Gundam War TCG - Card Translation TXT File Translation File for: Extension Booster Document version 1.0, last update 11/22/06 (c)2006 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: UNIT: 126 (Blue 21, Green 21, Black 21, Red 21, Brown 21, White 21) CHARACTER: 66 (Blue 11, Green 11, Black 11, Red 11, Brown 11, White 11) COMMAND: 65 (Blue 10, Green 10, Black 9, Red 11, Brown 5, White 14, Dual 6) OPERATION: 43 (Blue 7, Green 7, Black 8, Red 6, Brown 12, White 3) TOTAL: 300 cards --------------------------------------- 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,GF?) (Effect) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate Cost)-(Total NP)-(Resource) (Effect) (Rarity) **FOR DUAL CARDS, the Designate Cost is in letter for following: U = Blue, G = Green, B = Black, R = Red --------------------------------------- FILE HISTORY: v1.0 - Initial Version (all cards done) --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-54 RB-79 Ball Modified Type 1-1-0 0/1/1 S (Auto B): This card is not in restriction of "One Unit can be play per turn". (Auto B): When this card comes into play, play in Reroll position. Also, draw a card at the end of that turn. U-88 Ribot Colony 1-1-0 */0/4 S Stronghold Colony (Auto B): When this card is play to field, play it in Reroll position. Also, draw a card at the end of turn. U-95 RGM-79[G] Ground Type Prototype GM (Missile Launcher Equipped) 1-1-1 2/1/2 E U-123 RX-78-6 Gundam Unit 6 2-3-2 3/2/3 E Prevent(3) [(AUto A): This card, when you have only one Unit, gains +1/+0/+1 for each card in hand] Rare U-125 Reinforce Jr. 2-4-2 0/2/4 S/E Cruiser Supplement(2) Special Shield(1) (DCS): <<1>>This card's attack strength, until the end of turn, would be added equal to this card's shooting. Uncommon U-133 RX-78GP01Fb Gundam Prototype GP01 Full Vernian 2-4-1 3/1/3 S Prevent(3) High Mobility (Battle Phase):<<0>>This card gets +1/+0/-2 until end of turn. If so, reroll this card. Rare U-134 RGM-79N GM Custom (Alpha A. Bate Machine) 1-3-1 3/0/2 S/E (DCS):<<0>>When this card has a character set onto it and is in a detachment of 2 or more Units, the battle damage this card's detachment deal to opponent's detachment would be deal in reverse order. U-135 RGM-83 GM Cannon II (Chap Adel Machine) 1-3-1 1/2/2 S/E (DCS):<<0>>When this card has a character set onto it and is in a detachment of 2 or more Units, the battle damage this card's detachment would received can be divided any way to Units in this card's detachment. However, the divided damage can't exceed the defense strength. U-141 LM111E03 Gunblastor (Odelo Henrik Machine) 2-4-2 3/2/3 S/E Special Shield(1) (Auto B): This card is not included in the "Only 1 Unit can be played per turn" restriction. (Auto A): When a character is set onto this card, and when your Units in this card's detachment has "Water", "Desert", "Swift Strike", "Raid", or "Vulture", this card gains "Water", "Desert", "Swift Strike", "Raid", or "Vulture" respectively. U-147 RGM-79L GM Light Armor 1-2-1 2/0/1 S/E Swift Strike U-154 RGM-79SP GM Sniper II 1-3-1 2/2/2 S/E (Auto A): This card cannot have character with Battle modifications of 3 or less set onto it. (Battle Phase): <>When this card is in the Disposition Area, do 1 damage to an Unit in opponent's Disposition Area. U-158 RGM-79N GM Custom (South Burning Machine) 2-3-1 2/1/3 S/E (Auto D): When this card have a character set onto it, all of your other Units with TNP Cost of 3 or less sortie in this card's detachment gains +1/+1/+1 until end of turn. This effect cannot be repeat. Uncommon U-159 RX-78XX Gundam Pixie 1-3-2 3/0/3 E Swift Strike U-160 RGM-79 GM (White Dingo Specification) 1-2-1 2/0/2 S/E (Auto D): When a Command is play and resolved, this card gains +1/+1/+1 until end of turn. This effect cannot be repeat. U-175 RX-78-1 Prototype Gundam 1-1-1 3/1/3 S/E [Restrict to 1/Self] (Auto D): When this card battle with opponent's Character, abolish this card at the end of turn. Uncommon U-177 RX-78GP04G Gundam Prototype GP04 Gerbera 2-5-1 4/2/4 S/E Prevent(4) (Auto B): When this card comes into play, you may put it to opponent's Dispostion Area. (Auto C): At the beginning of your Draw Phase, if this card is control by player other than the original controller, that player pays (3) (Resource 3). Rare U-189 RX-78-2 Gundam (Hyperhammer Equipped) 2-4-1 3/0/3 S/E <<[2.4]>>Change(Gundam) (Battle Phase):<<[2.4](1)>>When this card is in Battle Area with a character set onto it, reroll this card. (Defense Step):<>Roll an Unit battling with this card. (Defense Step):<>Do 3 damages to an Unit battling with this card. Rare U-301 RX-78-6 Gundam Unit 6 (Complete Mode) 2-4-2 3/3/3 E Prevent(3) <<[2.3]>>Change(Gundam No. 6) (Auto B): When this card is play to the field, you can move X cards from your hand into your Hangar. If so, put X +1/+1/+1 coins onto this card. The upper limit of X is equal to number of opponent's G. (Normal): <<0>>Remove a +1/+1/+1 coin from this card. If so, negate this card's destruction. Rare U-302 MSZ-006-3 Zeta Gundam Machine 3 2-5-2 4/2/4 S/E Prevent(5) Transformer (Auto D): Reroll this card when opponent sorties. (Auto D): <<[2.5]>>When this card's detachment does battle damages, recover your Nation equal to the amount of that damages. This effect cannot be repeat. =============== Waverider: */2/5 High Mobility Atmosphere-Invasion Rare U-303 F90V Gundam F90V 2-5-2 4/3/4 S/E Special Shield(1) <<[2.4]>>Change(Gundam F90) (Self Defense Step): <<0>>When this card is in the battle area, choose and abolish a card from hand. If so, put an +0/+0/-3 coin onto an opponent's Unit. Rare U-304 F-91 Gundam F91 (when Face Open) 2-6-2 5/3/5 S/E Prevent(5) Special Shield(1) (Auto B): When this card is play to field, you can look at all cards in your Nation, and from there pull an Unit with "Name: F91" out and put it to your Disposition Area in Reroll position. Afterward, shuffle your Nation. Rare -------------------Characters------------ CH-27 Quattro Bajeena 1-4-0 2/1/2 M/Ad/NT [(Auto B): This card's name is same as "Char Aznable"] (Normal): <<0>>When the Unit this card set onto is destroy, negate that destruction. If so, put a -2/-1/-2 coin onto that Unit. Rare CH-60 Helen Jackson 1-1-0 1/1/0 F/Ad (DCS): <<0>>Abolish the Unit this card set onto. if so, destroy an opponent's Unit battling with this card without character set onto it. Uncommon CH-70 Peggy Lee 1-2-0 1/1/1 F/Ad (Normal): <<0>>Abolish this card's set group. if so, negate the destruction of a set group with a character. Uncommon CH-86 Jack Bayard 1-1-0 0/1/1 M/Ch (DCS): <<1>>Swap the order as you wish of one of your detachment with all of your Units in this card detachment. CH-87 Adam Stingray 1-1-1 1/1/0 M/Ad (Opponent's DCS): <>Move an opponent's Unit in the same Battle Area as this card to another Battle Area. CH-91 Uso Evin 2-5-0 2/2/2 M/Ch/NT (Battle Phase): <<0>>The Unit this card set onto, until the end of turn, would gains the same text outside of (Auto) text of an Unit outside of that Unit in the same area as this card. Rare CH-92 Tomache Masserik 1-1-0 0/1/1 M/Ch (Auto B): When this card is play to field, you can reveal the top 5 cards on your LCP. If so, move all characters from there with "Ch" into your hand, and abolish the rest. CH-93 South Burning 1-3-0 1/1/2 M/Ad (Normal): <<0>>Remove a card from opponent's Junkyard from the game. If so, you gains the same amount of Vulture Points equal to that card's total cost amount. At the end of turn, remove this card's set group from the game. Uncommon CH-95 Master P Raiya 1-2-0 1/1/1 M/Ad (Attack Step): <<0>>When this effect resolve, choose 1 of the following. 1)Two or more opponent's Units are destroy 2)4 or more Battle Damages are deal to opponent's Nation. During this turn, if the chosen above requirement is satisfy, choose an destroy an Operation at the end of turn. CH-100 Amuro Ray 2-4-0 0/0/0 M/Ch/NT Prevent(5) (Normal): <<0>>Choose and Roll two Gs, if so, Reroll this card. (Normal): <<0>>Choose and Roll two Gs, if so, this card gains +2/+2/+2 until the end of turn. Rare CH-188 Astoriage Medoz 1-1-0 0/0/0 M/Ad [Set/G] (Normal): <>Reroll one of your Unit. (Normal): <>One of your Unit in the same area as this card gains "Dismantle", "Swift Strike", "Raid", "Water", "Desert", "Vulture", "Atmosphere Invasion", "Area Weapon(2)", or "Space Battle(1)" until end of turn. Rare -------------------Commands-------------- C-5 Temporary Ceasefire 1-1-0 (Normal): One Nation would not received damages until end of turn. C-9 Blow of Sure-Kill 1-2-0 (Opponent's Defense Step): An Unit gains +3/+3/+3 until end of turn. 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-42 Interception Battle 1-3-1 Prevent(3) (Normal): All of your Units in one area gains +0/+0/+2 until end of turn. C-52 Afterimage with Mass 2-2-1 Prevent(3) (DCS): Negate the destruction of 1 of your Unit. If so, reveal the top card from your Nation and opponent's Nation respectively. When the designated NP cost of the cards are different, return this card to your hand. If they're the same, remove this card from game. Rare C-53 Mother Returning to Earth 1-3-1 (Disposition Phase): Choose an opponent Operation. Afterward, look at opponent's Disposition Area, opponent's hand, and opponent's Junkyard, and remove all Operation with the same name as the chosen card. C-55 Anticipatory Investment 1-3-0 [Substitute Cost>(*): Remove an "Anticipatory Investment" a Junkyard from the game] (Self Turn): Recover your Nation equal to number of your NPs. If you paid the substitute cost, double that number. C-59 Disappearing Life Blooming Life 2-2-0 [Extra Cost>Abolish one of your card that would be destroy] (Normal): Look at all cards in your Nation, from there you can choose a Blue Unit and a character with "Ch", reveal them and move it into hand. Afterward, opponent player shuffle your Nation. Rare C-64 Gundam Rising on Earth!! 1-2-0 (Defense Step): Roll X of your Gs, at this time, Reroll X of your Units Uncommon C-115 Suggestion of Strategy 2-3-0 Prevent(3) (Normal): Look at the top 10 cards on your Nation or your LCP, from there pull a Blue Operation out, reveal it, then shuffle that Nation or LCP. Afterward, move the pulled card to the top of your Nation. Rare -------------------Operations------------ O-57 Intervals Between Battle 1-2-0 (Normal):<<0>>Abolish a card from your hand. If so, recover your Nation equal to the Total NP cost of that card. For this effect, the Total NP cost of G is treated as 1. Uncommon O-58 Test Pilot Joining Battle 1-2-0 (Battle Phase):<<1>>This card is treated as 'UNIT, Terrain 'S' 'E', 2/0/2' until the end of turn. No card can be set on this Unit and no text can be added. O-62 Double Spy 1-2-0 (Opponent's Draw Phase): <<0>>Move a card with original type of Unit or one of your Unit to opponent's Disposition Area. If so, remove an Operation from the game. Uncommon O-66 Instant Tact 1-2-0 (Normal): <<0 Each>>The Unit this card set onto gains -1/+0/+1 until end of turn. This effect can only be use up to number of the original attack strength of that Unit. (NOTE: This is an "Opearation(UNIT)" card) O-70 Threatening Armor 1-2-0 (Auto B): When this card comes into play, put number of Coins on this card equal to number of NPs you control (Normal): <<0 Each>>Remove X coins on this card. If so, negate the destruction of 1 of your card with TNP cost of X or less. If this card do not have more coins, abolish this card. Uncommon O-73 Insurance for Unlikeable Events 1-3-0 (Auto A): When your Nation become 0, you will not lose the game. (Auto D): When your Nation become 0, remove this card from the game. If so, recover your Nation by 5. Rare O-122 Invisible Shield 2-4-0 (Auto A): During opponent's turn, you can reduce total of 3 damages of the damages done to your Unit and/or Nation. This effect cannot be repeat. (Note: If it's multiple target, the reduction is disturbuted) Rare -------------------Generations----------- NONE. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-79 New York 1-1-0 */1/4 E Stronghold Colony (Auto B): This card comes into play in Reroll position. Also, draw a card at the end of turn. U-107 MS-13 Gasshia 1-3-1 4/0/1 S/E U-124 MS-14F Gelgoog M (Knuckle Buster Equipped) 1-3-2 3/1/2 S/E Raid U-125 MA-06 Val Varo 2-5-2 4/4/4 S Area Weapon(2) High Mobility [Alternate Cost>[Total NP -2]: Reroll or Roll an opponent's Character with 'M' and 'Ch'] (Defense Step):<<0>>Roll an opponent's Unit battling with this card. Uncommon U-131 Dolowa 2-4-1 */1/6 S Cruiser Supplement(5) (Self Defense Step):<>When this card is in Battle Area, put a Zaku II Coin at the forefront of this card's detachment. Zaku II Coin is treated as "UNIT, Terrain 'S' 'E', 2/0/2". Uncommon U-133 MS-06RP Prototype HM Zaku II (Elliot Rem Machine) 1-1-0 2/1/2 S Quick (Auto D): This card, when no character is set onto it, when sortie for attack, reveal the top card on your Nation. If the revealed card is a G, abolish this card at the end of turn. Uncommon U-135 MS-06J Zaku II (Riding Dodai YS) 2-2-2 2/1/2 E High Mobility (Auto B): This card cannot be play without TNP +1 if there's no "MS-06" type of your Unit. U-137 MS-17 Galbaldy a 1-5-1 4/1/4 S/E U-139 MS-06FZ Zaku II Kai (Bernard Wiseman Machine) 1-1-1 2/0/2 S/E [Restrict to 1] (Damage Calculation Step): <<1>>When this card have a character set onto it, abolish this card. If so, destroy an opponent's Unit battling with this card. Rare U-140 MSM-03C Hygogg (Hand Missile Unit Equipped) 2-2-1 2/2/1 E Water (Auto D): When all Units in this card's detachment have "Water", at the beginning of defense step, do 1 damage to an opponent's Unit. U-141 MSM-07E Z'Gok E (Steiner Hardy Machine) 1-3-2 3/1/3 E Water (Auto A): When this card's detachment is composed of 2 or more Units and Units with "Water", opponent cannot sortie Units without "Water" to the same battle area as that detachment. Uncommon U-146 MS-14G Gelgogg (Visch Donahue Machine) 2-4-1 3/1/3 S/E (Damage Calculation Step): <<1>>When this card is in Battle while in "Custom Machine Set", during this turn, when calculating Battle Damages, calculated the original attack strength as tripled. U-160 MS-06S Char's Custom Zaku II 2-2-1 2/1/2 S/E [Restrict to 1/Self] Space Battle(2) (Auto A): This card cannot be target of effect of opponent's Unit. Also, when this card have a character set onto it, this card gains +1/+1/+1. Rare U-163 MS-14B Gelgoog HM Type 1-4-2 3/1/3 S/E Space Battle(2) U-165 Apsalus III 3-7-2 0/5/7 S/E <<[3.5]>>Change (Apsalus II) Area Weapon(3) (Self Return Step):<<[3.5] (0)>> When this card is in the battle area, choose and discard X card from your hand. If so, destroy X opponent's Units with TNP cost of 4 or less, or, do damages to opponent's Nation equal to value of double of X. Rare U-169 MSM-04 Acguy 1-1-1 1/1/1 E Water (Auto B): This card is not include in the restriction of "Only one Unit can be play per turn". U-172 MSM-10 Zock 2-2-2 0/3/3 E Water [Extra Cost>Return one of your Unit with "Water" to its owner's hand.] Uncommon U-275 MS-05L Zaku I Sniper Type 1-1-2 1/2/1 E (Normal): <>Deal 1 damage to an opponent's Unit. The damage done by this effect is treated as damages done by your Command. (Battle Phase): <<0>>This turn, when you deal battle damages to opponent's Nation (before this effect resolved), reroll this card. Rare U-276 MS-06R-3 HM Zaku (Gelgoog Early Prototype) 2-4-1 3/1/3 S/E [Restrict to 1/Self] Space Battle(2) [Substitute Cost>(TNP -X): Put X Units from your hand with "Name: Gelgoog" into your Disposition Area in rolled position] (Auto A): All Units in hand with "Name: Gelgoog" have TNP cost -1. Rare U-277 AGX-04A1 Gerbera Tetra Kai 1-5-2 4/2/4 S/E Prevent(4) High Mobility Space Battle(2) (Auto D): When this card's detachment does battle damages to opponent's Nation, opponent randomly abolish a card from his/her hand. If so, choose one of your card and abolish it. Rare U-278 Apsalus II 2-5-2 0/3/5 S/E Prevent(3) (Defense Step): Area Weapon(3) (Auto B): <<[1.X]>>When this card is in hand, you can abolish this card. If so, use the effect of "Area Weapon(X)" to all Units in a Battle Area. The upper limit of X is 3. (Auto D): At the beginning of your DCS, if this card is in Battle Area, deal 3 damages to opponent's Nation. Rare -------------------Characters------------ CH-29 Kelly Layzner 1-3-1 1/1/1 M/Ad (Auto B): When this card comes into play, before setting this card, pay the Normal Cost (at resolution) of an Unit in Junkyard, and after putting into field in Reroll position, set this card onto it. This card cannot be play outside of this method. (Auto D): When this card leaves the field, destroy the Unit play by this card's effect. Uncommon CH-70 Anavel Gato 2-5-1 2/2/2 M/Ad Prevent(5) (Auto B): This card gains 'Quick' during Battle Phase. (Auto B): This card can be set onto an opponent's Unit with name having description of 'Gundam'. If so, at the end of turn, move the Unit this card set onto to your Disposition Area in reroll position. Rare CH-71 Gary 1-1-0 1/0/0 M/Ad (DCS):<<1>>Destroy an opponent's Unit battling with this card with defense strength of 2 or less. CH-79 Elliot Rem 1-1-0 0/1/1 M/Ad (Self Disposition Phase): <<0>>Remove an Unit in your Junkyard from the game. If so, the play of all of your Units during this turn is play with TNP cost -X. The value X is equal to the Resrouce Cost of the removed Unit. CH-80 Bernard Wiseman 1-1-0 1/0/0 M/Ch (Auto A): When this card is set onto Unit with Unit # of "MS-06", this gains +1/+0/+2. (Damage Calculation Step): <<1>>When there's opponent's Unit with "Name: Gundam", negate the destruction of this card's set group. Rare CH-82 Steiner Hardy 1-3-0 1/1/2 M/Ad (Damage Calculation Step): <<1>>When this card does battle damages to opponent's Nation, remove this card from the game. If so, destroy an opponent's Unit in rolled position. However, opponent can choose and abolish a Command from his/her hand to negate that destruction. Uncommon CH-84 Visch Donahue 1-3-0 1/2/1 M/Ad (Auto D): When a Command is play and resolve, this card gains the following text until end of turn. "(Auto A): All Units in this card's detachment gains 'Swift Strike'" CH-86 Kurt 2-2-0 1/1/1 M/Ad (Battle Phase): <<1>>Remove this card's set group from the game. If so, put into play an Unit from opponent's Junkyard into your Disposition Area in Reroll position. At the end of turn, abolish that Unit. CH-91 Char Aznable 2-4-0 2/1/2 M/Ad/NT Prevent(5) (Auto A): When this card is set onto a "Char Custom Zaku II", that Unit's original battle strength is tripled. (Auto A): When "Custom Machine Set" is fulfill in this card's set group, this card cannot be destroy or damage by opponent's Commands. Rare CH-96 Norris Packard 2-4-0 2/2/1 M/Ad (Opponent's Turn): <<[2.4](1)>>Invalid an opponent's card effect that didn't resolve yet except the (Auto) effect. If so, abolish that card. At the beginning of return step, remove this card's set group from the game. Uncommon CH-164 Gihren Zabi 1-1-0 0/0/0 M/Ad Prevent(9) Family Name (Auto A): When this card is in Reroll position, all Commands in opponent's hand gains TNP cost +1. (Normal): <<1>>This turn, you can treated any number of your Green Basic G as {UNIT, Terrain "S"/"E", 2/0/2}, and cannot be target by opponent's Command. Rare -------------------Commands-------------- C-19 Invasion of Stirke Team 1-1-0 (Normal): Do 1 damage to an Unit. If so, draw a card at the end of turn. C-27 Inflitration of Secret Base 1-1-0 (Normal): One player cannot use text outside of "Auto" (after this effect resolve) until end of turn. C-54 Solomon's Nightmare 1-3-0 (Defense Step): Deal X damage to an Unit. The value X is equal to the number of cards in your hand (while resolving). Uncommon C-57 Mass Driver 1-2-0 [Substitute Cost>(*): Remove a "Mass Driver" from a Junkyard from the game] (Normal): Deal 1 damage to an opponent's Unit in Battle Area or opponent's Nation. If the Substitute cost is paid, deal 3 damages instead. C-60 Rubicon Plan 1-3-1 Prevent(3) (Disposition Phase): Move an opponent's Unit played just this Phase into owner's hand. Uncommon C-61 Selection of Next Generation MS 2-3-0 (Self Disposition Phase): You can choose an reveal 2 Units from hand. Afteward, opponent choose 1 of the Unit. If so, remove the Unit not chosen from the game, and put the chosen Unit into play in rolled position. Rare C-62 Wicked Planning 2-4-1 (Self Reroll Phase): This turn does not have Draw Phase, Disposition Phase and Battle Phase. If so, destroy an opponent's card without card set onto it outside of Basic G. Rare C-67 Martial Impartience 1-2-0 (Attack Step): One opponent's Unit card must sortie in a designate Battle Area if legal under by rule during this turn. C-70 Guiding of Fight 2-4-0 [Extra Cost>Move two of your Set Groups to the bottom of owner's Nation] (Self Return Step): After the end of this turn, begin a new turn without change player. But, during that turn, all phases except Reroll and Battle Phase would not happen, and you cannot use cards. Rare C-115 Roll Out 2-3-0 Prevent(3) (Normal): Look at the top 10 cards of your Nation or your LCP, from there, pull out a Green Unit, reveal it, then shuffle that Nation or LCP. Afterward, put the pulled card to the top of your Nation. -------------------Operations------------ O-21 Blood Dyed Atlantic Ocean 1-2-0 (Auto D): All your Units with 'Water' that sortie to Earth Area gains +1/+1/+1 until end of turn. Uncommon O-41 Shooting from Zero Distance 1-2-0 (Auto A): The damages dealt by your commands that target 1 Units with 'Effect that dealt damage' +1. Uncommon O-49 Remaining Soldiers 1-2-0 (Battle Phase):<<1>>This card is treated as 'UNIT, Terrain 'E', 2/1/2' until the end of turn. No card can be set on this Unit and no text can be added. O-57 Artillery Posture 1-2-0 (Normal): <<0 Each>>The Unit this card set onto gains -1/+1/+0 until end of turn. This effect can only be resolved number of times up to that Unit's original attack strength. O-61 First Hand Sure Win! 2-2-0 (Normal): <<0 Each>> During this turn, do 1 damage to an opponent's Unit that just came into play. This effect cannot be overlap. O-64 Escaping Act 1-3-0 (Auto D): At the end of your turn, this card's set group will move to opponent's Disposition Area in Reroll position. (Auto D): When this card leaves the set group, that set group would move to owner's hand. Rare O-108 Falling Together 2-4-0 [Restrict to 1] (Auto D): Whenever a Unit is destroyed, deal X damages to an Unit in the same area that's not destroyed. The amount X is equal to the defense strength of the destroyed Unit. Rare -------------------Generations----------- NONE. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-79 NRX-044 Asshimar 1-1-1 */1/4 E <<1>>Transformer High Mobility (Auto A): This card's "Transformer" cannot resolved if there's no character set onto this. ==================== MS Mode: 2/1/3 U-88 YRMS-106 Hi-Zack (First Prototype Type) 1-1-1 2/0/1 S/E (Auto B): When you do not have Unit, and this card is play to field, draw a card. U-90 MRX-007 Prototype Psycho Gundam 2-3-2 2/2/3 S/E (Auto A): When this card have a Character with "NT" set on it, all "Psycho Gundam" in your hand gains "Change(Prototype Psycho Gundam)". U-91 RGM-79Q GM Quel (Bernard Monsha Machine) 2-4-1 3/0/3 S/E (Auto A): When this card have a character set onto it, this card cannot be target of opponent's Command. (Defense Step): <<0>>This card gains +1/+0/-1 until the end of turn. Uncommon U-93 RX-139 Hambrabi (Yazan Gable Machine) 3/5/2 4/1/3 S [Restrict to 1/Self] Transformer High Mobility Space Battle(1) (Auto B): When this card comes into play, your opponent randomlly abolish two card from his/her hand. Rare U-154 RX-178 Gundam Mk-II (Machine No. 2) 1-1-1 3/1/2 S/E [Restrict to 1/Self] (Auto A): This card, when oppoent's NP is even number, gains -1/+0/+0. Rare U-155 RX-121-2 Gundam TR-1 [Hazel Kai] Sub-Arm Unit 2-4-2 3/1/4 S/E Prevent(3) <<[2.3]>>Change(TR-1) (Disposition Phase): <<0>>When this card is in Reroll position, move the top card on your Nation into your Hangar. At the end of turn, (in your Hangar)move that card back to bottom of original Nation. Rare U-156 MRX-009 Psycho Gundam 2-5-2 4/3/7 S/E Prevent(4) [(Auto D): <<[2.5]>>At the beginning of your turn, abolish one of your card] [(Auto D): <<[2.5]>>When this card sorties for attack, abolish the top 5 cards on opponent's level (if possible). If less than 5 cards are abolished, also abolish up to top 5 cards on opponent's Nation. 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 Bike Type "Kou" 1-1-1 0/1/1 E Quick Tire (Auto B): When this card is play to field, it's in Reroll position. Also, draw a card at the end of turn. U-Z15 ZMT-S14S Contio 2-5-1 4/2/4 S/E Special Shield(1) (DCS): <<1>>Deal 1 damage to an opponent's Unit battling with this card. U-Z26 ZM-D11S Abigor 2-4-2 5/0/4 S Transformer <<[3.4]>>Raid [(Auto A): When this card is battling, all Units in the same area as this card can't be the target of Command.] ================================ MA Mode: */1/4 High Mobility Rare U-Z36 ZM-S20S Jabaco 1-5-1 4/0/4 S/E Special Shield(1) (Defense Step): <<0>>When this card is in the forefront of a detachment, roll an opponent's Unit with DNP cost of 1 or less battling with this card. Uncommon U-Z41 Shubaten 1-4-1 */2/4 S/E Cruiser Supplement(2) Special Shield(1) (Auto A): This card can't sortie except as the last Unit in a detachment. (Defense Step):<<0>>When a character with 'NT' is in this card's detachment, roll an opponent's character battling with this card. U-Z44 ZM-S06S Zoloat 1-2-1 2/1/2 S Space Battle(1) Special Shield(1) U-Z45 ZM-S24G Gadlev 1-2-0 2/0/1 S/E Special Shield(1) (Auto A): When this card gains "Tire", it gains +1/+1/+1. Uncommon U-Z47 ZMT-S34S Rig Contio 2-6-2 5/3/5 S/E Prevent(4) Special Shield(1) (Battle Phase): <<1>>This card gains +1/+1/+1 until the end of turn for each "Gadlev" in this card's detachment. (Battle Phase): <<1>>Put this card to any of your detachment in any position in Reroll position. Rare U-Z48 Twinrad 2-3-1 0/2/2 S/E Supporter Tire Special Shield(2) (Auto D): One or two of your Units in this card's detachment that does not have "Cruiser", "Stronghold" or "Support" gains "Tire", "Special Shield (2)", and +0/+0/+2 until the end of turn. Uncommon U-Z53 ZMT-A31S Doggorla 2-6-2 4/2/6 S/E Water Raid (Auto B): When this card is play to field, you may put a Bind Coin on an opponent's Unit. The Set Group with Bind Coin cannot Reroll. (Auto D): When this card leaves the field, remove a Bind Coin. Uncommon U-Z57 Underhook 1/1/0 */0/4 E Stronghold Water (Auto B): When this card is play to field, it's in Reroll position. (Auto A): When you use effect of "Water" of this card, you may sorties this card to Earth Area. U-Z89 ZMT-S28S Gengaozo 2-6-1 5/3/5 S/E Prevent(4) Raid Psycommu(3) (Auto D): <<[2.6]>>When your card is play to the field, put a Bell Coin onto an opponent's card outside of G. (Auto D): When this card's detachment does battle damages to opponent's Nation, destroy all cards with Bell Coin on it. Rare -------------------Characters------------ CH-23 Emma Sheen 1-1-0 1/1/1 F/Ad (Auto B): When this card comes into play, draw a card. (Auto D): whenever an opponent's G is destroy and abolish, move the Unit this card set onto to opponent's Disposition Area in Reroll position. CH-42 Kara 1-1-0 0/0/1 M/Ad (Self Attack Step):<<0>>When this card is in Battle Area, deal 1 damage to an opponent's Unit in Disposition Area. This effect can only resolved after the designated effect of this step. CH-46 Matosh 1-1-0 0/0/0 M/Ad (Battle Phase): <<1>>Roll a non-Black card. If the rolled card have higher TNP Cost than this card, abolish this card at the end of turn. Uncommon CH-50 Wes Murphy 1-1-0 1/1/2 M/Ad (Auto A): The Unit card this card set onto gains "[Restrict to 1/Self]" CH-55 Yazan Gable 2-4-0 2/2/2 M/Ad Prevent(4) (Auto D): When this card is in battling, abolish a card on your field other than cards from this card's set group. (Auto A): The Unit this card is set onto does not take Battle Damages nor could be destroy by battle damages. Rare CH-Z3 Gary Tan 1-1-0 1/0/0 M/Ad (Normal):<<0>>When the Unit this card set onto would be destroyed, negate the destruction of that Unit. At the end of turn, abolish that Unit. CH-Z8 Arpeo Pippiniden 1-3-0 1/1/1 M/Ad (Defense Step):<<1>>When this card is in a detachment with 2 or more Units, all Units in this card's detachment gains either 'Swift Strike' or 'Raid' until end of turn. Uncommon CH-Z13 Godwald Hein 1-3-1 2/0/2 M/Ad (Self DCS):<<0 Each>>Deal 1 damages to the Unit this card set onto. If so, deal 1 damage to an opponent's Unit battling with this card with a character with 'Ch' set onto it. Rare CH-Z25 Chronicle Asher 2-4-0 2/1/2 M/Ad Family Name (Battle Phase): <>X of your Unit in the detachment that were in Normal Position and without "Cruiser", "Stronghold", or "Supporter" would be treated name as "Contio" with battle strength of 4/2/4 until the end of turn. Rare CH-Z27 Shakti Kareen 1-3-0 */*/0 F/Ch/NT (Auto A): All Units that were in the same battle area as this card with battle strength total of 10 or lower, when calculating damages, the attack and shooting strength would treated as *. Uncommon CH-Z58 Fuala Griffon 2-4-0 2/2/1 F/Ad/NT Prevent(5) Raid (Auto B): When this card comes into play, put a Bell Coin on an opponent's Unit. (Attack Step):<<1>>When this card is in Battle Area, move an opponent's Unit with Bell Coin on it to any Battle Area. This effect cannot move that Unit that don't have the Terrain for the area. -------------------Commands-------------- C-11 False Conference 1-1-0 (Normal): All player move their hand into the bottom of their Nation. At that time, each player can draw cards up to the number of card shuffle back into Nation. Uncommon C-14 Intimidation 1-5-3 (Self Attack Step): Return all cards to owner's hand. Rare C-35 String of Plot 2-2-1 [Substitute Cost>(*): Remove a "String of Plot" from a Junkyard from the game] (Battle Phase): Opponent player choose and abolish a card from his/her hand at the end of turn. If the substitute Cost is paid, he/she abolished 2 cards from hand instead. C-36 Goodbye Rosami 1-2-0 (Normal): Put a Rosami Coin onto one of your Unit that can have character set onto it. Rosami Coin is treated as "Character(UNIT), "F", "Ch", "NT", 2/2/2} and is removed at the end of turn. C-37 Trickery 1-4-0 (Disposition Phase): All player reveal a card as "Ante card", and compare the TNP Cost of the "Ante card". The player with the "Ante card" with higher TNP chooses to destroy 2 opponent's cards. If the number is equal, both player choose to destroy a card of respective opponent. However, for this effect, if opponent's "Ante card" have TNP cost of 3 or higher, G revealed would be treated to have TNP cost of 9. Uncommon C-70 Jamitov's Knife 2-3-0 Prevent(3) (Normal): Look at the top 10 cards on your Nation or your LCP, from there pull out a Black Command, reveal it, and shuffle that Nation or LCP. Afterward, put the pulled card to the top of your Nation. Rare C-Z12 Capture of Enemy Machine 1-3-1 (Self Disposition Phase): Move 1 of your Unit without 'Cruiser' 'Stronghold' from your Junkyard to your opponent's Disposition Area in rolled position. If so, move an Unit from your opponent's Junkyard into your Disposition Area in reroll position. Rare C-Z19 Frenzy of Women Soldier 2-4-1 (Damage Calculation Step): Destroy an opponent's Unit. However, (at resolve) opponent player can choose and abolish number of cards from hand equal to the DNP cost of that Unit. If so, this effect is negate. 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. -------------------Operations------------ O-32 Hidden Hizack 1-2-0 (Self Battle Phase):<<1>>This card is treated as {UNIT, Terrain 'E', 2/1/2} until the end of turn. No card can be set on this Unit and no text can be added. O-34 State Power Usage 1-3-0 (Self Disposition Phase):<<0>>Abolish 1 of your Basic G that produced Black NP. If so, the Designated NP cost of an opponent's Unit becomes Black until end of turn. (Self Return Step):<<0>>Abolish X of your Basic G that produced Black NP. If so, destroyed an opponent's Unit with Black designated NP cost. X is equal to the designated NP cost of that Unit. Uncommon O-38 Reigning in Ambition 1-3-0 (Auto A): You draw an extra card during the designate effect of Draw Phase. (Auto D): When your Nation would be damaged, randomly abolish a card from hand. Rare O-44 Complication of Order 1-2-0 (Auto A): All player cannot sortie Units during turns that they play an Unit. O-69 3rd Generation MS 1-1-0 (Auto A): All of your Units without Transform Mode gains "Transformer" and the following Transformed Mode (the battle strength and text when it's in Transformed Mode). The value X is equal to the original defense strength (of Normal Mode) of those Units. "Battle Strength: 0/1/X High Mobility" Rare O-Z10 Ruling by Gatie Party 1-3-0 (Auto A): All cards in all hand cannot be play if DNP +1 can't be satisfied. This effect can't repeat. O-Z12 Trials of Conflict 1-3-0 (Auto A): All Units of control by the turn player gains +1/+1/+1. Rare O-Z16 The Lost Light 1-2-1 [(Auto A): The text of the character card in this card's set group would be negate, and the battle modification would change to -1/-1/-1]. -------------------Generations----------- NONE. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-89 MSN-02 Perfect Zeong 1-3-2 0/0/3 S/E <<[2.5]>>Psycommu(2) (Auto A): This card gains +X/+X/+Y. The value of X is your Red NPs, and Y is your Green NPs. Uncommon U-90 MAN-03 Braw Bro 1-3-1 */2/3 S Psycommu(1) Psycommu(1) U-91 Grenada 1-1-0 */0/5 S Stronghold (Auto B): When this card is play to field, you can put to play an Operation from hand after paying the Normal Cost. U-94 AMX-006 Gaza D 1-2-1 2/1/1 S/E Transformer =============== Mobile Armor Mode: 0/1/2 High Mobility U-97 AMX-107 Bawoo (Mass Production Type) 2-4-2 4/1/3 S/E Transfomer [(Auto D): When this card is in "Transfomred Mode" while in Battle Area, roll an opponent's Unit with Total combat strength 10 or less in that Battle Area or in opponent's Disposition Area] ================ Bawoo Attacker: */1/2 High Mobility Uncommon U-98 AMX-004-2 Qubeley Mk-II (Elpeo Ple Machine) 2-4-2 3/1/3 S/E Prevent(3) Psycommu(2) [Multiple>One of your Unit gains "Psycommu(3)" until end of turn] Rare U-111 AMX-009 Dreissen (Rakan Dahkaran Machine) 2-4-2 3/2/3 S/E (Auto B): During your Attack Step, when this card is in your hand, you may play this card to the battle area in Reroll position after paying its cost. This card gains +2/+0/+0 until the end of turn. Uncommon U-152 AMX-101 Galluss-J (Mashymre Cello Machine) 1-1-2 3/0/3 S/E [Restrict to 1/Self] (Auto A): This card cannot sorties into the same Battle Area with other of your Units. Rare U-153 MSN-03 Jagd Doga (Quess Paraya Machine) 2-4-2 3/1/4 S/E [Restrict to 1] Prevent(5) Psycommu(2) (Self Defense Step): <<1>>When this card is in Battle Area with a character with "NT" set onto it, this card's effect of "Psycommu(X)" is change to "Move an opponent's Unit with TNP cost of X or less to the bottom of owner's Nation". Rare U-154 Sazabi 2-6-2 5/2/5 S/E Prevent(5) Psycommu(2) (Auto B): When this card is played to field, it's in Reroll position. (Self Return Step): <<1>>When this card's detachment does battle damages to opponent's Nation, you can abolish an Operation with TNP of 3 or less. If so, remove the top 5 cards on opponent's Nation from game. Rare U-C17 XM-01 Den'an Zon (Shot Lancer Equipped) 1-2-2 2/0/2 S/E Special Shield(1) (DCS): <<1>>Deal 1 damage to an opponent's Unit battling with this card. This damage cannot be reduce by "Special Shield". U-C20 XMA-01 Rafflesia 2-6-2 5/5/5 S Prevent(5) Raid Area Weapon(3) (Auto B): When this card is play to field, look at all cards in your Nation, and you can move any number of "Bug" into your Junkyard from there. Afterward, opponent shuffle your Nation. (Self Attack Step): <<0 Each>>Roll 2 of your Gs. If so, put to field a "Bug" from your Junkyard in Reroll position. Rare U-C21 Bug 1-2-0 */*/1 S/E Quick [(Auto A): This card cannot have set card set onto it, and cannot have text add] (Auto D): When this card is battling during Defense Step, abolish it. If so, one Unit in the same area as this card gains -1/-1/-1 until end of turn. U-C27 Zondo Kai 1-1-1 1/1/1 S/E Special Shield(1) U-C28 EMS-06 Batara (Barnes Gernsback Machine) 1-X-Y 3/0/1 S/E Special Shield(1) (Auto B): When this card is use, for its Normal Cost, the sum of X and Y must be more than 4. But, the Resource cost can only be 0-3. Uncommon U-C29 EMS-07 Erebado 2-X-Y 3/1/3 S/E (Auto B): When this card is use, for its Normal Cost, the sum of X and Y must be more than 5. But, the Resource cost can only be 0-3. U-C30 EMS-09 Vagon 1-X-Y 2/0/2 S/E Tire (Auto B): When this card is use, for its Normal Cost, the sum of X and Y must be more than 3. But, the Resource cost can only be 0-2. U-C31 Mother Vanguard 2-5-1 */2/5 S/E Cruiser Supplement(3) Special Shield(2) (Damage Calculation Step): <<1>>Select a character set onto this card with "Family Name". All Units in this card's detachment, until the end of turn, gains the battle modification of the select Character. Uncommon U-C34 XM-X2 Crossbone Gundam X2 (ABC Mantle Equipped) 2-6-1 5/1/5 S/E <<0 Each>>Special Shield(1) [Muitlple>During this turn, when this card is in battle, the battle damages done by this card's detachment would also be deal to opponent's Nation] (Auto A):When using the "Muitlple" effect of this card, you may treated Units with "Name: Crossbone Gundam" as the same name as this card. Rare U-C38 Core Fighter 1-1-1 */1/2 S/E Prevent(3) Space Battle(1) (Auto A): All cards with "Name: Crossbone Gundam" in your hand gain "<<[2.4]>>Change(Core Fighter)". Uncommon U-C86 XM-X1 Crossbone Gundam X1 2-6-1 5/1/5 S/E [Multiple>Put an Unit with "Name: Crossbone Gundam" from your Junkyard to your Disposition Area in Reroll position. Abolish that Unit at the end of turn.] Auto A):When using the "Muitlple" effect of this card, you may treated Units with "Name: Crossbone Gundam" as the same name as this card. Rare -------------------Characters------------ CH-36 Arias Moma 1-2-0 0/0/1 M/Ad (Attack Step): <<1>>Move the Unit this card set onto into any Battle Area. If there exists your detachment, put this into it in any order. CH-51 Mineva Lao Zabi 1-3-0 0/0/0 F/Ch [Set/G] Family Name (Self Disposition Phase): <<1>>Remove one of your Basic G or a Basic G in your Junkyard from the game. If so, this card would produce 2 NP that's product by the removed G during this Phase. Uncommon CH-53 Challia Bull 1-1-0 0/1/1 M/Ad/NT (Auto B): When this card is play to field, choose a card type. Afterward, look at the top card on all Nation, if there's the designate card type, draw a card. CH-54 Merion Welsh 1-3-0 0/0/1 F/Ch/NT [Set/G] (Battle Phase): <>When this card is in Disposition Area, put an EXAM Coin onto 1 of your Unit or character. EXAM Coin would be treated as {Character(UNIT), NT, "Set/Ch", 1/0/0} afterward, and is removed at the end of turn. Uncommon CH-60 Satou 1-2-0 1/1/1 M/Ad (Auto A): This card's set group cannot be target of Red Commands. CH-69 Haman Khan 1-2-0 2/2/2 F/Ad/NT (Auto B): When this card is play to the field, Reroll the Unit this card set onto. (Auto B): When this card is in Junkyard, this card's original owner cannot play Commands. Rare CH-96 Quess Air 1-3-0 1/2/1 F/Ch/NT [(Auto B): This card's name is same as "Quess Paraya"] (Defense Step): <<0>>Abolish a card from your hand. If so, the Unit this card set onto gains "Psycommu(1)" until end of turn. Or, the value of 1 of that Unit's "Psycommu" is changed to the same as number of cards in your hand (when play) until end of turn. Rare CH-C9 Carozzo Ronah 1-5-0 2/2/2 M/Ad/NT Prevent(5) Family name (Auto B): When this card is play to field, move all Commands in your Junkyard with text with description of "Negate the play" to the bottom of your Nation. (Self Defense Step): <<0 Each>>Abolish a "Bug" in Battle Area. If so, deal 1 damage to opponent's Nation. Rare CH-C12 Tobia Aronax 1-2-1 1/0/1 M/Ch Quick (Auto B): When this card is play to field, you may negate and abolish a play of Command. CH-C13 Kincade Nau 2-5-0 2/2/2 M/Ad/NT Quick [(Auto B): This card's name is same as "Seabrook Arno"] (Auto A): When this card is set onto an Unit with "Muitlple", this card's set group cannot be target of opponent's Command. Rare CH-C14 Berah Ronah 1-3-0 1/1/1 F/Ad/NT Family Name Cruiser-use-Modification(+0/+0/+2) [(Auto B): This card name is same as "Cecilly Fairchild"] (Auto D): When the effect of an opponent's Command is play and resolve, reroll one of your Unit in the same area as this card. Uncommon -------------------Commands-------------- C-1 Retreat Order 1-3-0 (Defense Step): Return an Unit to owner's hand. C-7 Secret Treaty 1-3-0 [Restrict to 1/Turn] (Self Turn): One player draw two cards. Uncommon C-8 Recoming of Sarasa 2-2-0 (Normal): Look at the top 5 cards on your Nation, and move one from there to hand. Afterward, put the rest to the bottom of your Nation in any order. C-26 Real Intention of Female Emperor 2-4-0 (Normal): Negate the play of a Command, Character, or Operation, and remove it from game. Uncommon C-31 Difference in Opinion 1-2-0 (Normal): Compare the Nation Power of you and opponent (when resolved), if you have more NPs, remove top cards from opponent's LCP from the game equal to the amount of your NPs. If opponent have more NPs, recover your Nation equal to opponent's NPs. If both players have equal NPs, this effect is not resolved. C-36 Crumbling 1-3-0 [Substitute Cost>(*): Remove a "Crumbling" from a Junkyard from the game] (DCS): Roll an opponent's Unit in Battle Area. If you paid the Substitute Cost, deal damages to opponent's Nation equal to that Unit's original attack strength. C-38 Space Ruler 2-5-0 (Auto B): This card's play is not affect by "Prevent". (Normal): Negate the play of all cards (outside of this card) in this cut and abolish them. Rare C-39 Warriors, Again... 2-4-0 Prevent(5) (Self Attack Step): When you have 0 Unit, you can look at all cards in your Nation, put an Unit with "Psycommu" and a character with "F" and "NT" from there, after paying the Normal Cost, to the Battle Area as a set group in Reroll position. Afterward, opponent shuffle your Nation. Rare C-81 Subordinate's Seizure 2-3-0 Prevent(3) (Normal): Look at the top 10 cards on your Nation or LCp, from there, pull a Red character out, reveal it, then shuffle that Nation or LCP. Afterward, move the pulled to the the top of your Nation. Rare C-C6 Unknown Full Content 1-2-0 Prevent(3) [Extra Cost>Abolish your hand with 2 cards or more (outside of this card)] (Normal): Look at all cards in your Nation, and move a card from there into your hand. Afterward, opponent shuffle your Nation. Rare C-C12 Crossbone Vanguard 1-1-0 (Normal): Negate the play of an opponent's card except a G, and move it to owner's Junkyard. If so, at the end of turn, (from Junkyard) move that card back to owner's hand. -------------------Operations------------ O-37 Worship Object 1-2-0 (Opponent's Battle Phase): <<1>>This card afterward would be treated as {UNIT, Terrain "S"/"E", 1/0/4} until end of turn. This Unit cannot have set card set onto it or have text add. O-45 Shallow Method 2-2-0 (Auto D): When the Unit this card set onto sortie, opponent player draw a card. O-81 Neglected Comrades 2-3-1 (Auto B): This card cannot be set onto Unit with "Cruiser" or "Stronghold". (Disposition Phase): <<1>>Choose an opponent's Unit. If so, the text and battle strength of the Unit this card set onto would change to the same as the amount/description of original Battle Strength, Text of the chosen Unit until end of turn. Rare (NOTE: This card is an "OPERATION(UNIT)") O-C5 Military Parade 1-1-0 (Auto B): This card cannot be set onto an Unit with "Stronghold" (Auto A): Produce 1 Red NP. (NOTE: This card is an "Operation(UNIT)") O-C7 Rafflesia Project 1-2-0 (Auto A): "Rafflesia" in your hand have TNP -1 when play. (Normal): <<0>>Abolish one of your Unit without "Cruiser" or "Stronghold". If so, put 2 Bug Coins onto your Disposition Area. Bug Coin is treated as {UNIT, Card Name "Bug", Terrain "S"/"E", 1/1/1}. Also, it cannot be target of your Command, and is remove at the end of turn. Uncommon O-C10 Non-Existant in Human 2-4-0 (Auto A): You cannot play Units. (Auto D): At the end of DCS, abolish all of your Units. (Self Attack Step): <<0>>From your Junkyard, choose a Red Unit and a Red character and play to your Disposition Area as a set group in Reroll position. Rare -------------------Generations----------- NONE. __________________________ __________/ Brown: Turn A, X, G \_________________ -------------------Units----------------- 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-50 MRC-U11D Armadillo 1-1-0 1/0/1 S/E Quick (Auto B): When this card is play to field, it's in Reroll position. (Battle Phase):<> Roll an Unit in this card's detachment with the "Name: WaD" or "Name: Armadillo". If so, roll an opponent's Unit battling with this card. U-51 TAF-M9 Eagel (Raiding Stance) 2-4-2 4/0/3 S/E (Self Attack Step):<<0>> This card gains "Raid", +2/+0/-2 until the end of turn. Uncommon U-66 MS-06 Borjarnon 1-2-1 2/0/2 S/E (Auto B): When this card is play to field, you can put an Unit with "Name: Borjarnon" from your Junkyard, after paying the normal cost, to field in rolled position. U-74 Mahiroo 2-3-2 3/1/2 S/E (Battle Phase): <<0>>This card can be pull out from a detachment with 2 or more Units, and return to the original detachment in any position. If so, this card gains +1/+0/+0 or +0/+1/+0 until end of turn. U-82 MS-06 Borjarnon (Sochie Heim Machine) 1-2-1 2/0/2 S/E (Damage Calculation Step):<<0>> When this card have a Character with "F" set on it, during this turn, the battle damages done to this card's detachment would done in reverse. U-104 WD-M01 Turn-A GUndam (Non Battle Mode) 2-4-1 3/1/3 S/E Prevent(3) (Battle Phase): <<1>>When this card is in Battle Area, opponent randomly move two cards in his/her hand into bottom of his/her Nation, then draw 2 cards. (Return Step): <>Move X chosen cards from your hand onto the top of your LCP, then shuffle that LCP. If so, draw X card from that LCP. Rare U-X2 GW-9800 Gundam Airmaster 1-4-2 3/1/2 S/E Vulture Transformer (Auto B): When this card is play to field, it's in Reroll position. ============= MA Mode: */1/3 High Mobility Vulture Uncommon U-X9 Freeden 1-3-1 */1/3 E Vulture Cruiser Supplement(2) (Auto D): When this card sorties for attack, during this turn, opponent under the rule must sorties 1 or more Unit to the area this card sorties to. Uncommon U-X10 Alternative Corp 1-2-0 */1/5 E Stronghold (Auto B): When this card is play to field, it's in Reroll position. Also, if there's a character with "NT", draw a card from your LCP. U-X11 GX-9900-DV GUndam X Divider 2-5-2 4/2/4 S/E Prevent(3) Vulture (Disposition Phase): <<0>>Use the "Transformer" effect on this card. ================ Gundam X: 3/1/3 Vulture Area Weapon(3) Rare U-X12 RMSN-008 Bertigo 2-4-2 3/1/3 S/E Psycommu(2) (Auto D): When this card is in the battle area, the set group of the Unit that receive damages from this card's "Psycommu" would have its text and all unresolved effect negate until end of turn. Rare U-X17 RMS-006 Jenice Kai (Wedoba Morte Machine) 1-1-0 3/0/1 E Vulture (Auto D): When this card is destroy and abolish while in Battle Area, opponent gains 5 Vulture Points. Uncommon U-X22 GT-9600 Gundam Leopard (In Water Mode) 1-4-2 3/3/4 E Water Vulture <<[1.4]>>Change(Gundam Leopard) (Defense Step):<<1 Each>>Do 1 damage to an opponent Unit battling with this card. This effect can only be use up to 3 times per turn. Uncommon U-X27 NR-001 Valient 2-4-1 3/1/3 S/E (Auto A): During opponent's Turn, this card gains "High Mobility". U-X31 DT-6600 Daughtap Underwater Type 1-1-0 0/1/1 E Water Vulture (Self Return Step): <>You gain 1 Vulture point. This effect cannot be repeated. U-X36 GW-9800-B Gundam Airmaster Burst 3-5-2 4/2/3 S/E Transform Vulture <<[3.4]>>Change(Gundam Airmaster) (Auto B): When this card is move to your hand by Vulture Point (from your Junkyard), recover your Nation by 5. ----------------------------------------------- Mobile Armor Mode: */2/4 High Mobility Vulture Rare U-X40 NRMA-006 Gadeel 2-3-1 2/2/4 E Vulture High Mobility U-X91 MAN-003 Patulia 2-6-2 4/4/6 S/E Prevent(4) Area Weapon(3) Psycommu(3) (AUto B): When this card is in hand and there's a character with "NT", it gains TNP cost -2. When this card is play to the field, you can move a character with "NT" onto this card. (Auto D): When a character with "NT" is set onto this card, destroy all Units without character set onto it. Rare U-G23 GF4-001NE Pharaoh Gundam IV Generation 2-3-2 3-4/0-0/1-3 S/E [MF] (Auto B): <<[2.3]>>When this card is in your Junkyard, at the beginning of your Draw Phase, put this card into your Disposition Area in Rolled position. [(Auto D): When this card leaves the field outside of by Battle damages, remove this card from the game] Rare U-G24 GF13-001NH Kowloon Gundam 2-5-1 4-6/0-0/4-6 S/E Prevent(9) [MF] Sect: Toho Fuhai (Auto B): When this card is play to the field, it's in Reroll position. (Battle Phase): <<1>>When this card is in Battle Area including Ring Area, you can exchange this card with a "Master Gundam" in your hand. Rare -------------------Characters------------ CH-49 Merrybell Gadget 1-3-0 2/1/1 F/Ch (Auto D): This card, during the designate effect of Reroll step, if in Reroll position, rolled it. Also, if in rolled position, Reroll it. (NOTE: This effect also applied the designate effect of opponent's Reroll Step. Also, use it as "Effect replacement") Rare CH-51 Mesha Kan 1-1-0 0/1/1 F/Ch [(Auto A): The name of the Unit this card set is change to "Armadillo"] (Auto B): When this card is play to field, reroll the set Unit. CH-X1 Garrod Ran 1-1-1 1/0/1 M/Ch Vulture Quick (Auto B): When this card is play, it can be set onto Unit outside of Battle Area. Uncommon CH-X2 Witz Sou 1-2-1 1/1/1 M/Ad Vulture (Auto D): When this card is in a battle, you gain 1 Vulture Point. CH-X5 Sengia Frost 2-4-1 2/2/1 M/Ad (Auto A): The Unit this card and "Olba Frost" set on gains "Swift Strike" during your turn. (Normal): <<0>>Reroll "Olba Frost" Uncommon CH-X6 Olba Frost 2-4-0 2/0/2 M/Ad (Auto B): When this card is play to field, you can destroy a character in rolled position. (Normal): <<0>>Reroll "Sengia Frost" Uncommon CH-X10 Wedoba Morte 1-1-0 1/0/0 F/Ad Vulture (Auto D): When an opponent's card with "Vulture" sortie, Reroll this card. CH-X11 Carris Nautilus 2-4-0 2/1/2 M/Ch/NT (Auto D): At the beginning of your turn, if there's Activate Coin on this card, pay (3). If so, remove an Activate Coin. (Battle Phase): <<0>>Put an Activate Coin on this card. If so, the Unit this card set on gains "Psycommu" +1 and +1/+1/+1 until end of turn. Rare CH-X15 Ennil Il 1-4-0 2/0/1 F/Ad Prevent(3) Vulture (Auto B): When this card is play to the field, you may move an Unit that have an opponent's Character with "M" set onto it to your Disposition Area in Reroll position. At the end of turn, move that card back to original controller's hand. Rare CH-X17 Catok Alzamel 1-1-0 1/0/0 M/Ad (Damage Calculation Step): <<1>>When there's an opponent's character with "NT" on the field, the destruction of this card's set group would is negated. CH-G23 Dahal Muhammad 2-3-0 1/0/1 M/ /GF Family Name (Auto B): <<[2.3]>>When this card is in your Junkyard, when your Unit with "Name: Pharaoh Gundam" is play to field, you can set this card onto that Unit. (Auto D): Put a -1/-1/-1 coin onto all opponent Units battling with this card at the end of turn. Rare -------------------Commands-------------- C-1 White Doll 1-2-0 (Normal): Move a G, Unit, or Character from your Junkyard to your hand. C-6 Treasure Abandonment 2-4-0 (Self Draw Phase0: Move all cards in your Hand and your LCP to your Junkyard. If so, opponent move all cards in his/her hand and LCP to his/her Junkyard. Rare C-7 Moonlight Butterfly 2-5-2 (Self Attack Step): Return all Gs to owner's hand. Rare C-X2 Vulturesain 1-3-1 (Defense Step): Pay the Normal Cost of of an Unit with "Vulture" in your Junkyard, and place it into your detachment that the effect of "Vulture" is successful in any order. Uncommon C-G10 Pharaoh's Curse 2-5-1 [Restrict to 1/Turn] (Normal): Put an Unit with "MF" from your Junkyard into your Disposition Area in Reroll position. At the end of turn, if that Unit does not have character set onto it, abolish it. Rare -------------------Operations------------ O-5 Excavation Tools 2-2-0 (Normal): <<0>>Roll two of your Gs, choose and abolish a card from hand. If so, draw a card from the top of your LCP. O-7 Supporting Detachment 1-1-0 (Normal): <<0 Each>>Roll one of your G, choose and abolish a card from hand. If so, deal 1 damage to an Unit. O-25 Skill Demostration 2-3-0 (Disposition Phase):<<1 Each>> Abolish a card from your hand. If so, all Units in one battle area cannot be damaged other than bu battle damages during this turn. O-28 Barking to Moon 1-1-0 (Self Turn): <<1>>Abolish this card. If so, during this turn, all card play outside of Command cannot be negate by effect of opponent's Command. O-51 Earth Light 1-4-0 Prevent(3) (Auto A): All players cannot play Command in opponent's turn. (Disposition Phase): <<0>>Abolish two of your cards outside of this card. If so, abolish this card. This effect can be use by all players. Rare O-54 Mirror Copy 1-3-0 (Opponent's Disposition Phase): <<0>>Abolish this card, and move one of your Unit that the original card type is an Unit to opponent's Disposition Area. If so, move an opponent's Unit with the same Total cost amount as that Unit to your Disposition Area. Uncommon O-77 To Stretch or Curve 1-3-0 [Restrict to 1/Self] (Self Disposition Phase): <<0>>Roll two of your Gs, reveal the top card on your Nation and your LCP. From the revealed cards, if the Total Cost amount of the cards from LCP is higher, move those 2 cards to your Hangar. Otherwise, removed those 2 cards from game. Rare O-X5 Wardust under Moon 2-3-0 (Auto A): All of your Units in Battle Area gains "Vulture". Uncommon O-X6 No Power in Large Power 2-3-0 (Battle Phase): <<0>>Abolish a card from hand, and choose and Roll X of your cards outside of set cards. If so, opponent choose and roll X of his/her card outside of set card. O-X8 Maintainence 1-2-0 (Normal): <<0>>Your Vulture Point -X. If so, recover your Nation by X. O-X13 The Actualized Dream 1-2-0 (Draw Phase): <>Look at the top card on both of your Nation and LCP, and put it back in any place. O-X17 Stool to Ambition 2-3-0 (Self Attack Step): <<0 Each>>Remove one of your Operation from the game. If so, do 2 damages to an opponent's Nation. This effect can only be use 3 times per turn. Rare -------------------Generations----------- NONE. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-69 XXXG-01W Wing Gundam 3-4-2 4/2/4 S/E [Restrict to 1] Transformer (Auto B): This card gains "Quick" during Defense Step. (DCS): <<1>>Abolish this card. If so, negate the destroy of one of your Unit. ================ Bird Mode: */2/5 High Mobility Uncommon U-73 OZ-06MS Leo (Dober Gun Equipped) 1-2-1 1/2/1 S/E -78 OZ-07AMS Aries (Walker Machine) 1-2-1 2/1/2 E (Auto A): When this card sorties for defense, negate the "Swift Strike", "Raid" and "Area Weapon" of all opponent's Units battling with this card. U-79 OZX-GU01A Gundam Geminass 01 2-4-1 3/1/3 (NONE) (Attack Step): <<0>>This card gains one of the following Terrain, text, and battle modification until end of turn. 1)Terrain S/E, +1/+0/+0 2)<<[3.4]>>Terrain E, "Desert", +0/+0/+1 3)<<[3.4]>>Terrain S, "High Mobility", +0/+0/+1 Rare U-80 OZX-GU02A Gundam Geminass 02 2-4-1 3/1/3 S/E (Attack Step): <<0>>This card gains one of the following text, and battle modification until end of turn. 1)+1/+0/+0 2)<<[3.4]>>"Swift Strike", +0/+0/-1 3)<<[3.4]>>"Area Weapon(2)", +0/+2/+0 Uncommon U-89 XXXG-01D Gundam Deathscythe 2-4-2 4/0/4 S/E [Restrict to 1] Water [Muitlple>Choose a Battle Area. During this turn, the opponent cannot sortie Units to the chosen Battle Area.] U-90 XXXG-01D2 Gundam Deathscythe Hell 3-5-3 6/0/6 S/E [Restrict to 1] <<[2.4]>>Change (Gundam Deathscythe) [(Auto B): This card name is equal to "Gundam Deathscythe"] [Muitlple>During your Damage Calculation Step, when this card is in the Battle Area but it's not in battling mode, destroy a card other than a G.] Rare U-107 OZ-00MS2 Tallgeese II 2-5-1 5/0/5 S/E [Restrict to 1/Self] Prevent(3) (Auto A): This card's set group, when in battle, cannot be destroy or suffered damages outside of your effects. (Auto A): <<[2.5]>>This card can be sortie as an Unit with "MF". Rare U-S6 Archangel 1-3-1 */1/3 S/E Cruiser Supplement(2) (Auto A): All of your Units with "PS Armor" in hand can be play in Resource Cost -1. However, the minimum must be 1. Uncommon U-S15 ZGMF-1017 GINN (Miguel Aiman Machine) 1-2-1 2/0/2 S/E (Auto D): When this card is destroy and abolished, you may do 2 damages to an opponent's Unit that is in the same area as this card. U-S18 Heliopolis 2-3-0 */0/3 S Stronghold Colony (Auto B): When you have 3 or more cards in your hand, when this card is play to field, randomly reveal a card from your hand. If that card is a White Unit, put that card into play to your Disposition Area in Reroll position. U-S25 M1 Astray 1-4-2 3/2/3 S/E [(Auto B): More than 3 of this card can be put into a deck] (Auto B): If there's an Unit with "Name: Gundam" on the field when this card is play, play this card in Reroll position. U-S28 ZGMF-1017 GINN (Guided Missiles Equipped) 2-2-1 2/1/1 S/E (Damage Calculation Step): <<0>>Abolish this card. If so, do 1 damages to opponent's Nation. U-S34 TS-MA2 Moebius (Nuclear Missile On-Board Type) 1-1-0 0/1/1 S (Self Return Step):<<[2.2]0>> When this card is in the battle area, remove this card from the game. If so, return an opponent's G card on the field to owner's hand. U-S46 UMF-5 ZnO 1-3-1 3/1/3 E Water U-S150 GSX-401FW Stargazer Gundam 1-5-2 5/0/5 S/E [Restrict to 1/Self] Space Battle(1) Special Shield(2) (Auto D): Reroll this card whenever a Command is play and resolved. (DCS): <>Remove all Units from the game in the same area as this card. Rare U-S151 ZFMF-X10A Freedom Gundam (Meteor Equipped) 3-6-3 8/5/8 S [Restrict to 1] [PS Armor(6)] Area Weapon(3) Special Shield(3) <<[2.5]>>Change(Freedom Gundam) (Defense Step): <<0 Each>>Choose and remove a White card or White Basic G from your hand or Junkyard from the game. If so, deal 1 damage to an opponent's Unit. Rare U-S152 ZFMF-X09A Justice Gundam (Meteor Equipped) 3-6-3 8/5/8 S [Restrict to 1] [PS Armor(6)] Area Weapon(3) Special Shield(3) <<[2.5]>>Change(Justice Gundam) (Defense Step): <<0 Each>>Choose and remove X White card(s) or White Basic G(s) from your hand and/or Junkyard from the game. If so, roll an opponent's Unit with DNP cost of X or less. Rare -------------------Characters------------ CH-24 Hilde Schbeiker 2-2-0 1/0/0 F/Ch (Auto A): When there's a character with "M" and "Ch", this card's Set Group cannot be target of opponent's Command. Uncommon CH-27 Mueller 1-2-0 1/1/0 M/Ad (Auto A): When the opponent's detachment battling with this card have more Unit than this card's detachment, all Units in this card's detachment gains "Raid". CH-35 Zechs Merquise 2-5-0 2/2/2 M/Ad (Auto D): When an opponent's character sortie for attack, reroll this card. Uncommon CH-73 Treize Khushrenada 3-5-0 2/0/2 M/Ad Prevent(9) Family Name (Auto D): When this card sorties in the forefront of the detachment, you can put all the Units with TNP cost of 4 or less without "PS Armor" from a Junkyard to form into this card's detachment in Reroll position. (Auto D): When this card is destroyed, destroy all your Units. Rare CH-S1 Kira Yamato 2-4-0 2/1/2 M/Ch/CO (Auto A): When this card is set onto an Unit with "PS Armor", this card gains "Swift Strike". During opponent's turn, this also gets "High Mobility". (Auto A): All characters with "CO" battling with this card gains "Swift Strike". Rare CH-S6 Athrun Zala 3-5-0 2/2/2 M/Ch/CO (Damage Calculation Step): <<2>>Negate a destruction of an opponent's Unit battling with this card, and move it to your Disposition Area Rolled. This effect can be negate when your opponent (at the time this effect resolve) discard 2 cards from his/her hand. Rare CH-S7 Yzak Joule 2-4-0 2/2/1 M/Ch/CO (Battle Phase):<<0>>When this card is in a detachment with 2 or more Units, Roll an opponent's Unit battling with this card. Also, if that Unit have "PS Armor", destroy that Unit. Uncommon CH-S10 Murrue Ramius 1-2-0 0/0/1 F/Ad Prevent(5) [Set/Ch] Cruiser-Use Modification(+0/+0/+1) (Auto B): When this card is play to field, you may put an Unit with "PS Armor" from your hand, after paying its cost, to the field in Reroll position, and set this card onto that Unit. The Unit play by this effect would count into the limit of "1 Unit played per turn". CH-S12 Miguel Aiman 1-1-0 1/0/1 M/Ad/CO (Auto C): At the beginning of your Damage Calculation Step, if this card is in the battle area, deal 1 damage to all Units in opponent's disposition area. However, if an Unit with "Name: Gundam" was damaged, abolish this card's set group. CH-S19 Cagalli Yula Athna 1-1-0 0/0/1 F/Ch [Set/Ch] Family Name (Auto B): When this card is play to field, draw 2 card. [(Auto D): When this card leaves the field, randomly abolish two cards from your hand. Also, your opponent draw a card.] Rare CH-S23 Elijah Kiel 1-1-0 1/1/1 M/Ch/CO Space Battle(1) (Auto A): All opponent's character with "CO" battling with this card gains "Swift Strike". -------------------Commands-------------- C-9 Support of Middle East 2-3-1 [Restrict to 1/Turn] (Self Turn): Draw 2 cards. Uncommon C-28 Zero vs. Epyon 2-3-0 (Disposition Phase): Choose a Battle Area. One Unit must sorties to the designated Area under rule during this turn. Uncommon C-40 Sortie G Team 2-3-X (DCS): Deal 2 damages to X opponent's Units without character set onto it in a Battle Area. C-52 Crafty Trap 2-2-2 (Disposition Phase): Remove an opponent's Operation from game. C-62 Supplement of Ammunition 2-2-0 (Defense Step): Remove X cards from your Junkyard. If so, one of your Unit gains +0/+X/+0 until end of turn. C-65 Threat of Makeshift 2-4-0 [Extra Cost>Move one of your Basic G to bottom of owner's Nation] (Opponent Draw Phase): This turn do not have Disposition and Battle Phase. Rare C-S4 Emergency Measure 2-2-0 (Opponent's Defense Step): During this turn, Units in Rolled position can also sortie. C-S10 Respective Finish 2-4-0 (Self Reroll Phase): Abolish any number of your Gs. If so, for each card abolished, recover your Nation is by 3. Rare C-S13 Running to Freedom 2-5-1 (Auto B): This card's activation is not affect by effect of "Prevent". (Normal): Negate an activation of a Command and destroy it. C-S14 Parting with a Friend 2-3-0 [Substitute Cost>(*): Remove a "Parting with a Friend" from the game] (Damage Calculation Step): All Units that are battling in an battle area gains */*/+0 until the end of turn. If the substitute cost is pay, all Units in battle area gains */*/+0 until the end of turn. C-S16 Power to Cut Open 2-3-0 (Normal): During this turn, all Normal NPs would be substitute to Purple NP. Both players then draw a card. Uncommon C-S17 The Awaking Blade 2-2-0 (Battle Phase): One of your characters with "CO" gains +2/+2/+2 until the end of turn. C-S24 Bloody Valentine 3-5-2 (Self Return Step): Move all cards in hands to the bottom of owner's LCP. Rare C-S84 Multilockon System 2-4-XX (Self DCS): Deal X damages to all opponent's Units. Rare -------------------Operations------------ O-10 Bind of Taurus 2-2-1 (Auto A): This card's set group, unless (3) is pay, does not Reroll at the designated effect of Reroll Phase. (Auto A): This card's set group must sorties to attack if allowed by rule. (NOTE: This card is an "Operation(UNIT)") Uncommon O-15 Beauty of Losing 2-3-0 (Auto B): This card can only be set onto an Unit with TNP cost of 4 or more. (Auto D): When the Unit this card set onto leaves the field outside of by your effect, recover your Nation by 15. (NOTE: This card is an "Operation(UNIT)") Rare O-S5 Neutron Jammer 2-4-0 (Auto A): All cards would not be Reroll by designate effect of Reroll Phase. (Auto D): At the beginning of your Draw Phase, roll a G card. If you cannot do so, remove this card from the game. (Self Disposition Phase):<<0 Each>>Roll two Gs, if so, Reroll one of your card. This effect can only be use by opponent's Player. Rare -------------------Generations----------- NONE. __________________________ __________/ Dual \_________________ -------------------Units----------------- NONE. -------------------Characters------------ NONE. -------------------Commands-------------- C-7 Tactical Weapon 2U/2G-6-0 (Auto B): This card's play cannot be negate by opponent's effect. (Normal): Deal 8 damages divided onto any number of opponent's Units. Rare C-8 Flash Starts in Space 2U/2B-6-0 (Auto B): This card's play cannot be negate by opponent's effect. (Self Attack Step): Destroy all opponent's Units without character set onto it. Rare C-9 Self Attracting Souls 2U/2R-6-0 (Auto B): This card's play cannot be negate by opponent's effect. (Normal): Recover your Nation equal to number of cards in your LCP (when resolved) Rare C-10 Salvaged Things 2G/2B-6-0 (Auto B): This card's play cannot be negate by opponent's effect. (Normal): Put all Units in all Junkyards into your Disposition Area in Reroll position. At the end of turn, abolish all Units put to play by this effect. Rare C-11 Time of Purge 2G/2R-6-0 (Auto B): This card's play cannot be negate by opponent's effect. (Self Return Step): Right after this turn, start a new turn without changing turn player. However in the new turn, you cannot play any Commands. Rare C-12 Conspiracy with Enemy 2U/2G-6-0 [Restrict to 1/Turn] (Auto B): This card's play cannot be negate by opponent's effect. (Attack Step): Look at opponent's hand, from there, choose up to 2 cards and abolished them. Afterward, draw card(s) equal to number of card(s) abolished. Rare -------------------Operations------------ NONE. -------------------Generations----------- NONE. END OF FILE.