Gundam War TCG - Card Translation TXT File Translation File for: Extension Booster 2 (EB2) Document version 1.3, last update 12/1/2007 (c)2007 Baron's Gundam War Comet, Bandai, Carddas all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: UNIT: 127 (Blue 21, Green 21, Black 21, Red 21, Brown 21, White 21, Purple 1) CHARACTER: 67 (Blue 11, Green 11, Black 11, Red 11, Brown 11, White 11, Purple 1) COMMAND: 61 (Blue 10, Green 10, Black 10, Red 10, Brown 5, White 14, Purple 2) OPERATION: 44 (Blue 7, Green 7, Black 7, Red 7, Brown 12, White 3, Purple 1) Gs: 1 (Purple 1) TOTAL: 300 (48 new) 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) --------------------------------------- FILE HISTORY: v1.3 - Finish file - add all Brown and White cards v1.2 - Add all Green, Black, Red cards v1.1 - Add all Blue cards v1.0 - Initial Version - Add all new cards --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-53 RGM-79C GM Kai 1-1-1 2/0/2 S/E U-89 Arctic Base 1-1-0 */1/4 E Stronghold (Auto B): When this card is play to the field, it's in Reroll position. At the end of turn draw a card. U-93 RGM-79SC GM Sniper Custom 2-2-1 1/1/3 S/E (Battle Phase): <>When this card is in battle area, do 1 damage to an opponent's Unit in opponent's Disposition Area or in the same battle area as this card. U-111 FXA-08R Megarider 2-5-2 */2/4 S/E <<1>>Area Weapon(2) Desert High Mobility Cruiser (Battle Phase): <<1>>The Unit in front of this or behind this card in the detachment that without "Cruiser" or "Stronghold" gains "High Mobility" or "Desert" until the end of turn. Uncommon U-127 RX-79BD-1 Blue Destiny No. 1 1-2-2 2/1/3 E (Auto C): At the beginning of DCS, if this card is battling, deal 2 damages to all Units in the same area as this card and all Nations. Uncommon U-137 XM-07 Vigna Ghina 2-6-1 5/2/5 S/E [Substitute Cost>(Total NP -2): Roll 1 of your character with 'M' and 'NT'] (Auto B): When this card comes onto the field with its "Substitute Cost" paid, you may destroy an opponent's Operation. Uncommon U-156 LM111E03 Gunblaster (Tomache Massari Machine) 2-4-2 3/2/3 S/E Special Shield(1) (Auto B): This card is not include in the limit of "one turn only 1 can be play". (Battle PHase): <<1>>When you have 2 or more characters with "Ch", this card gains "Water", "Desert", "Swift Strike", "Raid", or "Vulture" until end of turn. U-167 RX-178 Gundam Mk-II 1-3-2 3/1/2 S/E (Battle Phase):<<1>>When this card is in the battle area, destroy this card. At this time, put an Unit from your hand, after paying its cost with TNP Cost -2, to the same area as this card in Reroll position. Rare U-169 MSR-100 Hyaku Shiki Kai 2-5-1 4/2/4 S/E [Muitlple>This card uses the effect of Area Weapon(4).] (Auto A): During DCS, for this card's muitlple effect, "Hyaku Shiki" can be treated as "Hyaku Shiki Kai". Uncommon U-186 LM111E02 GunEZ (Shrike Team Machine) 2-3-1 2/1/3 S/E Special Shield(1) (Auto D):When this card is destroy and abolish, recover your Nation by 5. (Auto D): When this card have a Character Card with "F" when it's destroy and abolish, draw a card. U-187 RX-78-4 Gundam Number 4 1-3-2 3/2/3 S Prevent(3) (Defense Step):<<1>> When this card is in the Battle Area, destroy an opponent's Unit with defense strength of X or lower. The number X is this card's shooting strength +1. At the end of turn, abolish this card. U-188 RX-78-5 Gundam Number 5 1-3-1 3/1/3 S Prevent(3) (Battle Phase): <<1>>Do X damages to all opponent's Unit battling with this card. If so, negate all unresolved effects target this card. The value X is the same as the shooting strength of this card. U-192 Core Fighter 1-2-1 */1/2 S/E Quick (Auto B): When this card is play to the field, it's play in Reroll position. (Auto B): When this card is use as "Muitlple" effect, you may treated this card's name as "V2 Gundam". Uncommon U-198 RX-78-1 Prototype Gundam 1-4-1 3/1/3 S/E Prevent(3) (Auto B): When this card is moved to Junkyard from places outside of the field, all player abolish one of their own non-G card. (Auto D): When this card is destroyed and abolished, destroy an opponent's Unit. Rare U-204 RB-79 Ball 1-1-0 0/1/1 S Quick (Auto D): When this card is destroy and abolish while in Battle Area, put the top card on your Nation into your Hangar. U-341 RX-78-2 Gundam (Super Weapon Equipped) 2-4-1 3/1/3 S/E (Auto B): When this card is play to the field, or when your Unit is abolished, put an Ammo Coin on this card. (Opponent's Defense Step): <>Remove an Ammo Coin from this card. If so, remove X cards from the same area as this card or from Junkyard from the game. Rare U-342 MSZ-006C1 Z Plus C1 2-5-2 4/2/4 S/E Transform Space Battle(2) [Substitute Cost>(TNP -X): Roll X special Gs] (Normal): <<[2.3](1)>>Abolish 1 of your Special G. If so, negate the play of an opponent's Command without "Prevent" and abolish it. =================== Waverider: */2/5 High Mobility Rare U-343 F90II1 Gundam F90 II1 2-6-2 6/2/4 S/E Atmosphere Invasion <<[2.5]>>Change(Gundam F90) (Auto A): This card cannot be destroy or damaged to the turn it's put to field. (Auto D): During the turn this card is put to field, when this card's detachment does Battle damages to opponent, at the end of turn, recover your Nation by 10. Rare U-344 MSA-0011[Bst] S Gundam (Booster Unit Equip Type) 2-7-2 5/3/7 S Prevent(5) [High Mobility] <<[2.4]>>Change[S Gundam] (Auto D): <<[2.5]>>When this card's detachment dealt battle damage to opponent's Nation, after this turn, start a new turn without changing turn player. However, during the new turn, all your Units except this card can't sortie, and all texts of your cards except Gs are negated. Rare -------------------Characters------------ CH-3 Ryu Jose 1-2-0 0/0/0 M/Ch (DCS): <<0>>When this card is destroy, destroy an Unit in the same area as this card. Uncommon CH-32 Katz Kobayashi 1-1-0 0/0/1 M/Ch/NT Quick (Auto B): When this card comes into play, Reroll the Unit this card set ontol. Also, draw a card at the end of the turn. CH-75 Yuu Kajima 1-3-0 1/1/1 M/Ad (Attack Step): <<0>>The Unit this card set onto gains "Swift Strike", +1/+1/+0 until end of turn. THis turn, you cannot play Command. CH-78 Alpha A. Bate 1-3-0 2/0/1 M/Ad (DCS):<<0>>This card gains +1/+0/+0 until end of turn. During this turn, when the Unit this card set onto is dealt damage, roll it. CH-81 Cecily Fairchild 2-4-1 1/2/1 F/Ch/NT (Auto B): This card can be set onto an Unit in opponent's Disposition Area that have Red designated NP. (Auto D): When this card is battling while not under the control of its original owner, move this card's set group to its original owner's Disposition Area in rolled position. Uncommon CH-99 Camille Bidan 2-5-0 2/2/2 M/Ch/NT Prevent(5) (Auto D): Whenever a new card is move from the field to Junkyard, put a +1/+1/+1 coin onto this card. Rare CH-112 Forde Rofaeroe 2-2-0 0/0/0 M/Ad (Auto B): When this card comes into play, put a +1/+1/+1 Coin on this card. (Auto D): When this card's detachment does battle damages to opponent's Nation, put a +1/+1/+1 Coin onto this card. When one of your card is destroy, remove a +1/+1/+1 Coin from this card. Rare CH-113 Ros Kassel 2/2/0 0/0/0 M/Ad (Auto B): When this card comes into play, put a +1/+1/+1 Coin on this card. (Battle Phase):<<0 Each>>Remove a +1/+1/+1 coin from this card. If so, deal 2 damages to an opponent's Unit battling with this card. CH-115 Amuro Ray 2-4-0 2/1/2 M/Ch/NT (Battle Phase): <<1>>When this card is in battle, remove from game from Junkyard a Command (with timing that can be play). If so, resolve the same effect as the Command removed. This effect cannot target a Command with (Normal) timing. (NOTE: The target of the Command's effect is decide when the effect resolved) Rare CH-121 Bright Noa 1-2-0 0/0/0 M/Ch Cruiser-Use-Modification(+0/+1/+1) (Auto B): When this card is set onto an Unit with "Cruiser", put 3 +1/+1/+1 coins onto this card. (Self Disposition Phase): Move a +1/+1/+1 coin from this card to one of your character with "Ch" other than this. Uncommon CH-205 Wolfgang Wakiene 1-1-0 0/0/0 M/Ad Cruiser-Use-Modification(+0/+1/+2) (Auto A): All of your "Stronghold" Units gains +0/+0/+2. (Attack Step): <>Abolish a card from hand. If so, an opponent's Unit without set card set onto it cannot sortie this turn. Rare -------------------Commands-------------- C-10 Supporter of Moon (Disposition Phase): Look at the top 10 cards on your Nation, put a Basic G or an Unit with "Cruiser" from there, and you can reveal it and move it to hand. Afterward, put the rest of the card to your Nation, and shuffle the Nation afterward. C-16 Miraculous Revival 1-2-0 (Battle Phase): One of your Unit gains +0/+0/+2 until end of turn. Draw a card at the end of the turn. C-19 Survival 1-1-2 (Normal): Negate the destruction of a card. Uncommon C-65 08th MS Team 2-2-0 (Opponent's Defense Step): All of your Units in a detachment with 2 or more Units in it gains +2/+2/+2 until end of turn. C-68 Homecoming 2-4-0 (Auto B): <<[1.1]>>When this card is move by opponent's card effect from hand to any other places (including abolish), you can by revealing this card, and draw cards until you have up to 6 cards in your hand at the end of turn. (Self Draw Phase): Recover your Nation equal to number of your Set Groups. C-69 Wall of Shrike Team 1-1-0 (Normal): Choose one of your detachment. This turn, you can assign the Battle Damages dealt to that detachment in any kind to Units in that detachment. However, you cannot assign damage that would exceed the defense strength of an Unit. C-73 Wings of Light 2-4-0 Prevent(5) [Extra Cost>Abolish 3 of your Gs] (Opponent's Damage Calculation Step): Choose an opponent's Nation in non-Battle mode. During this turn, the battle damages done by that detachment, instead of to your Nation, would be deal to opponent's Nation instead. Rare C-76 Sea 2-3-0 (Self Disposition Phase): Skip this turn's Battle Phase. If so, choose one of the following effect and activate it. 1)Draw 2 cards. Afterward, choose and discard a card from hand. 2)Recover your Nation by 10. Rare C-80 Three Step Set-up 3-4-0 Prevent(3) (Auto B): During your Disposition Phase, when this card is in your Junkyard, you may remove this card along with one of your Blue Basic G from the game. If so, destroy an Operation. (Self Disposition Phase): Destroy an Operation. Rare C-128 Returning from Battlefield 2-4-0 Prevent(3) (Normal): During this cut, outside of your effect, all of your cards outside of special Gs that would be move from field to places outside of the field would move to your Hangar instead. At the end of turn, put all cards moved to your Hangar by this effect outside of set card to your Disposition Area in Reroll positon. Rare -------------------Operations------------ O-17 Anaheim Electronics 1-2-0 (Disposition Phase): <<1>> Until the end of Disposition Phase, produce 1 NP of the color of NP you're producing. Rare O-31 Melancholy of the Frontline 1-2-0 (Auto A): All of your Unit cards can sortie for defense even if they're Rolled. Uncommon O-78 Postwar Recovery 1-3-0 (Auto B): When this card is play to the field, put a Coin on this card. (Self Battle Phase):<<0>>Abolish one of your Blue Basic G. If so, your Nation Nation would be recover by X, then put a Coin on this card. The value X is the double the number of Coins on this card (when play). Uncommon O-81 Soldier's Duty 2-2-0 (Auto A): All Units in all hand gains the following text. This effect cannot be repeat. "Substitute Cost>[Total Cost -2]: Choose and abolish a Command from hand" Uncommon O-86 Dummy Balloon 2-2-0 (Auto A): All of your Units gain the following text. "(Auto A): This card would not receive damages by more than X outside of Battle Damages. The value X is same as the defense strength of this card." O-87 BWS(Back Weapon System) 2-3-0 (Normal): <>One of your Unit gains "High Mobility", */+0/+0 until end of turn. O-135 Maria and Uso 2-3-0 [Restrict to 1/Self] (Auto B): When this card is play to the field, put any number of Coins onto this card. (Auto A): All Units with TNP cost X that is battling gain */+0/+0. The value X is equal to number of coins on this card. Rare -------------------Generations----------- NONE. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-78 Side 3 1-1-0 */0/4 S Stronghold Colony (Auto B): When this card is play to the field, put it in Reroll position. Also, draw a card at the end of turn. U-85 YMS-14 Gelgogg (Early Production Type) 1-4-2 3/2/3 S/E (Auto B): When you produce 3 or more Green NPs, this card can be play with TNP cost of 3. U-115 MS-09R Rick Dom 1-2-1 2/1/3 S U-116 MS-08TX[EXAM] Efreet Kai 1-2-2 3/0/2 E (Auto D): When this card's detachment does Battle Damages to opponent's Nation, abolish the top number of cards on all LCP equal to this card's attack strength. Uncommon U-123 YMS-16M Xamel 2-3-1 0/1/4 E Desert (Self Attack Step):<<0>>When this card is in Battle Area, deal 1 damage to an opponent's Unit. Uncommon U-151 MS-06J Zaku II (Ken Bedashutat Machine) 1-2-1 2/1/2 E (Self Damage Calculation Step):<<0>>Abolish an Unit other than this card in this card's detachment. If so, deal X damages to opponent's Nation. The value X is the original defense strength of the Unit abolished. Uncommon U-156 AMA-X2 Neue Ziel 1-7-2 6/4/6 S Quick High Mobility Special Shield(3) [Substitute Cost>(TNP Cost -1): Remove 3 cards from your Junkyard. This effect can be resolve as much times as possible if the cost is paid.] Rare U-167 Char's Custom Muse 2-2-1 */1/3 S Cruiser Supplement(2) (Auto B):<<[1.1]>> When this card is in your hand when opponent's Command is play and resolve, you may put this card to your Disposition Area in Reroll position. Uncommon U-174 MS-06J Zaku II(Cucuruz Doan Machine) 1-1-1 3/*/2 E (Auto D): When this card is battling with an opponent's Character Card with "Ch", remove this card from the game. (Auto A): Change the battle modification of the Character Card set onto this card to X/0/0. The value X is equal to total original modification of that Character Card. Rare U-176 MS-14B Gelgoog (Zeon Remnant Use) 1-4-1 3/1/3 S/E Space Battle(1) [Substitute Cost>(Resource Cost -1): Remove a card from your Junkyard.] U-179 MA-05M Bigro Meir 2-4-2 3/3/4 S High Mobility Space Battle(3) Uncommon U-183 MS-05 Zaku I 1-1-0 1/0/2 S/E Quick (Auto B): When this card is play to the field, you can deal 1 damage to an opponent's Unit. U-184 MS-06 Zaku II 1-1-2 2/0/2 S/E (Auto B): <<[2.2]>>When this card is play to the field, put it in Reroll position. U-194 MS-12 Gigan 1-2-1 0/1/2 S/E Tire (Opponent's Damage Calculation Step): <> Do 1 damage to an opponent's Unit in the battle area. U-198 MS-11 Act Zaku (Maret Sangenu Machine) 2-3-2 3/1/2 S/E (Auto A): When this card has character set onto it, it gain "Swift Strike". (Battle Phase):<<1>>When there's an opponent's Unit with "Name: Gundam", Reroll this card. U-199 MS-14JG Gelgoog J (Shin Matsunaga Machine) 1-4-2 2/3/3 S/E (Opponent's Battle Phase): <<1>>If this card successfully in "Custom Machine set", Reroll this card. (Opponent's Defense Step):<>Do 2 damages to an opponent's Units in the battle area. U-202 MA-08 Big Zam 2-6-2 4/5/6 S/E Prevent(5) Area Weapon(4) Special Shield(3) (Auto A): When this card sorties for attack, if you don't have any other Unit outside of this and Units with * original Attack Strength, the target of "Area Weapon" effect of this card would change to all Units. Rare U-311 MS-06S Char's Custom Zaku II 1-1-2 2/1/2 S/E [Restrict to 1/Self] Swift Strike Space Battle(2) (Auto A): When this card is in a detachment with only 1 Unit, Units without "Swift Strike" cannot be move into the Area of that detachment. (Auto A): When your Green character is set onto this card, this card cannot be destroy or damaged outside of by Battle damages. Rare U-312 MA-04X Zakrello 1-2-1 3/0/1 S Quick (Auto B): When this card is play to the field, put it in Reroll position. Also, it gains +1/+0/+0 until end of turn. (Auto D): WHen this card is battling, abolish it at the end of turn. Rare U-313 YMS-15 Gyan (M'Quve Machine) 2-4-2 4/0/3 S/E Prevent(3) Raid (Auto D): The Battle Area that this card's detachment with only 1 Unit sorties to attack to is change to Ring Area until end of turn. (Battle Phase): <<1>>When this card is in Battle Area, roll an opponent's non-Unit card. Rare U-314 MA-05Ad Big Rang 2-5-2 4/3/6 S Prevent(3) Special Shield(3) Supplement(2) (Auto D): During your turn, when this card apply the "Supplement" effect, put an "Orgg Coin" {UNIT, "S", 0/1/1} onto the field. (Normal): Abolish one of your Coin that is an Unit. If so, an opponent Unit gains */+0/+0 until end of turn. Rare -------------------Characters------------ CH-13 Norris Packard 1-4-0 2/1/1 M/Ad (Self Return Step): <<0>>When this card is in the front of the detachment, abolish the Unit this card set onto. If so, do damages to opponent's Nation equal to that Unit attack strength. Uncommon CH-67 Gene 1-1-1 1/0/0 M/Ad (Self DCS): <<1>>When this card's detachment does battle damages to opponent's Nation, deal 2 damages to an opponent's Unit in Disposition Area. CH-69 Nimbus Schtazen 1-3-0 2/0/1 M/Ad (Auto D): When this card sorties in a detachment with only 1 Unit, it gains +1/+0/+0 until end of turn. (Auto A): The Unit this card set onto does not receive any damages outside of Battle Damages that is 3 or less. CH-85 Cima Garahau 1-4-0 2/2/1 F/Ad (Battle Phase): <<0 Each>>Remove one of your card from the game. If so, this card gains one of the following text until end of turn. 1)Swift Strike 2)Raid 3)Vulture Rare CH-89 Ken Bedashutat 1-2-0 1/1/1 M/Ad (Auto A): When this card is in the front of a detachment with 3 or more Units, it gets +1/+0/+0. Also, all Units in this card's detachment gains "Raid". Uncommon CH-93 Slender 1-1-0 0/1/0 M/Ad (Auto D): When this card is in Battle Area and an opponent's Command is play and resolved, abolish this card. (Auto A): When this card is in Battle Area, opponent cannot play Command with the same name with a card in his/her Junkyard. CH-95 Aina Sahalin 1-3-0 0/1/2 F/Ch (Auto A): When this card is set onto an Unit with "Area Weapon", that Unit gains "Area Weapon" +1. (Self Return Step): <<0>>When this card is in the battle area, move this card's set group and an opponent's set group with a "M" character to the bottom of owner's LCP. Rare CH-107 Ramba Ral 2-3-0 2/0/2 M/Ad Desert (Auto B): When this card is play to the field, roll all opponent's Unit with defense strength of 3 or more. Also, roll all Blue Units. Rare CH-108 Claire Hamon 1-2-0 0/0/1 F/Ad [Set/Ch] (Damage Calculation Step): <<0>>Deal X damages to an opponent's Unit battling with this card. The value X is equal to number of characters in your Junkyard. CH-115 Shin Matsunaga 2-4-0 1/1/2 M/Ad (Auto A): When there's a Character with "Family Name", this card gain +1/+1/+1. (Opponent's Battle Phase):<<1>>When this card is in Reroll position, during this turn, negate all effects of "Water", "Desert", "Swift Strike", "Raid", "High Mobility", and "Vulture" of all Units. Uncommon CH-180 Char Aznable 1-1-0 2/1/2 M/Ad/NT (Auto D): When this card is destroyed, destroy one of your Unit. (Attack Step): <<1>>Put an Unit that can successfully make a "Custom Machine Set" with this card into your Disposition Area in Reroll position, and set this card onto it. Rare -------------------Commands-------------- C-48 Lalah's Guide 1-3-0 (Normal): Reveal up to the top 3 cards on your Nation, from there you can put a card that can be play (for cost and timing) out. Afterward, put the remaining cards to the bottom of original Nation, and pay the Normal Cost of that card, then resolve the effect. Uncommon C-51 Overwheling Feeling of Power 1-1-0 (Battle Phase): Choose 1 of your Unit. Roll all opponent's Unit battling with that Unit with defense strength of X or less. The value X is equal to the attack strength of the chosen Unit. C-68 Supplement Request 1-2-0 (Auto B): <<[1.1]>>When this card is move by opponent's card effect from hand to any other places (including abolish), you can by revealing this card, and draw cards until you have up to 6 cards in your hand at the end of turn. (Self Draw Phase): Move an Unit from your Junkyard to the top of your Nation. C-74 Solomon's Ghost 2-4-0 Prevent(3) (Auto B): When this card is play, choose one of the following to activate. 1)(Damage Calculation Step): Do 3 damages to 2 of your opponent's Unit in 1 Battle Area. 2)(Damage Calculation Step): Do 5 damages to an opponent's Unit in the Battle Area. Rare C-75 Highspeed Impact 1-1-1 (Damage Calculation Step): Do X damages to an Unit in the battle area. The value X is equal to 6 minus the Total NP cost of that Unit. C-76 Under the Mask 2-2-0 (Normal): Reveal your hand (that have one or more cards). If so, choose one of the following and resolved it. 1)During the next Phase, opponent cannot play cards outside of Gs. 2)During the next Phase, opponent cannot play the text of Units and characters outside of "(Auto)" ones. Uncommon C-77 Repeatly Chased 1-3-0 (Normal): Choose an opponent's Unit in Reroll position and a Battle Area. During this turn, opponent cannot sortie Unit outside of the chosen Unit to the chosen Battle Area. C-82 Retreat War 2-3-0 (Damage Calculation Step): Move the number of Units destroyed in one of your detachment from top of opponent's Nation to your Hangar. Uncommon C-84 The Space of Light 2-5-0 Prevent(5) (Self Attack Step): Deal 5 damages to all Units. Rare C-128 Leadership 2-2-0 [Restrict to 1/Turn] (Normal): Choose one of your character. This turn, all of your Units and characters with TNP cost 1-2 that sorties in the same detachment as that character gains battle modification equals to its original battle strength or original battle modification respectively. Rare -------------------Operations------------ O-46 Space Battle Specification 1-2-0 Quick (Auto A): The Unit this card set onto lose Terrain "E", gains Terrain "S". O-65 Zionism 1-1-1 (Auto D): At the beginning of your turn, put a Coin on this card. When this card have 4 coins, remove all Coins on this card. (Auto A): All player, according to the number of Coins on this card, cannot use that type of card. 0: Unit 1: Command 2: Operation 3: G O-70 Special Duty Force 2-2-0 Water (Self Defense Step):<>When this card is in the Battle Area, do X damages to Opponent Nation. The value X is equal to the attack strength of the Unit this card is set onto. (NOTE: This card is a "Operation(UNIT)") Uncommon O-71 State Funeral 1-1-0 (Auto A): All of your Green Basic Gs gains the following text. "(Normal): <<0>>Move this card to owner's Nation, and shuffle that Nation. If so, put a +1/+1/+1 coin onto one of your Unit". Rare O-73 Formation Flight 1-1-0 (Auto B): This card can only set onto Units with "Cruiser". (Defense Step): <<1>>Put 3 "Trasporter Coin" into this card's detachment in any order. Transporter Coin would be treated as {UNIT, */1/1} afterward. Also, that cannot be target of your Commands. Remove them at the end of Damage Calculation Step. O-77 Bottomless Darkness 1-2-0 (Auto A):The Unit this card is set onto gains +X/+0/+0. The value X is the number of cards in your Hangar. (NOTE: This card is an "Operation(UNIT)") O-121 Impact of Acceleration 2-4-0 [Restrict to 1/Self] (Opponent's Battle Phase): <>Abolish a card from hand. When the abolished card is not a G, a card outside of G or set card in opponent's Disposition Area lose control until end of turn. Rare -------------------Generations----------- NONE. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-68 RMS-106 Hizack 1-1-1 2/0/1 S/E (Auto B): When this card is play it's not include in the limit of "Only 1 Unit can be play per turn". U-69 RMS-108 Marasai 1-3-1 2/1/3 S/E U-70 ORX-005 Gaplant 1-3-2 3/1/2 S/E Transform ================== MA Mode: 0/1/3 High Mobility Uncommon U-80 RMS-154 Barzam 1-2-1 3/1/2 S/E (Auto B): This card can only be play to the field when you have 2 or more Units. U-82 RMS-106 Hi-Zack (Riding on Base Jabber) 1-2-1 2/0/1 E High Mobility (Auto D): The Unit behind this card when sorties gains "High Mobility" until the end of turn. (Auto D): When this card is destroy while in battle area, destroy the Unit behind this card in detachment. U-84 RX-121 Gundam TR-1 [Hazel] 2-3-1 3/1/2 S/E Raid (Auto D): The battle strength of all opponent's Units battling with this card with Total NP Cost of 2 or lower becomes 1/0/1 until the end of turn. Uncommon U-86 PMX-003 The O 2-6-1 5/2/5 S/E Prevent(4) Raid (Self DCS): <<[2.6]0>>If this card would be destroy, abolish this card. If so, remove all cards from your LCP and all Nations from the game at the end of the turn. Then, shuffle all cards in hand to the top of the respective Naiton, and shuffle the Nation afterward. Rare U-99 RX-121-1 Gundam TR-1[Hazel Kai] 2/4/2 3/1/4 S/E [Restrict to 1/Self] Raid (Attack Step):<<1>>Remove one Unit "Name:TR-1" from your Hangar or your Junkyard. If so, put a +1/+1/+1 Coin on this card. U-100 RMS-117 Galbaldy b (beta) 1/1/2 2/0/2 S/E (Auto B):If this card is play to the field while an Unit with "Cruiser" on the field, it's play in Reroll position. U-102 NRX-055-1 Bound Doc (Jerid Messa Machine) 2/5/2 3/2/6 S/E (Attack Step): Transformer High Mobility [(Auto D): When a Character with "F" is destroy and Abolish, that card is move to original controller's Hangar.] =========================== MA Mode: 4/1/5 U-103 Bosnia 1/1/1 */1/2 S Cruiser Supplement(1) (Self Disposition Phase): <> Reroll a Unit with Area could be battle "Space", and TNP cost of 2 or lower. U-176 ORX-005 Gaplant (Yazan Gable Machine) 1-3-2 3/1/2 S/E [Restrict to 1 / Self] Prevent(4) Space Battle(2) (Auto D): When this card's detachment dealt battle damage to opponent, opponent abolish a card from hand randomly. (Auto D): When this card is battling, abolish the bottom card of your Nation. If that card is a G, abolish this card. Rare U-177 RMS-141 Xeku Eins (Josh Grey Machine) 2-4-2 3/2/3 S/E [Team>[New Desides](Auto D): Whenever a Black Command's play is resolved, recover 2 of your Nation]. (Self Disposition Phase):<<1>>Put an Unit in hand with "Name: Xeku Eins", pay its normal cost and put it into your Disposition Area in rolled. Rare U-178 RX-121-2 Gundam TR-1[Hazel Owsla] (Gigantic Arm Unit Equipped) 2-6-2 5/4/6 Raid <<[2.4]>>Change[Hazel Owsla] (Auto D): At the beginning of DCS, destroy all opponent's card in the same Battle Area as this card with TNP cost of X or less. X is equal to the number of cards in your hand +1. Rare U-Z22 Keilas Guilie 1-4-2 */3/5 S <<1>>Area Weapon(3) Stronghold Colony (DCS): <>When this card is in the Battle Area, the target of this card's "Area Weapon" would change to "opponent's Units in Earth Area" until end of turn. Uncommon U-Z35 ZM-S22SC Rig Shokew (Imperial Specification) 2-4-2 4/1/3 S/E (Auto A): When a character with "Family Name" is set on this card, it gets +1/+1/+1. U-Z43 ZMT-S13G Godzorla 1-2-1 2/1/2 E Special Shield(1) [Multiple>All player choose a card from hand and abolish it.] U-Z54 ZMT-S33S Gottrlatan (Mega Beam Cannon Equipped) 3-6-2 5/4/5 S/E Raid Special Shield(1) (Auto B): When this card is play to the field, you may abolish your hand (with one or more card). If so, Reroll this card. (Auto D):<<[3.6]>> When this card sortie to attack, you may destroy a card with no card set on it except a G card. This effect cannot be overlap. Rare U-Z59 ZM-S06S Zoloat (Psycommu Equipped Machine) 1/2/1 2/1/2 S Special Shield(1) (Defense Step):<<1>> Roll all of opponent's Character that is battling with this card that have the total stats change of 3 or lower. U-Z61 MW544B Sandhoge 1-1-0 2/0/4 S (Auto A): This card cannot attack. (Self Disposition Phase):<<0>> Choose to Abolish a card from your Hangar. If so, draw a card. U-Z94 ZM-S09G Tomilat (Chronicle Asher Machine) 1-1-1 2/1/2 S/E [Restrict to 1 / Self] Quick Special Shield(1) (Defense Step):<<1>>Move this card to Space Area. (Self DCS):<<1>>When this card is in Battle Area, destroy an Unit with "Cruiser" or "Stronghold". If so, put a +1/+1/+1 coin on this card. Rare -------------------Characters------------ CH-48 Eriard Hunter 2-2-0 1/1/1 M/Ad (Auto A): This card's set group cannot be target of opponent's non-Black Command with total cost X or less. The value X is number of your Black Basic Gs. Uncommon CH-57 Carl Masuros 2-2-0 1/0/0 M/Ad (Auto A): This card gain the stats of shooting strength equal to the shooting strength of the Unit this card set onto. CH-58 Rosamia Badam 2-4-1 1/1/2 F/Ad/NT (Disposition Phase):<<1>>Remove all Brain Cleaning Token on this card, or put a Brain Cleaning Token on this card. (Auto A): When this card have Brain Cleaning Token(s), this card gains +1/+1/+1. If this card does not have Brain Cleaning Token, this card's set group cannot be target of opponent's Command. Rare CH-60 Chang Yar 1-1-0 0/0/0 M/Ad Cruiser-use-Modification(+0/+1/+1) (Battle Phase): <>Put an Unit from your Hangar, after paying the cost, to your Disposition Area rolled. CH-93 Yazan Gable 2-4-0 2/1/2 M/Ad Prevent(4) (Auto A): When this card sortie to attack, or is battling, opponent can't play any text except (Auto) of their Unit and Character. Rare CH-Z1 Chronicle 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-Z7 Utari 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 Brohho 1-4-0 2/0/1 M/Ad (Defense Step):<<1>>When this card is set on an Unit with cost total amount of 10 or higher, roll all opponent's Units battling with this card with TNP Cost of 3 or lower. CH-Z17 Fuala Grifon 1-5-0 2/2/1 F/Ad/NT Prevent(3) (Auto A): The Unit this card set onto gains 'Raid' when it's the only Unit in detachment. (Auto D):<<1.5>>When this card sortie to attack, all players choose and abolish a card from his/her hand or his/her field. Rare CH-Z22 Lupe Cineau 1-3-0 2/0/1 F/Ad (Auto A): When there's your character with "M", this card gains +1/+0/+0. Also, when there is opponent's character with "Ch", this card gains +1/+0/+0. (Auto D): When this card is destroy and abolish, destroy a card with total cost amount higher than this card. Rare CH-Z33 Raiorl Sabat 1-1-0 1/1/0 M/Ad Quick (Auto B): When this card is play to the field, put it in Reroll position (Auto D): At the end of your turn, abolish this card. -------------------Commands-------------- C-3 Special Attack 1-1-0 (Normal): One of your Unit gains +3/+3/+3 until end of turn. That Unit is destroy at Return Step. C-17 Precaution 1-2-0 (Normal): One of your Unit card gains +1/+1/+0 until the end of turn. If so, draw a card at the end of the turn. C-22 Supremacy of Black 2-4-1 (Normal): Destroy a non-G, non-Unit card. Uncommon C-32 Lock of Connection 1-2-X Prevent(X) (Disposition Phase): Abolish all cards in your LCP. If so, abolish the same amount as the abolished amount of cards on top of opponent's LCP. The value X is up to opponent number of NPs. C-38 Pinioning 1-2-0 (Normal): One Unit card gains -2/-2/+0 until the end of turn. C-39 Military Justice 2-3-1 (Return Step): One player abolish one of their card other than a G. Uncommon C-75 Saddening End 1-3-0 Prevent(3) (Battle Phase): Destroy all opponent's Unit that received damage. Rare C-Z18 Shakti's Prayer 1-4-0 (Auto B): <<[1.1]>>When this card is move by opponent's card effect from hand to any other places (including abolish), you can by revealing this card, and draw cards until you have up to 6 cards in your hand at the end of turn. (Self Disposition Phase): Destroy all opponent's Operations. C-Z23 Shooting of High Degree 2-X-X Prevent(X) (DCS): Destroy an Unit in Battle Area with TNP cost of X. However, if that Unit have a Character with TNP cost of 5 or more set onto it, negate this effect. Rare C-Z26 Warning of Punishment 2-4-1 [Restrict to 1 per Turn] (Attack Step): Look at all cards in opponent's hand, move one card other than G card into your Hangar. Rare -------------------Operations------------ O-7 Poor Maintenance 1-1-0 (Auto B): When this card is play to field, roll the Unit this card set on. (Auto A): This card's Set Group, outside of paying (5), is not Reroll by the designate effect of Reroll Phase. O-42 Control by Military 2-4-0 (Auto B): When this card comes into play, your Nation would be recover by 18 points. (Auto D): At the beginning of your Draw Phase, pay (2). Rare O-43 Sympathetic Detonation 2-4-1 (Auto B): When this card comes into play, play it in Rolled position. (Self Return Step): <<[2.5]R(1)>>Abolish this card and discard all cards from your hand. If so, destroy all G cards. (Self Attack Step): <<[3.5]R(2)>>Abolish all of your cards other than G cards. If so, destroy all opponent's Units. Rare O-46 Moon Attack 2-3-0 (Auto B): When this card comes into play, put a Coin on this card. (Self Draw Phase):<<0>>Remove X of your card from the game except this card. If so, draw X card(s) and put a Coin on this card. The value X is equal to the number of Coins on this card (when the effect is play). Uncommon O-51 Divorce 2-4-0 (Auto A): All players cannot sortie detachment with only 1 Unit to attack. O-76 Secret Skills 2-3-0 (Auto D): When your Nation received battle damage from opponent's detachment, you may abolish 1 of your card. If so, use the effect of "Area Weapon(X)" on the forefront Unit on 1 of that detachment. X is equal to the amount of battle damage dealt to your Nation by that detachment. Rare O-Z20 Empire Mainland 1-3-0 (Auto A): Change the designate effect of (All) Draw Phases to "You put the top card on your Nation to your Hangar". Uncommon -------------------Generations----------- NONE. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- 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 per turn. Uncommon U-73 AMX-003 Gaza-C 1-1-1 2/0/1 S/E Transform =================== MA Mode: 0/0/2 High Mobility U-74 AMX-102 Zssa 2-3-1 1/0/2 S/E (Auto B): When this card is play to the field, put 2 Missile Coins on this card. Missile Coin is treated as +0/+1/+0 coins. (Battle Phase): <<0 Each>>Remove a Missile Coin from this card. If so, deal 1 damage to an Unit in the same area as this card. Uncommon U-75 AMX-009 Dreissan 1-4-1 3/2/3 S/E Uncommon U-77 AMX-004 Qubeley 2-5-2 4/0/4 S/E Prevent(3) Psycommu(2) (Auto D): When this card is in the Battle Area, and this card receive damages outside of "Psycommu", roll an opponent's Unit without character set onto it. Rare U-93 AMX-109 Kapool 2-3-1 3/1/3 E Water Transformer (Battle Phase): <<0>>Abolish this card in Battle Area. If so, destroy an Unit with "Cruiser" or "Stronghold". ============= Mobile Armor Mode: */1/4 High Mobility Water U-103 AMX-008 Ga Zown 1-3-2 2/1/3 S/E Transformer (Attack Step): <>When this card is in battle area, until the end of turn, it cannot be target of opponent's effect. At the beginning of Damage Calculation Step, Reroll this card. ------------------- MA Mode: */1/3 High Mobility U-115 AMS-120X Geara Doga (Psycommu Test Type) 1-3-2 3/1/2 S/E Psycommu(2) (Auto A): When this card is in Disposition Area, the effect of "Psycommu" cannot be use. Uncommon U-119 NZ-333 a(Alpha) Azieru 3-8-2 9/8/9 S Prevent(9) Psycommu(2) Psycommu(2) Special Shield(3) (Defense Step): Area Weapon(3) (Auto A): For "Psycommu" effect of this card, treat this card to have Terrain "E". Rare U-168 AMX-103 Hamma Hamma 2-4-2 3/3/3 S/E (Defense Step): Area Weapon(2) (Defense Step): <>When this card sorties to attack, and it's battling, an opponent's Unit gains +0/+0/-X until end of turn. The value X is equal to the value of an "Area Weapon" of this card. Rare U-169 AMX-104 R-Jarja 2-4-1 4/1/3 S/E Prevent(3) Raid (Auto A): When all Units is play to the field, they are in Reroll position. (Defense Step): <<1>>Return one of your Unit or character and an opponent's Unit and character in the same area as this card to original owner's hand. Rare U-C33 XM-X1 Crossbone Gundam X1 (Zanbuster Equipped) 2-6-2 5/2/5 S/E [Muitlple><<[2.6]>>When this card is in Battle Area, return X opponent's Units to owner's hand. The maximum value of X is number of your Units with "Name: Crossbone Gundam".] (Auto A): For "Muitlple" effect of this card, you may treated Units with "Name: Crossbone Gundam" as the same name as this card. Rare U-C35 EMS-06 Batara 1-X-Y 2/0/1 S/E Quick Special Shield(1) (Auto B): When this card is play, the total of X and Y must by 2 or above. Also, the resource cost must be 0~1. U-C36 EMS-10 Paz Batara 1-X-Y 4/0/1 S/E (Auto B): When this card is play, the total of X and Y must by 4 or above. Also, the resource cost must be 0~2. (Auto D): When this card battles opponent's Unit(s) with "Space Battle", destroy this card. U-C37 Cangrijo 2-X-Y 5/2/2 S/E Area Weapon(2) (Auto B): When this card is play, the total of X and Y must by 6 or above. Also, the resource cost must be 0~2. U-C40 Third Relay Base 1-1-0 */1/5 S Stronghold Colony (Auto B): When this card is play to the field, put it in Reroll position. Also, draw a card at the end of turn. (Auto D): When this card leaves the field, reveal your hand. U-C41 XM-X2 Crossbone Gundam X2 (Buster Equipped) 2-6-1 5/1/5 S/E [Muitlple>During attack step, when this card is in the Disposition Area, move this card to Battle Area in Reroll position.] (Auto A): For "Muitlple" effect of this card, you may treated Units with "Name: Crossbone Gundam" as the same name as this card. Rare U-C42 Zando Gei (Beam Rifle Equipped) 1-1-1 0/1/1 S/E Special Shield(1) (Auto D): When this card sorties to attack and it's battling, it gains +0/+1/+0 until end of turn. U-C45 Acusirio 1-X-Y */1/2 S/E Area Weapon(2) (Auto B): When this card is play, the sum of X and Y is 3. But, the Resource Cost must be 0-1. U-C97 XM-X1 Crossbone Gundam X1 Patchwork 2-6-1 5/1/5 S/E (Auto B):<<[2.4]>>During Disposition Phase, if this card is in your hand, abolish an Unit from your hand with "Name: Crossbone" other than this card. If so, put this card in to your Disposition Area in reroll position. (Battle Phase):<<(1)Each>>This card can't be the target of opponent's effect until end of cut. Rare U-C98 Cornigs 2-7-2 6/3/6 S/E Prevent(5) <<1 Each>>Transform Space Battle(3) (Auto A): This card cannot be target of opponent's Command. (Auto D): When an opponent's card is play, reroll this card. ============ MA Mode: 0/2/7 (Auto A): This card cannot be target of opponent's effect outside of Command. Rare -------------------Characters------------ CH-23 Gemon Bajak 1-1-1 1/0/0 M/Ad (Auto B): When this card is play to the field, 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-45 Haman Khan 2-5-1 2/2/2 F/Ad/NT Prevent(3) Cruiser-use-modification(+0/+1/+0) (Auto A): When the Unit this card set onto is in Battle Area, it gains "Psycommu(2)". Rare CH-62 Lane 1-2-0 0/0/0 M/Ch Vulture (Auto D): When this card's detachment does battle damages to opponent's Nation, opponent player pay (2). If so, recover your Nation by 1. CH-63 Yazan Gable 1-2-1 2/2/2 M/Ad Vulture (Auto D): When this card is destroy, it can move to can Unit that can set Unit on. If so, negate this card's destruction. (Auto C): At the beginning of your Draw Phase when there's no opponent's Unit, pay (2). If you don't pay, roll this card. Uncommon CH-70 Char Aznable 2-6-0 3/3/3 M/Ad/NT Prevent(5) [(Auto A): This card's set group cannot be move by opponent's effect other than by destruction] (Self Attack Step):<<0>> When this card is in the Battle Area, your opponent draws 2 cards. If so, opponent choose and abolish one of his/her non-G card. Rare CH-71 Quess Air 1-4-0 1/2/1 F/Ch/NT [(Auto B): This card name is same as "Quess Paraya"] (Auto A): When this card is set onto a Unit with "Psycommu",if the number of cards in your hand is an odd Number, the Unit gains "Psycommu" +1. If the number of cards in hand is more than 4, that Unit gains "Psycommu" +1. Rare CH-C15 Zabine Chareux 1-4-0 2/1/2 M/Ad Prevent(4) Family Name (Defense Step): <<0>>One of opponent's Unit battling with this card gains -2/+0/+0 or +0/-2/+0 until the end of turn. Uncommon CH-C17 Umon Simon 1-2-0 1/0/2 M/Ad/NT (Disposition Phase):<<2>> Both player reveal the top card in their respective Nation. If the shown card have different Total Cost, during this turn, you may negate the destruction of the set group this card is in. If both cards have the same cost, this card lost "NT" until end of turn. CH-C21 Jonah 1-1-0 1/1/0 F/Ad (Defense Step):<<0>> Move an opponent's Character with TNP cost of 4 or less that is battling with this card to the bottom of owner's Nation. CH-C22 Jerad 1-1-0 1/0/1 M/Ad (Auto A): When this card is in a detachment with a Character other than this card, this card gains +0/+1/+0. CH-C52 Callisto of Shadow 2-5-2 2/2/2 M/Ad (Auto A): Opponent reveal his/her hand. (Self Disposition Phase): <<1>>When opponent's hand is revealed, from there, choose a non-G card. At the beginning of Return Step, move the chosen card to the bottom of owner's Nation. Rare -------------------Commands-------------- C-12 Honorable Words 1-3-0 (Normal): The text and unresolve effect of a card other than your Operations would be negated until end of turn. C-42 Leaving of Empress 2-4-1 (DCS): Return all Units with or without character set onto it in the battle area to owner's hand. Rare C-44 Military Pressure 2-4-0 (Auto B): <<[1.1]>>When this card is move by opponent's card effect from hand to any other places (including abolish), you can by revealing this card, and draw cards until you have up to 6 cards in your hand at the end of turn. (Defense Step): Roll number of opponent's cards equal to (when play) number of cards in your hand. C-47 Envy 1-1-0 (Normal): When opponent's Total NP is not over X, negate the play of a card except a G and abolish it. The value X is equal to that card's TNP Cost +1. C-48 Replica Collection 1-2-1 (Battle Phase): One of your Red Basic G is treated as {UNIT,Terrian "E","Water",3/1/3} until the end of turn. C-49 Invisible Heavy Pressure 2-4-0 Prevent(3) (Opponent Reroll Phase): Skip this turn's Draw Phase. Uncommon C-53 Night of Anxiety 2-3-0 (Normal): Choose a set Group with "Prevent". If so, recover your Nation by X points. The number X is the total number of "Prevent(X)" in the chosen card. C-54 Threat 2-4-0 [Restrict to 1 per Turn] Prevent(3) (Normal): Negate the play of a Command and move that card into your Hangar. Rare C-91 Third Power 1-4-0 Prevent(3) (Opponent's Battle Phase): Roll all opponent's cards. Rare C-C15 Secret Ambition 2-4-1 [Restrict to 1 per Turn] (Disposition Phase): Look at all cards in your Nation, you may put maximum of two Units with "Name: Crossbone Gundam" out and abolish them. Shuffle your Nation afterward. -------------------Operations------------ O-2 Internal Investigation 1-1-0 (Normal): <>One player look at the top card on his/her Nation, and return it to top or bottom of that Nation. O-4 Turn 2-4-2 (Auto B): This card can only be set onto an opponent's Unit. When this card is play to the field, move the Unit this card set onto to your Disposition Area. (Auto C): At the beginning of Draw Phase pay (3). If you did not pay, abolish this card. (Auto D): When this card leaves the set, move the Unit this card set onto to owner's Disposition Area in Reroll position. Rare O-32 Extremely 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-36 Hidden Reconsideration 1-2-1 (Auto D): At the end of your turn, put a Coin onto this card. (Auto C): At the beginning of your Draw Phase, pay (2) for each Coin onto this card. If you don't pay, remove this card from the game. (Auto A): All Nation does not received any Battle damages. Rare O-52 Muscle Flexing 1-4-0 (Auto B): When this card comes into play, put a Coin on this card. (Battle Phase):<<[1.4]X>> Abolish one of your G. If so, Roll up to X opponent's Units in the Battle Area, and put a Coin onto this card. The value X is the number of Coins on this card (when play). Uncommon O-58 Ideal Sympathy 2-3-0 (Auto B): When this card is play to the field, put it in rolled position. (Self Disposition Phase):<<[2.3]R>> Abolish this card, If so, move an opponent's Character into your Hangar. O-C19 Acquisition of Approval 1-2-0 (Self Disposition Area): <<0>>Look at the top 2 cards on your Nation, from there reveal a G and you can move it to hand. Rare -------------------Generations----------- NONE. __________________________ __________/ Brown: Turn A, X, G \_________________ -------------------Units----------------- U-37 Whales 2-3-1 */1/3 S/E Cruiser Supplement(2) (Auto B): When this card is in your Junkyard, you may abolish a G card in Reroll position from your Disposition Area. If so, move this card into your Disposition Area Rolled. 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-67 System-A99 Turn-A Gundam (First Start) 1-2-2 3/0/3 S/E Quick (Auto B): When this card is play to the field during opponent's turn, put it in Reroll position. [(Auto A): This card cannot sorties if character is not set onto this card or there's no opponent's Unit in the Battle Area.] Rare U-71 Misrtu 1-1-0 */0/4 S Stronghold Colony (Auto B): When this card is play to the field, put it in Reroll position. (Battle Phase): <<0>>Draw a card from the top of your LCP. If so, abolish this card at the end of turn. Uncommon U-73 G-M2F/AMX-1002 Zssan 2-3-1 1/2/2 S/E (Auto A): This card, when do not have a character set onto it, and have character in this card's detachment, gains +0/+1/+0. U-76 MRC-C03 Mighty Fellow 1-1-0 1/0/1 S/E Supporter (Auto B): When this card is dispose to the field, you may look at the top 10 cards from your Nation, and choose a Brown G from there, reveal and put it into your hand. Shuffle your Nation afterward. U-79 MRC-F20 SUMO 2-4-1 3/1/3 S/E (Auto D): When this card sorties for defense, this card gains +1/+0/+0 until the end of the turn. Uncommon U-111 Concept-X 6-1-2 Turn X (Moonlight Butterfly Activated) 3-7-2 8/4/6 S/E [Restrict to 1/Self] Prevent(9) Special Shield(9) [Substitute Cost>(TNP Cost -2): Roll an Unit with "Name: Turn-A Gundam"] (Auto D): <<[2.5]>>At the beginning of your DCS, when this card is in Battle Area, destroy 2 of your and opponent's non-G cards. Rare U-X3 GT-9600 Gundam Leopard 1-4-1 2/2/3 S/E Vulture (Defense Step): <<1>>Deal 1 damage to all opponent's Units battling with this card. Uncommon U-X13 DT-6800A Daughtress 1-1-0 0/1/1 E (Auto B): This card's play is treated as an Unit with "Cruiser". (Auto D): When this card is destroy and abolish, you gain 2 Vulture Points. U-X14 DT-6800C Daughtress Command 1-2-1 1/1/2 S/E (Auto D): When this card sorties for defense, it gains +0/+1/+0 until end of turn. U-X35 NRX-007 Colrel 2-3-2 5/0/1 E Prevent(3) Swift Strike (Auto A): This card would not be damaged or destroy by effects of opponent's Units and characters. Rare U-X37 GT-9600-D Gundam Leopard Destroy 3-5-2 3/4/4 S/E Vulture <<[3.4]>>Change(Gundam Leopard) (DCS):<<0 Each>>When this card sorties for attack, and is in a battle, roll one of your Operation. If so, deal 2 damages to an opponent's Unit battling with this card or to opponent's Nation. This effect can used up to 3 times per turn. Rare U-X44 RMSN-002 Febral 2-5-2 4/3/5 S Prevent(3) High Mobility Psycommu(2) Uncommon U-X45 RMS-006G Jenice Kai 1-1-1 2/0/2 E Vulture U-X46 RMS-009 Septem 1-3-1 2/1/3 S/E U-X48 NRX-010 Gable 2-4-2 3/0/6 E Raid (Auto A): This card cannot be destroy or damaged by battle damages or by opponent's effect. [(Normal): <<0>>Abolish 2 cards from hand, If so, negate this card's text until end of turn. This effect can only be use by opponent.] Uncommon U-X96 NRX-016 Rasveyt 2-5-2 4/1/4 S/E Prevent(3) Psycommu(2) (Auto A): All of your "Bit MS Coin" gains +X/+2/+X. The value X is equal to this card's "Psycommu(X)" value. (Battle Phase): <<0>>Put a "Bit MS Coin" {UNIT, "S/E", 0/0/0} into this card's detachment in any order. Rare U-G43 Fuunsaiki (Mobile Horse Mode) 2/3/2 2-3/2-3/2-3 S/E Prevent(9) [MF] Swift Strike (Auto D): When one of your card in reroll position with [Sect: Toho Fuhai] sortie to Ring Area, you may move this card to that Ring Area. (Battle Phase):<<1>>One of your Unit in this card's detachment gains "Swift Strike" until end of turn. Rare U-G44 GF13-017NJ Shining Gundam (Hyper Mode) 2-5-2 4-6/1-1/4-6 S/E Prevent(5) [MF] Sect: Toho Fuhai (Auto A): When card in opponent's hand or hangar is abolish due to this card's effect, instead destroy an opponent's non-G card. (Normal): <<1>>When there are 5 or more cards in your Junkyard, remove a card from there from the game. If so, reroll this card. Rare -------------------Characters------------ CH-52 Yan Shikinen 1-1-0 1/1/1 M/Ad (Auto D): When this card battles with an opponent's Brown Unit, roll this card. CH-55 Gym Ghingnham 2-5-0 2/2/2 M/Ad Swift Strike Raid Family Name (Auto D): When this card sorties, destroy one of your card except a card in this set group. Rare CH-X19 Witts Sue 2-4-0 2/1/1 M/Ad Vulture (Auto B): When you have 6 or more Vulture Points, and you move this card to your hand with Vulture Points (from your Junkyard), move an Unit from your Junkyard with "Vulture" to your hand. Rare CH-X20 Roabi Roy 2-4-0 1/2/2 M/Ad Vulture (Defense Step):<<0>>Deal X damages to the Unit this card is set onto. If so, do X damages to the Unit of opponent's detachment battling with this card in anyway you want. The maximum value of X is the Defense Strength of the Unit this card set onto -1. Rare CH-X24 Lee Jackson 2-2-0 1/0/2 M/Ad (Opponent's Battle Phase):<<0>>When this card is destroy, destroy an opponent's Unit battling with this card. CH-X26 Demar Graif 1-2-0 2/0/0 M/Ad (Auto D):<<[2.3]>>When this card's detachment does battle damages to opponent's Nation, you may put a Paint Coin onto a G. When this card leaves the field, remove all Paint Coin. (Auto A): All Gs with Paint Coin would produce White Nation Power. Uncommon CH-X28 Dweyt Langraf 2-3-0 2/0/1 M/Ad (Auto A): This card's set Group cannot be target of opponent's effect during Disposition Phase. (Auto A): When this card is in Battle Area, opponent cannot get Vulture Points. CH-X29 Milra Durayd 2-3-0 1/0/2 M/Ad (Auto A): All opponent's Units that would be destroy as result of Battle damages dealt by this card's detachment would be remove from game instead. (Auto D): When this card is destroy by Battle damages, remove this card from the game. CH-X33 Lancerow Dawell 2-4-0 2/1/2 M/Ad/NT Prevent(3) Space Battle(2) (Opponent's Battle Phase): <<1>> If this card is set onto an Unit with "Psycommu", reroll it. Uncommon CH-G35 Fuunsaiki 2-3-0 1/1/2 M/ /GF Quick (Auto B): When this card is play, it can be set onto Unit outside of Disposition Area including Ring Area. (Auto D): When this card's detachment does battle damages to opponent's detachment, you can move an opponent's Unit with TNP cost of 4 or less to the bottom of owner's Nation. Rare CH-G36 Domou Kassau 2-5-0 2/2/2 M/Ad/GF Prevent(5) Sect: Toho Fuhai (Normal): <<1>>When there are 5 or more cards in your Junkyard, from there remove 2 from the game. If so, this card's set group cannot be target of opponent's effect until end of turn. Rare -------------------Commands-------------- C-17 Escape Pod 2-3-0 (Normal): Abolish one of your Unit. If so, you gain Vulture point equal to the TNP cost of the abolished Unit. C-24 Enemy of Yesterday 2-4-0 Prevent(3) (Opponent's Battle Phase): Put an Unit in a Junkyard to opponent's Disposition Area in Reroll position. If so, move an opponent's Unit with the same TNP cost or total cost amount as that Unit to your Disposition Area in reroll position. Rare C-X4 Vulture's Humanity 1-2-0 [Extra Cost>Vulture Point-3] (Normal): Draw a card from both of your Nation and top of your LCP. Uncommon C-X5 Stolen Nuggets 1-3-0 (Auto B): <<[1.1]>>When this card is move by opponent's card effect from hand to any other places (including abolish), you can by revealing this card, and draw cards until you have up to 6 cards in your hand at the end of turn. (Normal): Remove 2 cards from the top of opponent's LCP or Junkyard from the game. C-X9 7th Space War 2-5-1 (Self Returning Step): Choose and abolish any number of cards in your Hangar. If so, for each card abolished, remove 2 cards from the top of opponent's Nation from the game. Rare -------------------Operations------------ O-27 Soldier's Alive Picture 2-3-0 (Normal): <<0 Each>>Roll one of your G, abolish a card from your hand. If so, one of your Unit gains +2/+0/-1 until the end of turn. O-49 Vacation 2-3-0 [Restrict to 1] Prevent(5) (Self Return Step): <<0>>During this turn, when your Unit did not move to the Battle Area, draw cards from the top of your LCP until there are 3 cards in hand. This effect can be use by all players. Rare O-57 Sword of Heavenly Heat 1-3-0 (DCS): <<0 Each>>Roll two of your Gs, choose and abolish a G from your hand or remove a G from your Junkyard. If so, deal 2 damages to an Unit in the battle area. Uncommon O-61 Chain Reaction 2-3-0 (Opponent's Battle Phase): <>Roll 2 of your Gs, abolish a card from your hand. If so, roll all Units with TNP cost of X. Uncommon O-X12 Genius Mechanic 1-2-0 Vulture (Auto B): When this card is play to the field, draw a card at the end of turn. (This is an "OPERATION(UNIT)" card) O-X14 Continuation of Fierce Battle 1-2-0 (DCS): <>When one of your detachments with only Units with "Vulture" does battle damages to opponent's Nation, gain Vulture points equal to number of Units in that detachment. This effect cannot be repeat. Uncommon O-X19 Recoming of Nightmare 1-2-0 (Normal):<<0 Each>>Roll 1 of your G and choose and abolish 2 cards from your hand. If so, do 1 damage to all Units in opponent's Disposition Area. O-X20 Footstep of Plot 1-3-0 (Normal):<<0>>Roll 2 of your Gs, and choose and abolish a non-G card from your hand. If so, during this turn, all players cannot play the cards O-X21 Sea Water Bath 1-3-0 (Self Reroll Phase):<>Remove a card from your Junkyard from the game. If so, recover your Nation by 2. Uncommon O-X30 Bit MS 1-3-0 (DCS): <<0>>Roll X of your Operations, abolish a card from hand. If so, one of your Unit gains +X/+0/+0 until end of turn. O-X31 Newtype's Exclusion 2-3-0 (Disposition Phase): <<0>>Roll 1 of your G, choose and abolish a card from your hand or from your Hangar. If so, put the top card on your LCP to your Hangar. Rare O-G16 Super Mode of Wrath 2-4-0 [Restrict to 1/Self] (Attack Step): <<0>>An Unit with "MF" gains the following text until end of turn. "(Auto D): When an opponent's Unit battling with this card is destroy and abolish, deal X damages to opponent's Nation. The value X is the same as Attack Strength of this card." Rare -------------------Generations----------- NONE. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-8 OZ-06MS Leo 1-1-1 2/0/2 S/E U-28 L-3 X18999 Colony 1-1-0 */0/4 S Stronghold Colony (Auto B): This card comes into play in Reroll position. Also, draw a card at the end of that turn. 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): For each of your Unit in this card's detachment with "Name: Virgo", this card gains "Special Shield" +1, +0/+1/+0. U-61 OZ-12SMS Taurus 2-2-1 2/1/3 S Transform ==================== MA Mode: */1/3 High Mobility U-72 OZ-12SMS Taurus (White Fang Specification) 1-1-1 2/1/3 S/E Transformer [(Auto A): This card cannot have character set onto it] [(Auto D): Abolish this card when your Unit outside of with "Name: Taurus" is play to field] ================ MA Mode: */1/3 High Mobility U-74 WF-02MD Virgo II (Megabeam Cannon Equipped) 1-4-1 3/3/3 S/E Special Shield(1) [(Auto A): This card cannot have character set onto it] Uncommon U-77 OZ-09MMS Pisces 2-2-1 1/1/2 E Water (Self Return Step): <<1>>When this card is in Earth Area, remove an Unit in opponent's Junkyard from the game. If so, you gain X Vulture Points. The value X is the Total NP Cost of the removed Unit. U-83 OZ-06MS Leo (Using Mobile Doll) 1-1-1 2/1/1 S/E [(Auto A): Characters cannot set onto this card.] U-86 Taurus Cruiser 2-3-1 */*/2 S Cruiser Supplement(1) (Auto B): When this card comes into play, put 3 Hangar Coin on this card. (Your Turn): <>Remove a Hangar coin from this card. At this time, put a Taurus Coin to the field. Taurus coin would treated as {UNIT, Terran "S", 2/1/2} afterward. Uncommon U-113 OZ-00MS2B Tallgeese III 2-5-1 5/2/5 S/E [Restrict to 1/Self] Prevent(3) Quick [Multiple><<[2.5]>>When this card is in Batlte Area, destroy all Units without character set onto it.] (Auto A): For this card's "Multiple", you can treat all Units with "Name: Tallgeese" as the same name as this Unit. Rare U-S11 GAT-X207 Blitz Gundam 3-4-2 5/1/5 S/E [PS Armor] Special Shield(3) (Self Attack Step):<<0>> When this card is in a detachment with only one Unit, during this turn, opponent can only sorties cards to the Battle Area this card is in with Unit cards without "Name: Gundam". Rare U-S40 GAT-X131 Calamity Gundam 1-5-2 4/4/5 S/E [Restrict to 1] (Damage Calculation Step):<>Deal X damages to all Units in the same battle area as this card other than this card. The maximum value of X is 4. Uncommon U-S41 GAT-X252 Forbidden Gundam 1-5-2 5/1/6 S/E [Restrict to 1] Special Shield(3) (Normal): <<1>>Negate the play of one of your White Command. If so, return that Command to owner's hand. Uncommon U-S42 GAT-X370 Raider Gundam 1-5-2 6/0/5 S/E [Restrict to 1] Transformer (Attack Step):<<1>>All of your Units in the same detachment as this card gains "Raid" until end of turn. ----------------------------------------------- Mobile Armor Mode: 2/1/5 High Mobility Uncommon U-S44 TMF/A-803 LaGOWE(Andrew Waltfeld Machine) 2-3-2 3/2/3 E [Restrict to 1/Self] Desert [(Battle Phase):<<0>>When this card is in a detachment with only 1 Unit, during this turn, the battle damages done by this detachment would applied in both "Swift Strike" and Normal damages timing.] Rare U-S49 MBF-P02 Gundam Astray(Red Frame "Gerbera Straight" Equipped) 2-5-1 4/0/4 S/E Vulture (Damage Calculation Step):<<1 Each>> Designate an opponent's Unit that is battling with this card, abolish the top card of your Nation. If the abolished card is not a G card, remove the designated unit from the game. The Unit this effect designate cannot be the same card during a turn. Rare U-S51 GAT-01 Strike Daggar 1-2-1 2/0/2 S/E (Auto A): When the number of your Units is more than opponent's Unit, this card gains +0/+1/+0. U-S53 AMF-101 DINN 2-3-2 2/1/2 E High Mobility U-S181 ZGMF-X10A Freedom Gundam 3-5-3 6/3/6 S/E [Restrict to 1/Self] [PS Armor(3)] Special Shield(3) (Auto A): All opponent's set cards that would be destroy and abolish battling with this card would be return to owner's hand instead of being abolish. (DCS): <<1>>Destroy an opponent's Unit battling with this card with attack strength less than this card's original attack strength. Rare U-S182 ZGMF-X56S Impulse Gundam 3-5-2 5/2/5 S/E [PS Armor] Special Shield(3) (Battle Phase): <<0 Each>> Choose and abolish one card in hand. If so, choose and activate one of the following effects. However, each effect can only be used once per turn. 1) Negate this card's destruction. 2) Deal 4 damages to an opponent's Unit battling with this card. 3) An opponent's Unit gains -2/-2/-2 until end of turn. Rare U-S183 MBF-P03secondL Gundam Astray Blue Second L 2-6-1 5/2/5 S/E High Mobility <<[2.4]>>Change[Gundam Astray] (Attack Step):<<1>>Negate this card's "High Mobility" until end of turn. If so, one of your Unit with "Name: Gundam Astray" gains +X/+X/+0 until end of turn. The value X is equal the the number of cards in hand. This effect cannot be repeat. Rare -------------------Characters------------ CH-2 Duo Maxwell 2-4-0 2/0/2 M/Ch (Damage Calculation Step): <<1>>When this card is in a detachment with only 1 Unit, the battle damages done by this card's detachment can be deal to a chosen Unit in opponent's disposition area instead of opponent's Nation. Rare CH-12 Quatre Raberba Winner 3-5-1 2/1/2 M/Ch (Auto B): When this card is play, before setting this card, you can choose an Unit in your Junkyard, and put it in Reroll position after paying its Normal cost, and set this card onto it. Uncommon CH-58 Odel Bernett 1-4-0 2/1/2 M/Ad (Battle Phase): <<1>>The Unit this card set onto gains +1/+0/+0 during this step. Also, during this step, it would not be dealt any damages outside of Battle Damages. Uncommon CH-60 Otto 1-2-0 1/0/0 M/Ad (Self Attack Step): <<0>>This card gains "High Mobility" until end of turn. At the beginning of Return Step, abolish this card. CH-S5 Kira Yamato 2-4-0 2/1/2 M/Ch/CO (Auto A): The "PS Armor" effect of the Unit card this card set onto would change to following. This effect also affect effect inside [ ]. "(Normal): <<0>>This turn, your hand cannot be target of opponent's effect" Rare CH-S14 Tolle Koenig 1-1-0 0/1/0 M/Ch (Normal):<<0>>When this card is rolled, reroll one of your characters with "Ch". CH-S24 Loretta Ajar 1-2-0 1/0/0 F/Ad (Self Defense Step):<<0>>When this card is in battle area, remove 2 cards that have the same name from your Junkyard from the game. If so, your opponent choose and discard one card from hand. CH-S29 Andrew Waltfeld 2-3-1 2/0/2 M/Ad/Co Desert [(Auto A): Even if your Nation become 0, you won't lose the game.] [(Auto D): At the end of turn when your Nation is 0, after that turn, you start a new turn. At the end of the new turn, you lose] Rare CH-S34 Marco Morashim 1-2-0 1/1/1 M/Ad/CO Water (Auto A): All Units in this card's detachment outside of the Unit this card set onto gains the following text. "(Self Defense Step):<>Do 1 damage to opponent's Nation". CH-S35 Lowe Guele 2-3-0 2/0/1 M/Ch Vulture (Auto B):When this card comes into play, before this card is set to any card, you may pay the TNP Cost of an Unit in opponent's Hangar, and put it in your Disposition Area rolled, and set this card onto it. Uncommon CH-S121 Muruta Azrael 2-4-0 0/0/0 M/Ad (Attack Step): <<0>>Abolish a card from hand. If so, move an opponent's Units, an opponent's Unit outside of the Unit with the highest total Battle Stregnth to your Disposition Area in REroll position. At the end of turn, move that Unit to owner's Disposition Area. Rare -------------------Commands-------------- C-8 Parts Thief 2-3-1 (Disposition Phase): Return a Unit to its owner's hand. C-23 Unexpected Strike 2-3-0 (DCS): One of your Unit that is battling gains +3/+3/+3 until end of turn. If so, all Units in opponent's detachment battling with that Unit gains "Swift Strike" until end of turn. C-32 SMS 2-2-0 (Normal): All of your Units gains +1/+1/+1 until end of turn. C-47 Hacking 2-2-0 (Self Disposition Phase): Look at up to the top 3 cards on your Nation, from there move 1 into hand. Afterward, put the rest to the bottom of your Nation in any order. Rare C-48 Wings of Revival 2-2-2 (Normal): Negate the destruction of one of your Unit with a character set onto it. If so, put a +1/+1/+1 coin onto that Unit. C-54 Entrusted Destiny 2-3-1 (Normal): Negate the play of a Command and abolish it. If so, your Nation receive damages equal to that Command's TNP. C-55 Gratuitous Love 2-4-1 (Normal): 1 Unit and a character in your Junkyard would become a set group and put to your Disposition Area in Reroll position. At the end of turn, remove that set group from game. Rare C-71 Duo Returns to Deathscythe 3-4-1 (Auto B): When this card is in Junkyard, when the "Multiple" effect of your "Gundam Deathscythe" resolved, move this to owner's hand at the end of that turn. This effect cannot be repeat. (Self Disposition Phase): Remove an opponent's character or Operation from the game. Rare C-S6 The remaining Hopes 1-3-0 (Auto B): <<[1.1]>>When this card is move by opponent's card effect from hand to any other places (including abolish),you can reveal this card, and draw cards until you have up to 6 cards in your hand at the end of turn. (Normal): One of your Unit cannot be destroy other than by damages until the end of turn. C-S26 Threat from Underwater 2-2-0 (Battle Phase): Negate the text and and all unresolved effects of an opponent's Unit without "Water" until end of turn. C-S32 The Future Look 1-1-0 (Battle Phase): Move the top card of your Nation to your Hangar. C-S37 Gerbera Straight 1-5-0 [Extra Cost>Remove X cards in your Junkyard from the game] (Damage Calculation Step): Remove an opponent's Unit in battle area from the game. The number X is equal to the Total TNP cost of the disposition Group of that Unit. Rare C-S98 Operation Fury 2-3-1 (Normal): Negate the play of an opponent's card except a G or an Unit, and move it to its original owner's hand. If so, during this turn, opponent cannot play the same type of card as the negated card. C-S99 World that Becomes Blue and Pure 3-4-0 (Normal): All players recover their Nation equal to half of the card in their respective LCP (rounded up). Afterward, remove all cards in all LCP from the game. Rare -------------------Operations------------ O-13 The Name is Epyon 2-2-0 (Auto B): When this card comes into play, return all other Units with the same name as the Unit this card set onto to owner's hand. (Auto A): All Units with the same name as the Unit this card set onto gains "Restriction to 1". Uncommon (NOTE: This is an OPERATION(UNIT) card) O-S3 PLANT Highest Council 2-2-0 (Self Draw Phase): <<0>>Exchange all cards and the top X cards on your Nation. The value X is the number of cards in your hand. (Note: The cards from Nation are not reveal in this exchange) O-S9 Gungnel 2-2-0 (Auto B):This card can only be set on a Unit with "Stronghold". (Damage Calculation Step):<>Deal 3 damages to all Units that is in the same area as this card. Uncommon (NOTE: This is an OPERATION(UNIT) card) -------------------Generations----------- NONE. _________________________ __________/ Purple/OO \__________________ -------------------Units----------------- U-OO2 GN-002 GUndam Dynames O2/O2-4-1 4/3/5 S/E Prevent(5) (Auto B): When this card is play to the field when you produce 3 or more of a specific type of Nation Power, it's play in Reroll position. (Auto D): When this card sorties to attack, deal 2 damages to opponent's Nation or an opponent's Unit. Rare -------------------Characters------------ CH-OO2 Lockon Stratos O1/O1-4-0 1/2/2 M/Ad Prevent(5) Quick (Auto D): When the effect of the Unit this card set onto deals damage to opponent's Unit, deal 2 damages to that opponent Units. If so, you can reroll this card. Rare -------------------Commands-------------- C-2 Bellsound of Battlefield 0-4-1 [Restrict to 1 per turn] (Self Turn): Move the top two card of your Nation to your Hangar. Rare C-OO1 Adjudicator O1/O1-3-0 Variable(1) (Battle Phase): Deal 4 damages to an opponent's Unit that is battling. ================== (Normal): <<1>>This card produce 1 each of NP produced (by you?) until end of Phase. Rare -------------------Operations------------ O-OO1 Existence of Contradiction O1-O1/2/0 Prevent(3) (Auto D): When Unit in Battle Area moved, remove this card from game. If so, that Unit's controller choose 2 cards outside of this card and G and abolished them. Rare -------------------Generations----------- G-21 Private Military Organization (Auto A): This card produced 1 Purple NP. (Normal): <>All Units that are battling, during this Phase, cannot be move to hand or Hangar by (that Unit's) opponent's effect. Rare END OF FILE.