Military Parade 1-1-0 (Auto B): This card cannot be set onto an Unit with "Stronghold". (Auto A): Produce 1 Red Nation Power. (NOTE: This is an "Operation(UNIT)" card) O-C11 Accelerate Insanity 1-3-0 [(Auto A): This card's set group cannot Reroll outsiden of by this card's effect.] (Auto D): Whenever an Unit card with TNP Cost of 3 or more is destroy and abolish, reroll this card. (Opponent's Defense Step):<> Move an opponent's Unit in Battle Area to original controller's hand. Rare (NOTE: This is after the errataed text) -------------------Generations----------- G-4 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-5 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-6 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-7 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-8 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A, X \_________________ -------------------Units----------------- U-29 System-A99 Turn-A Gundam (Moonlight Butterflies Activiting) 4-7-2 S/E 6/4/7 (Auto A): When this card is in a detachment with only 1 Unit, this card cannot be destroy by damages other than battle damages and would not receive any damages. (Auto D): When this card is destroyed and abolished, destroy all Units on the field. Also, all Nations would receive damages equal to the defense strength (when this card is destroy) of this card. Rare U-31 MRC-F20 SUMO (Pou Aijee's Machine) 2/4/1 3/2/2 S/E (Defense Step): <> When there's a Character set on this card, the attack, shooting, or defense strength of one of the Unit other than this card in this card's detachment would added by the value of this card's shooting strength until the end of turn. Uncommon U-40 System-A99 Turn-A Gundam (Hammer Equipped) 2-5-2 4/0/4 S/E (Defense Step): <<0 Each>> Choose two cards in your Junkyard and remove them from the game. If so, this card gains +1/+0/+0 until the end of turn. Rare U-41 AMX-109 Kapool (Sochie's Machine) 1-1-1 2/0/1 S/E (Auto D): When this card sortie for attack with a character set onto it, it gains "Swift Strike" until end of turn. U-42 MS-06 Boujarnon (Imuz's Machine) 1-2-1 2/0/2 S/E (Auto D): When this card sortie for attack with a character set onto it, it gains +0/+0/+1 until end of turn. U-45 Gendarme 2-4-2 */1/3 S/E High Mobility Cruiser Supplement(2) Uncommon U-49 FLAT-L06D FLAT 2-2-4 2/1/4 S/E (Auto B):<<[2.4]>> This card's Resource Cost -3 when play. U-59 IM-04/E24NRS-P701 mod Godwin 2-2-1 S/E 2/1/1 (Auto D): When a character would set onto this card, reroll it. Also, this gets +2/+0/+0 until end of turn. This effect does not repeat. U-62 JMA 0530 (Model U) WaDom (Zaku Carrier Stationed Troops Color) 2-3-2 2/2/5 S/E Area Weapon(2) (Auto A): This card cannot sortie for attack. U-63 MR-Spi05o(omega) "Jetstream" Mobile Rib 1-1-1 1/0/1 E (Self Disposition Phase): <<0>> Abolish one of your Basic G in Reroll position. If so, draw a card at the end of turn. U-86 MRC-U11D WaD (Ret Team Color) 1-1-0 1/1/1 S/E (Auto A): When there's a Character with "Family Name" on the field, this card gains +1/+1/+1. U-87 FLAT-L06D FLAT (Ret Team Color) 1-3-2 2/1/4 S/E Transformer (Auto B): When this card comes into play when there's a Character Card with "Family Name" on the field, it comes into play in Reroll position. ============================= Mobile Armor Mode: */1/5 High Mobility Uncommon U-88 Turn X Tops 1-3-2 */1/3 S/E Prevent(5) Special Shield(1) (Battle Phase): <<[2.3](0)>>Abolish the top 3 cards on your LCP. If so, use the "Transform" effect on this card. ---------------- Turn X: 5/3/5 Rare U-89 MRC-F20 SUMO(Harry Ord Machine) 2-5-1 4/1/4 S/E Prevent(3) Special Shield(2) (Auto B):When this card comes into play, Reroll this card at the end of turn. (Auto A): When this card sorties for defense, all opponent's character battle strength modification battling with this card are negated. Uncommon U-90 Concept-X 6-1-2 Turn X 2-6-2 5/3/5 S/E Prevent(5) Special Shield(2) <<[2.5]>>Change(Turn X Top) (Auto D): When this card's detachment does damages to opponent's Nation, opponent player gains 2 pollution Coins. (Auto D): Destroy all opponent's Units battling with this card at the end of turn. Rare U-91 Sun Belt 2-3-0 E */*/3 Stronghold (Auto A): All players, under the rule, must sortie 1 or more Units for defense to Battle Area with opponent's Units. -------------------Characters----------- CH-27 Imuz 1-2-0 1/0/2 M/Ad (Normal):<<0>> When this card is set onto an Unit with "Name: Boujarnon", Reroll this card. CH-31 Sochie Heim 1-1-0 1/0/1 F/Ch Family Name (Auto D): Whenever your character moves to Junkyard from field, put a +1/+1/+0 Coin onto this card. CH-32 Kihel Heim 1-2-0 0/0/0 F/Ch Family Name (Self Disposition Phase):<<0>> When "Dianna Sorel" is not here, this card's name is treated as “Dianna Sorel" until the end of turn. (Normal): <> Roll or Reroll a Brown card in the same area as this card. Uncommon CH-33 Dianna Sorel 2-2-0 0/0/0 F/Ch Family Name (Auto A): This card's set group cannot be tareget of opponent's Brown cards effect (including played card). (Disposition Phase):<>Choose a Basic G that produce Brown NPs. If so, that G until the end of PHase would produce one extra Brown NP. Rare CH-36 Harry Ord 2-5-0 2/2/2 M/Ad Quick (Auto B): When "Dianna Sorel" is on the field, this card can be play with 2 Total NP. Uncommon CH-58 Muron Muron 1-1-0 1/0/1 M/Ad (Auto A): When there's your card with "Name: Moon", this card gains +1/+1/+1. CH-59 Cancer Kafka 1-3-0 1/1/1 F/Ad (Auto D): Whenever a card with "Name: Moon" is play, you can move the top card on your LCP to your Hangar. Uncommon CH-60 Loran Cehack 2-5-0 2/2/2 M/Ch Prevent(5) (Auto A): The opponent player cannot set Operations on this card's Set Group. (Opponent's Attack Step):<<1>>Abolish a card from your hand. If so, move an opponent's Unit in Battle Area to opponent's Disposition Area. Rare -------------------Commands-------------- C-8 Moon's Mountain Cycle 2-2-0 (Normal): One player look at top 5 cards on his/her LCP, from there move one to your hand. Afterward, put the rest back to the bottom of that LCP in any order. Uncommon C-9 Postlude of Ruin 2-5-0 (Self Attack Phase): All cards and all hands, at the end of turn, would be move to top of original owner's Lost Card Pile. Afterward, shuffle all Lost Card Piles. Rare C-14 Dianna's Boycott Plan 2-3-0 (Attack Step): In your Units, move the Unit with the highest total cost to the bottom of original owner's LCP. If so, of opponent's Unit, move the Unit with the highest total cost to the bottom of original owner's LCP. Rare -------------------Operations------------ O-23 Sea Battle at face of Moon 1-1-0 (Battle Phase): <<0 Each>> Roll one of your G, abolish 1 card from your hand. If so, ene unit gains "Water" until the end of turn. O-25 Skill Showing 2-3-0 (Disposition Phase):<<1 Each>> Abolish 1 card from your hand. If so, all Units in one battle area cannot be damaged other than bu battle damages during this turn. O-29 Strong Wind, Mad Wave 1-3-0 (Normal):<<0 Each>> Roll 2 of your Gs, abolish a card from hand. If so, one Unit gains "Swift Strike" until end of turn. Uncommon O-39 King of Myth 1-1-0 (Auto D): When a character is move from field to Junkyard, draw a card from top of your LCP. O-42 Friendship Party 1-2-1 (Auto A): All Battle Areas are lost. (Disposition Phase):<<5>>Abolish this card. This effect can use by both players. (NOTE: When there's no Battle Area, one cannot sortie and like) Uncommon O-43 Grave Visit 2-2-0 (Disposition Phase):<<0>> Roll 2 of your Gs, abolish a G in your hand. If so, move a Character from your Junkard to your hand. O-44 Forceful Occupation 1-1-0 (Defense Step):<<0>> Roll one of your G, abolish a card from your hand. If so, reorder the order of one detachment in any way. O-46 Beard Attach 1-1-0 Quick (Auto A): The name of the Unit this card is set onto becomes "Turn-A Gundam". (NOTE: This card is an "Operation(UNIT)") O-62 Return of Dianna 1-1-0 (Normal):<<0 Each>>Roll one of your Gs. If so, abolish the top card on your LCP, then recover your Nation by 1. Uncommon (NOTE: This is after errata) O-63 Rude Resistance 1-2-0 (Defense Step):<<0 Each>>Roll an Operation outside of this card, abolish a card from your hand. If so, one opponent's Unit gains -1/-1/-1 until end of turn. O-64 Truth of Destruction 1-2-0 (Self Draw Phase):<<1>> PUt a Coin on this card. This effect can be use by all players. (Auto D): When there're 4 or more Coins on this card, remove all Coins from this card. If so, destroy all Units. Rare O-65 Comeback of Guin 1-2-0 (Auto D): Whenever an Operation card is destroy and abolish other than this card, draw a card. Uncommon O-66 The Buried History 2-3-0 (Opponent's Disposition Phase):<<0>> Move a card in your Hangar to your opponent's Hangar. If so, move a card in your Junkyard that have the same type as the moved card and have the same amount Designated NP Cost to your Hangar. Rare -------------------Generations----------- G-8 Supporter of Militia (Auto A): Produce 1 Brown Nation Power. G-9 Supporter of Dianna Counterforce (Auto A): Produce 1 Brown Nation Power. G-10 Supporter of Militia (Auto A): Produce 1 Brown Nation Power. G-12 Supporter of Militia (Auto A): Produce 1 Brown Nation Power. G-15 Supporter of Dianna Counterforce (Auto A): Produce 1 Brown Nation Power. G-17 Remains of Black History (Auto A): During your Disposition Phase, produce 1 Brown Nation Power. (Battle Phase): <<0>>This card would be treated afterward as {UNIT, Terrain "S", "E", 1/0/1} until end of turn. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-8 OZ-06MS Leo 1-1-1 2/0/2 S/E U-25 Residents of Brussels President 2-3-0 */0/4 E (Auto B): This card comes into play in Reroll position (Auto A): When this card is in a detachment with only 1 Unit, this card does not affect by battle damages. Uncommon U-29 XXXG-01D2 Gundam Deathscythe Hell 3-5-3 6/0/5 S/E [Restrict to 1] Quick [(Auto B): This card's name is same as "Gundam Deathscythe"] (Auto B): When you play this card during your Attack Step, this card cannot be negate, and play it to battle area in Reroll position. Rare U-47 OZ-07AMS Aries (Lucrezia Noin Machine) 1-2-1 2/1/2 E (Opponent's Defense Step):<<0>> When this card have character set on it, and there're an opponent's Unit in Earth Area, Reroll this card. U-50 OZ-00MS Tallgeese 1-5-2 4/1/4 S/E [Substitute Cost>(Total NP Cost-X): Abolish X cards from your hand] Rare U-53 WMS-03 Maganac (Auda Machine) 2-3-1 3/0/2 E Desert (Auto D): When this card sorties with Character set on it, this card gains +1/+0/+0 until the end of turn. U-54 WMS-03 Maganac (Abdul Machine) 2-3-1 2/1/2 E Desert (Auto D): When this card sortie with character set onto it, during that turn, the opponent player cannot play Command(s). U-56 WF-02MD Virgo II 1-4-1 3/0/3 S/E Special Shield(0) [(Auto A): Characters cannot set on this card] (Auto A): This card, for each of your Unit in this card's detachment with "Name: Virgo", gains "Special Shield"+1, +0/+1/+0. U-57 OZ-13MSX1 Vayeate(MD System Loaded) 2-4-2 2/3/3 S/E Area Weapon(2) [(Auto A): Characters cannot set on this card] [(Auto B): When this card comes into play, you may abolish a Character card from your hand as cost. If so, put a +2/+2/+2 coin on this card when comes into play] Uncommon U-58 OZ-13MSX2 Mercurius (MD System Loaded) 2-4-2 3/1/3 S/E Special Shield(2) [(Auto A): Characters cannot set on this card] [(Auto B): When this card comes into play, you may abolish a Character card from your hand as cost. If so, put a +2/+2/+2 coin on this card when comes into play] U-95 XXXG-01W Wing Gundam 2-4-2 4/2/4 S/E [Restrict to 1] Transformer [Muitlple>An Unit with "Name: Wing Gundam" gains "High Mobility" until the end of turn] (Auto A): All "Wing Gundam 0" in your hand gains Total NP -1. =================================== Bird Mode: */2/5 High Mobility Uncommon U-96 XXXG-00W0 Wing Gundam 0 3-5-3 6/3/6 S/E [Restrict to 1] Quick Area Weapon(3) [Multiple>During your Damage Calculation Step, when this card is in the battle area, do 3 damages to all Units and all Nations other than this card] (Auto A): For this card's "Multiple" effect, all Units that have "Restrict to 1" and "Name: Gundam", that Unit can become the same name as this card. Rare U-97 OZ-06MS EWAC Leo 1-1-1 1/0/2 S/E (Auto D): When this card sorties for attack, randomly choose a card from opponent's hand and move it to opponent's Hangar. U-98 Supersonic Transporter 2-2-1 */1/2 E Quick Cruiser High Mobility Supplement(1) (Auto B): This card comes into play in Reroll position. Uncommon U-S58 ZGMF-1017 GINN (Miguel Aiman Custom) 2-2-2 2/1/2 S/E Swift Strike [(Auto A): When this card is battling with an opponent's Character, this card's text is negate] Uncommon U-S59 GAT-X105 Strike Gundam 3-4-2 5/0/5 S/E [PS Armor] Special Shield(3) (Auto B): This card, during opponent's Defense Step, gains Resource Cost +1 and "Quick". Rare -------------------Characters------------ CH-30 Duo Maxwell 2-4-1 2/0/2 M/Ch (Auto B): When this card comes into play, you may destroy an opponent's Operation. CH-36 Lucerzia Noin 1-1-0 1/1/2 F/Ad (Auto D): When this card is battling with an opponent's character with "Ch", this card gains */*/-2 until the end of turn. CH-37 Torres Kushurinada 3-5-0 2/0/2 M/Ad Family Name (Attack Step):<<0>> All your Basic Gs would trated as {UNIT,Terrain "S"/"E" ,0/1/1}, and if allow by rule must sortie. Those Units cannot have card set onto it (abolish all existed set cards on them), and cannot gain any text. Rare CH-40 Auda 2-3-0 2/0/1 M/Ad (Auto A): When the detachment this card is in have 2 or more Units, all Units in that detachment gains "Raid". Uncommon CH-41 Abdul 2-3-0 1/1/1 M/Ad (Auto D): When this card's detachment does battle damages to opponent's Nation, draw 1 card at the end of turn. Uncommon CH-66 Kai 1-1-0 0/0/0 M/Ch Family Name (Normal):<> Reroll a character with "F". If that character card have "Family Name", all players can move the top card of their respective Nation into their respective Hangar. CH-67 Heero Yui 2-5-0 2/2/2 M/Ch (Normal):<<[2.5]0>> Discard all cards in your hand (more than 1 card). If so, this card's set group, until end of turn, cannot be target of opponent's effects, and would not be destroy by Battle Damages or receive any damages. Rare CH-S42 Miguel Aiman 1-1-0 M/Ch/CO 2/0/1 (Auto D): This card's set group would be abolished when an Unit with "PS Armor" comes into play. Uncommon -------------------Commands-------------- C-16 False Peace 2-2-2 (Disposition Phase): This turn do not have Battle Phase. C-22 Nursing 2-2-1 (Normal): Move a character card in your Junkyard to your hand. C-25 Reckless Heart 2-4-0 (Damage Calculation Step): Choose one of your detachment that is battling. During this turn, when that detachment does battle damages, in addition to battling opponent's detachment, deal that to your Nation and opponent's Nation. C-26 Tactiurn Buffoonery 2-3-1 (Disposition Phase): A set group with one of your Unit, until the end of turn, cannot be target of opponent's Command. C-29 The chosen Skeleton Left 2-2-0 (Normal): Destroy one of your Unit. If that Unit have set cards, all set cards would move to owner's hand. If so, your Nation cannot be damage until end of turn. Uncommon C-30 The Gorgeous Battle 3-6-0 (Self Return Step): When you successfully build five "Custom Machine Set", and you control a "Torres Kushurinada", at the end of turn, you win the game. C-34 Hyperjammer 2-3-1 (Self Disposition Phase): During this turn, when there's only one set group sortie for attack, opponent can only sortie Units with "Cruiser" or "Stronghold". Uncommon C-41 White Fang 2-3-1 (Normal): Negate and destroy an opponent's Command that target one of your card. C-43 Pasted Separation 3-4-0 (Normal): Remove all cards in your Junkyard from the game. If so, recover your Nation equal to the number of cards removed this way. Uncommon C-73 Belief of Justice 2-2-0 (Damage Calculation Step): One of your Unit gains +2/+2/+2 until the end of turn. C-74 Lightning Baron 2-2-0 (Attack Step): One of your Unit without "Cruiser" or "Stronghold" gains "High Mobility" until the end of turn. Uncommon C-75 Future shown by Zero 1-3-0 (Self Disposition Phase): Reveal cards from the top of your Nations until there's a G. Afterward, choose one of it and add it to your hand, shuffle your Nation afterward. Rare C-76 End of Mission 3-4-1 (Auto B): When this card is in Junkyard, and the "Multiple" effect of your "Wing Gundam 0" resolved, return this card to owner's hand at the end of that turn. This effect cannot repeat. (Normal): Negate a play of an opponent's Command and abolish it. Rare -------------------Operations------------ O-4 Zero System 2-3-0 (Auto B): You can only set this card to your Units (Auto A): The Unit this card set on gains +3/+3/+3. (Auto D): When the Unit this card set on does not have a character with original battle modification strength total of 5 or more set onto it, at the end of your turn, your Nations would receive 5 damages. Rare (NOTE: This is an "Operation(UNIT)" card) O-9 Buster Rifle 2-3-0 (Auto A): The Unit this card set on gains "<<1>>Area Weapon(2)". (NOTE: This is an "Operation(UNIT)" card) Uncommon O-S10 Striker Pack 2-3-0 (Self Damage Calculation Step): <> One of your Units with "Name: Gundam" would not be roll by the designated effects of Return Step. Uncommon -------------------Generations----------- G-8 Citizen of United Earth Sphere Alliance (Auto A): Produce 1 White Nation Power. G-9 Supporter of Maganac (Auto A): Produce 1 White Nation Power. G-11 Supporter of Toraz (Auto A): Produce 1 White Nation Power. G-14 Supporter of Colony (Auto A): Produce 1 White Nation Power. G-15 Supporter of Mariemaia (Auto A): Produce 1 White Nation Power. G-16 Citizen of Sanc Kingdom (Auto A): At your Disposition Phase, produce 1 White Nation Power. (Battle Phase):<<0>>This card would be treated as {UNIT, Terrain "S"/"E", 1/0/1} afterward until end of turn. ________________ __________/ Purple \_______________________ -------------------Units----------------- NONE. -------------------Characters------------ NONE. -------------------Commands-------------- NONE. -------------------Operations------------ NONE. -------------------Generations----------- G-2 High Officials of Earth Federation (Auto A): Produce one Purple Nation Power. (Self Disposition Phase): <<1>> Until the end of turn, the Nation power this card produce would change to Black or Blue. G-3 Remnant of Zeon Soldiers (Auto A): Produce one Purple Nation Power. (Self Disposition Phase): <<1>> Until the end of turn, the Nation power this card produce would change to Green or Red. End File.