Gundam War TCG - Card Translation TXT File Translation File for: Movement of Taboos (Set 15) Document version 1.8, last update 5/26/06 (c)2006 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: Units: 74 (Blue 12, Green 12, Black 11, Red 11, Brown 12, White 14, Purple 2) Characters: 48 (Blue 9, Green 8, Black 7, Red 7, Brown 8, White 9) Commands: 32 (Blue 5, Green 6, Black 6, Red 5, Brown 3, White 6, Purple 1) Operations: 29 (Blue 5, Green 4. Black 4, Red 5, Brown 7, White 4) Gs: 19 (3 Each color + Purple 1) TOTAL: 202 cards --------------------------------------- HOW TO USE THIS FILE? Unit: (Card Number) [Unit #] (Unit Name) (Designate Cost)-(Total NP)-(Resource) (Attack)/(Shooting)/(Defense) (Terrain) (Effect) (Rarity) Character: (Card Number) (Character Name) (Designate Cost)-(Total NP)-(Resource) (Attack Modification)/(Shooting Modification)/(Defense Modification) (Sex)/(Age)/(NT,CO,GF?) (Effect) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate Cost)-(Total NP)-(Resource) (Effect) (Rarity) --------------------------------------- FILE HISTORY: v1.8 - Reformat the file into better organization - Change the headings (Use file/copyright) --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-249 Core Fighter II 1-1-0 */1/1 E Prevent(3) High Mobility (Auto D): When this card is destroy and abolish while in Battle Area, destroy an opponent's Operation. U-250 Zaku II (Test Machine) 1-1-1 2/0/1 E Dismantle (Auto B): This card comes into play in Reroll position. (Auto D): This card is destroy when opponent plays a Green Unit. U-251 RGM-79 Powered GM 2-2-2 2/1/3 S/E (Auto A): This card does not roll by the designate rule of Return Step. (Auto D): This card is destroy if opponent sortie a Green Unit. U-252 RX-78GP01 Gundam Prototype GP01 1-3-2 3/1/3 E Quick Prevent(5) Desert <<[1.1]>>Change(Core Fighter II) [(Auto A): When this card have a Fb Coin on it, this card lost the terrain "Earth", and gains Terrain "Space" and "High Mobility"] (Normal): <<0>>When this card do not have a Fb coin on it, negate one destruction of this card. If so, at the end of the turn, put a Fb coin onto this card. Rare U-253 RGM-79N GM Custom (Alpha A. Bate Machine) 1-3-1 2/1/3 S/E [Team>(Immortal 4th Platoon) (Defense Step): <<1>>When this card is in a detachment with 2 or more Units, roll an opponent's Unit battling with this card.] U-254 RGM-79N GM Custom (Bernard Monsha Machine) 1-3-1 2/1/3 S/E [Team>(Immortal 4th Platoon) (Auto D): When this card sorties in a detachment with two or more Units, this card gains +1/+1/+1 until the end of turn.] U-255 RGC-83 GM Cannon II (Chapp Adel Machine) 1-3-1 1/2/2 S/E [Team>(Immortal 4th Platoon) (Battle Phase): <<1>>When this card's detachment would receive battle damages, one of the Unit with "Immortal 4th Platoon" except this card would have its destruction negate.] U-256 F90 Gundam F90 1-5-1 4/1/4 S/E [Substitute Cost>(Total Cost-1)Abolish an Unit with "Name: Gundam F90" from your hand] (Opponent's Attack Step): <<1>>Look at the top 5 cards on your Nation, then put a Unit with "Change" from there and use the "Change" effect of that card. Shuffle your Nation afterward. Rare U-257 F90A Gundam F90A 2-5-2 4/2/3 S/E High Mobility <<[2.4]>>Change(Gundam F90) (Battle Phase): <<1>>When this card is in a detachment with only 1 Unit, until the end of turn, this card cannot be target of opponent's Command. Uncommon U-258 F90M Gundam F90M 2-4-1 4/2/4 E Water <<[2.4]>>Change(Gundam F90) (Self Return Step): <<1>>When this card is in the battle area, return an Unit in your Junkyard with "Name: Gundam F90" into owner's hand. Uncommon U-259 Salamis Kai 1-1-0 */1/2 S Cruiser Supplement(1) (Battle Phase): <<0>>One Unit with "Cruiser" in this card's detachment except this card gains +1/+1/+1 until the end of turn. U-260 Papenet 1-2-1 */1/6 S Stronghold Colony (Auto D): When this card is destroy and abolish, all Units in the battle area and your Disposition Area would be damages by 3 points. -------------------Characters------------ CH-154 Kou Uraki 1-1-0 1/0/1 M/Ch Quick (Auto B): During the turn this card comes into play, this card gains +1/+1/+1 until the end of turn. (Auto A): When there's an opponent's character, this card gains +1/+1/+1. Rare CH-155 Rapan Carcus 1-1-0 1/0/0 M/Ad (Auto D): This card would be abolish at the end of turn when an opponent's Unit would comes into play. Afterward, draw a card. CH-156 Dick Allen 1-2-0 1/1/1 M/Ad (Auto D): When this card battles, abolish this card at the end of turn. Afterward, draw a card. CH-157 Bernard Monsha 2-3-0 2/0/1 M/Ad Prevent(3) (Damage Calculation Step): <<1>>When this card's detachment is destroy via battle damages, negate the destruction of an opponent's Unit that character can set onto. If so, that Unit would move to your Disposition Area with this card set onto it. Uncommon CH-158 Nina Papeton 1-1-0 0/0/0 F/Ad [Set/Ch,G] (Self Disposition Phase): <<0>>Play two Units with "Name: Gundam" from your hand or hangar by paying Total NP Cost -2 and play it into your Disposition Area. Afterward, opponent player choose one of them and put it into your Hangar. Rare CH-159 Mora Basit 1-2-0 0/0/0 F/Ad (Normal): <>Reroll one of your Units. (Normal): <>Destroy an Operation that is set onto an Unit. CH-160 John Kowen 1-1-0 0/0/0 M/Ad [Set/G] [(Auto A): The text of this card would become invalid if there's X or more NP outside of Blue are producing. The value X is the total number of Blue NP +2] (Auto A): All Units in hand gains Designate NP Cost -1 and Resource -1. However, those values cannot be negative. Uncommon CH-161 Deff Staron 1-3-0 2/1/1 M/Ch (Auto D): When the Unit this card set onto would be exchange via the effect of "Change", put a coin onto this card. (Damage Calculation Step): <<0>>Remove a coin on this card. If so, this card and the Unit this card set onto would have the destruction become invalid. Uncommon CH-162 Nabi 1-1-0 0/0/0 F/Ch (Auto D): When your Unit would be exchange via the effect of "Change", draw a card. Afterward, put a card from your hand to the bottom of your Nation. -------------------Commands-------------- C-96 Advice 1-1-1 (Normal): Destroy an opponent's Operation. C-97 Heart that does not Break 1-3-0 [Restrict to 1/Turn] Prevent(9) (Normal): Recover your Nation by 5. If an opponent effect (until the resolution of this card) would invalid one of your card during this turn, in addition, recover your Nation by 10. Uncommon C-98 Combination of Detachment 2-3-0 (Self Disposition Phase): Choose a "Team Name". All Units that have "Team Name" would change to the chosen "Team Name" during this turn. However, the chosen "Team Name" must exist. This effect can also affect effect inside [ ]. Uncommon C-99 Flames that Shines in Blue 2-3-1 (Normal): Negate a destruction of one of your card except an Operation that is being destroy by opponent's effect other than by damages. If so, destroy an opponent's card. Rare C-100 Faction Strife 2-4-0 (Self Disposition Phase): Look at cards from the top of your LCP equal to number of opponent's card, and choose any number of cards from there (more than 1) and remove them from the game. Afterward, put the rest of them to the top of your Nation, then shuffle your Nation. Rare -------------------Operations------------ O-103 Senior Soldier 1-2-0 (Normal): <>One of your Unit gains +0/+0/+1 until the end of turn. (Battle Phase): <>Abolish this card. If so, all of your Units gains +0/+1/+1 until the end of turn. O-104 Shaping Target 1-2-0 (Auto A): When opponent player play a Command, the target must be this card if it's allowed under the rule. O-105 Cooperation of Each Machine 1-2-0 (Auto A): This card cannot be destroy by opponent's effect. (Auto A): All Nation cannot recover unless they're effect of Command. Uncommon O-106 Dangerous Investment 2-2-0 (Self Disposition Phase): <<0>>Choose and abolish a card from hand. If so, put a coin onto this card. (Self Draw Phase): <<0>>Remove 3 coins from this card, if so, draw cards until you have 6 cards. Rare O-107 Reproduction from Destruction 2-4-0 [Extra Cost>Discard all cards (more than 1) from your hand] (Damage Calculation Step): <>Negate the destruction of one of your Unit with Total NP cost of X. Uncommon -------------------Generations----------- G-51 Blue Basic G (Auto A): Produce a Blue Nation Power. G-52 Blue Basic G (Auto A): Produce a Blue Nation Power. G-53 Blue Basic G (Auto A): Produce a Blue Nation Power. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-238 OMS-06RF RF Zaku 1-1-1 3/0/2 S/E Quick [Extra Cost>Remove a Green card from your Junkyard] (Battle Phase): <<1>>The unresolve effect and text of an opponent's Unit card battling with this card would be negate. U-239 OMS-07RF RF Gouf 1-2-1 4/0/2 S/E Quick [Extra Cost>Remove 2 Green cards from your Junkyard] (Auto A): When this card have a character set onto it, it gains +0/+0/+1. U-240 OMS-09RF RF Dom 1-2-1 2/1/4 S/E Quick [Extra Cost>Remove 2 Green cards from your Junkyard] (Auto A): When this card have a character set onto it, it gains +1/+0/+0. U-241 OMAX-03RF RF Assam 1-4-1 4/4/4 S High Mobility Area Weapon(3) Special Shield(2) [Extra Cost>Remove 3 Green cards from your Junkyard] Uncommon U-242 OMS-14SRF RF Gelgoog (Charles Rochester Machine) 1-5-1 4/3/4 S/E Swift Attack Raid Space Battle(2) Special Shield(1) [Extra Cost>Remove a Green card from your Junkyard] [(Auto A): This card's text would be negate if there's not a character set onto this card.] Uncommon U-243 MS-09R Prototype Rick Dom (Egeyu Diaz Custom Machine) 1-1-1 2/1/3 S (Auto B): When this card comes into play, put a Coin onto this card. When this card have a coin on it, this card cannot sortie. (Self Return Step): <<0>>When this card is in Reroll position, and would have a coin on it, move that coin to another of your Unit, or, remove it. U-244 MS-06F-2 Zaku II (Noan Bitar Machine) 2-2-1 2/1/2 E Desert (Battle Phase): <<1>>This card gains "High Mobility" until the end of turn. At the end of the turn, abolish this card. U-245 YMS-16M Xemal 2-3-1 0/2/3 E Desert Dismantle (Auto D): When this card is in battle, this card's attack strength would be change to the value equal to the original shooting strength until the end of turn. (Self Attack Step): <<1>>When this card is in the battle area, do 1 damage to opponent's Nation. U-246 YMS-15 Gyan early Production Type (Robert Giriam Machine) 3-4-2 4/0/3 S/E Raid (Auto D): <<[3.4]>>When this card is in Battle Area without another of your Unit, and dealt Battle damages to opponent's Nation, deal damage to opponent's Nation equal to that amount of Battle Damage. Rare U-247 RX-78GP02A Gundam Prototype GP02 2-5-1 3/0/4 S/E Prevent(7) (Self Attack Step): <<[3.5](1)>>When this card is in the battle area, remove a coin on this card. If so, destroy all opponent's Units at the end of turn. (Battle Phase): <<0>>When this card is in an detachment with only 1 Unit, this card gains +2/+0/-1 until the end of turn. Rare U-248 Yukon U-801 2-2-1 */1/2 E Water Cruiser Supplement(2) (Auto A): THis card cannot be destroy or damage by opponent's effect. Uncommon U-249 Kinbarid Base 1-1-0 */0/4 E Desert Stronghold (Auto A): When this card is in the battle area, your Nation cannot be damage by effect of "Raid". Uncommon -------------------Characters------------ CH-140 Adamski 1-1-0 0/1/1 M/Ad (Defense Step): <<0>>Do 1 damage to an opponent's Unit battling with this card. CH-141 Volfgang Varel 1-2-0 1/0/1 M/Ad (Normal): <<0>>Move this card's set group to opponent's Hangar. If so, negate the destruction of all of your Units in the same area as this card that would be destroy by opponent's effect. CH-142 Noran Bittar 1-2-0 1/1/1 M/Ad (Auto A): <<[3.4]>>All Units in your Hangar gains "Quick". (Battle Phase): <<1>>Move one of your Unit in this card's detachment other than the Unit this card set onto your your Hangar. Uncommon CH-143 Anavel Gato 3-5-0 2/2/2 M/Ad Prevent(5) (Auto A): This card's set group cannot be target by opponent's card effect outside of Green cards and/or Commands. (Self Return Step): <<2>>Abolish all Units in this card's detachment. If so, for each Unit abolish this way, deal 2 damages to opponent's Nation. Rare CH-144 Doralz 1-1-0 0/0/0 M/Ad Water Cruiser Use Modification(+0/+1/+0) (Defense Step): <>Do 1 damage to X Units in the battle area. The value X is equal to the "Supplement(X)" value in the Unit this card set onto. CH-145 Egeyu Delaz 2-2-0 0/0/0 M/Ad Prevent(3) Cruiser-Use-Modification(+0/+1/+0) (Auto A): When this card is use from your Hangar, put a +1/+1/+1 coin onto all Units with character set onto it and with Green designate NP. Rare CH-146 Nikku Orbir 2-2-0 0/0/0 M/Ad (Auto B): This card can set onto an opponent's Unit. (Battle Phase): <<1>>When this card is in the battle area, roll X of your Basic G. If so, do X damages to the Unit this card set onto. This effect can use by opponent player also. Uncommon CH-147 Robert Giriam 1-3-0 2/1/1 M/Ad Raid -------------------Commands-------------- C-97 Mark for Death 1-2-0 (Defense Step): Do 4 damages to an opponent's Unit in the battle area. Put a +1/+1/+1 coin onto that Unit (after this card's effect resolve). C-98 Onto Sacrifice 1-3-0 [Restrict to 1/Turn] Prevent(9) (Damage Calculation Step): Do 1 damage to opponent's Nation. During this turn (until the resolution of this effect), if an opponent's effect would invalid one of your card, in addition, do 5 damages to opponent's Nation. C-99 Crafty Strategy 1-3-0 (Normal): Put a +1/+1/+1 coin onto one of your Unit in Disposition Area. C-100 Large Tadashi 2-4-0 [Restrict to 1/Turn] (Self Damage Calculation Step): Abolish one of your Unit with Green designate NP. If so, deal X damages to opponent's Nation. The value X is equal to the attack strength of the abolished Unit. Rare C-101 Gundam Robbery 2-4-X [Restrict to 1/Turn] Prevent(5) [Extra Cost>Discard a card from your hand] (Normal): Your opponent randomly display X cards from his/her hand. From there, play a card that can be solved (to cost and timing) and can solve that effect by paying the Normal cost other than designate NP (as your card). Rare C-102 Transfer of Frame 3-4-1 (Self Battle Phase): Play an Unit in opponent's Junkyard with "Name: Gundam" into your Disposition Area rolled. Uncommon -------------------Operations------------ O-94 Maximum Effect 1-1-0 (Auto D): When your effect of "Do damages to (Unit)" would destroy an opponent's Unit, destroy an opponent's card except a G or Unit. This effect cannot be repeat. Uncommon O-95 Marine Team 1-2-0 (Normal): <>One of your Unit gains +1/+0/+0 until the end of turn. (Battle Phase): >Abolish this card. If so, all of your Unit gains +1/+1/+0 until the end of turn. O-96 Oppression on the Ground 2-2-0 (Auto A): During opponent's Turn, all battle area would become Earth Area. Rare O-97 Rallying 1-1-0 (Normal): <<0>>Abolish this card. If so, return this card's set group to owner's hand. Uncommon -------------------Generations----------- G-48 Green Basic G (Auto A): Produce a Green Nation Power. G-49 Green Basic G (Auto A): Produce a Green Nation Power. G-50 Green Basic G (Auto A): Produce a Green Nation Power. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-125 Hi-Zack Cannon 1-1-1 1/1/1 S/E Dismantle <<[1.1]>>Change(Hi-Zack) U-126 MS-11 Action Zaku (Riding on Base Jabber) 2-3-1 3/0/1 E Dismantle High Mobility Uncommon U-127 ORX-005 Gaplant (Booster Equipped) 2-3-1 0/1/3 S/E Transformer High Mobility (Auto A): This card does not Reroll by the designate rule in Reroll Step. (Self Attack Step): <<1>>Reroll this card. ------------- MS Mode: 3/1/2 Rare U-128 RGM-7O GM Quel 2-4-2 3/1/3 S/E Prevent(4) Quick (Auto D): When this card is in a detachment with 2 or more Units, and would do battle damages to opponent's Nation, an opponent's Unit with Total NP Cost of X or lower without a Character set onto it would be destroy. The value X is the same as number of Black NP your have. Rare U-129 PMX-003 The O 2-6-1 5/1/5 S/E [Restrict to 1/Self] Prevent(9) Raid [(Auto B): When this card is play to the field, you may move an opponent's Unit to your Disposition Area in Reroll position. When this card leaves the field, return that Unit to the Disposition Area of original controller.] [(Auto A): When the Unit moved by this card's (original) effect is under your Control, this card cannot sorties for attack.] Rare U-Z75 ZM-S08G Zolo 1-1-1 1/0/1 E Transformer Dismantle Special Shield(1) [Team>(Yellow Jacket)] -------------- Tranformed Mode: */1/1 U-Z76 ZM-S19S Shytarn 2-2-2 2/2/3 S/E Area Weapon(2) (Auto D): When this card sorties for attack, it gains -1/-1/-1 until the end of turn. U-Z77 ZMT-S14S Contio 2-5-2 4/2/4 S/E Special Shield(1) (Battle Phase): <<1>>This card gains +X/+0/+0 until the end of turn. Also, deal X damages to an opponent's Unit this card is battling. The value X would be increase by 1 for each 2 Black Basic Gs you have. Uncommon U-Z78 ZM-A05G Recarl 2-2-2 */0/4 E High Mobility Area Weapon(2) [Team>(Yellow Jacket) +1/+1/+0] U-Z79 Amalthea 1-4-1 */2/4 S/E Cruiser Supplement(2) Special Shield(1) U-Z80 Ragarate Plaza 1-1-0 */0/3 E Stronghold (Battle Phase): <<0>>When this card is battling, abolish one of your G. If so, destroy an character. Uncommon -------------------Characters------------ CH-71 Alpha A. Bate 1-2-0 2/0/0 M/Ad (Auto A): When you have more Units than your opponent, all Units in this card's detachment gains "Quick Attack". Uncommon CH-72 Chapp Adel 1-2-0 1/1/1 M/Ad (Auto A): Whe nyou have more Units than your opponent, all Units in this card's detachment gains "Special Shield(2)". Uncommon CH-73 Paptimus Scirocco 2-5-0 2/2/2 M/Ad/NT Prevent(9) (Auto A): All opponent's Unit get -1/-1/-1. (Auto A): When there're other of your Units other than the one this card is set onto, all of your Units with Character set onto it cannot be move by opponent's effect other than destroy. Rare Ch-Z47 Nikolai 1-1-0 1/0/0 M/Ch [Set/Ch] (Auto B): When this card is put into play, recover your nation by 1. (Auto A): When this card battle, it gets -1/+0/+0. CH-Z48 Patrick 1-1-0 0/1/0 M/Ch [Set/Ch] (Auto B): When this card is put into play, recover your nation by 1. (Auto A): When this card battle, it gets +0/-1/+0. CH-Z49 Nomais Zada 1-2-0 1/0/1 M/Ad (Normal): <<0 Each>>Negate the text of one of your character that have Total NP Cost lower than this card until the end of turn. (Battle Phase): <<0>>Move one of your Character that would be destroyed other than this card in this card's detachment into your Hangar. CH-Z50 Farrah Griffon 2-2-1 0/2/1 F/Ad (Self Return Step): <>Remove a character in the battle area from the game. If so, at the end of turn, this card and the Unit this card set onto would move to the top of owner's Nation. Rare -------------------Commands-------------- C-53 Postwar Managment 1-1-0 Prevent(3) (Normal): All players do a "Hand Adjustment" (like the one done at the end of your turn.) C-54 Persistence 1-3-0 [Restrict to 1/Turn] Prevent(9) (Battle Phase): One opponent Unit gains -1/-1/-1 until the end of turn. If an opponent effect (until the resolution of this card) would invalid one of your card during this turn, in addition, the Units gains -4/-4/-4 until the end of turn. C-55 Eye of Scirocco 1-3-2 (Self Battle Phase): Look at all cards in opponent's hand, choose a card other than a G from there and remove it from the game. Rare C-56 Von Braun Surpression 1-4-0 Prevent(5) (Self Attack Step): Destroy all Special Gs without Dismantle Coins on them. Uncommon C-Z33 Severe Questioning 2-3-0 (Auto B): When this card is in your Junkyard during your Disposition Phase, you may remove this card and one of your Black Basic G from the game. If so, destroy an opponent's character. (Self Turn): Destroy an opponent's character. Uncommon C-Z34 Blood in Whirlpool of Light 3-6-0 (Self Attack Step): Destroy all Units. Afterward, remove from the game from the top of opponent's Nation equal to number of Unit destroyed. Rare -------------------Operations------------ O-61 Full Oppression 2-2-0 [Restrict to 1/Self] (Auto D): When your opponent have 0 Units (from when he/she have 1 or more), randomly discard a card from opponent's hand, and draw a card. Uncommon O-62 Arbitrariness of Jamitov 2-4-0 (Auto D): All player choose an effect in the following at the beginning of their own turn. 1)Negate the designate rule of Draw Phase of this turn. 2)The turn player cannot play Unit this turn. 3)Units cannot sortie for attack during this turn. Rare O-Z24 Defense of Capital 2-2-0 (Battle Phase): <>One of your Unit gains +0/+1/+0 until the end of turn. (Battle Phase): <>Abolish this card. if so, all of your Units gains +1/+1/+1 until the end of turn. O-Z25 Defect Machine 2-2-0 (Auto A): This card's set group does not Reroll by the designate rule during Reroll Phase. (Auto D): <<[0.4]>>When one of your card other than a G card comes into play, abolish this card. -------------------Generations----------- G-32 Black Basic G (Auto A): Produce a Black Nation Power. G-Z16 Black Basic G (Auto A): Produce a Black Nation Power. G-Z17 Black Basic G (Auto A): Produce a Black Nation Power. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-141 AMX-003 Gaza C 1-1-1 2/0/1 S/E Transformer Dismantle ------- Transformed Mode: 0/0/1 High Mobility U-142 AMX-109 Kapool (MA Mode) 1-2-1 */1/3 E Transformer Water (Auto A): This card's "Transformer" effect can only be use if you have 3 or more cards in your hand. -------- Transformed Mode: 3/1/3 Water U-143 AMX-01X Jamru Fin 2-3-2 2/2/3 S Transformer High Mobility [(Normal): <<1 Each>>When this card would be destroy, abolish the top card on your LCP. If that card is a G, this card's destruction is negate] ----------- Transformed Mode: */2/4 High Mobility U-144 AMX-011 Zaku III 2-5-1 4/1/4 S/E Raid Space Battle(1) (Normal): <<1>>This card gains +X/+0/+0 until the end of turn. The value X is equal to number of Unit with "Name: Zaku" in all field and Junkyard. Rare U-145 Prototype Qubeley 1-4-2 2/1/5 S/E Prevent(3) Psycommu(2) [Substitute Cost>(Total Cost-X): Roll X of your Green Basic G] (Auto A): When there's another of your Unit have "Psycommu", this card gains "Psycommu +1". Uncommon U-C60 XM-10 Flint 2-4-1 3/1/3 S/E Quick Special Shield(1) (Battle Phase): <<1>>Reroll one of your Unit with "Name: Crossbone Gundam". U-C61 XM-X1 Crossbone Gundam X1 Kai (Rocket Booster Equipped) 2-6-2 5/1/5 S/E Special Shield(1) <<[2.6]>>Change(Crossbone Gundam X1) [Muitlple>This card gains "High Mobility" until the end of turn and would be Reroll] (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. Rare U-C62 XM-X3 Crossbone Gundam X3 (Heat Daggar Equipped) 1-7-1 5/0/6 S/E Raid <<0 Each>>Special Shield(2) (Auto A): For each cards with "Name: Crossbone" in your Junkyard, this card gains +1/+0/+0. (Battle Phase): <<0 Each>>Remove a card with "Name: Crossbone" from your Junkyard. If so, this card gains +2/+0/+0 until the end of turn. U-C63 Working Use MS 1-1-0 0/0/1 E Support (Defense Step): <>Abolish this card. If so, all detachments in the Earth Area does not deal battle damages during this turn. U-C64 Little Gray 2-3-1 */0/4 S/E Cruiser Supplement(3) (Auto A): This card's "Supplement" effect can be use on other "Cruiser". Uncommon U-C65 117 Federation Base 1-1-0 */1/4 E Stronghold (Defense Step): <<0 Each>>Move an Unit with "Special Shield" in the Earth Area to Space Area in any order. -------------------Characters------------ CH-89 Sarasa Moon 1-2-0 0/0/0 F/Ch [Set/G] (Self Turn): <>Look at the top 3 ccards on your Nation, then put one of those back onto the Nation. Afterward, move the rest of the cards to the top of your LCP at any order. Rare CH-90 Danny 1-2-0 1/1/1 M/Ad Quick (Auto A): When you have 3 or more Units, the Unit in this set group gains "Team>(Jamul 3D)+1/+0/+0". (Auto A): Your Units with "Name: Jamru Fin" comes into play in Reroll position. CH-91 Dale 1-2-0 0/1/1 M/Ad Quick (Auto A): When you have 3 or more Units, the Unit in this set group gains "Team>(Jamul 3D)+0/+0/+1". (Auto A): Your Units with "Name: Jamru Fin" comes into play in Reroll position. CH-92 Dune 1-2-0 1/1/0 M/Ad Quick (Auto A): When you have 3 or more Units, the Unit in this set group gains "Team>(Jamul 3D)+0/+1/+0". (Auto A): Your Units with "Name: Jamru Fin" comes into play in Reroll position. CH-C32 Kincaid Rau 2-5-0 2/2/2 M/Ad/NT [(Auto B): This card's name is same as "Seabrook Amor".] (Auto B): <<[2.5]>>During your attack step, when this card and an Unit with "Name: Crossbone Gundam X1" are in your hand, this card and another Unit can be play as a set group to the front of one of your detachment in Reroll position. Rare CH-C33 Bera Rona 1-3-0 1/1/2 F/Ad/NT Family Name Cruiser Name Modification(+0/+0/+2) [(Auto B): This card's name is equal to "Seshire Fairchild"] (Normal): <<0>>Abolish one of your G. If so, move any number of destructe dcard to the top of owner's Nation. Uncommon CH-C34 Ommo 1-1-0 0/0/0 F/Ad Cruiser Use Modification (+0/+0/+1) (Self Return Step): <<0>>When "Supplement(X)" effect would use onto the card this card is set on, the effect would be change to the following. "(Return Step): <<0>>When this card is in battle area, your Nation would be recover by X". -------------------Commands-------------- C-69 Looking Ahead 1-1-0 (Normal): Look at the top card on your Nation, and put it to the top or bottom of your Nation. At the end of the turn, draw a card. C-70 Strategy of Two Minions 2-X-1 (Normal): Negate and destroy a card other than a G. However, (during resolve)opponent player can choose X of his/her cards other than Basic Gs and roll them. If so, this effect would be negate. The value of X will be 1-3. Rare C-71 Primitive Plot 1-3-0 [Restrict to 1/Turn] Prevent(9) (Battle Phase): Draw a card. If an opponent effect (until the resolution of this card) would invalid one of your card during this turn, in addition, draw 2 cards. Uncommon C-72 Iron Wall, Jamul Fin 1-3-0 (Battle Phase): Roll 3 opponent's card in an area. Uncommon C-73 Cloning Technology 2-4-0 (Normal): Target an opponent's Command with Total NP cost of 4 or more that are in play. Afterward, resolve the same effect as the targeted Command. (Note: The target of the Command card's effect would be choose when the effect resolve) Rare -------------------Operations------------ O-69 Zeon's Revival 1-2-0 (Auto D): When this card leaves the field, you pay 5 resources. (Self Disposition Phase): <>Recover your Nation by 1. O-70 Spying of Opponent's Strategy 2-2-0 [Extra Cost>Reveal all cards in your hand] (Draw Phase): <>Look at the top card on opponent's Nation. Afterwward, put that card on opponent's Nation or Junkyard. Uncommon O-71 Power Outside Assumption 2-2-5 (Auto B): When this card comes into play, put 10 coins onto this card. (Auto D): At the beginning of your Draw Phase, remove a coin on this card. If this card do not have coins on it, abolish this card. (Auto A): All detachment with battle strength of X or lower cannot deal battle damages. The value X is equal to number of coins on this card. Rare O-72 Funnel Development 1-3-0 (Defense Step): <>An Unit in the battle area with "Psycommu" gains "Psycommu +2" until the end of turn. Uncommon O-73 Pursuiting Force 2-2-0 (Auto D): When opponent's number of Units would become 0 (from more than 1), abolish this card. (Auto D): When this card's detachment does battle damages to opponent's Nation, opponent player choose one of his/her Unit and move it into owner's hand. -------------------Generations----------- G-39 Red Basic G (Auto A): Produce one Red Nation Power. G-40 Red Basic G (Auto A): Produce one Red Nation Power. G-41 Red Basic G (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A, X \_________________ -------------------Units----------------- U-100 MS-06 Borjarnon 1-1-2 2/0/2 S/E Dismantle U-101 FLAT-L06D FLAT 2-3-2 2/1/4 S/E Transformer Special Shield(1) [Substitute Cost>(Total Cost -1): Roll two of your Brown Basic G.] -------- Transformed Mode: */1/4 High Mobility Atmosphere Invasion U-X72 D.O.M.E. Bit 1-3-0 4/4/4 (None) [(Auto A): This card cannot have character set onto it] (Battle Phase): <<0>>This card gains the same Terrain of another of your Unit with "Stronghold" until the end of turn. Uncommon U-X73 DT-6800A Daughtress 1-1-2 1/1/2 S/E [Team>(Altanativ Corps)] (Battle Phase): <<0>>When this card is in the battle area, opponent's Vulture point would -1. U-X74 DT-6800C Daughtress Command 2-2-1 1/1/2 S/E [Team>(Altanativ Corps)+0/+0/+1] (Battle Phase): <<0>>When this card is in the battle area, opponent's Vulture point would -1. U-X75 DT-6800W Daughtress Weapon 2-2-2 0/2/1 S/E [Team>(Altanativ Corps)] (Battle Phase): <<0>>When this card is in the battle area, opponent's Vulture point would -1. U-X76 MRX-0018-2 Daughtress Neo 2-5-1 3/2/4 S/E (Battle Phase): <<1 Each>>This card gains +1/+0/+0 until the end of turn. This effect can use up to 3 times per turn. U-X77 NRX-0013-CB Gundam Versago Crestbreak 1-6-2 5/5/4 S/E Prevent(7) Area Weapon(3) <<[2.5]>>Change(Gundam Versago) [Team>(Frost Brother) (Self Defense Step): <<0>>When this card sortie for attack, do 3 damages to all nation and all opponent's Units.] Rare U-X78 NRX-0015-HC Gundam Ashtaron Hermit Crab 1-6-2 6/2/4 S/E Prevent(7) Transformer <<[2.5]>>Change(Gundam Ashtaron) [Team>(Frost Brother) (Auto D): When this card sortie for attack,an opponent's Unit can be move to an arbitrary battle area. This effect cannot move when that Unit does not have the required Terrain.] ---------- MA Mode: 3/0/5 High Mobility Rare U-X79 Amanesal 1-4-2 */3/4 S Cruiser Supplement(4) (Auto A): All Unit cards except this card in this card's detachment gains +2/+0/+0. This effect does not repeat. Uncommon U-X80 Gapera 2-4-1 */3/4 S Cruiser Supplement(4) (Auto A): All Unit cards except this card in this card's detachment gains +0/+1/+0. This effect does not repeat. Uncommon U-X81 New Orleans Base 1-1-0 */1/3 E Stronghold Colony (Auto A): This card gains +0/+0/+1 for each Purple NP. -------------------Characters------------ CH-68 Mulligan 1-1-0 0/0/1 M/Ad (Disposition Phase): <>All Units in your hand with "Name: Boujarnon" get Resource Cost -1 during this turn. (Battle Phase): <<0>>All Units in this card's detachment gains +1/+0/-1 until the end of turn. CH-69 Duke Borjarnon 1-2-0 0/0/0 M/Ad [Set/G] (Self Disposition Phase): <<1>>All of your NP would turn to Brown NP during this turn. Uncommon CH-X46 Relch Ant 1-1-0 1/0/0 M/Ad (Auto D): Whenever opponent would gain Vulture point, that Vulture point while -2. CH-X47 Fon Altanativ 2-3-0 0/0/0 M/Ad [Set/G] (Self Disposition Phase): <>Choose X characters from your Junkyard and set them as much as possible onto your Units. At the end of turn, remove this card and those characters from the game. CH-X48 Fics Bratsdoman 2-2-0 0/0/0 M/Ad (Auto D): When this card's detachment sortie, all of your Units other than the Unit this card set onto gains +1/+1/+1 until the end of turn. (Auto D): At the end of turn, if there's another character with Total NP Cost higher than this card, abolish this card. Uncommon CH-X49 Sengi Frost 2-4-0 2/2/1 M/Ad Quick Prevent(5) (Auto A): This card would have all effects except (Auto) effect of "Olba Frost". (Damage Calculation Step): <<1>>When this card's detachment does battle damages to opponent's Nation, opponent randomly discard a card from his/her hand. Rare CH-X50 Olba Frost 2-4-0 2/0/2 M/Ad Quick Prevent(5) (Auto A): This card would have all effects except (Auto) effect of "Sengi Frost". (Damage Calculation Step): <<0>>When this card's detachment does battle damages to opponent's Nation, all player must destroy a card other than a G. Rare CH-X51 First Newtype 1-1-0 0/0/0 NT (Auto A): This card cannot sortie. (Auto A): All of your Units with the text "Character cannot set on it" gains +1/+1/+1. (Normal): <>All character lost "NT" until the end of turn. Uncommon -------------------Commands-------------- C-20 Total Resistance Battle 1-3-0 [Restrict to 1/Turn] Prevent(9) (Battle Phase): Move one of your Unit in Junkyard to your Hangar. If an opponent effect (until the resolution of this card) would invalid one of your card during this turn, in addition, move a card other than a Command from your Junkyard to your Hangar. Uncommon C-X13 Knower of Truth 1-2-0 (Normal): Roll X of your Gs. If so, look at the top X cards on your LCP, and move one of those card into your hand, then put the rest of it back onto or to bottom of LCP in any order. Rare C-X14 Anti-Government Organization 2-4-0 (Battle Phase): All Dismantle coins would turn into +1/+1/+1 coins until the end of turn. Uncommon -------------------Operations------------ O-73 Rujana Militia 1-1-0 (Auto A): All of your Units with "Name: Borjarnon" comes into play in Reroll position. O-X45 Big Escape 1-1-0 (Normal): <<0 Each>>Roll one of your G. If so, play an Unit from your hand that have the same name as an Unit that had been move to hand from field by opponent's card effect into your Disposition Area in Reroll position. O-X46 For the Purpose 2-2-0 (Self Return Step): <>Choose a card in your Junkyard with Brown designate NP, and return it into your hand. Afterward, remove two cards randomly from your handm from the game. Rare O-X47 Guiding Hand of Moon 2-2-0 (Opponent's Return Step): <<0>>Roll two of your Gs. If so, roll all opponent's G. Uncommon O-X48 I Defend! 1-3-0 (Battle Phase): <>Abolish X of your Operations other than this card. If so, negate the destruction of one of your Unit with designate NP cost of X. Uncommon O-X49 Strength Weapon 2-3-0 (Battle Phase): <<0>>Your Vulture Point would -3. If so, put a +1/+1/+1 coin on one of your Unit. O-X50 Satellite Launcher 2-5-0 [Restrict to 1/Self] (Auto A): This card's effect can only be use with there's a card with "Name: Moon". (Self Damage Calculation Step): <>Choose and discard a card from your hand. If so, do X damages to an opponent's Unit. The value X is equal to number of Operations. Rare -------------------Generations----------- G-X15 Brown Basic G (Auto A): Produce one Brown Nation Power. G-X16 Brown Basic G (Auto A): Produce one Brown Nation Power. G-X17 Brown Basic G (Auto A): Produce one Brown Nation Power. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-103 SK-12SMS Taurus 2-5-1 4/1/4 S/E <<[2.5]>>High Mobility [Muitlple>When this card is in the battle area, do 4 damages to an Unit] (Auto A): Character with total Battle modification of 4 or less cannot set onto this card. Uncommon U-S107 Duel Daggar 1-3-1 2/1/2 S/E (Auto A): This card gains +0/+1/+1 when a character with "CO" is set onto this card. This card gains +1/+1/+0 when a character without "CO" is set onto this card. U-S108 MBF-P03 Gundam Astray (Blue Frame Full Weapon Equipped) 2-5-2 4/4/4 S/E <<[2.4]>>Change(Gundam Astray) Uncommon U-S109 GuAIZ 2-4-1 4/1/3 S/E U-S110 ZGMF-X13A Providence Gundam 3-5-3 6/4/6 S/E Prevent(7) [PS Armor(6)] Psycommu(2) Special Shield(3) (Auto A): <<[3.5]>>When this card have "Rau Le Creuset" set onto it, it gains "Psycommu(2)". (Defense Step): <<0 Each>>When this card have a White character set onto it, choose a G from your hand or field and abolsih it. If so, this card gains "Psycommu(1)" until the end of turn. Rare U-S111 UMF/SSO-3 ASH 1-2-2 3/1/1 E Water (Auto D): When this card's detachment does 4 or more battle damages to opponent's Nation, destroy an opponent's character. U-S112 ZGMF-1000 ZAKU Warrior (Live Version) 2-2-1 1/0/2 S/E [(AUto A): "Meer Campbell" set onto this card would be treated as "Lacus Clyne".] (Self Disposition Phase): <<[3.3]R>>Play a "Meer Campbell" from your hand or your Hangar and set it onto this card. This effect can replace "Lacus Clyne" with "Meer Campbell". U-S113 YMAG-X7F Gells-Ghe 2-2-2 3/2/4 E Special Shield(3) (Auto A): This card cannot sorties for attack. (Auto A): When this card is in Reroll position, all opponent's Unit this card is battling gains +0/*/+0. Uncommon U-S114 MVF-M11c Murasame (Andrew Waltfield Machine) 1-3-2 3/2/4 E [Restrict to 1/Self] Quick Transformer (Auto B): When this card comes into play, play it in Reroll position. (Auto D): Whenever an opponent's card other than a G is resolve, Reroll this card. Rare U-S115 ZGMF-1001/M Blaze ZAKU Phantom (Heine Westifeiss Machine) 2-3-2 3/1/2 S/E Quick (Auto D): This card is Rerolled when a character would set onto it. U-S116 AMA-953 BABI 2-4-1 3/1/3 E Transformer High Mobility ------- Transformed Mode: */1/4 High Mobility U-S117 GFAS-X1 Destroy Gundam 4-7-3 6/5/8 S/E [PS Armor] Area Weapon(3) Psycommu(3) Special Shield(2) Special Shield(2) [Team>(Neo Team)] (Self Return Step): <<[4.7](0)Each>>When this card is in the battle area, Roll four White Basic Gs. If so, destroy a card with no set card on it. Rare U-S118 Takemikazuchi 1-3-2 */2/4 E Cruiser Water Supplement(2) (Damage Calculation Step): <>Abolish this card in battle area. If so, your Nation does not receive battle damages during this turn. U-S119 Lohengrin Gate 2-3-0 */1/5 E Stronghold Area Weapon(3) (Auto B): This card comes into play in Reroll position. Uncommon -------------------Characters------------ CH-S76 Rau Le Creuset 2-5-0 2/2/2 M/Ad/NT Prevent(9) Raid (Auto A): For each Purge Coin on this card, at the "Hand Check" at the end of your turn, opponent's limit is lower by 1. (Auto D): At the end of your turn, put a Purge coin on this card. Rare CH-S77 Todaka 2-2-0 0/0/0 M/Ad Water Cruiser Use Modification(+0/+1/+1) (Normal): <<0>>Abolish this card. If so, move any number of your character with "Ch" from your hand into your Hangar. CH-S78 Andrew Waltfield 2-3-0 2/0/2 M/Ad/CO Desert (Battle Phase): <>Negate the text and all unresolved effect of an opponent's Unit until the end of turn. Uncommon CH-S79 Unato Ema Saran 2-2-0 0/0/0 M/Ad [Set/G] Family Name (Opponent's Disposition Phase): <<0>>All player can choose and roll one of his/her Unit. The player that Roll would recover their own Nation by 2. Uncommon CH-S80 Jona Roma Saran 2-3-0 0/0/0 [Set/Ch] Family Name (Auto B): This card can only be set onto an opponent's Character with "F". During the turn this card comes into play, the Unit in this card's set group would move to your Disposition Area in Rolled position. At the end of turn, move than Unit back to owner's Dispoistion Area. Uncommon CH-S81 Stellar Loussier 2-4-0 3/1/0 F/Ch/NT (Auto A): This card's set group cannot be move to opponent's Disposition Area by opponent's effect. (Auto D): When this card's detachment deals battle damages to opponent's nation, move all cards in your hand to the bottom of the Nation, and draw cards equal to number of cards put back in. Rare CH-S82 Joseph Fon Arafas 1-1-1 1/1/1 M/Ad/CO (Normal): <>Destroy the Unit in this set group. If so, draw a card. CH-S83 Heine Westifeiss 2-3-0 2/1/1 M/Ad/CO (Auto D): If this card would battle with an opponent's detachment with different color than this card that have 2 Units or more, abolish this card at the end of turn. (Auto A): When you have another Character with "CO", all of your characters with "CO" gains +0/+1/+0. Uncommon CH-S84 Edward Harrelson 1-4-0 2/0/1 M/Ad (Auto A): This card cannot sortie other than in front. (Auto D): When this card's detachment does battle damages and destroy and abolish opponent's Unit, put an +1/+0/+0 coin onto this card. -------------------Commands-------------- C-80 Deadly Acceleration 2-3-0 (Auto B): When this card is in Junkyard, and the "Muitlple" effect of your Unit with "Name: Taurus" would resolve, return this card to owner's hand at the end of the turn. This effect cannot be repeat. (Normal): Destroy all set cards. Uncommon C-S66 Sword of Heaven 2-2-0 (Opponent's Turn): Designate an opponent's card in played. At this time, play an Unit from your hand with Total NP Cost lower than the Total NP cost of the designate Unit to your Disposition Area in Reroll position. Uncommon C-S67 Pursuiting Investigation 2-2-0 (Self Disposition Phase): Opponent reveal his/her hand, if there would be a Command or an Operation, recover your Nation by 3. C-S68 Those whom are Driven 1-3-0 (Self Disposition Phase): Reroll one of your card in Rolled poisition. During this turn (until the resolution of this effect), if an opponent's effect would invalid one of your card, start a New Turn without changing Turn Player right after this turn. C-S69 Phantom Paine 2-3-0 (Normal): Negate a character or an Operation, and put it onto the top of owner's Nation. C-S70 Nightmare Again 2-3-0 (Self Disposition Phase): Opponent player choose and abolish a card from hand or one of his/her Operation. Uncommon -------------------Operations------------ O-S19 Excitement 2-2-0 (Auto A): When "Lacus Clyne" is on the field, all characters with "CO" gains +2/+2/+2. This effect cannot be repeat. Uncommon O-S20 Movement of Taboos 2-4-0 (Self Turn): <<0>>Discard a card from your hand. If so, put a coin onto this card. This effect can be use by all players. (Self Damage Calculation Step): <<0>>Do X damages to an opponent's Nation or opponent's Unit. The value X is equal to number of coins on this card. This effect can be use by all players. Rare O-S21 Move of Tomorrow 2-5-0 (Auto B): When this card is play, first, choose an Unit in your Junkyard, and pay that card's Total NP cost (when resolve), and then it comes into play in Reroll position, then set this card onto that Unit. This card cannot be play other than this way. (Auto D): At the beginning of your Return Step, if this card's Unit is applied to the effect of "Supplement", move it to opponent's Disposition Area. Rare -------------------Generations----------- G-S27 White Basic G (Auto A): Produce a White Nation Power. G-S28 White Basic G (Auto A): Produce a White Nation Power. G-S29 White Basic G (Auto A): Produce a White Nation Power. ________________ __________/ Purple \_______________________ -------------------Units----------------- U-15 D.O.M.E. 0-2-0 */2/5 S Stronghold [(Auto B): This card name is same as the name "Moon"] (Auto A): All Units in hand with the text "Character cannot set onto this card" gains "Quick". U-16 Space Colony Mendel 0-3-0 */0/3 S Stronghold Colony (Disposition Phase): <>Roll one of your Character. If so, a Clone coin would be play onto an Unit that can set character on it. Clone coin would be treated as {Character(UNIT), "M", "NT", 1/1/1}. -------------------Characters------------ NONE. -------------------Commands-------------- C-5 Same Mind 0-3-0 [Restrict to 1/Turn] (Self Disposition Phase): When there's two types or more of your Basic Gs, look at the top 3 cards on your Nation, and put one of them into your hand, then the rest to the bottom of your Naiton in any order. (Note: The type means the type of Nation Power it would produce) Rare -------------------Operations------------ NONE. -------------------Generations----------- G-13 Solomon Sea Area (Auto A): This card produce one Purple Nation Power as long as this card is Reroll. (Battle Phase): <<[0.3]R>>All Units lost "High Mobility" during this turn.