Gundam War TCG - Card Translation TXT File Translation File for: Roar of Flame (Set 13) Document version 3.0, last update 7/13/05 (c)2005 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 - 7, Red - 8, Brown - 8, White - 9) Command: 31 (Blue - 4, Green - 4, Black - 6, Red - 6, Brown - 2, White - 8, Purple - 1) Operation: 29 (Blue - 6, Green - 6, Black - 4, Red - 4, Brown - 8, White - 1) Generation: 19 (Blue, Green, Black, Red, Brown, White each 3 type, 1 Purple) Total - 201 --------------------------------------- HOW TO USE THIS FILE? Unit: (Card Number) [Unit #] (Card Name) (Color Cost)/(Total Cost)/(Resource - Discard) (Attack)/(Shoot)/(Defense) (Battle Terrain) - S = Space, E = Earth (Effect) Character: (Card Number) (Card Name) (Color Cost)/(Total Cost)/(Resource - Discard) (Attack Modify)/(Shoot Modify)/(Defense Modify) (Sex - M/F)/(Age - Ch/Ad)/(NT/CO?) (Effect) Command/Operation: (Card Number) (Card Name) (Color Cost)/(Total Cost)/(Resource - Discard) (Effect) --------------------------------------- FILE HISTORY: v3.0 - Add Rarity to Blue/Green cards - Errata some card name/effect v2.6 - Fix all "??" errors v2.5 - DONE! --------------------------------------- ________________ __________/ EFSF \_______________________ -------------------Units----------------- U-222 RGM-86R GM III 2-2-2 2/1/2 S/E (Normal): <> One of your Unit Card "Name: GM" gains +0/+0/+1 until the end of turn. U-223 RX-79[G]Ez-8/HAC Gundam Ez8 HAC 2-3-1 2/3/3 S/E Area Weapon (2) <<2.3>> Change (Gundam Ez8) (Auto A): All of opponent's Unit battling with this card gains "Swift Strike"? U-224 RX-79[G]Ez-8/HMC Gundam Ez8 HMC 1-3-2 3/0/2 S/E High Mobile <<2.3>> Change (Gundam Ez8) (Auto D): When this card is damaged, this card would be destroy. U-225 RX-178 RXA-08R Gundam Mk-II (Mega Rider Riding Mode) 2-4-2 3/3/3 S/E Area Weapon (2) [Team>(Gundam Team) Desert] (Auto A): This card's Unit Team, all of your Unit Cards except this card with "Gundam Team", would not be Roll by the rule of Return Step? Rare U-226 MSN-100 Hyaku Shiki (Beecha Oleg Machine) 2-4-2 4/1/3 S/E [Team>(Gundam Team) Vulture] Uncommon U-227 MSZ-010 ZZ Gundam 2-7-2 6/4/6 S/E Prevent(5) [Team>(Gundam Team)(Auto A): This card's Disposition Group cannot be Roll by opponent's effect.] (Battle Phase):<<1 Each>> Roll one of your card, at this time, this card gains +1/+1/+1 until the end of turn. Rare U-228 Z Gundam (Roux Louka Machine) 2-5-2 4/2/4 S/E Quick Transformer -------------------------------------------------------- Waverider: */2/5 Atmosphere Invasion [Team>(Gundam Team) High Mobile] Uncommon U-229 FD-03 Gustav Karl 2-3-1 2/1/3 S/E (Auto A): When your opponent is producing Red NPs, this card gains +1/+0/+0. U-230 RX-104FF Penelope 1-7-2 5/4/7 S/E Prevent(5) Psycommu(3) High Mobile (Auto B):<<[2.4]>> For each Purple NP you produce, this card can be play by Total NP Cost -1. (Auto B): When this card is play to the field when your opponent is producing Red NPs, this card comes into play in Reroll position. Rare U-231 Dragonfly 1-1-0 */0/1 E (Return Step): <<0>> When this card is in the battle area, exchange one card from your hand with one card in your Hanger. U-232 La Vie en Rose 2-4-1 */0/7 S Cruiser Supplement(5) Colony (Disposition Phase): <>Reroll one of your Unit card with "Cruiser". (Self Battle Phase):<> When you don't have any card in your Hanger, move the top card in your Nation to your Hangar. U-233 Shangri-La 1-1-0 */0/3 S Stronghold Vulture Colony (Auto B): This card comes into play in Reroll position. (Auto A): All character cards with "Vulture" gains "NT". Uncommon -------------------Characters------------ CH-135 Camilie Bidan 2-5-0 2/2/2 M/Ch/NT (Auto A): When this card is in the battle area, this card gains -2/-2/-2. This effect would be invalid if you fulfull the requirement of <<[2.5]>>. (Battle Phase):<> One of your other Character card gains "NT", +2/+2/+2 until the end of turn. Rare CH-136 Judea Ashta 2-5-0 2/2/2 M/Ch/NT Prevent(5) Vulture (Auto D): At the beginning of Damage Calculation Step, move all Set Group with character cards that have "NT" would move to your Disposition Area at the end of turn. Rare CH-137 Roux Louka 1-2-0 1/1/1 F/Ch/NT (Auto D): When one of your Character Card with "F" Reroll, Reroll this card. CH-138 Elle Vianno 1-2-0 1/0/1 F/Ch/NT Vulture (Auto A): All of your Character with "F", except this card, would get +1/+1/+0. CH-139 Emary Ons 2-2-0 0/0/0 F/Ad Cruiser Use Modification (+0/+1/+1) (Self Return Step): <> When this card is pUt into a Unit Card with "Supplement (X)", and you have a Character with "M" and "Cruiser Use Modification" on the field, draw X cards. Uncommon CH-140 Rein Elm 1-5-0 2/2/1 M/Ch/NT (Return Step): <> Move a Unit Card battling with this card to your Hanger. But, the Set Cards on that card would be remove from the game. Uncommon CH-141 Kenes Surag 1-2-0 0/0/0 M/Ad (Auto B): When this card comes into play, move opponent's hand into opponent's Hanger. (Auto A): All Character Cards in hand have Total NP Cost -1. CH-142 Erurun 1-3-0 0/0/0 M/Ad [Set/G] (Auto B): This card can be set to an opponent's G or opponent's Unit. (Auto D): When your Nation is damaged as a result of battle, the opponent player draw 1 card, then reveal his/her hand. Uncommon -------------------Commands-------------- C-83 Emergency Resolve 1-2-0 (Battle Phase): Negate an destruction of one of your Unit card other than as a result of battle damages. At this time, your Nation regain X points. The value X is the defense strength of that Unit. C-84 Last Expedient 2-3-1 (Self Disposition Phase): Destroy any number of Operation card with Total NP cost of 5 or less. C-85 Start! Double Zeta 2-4-0 [Restrict to 1 per Turn] Prevent(5) (Disposition Phase): Designate a Character with "NT". At this time, from your hand, choose one Unit with Total NP cost of 6 or more, paying its NP cost, and play it to your disposition area in Reroll position. Then, move the designated Character onto that Unit. Rare C-86 Roar of Flame 3-4-0 (Self Disposition Phase): During this turn, all of your Command Cards, after resolve, would move to your Hangar instead of Junkyard. During this turn, all of Command in your Hangar cannot be use. Rare -------------------Operations------------ O-93 Fight at Edge of Water 1-2-0 [(Auto A): You cannot send unit to battle for attacking. All of your Unit Card gains +0/+0/+3] (Self Defense Step): <<0>> Abolish this card. O-94 New Clue 1-1-0 (Auto D): When you play a G to the field, put a Token on this card. (Auto D): When this card leaves the field, look at all of the card in your Nation, put up to X G card out, and put it into your Disposition Area. The value X is the number of Tokens on this card. Shuffle your Nation afterward. Uncommon O-95 Creation of Detachment 1-3-0 (Auto A): All of your Units in your hand with "Team" gains "Quick". (Auto A): All of your Unit with "Team" gains +1/+1/+1. This effect cannot be repeated. Uncommon O-96 Recovery from Lost (Auto D): At the beginning of your turn, regain X card from your Nation. The value X is the number of Tokens on this card. (Self Disposition Phase): <<0>> Discard 1-2 card(s) from your hand. At this time, put number of tokens on this card same as the number of discarded cards. Rare O-97 Bloom of Emary 2-3-0 (Auto D): When one of your card is destroy as a result of opponent's effect, at the end of that turn, put a Token on this card. (Normal): <<1>> Remove one Token on this card. At this time, negate a destruction of one of your card. Uncommon O-98 Spirit Crumble 2-4-0 (Auto A):All player cannot put a Set Group with Character with "NT" to battle. Negate the text of the Set Group of the Character with "NT". (Auto D): Abolish this card if either one of the player have 7 or more cards in his/her hand. Uncommon -------------------Generations----------- G-45 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-46 Supporter of Earth Federation (Auto A): Produce one Blue Nation Power. G-47 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. ________________ __________/ Zeon \_______________________ -------------------Units----------------- U-211 MS-06J Zaku II (Ground Unit) 1-1-1 2/1/1 E [Team>(Topp Team)] (Auto B): When this card is in your hand, and you have a Unit card with "Topp Team", this card gains "Quick". U-212 MS-05B Zaku I (Topp Machine) 1-1-1 1/0/2 E [Team>(Topp Team) ?/+1/?] (Self Return Step): <<1>> When this card is in your Battle Area, move the top card in opponent's Nation to your Hangar. If that card is a G or Character, abolish that card at the end of turn. U-213 MS-06J Zaku II (Deru Machine) 1-1-1 1/1/2 E [Team>(Topp Team)] (Auto B): When this card is in your hand, and you have a Unit card with "Topp Team", this card gains "Quick". U-214 MS-07B Gouf (March Specialize Machine) 1-2-1 3/0/2 E [Team>(Eurasia Continental Army) (Auto D): When this card's Unit Team does battle damage to opponent's Nation, your Nation recover 1, and your opponent pay (Resource 1)] (Auto A): When this card don't have Character set on it, this card cannot Reroll. Rare U-215 MS-09F/Gb Dom Gross Beil 1-2-1 3/0/2 E U-216 Apsarus I 1-3-1 0/0/5 S/E Prevent(5) (Defense step): Area Weapon(0) (Auto A): The card in your hand with name "Apsarus II" gains "Change(Apsarus I)" (Defense Step): Roll all cards that is in the same area as this one that do not have character set on it. Rare U-217 MS-14 Gelgoog Custom [Stutzer] 1-4-0 3/1/3 S/E (Auto B): During your Disposition Phase, if this card is in your Junkyard, you may choose to discard two cards from your hand to move this card into your Hangar. Uncommon U-218 MS-14C Gelgoog Cannon (Thomas Kurtz Machine) 2-4-2 3/3/3 S/E Prevent(3) Raid (Auto A): When this card successfully apply the "Custom Machine Set", all units in this card's Unit Team gains "Swift Strike", and all of opponent's card battling with this card lost "Swift Strike". Uncommon U-219 MS-18E Kempner (Heavy Armored) 3-5-2 4/3/4 S/E Prevent(5) <<[2.5]>>Change (Kempner) (Auto D): When this card's Unit Team does battle damages to your opponent's Nation, move the top top card in your opponent's Lost Card Pile to your Hangar. (Damage Calculation Step): <<0>> Do X damage to one of opponent's Unit battling with this card. The value X is equal to the number of cards in your Hangar. Rare U-220 Battle Helicopter for Principlity Army 1-1-0 */1/1 E (Auto B): When this card comes into play, play this card in Reroll position. Also, reveal the top card in your opponent's Lost Card Pile, if that card is a G, Command, or Operation, move that card to your Hangar. Otherwise, move that card to your opponent's Hangar. U-221 Dabude 2-4-1 */2/4 E Cruiser Supplement(2) (Damage Calculation Step): <<1>> Destroy all Unit card that is in the same battle area as this card. If your opponent have unit card "Name: Gundam", this effect cannot be moved. Uncommon U-222 Bombing Range 1-1-0 */0/5 E Stronghold (Auto A): All opponent's Card battling with this card gains "Swift Strike". (Auto D): All of your Unit card with "Area Weapon" that are in the same battle Area as this card gains "Area Weapon"+2 until the end of turn. -------------------Characters------------ CH-122 Thomas Kurtz 1-3-0 2/0/1 M/Ad (Auto B): When this card is in your hand, and your opponent is producing Green NPs, this card's Total NP cost -2. (Auto A): If this card successfully fulfill the "Special Machine" rule, this card's Set Group cannot be target of opponent's effect. CH-123 Norris Packard 1-4-0 2/2/1 M/Ad Prevent(3) Swift Strike (Battle Phase): <<1>> One of Unit card other than the card this card is set onto gains this card's Battle modification until the end of turn. Rare CH-124 Topp 1-1-0 1/0/1 F/Ad (Auto A): All of your Unit with "Topp Team" gains +1/+1/?. (Auto D): When this card battles a Unit Card with Purple NP, at the beginning of Return step, destroy all Units in this card's Unit team. Uncommon CH-125 Aisu 1-1-0 1/0/0 M/Ad (Self Defense Step): <<1>> When this card is in the Battle Area, Roll 1 of your opponent's Character. If your opponent have two or more Character, abolish this card. CH-126 Deru 1-1-0 0/1/0 M/Ad (Battle Phase): <<1>> Move all Unit cards with "Topp Team" in this card's disposition team to your Disposition Area. If your opponent choose to abolish 1 character, this effect is negate. CH-127 March 1-2-0 1/0/1 M/Ad (Auto A): All Units in this card's Unit team gains "Team>(Eurasia Continental Army)" (Auto D): When this card's Unit team does battle damages to your opponent's Nation, the self player gets one Antique Coin. Uncommon CH-128 Uragun 1-1-0 0/0/0 M/Ad (Normal): Move a Antique Coin to your opponent, your Nation regain 5 points. Uncommon CH-129 Judark 1-3-0 0/0/0 M/Ad [Set/G] (Auto B): This card can be set on an opponent's Basic G or Unit. (Auto D): When the controller's Nation is damaged as a result of battle, the opponent player draw 1 card, then reveal all hands. Uncommon -------------------Commands-------------- C-88 Preparation of Battle Power 1-2-1 [Restrict to 1 per Turn] (Disposition Phase): Play a MS Token to the field. That MS TOken is treated as {Unit, Terrain "S" "E", 0/0/0}, and get +1/+1/+1 until the end of turn. C-89 Rout from Odessa 1-2-1 (Battle Phase): Negate an destruction of one of your Unit. At this time, at the end of turn, abolish that Unit card. C-90 Evaporation Bomb 2-3-0 (Disposition Phase): When your Total NP number is 6 or lower, do 3 damages to any number of opponent's Units. Rare C-91 Shrewdness 2-3-0 (Self Disposition Phase): During this turn, when there're 3 or more of your Command resolve (after this effect resolve), after the end of this turn, start the new turn without switching player. But, during the new turn, skip the Draw Phase. Uncommon -------------------Operations------------ O-80 Total Attack 1-2-0 [(Auto A): You cannot put Unit card to battle for defense. All of your Unit card gains +2/+0/+0] (Opponent's Return Step): <<0>> Abolish this card. O-81 Pot of North Sung 1-1-0 [Restrict to 1/Self] (Normal): <<0>> Your Vulture point -4. At this time, you get 1 Antique Coin. (Self Draw Phase): <> Move X card from your opponent's Lost Card pile to your Hangar. The value X is equal to the number of Antique Coin you have. Uncommon O-82 Result of Foolish Execution 1-1-0 (Auto B): When this card comes into play, look at all cards in your Nation, and pull 2 Basic G out and play it to your Disposition area. Shuffle your Nation afterward. (Auto A): You cannot activate Command (Auto D): At the beginning of your turn, abolish one of your G. When you do not have any Basic G left, abolish this card. Rare O-83 Intercommunicator 2-3-0 (Reroll Phase): <<1>> Remove a card other than G that is originally owned by your opponent from your hangar from the game. At this time, during this turn, your opponent cannot use the type of card same as the removed card. O-84 Tragedy of Hill Village 2-3-0 (Self Reroll Phase): <> Abolish one of your G. At this time, destroy one of opponent's Special G Uncommon O-85 Weapon of Mass Destruction 2-4-0 (Self Battle Phase): <<1>> One of your Unit with "Area Weapon(X)", until the end of turn, change as "Do X damages to your opponent's Nation and one of the Unit card in your opponent's Disposition Area. Rare -------------------Generations----------- G-42 Citizen of Principlity of Zeon (Auto A): Produce one Green Nation Power. G-43 Citizen of Principlity of Zeon (Auto A): Produce one Green Nation Power. G-9 Citizen of Principlity of Zeon (Auto A): Produce one Green Nation Power. ________________ __________/ Titans \_______________________ -------------------Units----------------- U-109 RMS-106 Hi-Zack (Jerid Messa Machine) 1-1-2 2/1/2 S/E (Auto D): If this card have battled, at the end of turn, return this card to original controller's hand. This effect is also use even if this card is moved to your Junkyard. U-110 RMS-108 Marasai (Kacricon Cacooler Machine) 1-2-1 2/1/3 S/E (Auto D): When this card is in Battle Area, if there's an "Atmosphere Invasion" effect being resolved, this card would be destroyed. U-111 RX-160 Byarlant 2-4-2 3/2/3 S/E Prevent(3) Quick High Mobile [Extra Cost> Discard one card from your hand] (Auto D): When there's a opponent's unit include "Name:Gundam" attack in battle, Reroll this card. U-112 MRX-010 Psyco Gundam Mk-II 3-8-2 7/3/8 S/E Prevent(4) Psycomm(2) Transformer [(Auto A): When this card attack in your Battle Phase, the battle damaged done by this card's Unit team, would also done to opponent's Nation.] ---------------------------------------------------------------------- Mobile Armor Mode */4/10 (Defense Step): Area Weapon(2) U-113 RX-107 TR-4[Dandirian] 1-2-1 1/0/3 S/E [Supporter] Transformer ---------------------------------------------------------------------- Atmosphere Invasion Mode */0/4 (Battle Phase): <<0>> One Unit card in this card's Unit Team gains "Atmosphere Invasion" until the end of turn. U-114 GM Sniper III (Mid-Range Supporter Units) 1-3-1 S/E 1/2/2 <<[1.3]>> Change (GM Sniper III) (Auto D): If this card comes into play by the "Change" effect, you may do 1 damage to up to 2 Units. -------------------Characters------------ CH-62 Jerid Messa 1-1-0 0/0/0 M/Ad (Auto D): At the end of turn, if this card have 3 Token, abolish the Unit card this card set onto. (Normal): <<1>> Negate the destruction of the Unit this card set to. At this time, put a +1/+1/+1 Token on this card. CH-63 Kacricon Cacooler 1-2-0 1/1/1 M/Ad (Auto D): When this card is destroy and abolished, you may look at all cards in your Lost Card Pile, choose a Character with "F" and move it to your Hangar. CH-64 Kachiman 1-1-0 1/0/0 M/Ad (Auto D): When there's a Character card other than this card in the same Unit Team, this card gains ?/+1/+1 until the end of turn. -------------------Commands-------------- C-44 Guarantee of Retreat 1-1-0 (Disposition Phase): One player move all of his/her cards in hand to his/her Hangar. C-45 Cause and Effect that cannot separate 1-1-X (Disposition Phase): Abolish X card in your hand randomly and move it to your opponent's Hangar. At this time, the opponent player also abolish X card in his/her hand and move it to your own Hangar. C-46 Crossing the Corpse 2-3-1 (Self Disposition Phase): Remove all Character from the game. -------------------Operations------------ O-54 Bad Reaction 2-3-0 (Auto D): Whenever you discard one card from your opponent's hand due to effect of your Command, do 1 damage to opponent's Nation. O-55 Seed of Calamity 2-4-0 (Auto D): All player discard one card from their respective hand at the end of their respective turn, if they don't, choose one card other than this card from their respective field and abolish it. (Self Disposition Phase): <<5>> Discard one card from hand. At this time, abolish this card. This effect can be use by both player. O-56 Order of Waiting 1-1-0 (Auto A): If there's no Unit presented to the respective field other than the Unit that this card set onto, that card's Set Group cannot be Reroll. -------------------Generations----------- G-27 Supporter of Titans (Auto A): Produce one Black Nation Power. G-28 Supporter of Titans (Auto A): Produce one Black Nation Power. _________________ __________/ Zanscare \_______________________ -------------------Units----------------- U-Z64 ZM-S09G Tomliat (Pippiniden Team) 2-2-1 */1/3 E Transformer [Team>(Pippinidan Circus)] (Auto B): If this card is in your hand at your opponent Attack Step, after paying the cost, you may put this card to Earth Area in Reroll position. ---------------------------------------------------------------------- MS Mode 2/1/2 Special Shield(1) U-Z65 ZM-S24G Gadlev (Einerad Equipped) 1-3-2 2/1/3 S/E Tire Special Shield(2) (Damage Calculation Step): <<1>> Destroy a Unit card that is battling with this card, have two or lower Total NP Cost and do not have Character set on it. U-Z66 ZMT-S35S Rig Ring 2-4-1 3/1/3 S/E Psycomm(1) (Defense Step): <> One of your Unit with "Psycomm" gains "Psycomm" +1 until the end of turn. U-Z67 Korokom 1-1-0 */0/1 S Quick [(Auto A): You cannot set Character on this card] (Battle Phase): <> Move an opponent's Character battling with this card to your Hangar. U-Z68 Adrastea 2-5-1 */2/6 S/E Tire Atmosphere Invasion Water Cruiser Supplement(2) Special Shield(2) (Self Defense Step):<> If this card is in the Earth Area, destroy an opponent card with total NP Cost of X or less that is in Roll position. U-Z69 Macedonia Colony 1-1-0 */1/5 S Stronghold Colony (Auto B): This card comes into play in Reroll position. Also, at the end of turn, draw a card. (Auto D): If this card had battle, look at the top card of opponent's Nation and opponent's Lost card pile. If both card have the same Color NP Cost, destroy this card. -------------------Characters------------ CH-Z39 Aegis Bag 1-2-0 1/0/1 M/Ad (Defense Step): <<0>> One of the Unit in this card's Unit Team that have "Supporter" or "Tire" gains ?/+1/? until the end of turn. CH-Z40 Arbeo Pippiniden 1-3-0 1/1/1 M/Ad (Auto A): All of your Unit with name "Pippinidan Circus" gains "Swift Strike". (Opponent Disposition Phase): <<0>> Abolish a card that originally belongs to your opponent. At this time, skip the Battle Phase of this turn. CH-Z41 Kisaroria 1-1-0 0/1/0 M/Ad (Defense Step): <<0>> Move the Unit this card set onto to a Battle Area that have your Unit. U-Z42 Kiira 1-1-0 1/0/0 M/Ad (Defense Step): <> Move an opponent's Unit that this card is battling, and have * attack strength to your Hangar. But, if your opponent choose to discard 2 card from his/her hand, then this effect is negate. -------------------Commands-------------- C-Z30 Concentrated Fire 2-4-0 (Damage Calculation Step): Destroy any number of Unit card in a Battle Area with Total NP cost of 5 or less that don't have Character set on it. C-Z31 The Passing of Angel 1-5-3 (Self Attack Step): Remove all Unit cards that do not have Character card set on it. -------------------Operations------------ O-Z21 Chaos Battle 1-3-0 (Auto A): All Unit lost their Battle Strength modification. -------------------Generations----------- G-Z15 Citizen of Zanscare Empire (Auto A): Produce one Black Nation Power. ________________ __________/ Neo Zeon \_______________________ -------------------Units----------------- U-125 Middle Mobile Suit 1-1-0 1/0/1 S/E (Battle Phase): <<1>> This card's attack strength, until the end of turn, would become the same as one of opponent's Unit "Name: Gundam" that is battling with this card. U-126 AMX-101 Gaza J 2-2-1 2/0/2 S/E (Auto B): The use of this card does not count in the limit of "only 1 can be use per turn". U-127 AMX-102 Zssa (Mashymre Cello Machine) 1-3-2 1/2/2 S/E (Auto D): This card would Reroll even in your opponent's Reroll Phase if your opponent have Character on the field. (Self Attack Step): <<0>> Reroll one of opponent's Unit. At this time, this card gains +2/-2/+0 until the end of turn. U-128 AMX-103 Hamma Hamma 2-4-2 2/3/3 S/E Area Weapon(3) (Auto B): When this card comes into play, move one of opponent's Unit "Name: Z Gundam" on the field to original controller's Hangar. U-129 Me02R Massa 1-3-2 3/1/2 S/E (Auto A): THis card gains +0/+0/+1 if your opponent is producing Green NPs. U-130 RX-105 Xi Gundam 1-7-2 6/4/6 S/E Prevent(5) Psycomm(3) High Mobile (Auto B): <<[2.4]>> This card can be play by Total Cost -1 for each Purple NP you control. (Auto B): When this card is in your hand, and your opponent is producing Green NPs, this card gains "Quick". U-131 Gal Sezon 2-2-1 */1/1 E Supporter High Mobile (Defense Step): The Unit card that is in front of this card in Unit Team that don't have "Cruiser" or "Stronghold" gains "High Mobile" until the end of turn. -------------------Characters------------ CH-76 Mashymre Cello 2-2-0 2/1/1 M/Ad (Auto A): At the end of turn, your "Hand Limit" becomes 3. (Auto D): This card is move to your Unit card that is just play. At this time, Reroll that Unit Card. CH-77 Dammar 1-1-0 0/0/0 M/Ad [Set/G] (Normal): <<0>> Move one of your G to your opponent's Disposition Area. At this time, your Nation regain X points. The value X is the number of Red Basic G on opponent's field (after moving). CH-78 Mafty Navue Erin 1-5-0 2/1/2 M/Ch/NT Prevent(5) [(Auto B): This card names is treated as same as "Hathaway Noa"] (Auto D): Whenever you invalid an opponent's card by your card's effect, do X damages to your opponent's Nation. The value X is the number of NPs for the color that your opponent have the most. CH-79 Gigi Andrusha 1-2-0 0/0/0 F/Ch [Set/G] (Auto D): The opponent player can abolish one of his/her G in his/her Disposition Phase. At this time, this card is move to that player's Basic G. (Auto B): When this card comes into player, or when the control of this card change, this card's controller can look at the top 3 cards of their respective Nation, and put them back on the top of the Nation in any order. -------------------Commands-------------- C-57 Intervention of Junkhouse 1-1-0 (Battle Phase): One of your Unit gains "Vulture" until the end of turn. C-58 Old Habit 1-1-0 (Opponent's Disposition Phase): Negate a use of opponent's Special G and Trash it. C-59 Escort 1-3-0 (Damage Calculation Step): Move one unit card to original controller's Hangar. When this card is used from the Hangar, that Unit, instead of moving to Hangar, is moved to the top of original controller's Nation. C-60 Sudden Panther Change 2-3-0 (Defense Step): Roll any number of Unit cards with Total NP cost of 6 or less in one Battle Area. C-61 Charisma 1-5-0 Prevent(5) [Substitute Cost>(Total NP Cost-X): Return X of your card that don't have "Quick" to original controller's hand] (NOrmal): Negate a use of 1 opponent's card other than G, and remove it from the game. -------------------Operations------------ O-61 Naive Full-Blown 1-1-0 (Self Turn): <<0>> Look at the top card in your Nation. Then, shuffle your Nation. O-62 Support of Reality 1-2-0 (Auto D): When one of your Command card is play and resolved, your Nation regain 1 point at the end of turn. O-63 Second Rings of Funeral Bells 1-3-0 (Auto D): At the beginning of your draw phase, pay (2) (Resource 2). If you didn't pay, abolish this card. (Auto A): All of your Unit card that do not have "Cruiser" or "Stronghold" gains the following text. "(Self Disposition Phase):<<[2.3]R>>Roll a Unit card" O-64 Horseman of Endra 1-1-0 (Auto A): The Unit card that this card set on cannot be play in battle in a Unit Team that have 2 or more Unit cards. -------------------Generations----------- G-33 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-34 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-35 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. ________________ __________/ Crossbone \_______________________ -------------------Units----------------- U-C49 EMS-VSX1 Quavarze 2-5-1 5/1/3 S/E [Team>(Death Cyclone Team) Raid] (Auto A): When this card's Unit Team contains another Unit card that have "Death Cyclone Team", this card's shooting strength would be replace by Attack strength when calculating damages U-C50 EMS-VSX2 Abijo 2-4-1 2/2/3 S/E Quick [Team>(Death Cyclone Team) Swift Strike] (Defense Step): <<0>> Do 1 damage to an opponent's Unit card battling with this card. U-C51 EMS-VSX3 Totuga 2-4-1 3/0/5 S/E [Team>(Death Cyclone Team) Special Shield (3)] [(Auto D): The damages done to this card is negate at the end of a Cut-In] (This effect cannot invalid an destruction) U-C52 XM-X1 Crossbone Gundam X1 Kai 2-6-2 5/1/5 S/E <<[2.6]>> Change (Crossbone Gundam X1) [Muitlple>At your Damage Calculation Step, if this card is in the Battle Area, do 5 damages to one of opponent's Unit card in Reroll Position.] (Auto A): For this card's "Muitlple" effect, any Unit card include "Name: Crossbone Gundam" would be treated as the same name as this card. U-C53 Jibia 1-3-2 0/1/4 S/E Cruiser Supplement(2) (Auto A): When this card is battling with an opponent's Unit card with "Cruiser" or "Stronghold", this card gains +4/+0/+0. -------------------Characters------------ CH-C26 Rosemary 1-3-0 1/2/0 F/Ad (Auto A): When this card is set on a Unit Card with "Death Cyclone Team", this card gains +1/+1/+1 (Battle Phase): <<1> Roll one opponent's Unit card battling with this card. CH-C27 Bans Gansbatsk 1-3-0 1/0/2 M/Ad (Auto A): When this card is set on a Unit Card with "Death Cyclone Team", this card gains +1/+1/+1 (Battle Phase): <<1>> Negate an destruction of a Unit Card with a character with "Ch" set on it. CH-C28 Giri 1-4-0 2/1/1 M/Ch/NT (Auto A): When this card is set on a Unit Card with "Death Cyclone Team", this card gains +1/+1/+1 (Auto B): When this card is being play to set on a Unit Card with "Death Cyclone Team", look at all cards in your Nation, and choose a "Rosemary" or "Bans Gansbatsk", reveal it, and put it into your hand. Shuffle your Nation afterward. CH-C29 Titinis Dugachi 2-2-0 0/0/0 F/Ch Family Name [(Auto B): This card's name is same as "Berundato Burato"] (Auto B): During the turn this card is play, no player can activate Command. (Normal): <> One of your Character with "M" and "Ch" gains "NT",+1/+1/+1 until the end of turn. -------------------Commands-------------- C-C18 Death Cyclone 2-4-0 (Self Disposition Phase): Look at all cards in your Nation, choose 1 "Quavarze", "Abijo", or "Totuga" and play it to your Disposition Area in Reroll position. But, the Unit card that have the same name as a Unit card on your field cannot be play. Shuffle your Nation afterward. -------------------Operations------------ NONE. -------------------Generations----------- NONE. ________________ __________/ Turn A \_______________________ -------------------Units----------------- U-92 NRS-P701 Godwin (Bueno Machine) 2-2-1 S/E 1/2/1 (Auto B): When this card comes into play, you may play a Unit "Name: Godwin" from your hangar to your disposition area in Roll position. (Auto A): When this card is in a Unit Team with only Unit card "Name: Godwin", the damages done to the opponent's Unit Team is done to opponent's Nation instead. U-93 NRS-P701 Godwin (Jacop Machine) 2-2-1 S/E 1/2/1 (Auto B): When this card comes into play, you may play a Unit "Name: Godwin" from your hangar to your disposition area in Roll position. (Damage Calculation Step): <> When a card in the same area as this card is destroy as a result of battle damages, move X of your Unit "Name: Godwin" to your Hangar. U-94 WD-M01 Turn A Gundam (Missile Cannon Equip) 2-5-1 4/0/4 S/E Prevent (4) Raid <<[2.5]>> Change (Turn A Gundam) (Damage Calculation Step): <<0>> When this card's unit team does battle damages to opponent's Nation, look at the top number of cards in your Lost Card Pile equal to the damages, and move 1 card from there to your Hangar. Shuffle your Lost Card Pile afterward. -------------------Characters------------ CH-61 Bueno 1-2-0 1/0/1 M/Ad Quick (Battle Phase): <<1>> When the Unit card this card set to is destroyed, move this card into your Hangar. CH-62 Jacop 1-2-0 1/0/1 M/Ad Quick (Battle Phase): <<1>> When the Unit card this card set to is destroyed, move this card into your Hangar. CH-63 Hores 1-1-0 0/0/0 M/Ad [Set/G] (Normal): <<0>> Discard one card from your hand. At this time, during this turn, (to the resolve of this effect) if your Operation card is roll by effect, reroll all of your G cards. -------------------Commands-------------- C-18 Ginganmu Invasion 2-5-0 [Restrict to 1/Turn] (Self Return Step): At the end of turn, do X damages to each Nation. The value X is half of the cards (rounded up) in that Nation. -------------------Operations------------ O-67 Business Opening Fund 1-1-0 [Restrict to 1] (Normal): <<0>> Move one card in your Hangar into your opponent's Hangar. At this time, your Nation regain 5 points. O-68 Jarabi's Detachment 2-3-0 (Battle Phase): <<1>> Remove one Unit card from your Junkyard from the game. At this time, this card, until end of turn, would become {UNIT, Terrain "S/E", X/Y/Z}. The value X,Y,Z is the value same as the original Attack, Shooting, and Defense Strength of the removed card. This card cannot have any card set on it, nor it could have any battle modification. O-69 Hesitation 1-2-0 (Normal): <<0>> Abolish this card. At this time, move the Unit card this card is set onto to your Hangar. -------------------Generations----------- NONE. ________________ __________/ X \_______________________ -------------------Units----------------- U-X53 RMS-007G Juragg 1-1-1 2/1/2 E U-X54 RMS-009G Septem Kai 1-3-1 2/1/3 E Vulture U-X55 RMS-014 Octave 2-4-1 3/2/3 S/E Space Battle(1) U-X56 RMS-006 Janice Kai(Ennil Custom) 2-4-1 3/1/3 S/E Prevent(4) Vulture (Auto B): When this card is move to your hand by Vulture Points, you may use 2 or more Vulture Points to move this card. (Self Battle Phase): <<0>> Your Vulture Point -3. At this time, put a +1/+1/+1 coin on this card. U-X57 RMS-019 Crouda 1-5-1 4/1/4 S/E (Auto A): When this card is damaged other than by Battle, that damage is lower by 2. U-X58 RMS-019 Grouda (Lancerow Dawell Custom) 2-5-2 4/1/4 S/E [Restrict to 1/Self] Prevent(3) (Auto A): When this card is damaged other than by Battle, that damage is lower by 2. (Auto D): When this card's Unit Team does battle damages to opponent's Nation, if the Unit Team only have 1 card, do 2 damages to your opponent's Nation. U-X59 G Falcon 2-4-2 */2/4 S/E High Mobile Vulture (Auto B): This card comes into play in Reroll position. (Battle Phase): <<0>> Move this card into your Hangar. At this time, one of your Unit "Name: Gundam" that is in the same area as this card gains +2/+2/+2 until the end of turn. U-X60 Battle Talk 1-3-1 */2/3 S/E Cruiser Supplement(2) (Auto D): The opponent player can abolish one of his/her G in his/her Disposition Phase. At this time, this card is move to that player's Disposition Area in Roll position. U-X61 Side 9 1-2-0 */0/3 Stronghold Colony (Self Disposition Phase): <> This card, until the end of phase, produce X Brown NPs. The value X is the number of Character with "NT" you control. -------------------Characters------------ CH-X34 Shingo Mor 1-1-0 0/0/0 M/Ad Vulture Cruiser Use Modification(+0/+1/+0) (Battle Phase): <<0>> Reduce one of your Vulture point. At this time, Reroll one of your Unit card with "Cruiser". CH-X35 Ennil Il 2-4-0 2/0/1 F/Ad Prevent(3) Vulture (Auto D): This card would be reroll at the beginning of Battle Phase if this card is set on a Unit that originally have the "Vulture" effect. CH-X36 Pala Cis 2-2-0 0/1/1 F/Ch Quick (Auto B): When this card comes into play, this card can be disposed on one of your Unit card other than in Disposition Area. (Auto B): When this card comes into play, negate an destruction of one of your Unit card that have a character with "M" set on it. CH-X37 Lancerow Dawell 2-5-0 2/1/2 M/Ad/NT Prevent(3) Space Battle(2) (Auto D): When this card attacks in battle, you may set a Team Member Token on a Unit card, and Team Member Token would treated as (Character(Unit),0/0/0). (Auto A): All of your Team Member Token gain +1/+1/+1. CH-X38 Seidel Ras [Set/G] 1-1-0 0/0/0 M/Ad (Self Disposition Phase): <> Roll one character with "NT". At this time, put 1 G that is in your Junkyard to your Disposition Area. -------------------Commands-------------- C-X10 Acceptance of Surrender 1-1-0 (Normal): All player lost their Vulture Points. -------------------Operations------------ O-X34 That G Falcon 1-1-0 (Reroll Phase): <> Remove 1 card from Junkyard from the game. O-X35 Date 1-2-0 (Normal): <<0 Each>> Roll one of your G. At this time, move one card in your hand to your Hangar. O-X36 Confinement 2-2-0 (Battle Phase): <<0>> Roll 2 of your G, abolish one card in your Hangar. At this time, roll a Unit card in Disposition Area. O-X37 The Air that didn't obtained (Self Disposition Phase): <<0> Move one of your Character to the top of your Nation. At this time, your opponent also move one of his/her character to the top of original controller's Nation. O-X38 A.W. (Auto B): When this card comes into play, put 4 Coins on this card. (Auto D): At this end of your turn, remove 1 Coin on this card. If this card do not have anymore coins, abolish this card. (Auto A): All player cannot use Command, Operation, effect other than the "(Auto)" one, and cannot play Unit. -------------------Generations----------- G-X11 A.W. Earth Citizens (Auto A): Produce one Brown Nation Power. G-X12 A.W. Earth Citizens (Auto A): Produce one Brown Nation Power. G-X13 Supporter of Space Revolutionary Army (Auto A): Produce one Brown Nation Power. ________________ __________/ W \_______________________ -------------------Units----------------- U-99 D Unit 1-1-0 1/0/1 S [(Auto A): You cannot set Character on this card.] (Auto B): <<[2.2]>> At the beginning of your tunr, if this card is in your Junkyard, and you have a "D Unit" on the field, move this card into your Hangar. U-100 XXXG-01SR2 Gundam Sandrock Kai 3-5-3 6/3/6 S/E [Restrict to 1] Desert <<[2.4]>> Change (Gundam Sandrock) [(Auto B): This card name is same as "Gundam Sandrock"] [Multiple>All unit with (G Team) gains +3/+3/+3 until the end of turn] (Auto A): All Unit Card with "Name: Gundam" in its name that is in the same Unit Team as this card gains "Team>(G Team)". -------------------Characters------------ CH-68 Saldo Wing 2-2-0 0/0/0 M/Ad [Set/G] Family Name (Normal): Abolish this card. At this time, abolish any number of your card and cards in your Hangar. -------------------Commands-------------- C-76 Heart of Space 3-4-0 [Restrict to 1 per Turn] (Auto B): When this card is in your Junkyard, and when the "Multiple" effect of "Gundam Sandrock" is being resolved, at the end of turn, return this card into your hand. This effect cannot be repeated. (Self Disposition Phase): Draw X cards. The value X is the number of Unit on the field with both "Restrict to 1" and include "Name: Gundam". -------------------Operations------------ NONE. -------------------Generations----------- NONE. ________________ __________/ SEED \_______________________ -------------------Units----------------- U-S60 GAT-X103 Buster Gundam 3-4-2 3/4/5 S/E [PS Armor] <<1>>Area Weapon (3) Special Shield (3) (Auto A): When this card is put to battle for defense, the effect of "PS Armor" does not move. U-S61 MBF-02 Strike Rouge 2-4-2 5/2/5 S/E Prevent(3) [PS Armor] Special Shield (3) (Battle Phase): <<0>> When a Character with "F" is set of this card, the "PS Armor" effect of this card would be negate until end of turn. This effect would also include text in [ ]. U-S62 AMF-01 Dinn (Rau Le Creuset Machine) 3-3-2 2/1/2 E [Restrict to 1/Self] High Mobile (Auto B): This card comes into play in Reroll position. (Auto D): When this card does battle damages to opponent's Nation, move an opponent's Character card with battle modification of 0/0/0 into your Hangar. U-S63 YMF-01B Proto Ginn 1-1-1 1/0/2 S/E [(Auto A): You may set 2 Character on this card.] U-S64 YMF/TR-2 BuCUE (Tactics Observing Unit) 3-3-1 1/2/3 E (Self Return Step): <<0>> When this card is in the battle area, look at the top card in your opponent's Nation, and put that card back to the top or bottom of the Nation. U-S65 MBF-P01 Gundam Astray (Gold Frame) 2-5-1 4/1/4 S/E (Auto B): <<[1.2]>> At the beginning of your turn, when this card is in your Hangar, move this card into your Disposition area in Reroll position. U-S66 MBF-P03 Gundam Astray (Blue Frame Full Armor Equipped) 1-4-2 4/1/5 S/E [PS Armor] <<1>>Atmosphere Invasion <<0 Each> Special Shield(2) <<[2.4]>> Change (Gundam Astray) U-S67 Dominion 2-4-2 */2/4 S/E Raid Cruiser Supplement(2) Special Shield(3) (Auto A): When there's a Character card with "Cruiser Use Modification" Set on this card, all Unit Card in this card's Unit Team gains "Swift Strike". U-S68 Panama Base 2-2-0 */1/5 E Stronghold (Auto A): When this card is in your Battle Area, your Nation would not take any damages. (Auto D): Abolish this card if there're more than 2 opponent's Unit destroy and abolish during a turn. U-S69 ZGMF-X56S/a Force Impulse Gundam 3-5-2 5/2/5 S/E [PS Armor] High Mobile Special Shield(3) -------------------Characters------------ CH-S43 Asagi Caldwell 1-2-0 1/1/1 F/Ch (Auto A): The Unit Card this card is set to gains "Team>(Astray Team) Space Battle(2)" CH-S44 Juri Yu Nien 1-2-0 1/1/1 F/Ch (Auto A): The Unit Card this card is set to gains "Team>(Astray Team) Vulture" CH-S45 Mayura Labatt 1-2-0 1/1/1 F/Ch (Auto A): The Unit Card this card is set to gains "Team>(Astray Team) Raid" CH-S46 Erica Shimonzu 2-2-0 0/0/0 F/Ad [Set/G] Family Name (Auto A): All Unit card include "Name: Astray" in your Hangar gains Total NP Cost -1. (Opponent's Defense Step): <<1>> Reroll 1 of your Unit include "Name:Astray". CH-S47 Uzami Yula Athna 2-2-0 0/0/0 M/Ad [Set/G] Family Name (Auto A): The G card that this card set to would produce Purple NPs. (Normal): <<0>> Abolish the card this card set to. At this time, move one of your Unit into your Hangar. CH-S48 Dearka Elsman 2-4-0 1/2/2 M/Ch/Co Quick (Auto B): When this card is play, you may set this card to one of your Unit card outside of Disposition Area. (Auto A): When there's your Character with "F" on the field, this card's Set Group, cannot be move by the effect of opponent's Command. CH-S49 Rondo Gina Sabaku 1-4-0 2/0/2 M/Ad/Co Family Name (Auto D): When this card's Unit Team does damages to opponent player, you may choose a Unit card in your Junkyard include "Name:Astray" to your Hangar. CH-S50 Shin Asura 2-5-0 2/2/2 M/Ch/Co (Auto A): <<[3.5]>> This card cannot be target of opponent's Command card unless it have White Color NP Cost. -------------------Commands-------------- C-S39 Prohibit 1-3-1 (Disposition Phase): One of the Unit cannot send to battle during this turn. C-S40 Key of Life 2-5-0 [Restrict to 1 per Turn] (Self Return Step): Abolish one of your Unit. At this time, do X damages to opponent's Nation. The value X is the Total NP cost of the abolished Unit. C-S41 Lion of Orb 3-4-0 (Damage Calculation Step): Abolish one of your Character. At this time, negate all the destruction of your Unit card. C-S42 Symptom of Prohibition 1-1-0 (Battle Phase): During this turn, (Before this effect resolve), roll all Unit that was play during this turn. C-S43 Disappointing Surrender 2-2-1 (Battle Phase): Destroy an opponent's Unit and move it to your Hangar. C-S44 Falling Dance Sword 2-3-0 (Attack Step): During this turn, all of the Unit in your hand with "PS Armor" gains "Quick". C-S45 Operation Spitbreak 2-4-1 (Self Defense Step): All Unit in one of your Unit Team, (in the same order) move to a battle area other than the area now in. But, if your opponent choose to discard 2 cards from his/her hand, the oppnent's Unit battling with this Unit Team can use this effect also. -------------------Operations------------ O-S11 The Power of Trusted 2-3-1 (Auto B): When this card is play to the field, from your Hangar, put a Unit card that originally belongs to your opponent to the field in Roll position, then set this card to that Unit. This card cannot be play other than by this way. (Auto D): When this card leaves the field, abolish the Unit play by this card's effect. -------------------Generations----------- G-S13 Supporter of PLANT (Auto A): Produce one White Nation Power. G-S14 Supporter of Earth Union (Auto A): Produce one White Nation Power. G-S15 Citizen of Orb (Auto A): Produce one White Nation Power. ________________ __________/ Purple \_______________________ -------------------Units----------------- U-11 Aegis Cruiser 0-1-1 */1/2 E Cruiser Water Supplement(1) U-12 Onogoro Island 0-2-0 */1/4 Stronghold (Auto D): When this card is in Reroll position, for each card on the field producing Purple Nation Power, draw 1 card. This effect cannot be repeated. -------------------Characters------------ NONE. -------------------Commands-------------- C-3 Protection Removal 0-3-1 [Restrict to 1 per Turn] [Extra Cost>Abolish one of your G] (Self Disposition Phase): Destroy one of opponent's Operation. -------------------Operations------------ NONE. -------------------Generations----------- G-10 Common's Dock Cruiser (Auto A): Produce one Purple Nation Power. (Auto A): When you play this card from your Hangar, the Nation Power produce by this card can also be another Color.