Gundam War TCG - Card Translation TXT File Translation File for: Ending of Moment (Set 10) Document version 3.0, last update 6/15/2007 (c)2005-07 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: Unit: 74 (Blue - 12, Green - 12, Black - 12, Red - 12, Brown - 12, White - 12, Purple - 2) Character: 48 (Blue - 8, Green - 8, Black - 8, Red - 7, Brown - 7, White - 10) Command: 31 (Blue - 5, Green - 5, Black - 5, Red - 5, Brown - 2, White - 9) Operation: 30 (Blue - 5, Green - 5, Black - 5, Red - 5, Brown - 8, White - 2) Generation: 19 (Blue, Green, Black, Red, Brown, White each 3 type, 1 Purple) Total - 202 --------------------------------------- HOW TO USE THIS FILE? Unit: (Card Number) [Unit #] (Unit Name) (Designate NP Cost)-(Total NP)-(Resource) (Attack)/(Shooting)/(Defense) (Terrain) (Effect) (Rarity) Character: (Card Number) (Character Name) (Designate NP Cost)-(Total NP)-(Resource) (Attack Modification)/(Shooting Modification)/(Defense Modification) (Sex)/(Age)/(NT,CO,GF?) (Effect) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate NP Cost)-(Total NP)-(Resource) (Effect) (Rarity) **NOTE: Some common abbrevation/term used in this file LCP = Lost Card/Lost Card Pile DNP Cost = Designate NP Cost TNP Cost = Total NP Cost DCS = Damage Calculation Step NP = Nation Power --------------------------------------- FILE HISTORY: v3.0 - Put file with new dividers - Fix a bunch of effect text/card names (should be ALL correct) --------------------------------------- ___________________________ __________/ Blue: EF/AEUG/LM \_________________ -------------------Units----------------- U-171 RGM-109-M5 Heavy Gun (Macedonia Specification) 1-1-0 2/0/1 S/E Special Shield(1) U-172 RX-79[G] Ground Type Gundam (08th MS Team Machine) 1-2-2 2/2/2 E (Self Return Step): <<0>> When this card sorties in a detachment with 3 Units (Units with "Cruiser", "Stronghold", or "Supporter" do not count), destroy an Operation. U-173 RX-79[G]Ez-8 Gundam Ez-8 2-3-1 3/1/3 E <<[1.1]>>Change(Ground Type Gundam) (Auto D): When this card sorties in a detachment with 3 Units (Units with "Cruiser", "Stronghold", or "Supporter" do not count), all Units in the detachment gain +1/+1/+1 until the end of turn. This effect does not repeat. Rare U-174 RX-79[G] Ground Type Gundam (Karen Joshua Machine) 2-2-1 2/1/3 E (Battle Phase): <<1>>When this card sorties in a detachment with 3 Units (Units with "Cruiser", "Stronghold", or "Supporter" do not count), you can negate the destruction of an Unit in that detachment that is destroy by outside of by battle damages. 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-176 RX-78-2 Gundam (Amuro Ray First Ride) 2-4-1 3/1/3 S/E Atmosphere Invasion (Auto B): When this card is play to the field, you may look at all cards in your Nation, and put a "Amuro Ray" out, after paying its cost, set it onto this card. Shuffle your Nation afterward. Rare U-177 RX-78GP04G Gundam Prototype Machine 4 Gerbera 2-5-1 4/2/4 S/E Prevent(4) (Auto B): When this card is play to the field, you may play this card to opponent's Disposition Area. (Auto C): At the beginning of your Draw Phase, if this card is control by player outside of the original owner, that player pay (3) (Resource 3). Rare U-178 LM312V06+SD-VB03A V-Dash Gundam Hexa 2-4-2 3/3/3 S/E Special Shield(1) (Auto A): When one of your Character with "F" is set onto this card, this card gains +0/+1/+0. U-179 V2 Assault Gundam 2-7-2 6/4/6 S/E [Restrict to 1] Raid (Defense Step):<<1>>Area Weapon(3) Special Shield(2) <<[3.5]>>Change(V2 Gundam) [(Auto D): When this card received damages, negate all card text and unresolve effect of this card until the end of turn.] Rare U-180 Hoover Truck 1-1-0 */0/1 E Supporter (Self Attack Step):<<0>> When this card is in Battle Area, draw a card. At the end of turn, choose and abolish a card from your hand. U-181 Janu Darak 2-4-1 0/2/4 S/E Cruiser Supplement(2) Special Shield(1) (Self Damage Calculation Step):<<1>> When this card is in the Battle Area, abolish this card. If so, destroy an opponent's Unit with "Cruiser" or "Stronghold" or an opponent's Operation. U-182 Side 7 1-1-0 */0/4 S Stronghold Colony (Auto D): When this card is in battle, you can set a "NT" character from your Junkyard onto one of your Unit that can have character set onto it. Uncommon -------------------Characters------------ 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-101 Haro 1-1-0 0/0/0 NONE. [Set/Ch] (Auto A): The character in this card's set group cannot be destroy by opponent's effect. (Normal): <<0>>If this card is set onto a "Ch" character, this gains the Battle modification equal to the that character until end of turn. Rare CH-102 Bright Noa 1-2-0 0/0/0 M/Ch Cruiser-use-Modification (+0/+X/+X) (Auto A): The X values in this card's "Cruiser-use-Modification" is equal to the number your "Ch" character. (Self Draw Phase): <<1>>Put a "Ch" character from your Junkyard to the top of original owner's Nation. Uncommon CH-103 Shiro Amada 1-3-0 1/1/2 M/Ch (Auto D): When the Unit this card set onto is battling with an opponent's Unit with higher attack strength, this card gains +3/+0/+0 until end of turn. Uncommon CH-104 Karen Joshua 1-2-0 1/1/1 F/Ad (Auto A): When there's your character with a total battle modification value of 4 or more, this card gains +0/+1/+0. Uncommon CH-105 Reddoa Mashisu 1-2-0 0/0/0 M/Ad (Auto B): This card can only be set onto an Unit with"Cruiser", "Stronghold", or "Supporter". (Auto D): When an opponent's Unit is play to the field, reroll all of your Units. CH-106 Mireira Katan 1-1-0 0/1/1 F/Ad (Battle Phase): <<0>>When this card's detachment destroyed a card, deal 1 damage to an opponent's Unit battling with this card. CH-107 Furanchesuka Ohara 1-1-0 1/0/1 F/Ad Quick (Battle Phase): <<5>>Destroy this card. This effect can only be use by opponent. -------------------Commands-------------- C-64 Gundam Rising on Earth!! 1-2-0 (Defense Step): Roll X of your Gs. If so, Reroll X of your Units. 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-66 Rebiru's Right Decision 2-3-0 (Normal): During this turn, (before the resolution of this effect) for the amount of damages dealt to your Nation, reveal that amount of cards on top of your LCP. If so, you may choose any number of Unit cards without "Cruiser" or "Stronghold" from there, after the Normal cost outside of Resource Cost, put them to your Disposition Area in roll position. Remove the rest of the cards from the game. Rare C-67 On the Angel Halo 1-3-0 (Self Return Step): Choose one of your Units in Battle Area. If so, look at all cards in your Nation, you can choose a character with TNP Cost lower than or equal to that Unit's TNP cost, reveal it and put it to your Hand. Shuffle your Nation afterward. Rare 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. -------------------Operations------------ O-70 Threatening Armor 1-2-0 (Auto B): When this card is play to the field, 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-71 Cutting Away 1-2-0 (Auto A): All of your Characters with "NT" gains the following text. "(Defense Step): <<0>>Negate an effect of "Psycommu" or effect that didn't resolve yet of an Unit until end of turn." Uncommon O-72 Unfortune Destiny 1-3-0 (Auto C): At the beginning of your Draw Phase, destroy an Operation. O-73 Insurance for Unlikeable Events 1-3-0 (Auto A): When your Nation becomes 0, you will not lose the game. (Auto D): When your Nation becomes 0, remove this card from the game. If so, recover your Nation by 5. Rare O-74 Long Term Concealing 1-1-0 (Auto A): This card's set group does not Reroll by the designated effect of Reroll Phase. (Auto A): This card's set group cannot be target of opponent's Command when in roll position. Uncommon -------------------Generations----------- G-36 Supporter of League Militia (Auto A): Produce one Blue Nation Power. G-37 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-38 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-157 MS-06F Zaku II (Gene Machine) 1-1-1 2/0/2 S/E [Extra Cost>Roll one of your Unit] (Auto B): When this card is play to the field, it's in Reroll position. U-158 MS-06F Zaku II (Denim Machine) 1-1-1 2/0/2 S/E (Auto D): Whenever one of your card is destroyed and abolished, this card gains +1/+0/-1 until end of turn. Uncommon U-159 MS-06F Zaku II (Slender Machine) 1-1-1 2/0/2 S/E (Auto A): This card cannot be put in the forefront of a detachment with 2 or more Units. (Self Return Step): <<0>>When this card is in battle area, look at opponent's hand. 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, it gains +1/+1/+1. Rare U-161 MS-09R Rick Dom (Use by Zeon Remnants) 1-2-2 2/1/3 S Space Battle(1) U-162 MS-07B-3 Gouf Custom (Norris Packard Machine) 1-3-2 3/1/2 E <<[1.2]>>Change(Gouf) (Self Battle Phase): <<1 Each>> When this card is in the forefront of a detachment, deal 1 damage to an Unit in opponent's Disposition Area that is in reroll position or an opponent's Unit battling with this card. This effect can only be use once during each step. Rare U-163 MS-14B Gelgoog High Mobility Type 1-4-2 3/1/3 S/E Space Battle(2) U-164 MS-15F Gyan M 2-4-2 4/0/3 S/E (Self DCS): <<1>>When this card's detachment dealt battle damages to opponent's Nation, opponent player chooses and discards a card from his/her hand. Uncommon 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 abolish X cards from hand. If so, destroy X opponent's Unit with TNP cost of 4 or less. Or, deal 2 damages to opponent's Nation X times. Rare (NOTE: This card was errataed from its original text) U-166 Mazera Attack 1-1-0 */1/1 E Quick (Normal):<<0>> Use this card's "Transform" effect. If so, negate this card's destruction. ----------------------------------------------------- Mazera Top: */1/1 [(Auto A): When this card turns to "Transform Mode", this card cannot be turn back to "Normal Mode".] U-167 Char's Private 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-168 Apsalus Base 1-1-0 */1/4 E Stronghold (Auto B): When this card is play to the field, abolish all cards in your hand. (Normal):<<0>> When you have 6 or more cards in your hand, use the effect of "Transform" to this card. Abolish this card at the end of turn. ----------------------------------------------------- Apsalus III: 0/4/5 Area Weapon(3) -------------------Characters------------ CH-91 Char Aznable 2-4-0 2/1/2 M/Ad/NT Prevent(5) (Auto A): When this card is set onto "Char's Custom Zaku II", triple that Unit's original battle strength. (Auto A): When this card's set group accomplished a "Custom Machine Set", this card cannot be destroy or damaged by opponent's Command. Rare CH-92 Denim 1-1-0 0/0/1 M/Ad (Damage Calculation Step): <<0>>When this card's detachment does battle damages to opponent's Nation, abolish cards from top of opponent's LCP equal to amount of damages dealt. If an Unit is include in the abolished cards, abolish this card's set group. 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-94 Doren 1-2-0 0/0/0 M/Ad (Battle Phase): <<0>>This card gains "Cruiser-use-modificaiton(X/Y/Z)" until end of turn. The values of X, Y, Z is equal to the attack, shooting, and defense strength of a character in this card's detachment. (Defense Step): <<0>>When this card is set onto an Unit with "Cruiser", deal damages to an opponent's Unit card with "Cruiser" or "Stronghold" equal to the shooting strength of the Unit this card set onto. Uncommon 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-96 Norris Packard 2-4-0 2/2/1 M/Ad (Opponent's Turn): <<[2.4](1)>>Negate the text of an opponent's card that didn't resolve yet except for (Auto) text. If so, destroy that card. At the beginning of Return Step, remove this card's set group from the game. Uncommon CH-97 Vaughan Abusto 1-1-0 0/1/1 M/Ad (Battle Phase): <<0>>Roll all opponent's Units battling with this card. If so, at the beginning of your Return Step, abolish the Unit card this card set onto. CH-98 Masado 1-2-0 0/0/0 M/Ad (Defense Step): <<1>>Choose a character from hand, and after paying the cost, set it onto an Unit in this card's detachment that can have a character set onto. -------------------Commands-------------- C-66 Fear of Soviet 1-1-1 (Normal): During this phase, when an opponent's Command is play and resolve, from your hand, you can choose an Unit card from your hand with TNP cost less than or equal to that Command, and put to the field in Reroll position. Uncommon C-67 Martial Impatience 1-2-0 (Attack Step): An opponent Unit, under the rule, must sortie to a chosen Battle Area this turn. 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-69 Trembling Mountain 1-3-0 (Auto B): During Battle Phase, when this card is in your Junkyard, you may choose and abolish a card from hand. If so, move this card to owner's hand. (Defense Step): Choose and abolish X cards from hand. If so, deal X damages to all opponent's Unit in an area. However, the maximum value of X is number of NPs you have. Rare C-70 Strategy in Fight 2-4-0 [Extra Cost>Move two of your Set Groups to the bottom of owner's Nation] (Self Return Step): Right after end of this turn, begin a new turn without changing turn player. However, during that turn, all phases except Reroll and Battle Phase would not happen, and your cards cannot be play. Rare -------------------Operations------------ O-60 Alias 1-1-0 (Auto A): For each of your Unit that fulfill the "Custom Machine Set", when opponent would do "Hand Adjustment" at the end of his/her turn, the hand limit would be decrease by 1. This effect cannot be repeat. Uncommon O-61 First Hand Sure Win! 2-2-0 (Normal): <<0 Each>>Deal 1 damage to an opponent's Unit that is play to the field during this turn. This effect cannot be repeat. O-62 Lone Army Battling 1-2-0 (Auto A): All of your Units gains -1/-1/+0. (Auto D): At the beginning of your Return Step, when there's your Unit(s) in battle area, opponent player pay (3). This effect cannot be repeat. Uncommon O-63 Gatling Shield 1-2-0 (DCS): <> Abolish the top X cards on your Nation. If so, deal damages to an opponent's Unit that is battling for each non-G card. The maximum value of X is number of cards in your hand. Uncommon O-64 Escaping 1-3-0 (Auto D): At the end of your turn, this card's set group is move to oponent'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 -------------------Generations----------- G-33 Citizen of Zeon Principality (Auto A): Produce one Green Nation Power. G-34 Citizen of Zeon Principality (Auto A): Produce one Green Nation Power. G-35 Citizen of Zeon Principality (Auto A): Produce one Green Nation Power. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-88 YRMS-106 Hi-Zack (Preceded Production Model) 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-89 RGM-79SR GM Sniper III 1-3-1 1/2/2 S/E <<[1.2]>>Change (GM Kai High Mobility Type) (Auto D): When this card comes into play by "Change" effect, you may deal 2 damages to an Unit. U-90 MRX-007 Prototype Psycho Gundam 2-3-2 2/2/3 S/E (Auto A): When this card have a "NT" character 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 card set onto it, this card cannot be target of your Commands. (Defense Step): <<0>>This card gains +1/+0/-1 until the end of turn. Uncommon 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-Z44 ZM-S06S Zolo Rotor 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-Z46 ZMT-S33S Gottrlatan 2-6-1 5/0/5 S/E Prevent(4) Special Shield(1) (Defense Step):<<1>> When this card is in the battle area, one of opponent's Unit gain +0/+0/-5 until end of turn. However, this effect cannot make the defense strength of that Unit to 0 or less. Rare 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 "Contio" 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): When this card's detachment sorties, 1 or 2 of your Units without "Cruiser", "Stronghold", or "Support" gains "Tire", "Special Shield(2)", +0/+0/+2 until end of turn. Uncommon U-Z49 Dalmatian 2-3-1 */2/4 S Cruiser Supplement(2) Special Shield(1) (Auto D): All of your Units sorties in this card's detachment with "Cruiser" outside of this card gains +0/+0/+1 until end of turn. U-Z50 Angel Halo 2-5-0 */*/6 S/E Stronghold Colony (Self Attack Step):<<[2.5](1)>> When this card have a "NT" character set onto it, move this card to battle area. [(Auto D): At the beginning of your Return step, when this card is in the Battle Area, at the end of the turn, move all cards to original controller's Nation, and shuffle the Nations afterward.] Uncommon -------------------Characters------------ CH-50 Wes Murphy 1-1-0 1/1/2 M/Ad (Auto A): The Unit this card set onto gains "[Restrict to 1/Self]" CH-51 Audrey April 1-1-0 0/1/1 F/Ad (Auto B): <<[1.2]>>When this card is in hand during DCS, you can set this card onto one of your Units in Battle Area that can have a character set onto it. CH-52 Bernard Monsha 1-3-0 2/0/1 M/Ad (Auto D): When this card is battling with an opponent's detachment that only have Units with TNP Cost of 3 or lower, this card gains "Space Battle(1)" and +1/+1/+1 until the end of turn. Uncommon CH-Z25 Chronicle Ashler 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 change to card with name "Contio" with battle strength of 4/2/4 until end of turn. Rare CH-Z26 Katejina Loos 2-5-0 2/2/2 F/Ad/NT (DCS): <<1>>Destroy an opponent's Unit battling with this card that have a character set onto it. However, this effect is negate if that is a "NT" character and your opponent have 4 or more cards in his/her hand. Rare CH-Z27 Shakti Kareen 1-3-0 */*/0 F/Ch/NT (Auto A): All Units in the same battle area as this card with total battle strength of 10 or lower, when calculating Battle damages, the attack and shooting power would treated as *. Uncommon CH-Z28 Neneka 1-1-0 1/0/0 F/Ad (Auto A): When this card is in the battle area, all of your "F" character gains the following effect text. "(Defense Step): <<0>>All opponent's "M" character battling with this card gains */*/+0 until end of turn. At the end of DCS, abolish this card." CH-Z29 Mutama Zugan 1-1-0 0/0/0 M/Ad Cruiser-use-Modification (+0/+0/+1) (Auto A): During your DCS, this card's detachment would be treated as "detachment that does battle damages to opponent's Nation". Uncommon -------------------Commands-------------- C-40 G-3 Gas Transport Operation 3-5-0 (Self Return Step): Destroy all Gs. However, all player can negate the destruction of one of his/her G by this effect getting two Pollution Coins. Rare C-Z16 Sortie! Gunru Team 1-2-0 (Attack Step): Choose one of your detachment with Unit(s) with "Tire". During this turn, all opponent's Unit battling with that detachment are abolished at the end of turn. Uncommon C-Z17 Battle! Angel Halo 1-3-0 (Defense Step): Choose a Battle Area. All players move all of their Units in that battle area to other battle area in any order. However, all Units that do not have the correct Terrain for that Battle area would not affect by this effect. Uncommon 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-Z19 Frenzy of Women Soldier 2-4-1 (DCS): Destroy an opponent's Unit. However, (at resolution) opponent can choose and abolish number of cards from hand equal to the DNP cost of that Unit. If so, negate this effect. Rare -------------------Operations------------ O-44 Complication of Order 1-2-0 (Auto A): All player cannot sortie Units during turns that they play an Unit. O-Z13 Excessive Investment 1-2-0 (Auto A): All Units with Total NP 3 or less cannot be play without paying Resource Cost +1. (Auto A): All Units with Total NP 4 or more cannot be play without paying Resource Cost +2. Uncommon O-Z14 The Hate Calling Confrontation 2-2-0 (Battle Phase): <<0>>Abolish one of your Unit. If so, one of your Unit in the same detachment as that Unit would gain the battle strengths same as that Unit's until the end of turn. Uncommon O-Z15 Tashro's Gamble 1-3-0 [(Auto A): Skip the designate effect of your Draw Phase] [(Auto D): At the end of your turn, resolve one of the following effects. This effect cannot be repeat. 1)Draw a card. 2)Choose and discard a card from hand. If so, draw 2 cards.] Rare O-Z16 The Lost Light 1-2-1 [(Auto A): The text of the character in this card's set group is negate, and the battle modification is change to -1/-1/-1.] -------------------Generations----------- G-24 Supporter of Titans (Auto A): Produce one Black Nation Power. G-Z9 Citizen of Zanscare Empire (Auto A): Produce one Black Nation Power. G-Z10 Citizen of Zanscare Empire (Auto A): Produce one Black Nation Power. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-108 AMX-003 Gaza C (MA Mode) 1-1-1 0/1/1 S/E Area Weapon(1) Transform ============================ MS Mode: 2/0/1 U-109 MS-06D Zaku Desert Type (Blue's Detachment Specification) 2-2-1 2/0/2 E Desert (Auto A): This card gains +0/+1/+0 for each opponent's Purple NPs. U-110 MS-14 Gelgoog (Elo Meloe Machine) 2-3-1 3/1/3 E Desert (Auto A): This card gains +1/+0/+0 for each opponent's Purple NPs. Also, when a character is set onto this card, this card gains +0/+0/+1 for each opponent's NPs. Uncommon 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 can after paying its Normal Cost put this card to Battle Area in Reroll position. If so, This card gains +2/+0/+0 until end of turn. Rare U-C25 XM-X1 Crossbone Gundam X1 2/6/1 5/1/5 S/E [Multiple><<[2.6]>>Abolish the top 3 cards on your Nation or Lost Card Pile. If so, this card gains +X/+0/+0 until end of turn. The value X is 4 if one of the abolished cards is Unit, if not it's 2.] (Auto A): For this card's "Multiple" effect, all Units with "Name: Crossbone Gundam" are treated as if they have the same name as this card. Rare U-C26 XM-X2 Crossbone Gundam X2 2-6-1 5/1/5 S/E [Multiple><<[2.6]>> When this card is in the battle area, look at the top five card on your Nation, and move one from there into your hand, then put the rest on the top or bottom of your Nation in any order] (Auto A): For this card's "Multiple" effect, all Units with "Name: Crossbone Gundam" are treated as if they have the same name as this card. Rare U-C27 Zondo Kai 1-1-1 1/1/1 S/E Special Shield(1) U-C28 EMS-06 Batara (Binz Gansbok Machine) 1-X-Y 3/0/1 S/E Special Shield(1) (Auto B): When this card is play, you must pay the cost with the sum of X and Y be more than 4. However, 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 play, you must pay the cost with the sum of X and Y be more than 5. However, 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 play, you must pay the cost with the sum of X and Y be more than 3. However, 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, gains the battle modification of that character until end of turn. Uncommon U-C32 Mit 202 2-2-0 */1/4 S Stronghold Colony (Auto C): When this card is in battle at the beginning of Damage Calculation Step, abolish all Units with defense 4 or less in the battle area this card is in. This effect is negate if your opponent control a Character with "NT". -------------------Characters------------ CH-65 Elo Meloe 1-2-0 1/1/1 M/Ad (Auto A): When this card is set onto an Unit with "Desert", all Units in this card's detachment would not be damage other than by battle damages. CH-66 June Koku 1-1-0 */*/0 M/Ad [Set/Ch,G] (Self Disposition Phase): <<0>>Set this card onto a "F" character. (Auto A): Negate the "NT" and text of the "F" character in this card's set group. Uncommon CH-C12 Tobia Aronax 1-2-1 1/0/1 M/Ch Quick (Auto B): When this card comes into play, you may negate and abolish a use of Command. CH-C13 Kinkaid 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 "Multiple", 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 "Cecily Fairchild"] (Auto D): When the effect of an opponent's Command is use and resolve, Reroll one of your Unit that is in the same area as this card. Uncommon CH-C15 Zabine Shar 1-4-0 2/1/2 M/Ad Prevent(4) Family Name (Defense Step): <<0>>One of opponent's Unit card battling with this card gains -2/+0/+0 or +0/-2/+0 until the end of turn. Uncommon CH-C16 Binz Gansbok 1-1-0 1/1/0 M/Ad (Battle Phase): <>This card gains +0/+0/+X until the end of turn. The value X is equal to number of cards in your hand (when resolve). -------------------Commands-------------- C-43 Blood of Riona 1-1-0 (Self Disposition Phase): Both player reveal their hand. Move all Commands from there to the bottom of owner's Nation. Afterward, draw cards equal to the number of cards moved. Uncommon 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-45 Soul Encounter 2-4-0 [Substitute Cost>(*)Remove 2 cards from your hand from the game] (Normal): Look at the top 3 cards on your nation, move a card from there to your hand and remove the rest from the game. When Substitute Cost is paid, move all 3 cards to your hand. Rare C-46 Ple v. Ple Two 2-4-2 [Extra Cost>Remove a Command (with a correct Timing) in opponent's Junkyard from the game] (Battle Phase): Resolve the effect of the removed Command from Extra Cost (Note: the target would activate after the Extra Cost is paid). Rare C-C12 Crossbone Vanguard ("Space Pirate") 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-48 Soul of Hot Sand 1-1-0 (Battle Phase): <<0>> Roll one of your Unit with "Desert". If so, Reroll another of your Unit with "Desert". Uncommon O-49 Africa Independent Libration Front 1-3-0 (Damage Calculation Step): <<0>> During this turn, when your detachment do battle damages to opponent's Nation, put a Libration Coin on an opponent's G. This effect cannot be repeat. (Auto A): The G with Libration Coin would produce Purple NP instead. Uncommon O-50 Oath of Horseman 1-3-0 (Auto A): All of your Units gains -1/-1/-1. (Auto D): Whenever one of your detachment deals battle damages to opponent's Nation, draw a card. O-51 Spoiled Child of Zabi Family 1-1-0 (Auto A): The NP color produce by the Basic G this card set onto becomes Red NP or Green NP. Uncommon (NOTE: This card is an "OPEARTION(G)") O-C10 The Man that does not exist 2-4-0 (Auto A): You cannot play Unit cards. (Auto D): At the end of DCS, abolish all of your Units (Self Attack Step): <<0>>At your Junkyard, choose an Red Unit and character with and put to your Disposition Area as a Set Group in Reroll position. Rare -------------------Generations----------- G-25 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-26 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-27 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A, X \_________________ -------------------Units----------------- 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 "F" Character set on it, during this turn, the battle damages this card's detachment received would done from the last Unit. U-83 Bluwan 1-1-0 */0/1 E Quick (Attack Step):<<0>> All of your Brown Basic Gs are treated as {UNIT, Terran "E", "Supporter", */*/1} until the end of turn. U-X21 GX-9901-DX Gundam DX 2-6-1 5/2/5 S/E <<[2.4](1)>>Area Weapon(6) <<[2.4]>>Change(Gundam X) (Auto A): This card's "Area Weapon" effect only resolve when there's a Character set on this card and a card with "Name: Moon" is on the field. Rare 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>>Deal 1 damage to an opponent's Unit battling with this card. This effect can only be use up to 3 times per turn. Uncommon U-X23 NRX-0015 Gundam Ashtaron (Beam Saber Equipped) 2-5-2 4/1/4 S/E Transformer Vulture (Defense Step):<<1>> When this card is battling, randomlly choose a card in opponent's hand, and move it to top of opponent's Lost Card Pile revealed. ============================ MA Mode: 2/0/5 High Mobile Vulture Rare U-X24 FX-9900 GX Bit 1-4-0 3/2/3 S/E Support Area Weapon(3) [(Auto A): Character cannot be set on this card. Also, if you do not have a "NT" character on the field, this card cannot sortie.] (Auto B):<<[1.1]>> When this card is in Junkyard, when your "NT" character is play to the field, move this card to your Disposition Area in Reroll position. Uncommon U-X25 DTM-7000 Daughseat 1-1-1 1/1/1 E Water Vulture U-X26 GT-6800W Daughtress Weapon 2-2-1 0/2/1 S/E Vulture U-X27 NR-001 Balient 2-4-1 3/1/3 S/E (Auto A): During opponent's Turn, this card gain "High Mobility". U-X28 Esperanza 2-2-2 */1/2 E High Mobility Vulture (Auto D): When this card does battle damages to opponent's Nation, draw a card. This effect cannot be repeat. Rare U-X29 Polypeimos 1-2-1 */1/2 E Cruiser Water Vulture Supplement(1) U-X30 Andaput 2-3-0 */1/5 E Stronghold (Battle Phase):<<0>> Remove this card from the game. If so, one of your Unit with "Area Weapon" gain "Area Weapon"+X until the end of turn. The value X is equal to the original value of the "Area Weapon" of that card. Uncommon -------------------Characters------------ CH-56 Michael Gern 2-2-0 0/0/0 M/Ad [Set/G] (Auto A): All of your Coins that is an Unit would gains +1/+1/+1. Uncommon CH-X13 Garrod Ran 1-3-0 1/1/1 M/Ch Vulture (Auto B): <<[2.3]>>If this card is in your Junkyard during your Disposition Phase, you may pay (1). If so, set this card onto one of your Unit that can set character on it and with "Area Weapon". Uncommon CH-X14 Tonia Mamu 1-1-0 0/0/0 F/Ad Vulture (Disposition Phase): <>A "M" character gains +1/+1/+1 until the end of turn. (Disposition Phase): <>Reroll a "F" character other than this card. 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 with an opponent's "M" Character set on it to your Disposition Area in Reroll position. At the end of turn, return that Unit to original owner's hand. Rare CH-X16 Litili Balient 1-3-0 2/2/2 F/Ad/NT [Set/Ch,G] (Auto B): This card cannot be set onto an Unit (Defense Step): <>When this card is set onto a G, one of your "NT" character gains this card's battle modification until the end of turn. Rare CH-X17 Katok Alzamir 1-1-0 1/0/0 M/Ad (DCS): <<1>>When there's an opponent's character with "NT" on the field, negate the destruction of this card's set group. CH-X18 Imuzet Katoral 1-3-0 0/0/0 M/Ad Cruiser-use-Modification (+0/+0/+1) (Auto A): All Brown Units in hand gains the following text. "Change(Gundam X)" Uncommon -------------------Commands-------------- C-X4 Vulture's Humanity 1-2-0 [Extra Cost>Vulture Point-3] (Normal): Draw 1 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. -------------------Operations------------ O-59 Soul of Moon 1-2-0 (Normal): <<0 Each>>Roll two of your G. If so, one of your Character gains +2/+0/-1 until end of turn. This effect cannot be repeat. O-60 Winter Palace 2-2-0 (Auto A): All set group with character, if their owner does not abolish a card from hand, does not Reroll at Reroll step. (Auto D): When this card is destroy and abolish, all player pay (5). Uncommon 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-X14 Continuation of Fierce Battle 1-2-0 (Damage Calculation Step): <>When one of your detachment 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-X15 Flash System 1-3-0 (Battle Phase): <<1>>Abolish this card. If so, all of your Units that do not have character set on it in a detachment with a character with "NT" would gain the battle modification of that character until the end of turn. This effect cannot be repeat. Uncommon O-X16 L System 2-3-0 [Extra Cost>Abolish one of your character with "NT" outside of Coin] (Battle Phase): <<0>>All text of opponent's card or unresolve effects are negate until the end of the step. Rare O-X17 Stool to Ambition 2-3-0 (Self Attack Step): <<0 Each>>Remove one of your Operation from the game outside of this card. If so, deal 2 damages to opponent's Nation. This effect can only be use up to 3 times per turn. Rare O-X18 The Death Spirit of 15th Year 2-4-0 (Auto A): When your Command is play and resolve, that Command would be remove from game instead of move to Junkyard. (Self Draw Phase): <>Choose and abolish 2 cards from hand. If so, move a Command from your Junkyard to the top of your Nation or LCP. Rare -------------------Generations----------- G-23 Supporter of Militia (Auto A): Produce one Brown Nation Power. G-X5 Commission of Government Reconstruction (Auto A): Produce one Brown Nation Power. G-X6 Commission of Government Reconstruction (Auto A): Produce one Brown Nation Power. _______________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-87 OZ-06MS-SS1 Leo 1-3-1 2/1/2 S/E (Attack Step):<<1 Each>> When this card have a Character with "Family Name" set on it, this card gains +1/+1/+1 until the end of turn. This effect can only be use up to 2 times per turn. U-88 OZ-06MS-SR2 Leo-R 1-3-1 3/0/1 S/E (Auto A): When this card have a Character with "Family Name" set on it, it gains "Swift Strike". U-S9 GAT-X102 Duel Gundam Assault Shroud 3-4-3 5/2/6 S/E [PS Armor] Special Shield(3) <<[3.4]>>Change(Duel Gundam) (Auto D): When this card is play to field by effect of "Change", resolve the effect of "Supplement(1)" target this card. Uncommon U-S10 GAT-X103 Buster Gundam 3-4-2 3/4/5 S/E [PS Armor] Area Weapon(3) Special Shield(3) Uncommon 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-S12 GAT-X303 Aegis Gundam 3-4-2 5/2/5 S/E [PS Armor] Transform [Special Shield(3)] ----------------------------------------------- Raid Mode: 3/0/5 High Mobility Rare U-S13 GAT-X105 Launcher Strike Gundam 3-4-3 4/3/5 S/E [PS Armor] Special Shield(3) <<[3.4]>>Change(Strike Gundam) (Defense Step):<<1>>An opponent's Unit battling with this card gains +0/+0/-3 until end of turn. Rare U-S14 TS-MA2mod.00 Moebius Zero 2-2-1 */1/3 S High Mobility Psycommu(2) Uncommon U-S15 ZGMF-1017 GINN (Miguel Ayman Machine) 1-2-1 2/0/2 S/E (Auto D): When this card is destroy and abolished, you may deal 2 damages to an opponent's Unit in the same area as this card. U-S16 ZGMF-LRR704B GINN Reconnaissance Type 2-2-2 1/0/2 S/E (Self Return Step):<<1>> When this card is in battle area, look at all card's in opponent's hand. If there's Character in there, draw a card. U-S17 Gamow 2-2-1 */1/3 S Cruiser Supplement(3) U-S18 Heliopolis 2-3-0 */0/3 S Stronghold Colony (Auto B): When you have 3 or more card 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 to your Disposition Area in Reroll position. -------------------Characters------------ CH-62 Rose Natuno 1-2-0 1/1/1 M/Ad Family Name (Auto A): During your Defense Step, when this card is in a detachment with only one Unit, opponent can only sorties one Unit to the battle area this card is in. CH-63 Curats Shelby 1-1-0 1/0/0 M/Ad Family Name (Auto D): When this card sorties to attack, this card gains +1/+0/+0 until the end of turn. 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-S6 Athrun Zala 3-5-0 2/2/2 M/Ch/CO (DCS): <<2>>Negate the destruction of an opponent's Unit card that is battling with this card, and move it to your Disposition Area in Roll position. However, this effect can be negate when your opponent (at resolution of this effect) abolish two 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-S8 Dearka Elsman 1-4-0 1/2/2 M/Ch/CO (Battle Phase): <<0 Each>>When this card is in Battle Area, abolish an opponent's Unit card that got destroyed. If so, deal damages to opponent's Nation equal to that Unit's attack strength. Uncommon CH-S9 Nicol Amarfi 3-4-0 1/1/3 M/Ch/CO (Auto B): If this card is set onto an Unit with "PS Armor" when play, until the end of turn (after this effect resolves), opponent cannot play text other than the (Auto) one. Rare 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 the field, you can put an Unit with "PS Armor" in your hand, after paying its cost put it to field in rolled position, and set this card onto that Unit. The Unit card play by this effect would count into the limit of "1 Units played per turn". CH-S11 Mwu La Flaga 2-2-0 0/2/2 M/Ad/NT Prevent(3) (Auto A): This card cannot be set onto an Unit with "PS Armor". (Battle Phase): <<0>>When there's an opponent's "NT" character, Reroll this card. Uncommon CH-S12 Miguel Ayman 1-1-0 1/0/1 M/Ad/CO (Auto C): At the beginning of your DCS, if this card is in the battle area, deal 1 damage to all opponent's Unit in the Disposition Area. However, when an Unit with "Name: Gundam" was damaged, abolish this card's set group. -------------------Commands-------------- C-70 G-UNIT 1-3-0 (Normal): One of your Unit with either "Water", "Desert", "Swift Strike", "Raid", "Space Battle", or "Area Weapon" can change the effect to "Water", "Desert", "Raid", "Space Battle(1)", or "Area Weapon(2)" until the end of turn. Uncommon C-S3 Rivatech 2-3-0 (Normal): Change the text of an Unit to following until the end of turn. "[PS Armor]" C-S4 Emergency Measure 2-2-0 (Opponent's Defense Step): During this turn, Units in Rolled position can also sorties for defense. C-S5 The Collapsed Ground 2-2-0 (Normal): Destroy an Unit with "Stronghold". If so, that card's controller draw a card. 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 by revealing 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-S7 Phase Shift Down 2-3-1 (Defense Step): Move an Unit with "PS Armor" to the top of owner's Nation. Uncommon C-S8 Eagle of Andimion 2-3-1 (Defense Step): Deal 2 damages to an opponent's Unit. This damages cannot be reduce. Rare C-S9 Respective Finish 2-4-0 (Self Reroll Phase0: Abolish any number of your Gs and cards from hand. If so, for each card abolished, recover your Nation by 3. Rare -------------------Operations------------ O-S1 Gene Control 2-2-0 (Auto A): All of your Characters gains "CO". Uncommon O-S2 System Lock 2-3-1 (Auto A): All of your cards cannot be set cards by opponent player. Rare -------------------Generations----------- G-S1 Citizen of Heliopolis (AUto A): Produce one White Nation Power. G-S2 Supporter of Coordinator (AUto A): Produce one White Nation Power. G-S3 Citizen of Heliopolis (AUto A): Produce one White Nation Power. ________________ __________/ Purple \_______________________ -------------------Units----------------- U-5 Wired Missile Car 0-1-0 */*/1 E Supporter (Auto A): Whenever there's an Unit card with "Colony" that is in same area as this card, this card gains Terrain "Space". (Battle Phase):<<0>> Deal 1 damage to an opponent's Unit card battling with this card. U-6 Guerilla Village 0-3-0 0/0/3 E Stronghold (Auto A): All Commands in all hands gain the following effect text. This effect cannot be repeat. "[Extra Cost>Abolish a card from your hand]" -------------------Characters------------ NONE. -------------------Commands-------------- NONE. -------------------Operations------------ NONE. -------------------Generations----------- G-6 Evacuees of Heliopolis (Auto A): This card produces a Purple Nation Power. (Normal): <<[0.3](0)>>Abolish this card. If so, draw a card. End File.