Gundam War TCG - Card Translation TXT File Translation File for: Crest of King (Set 16) Document version 2.1, last update 8/6/06 (c)2006 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: UNIT: 76 (Blue 12, Green 12, Black 11, Red 11, Brown 14, White 14, Purple 2) CHARACTER: 46 (Blue 8, Green 7, Black 7, Red 6, Brown 10, White 8) COMMAND: 34 (Blue 4, Green 5, Black 7, Red 4, Brown 5, White 8, Purple 1) OPERATION: 27 (Blue 6, Green 4. Black 4, Red 6, Brown 5, White 2) Gs: 20 (3 Each color + Purple 2) TOTAL: 203 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: v2.1 - Fix U-254 text v2.0 - Finally...finished the file. --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-271 RGM-89ST2 ST Gun 1-1-1 0/1/3 S/E (Disposition Phase): <<0>>Look at the top card on your Nation. U-272 F90 Gundam F90 2nd Machine 1-5-1 4/1/4 S/E [Substitute Cost>(Total NP-2): Discard a card from your hand] (Auto B): This card comes into play in Reroll position. (Auto D): At the end of your turn, if opponent have 2 or more cards than you in hand, this card will move to opponent's Disposition Area. Rare U-273 F90P Gundam F90P 1-5-1 4/1/4 S/E <<0 Each>>Transformer <<[2.4]>>Change(Gundam F90) =================== Lifting Body: */2/5 Atmosphere Invasion (Auto D): When this card's "Atmosphere Invasion" effect successfully resolved, until the end of turn, this card cannot be target of opponent's effect. Uncommon U-274 F90S Gundam F90S 2-5-2 3/4/4 S/E <<[2.4]>>Change(Gundam F90) (Battle Phase): <>During this turn, all damages done to opponent's Unit by this card's effect would have +1. (Damage Calculation Step): <<0 Each>>During your turn, or when this card is in the battle area, Roll one of your card other than a G. If so, deal 2 damages to an opponent's Unit in battle area. Uncommon U-275 LM111E02 GunEZ 2-3-1 2/1/3 S/E Special Shield(1) [(Auto B): More than 3 copies of this card can be put into a deck] (Auto A): This card, for each other of your Unit with "Name: GunEZ", gains +0/+0/+1. U-276 LM312V04 V Gundam 2-4-1 3/1/3 S/E Prevent(5) Special Shield(1) [Muitlple><<[2.4]>>Reroll or rolled a card.] (Auto A): This card's "Muitlple effect", for all Units name "Top Fighter" and "Bottom Fighter", it's treated as same name as this card. Rare U-277 LM312V04 SD-VB0SA V Dash Gundam 1-5-2 4/3/3 S/E Special Shield(1) <<[2.4]>>Change(V Gundam) [Muitlple><<[2.4]>>Destroy an opponent's Unit battling with this card that do not have a character set onto it.] (Auto A): This card's "Muitlple" effect, for all Units with "Name: V Gundam", it is treated as an Unit with the same name as this card. Rare U-278 LM312V06 V Gundam Hexa 2-5-1 4/2/4 S/E Special Shield(1) <<[2.4]>>Change(V Gundam) [Muitlple><<[2.4]>>All of your Units with "Name: V Gundam" gains +2/+2/+2 until end of turn.] (Auto A): This card's "Muitlple" effect, for all Units with "Name: V Gundam", it is treated as an Unit with the same name as this card. U-279 Top Fighter 2-3-0 0/2/2 S/E Quick Special Shield(1) (Battle Phase): <>Abolish this card. If so, an Unit with "Name: V Gundam" gains +2/+2/+2 until end of turn. U-280 Bottom Fighter 2-3-0 */1/3 S/E Quick (Battle Phase): <>Abolish this card. If so, do damages to an opponent Unit battling with one of your Unit with "Name: V Gundam" equal to this card's defense strength. U-281 Camion 1-1-0 */0/1 E Tire Cruiser Supplement(1) (Self Battle Phase): <>When this card is in the battle area, put a [Top Fighter] or a [Bottom Fighter] in your Junkyard into your Disposition Area in Rolled position. U-282 Collen 2-2-0 */0/3 E Stronghold (Auto D): When your Unit with "Muitlple" comes into play, draw a card. This effect does not overlap. -------------------Characters------------ CH-166 Uso Ebbins 2-4-0 2/1/2 M/Ch Prevent(5) (Auto B): This card can be set onto an opponent's Unit with designate NP cost of one or less. If so, move this card's set group into your Disposition Area. (Auto D): When this card leaves field, move the Unit card in this card's set group to owner's Disposition Area. Rare CH-167 Shati Kareen 2-2-0 0/0/0 F/Ch/NT [Set/Ch] (Self Draw Phase): <<0>>Exchange the top card on your LCP and your Nation. (Self Draw Phase): <<0>>Exchange a card in your hand and the top card on your Nation. Rare CH-168 Marbet Fingerhat 2-3-0 1/1/2 F/Ad (Normal): <>When you have a "M" character, look at the top 7 cards on your Nation, from there, pull a card with Total NP cost of 2 or less and move it into your Hangar. Shuffle your Nation afterward. Uncommon CH-169 Odero Henrik 1-1-0 1/0/0 M/Ch (Auto A): The original shooting strength for all of your character with "Ch" except this card would be changed to 1. (Battle Phase): <<0>>This card gains +1/+0/-1 when there's another of your character with "Ch" until end of turn. CH-170 Warren Trace 1-1-0 0/0/0 M/Ch (Attack Step): <<0>>During this turn, opponent player cannot sortie with cards with Total NP cost of 2 or less in the battle area this card is in. CH-171 Suzie Riran 1-1-0 0/0/0 F/Ch [Set/Ch] (Your Turn): <<0 Each>>Roll one of your G. If so, recover your Nation by 1. This effect can only be use up to number of your character(s) with "Ch" per turn. CH-172 Romero Marabal 1-2-0 0/0/0 M/Ad Cruiser Use Modification(+0/+0/+1) (Attack Step): <<0>>You may play an Unit from your hand with attack strength 0 or less, after paying the normal cost, into your Disposition Area in Reroll position. Uncommon CH-173 Sid Amber 1-3-0 1/2/1 M/Ad (Auto D): When this card sortie for attack and in battle, this card gains +0/+0/-2 until end of turn. (Self Damage Calculation Step): <<0>>When this card's detachment is in battle, move the top card on your Nation into your Hangar. Uncommon -------------------Commands-------------- C-105 Creative Work 1-1-0 (Normal): One Unit in the Disposition Area or Ring Area gains +0/+0/+3 until end of turn. C-106 The Driven one 2-2-0 Prevent(5) (Normal): One of your set group cannot be moved by opponent's effect other than abolish. Uncommon C-107 Core Unit 2-2-2 (Battle Phase): Negate the destruction of one of your Units in Battle Area including Ring Area. C-108 Thorough Examination 1-3-0 [Extra Cost>Remove any number of Commands or Operations from your Junkyard from the game] (Normal): For each card removed with "Extra Cost", recover your Nation by 2. -------------------Operations------------ O-110 Resistance 1-1-0 Prevent(3) (Auto A): All of your cards in played gains "Prevent(X)". The value X is equal to your NP. Uncommon O-111 Indomitable Spirit 1-2-0 (Auto A): All of your Units in a set group cannot be rolled by opponent's effect. Uncommon O-112 Catapult 2-2-0 (Auto A): All of your Units with Blue designate NP would comes into play in Reroll position. (Normal): <<1>>Abolish this card. If so, Reroll all of your Units. Rare O-113 Seed of Yanagiran 2-2-0 (Auto A): You can play a Basic G in addition to a Normal play of a G. (Auto D): When you played a card other than a Basic G, at the end of turn, return one of your Basic G card into bottom of owner's Nation. Uncommon O-114 Legend of White Mobile Suit 3-4-0 Prevent(5) [Extra Cost>Abolish one of your cards] (Self Disposition Phase): <>Destroy an opponent's Operation. Rare O-115 Weapon Container 2-5-0 (Battle Phase): <>The name of an Unit in your Junkyard, until the end of turn, will become the name of one of your Units with "Muitlple" that have Blue Designate NP. Rare -------------------Generations----------- G-58 Blue Basic G (Auto A): Produce one Blue Nation Power. G-59 Blue Basic G (Auto A): Produce one Blue Nation Power. G-60 Blue Basic G (Auto A): Produce one Blue Nation Power. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-250 MS-06F Zaku II 1-1-2 2/0/2 S/E (Auto B): When this card is play while opponent do not have any Units, do 2 damages to opponent's Nation. U-251 MS-21C Dra-C 1-2-1 2/1/1 S Quick Dismantle (Auto B): When this card is in hand, and you have a Dismantle Coin, this card get Resource Cost -1. U-252 MS-06K Zaku Cannon (Ian Garden Machine) 2-2-1 1/1/3 S/E (Self Disposition Phase): <<[2.2](1)>>When this card accomplish the "Custom Machine set", put a Cannon Coin into play. Cannon Coin will be treated as {UNIT, Terrain "S", "E", 1/1/1} afterward, and cannot be target of your Commands. Rare U-253 MS-09R-2 Rick Dom II (Carius Machine) 2-2-1 2/1/3 S Space Battle(1) (Auto D): When this card is in front of the detachment when sortie, put a +0/+0/+2 coin on one of your Units other than this. At the end of turn, remove that coin. Uncommon U-254 MS-14Fs Gelgoog M (Cima Garahau Machine) 2-4-2 3/2/3 S/E Prevent(4) Raid (Auto A): This card gains +2/+2/+0 when this card sortie for attack. (Battle Phase): <<1>>Remove one of your Units from the game other than this card. If so, negate this card's destruction. Rare U-255 OMSM-07RF RF Z'Gok 1-2-1 3/1/3 E Quick Water [Extra Cost>Remove a Green card in your Junkyard from the game] U-256 OMS-14RF RF Gelgoog 1-4-1 4/2/4 S/E Quick Space Battle(1) [Extra Cost>Remove 2 Green cards in your Junkyard from the game] Uncommon U-257 OMSX-01 Granzam 3-7-2 6/6/6 S/E Prevent(5) Atmosphere Invasion Special Shield(3) [Extra Cost>Remove all cards with Green designate NP cost (1 or more) in your Junkyard from the game.] (Battle Phase): <>Do 5 damages to an opponent's Unit. Rare U-258 YMT-05 Hildolfr 1-2-2 0/2/2 E Desert (Auto A): This card's original battle strength would become 1/1/3 when rolled. (Battle Phase): <<0>>Roll this card. U-259 QCX-76A Jormungand 1-2-1 */0/3 S Support (Damage Calculation Step): <>When this card's detachment have another Unit with "Cruiser", do 3 damages to opponent's Nation, afterward, do 4 damages to an opponent's Unit battling with this card. U-260 Jotunheim 2-3-1 */0/4 S Cruiser Supplement(1) (Auto A): All of your Units other than this card gains "[Restrict to 1/Self]", +1/+1/+0. This effect does not overlap. Uncommon U-261 67th Concentration Place 1-2-0 */0/3 E Desert Stronghold (Damage Calculation Step): <<0>>Do 2 damages to all Units in the same battle area as this card other than this card. -------------------Characters------------ CH-148 Kom 1-1-0 0/0/1 M/Ad Swift Strike (Auto D): The Unit this card set on is destroy when affect by effect of "Atmosphere Invasion" is play. CH-149 Jeiku 1-1-0 0/1/0 M/Ad Swift Strike (Auto D): The Unit this card set on is destroy when affect by effect of "Atmosphere Invasion" is play. CH-150 Carius 1-2-0 1/1/1 M/Ad Space Battle(1) (Auto A): The Unit this card set on cannot be damage or destroy if there's another of your characters. Uncommon CH-151 Cima Garahau 3-4-0 2/0/1 F/Ad Prevent(4) Vulture (Battle Phase): <>You gain 3 Pollution Coin. If so, negate an opponent's card with Total NP Cost X and destroy it. (Normal): <<0>>You gain 2 Pollution Coin. If so, draw a card. Rare CH-152 Detorof Cossel 1-2-0 0/0/0 M/Ad Vulture Cruiser-Use-Mod(+0/+X/+0) (Auto A): The X value of "Cruiser-Use-Mod" is equal to number of Pollution Coin you have. CH-153 Asakura 2-3-0 0/0/0 M/Ad (Damage Calculation Step): <<1>>Abolish one of your Unit with "Colony" in this card's detachment. If so, do X damages to all Units in an area. The value X is equal to the defense strength of the abolished Unit. Uncommon CH-154 Ian Garden 2-2-0 0/2/1 M/Ad/NT (Auto A): All of your Coin that is an Unit gains +1/+1/+0. Rare -------------------Commands-------------- C-103 Great Difference 1-1-0 (Damage Calculation Step): Do 3 damages to an Unit in Ring Area. C-104 Triple Speed 1-1-0 (Battle Phase): One of your Units in battle area including in Ring Area gains "Swift Strike" until end of turn. C-105 Sieg Zeon 1-1-1 Prevent(9) (Normal): Move all Units originally controlled by you in opponent's Hangar and/or opponent's Disposition Area into your Disposition Area in Reroll position. Uncommon C-106 Careless Capture 1-2-0 Prevent(X) (Defense Step): Do X damages to an opponent's Unit in battle area. The value X is equal to the "Prevent(X)" value of that Unit. Uncommon C-107 IQ240 2-2-0 (Self Return Step): Look at the top 4 cards on opponent's deck, and from there, choose any amount of cards from it other than Gs and abolish them. Afterward, for each card pulled out this way, pay (2). Rare -------------------Operations------------ O-98 Length of a Day 1-1-0 [Restrict to 1/Self] (Self Draw Phase): <<0>>When you don't have an Unit, draw a card. Rare O-99 Disposition of Supporter Units 2-2-0 (Self Disposition Phase0: <<[2.2](0 Each)>>Move one of your basic G to the top of owner's Nation. If so, play a Cannon Coin. Cannon Coin would be treated as {UNIT, Terrain "S","E", 1/1/1} afterward. Uncommon O-100 Hater of Idea 2-2-0 (Auto A): All text of all cards on opponent's Disposition Area, other than (Auto), in addition to Normal Cost, if not pay (2) (Resource 2), it cannot be play. This effect does not overlap. Uncommon O-101 Rough Welcoming 2-3-0 (Auto A): All players do not have the designate effect at Draw Phase. (Auto D): During your Draw Phase, abolish this card. -------------------Generations----------- G-51 Green Basic G (Auto A): Produce one Green Nation Power. G-52 Green Basic G (Auto A): Produce one Green Nation Power. G-53 Green Basic G (Auto A): Produce one Green Nation Power. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-136 MS-07H Zaku Flying Prototype 1-1-1 1/0/2 E High Mobility Dismantle [(Auto A): This card cannot sortie for attack if either player have 4 or more Nation Power.] U-137 RGM-79SC GM Sniper Cannon 1-2-1 1/1/3 Dismantle [(Auto A): This card cannot sortie for attack if either player have 4 or more Nation Power.] (Battle Phase): <>When this card sortie for attack, and is in battle, do 1 damage to opponent Unit. U-138 RX-77-3 Guncannon Heavy Arm Type 2-2-2 1/2/3 S/E Dismantle [(Auto A): This card cannot sortie for attack if either player have 4 or more Nation Power.] (Battle Phase): <>Do 2 damages to an opponent Unit battling with this card. U-139 Psycho Gundam Mk-III 4-9-3 9/5/10 S/E Prevent(9) Area Weapon(4) (Auto D): When this card's detachment does battle damages to opponent's Nation, use "Supplement(1)" targeting this card itself. (Auto D): <<[2.7]>>When this card was deal damages outside of your own effect, destroy an opponent's card. Rare U-140 RMS-117 High Mobility Gabthalby Beta 1-1-0 2/0/2 S/E Quick (Auto B): This card comes into play in Reroll position. Also, abolish it at the end of turn. U-141 NRX-044(R) Prototype Assimar TR-3 [Kihel] 2-2-2 2/1/3 E Transformer (Battle Phase): <<1>>When this card is in the battle area, opponent player cannot play Command until end of turn. ============= MA Mode: */1/3 High Mobility U-142 RX-121-1 Gundam TR-1 [Hazel Kai] 3-4-1 3/1/4 S/E Prevent(3) Quick <<[2.3]>>Change(TR-1) [Extra Cost>Move one of your Units onto top of your Nation.] (Auto B): This card comes into play in Reroll position, and until end of that turn it cannot be target of opponent's effect. Rare U-Z83 ZM-S27G Domuttlia (Riding Twinrad) 1-3-2 3/2/3 E Tire Special Shield(2) U-Z84 ZM-S20S Jabaco (Dukar Ike Machine) 2-5-1 4/2/4 S/E Raid Tire Special Shield(2) (Auto A): This card gains +1/+1/+0 for each of your Units with "Tire". (Battle Phase): <<1 Each>>Abolish one of your Units in this card's detachment with "Tire". If so, destroy an opponent's card other than a G or Unit. Uncommon U-Z85 Lyseitha 1-3-2 0/1/3 S/E Tire Water Cruiser Supplement(2) Special Shield(2) (Battle Phase): <<1 Each>>When this card is in the battle area, roll an opponent's G or Operation. U-Z86 Junes Island 1-2-0 */0/3 E Stronghold (Auto A): When this card is in Reroll position, the battle damages done to all Nations cannot be negate by any effect. Uncommon -------------------Characters------------ CH-77 Jamaican Danaigan 2-3-0 0/0/0 M/Ad Cruiser-Use-Mod(+0/+1/+0) (Auto D): When this card is in Reroll position, whenever a Command is play and resolved, you can roll a card. Uncommon CH-78 Masada 1-1-0 0/0/0 M/Ad (Attack Step): <<0>>Play an Unit with Total NP Cost of 4 or less from your Hangar into your Disposition Area in Reroll position. At the end of turn, abolish that Unit. CH-Z51 Dukar Ike 1-4-0 1/1/2 M/Ad Prevent(3) (Attack Step): <<1>>All Units lost "High Mobility" this turn. (Damage Calculation Step): <<1>>When there's two or more Units in this card's detachment with "Tire", destroy an opponent's Unit battling with this card. Rare CH-Z52 Renda de Paroma 1-1-0 1/0/1 F/Ad (Auto D): When this card is destroy and abolish, at the end of turn, choose any number of Units in your Junkyard with "Tire", and move them back to owner's Nation. Shuffle the Nation afterward. CH-Z53 Watare Gir 2-2-0 1/1/1 M/Ad (Battle Phase): <<0>>Destroy a card in this card's detachment. If so, this card gains +1/+1/+1 until end of turn. Uncommon CH-Z54 Dee Toranp 1-1-0 1/1/0 M/Ad (Battle Phase): <<0>>Abolish this card. If so, one of your Unit gains +1/+1/+0 until end of turn. CH-Z55 Baku Ki 1-1-0 0/1/1 M/Ad (Battle Phase): <<0>>Abolish this card. If so, one of your Unit gains +0/+1/+1 until end of turn. -------------------Commands-------------- C-60 Breakthrough at Front 1-1-0 (Disposition Phase): One of your Units gains +2/+2/+0 and Reroll until end of turn. At the end of turn, destroy that Unit. C-61 Closing In 1-3-0 (Battle Phase): All of your Units including in Ring Area gains "Raid" until end of turn. C-62 Male Returning to Saturn 1-4-0 Prevent(4) [Extra Cost>Discard a card from your hand] (Attack Step): Abolish all cards in all Hangars. Rare C-63 A Reaching Victory 2-4-2 (Damage Calculation Step): Destroy an opponent's Unit in Ring Area with no character set onto it. Uncommon C-64 Indiscrminate Attack 2-6-1 Prevent(5) (Self Attack Step): Abolish all Units. C-65 Darkness that Nested on Earth 2-4-0 (Auto B): This card cannot be set onto your Units. (Auto D): At the end of your turn, destroy one of your cards other than this card or G. Rare C-Z36 The Unaware Future 1-2-0 (Battle Phase): Look at all cards in opponent's hand, choose a card from it other than a G, and substitute it with the top card on opponent's Nation. -------------------Operations------------ O-64 Compensation of Betrayal 2-4-0 Prevent(3) (Auto D): At the end of your turn, all opponent's Unit that originally owned by you would be remove from the game. Uncommon O-65 The Darkness that Nested on Earth 2-4-0 (Auto B): This card cannot be set onto your Unit. (Auto D): At the end of your turn, destroy a card other than a G or this card. Rare O-Z27 Meeting of Parent and Children 1-3-0 (Auto A): All player cannot set Operation onto Units. Uncommon O-Z28 Distinct of Nonending 2-3-0 (Auto D): All players, whenever one of their Units is destroy and abolish, pay (2). Uncommon -------------------Generations----------- G-Z18 Black Basic G (Auto A): Produce one Black Nation Power. G-Z19 Black Basic G (Auto A): Produce one Black Nation Power. G-Z20 Black Basic G (Auto A): Produce one Black Nation Power. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-147 MS-06D Desert Zaku (Green Team Color) 2-2-1 2/0/2 E Desert (Auto D): When this card is destroy and abolish while in battle area, put a +1/+1/+1 coin on one of your Unit with "Desert". U-148 RMS-119 EWAC Zack (Green Team Color) 2-2-1 0/1/2 S/E Desert (Auto D): When this card is destroy and abolish while in battle area, put a +1/+1/+1 coin on one of your Unit with "Desert". U-149 MS-09G Dowadge (Amatha Pola Machine) 2-2-2 2/1/3 E Desert (Auto D): When this card is destroy and abolish, you can move a character into bottom of owner's Nation. U-150 MS-14 Gelgoog (Masai Ngaba Machine) 2-3-1 3/1/3 E Desert (Self Defense Step): <<1>>Roll X Units battling with this card. The value X is up to number of total Green Nation Power. U-151 Sahara Desert 1-2-0 */0/4 E [Desert] Stronghold (Auto D): When an Unit use effect of "Desert" in this card's detachment to roll an opponent's Unit, roll all opponent's Unit battling with this card. U-C67 XM-X3 Crossbone Gundam X3 (Regular Blaster Equipped) 2-7-2 6/1/6 S/E <<0 Each>>Special Shield(2) (Battle Phase): <<0>>When this card is in the battle area, negate one opponent's Command and destroy it. (Battle Phase): <<0>>When this card is in the Battle Area, negate one opponent's card's text and any unresolved effect until end of turn. Rare U-C68 EMS-VEX1 Mass Production Quavarze 2-X-Y 5/1/3 S/E (Auto B): When this card is play, the value of X and Y must to pay to combine of 7 or more. Also, the Resrouce cost is 0-3. U-C69 EMS-VSX1 Quavarze (MA Mode) 2-5-2 0/2/4 S/E <<1>>Transformer High Mobility =================== MS Mode: 5/1/3 Team>(Death Cyclone Team) Uncommon U-C70 Nortiras 3-4-2 4/4/4 S (Auto B): This card comes into play in Reroll position. (Damage Calculation Step): <<0 Each>>Remove the top card from your Nation. If so, choose an opponent Unit battling with this card with the Total NP cost equal to or lower than the removed card and destroy it. Uncommon U-C71 Divinidad 4-8-2 7/4/7 S/E Prevent(9) Atmosphere-Invasion Psycommu(3) Area Weaon(4) (Auto A): <<[3.5]>>When this card is in Disposition Area, it cannot be target of opponent's effect. (Auto D): <<[4.8]>>When this card's detachment does battle damages to opponent's Nation, opponent player get 5 Pollution Token. Rare U-C72 Jupitoris 9 1-4-2 */1/6 S Cruiser Supplement(5) Colony (Self Return Step): <<[2.5](0)>>When this card is in the battle area, abolish this card. If so, opponent gains 2 Pollution Coin. Uncommon -------------------Characters------------ CH-93 Rina Ashta 1-1-0 0/0/0 F/Ch/NT [Set/Ch] (Auto A): All characters with "M" and "NT" must sortie for attack if allowed by rule (Disposition Phase): <>When this card is set onto a character with "Family Name", draw a card. Uncommon CH-94 Masai Ngaba 1-3-0 1/0/0 F/Ad Desert (Normal): <<0>>This card, until end of turn, gains the text and battle modification of a character card in your Junkyard with "M". This effect cannot target a character card with the same name as the target. CH-95 Amasa Pola 1-2-0 1/1/1 F/Ad Desert (Normal): <<0>>Reroll this card if there's another of your character with "Family Name". CH-C35 Crux Dogatie 3-5-0 0/0/0 M/Ad Prevent(9) Family Name (Auto D): At the end of your turn, put a Hate Coin onto this card. (Auto D): When this card sortie for attack, do X damages to opponent's Nation and all opponent's Units. The value X is equal to number of Hate coins. (Auto A): This card's set group, when a character with "NT", cannot be target of opponent's Command. Rare CH-C36 Crow 2-3-0 2/2/0 M/Ad (Auto A): Out of all Units, (all) Unit(s) with the highest total cost gains the following text. "[Restrict to 1/Self] Swift Strike Raid Space Battle(2) (Normal): <<0>>Reroll this card" Uncommon CH-C37 Zabine Chareux 1-5-0 2/1/2 M/Ad Prevent(4) Family Name (Auto D): <<[2.5]>>When this card's detachment deals battle damages, and opponent's Unit would be destroy and aboslih, move an opponent's G into your Disposition Area in Reroll position. Uncommon -------------------Commands-------------- C-75 Lady Education 1-1-0 (Battle Phase): Roll an Unit in battle area including Ring Area. C-76 Outlook of Tag 1-1-0 (Normal): Move one of your Units without an Operation set into your Hangar. C-77 Intercepting 1-3-0 (Defense Step): Move an opponent's Unit without a character set onto it in the Ring Area into owner's hand. C-78 Good Use of Salvages 3-4-2 [Restrict to 1/Turn] (Opponent's Turn): Negate a play of an opponent's Unit, and play it into your Disposition Area. The Unit play by this effect would treated as "play by ??". Rare -------------------Operations------------ O-75 Law of Towarag 1-1-2 (Auto A): All players skip their Battle Phase. (Auto D): At the beginning of your turn, abolish this card. Uncommon O-76 Succession of Will 1-2-0 (Auto B): When this card comes into play, put 5 coins onto this card. When this card do not have any coins on it, abolish this card. (Auto D): Remove X coins on this card. If so, substitute X damages to your Nation. (Note: This effect would treat as "replacement effect") Uncommon O-77 Dispatch of Workers 2-2-0 (Auto A): All opponent's card in played gains "Prevent"-2. Uncommon O-78 Oppression of Congress 1-3-0 (Normal): <<0>>Abolish one of your card. If so, look at the top 3 cards on your Nation, and put it back onto top of your Nation in any order. O-79 Power Nullification 2-3-0 (Auto B): This card can be set onto an opponent's Unit. (Auto A): Negate all text in the Unit in this card's set group other than "Restrict to 1", "MF", and/or "PS Armor". This effect is valid even in text in [ ]. Rare O-C13 Neighbor with Name of Hostility 3-5-0 [Restrict to 1/Self] (Auto B): When this card comes into play, look at all cards in your Nation, put an Unit card from there, paying all the Normal Cost outside of Total NP cost, and play it to your Disposition Area in Reroll position. Shuffle your Nation afterward. [(Auto D): When this card leaves the field, you lose the game] Rare -------------------Generations----------- G-43 Red Basic G (Auto A): Produce one Red Nation Power. G-44 Red Basic G (Auto A): Produce one Red Nation Power. G-45 Red Basic G (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A, X, G \_________________ -------------------Units----------------- U-102 JMA 0530 (Model-U) WaDom 2-4-1 2/2/5 S/E Area Weapon(2) (Self Damage Calculation Step): <<0>>When this card is in the battle area, and opponent have no cards in his/her LCP, do 5 damages to opponent's Nation. Uncommon U-X82 DT-6800HM Daughtress HM Fire Wallaby (Flame Timer Team Machine) 1-1-2 1/1/2 E Vulture [Team>(Flame Timer Team) (Damage Calculation Step): <<0>>When this card is in the battle area, remove the two two cards on opponent's LCP] U-X83 DT-6800HMC Daughtress HM Wise Wallaby 1-2-1 2/0/2 E Vulture [Team>(Flame Timer Team) +0/+1/+0] U-X84 Zacot Battleship 1-1-1 */1/2 E Vulture Cruiser Supplement(1) [Team>(Flame Timer Team) (Damage Calculation Step): <>One opponent Unit battling with this card gains +0/+0/-1 until end of turn.] U-G1 GF13-017NJ Shining Gundam 2-4-2 3-5/0-0/3-5 S/E Prevent(5) [MF] (Auto B): When this card comes into play, play it in Reroll position. (Auto A): This card, when in Disposition Area, this card cannot be damaged or be destroyed. Rare U-G2 GF13-006MA Gundam Maxter 2-4-2 3-5/1-1/3-4 S/E Prevent(3) [MF] (Auto B): This card's designated NP can also be paid by Blue NP. (Battle Phase): <<1>>This card gains "Swift Strike" until end of turn. Rare U-G3 GF13-011NC Dragon Gundam 2-4-2 4-5/1-2/2-3 S/E Prevent(3) Quick [MF] (Auto B): This card's designated NP can also be paid by Green NP. (Damage Calculation Step): <<1>>Do 3 damages to an opponent's Unit battling with this card. Rare U-G4 GF13-009MF Gundam Rose 2-4-2 2-4/3-3/4-5 S/E Prevent(3) [MF] (Auto B): This card's designated NP can also be paid by Red NP. (Defense Step): <<0>>When a character is set onto this card, do 2 damages to an opponent's Unit in battle area including Ring Area. Rare U-G5 GF13-013NR Bolt Gundam 2-4-2 3-4/0-0/4-6 S/E Prevent(3) [MF] Raid (Auto B): This card's designated NP can also be paid by Black NP. (Defense Step): <<1>>Destroy an opponent's Unit in Rolled position battling with this card or have defense strength of 3 or less. Rare U-G6 GF13-055NI Neros Gundam 2-3-1 3-4/1-1/2-3 S/E [MF] Uncommon U-G7 Scud Gundam 1-2-1 2-3/0-0/2-3 S/E [MF] U-G8 Core Landar 1-1-0 */0/2 S/E (Self Disposition Phase): <>A character with "GF" set onto this card will move to one of your Unit with "MF". (Normal): <>Move one of your character wih "GF" onto this card, and negate its destruction. This effect can be use for characters in Ring Area also. U-G9 Neo Japan Transporter Ship 1-2-0 */0/3 S/E Cruiser Supplement(1) (Auto B): This card comes into play in Reroll position. (Return Step): <>Reroll one of your Unit with "MF". U-G10 Rome 1-2-0 */0/5 E Stronghold (Auto A): All opponent's Unit with "MF" must sortie for attack to Ring Area if allowed by rule. Uncommon -------------------Characters------------ CH-X52 Zacot Dattonel 1-2-0 0/0/0 M/Ad Vulture Cruiser-Use-Mod(+0/+1/+0) (Auto D): If opponent would have (during one turn) 5 or more cards remove from his LCP, at the end of turn, randomly move a card in opponent's hand to your Hangar. CH-G1 Domou Kasshu 2-4-0 M/Ad/GF Prevent(5) (Auto A): This card's set group cannot be Roll by opponent's effect. (Battle Phase): <<0>>This card, when battling while set on an Unit with "MF", gains +2/+2/+2 until end of turn. Rare CH-G2 Tiboda Crocket 2-4-0 2/0/2 M/Ad/GF Prevent(5) (Auto B): This card's designated NP cost can be play with Blue NP. (Auto D): When this card's detachment does battle damages to opponent's Nation, draw a card. Uncommon CH-G3 Sai Saici 2-4-0 2/2/1 M/Ch/GF Prevent(5) Quick (Auto B): This card's designated NP cost can be play with Green NP. (Auto A): All damages other than Battle Damage deal to this card and the Unit in this set group would be reduced by 1. Uncommon CH-G4 Georges de Sand 2-4-0 1/2/2 M/Ad/GF Prevent(5) Family Name (Auto B): This card's designated NP cost can be play with Red NP. (Defense Step): <<1>>When the Unit in this card's set group would sortie to Ring Area, it gains +X/ -X/+0 until end of turn. The value X is equal that Unit's original shooting strength. Uncommon CH-G5 Algo Gallusky 2-4-0 1/0/3 M/Ad/GF Prevent(5) (Auto B): This card's designated NP cost can be play with Black NP. (Auto A): This card's set group does not Reroll under designate rule of Reroll Phase. (Normal): <<1>>Reroll this card. Uncommon CH-G6 Mikero Chariot 1-3-0 1/1/1 M/Ad/GF (Auto D): When this card's detachment is in battle, opponent player pay (2). CH-G7 Rain Minakama 1-1-0 0/0/0 F/Ad [Set/Ch] (Auto D): When your detachment in Ring Area does battle damages to opponent's Nation, recover your Nation by 5. (Normal): Reroll a character with "M" and "GF". Rare CH-G8 Belteno 1-1-0 0/0/0 M/Ad (Normal): <<0>>Roll an Unit with "MF" or character with "GF" that just comes into play this turn. CH-G9 Stalker 2-2-0 0/0/0 M/Ad [Set/G] (Auto A): All Units in Ring Area gains +1/+0/+0 (Attack Step): <>During this turn, all players, under the rule, must sortie an Unit to Ring Area. -------------------Commands-------------- C-G1 Shining Finger 2-4-1 Prevent(3) (Damage Calculation Step): When your have an Units with "MF", destroy an opponent's Unit battling with this card in Battle Area incluing Ring Area. Rare C-G2 Cyclonic Punch 1-1-0 (Battle Phase): One Unit with "MF" in the battle area including Ring Area gains "Swift Strike" or "Raid" until end of turn. C-G3 Dragon Fire 1-3-0 (Damage Calculation Step): All opponent's Units in battle area including Ring Area gains -1/-1/-1 until end of turn. C-G4 Rose Bit 2-2-0 (Defense Step): Do 2 damages to an Unit in the battle area including Ring Area. C-G5 Graviton Hammer 1-2-0 (Damage Calculation Step): One of your Unit in battle area including Ring Area gains +3/+0/+0 until end of turn. -------------------Operations------------ O-74 Rebirth of Earth 1-1-0 (Self Return Step): <<0 Each>>Roll two of your Gs. If so, move a Basic G card in your Junkyard into bottom of original owner's Nation. Uncommon O-X51 Charging Operation 2-4-0 (Disposition Phase): <>Remove an Unit and Character card in your Junkyard from the game. If so, move a card in your Junkyard into your Hangar. (Disposition Phase): <>Remove a Command and Operation card in your Junkyard from the game. If so, move the top card on your LCP into your Hangar. Rare O-G1 Eye to Eye 2-3-0 [Restrict to 1] (Normal): <<[2.3]R>>When your card is destroy by opponent's effect other than damages, destroy an opponent's card that is the same type as that card. Rare O-G2 Frozen Punishment 2-3-0 (Normal): <<0 Each>>Roll one of your G, discard a card from your hand. If so, roll a character, and until end of turn, negate that card's text and all unresolved effect. Uncommon O-G3 Silver Leg 1-1-0 (Auto D): When this card's detachment do battle damages to opponent's Nation while in Ring Area, choose a card in opponent's Hangar and abolish it. Uncommon -------------------Generations----------- G-G1 Brown Basic G (Auto A): Produce one Brown Nation Power. G-G2 Brown Basic G (Auto A): Produce one Brown Nation Power. G-G3 Brown Basic G (Auto A): Produce one Brown Nation Power. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-104 OZ-13MS Gundam Epyon 3-5-3 0/*/6 S/E [Restrict to 1] Prevent(9) [(Auto A): <<[3.5]>>This card gains +X/+0/+0. The value X is equal to double the number of cards in your hand.] (Attack Step): <<[3.6](1)>>When there's an opponent's Unit, Reroll this card. Rare U-S120 ZGMF-X20A Strike Freedom Gundam 3-6-3 7/5/7 S/E [Restrict to 1] [PS Armor(6)] Psycommu(3) Space Battle(2) Special Shield(3) [(Auto A): The character in this card's set group gains "NT".] (Auto D): When this card's detachment does battle damages to opponent's Nation, you can move an opponent's card other than a G into bottom of owner's Nation. Rare U-S121 ORB-01 Akatsuki (Oowashi Equipped) 4-5-3 5/2/6 S/E [Restrict to 1] (Auto A): This card cannot be target of opponent's card effect with Total NP cost of 5 or less. (Auto D): Everytime an opponent's Command card resolved, do X damages to an opponent's Unit. The value X is equal to that Command's Total NP Cost. Rare U-S122 MBF-M1 EF-24R M1 Astray (Shriek Equipped) 1-3-2 3/2/3 E <<[2.3]>>Change(M1 Astray) [(Auto B): More than 3 copies of this card can be put into a deck] (Auto A): This card gains "High Mobility" during opponent's turn. U-S123 MVF-M11C Murasame Spying Type 2-4-1 3/1/3 S/E Transformer (Auto A): When this card is in Reroll position, all play of your Units and Characters gains "Prevent(2)". =================== MA Mode: */2/3 High Mobility U-S124 GAT-01A1 Dagger 1-1-2 0/0/2 S/E (Attack Step): <<0>>This card gains either +2/+0/+0 or +0/+1/+0 until end of turn. U-S125 GAT-04 Windam (Neo Lornoke Machine) 2-3-2 3/1/2 S/E [Restrict to 1/Self] High Mobility [Team>(Neo Team)] (Self Attack Step): <<1>>Put an Unit with "Neo Team" in your hand into this card's detachment in any order. That Unit would return to owner's hand at the end of turn. Uncommon U-S126 GAT-01D1 Duel Dagger (Fortrestra Equipped) 3-3-2 2/2/4 S/E <<[1.3]>>Change(Duel Dagger) U-S127 GAT-X255 Forbidden Blue 1-4-2 5/1/6 E [PS Armor] Water Special Shield(3) (Auto D): This card is destroy if your hand (from 1 or more) will become 0 card when it's in battle area. Uncommon U-S128 TS-MB1B Eucild 2-3-1 */2/4 S/E Special Shield(3) (Auto A): When this card is in Reroll position, all opponent's Units battling with this card gains +0/*/+0. U-S129 FXet-565 Cosmogasper 2-2-1 */1/2 S High Mobility (Battle Phase): <<1>>One Unit other than this card in this card's detachment gains one of the following battle modifications until end of turn. 1) +1/+1/+1 2) +2/+0/+0 3) +0/+2/+0 U-S130 MBF-P02 Gundam Astray (Red Frame Power Loader Equipped) 1-5-2 6/0/5 S/E Vulture <<[2.4]>>Change(Gundam Astray) (Auto A): All opponent's Unit battling with this card gains "Swift Strike". Uncommon U-S131 JP Jones 1-2-1 */1/3 E Water Cruiser Supplement(3) [Team>(Neo Team)] (Normal): <>The text of one of your character with "NT" will be negate until end of turn. U-S132 Heaven Base 2-4-0 */2/5 E Stronghold (Opponent's Defense Step): <>When this card is battling, put X White Units with "Name: Gundam" in your Junkyard into this card's detachment in any orde.r At the end of turn, remove all of those Units from the game. Uncommon -------------------Characters------------ CH-S85 Neo Lornoke 2-5-0 2/2/2 M/Ad/NT [(Auto B): This card's name is same as "Mu La Flaga"] (Defense Step): <<2>>Move this card's set group into a Battle Area with an opponent's Unit. Rare CH-S86 Lord Jabril 3-4-0 0/0/0 M/Ad Prevent(9) [Set/G] (Opponent's Return Step): <<0>>During this turn, whenever a new card is place into Junkyard (after this effect resolve), reveal the top card on opponent's Nation. If so, you may destroy an opponent's card that is the same type as the revealed card. Rare CH-S87 Meyrin Hawke 1-1-0 0/0/0 F/Ch/CO [Set/Ch] (Auto D): Whenever your Unit with "PS Armor" comes into play, applied effect of "Supplement" to that Unit. (Battle Phase): <<0>>Abolish a card from hand. If so, Use the effect of "Supplement" to one of your Unit with "PS Armor". Uncommon CH-S88 Hilda Harken 2-3-0 2/1/1 F/Ad/CO Quick (Auto B): When this card comes into play, look at the top 5 cards on your Nation, and from there, you may pull out an Unit with same name as the Unit this card set onto, reveal it and move it into your hand. CH-S89 Herbert von Reinhardt 2-3-0 1/2/1 M/Ad/CO Quick (Auto B): When this card comes into play, look at the top 5 cards on your Nation, and from there, you may pull out an Unit with same name as the Unit this card set onto, reveal it and move it into your hand. CH-S90 Mars Simeon 2-3-0 1/1/2 M/Ad/CO Quick (Auto B): When this card comes into play, look at the top 5 cards on your Nation, and from there, you may pull out an Unit with same name as the Unit this card set onto, reveal it and move it into your hand. CH-S91 Malkio 1-2-0 0/0/0 M/Ad Quick [Set/Ch] (Auto B): When this card is set onto a character, negate the destruction of the set group with this card. (Defense Step): <<1>>When this card is in Earth Area, move the set group with this card to Space Area. Uncommon CH-S92 Jane Houston 1-3-0 1/1/2 F/Ad Water (Auto D): All of your Units sortie in this card's detachment gain "Water" until end of turn. -------------------Commands-------------- C-81 Track of Victory and Defeat (Auto B): When this card is in your Junkyard, and the your detachment with "Gundam Epyon" successfully deals battle damages to opponent's Nation, move this card into your hand. This effect cannot be overlap. (Damage Calculation Step): Destroy an opponent's Unit without character card set onto it in Battle Area. If so, recover your opponent's Nation equal to that Unit's defense strength. Rare C-S71 Unclear Flag Color 1-1-1 (Normal): During this turn, all cards other that are not White in your Hangar have Designate NP cost 0. C-S72 Reveal to World 2-2-0 (Normal): LOok at the top 5 cards on your Nation, (face-down)change it into any order, and put them back onto your Nation. C-S73 Logos 2-2-2 (Disposition Phase): Destroy an opponent's Operation. If so, recover your Nation equal to the Total NP Cost of that Operation. Uncommon C-S74 Yatanocagami 2-3-1 (Battle Phase0: Negate the destruction of one of your Units other than destroy by battle damages. Uncommon C-S75 Athrun's Escape 2-4-2 (Self Disposition Phase): Move an opponent's character into your Hangar. C-S76 Idea of Golden 4-4-0 [Restrict to 1/Turn] (Self Disposition Phase): Pay the Normal Cost of an Unit in your hand with Total NP -1, and move it into your Hangar. At the end of turn, put that Unit into your Disposition Area in Reroll position. Rare C-S77 Requiem 3-6-1 (Damage Calculation Step): Use effect of "Area Weapon(5)" on all Units in one battle area. Rare -------------------Operations------------ O-S22 Continue Memory 2-2-0 (Auto D): All players, at the beginning of (their) turn, when they control an Unit originally owned by opponent, randomly discard a card from their hand. Uncommon O-S23 DRAGOON System 2-3-0 (Defense Step): <<1 Each>>One of your Unit gains "Psycommu" +1 until end of turn. This effect cannot target the same Unit during a turn. Uncommon -------------------Generations----------- G-27 White Basic G (Auto A): Produce one White Nation Power. G-S30 White Basic G (Auto A): Produce one White Nation Power. G-S31 White Basic G (Auto A): Produce one White Nation Power. ________________ __________/ Purple \________________________ -------------------Units----------------- U-17 Mirror Blast Device 0-2-0 */0/1 S Support (Self Return Step): <>When this card is in the Battle Area, destroy an Unit with "Colony". If so, doeal damages to opponent's Nation equal to that Unit's original defense strength. Rare U-18 Malkio Mansion 0-1-0 */0/3 E Stronghold (Normal): <>One of your G, until end of turn, cannot be destroy by opponent's effect. -------------------Characters------------ NONE. -------------------Commands-------------- C-7 Gundam Fight International 0-1-0 [Extra Cost>Abolish one of your G] (Normal): Look at the top 10 cards on your Nation, pull a Basic G from there, and you can play it. If the G abolish with "Extra Cost" is being destroy by opponent's effect, in addition, pull a Basic G out, and you can play it. Shuffle your Nation afterward. -------------------Operations------------ NONE. -------------------Generations----------- G-14 Space Transporting Corporation (Auto B): This card is not included in the restriction of "One G play per turn". (Auto A): During Disposition Phase, negate all Purple Nation Power other than ones produced by Basic G. G-15 Retiree (Auto A): When you have 2 or more types of Basic Gs, all of your Gs cannot be target of opponent's effect. (Normal): <>This card would produce a Nation Power same as one produce by opponent until end of turn.