Gundam War TCG - Card Translation TXT File Translation File for: Bind of Fate (Set 12) Document version 3.0, last update 8/12/06 (c)2004-06 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: 47 (Blue - 8, Green - 7, Black - 8, Red - 8, Brown - 8, White - 8) Command: 30 (Blue - 4, Green - 6, Black - 4, Red - 6, Brown - 2, White - 8) Operation: 30 (Blue - 6, Green - 4, Black - 6, Red - 4, Brown - 8, White - 2) Generation: 19 (Blue, Green, Black, Red, Brown, White each 3 type, 1 Purple) Total - 200 --------------------------------------- HOW TO USE THIS FILE? Unit: (Card Number) [Unit #] (Unit Name) (Designate Cost)-(Total NP)-(Resource) (Attack)/(Shooting)/(Defense) (Terrain) (Effect) (Rarity) Character: (Card Number) (Character Name) (Designate Cost)-(Total NP)-(Resource) (Attack Modification)/(Shooting Modification)/(Defense Modification) (Sex)/(Age)/(NT,CO?) (Effect) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate Cost)-(Total NP)-(Resource) (Effect) (Rarity) --------------------------------------- FILE HISTORY: v3.0 - Put the file into new dividers - Blue/Green: Revise card names/effects, add rarity --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- 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-205 RRF-06 Zanny 1-1-1 1/1/1 S/E [Substitute Cost>(Resource-1): Remove an Unit from opponent's Junkyard from the game] U-206 RX-77-2 Guncannon (Hayato Kobayashi Machine) 2-2-2 1/2/2 S/E (Auto D):When this card is destroy and abolish in Battle Area, instead of moving to Junkyard, move it to owner's Hangar instead. U-207 RGM-89 Jegan 1-3-2 2/1/3 S/E [Substitute Cost>(Total NP Cost-X): Move X Units with "Name: Jegan" from hand to your Hangar] U-208 RGM-90 Jegan Heavy Armor 2-3-2 2/2/3 S/E (Normal): <<0>> Abolish X card in your Hangar. If so, this card gain +0/+X/+X until end of turn. The value X can up to number of your Gs. U-209 RGM-79SP GM Sniper II(Lido Wolf Machine) 2-3-2 2/2/2 S/E (Auto D): For each opponent's Unit this card's unit team destroy and abolish as result of battle damages, you may do damages equal to that Unit's defense strength to an opponent's Unit in Battle Area. This effect cannot be repeated. Uncommon U-210 RX-78-2 Gundam(Magnet Coating) 2-4-1 4/1/4 S/E Swift Strike <<[2.4]>>Change(Gundam) (Auto B): This card cannot be play. Rare U-211 RGZ-91 Re-GZ 2-5-1 4/2/4 S/E Prevent(3) (Auto A): This card can sortie for defense even if it's Roll. (Normal):<<1>>This card gain "High Mobility" until end of turn. Also, abolish this at end of turn. Rare U-212 RX-93 v(Nu) Gundam 2-6-1 5/3/5 S/E Prevent(5) Psycommu(3) Special Shield(2) (Auto B):<<[2.5]>> At Disposition Phase, if this card is in your hand or your Hangar, you may exchange this card with your Unit with "Amuro Ray" set onto it. If so, abolish that Unit. [(Auto A): This card would not Rolled by the designate effect of Return Step] Rare U-213 Rarcairam 2-4-2 */2/4 S/E Cruiser Supplement (2) (Auto B): This card comes into play in Reroll Position. (Auto A): During your turn, all Units in the same area as this card cannot be Rolled by opponent's effect. Uncommon U-214 Tora System 2-3-0 */*/3 S Cruiser (Opponent's Defense Step): <<[2.3]R1>> Area Weapon(5) U-215 Lhasa 1-1-0 */0/4 S Stronghold (Auto D): This card is abolish when opponent play an Unit with "Colony". (Opponent's Return Step): <<0>>During this turn, if your Unit didn't sortie, recover your Nation by 2. Uncommon -------------------Characters------------ CH-124 Bright Noa 2-3-0 0/0/0 M/Ad Cruiser-use-Modification(+0/+2/+2) (Battle Phase): <<1>>When there're three or more cards in your hand and this card is in the Battle Area, randomly reveal a card from your hand. If the reveal card is a Command that can be play (by Cost and Timing), you cab resolved that effect. Afterward, move the revealed card to your Hangar. Uncommon CH-125 Hathaway Noa 1-1-0 0/0/1 M/Ch/NT Prevent(3) (Auto B): When this card is play, before this is set, choose an Unit with Total NP cost 3 or less from your Hangar and put it into play in Roll position and set this card on it. This card cannot be play outside of this way. CH-126 Chemin Noa 1-1-0 0/0/0 F/Ch [Set/G] (Auto A): When this card is set onto a G, during Disposition Phase, it produce one Blue NP. Uncommon CH-127 Amuro Ray 2-6-0 3/3/3 M/Ad/NT Prevent(5) (Auto B): This card can be play even if there's a "Amuro Ray" with Total NP Cost of 5 or less. If so, abolish the "Amuro Ray" already on the field. [(Auto A): This card's set group cannot be moved by opponent's effect outside of abolishment] Rare CH-128 Adenarah Paraya 1-1-0 0/0/0 M/Ad (Disposition Phase): <>Choose an opponent's G. The Nation Power produce by one of your G would become the NP that the chosen G produce until end of turn. Uncommon CH-129 Hayato Kobayashi 1-2-0 0/1/1 M/Ch (Auto A): When this card is rolled, negate the Battle modifications. (Auto A): If there is a Character with higher Total NP Cost than this card, this card gain +1/+1/+0. CH-130 Tianam 1-2-0 0/0/0 M/Ad (Auto A): All your Units with "Cruiser" that in the same detachment as this card gain +0/+1/+1. Uncommon CH-131 Lido Wolf 2-3-0 1/2/1 M/Ad (Auto B): When this card is set on an Unit with * original attack strength, you may play this card with Total NP Cost -1. -------------------Commands-------------- C-77 Expectation of New Battle Power 1-2-0 Prevent(3) (Normal): Recover your Nation equal to double of number of cards in your hangar (when resolve). C-78 Bind of Fate 1-3-0 Prevent(3) (Opponent's Disposition Phase): During this turn, all defending detachment in non-Battle mode can deal battle damages to opponent's Nation at the designated effect of Damage Calculation Step. Rare C-79 Tongue War 1-4-0 (Self Disposition Phase): All player (higher than the previous call), from the turn controller (for any amount of times) can call a number. The player who call the highest number at the end Roll the number of Set Group equal to that number, and move that number of cards from top of all LCP into his/her Hangar. However, the number cannot be higher than the number of set group in respective field that are in Reroll position. Uncommon 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 -------------------Operations------------ O-84 Value of Axis 1-1-0 (Auto D): When the play of your card is negate by opponent's effect, recover your Nation equal to that card's Total NP Cost. Uncommon O-85 Unwilling Scene Pulling 1-2-0 (Auto D): Whenever a destruction of your Unit is negated, put a +1/+1/+1 coin on that card. This effect cannot be repeat. 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-88 Light 2-3-0 (Auto D): At the end of turn, if this card have 3 Coins on it, abolish this card. (Damage Calculation Step): <<0>>Choose an opponent's detachment in non-Battle mode, and put a coin onto this card. If so, the battle damages done by that detachment would be halved (round down). Rare O-89 Magnet Coating 1-2-0 (Auto A): The Unit this card set onto gains +0/+0/+X. The value X is equal to number of cards in your Hangar. (NOTE: This is an "Operation(UNIT)") -------------------Generations----------- G-42 Earth Federation Citizen (Auto A): Produce one Blue Nation Power. G-43 Earth Federation Citizen (Auto A): Produce one Blue Nation Power. G-44 Earth Federation Citizen (Auto A): Produce one Blue Nation Power. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-193 MS-06F Zaku II (Commander Use) 1-1-2 2/1/2 S/E (Auto A): This card cannot be put in the front of a detachment with 2 or more units in it. 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-195 MS-09RS Rick Dom (Anavel Gato Machine) 2-2-1 2/1/3 S [Restrict to 1/Self] Prevent(3) Space Battle(2) (Auto D): When this card sorties for attack, when an opponent's Unit battling with this card is destroy and abolish, after end of that turn, begin a new turn without changing turn player. However, this card's text is negate at the new turn. Uncommon U-196 MS-06F Zaku II Modified Type[Stutzer] 2-2-0 2/0/2 S/E (Auto B): At your disposition phase, if this card is in your Junkyard, you may choose and abolish a card from your hand. If so, move this card into your Hangar. U-197 MS-09R Rick Dom Modified Type[Stutzer] 2-3-0 2/1/3 S Space Battle(1) (Auto B): At your disposition phase, if this card is in your Junkyard, you may choose and abolish a card from your hand. If so, move this card into your Hangar. 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-200 MS-14S Char's Custom Gelgoog 2-4-1 3/1/3 S/E Prevent(4) (Defense Step): <<1>>Move this card to a Battle Area with opponent's Unit. (Self Defense Step): <<1>>When this card is in the battle area with a "NT" character set onto it, do 3 damages to an opponent's Unit battling with this card. Or, deal 3 damages to opponent's Nation. Rare U-201 MAN-08 Elmeth 2-4-2 */2/4 S Prevent(3) Psycommu(3) (Self Defense Step):<<0>>When this card is in Battle Area, the target of this card's "Psycommu" effect would change to an Unit in opponent's Disposition Area until end of turn. Uncommon 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 sortie for attack, when 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-203 Gwagen 2-4-1 */3/5 S Cruiser Supplement(3) (Auto A):All Characters set on this card gains "Family Name". U-204 Solomon 2-2-1 */2/6 S Stronghold Colony (Auto B): This card comes into play in Reroll Position. (Auto D): When this card is destroy and abolished as a result of Battle damages, you may put an Unit with "Name: Big Zam" from your hand to the front of this card's detachment. Uncommon -------------------Characters------------ CH-112 Dozle Zabi 2-4-0 2/0/0 M/Ad Prevent(3) Raid Family Name (Damage Calculation Step):<<0 Each>>If this card is set onto an Unit with "Area Weapon", roll one of your Operation. If so, the Unit this card is set onto gains "Area Weapon"+1 until end of turn. Rare CH-113 Zena Zabi 1-1-0 0/0/0 F/Ad [Set/G] Family Name (Self Disposition Phase): <>When there's your character with "Opposite Sex" than this card, look at all cards in your Nation, from there put a Green Basic G out and you can move it to your Hangar. Afterward, shuffle your Nation. Uncommon CH-114 Minerva Zabi 1-1-0 0/0/0 F/Ch [Set/G] Family Name (Auto A): When this card is set onto a G, during Disposition Phase, it produce one Green NP. Uncommon 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 Attack","Raid","High Mobility", and "Vulture" of all Units. Uncommon CH-116 Maret Sangenu 1-2-0 1/1/1 M/Ad (Auto A): When there's an opponent's Unit with "Name: Gundam", this card gains +1/+0/+1. CH-117 Lillia Frouber 1-2-0 0/2/0 F/Ad (Auto A): An front Unit in opponent's detachment battling with this card gains "Swift Strike". CH-118 Lalah Sun 2-3-0 0/1/2 F/Ad/NT Prevent(3) (Auto A): All of your Units with "Psycommu" gains "Psycommu" +1. (Disposition Phase):<>Roll X Characters with "NT". If so, recover all Nations by X. Rare -------------------Commands-------------- C-79 Sharing of Consciousness 1-2-0 Prevent(5) [Extra Cost>Abolish X card from hand] (Normal): MOve the top X card on your opponent's Lost Card Pile to your Hangar. Rare C-80 Satellite Missile 1-3-0 (Auto B):<<[2.3]>>During Disposition Phase,if this card is in your Junkyard, you may choose and abolish 2 cards from hand. If so, move this card back to owner's hand. (Damage Calculation Step): Do X damages to an opponent's Unit. The value X is the defense strength of that Unit -1. C-81 Intervention 1-3-0 (Defense Step): Roll all opponent's Units with Total NP Cost lower than number of cards in hand (at resolution). C-82 Retreat War 2-3-0 (Damage Calculation Step): Move the number of Units destroy in one of your detachment from top of opponent's Nation to your Hangar. Uncommon C-83 Big Loss 1-4-1 [Restrict to 1 per Turn] Prevent(X) (Damage Calculation Step): Choose an opponent's Unit in Battle Area, and do X damages to opponent's Nation. The value X is equal to the attack strength of the chosen Unit. Uncommon C-84 The Space of Light 2-5-0 Prevent(5) (Self Attack Step): Deal 5 damages to all Units. Rare -------------------Operations------------ O-74 Feeling without Power 2-2-0 (Auto B): When this card comes into play, you may put any number of Coins on this card. (Normal):<>All text of Units with Total NP Cost of X are negate until end of turn. At the end of turn, remove a Coin from this card. The value X is equal to number of Coins on this card. Uncommon O-75 Space Battle 1-3-0 (Auto A): All part of effect of your Units with "Space Battle" would be change from 1 to 2. 1)"(Auto A): When this card is in the Space Area" 2)"(Auto A): When this card is in the Battle Area" Uncommon O-76 Newtype Research Department 2-3-0 (Auto A): All of your Character with "NT" gains the following text. "(Auto A):<<[2.3]>> When this card is set onto an Unit with "Psycommu", that Unit gains "Psycommu" +1. Rare 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)") -------------------Generations----------- G-39 Citizen of Zeon Principilty (Auto A) : Produce one Green Nation Power. G-40 Citizen of Zeon Principilty (Auto A) : Produce one Green Nation Power. G-41 Citizen of Zeon Principilty (Auto A) : Produce one Green Nation Power. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-97 RGM-79EW EWAC GM 1/2/1 2/0/1 S/E <<[1.2]>>Change(GM Kai High Mobile Type) (Self Battle Phase):<<0>> When this card is in the Battle Area, look at all card in opponent's hand. U-98 NRX-044(R) Prototype Asshimar TR-3[Kihar] 2-2-2 2/0/3 S Transform ============================ MA Mode: */1/3 High Mobility 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 comes into play a Unit with "Cruiser" on the field, this card comes into play in Reroll position. U-101 NRX-055-2 Bound Doc (Rosamia Badam Machine) 2/4/2 4/1/5 S/E [Restrict to 1/Self] Transform [(Auto A):During your turn, if there's an opponent's Character that is "M" and "NT", the damages done by this card's unit team would also be done to your Nation.] ----------------------------------------------- Mobile Armor Mode: 1/2/6 High Mobility 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 Total cost of 2 or lower. U-104 Gyrps 1 1/1/0 */0/3 S Stronghold Colony (Auto B):This card comes into play in Reroll position. (Damage Calculation Step):<<1>>Abolish this card, If so, destroy all Character that is in the same area as this one. U-Z58 ZM-S06G Zoro (Separated Mode) 1/1/1 */1/1 E Transform (Auto A): When the unit team this card is in have more than 3 Units, this card gains +0/+1/+0. ==================== MS Mode: 2/0/2 Special Shield(1) U-Z59 ZM-S06S Zollidia (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-Z60 ZMT-S29S Zanneck 2/5/2 4/3/4 S/E [Restrict to 1] Prevent(4) Special Shield(2) (Auto D): <<[2.5]>> When this card goes into attack, randomly discard one card from Opponent's hand. If the discarded card is a Unit, opponent draw a card. If it's a G card, opponent choose a card in hand and discard it. 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. At this time, draw a card. -------------------Characters------------ 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 is disposed to. 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, this card gains+1/+1/+1. If this card does not have Brain Cleaning Token,the Disposition Group this card is in cannot be a target by opponent's Command. CH-59 Jerid Messa 1/3/0 1/1/1 M/Ad/NT (Normal):<<1>>Put a Brain Cleaning Token on another of your Character other than this card, or remove all Brain Cleaning Token. (Disposition Phase):<<1>> Put all disposition group with a Character that have a Brain Cleaning Token back into original controller's Disposition Area rolled, or reroll this Disposition Group. CH-60 Chang Yar 1/1/0 0/0/0 M/Ad Cruiser Use Correction(+0/+1/+1) (Battle Phase): <>Put a Unit in your Hangar, after paying the cost, to your Disposition Area rolled. CH-Z33 Raiorl Sabat 1/1/0 1/1/0 M/Ad Quick (Auto B): This card comes into play in Reroll position (Auto D): At End Phase of your turn, Abolish this card. CH-Z34 Zubrok Simonev 1-1-0 0/0/0 M/Ad [Set/G] (Auto A): When this card is set onto a G, during Disposition Phase, it produce one Black NP. CH-Z35 Kilt Tondon 1/1/0 -1/-1/-1 M/Ad [Set/Ch] (Auto B): This card can be disposed to opponent's Unit or Character. (Return Step):<<3>>Abolish this card. CH-Z36 Torri Aries 1/2/0 1/0/0 M/Ad (Auto B): When this card comes into play, you may put 1-2 Team token to Units that can disposed character on it. The Team token were treated as {CHARACTER(UNIT), 0/0/0}, when this card leaves the field, destroy all the tokens. -------------------Commands-------------- C-Z23 Shooting of High Degree 2/X/X Prevent(X) (Damage Calculation Step): Destroy a Unit in Battle Area that have total cost of X. But if that Unit have a Character that have Total Cost of 5 or more disposed on it, this effect is negate. C-Z24 Reinforcing Detachement 2/2/1 (Battle Phase): Remove X Units from your Junkyard from the game, If so, put X "Tomuriat Coin" to the field. Tomurait Coin would be treated as {UNIT, E, */1/1} and it cannot be target of your own Commands. Remove them from the game at the end of turn. C-Z25 Obstruction of Union 1/3/0 (Attack Step): During this turn, remove a Unit from the game that comes into play by "Change" effect. 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. -------------------Operations------------ O-48 Skill 1/1/0 (Auto B): When this card comes into play, put three tokens on this card. (Normal):<<0>>Remove a Token on this card, during this turn, one of your Unit gains +1/+1/+1 until end of turn. When this card don't have any Tokens on it, Abolish this card. O-49 30 Bunch Incidents 2/2/0 (Auto D):At your End Phase, remove the number of cards from opponent's Lost Card pile equal to the number of cards in your Hangar. O-50 The Losted Memory 1/3/0 (Auto D): During the End phase of each player, when they have 4 cards or more in their hand, discard one card from the hand. O-51 Divorce 2-4-0 (Auto A): All player could not put a detachment with an Unit to battle. O-Z19 The Detested Name 1-3-0 (Auto A): All Unit with "Name: Gundam" in all hand gains Total Cost +1. O-Z20 Land of the Empire 1/3/0 (Auto A):(All) The rule at Draw Phase would change to "The turn player put the top card in their Nation into their respective Hangar. -------------------Generations----------- G-26 Supporter of Titans (Auto A): Produce a Black Nation Power. G-Z13 Citizen of Zanscare Empire (Auto A): Produce a Black Nation Power. G-Z14 Citizen of Zanscare Empire (Auto A): Produce a Black Nation Power. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-115 AMS-120X Geara Doga (Psycommu Experiment 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. U-116 AMS-119S Geara Doga Kai 1/4/2 3/1/3 S/E Raid (Normal):<<0>> Choose to Abolish X cards from your Hangar. During this turn, this card gains +X/+X/+0 until end of turn. The number X can only be maximum of the number of G card on your field. U-117 MSN-03 Jagd Doga(Quess Paraya Machine) 2/4/2 3/1/4 S/E [Restrict to 1] Psycommu(2) (Auto A): When this card is in Disposition Area, this card gains "Psycommu" +1. U-118 MSN-04 Sazabi 2-6-1 5/3/5 S/E Prevent(5) Psycommu(2) (Auto B):<<[2.5]>>At Disposition Phase, if this card is in your Hangar or hand, you may exchange this card with your Unit with "Char Aznable" disposed on it. If so, Abolish that Unit. (Auto A): Opponent player cannot have Unit with Blue Color Cost and Total cost of 5 to play to battle area this card is in. 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): The "Psycommu" effect of this card treated this card have the Area could battle of "Earth". U-120 Rulra 2/4/2 */3/5 S Cruiser Supplement(3) (Auto A):All Unit disposed to this card have "Raid". U-121 Sweetwater 2/3/0 */0/3 S Stronghold Colony (Auto B): When this card comes into play, you may put an Operation in your opponent's Junkyard into your Hangar. 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, this card is move to Battle Area in Reroll position.] (Auto A): The "Muitlple" effect of this card can treated a Unit "Name: Crossbone Gundam" as Unit with the same name. U-C42 Zando Gei (Beam Rifle Equipped) 1/1/1 0/1/1 S/E Special Shield(1) (Auto D): When this card is put to attack during battle, this card gains +0/+1/+0 until end of turn. U-C43 EMS-06 Batara (Crossbone Vanguard Color) 1/1/1 2/0/1 S/E Special Shield(1) (Normal): <<1>>The Color Cost could be designate as color of Blue, Green, Black, Brown, or White until end of turn. U-C44 EMS-10 Pez Batara(Tobia Aronacus Machine) 1/3/2 4/0/1 S/E (Battle Phase):<<0 Each>> Pull this card out of a Unit Team, and put it back into the unit team at any position. If so, all effect that have not resolve that target this card would become invalidate target. U-C45 Ashiro 1/X/Y */1/2 S/E Area Weapon(2) (Auto B): When this card comes into play, the sum of X and Y is 3. But, the Resource Cost must be 0-1. -------------------Characters------------ CH-70 Char Aznable 2/6/0 3/3/3 M/Ad/NT Prevent(5) [(Auto A):The Disposition Group this card is in cannot be move by opponent's effect other than the destruction one.] (Self Attack Step):<<0>> When this card is in the Battle Area, your opponent draw 2 cards. If so, opponent choose to Abolish one card from the field other than his G cards. 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 disposed to 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. CH-72 Gyunei Guss 2/3/0 1/1/1 M/Ch/NT (Self Attack Step):<<0>> Abolish one of your Unit that originally belongs to your opponent. If so, after the end of this turn, begin a new turn without changing turn player. But, only 1 Phase could be play during the new turn, and this card's effect would be negate. CH-73 Nanai Miguel 1/2/0 0/0/0 F/Ad/NT Prevent(3) Cruiser Use Correction(±0/+1/±0) (Auto D): When there is one of your Character with "NT" comes into play except this card, draw a card. (Normal):<>One of your Character gains "NT" until end of turn. CH-74 Raile 2/2/0 0/0/0 M/Ad Cruiser Use Correction(±0/+1/+1) (Auto A):If this card is disposed to a Unit with "Cruiser", all Units that is in the same unit team as this card that do not have "Cruiser" or "Stronghold" gains ±0/+1/±0. CH-75 Kaizar M Baiya 1-1-0 0/0/0 M/Ad [Set/G] (Auto A): When this card is set onto a G, during Disposition Phase, it produce one Red NP. CH-C21 Jonah 1/1/0 1/1/0 F/Ad (Defense Step):<<0>> Move an opponent's Character with total cost of 4 or less that is battling with this card to the bottom of original controller's Nation. CH-C22 Gerrad 1/1/0 1/0/1 M/Ad (Auto A): When this card is in a Unit team with a Character other than this card, this card gains ±0/+1/±0. -------------------Commands-------------- C-51 Unhappy Feeling 1/1/0 (Disposition Phase): Invalidate a card's Area could Battle, Age, Sex, "NT" stats until end of turn. C-52 Vanguard of Fight 1/3/1 [Substitute Cost>(Total Cost-2): Discard one Basic G card from your hand]. (Opponent's Disposition Phase): Negate a play of Unit and remove it from the game. C-53 Night of Anxiety 2/3/0 (Normal): Designate a Disposition Group with "Prevent". If so, your Nation regain X points. The number X is the total number of "Prevent(X)" in the designated card. C-54 Threat 2-4-0 [Restrict to 1 per Turn] Prevent(3) (Normal): Negate a use of a Command and move that card into your Hangar. C-55 At Time of Mesf 2-6-0 (Return Step): Skip a phase of your choice in next turn. 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 Unit with "Name: Crossbone Gundam" out and abolish it. Shuffle your Nation afterward. -------------------Operations------------ O-56 Fake Attacking 1/1/0 (Auto D): At end of your turn, put a token on this card. When this card have five Tokens, Abolish this card. (Auto A): All player cannot use more than X Units to attack in battle, where X is the number of Tokens on this card. O-57 Nuclear Pulse Engine 1/3/0 (Disposition Phase):<>One of your Unit with "Colony" gains the following effect text until end of turn: "[High Mobility]" O-58 Ideal Sympathy 2/3/0 (Auto B): This card comes into play rolled (Self Disposition Phase):<<[2.3]R>> Abolish this card, If so, move an opponent's Character into your Hangar. O-59 Psycommu Synchronization Examination 2/4/0 (Auto A): The Unit this card is disposed to gain "Psycommu(2)". (Auto A): The Units that is destroy as a result of the effect of "Psycommu" of the Unit this card is disposed to would move to original controller's Hangar instead of Junkyard. -------------------Generations----------- G-30 Supporter of Neo Zeon (Auto A): Produce one Red Nation Power. G-31 Supporter of Neo Zeon (Auto A): Produce one Red Nation Power. G-32 Supporter of Neo Zeon (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A, X \_________________ -------------------Units----------------- U-84 Armored Tank 1/1/0 */0/1 E Tire (Battle Phase): <<1>> The stats of the forefront unit of opponent's unit team battling this one would get -1/-1/-1 until end of turn. U-85 WD-M01 Turn-A Gundam(White Doll) 2/2/1 2/0/3 E (Self Disposition Phase):<<[2.3]1>> Exchange this card and a Unit "Name: Turn-A Gundam" from your hangar. If so, remove this card from the game. U-X43 GX-9900 Gundam X (Jamil Neate Machine) 2/4/2 3/1/3 S/E Prevent(3) Area Weapon(4) (Auto A): The "Area Weapon" effect can only be use if this card is disposed with a "NT" character. (Normal): <<1>> Move this card to the top of original's controller's Lost Card Pile. U-X44 RMSN-002 Bertigo 2/5/2 4/3/5 S Prevent(3) High Mobility Psycommu(2) 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-X47 NRX-011 Britova 1/3/2 3/0/3 E Prevent(4) (Normal): <<0>> Abolish X card from your Hangar. If so, this card gain +X/+0/+X until end of turn. The maximum number of X could only be the number of G card on your field U-X48 NRX-010 Gabul 2/4/2 3/0/6 E Raid (Auto A): This card does not receive battle damages, nor could be destroy be damaged by opponent's effect. [(Normal): <<0>> Discard two card from hand, If so, the effect text of this card would be negate until end of turn. This effect can only be use by opponent.] U-X49 NRX-016 Rasveyt 2/5/2 4/1/4 S/E Prevent(3) Psycommu(2) (Auto D):When "Aberl Bauer" is set onto this card, you may look at all cards in your Nation, and choose any number of "Rasveyt(G Bit)" and put it on the field in Reroll position. Shuffle your Nation afterward. U-X50 Rasveyt(G Bit) 1/4/0 3/1/3 S/E Supporter Psycommu(1) [(Auto A): Characters cannot disposed on this card.] (Auto A): When a "NT" character is disposed on your "Basveyt", the "Psycommu" effect would be treated as the one having "NT" Character. U-X51 Bandarl 1/4/1 */2/5 E Cruiser Supplement (4) U-X52 Newtype Research Laboratory 1/1/0 */*/3 E Stronghold (Normal): <> Roll a Character with "NT", when that card have Total Cost more than 5, Abolish this card. -------------------Characters------------ CH-57 Shid Munza 1/3/0 0/0/0 M/Ad [Set/Ch] (Auto D):When the unit team this card is in does damages to opponent's Nation, put the top card in your Lost card pile into your Hangar. CH-X27 Karon Ran 1/1/0 0/0/0 F/Ad [Set/G] (Auto A): When this card is set onto a G, during Disposition Phase, it produce one Brown NP. CH-X28 Duate Lanroug 2/3/0 2/0/1 M/Ad (Auto A): The disposition group this card is in cannot be target by opponent's card effect in Disposition Phase (Auto A): When this card is in Battle Area, opponent cannot get Vulture Point. CH-X29 Milra Durayd 2/3/0 1/0/2 M/Ad (Auto A): Remove all cards from the game that this card's unit team destroy in battle. (Auto D): When this card is destroy in battle, remove this card from the game. CH-X30 Abel Bauer 2/4/0 1/1/2 M/Ad/NT Prevent(3) (Normal): <<1>> Abolish one of your Unit "Name: Bit". During this turn, the destroy of disposition group this card is in is negated. CH-X31 Tiffa Adell 2/3/0 0/0/0 F/Ch/NT [Set/Ch] (Auto A): When this card is disposed on a "Ch" Character, and only G cards are in your hangar, this card gain +1/+1/+1. (Disposition Phase): <> Look at the top 5 cards in opponent's Lost Card pile, you may put a Basic G card to your Hangar, then put the rest in the bottom of the Lost Card Pile in any order. CH-X32 Jamil Neate 2/4/0 2/1/2 M/Ch/NT Prevent (3) Space Battle (2) (Opponent's Battle Phase): <<1>> If this card is disposed on a Unit with "Area Weapon", Reroll this card. CH-X33 Rancelow Darwell 2/4/0 2/1/2 M/Ad/NT Prevent(3) Space Battle(2) (Opponent's Battle Phase): <<1>> If this card is disposed on a Unit with "Psycommu", Reroll this card. -------------------Commands-------------- C-X8 Fly, Garrod! 1/2/0 (Normal): Disposed a Character with "Vulture" on one of your Unit, at end of turn, remove that card from the game. C-X9 7th Space War 2/5/1 (Self Returning Step): Choose to Abolish any number of cards in your Hangar, If so, for each card you Abolish, remove 2 cards from top of opponent's Nation. -------------------Operations------------ O-61 Chain Reaction 2-3-0 (Opponent's Battle Phase): <>Roll two G cards and discard one card, If so, roll all Units with Total Cost of X. O-X27 Air Control 1/2/0 (Battle Phase): <<1 Each>> Roll a G and discard a card. During this turn, roll a card with "High Mobility" O-X28 Emergency Scramble 1/2/0 (Auto D): When your opponent Reroll an Unit other than by the rule of Reroll phase, Reroll one of your Unit. O-X29 A Hair's Length 2/2/0 (Normal): <<1>> Negate the destruction of one of your Operation other than this one O-X30 Bit MS 1/3/0 (Damage Calculation Step):<<0>> Roll X of your Operation and discard one card from your hand. If so, one of your Unit gains +X/+0/+0 until end of turn. O-X31 Newtype Destruction Plan 2/3/0 (Disposition Phase):<<0>> Roll one of your G card and discard one card from your hand or destroy one card from your Hangar, If so, move the top card in your Lost Card Pile into your Hangar. O-X32 The Liberated 2/3/0 (Auto A): The Operations in your hand can use as the Command as the following, this effect can only be use once per turn, and it count as "already use" "(Normal): Negate one of opponent's Operation and destroy it" O-X33 Refusal of Interview 1/4/0 (Auto A): No player could use Command that have "(Normal)" Timing. (Disposition Phase):<<0>> Abolish two of their own card on the field other than this one, If so, Abolish this card. This effect could be use by both player. -------------------Generations----------- G-24 Militia Supporter (Auto A): Produce a Brown Nation Power. G-25 Militia Supporter (Auto A): Produce a Brown Nation Power. G-X10 A.W. Earth Citizens (Auto A): Produce 1 Brown Nation Power. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-92 XXXG-01S Shenlong Gundam 2/4/2 4/0/4 S/E [Restrict to 1] Raid [Muitlples>Destroy all Units battling with this one that have two or lower Total Cost.] U-93 XXXG-01S2 Altron Gundam 3/5/3 6/1/6 S/E [Restrict to 1] <<[2.4]>>Change(Shenlong Gundam) [(Auto B):This card name is treated as "Shenlong Gundam"] [Muitlples>This card gains +X/+0/+0 until end of turn. The number X is the attack strength of the Unit use as cost for this effect.] U-94 OZX-GU01LOB Gundam L.O. Booster 2/5/2 4/2/4 S/E Transform <<[2.4]>>Change"Gundam Geminass" (Auto A): This card gains "High Mobile" during opponent's turn. ======================== High Speed Flight: */2/5 High Mobile 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 in 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. U-S50 Kisat Used Chimera 1/2/1 1/0/1 S Supporter Vulture (Battle Phase):<>-2 of your Vulture POint, If so, move a G card from your Junkyard into your Hangar. 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-S52 UTA/TE-6 GINN (SubTerrainean Movement Test/Evaluation Type) 2/2/1 1/2/2 E (Attack Step):<>At the end of Defense Step, move this card into Earth Area in Reroll position. U-S53 AMF-101 DINN 2/3/2 2/1/2 E High Mobile U-S54 ZGMF-X09A Justice Gundam 3/5/3 6/2/6 S/E [Restrict to 1/Self] [PS Armor(5)] Special Shield(3) (Battle Phase): <<1>> This card get -1/-1/-1 until end of turn, If so, a unit card other than this one that is in the same area gain +2/+2/+2 until end of turn. U-S55 Gull 2/2/1 */1/1 E Supporter High Mobile (Attack Step):<<1>>This Unit that is in front of this card that don't have "Cruiser" or "Stronghold" gains "High Mobile" until end of turn. U-S56 Cousteu 1/2/1 */1/2 E Cruiser Water Supplement(2) (Auto A): When this card is in a Unit Team that only have Unit with "Water", it would not take any damages other than battle damages or destroy by those damages. U-S57 Alaska Base 2/2/0 */2/5 E Stronghold (Auto D):At the beginning of Damage Calculation Step, if this card is in battle, do X damages to all Unit that is in the same area as this card. The number X is the same as the number of Command in your Junkyard. -------------------Characters------------ CH-65 Rushie Aizuri 1-1-0 0/0/0 F/Ch [Set/G] (Auto A): When this card is set onto a G, during Disposition Phase, it produce one White NP. CH-S35 Rul Gull 2/3/0 2/0/1 M/Ch Vulture (Auto B):When this card comes into play, before this card is disposed to any card, you may pay the Total Cost of one of opponent's Unit in opponent's Hangar, and put it into play in your Disposition Area rolled, and disposed this card to that Unit. CH-S36 Makami Kisat 1/1/0 0/0/0 F/Ch Vulture (Normal):<> Reroll a Unit that is in the same area as this card that have "Vulture" CH-S37 Fulry Ulster 2/2/0 0/0/0 F/Ch (Auto B):When this card comes into play, you may look at all the card in your Nation, put a Character with "Ch" into your hand. Shuffle your Nation afterward. (Normal):<>One of Character with "M" and "CO" gains +2/+2/±0 until end of turn. All of other effects would be negated. CH-S38 Sai Srgyle 2/2/0 0/0/0 (Auto B):When this card comes into play, you may look at all the card in your Nation, put a Character with "Ch" into your hand. Shuffle your Nation afterward. (Normal):<<0>> Move an opponent's Unit that originally belongs to you into your disposition area in Reroll position. CH-S39 Redonil Kisaka 1/1/0 0/0/1 M/Ad Desert (Auto D): When this card is sent to battle with a Character with "Family Name" in the same unit team, this card gains +1/+1/+1 until end of turn. CH-S40 Modin 1/1/0 1/0/1 M/Ad/Co (Battle Phase):<<1>>When this card is in the Battle Area, Reroll of your Operation. CH-S41 Lei Yuuki 1/2/0 1/1/1 M/Ad/Co (Auto B): When this card comes into play, show the top three card in your Nation, move one of them into your hand, and move the rest in any order in the top of your Nation. But, the card that is move to your hand and the order of card that would put back is chosen by the opposite player. -------------------Commands-------------- C-72 Wufei Again 3/4/2 (Auto B): When this card is in Junkyard to resolve the "Muitlple" effect of your "Shenlong Gundam", return this card to original controller's hand at End Phase, this effect cannot be repeated. (Attack Step): Roll all Units that did not have Characters disposed on. C-S32 Look Ahead 1/1/0 (Battle Phase): Move the top card in your Nation to your Hangar. C-S33 Houmia Protection Stone 1/1/1 (Normal): Negate a destruction of one of your card except Unit. C-S34 The War of Two 2/2/0 (Normal): Look at all of opponent's cards in his/her hand, choose a card other than a G card. During this turn, your opponent cannot use the card that have the same name as the chosen card. C-S35 Mumerical Domination 2/2/0 (Normal): When the number of your Unit is more than opponent's Unit, all of your Unit gains "Swift Strike" until end of turn. C-S36 Orb Invasion 2/3/1 (Opponent's Disposition Phase): Destroy one of opponent's Operation. If the total cost of the Operation is higher than 4, draw a card. C-S37 Transvalrate 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 same as the Total cost of the disposition Group of that Unit. C-S38 Cyclops 3/5/X [Extra Cost>Move two of your G to the top of owner's Nation.] (Self Attack Step): Destroy all Unit with Total NP of X or less. -------------------Operations------------ O-S8 Reshuffle Notice 1/1/0 (Disposition Phase):<> Exchange one card in hand and one card in Hangar. O-S9 Ganegel 2/2/0 (Auto B):This card cannot be disposed on a Unit with "Stronghold". (Damage Calculation Step):<>Do 3 damages to all Unit that is in the same area as this card. -------------------Generations----------- G-S10 Supporter of PLANT (Auto A): Produce a White Nation Power. G-S11 Citizen of Orb (Auto A): Produce a White Nation Power. G-S12 Supporter of Earth Federation (Auto A): Produce a White Nation Power. ________________ __________/ Purple \_______________________ -------------------Units----------------- U-9 Heaven Deer 0/1/0 */*/1 S/E Cruiser (Auto A): When there is a Character disposed on this card, that Character can be play by Total Cost -1. (Self Battle Phase):<> Move a Character that is disposed on this card to a Unit that can put a Character on in the same Unit Team. U-10 Arti Gibraltar 0/1/0 */0/4 E Stronghold (Defense Step):<> Move one of your Unit that don't have "Stronghold" in Earth Area to Space Area. -------------------Characters------------ NONE. -------------------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 -------------------Operations------------ NONE. -------------------Generations----------- G-9 Morgenrente (Auto A): When this card is in Reroll position, produce one Purple Nation Power. (Normal): <> Move a card in your hand to your Hangar. END.