Gundam War TCG - Card Translation TXT File Translation File for: Dramatic Booster 1: One Year War edition Document version 1.0, last update 8/16/06 (c)2006 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: UNIT: 22 (Blue 11, Green 11) CHARACTER: 16 (Blue 8, Green 8) COMMAND: 11 (Blue 6, Green 5) OPERATION: 15 (Blue 7, Green 8) GENERATION: 2 (Blue 1, Green 1) TOTAL: 66 cards --------------------------------------- HOW TO USE THIS FILE? Unit: (Card Number) [Unit #] (Unit Name) (Designate NP Cost)-(Total NP Cost)-(Resource) (Attack)/(Shooting)/(Defense) (Terrain) (Effect) (Rarity) Character: (Card Number) (Character Name) (Designate NP Cost)-(Total NP Cost)-(Resource) (Attack Modification)/(Shooting Modification)/(Defense Modification) (Sex)/(Age)/(NT?) (Effect) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate NP Cost)-(Total NP Cost)-(Resource) (Effect) (Rarity) **NOTE: Some common abbrevation/term LCP = Lost Card/Lost Card Pile DNP Cost = Designate NP Cost TNP Cost = Total NP Cost DCS = Damage Calculation Step NP = Nation Power Unit #/Unit Type # = "RX-78-2" and like --------------------------------------- FILE HISTORY: v1.0 - Initial Version --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-90 RX-78-2 Gundam 2-4-1 3/1/3 S/E <<1>>Atmosphere Invasion (Auto A): When this card have a character with "NT" set onto it, it does not receives any damages outside of Battle damages. Rare U-91 RX-77-2 Guncannon 2-3-1 1/2/2 S/E (DCS): <<1>>When this card is not in the front of your detachment, deal damages to an opponent's Unit battling with this card equal to this card's shooting strength. Uncommon U-92 RX-75 Guntank 2-2-1 0/2/2 S/E (DCS): <<0>>Deal 1 damage to an opponent's Unit battling with this card. Uncommon U-93 RGM-79SC GM Sniper Cannon 2-2-1 1/1/3 S/E (Battle Phase): <>When this card is in the Battle ARea, deal 1 damage to an opponent's Unit in opponent's Disposition Area or in the same area as this card. U-94 RAG-79 Aqua GM 1-1-1 2/0/2 E Water U-95 RGM-79[G] Ground Type Prototype GM (Missile Launcher Equipped) 1-1-1 2/1/2 E U-96 RX-79[G] Ground Type Gundam (Airborne Specification) 2-3-2 2/1/3 E Quick Desert (Auto B): When this card is play in Defense Step, you can play it to the Earth Area in Reroll position. If there's a detachment in the Earth Area, put this to the last of that detachment. Rare U-97 RX-79[G]Ez-8 Gundam Ez8 2-3-2 2/1/3 E Desert (Auto B): <<[1.1]>>When this card is play, you can treated it as it have "Quick" and play it in Reroll position. If you play it this way, abolish one of your Unit without "Cruiser" or "Stronghold" as substitute for the Normal Cost paid. Rare U-98 RB-79 Ball 1-1-0 0/0/1 S (Auto A): This card gains +0/+1/+0 if there's your Unit with "Name: Ball". (Note: This effect does not count itself) U-99 Core Booster (Machine 005) 1-2-1 */1/3 S/E High Mobility (Auto B): This card comes into play in Reroll position. (Normal): <<0>>This card is not destroy or damaged outside of by Battle Damages until end of turn. At the end of turn, abolish this card. Uncommon U-100 White Base 2-3-1 */1/3 S/E Cruiser Supplement(2) (Auto A): When there's your character with "NT" in the same area as this card, this card is not destroy or damaged outside of by Battle Damages. -------------------Characters------------ CH-46 Amuro Ray 2-4-0 2/1/2 M/Ch/NT (Self Attack Step): <<1>>The Unit this card set onto gains "Swift Strike" until end of turn. (Opponent's Defense Step): <<1>>The Unit this card set onto gains "Water", "Desert", and "High Mobility" until end of turn. Rare CH-47 Kai Shiden 1-1-0 0/1/1 M/Ch (Battle Phase): <<0>>When opponent is producing Green NPs, this card gains +1/+1/+1 until end of turn. CH-48 Frau Bow 1-1-0 0/0/0 F/Ch (Self Turn): <<0>>Reveal the top card on your Nation. If that card is a character with "Ch", move it to your hand. Otherwise, return it to bottom of your Nation. CH-49 Shiro Amada 1-2-0 1/0/2 M/CH (Normal): <<0>>Reroll this card when opponent is producing Green NPs. CH-50 Sleggar Law 2-2-0 0/2/1 M/Ad (DCS): <<0>>Abolish the Unit this card set onto. If so, an opponent's Unit battling with this card gains -3/-3/-3 until end of turn. Uncommon CH-51 Artesia Som Deikun 1-1-0 0/1/1 F/Ch/NT [(Auto B): This card's name is same as "Sayla Mass"] (Normal): <<0>>Roll an opponent's Green card in the same area in this card, and negate all text and unresolve effect of that until end of turn. Rare CH-52 Kikka Kitamoto 1-1-0 */*/0 F/Ch/NT [Set/Ch] (Auto A): The Unit in this card's set group cannot be destroy nor received damages outside of Battle Damages. (Self Return Step): <<1>>Return this card to owner's hand. CH-53 Matilda Ajan 1-2-0 0/0/0 F/Ad Supplement(2) (Auto A): This card's "Supplement" effect cannot tareget the Unit this card set onto. (Normal): <>Look at the top number of cards equal to the total value of "Supplement" in this card's set group. Afterward, return it to the top of your Nation in any order. Uncommon -------------------Commands-------------- C-28 Airbrone Battle 2-3-0 (Defense Step): Choose and move any number of Units in your Disposition Area to the Earth Area. If there's already your detachment in Earth Area, you can put them into that detachment in any order. However, the Units without the Terrain of Earth cannot be target by this effect. Rare C-29 Nosediving Bombing 1-2-0 (Battle Phase): Roll all Units in one of your detachment. If so, deal damages to an opponent's Unit battling with that detachment equal to number of Units rolled. C-30 Luna Two Factory 1-2-0 (Disposition Phase): Recover your Nation equal to number of Units in your Junkyard. C-31 Change in Air 2-2-X (Attack Step): Abolish X of your Units without "Cruiser" or "Stronghold" in one area. If so, you can choose an Unit from your hand with TNP Cost lower than or equal to the combine TNP cost of the abolished Unit and put it into Disposition Area in Reroll position. Uncommon C-32 Odessa Battle 2-4-0 (Self Draw Phase): Abolish all cards in hand. If so, at the end of this turn, draw card until you have 6 cards in hand. Rare C-33 Emergency Build 1-2-0 [Restrict to 1/Turn] (Your Turn): (When effect resolve) When your hand have 4 or more cards, draw 1 card. If you have 3 or less cards in hand, draw 2 cards. Rare (NOTE: This is the errataed text) -------------------Operations------------ O-36 Preparing Shield 1-2-0 (Auto A): The Unit this card set onto gains +0/+0/+1. (Normal): Abolish this card. If so, the Unit this card set onto gains +0/+0/+3 until end of turn. Uncommon (NOTE: This is an Operation(UNIT)) O-37 Rid of Trouble 1-2-0 (Normal): <<0>>The target of an opponent's Command targetting one of your Unit would target the Unit this card set onto instead. However, this target change must be legal under the rule. (NOTE: This is an Operation(UNIT)) 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 (NOTE: This is an Operation(UNIT)) O-39 New Warship, Startup! 2-2-0 (Battle Phase0: <<0>>When this card is battling an opponent's Green Unit, all Units in this card's detachment gains "Atmosphere Invasion" and +1/+1/+1 until end of turn. Uncommon (NOTE: This is an Operation(UNIT)) O-40 Launch Up 1-1-0 (Defense Step): <>Move one of your Unit in Earth Area to Space Area. If there's existing your detachment in Space Area, put that to the end of the detachment. Also, all unresolved effects targetting that Unit would be negate that Unit as target. 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-42 Full Shoot of Main Cannon 1-3-0 (Auto A): All of your Units with "Cruiser" would gains the following text. "(Self DCS): <>Deal 1 damages to all opponent's Unit battling with this card." -------------------Generations----------- G-20 Female Soldiers 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 character. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-80 Char's Custom Rick Dom 2-3-2 2/2/3 S (Defense Step): <<0>>When there's a character with "NT" set onto this card, until the end of turn, increase this card's attack strength by amount of shooting strength (at this time). Rare U-81 MS-05B Zaku (Ramba Ral Machine) 2-2-0 1/0/2 S/E (Auto B): This card comes into play in Reroll position. (DCS): <<0>>When this card is in battle mode while having a character set onto it, it gains +2/+0/+0 until end of turn. U-82 MS-06F Zaku II (Johnny Ridden Machine) 1-2-1 2/0/2 S/E (Self DCS): <<0>>When this card is in battle mode while having a character set onto it, for each opponent's Units in the same area as this card, this gains +1/+0/+0 until end of turn. U-83 MS-06R-1 Zaku II (Shin Matsunaga Machine) 2-2-1 2/1/2 S (Opponent's Defense Step): <<1>>When this card have a character set onto it, roll an opponent's Unit battling with this card. U-84 MS-07B Gouf (Ridding on Dodai YS) 2-3-1 3/1/2 E High Mobility (Auto D): When this card is target of opponent's Command while in Battle Area, if that effect resolved, abolish this card. Uncommon U-85 YMS-14 Gelgogg (Initial Production Type) 1-4-2 3/2/3 S/E (Auto B): This card can be play with TNP Cost 3 if you produce 3 Green NPs. U-86 MS-15B High Mobility Type Gyan 2-5-2 4/0/3 S/E (Auto B): This card comes into play in Reroll position. Also, it gains +2/+0/+0 until end of turn. Rare U-87 MAM-07 Grabro 2-4-2 4/1/4 E Water [(Auto A): This card cannot sorties in the same area with your Units without "Water"] (Defense Step): <<1>>When this card is in the Earth Area, roll an opponent's Unit with "Water" battling with this card. Uncommon U-88 MAN-08 Elmeth 2-4-2 */2/4 S Psycommu(3) (Self Defense Step): <<0>>When this card is in the Battle Area, change the target of this card's "Psycommu" effect to opponent's Nation until end of turn. Uncommon U-89 Apsalus II 2-5-2 0/3/5 S/E (Defense Step): Area Weapon(3) (Self Defense Step): <<0>>When this card is in the Battle Area, this card's "Area Weapon" effect would change to "do X damages to opponent's Nation" until end of turn. Rare U-90 Falmel 2-2-1 */1/3 S Cruiser Supplement(2) (Defense Step): <<1>>Use the effect of "Atmosphere Invasion" on one of your Unit without "Cruiser" or "Supplement" in this card's detachment -------------------Characters------------ CH-43 Casbel Rem Daiken 1-4-0 2/1/2 M/Ad/NT [(Auto B): This card is the same name as "Char Aznable"] (Defense Step): <<0 Each>>Abolish one of your G. If so, do 2 damages to an Unit in the same area as this card. Rare CH-44 Johnny Ridden 1-3-0 2/1/1 M/Ad (Auto B): When this card comes into play, reroll the Unit this card set onto. Uncommon CH-45 Shin Matsunaga 1-3-0 1/1/2 M/Ad Quick (Auto B): When this card is play during opponent's defense step, it gains +1/+1/+1 until end of turn. Also, Reroll the Unit this card set onto. Uncommon CH-46 Aina Saharin 1-1-0 0/1/1 F/Ch (Normal): <<0>>This card's set group cannot have set card set onto it until end of turn. Also, abolish all set cards outside of this card in this card's set group. CH-47 Cuzco Al 1-3-0 1/1/1 F/Ad/NT (Auto A): This card's set group cannot be target of opponent's Command targeting multiple cards. Rare CH-48 Kycilia Zabi 1-2-0 0/0/0 F/Ad Cruiser-use-modification(+0/+1/+1) (Normal): <>Abolish one of your character outside of this card in the same area as this card. If so, negate the play of an Operation and abolish it. CH-49 Lalah Sun 1-3-0 0/1/2 F/Ad/NT (Auto A): When this card is set onto an Unit with "Psycommu", that Unit gains "Psycommu" +1. 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. -------------------Commands-------------- C-31 Throw-in of Incomplete Machine 1-1-1 (Disposition Phase): During this turn, a play of an Unit can be play with TNP cost 0 and comes into play in Reroll position. If so, pay Resource equal to the TNP cost of the Normal play. At the end of turn, return that Unit to owner's hand. Rare C-32 Crimson Lightning 1-2-0 (DCS): One Unit in an detachment with only 1 Unit gains "Swift Strike" and "Raid" until end of turn. C-33 White Wolf 1-2-0 (Defense Step): One of your Unit in battle mode gains +1/+0/+1 for each Unit in opponent's Junkyard. C-34 Scattar at Jaburo 2-5-1 (Self Return Step): Abolish any number of your Units in Earth Area. If so, for each Unit abolish, you can destroy a card in opponent's Disposition Area. Rare C-35 Submarine Fleet 1-2-0 (Damage Calculation Step): All of your Units with "Water" in the Earth Area gains "Raid" and +1/+1/+1 until end of turn. -------------------Operations------------ O-29 Cracker 1-1-0 (DCS): <<0>>Abolish this card. If so, deal 2 damages to an opponent's Unit battling with this card. However, (at the time of resolution)if there's an opponent's Unit in front or behind that Unit, deal 1 extra damage. (NOTE: This is an Operation(UNIT)) O-30 Subjugation Detachment 2-2-0 (Battle Phase): <<0>>When this card is battling with a Blue Unit, all Units in this card's detachment gains "Desert" and +2/+2/+0 until end of turn. (NOTE: This is an Operation(UNIT)) 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-32 Moving in of Goods 1-3-0 (Auto D): At the designated effect of your Draw Phase if you draw a G, you can reveal that card and abolish it, and you can draw card again. (Note: This effect is "replacement effect") Rare O-33 Inspection 1-3-0 (Battle Phase):<> Look at your opponent's hand. Uncommon O-34 Taunt 1-1-1 (Auto B): When this card comes into play, put a coin onto this card. If opponent is producing Blue NPs, put one more coin on this card. (Auto C): At the beginning of your Draw PHase, remove a Coin from this card. When it would make this card have no coin on it, abolish this card. (Auto A): Opponent cannot play any Units without "Cruiser" or "Stronghold". Rare O-35 M'Quve Team's Surrounding Net 1-3-1 (Self DCS): <>If one of your detachment have more Units than the opponent's detachment battling with that detachment, all Units in that your detachment gains "Swift Strike" until end of turn. Uncommon O-36 One Rides the Millenary 1-1-0 (Auto A): All of your Units satisfied "Custom Machine Set" gains the following text. "Swift Strike (Battle Phase): <<0 Each>>Abolish a card from hand. If so, this card gains +1/+1/+1 until end of turn." Uncommon -------------------Generations----------- G-17 Generals of Princilplity of Zeon (Auto A): During your turn, produce one Green Nation Power. (Self Disposition Phase): <<0>>Abolish this card. If so, put a +1/+0/+0 coin onto one of your character. END OF FILE.