Gundam War TCG - Card Translation TXT File Translation File for: Sect of Undefeated (Set 17) Document version 2.5, last update 8/30/06 (c)2006 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: UNIT: 71 (Blue 12, Green 11, Black 11, Red 11, Brown 12, White 13, Purple 1) CHARACTER: 50 (Blue 10, Green 8, Black 7, Red 7, Brown 8, White 10) COMMAND: 32 (Blue 4, Green 4, Black 5, Red 4, Brown 3, White 6, Dual 6) OPERATION: 28 (Blue 4, Green 4, Black 3, Red 4, Brown 5, White 2, Dual 6) Gs: 20 (3 U/G/B/R/O + 4 W + Purple 1) TOTAL: 180 (201) 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) **FOR DUAL CARDS, the Designate Cost is in letter for following: U = Blue, G = Green, B = Black, R = Red **NOTE: Some common abbrevation/term used in this file LCP = Lost Card/Lost Card Pile DNP Cost = Designate NP Cost TNP Cost = Total NP Cost DCS = Damage Calculation Step NP = Nation Power --------------------------------------- FILE HISTORY: v2.6 - Add some missing Unit # - Fix timing of U-S138 v2.5 - Fix up/clear up some errors - Add errata text to C-C22 v2.0 - Finish all cards --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-289 RGM-79G GM Command (Morumoto Team Specification) 1-1-2 2/1/2 S/E (Battle Phase): <<0>>Destroy this card. If so, draw a card. U-290 RX-79BD-1 Blue Destiny Machine 1 1-2-2 2/1/3 S/E (Auto A): This card gains +1/+0/+0 for each opponent's Unit with "Name: Blue" and character with "NT". (Auto D): At the beginning of DCS, when this card is in the Battle Area, deal 2 damages to an Unit in Battle Area. U-291 RGM-109 Heavygun (Birgit Pirjo Machine) 2-2-1 2/1/2 S/E (Auto A): All of your Units in this card's detachment with TNP cost of 3 or more gains +1/+1/+1. U-292 F71 G Cannon 1-2-0 1/1/2 S/E U-293 MSA-099-2 Rick Dias II 2-3-2 3/2/4 S/E Space Battle(1) <<[2.3]>>Change(Rick Dias) (Auto B): When this card is in your hand, and an Unit with "Name: Dias" is not in field or Junkyard, this gains TNP cost +2. U-294 F90H Gundam F90H 1-4-2 4/1/4 E <<[2.4]>>Change(Gundam F90) (Auto B): This card comes into play in Reroll position. (Self Battle Phase): <<1>>When this card is in Battle Area, return this card to owner's hand. Uncommon U-295 LM314V21 V2 Gundam 2-5-2 4/2/4 S/E Prevent(5) Quick Special Shield(1) [Multiple>All your Units gains "High Mobility" until end of turn] [Multiple>Deal X damages to an opponent's detachment battling with this card. The value X is equal to that opponent's detachment's detachment battle strength. This damages is resolved same as "Battle Damages deal by a detachment"] Rare U-296 MSZ-007 Z II 2-5-1 4/1/4 S/E Prevent(3) Transformer Space Battle(1) (Auto B): <<[2.X]>>When this card comes into play, you can put any amount of Units in your hand and/or your Hangar with TNP cost of X or less into your Disposition Area in Reroll position. ================== MA Mode: */2/5 High Mobility Rare U-297 F91 Gundam F91 2-6-1 5/3/5 S/E Prevent(5) Special Shield(1) (Auto B): <<[1.1]>>When this card is in hand, and would be moved from hand to other places by opponent's effect, or when an opponent's card with Total NP cost 5 or more comes into play, you can put this into your Disposition Area in Reroll position. (Auto A): This card's set group cannot be moved or roll by opponent's effect other than abolishment. Rare U-298 Core Fighter (Oliver Inoe Machine) 1-2-1 */1/2 S/E High Mobility (Defense Step): <<1>>Abolish this card. If so, move an opponent's Unit battling with this card to opponent's Disposition Area in rolled position. Uncommon U-299 Reinforce 2-3-1 */1/2 S/E Cruiser Supplement(1) (Self Disposition Phase): <<0>>When there's no Coins on this card, choose and abolish an Unit with "Cruiser" in it. If so, put X +1/+1/+1 coin onto this card. The value X is equal to the TNP cost of the abolished Unit. Uncommon U-300 Roy Battle Museum 1-1-0 */0/3 E Stronghold (Opponent's Defense Step): <<[1.X](1)>>When this card is in the Battle Area, reveal the top card on your Nation. If the revealed card is an Unit with TNP cost of X or less, you can put that Unit into this card's detachment in any order in Reroll position. -------------------Characters------------ CH-178 Seabrook Arno 3-5-0 2/2/2 M/Ch/NT Prevent(5) (Normal): <<1>>Choose a name. During this turn, this card's set group cannot be target by effect of opponent's card with the chosen name. Rare CH-179 Cecily Fairchild 1-4-0 1/2/2 F/Ch/NT Prevent(3) (Auto A): This card's set group would not be moved by effect of opponent's Command. (Auto A): When you have 0 G, produce 4 Blue Nation Power. Rare CH-180 Dowaid Gamuri 2-2-0 0/0/0 M/Ch (Auto A): All of your characters not in Battle gains +1/+1/+1. Uncommon CH-181 Dorothy Moore 1-1-0 0/0/0 F/Ch [Set/Ch] (Self Disposition Phase): <<[1.X](0)>>When this card is set onto an Unit, put a character with TNP cost of X or less with "Ch" in your Hangar or your Junkyard to set to that Unit. Uncommon CH-182 Roy Jung 1-2-0 */1/0 M/Ad (Auto A): The original battle strength of the Unit this card set onto is changed to */1/2. (Defense Step): <<1>>Move the Unit this card set onto into a Battle Area with opponent's Unit in Reroll position. CH-183 Oliver Inoe 2-2-0 1/1/1 M/Ad (Battle Phase): <<1>>When this card is in the Battle Area, abolish this card. If so, move an opponent's card outside of Gs just puts to play this turn (before this effect resolves) to opponent's Hangar. CH-184 Damura 1-2-0 0/0/0 M/Ad [Set/G] (Auto B): This card can be set onto opponent's Basic G or opponent's Unit. (Auto D): When own Nation receives battle damages, pay (1). Uncommon CH-185 Philip Hughes 1-1-0 1/1/0 M/Ad (Auto D): When the Unit this card set onto is destroy and abolish outside of by Battle Damages, move this card to your Hangar instead of abolish. Afterward, draw a card. CH-186 Samana Furis 1-1-0 0/1/1 M/Ch (Auto D): When the Unit this card set onto is destroy and abolish outside of by Battle Damages, move this card to your Hangar instead of abolish. Afterward, draw a card. CH-187 Morin Kitamura 1-1-0 0/0/0 F/Ch [Set/Ch] (Battle Phase): <>When this card is in the Battle Area, negate 1 special effect of an opponent's Unit until end of turn. -------------------Commands-------------- C-111 First Campaign 1-1-0 Prevent(3) (Normal): One of your Unit that is in play would put to your Disposition Area in Reroll position. C-112 Attacking Elbow of Cruelty 1-1-0 Prevent(3) (Normal): During this turn, when the effect of an opponent's Operation (before this effect resolve) with TNP cost of 2 or less would look or reveal card in opponent's Nation, move one opponent G to the top of owner's Nation. Uncommon C-113 No Salt! 1-2-0 (Normal): All players, during this turn, (after this effect resolves) cannot pay Resource Cost (of (1) or more) for the play of text or play of a card other than Unit. Uncommon C-114 Will Butterfly fly to Desert? 2-3-0 [Restrict to 1/Turn] Prevent(3) (Self Turn): Move the top card on your Nation into your Hangar. If the moved card is outside of a G, move the the card on opponent's Nation to your Hangar. Rare -------------------Operations------------ O-118 Naked Escape 1-1-0 (Disposition Phase): <>Move a card set by card owned by opponent on one of the card own by you to your Hangar. Uncommon O-119 Power that Conceals 1-2-0 (Normal): <<1>>During this turn, (before this effect resolves) when 2 or more of your cards are destroy, negate the destruction of one of your card that is being destroy by opponent's effect. O-120 Temporarily Taking Things 1-2-0 (Normal): <<0>>Abolish a card in your Hangar. If so, recover your Nation by 3. When that card is originally owned by opponent, in addition, recover your Nation by 3. O-121 Breakwater of Life 2-4-0 [Extra Cost>Abolish X of your cards outside of Gs without "Stronghold"] (Auto B): When this card comes into play, put X coins onto this card. (NOrmal): <<0>>Remove a coin from the game from this card. If so, your Nation does not receives damages during this turn. Rare -------------------Generations----------- G-61 Blue Basic G (Auto A): Produce one Blue Nation Power. G-62 Blue Basic G (Auto A): Produce one Blue Nation Power. G-63 Blue Basic G (Auto A): Produce one Blue Nation Power. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-264 MS-08TX[EXAM] Efreet Kai 1-2-2 3/0/2 E (Auto A): This card gains +1/+0/+0 for each opponent's Unit with "Name: Blue" and character with "NT". (Auto D): When this card is in the battle area at the beginning of DCS, deal 1 damage to all Units. U-265 MS-06 Zaku II (Cozun Graham Machine) 1-1-2 2/1/2 E [Team>(Ral Team) (DCS): <<1>>All opponent's character battling with this card gains -1/-1/-1 until end of turn] U-266 MS-07B Gouf (Ramba Ral Machine) 2-2-1 3/1/2 E [Restrict to 1/Self] Prevent(3) [Team>(Ral Team) Desert] (Self Damage Calculation Step): <<1>>When this card is in a battle, at the end of the turn, start a new turn without changing player. During that new turn, only Battle Phase would happen. Rare U-267 MS-06 Zaku II (Acous Machine) 1-1-2 2/1/2 E [Team>(Ral Team)] (Auto B): When this card is in your hand, and there's your Unit with "Ral Team", this gains "Quick". U-268 EMS-10 Zudah (1st Machine) 2-3-2 3/1/2 S/E Space Battle(2) (Auto B): This card comes into play in Reroll position. (Normal): <<0>>This card gains "High Mobility" until end of turn. At the end of turn, abolish this card. U-269 EMS-10 Zudah (2nd Machine) 2-3-1 3/1/2 S/E Quick Space Battle(1) (Normal): <<0>>This card gains "High Mobility" until end of turn. At the end of turn, abolish this card. U-270 OMS-15RF RF Gyan 1-4-1 5/1/3 S/E Quick Raid [Extra Cost>Remove 2 Green cards in your Junkyard from game] Uncommon U-271 MSN-02 Perfect Zeong 2-5-2 4/4/4 S/E Prevent(5) Psycommu(2) (AUto B): <<[4.5]>>When this card comes into play, you can deal 5 damages to an opponent's Unit. Rare U-272 Observation Machine 1-2-0 */0/1 S (Self Return Step): <<0>>When there's another Unit(s) in this card's detachment, draw a card. Uncommon U-273 Gallop 1-1-1 */1/3 E Cruiser [Team>(Ral Team) Supplement(1)] U-274 Lob Lake 1-1-0 */0/4 E Stronghold (Auto A): When this card has a coin on it, it lose Terrain 'E' and gains Terrain 'S'. (Self Disposition Phase): <<0>>Put a coin on top of this card, or remove a coin on top of this card. Uncommon -------------------Characters------------ CH-156 Ramba Ral 2-3-0 2/0/2 M/Ad Prevent(3) Desert [Substitute Cost>(TNP cost -1): Reroll one of your Unit with "Ral Team"] (Auto A): All of your Units with "Ral Team" gains +1/+1/+1. Rare CH-157 Clamp 2-2-0 1/1/1 M/Ad (Self DCS): <<0>>Deal X damage to opponent's Nation. The value X is equal to the number of characters set on Units with "Ral Team". CH-158 Acous 1-1-0 0/1/1 M/Ad (Defense Step): <<1>>When this card is in Battle Area, during this turn in DCS, opponent can't play any text except (Auto) effects. CH-159 Cozun Graham 1-1-0 1/1/0 M/Ad (Auto D): When this card is destroy and abolish, move this card to your Hangar instead of abolish it. (DCS): <>Move a rolled Unit battling with this card to your Hangar. CH-160 Zeigan 2-2-0 0/0/1 M/Ad (Self Attack Step): <<1>>When this card is in Earth Area, opponent choose 1 of his/her Unit with Terrain 'E' and move it to the same Battle Area as this card. CH-161 Clawley Hamon 1-1-0 0/0/0 F/Ad (Attack Step): <<1>>This card gains +1/+1/+0 until end of turn for each Units with "Ral Team" in your Junkyard. Uncommon CH-162 Merion Welsh 1-2-0 0/1/1 F/Ch/NT [Set/Ch] (Auto A): When this card is set on a character, the Unit in this card's set group gains the following text. "Swift Strike Raid Space Battle(2) (Normal): <<0>>This card gains +2/+2/+2 until end of turn" Uncommon CH-163 Kurst Moses 1-1-0 0/0/0 M/Ad (Auto A): All name of your opponent's Unit are treated as "Blue". Uncommon -------------------Commands-------------- C-111 Spreading Intensity 1-1-0 (Normal): Remove a +1/+1/+1 coin from one of your Unit. If so, put a +1/+1/+1 Coin onto another of your Unit. C-112 Wind Blowing Soon 1-1-0 Prevent(3) (Normal): During this turn, when the effect of an opponent's Operation (after this card resolve) with TNP cost of 2 or less would look at card in opponent's Nation, deal 5 damage to opponent's Nation. Uncommon C-113 Close Combat Tactics 2-2-0 Prevent(5) (Self Disposition Phase0: All of your characters gains the following text until end of turn. "(DCS): <<1>>Abolish this card in the Battle Area. If so, destroy an opponent's card outside of G or Unit" C-114 Warriors of Past Battles 2-3-0 Prevent(3) (Self Disposition Phase): When you have "Ramba Ral", look at all cards in your Nation, from there put up to 2 Units with "Ral Team" and you can put them into your Disposition Area in Reroll position. Afterward, shuffle your Nation. Rare -------------------Operations------------ O-104 Repeated Assault 1-1-0 (Auto A): During "New Turn" that's started by your card's effect, all your Unit gains +1/+1/+1. Uncommon O-105 Preparation Stone for Victory 2-3-0 (DCS): <<0 Each>>Choose an abolish an Unit from hand. If so, deal X damages to an opponent's Unit in the Battle Area. The value X is equal to the attack strength of the abolished Unit. Rare O-106 Leak of Informations 2-4-0 (Auto B): Put 3 coins on this card when this card comes into play. (Auto D): Remove a coin from this card at beginning of your turn. If there's no coin, abolish this card. (Auto A): All player can't play Units with Specific NP of X or more. The value X is equal to the number of coins on this card. Uncommon O-107 Closest Distance 1-3-0 (Auto A): When this card is battling, Battle Damage done by this card's detachment are dealt to opponent's Nation instead of opponent's detachment battling with this card. (NOTE: This card is an 'Operation(UNIT)') -------------------Generations----------- G-54 Green Basic G (Auto A): Produce one Green Nation Power. G-55 Green Basic G (Auto A): Produce one Green Nation Power. G-56 Green Basic G (Auto A): Produce one Green Nation Power. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-145 MS-06V Zaku Tank 1-1-0 1/0/1 E Dismantle (Self Disposition Phase): <<0>>Abolish 1 of your Units with "Dismantle" outside of this card. If so, draw a card. U-146 RX-178 Gundam Mk-II (Machine #3) 1-1-1 3/1/2 S/E (Auto D): Destroy one of your Operation at the end of your turn. (Auto D): When this card sorties for attack, move this card's set group to opponent's Disposition Area in Reroll position at the end of turn. Rare U-147 RX-110 Gabthley b(beta) (Titans Specification) 1-2-1 2/1/2 S/E U-148 RMS-154 Barzam 2-3-1 0/1/2 S/E (Auto B): When this card comes into play, put X +1/+0/+0 coin onto this card. The value X is number of your Units (when resolved). U-149 RGM-79Q GM Quel (Konpeitoh Side Army Specification) 1-4-1 3/1/3 S/E (Auto D): When this card sorties for defense, it gains +1/+1/+1 until end of turn. U-150 RX-121 Gundam TR-1 [Hazel Kai] Icarus Unit Equipped 2-5-2 4/1/5 S/E Prevent(5) High Mobility Special Shield(1) [Extra Cost>Discard a card from hand] (Auto A): This card would not be rolled by the designate effect of Return Step. Rare U-151 ORX-005 Gaplant TR-5 [Fiver] 2-6-2 0/3/7 S/E Prevent(5) Transformer Space Battle(2) Special Shield(3) (Attack Step): <>Move X of your Units with this card in the same area as this card to a Battle Area in Reroll position. During this turn, all Units in this card's detachment cannot be target by opponent's Command. =============== MS MOde: 4/2/6 Uncommon U-152 Aswan 2-2-1 */1/3 S Cruiser Supplement(2) (Auto D): When this card sorties in the same detachment as your Unit with "Name: TR", draw a card at the end of turn. This effect cannot be repeat. Uncommon U-153 Green Noa 1 1-2-0 */1/5 S Stronghold Colony (Auto A): When this card is in Reroll position, all of your Units play gains "Prevent(3)". U-Z87 ZM-S21G Bruckeng (Lupe Cineau Machine) 2-4-2 4/1/3 S/E Raid [Tire] [Special Shield(2)] (Auto D): <<[2.4]>>When this card is destroy and abolish, all players choose and abolish one of his/her Unit. Uncommon U-Z88 ZMT-A30S Birknau 2-4-2 3/3/5 S [Restrict to 1/Self] High Mobility Area Weapon(2) (Auto D): At the end of your turn, you can put an Unit from Junkyard, after paying its TNP cost, to your Disposition Area in Rolled position. (Auto D): When your Unit is abolished while in Battle Area, remove this card from game. Rare -------------------Characters------------ CH-80 Daba Baro 1-1-0 1/0/0 M/Ad (Auto B): This card comes into play in Reroll position. (Self Disposition Phase): <<2>>Roll this card. THis effect can only be use by opponent. CH-81 Franklin Bidan 1-3-0 0/0/0 M/Ad (AUto B): This card can only be set onto opponent's Unit. (Auto D): At the end of your turn, move the Unit this card set onto to opponent's Disposition Area. (Disposition Phase0: <<0>>Abolish this card and a Command from hand. This effect cannot be use by the owner of this card. CH-82 Hilda Bidan 2-2-0 0/0/0 F/Ad (Auto A): When this card is in Battle Area, all players cannot play Command. (Normal): <<1>>Abolish the Unit this card set onto. CH-83 Wes Murphy 2-3-0 1/1/2 M/Ad (Self Disposition Phase): <<1>>The Unit own by you this card set on with "Name: TR" can be changed with an Unit with "Name: TR" from your hand. Uncommon CH-84 Audrey Eipril 1-1-0 0/1/1 F/Ad (Normal): <<0>>Choose and abolish an Unit with "Name: TR" from hand. If so, all your Units with "Name: TR" gains +2/+2/+0 until end of turn. Uncommon CH-Z56 Lupe Cineau 1-3-0 2/0/1 F/Ad Prevent(4) Raid (Auto D): When the Battle Damages deal by this card's detachment destroy and abolish an opponent's Unit, destroy an opponent's Unit. (Auto D): When the Unit this card set onto is destroy and abolish by Battle Damages, abolish one of your Unit. Rare CH-Z57 Arbeo Pippiniden 1-3-0 1/1/1 M/Ad Prevent(4) Swift Strike (Auto D): When this card's detachment deals battle damages, draw a card. (Auto D): When this card is in Battle Area, and your Unit is destroy, destroy the Unit this card set onto. Uncommon -------------------Commands-------------- C-66 Emma's Escape 1-1-0 Prevent(3) (Normal): During this turn, when the effect of an opponent's Operation (after this card resolve) with TNP cost of 2 or less would look at card in opponent's Nation, randomly abolish 2 cards from opponent's hand. Uncommon C-67 Processing of Unused Items 1-1-1 (Self Attack Step): Put a Dismantle Coin onto an opponent's Unit without character set onto it with TNP cost of 2 or lower. C-68 Bold Attack 2-2-0 (Normal): One of your Unit gains +3/+3/-X until end of turn. The value X is equal to that Unit's defense strength -1. C-69 Gyrps Startup 1-3-1 (Normal): Destroy all cards with Coin on it. Uncommon C-Z38 Accompanate 2-3-2 (Normal): Remove from game a card outside of G from opponent's Junkyard from the game. If so, destroy a card with the same name as the removed card. Rare -------------------Operations------------ O-68 Brutality of Military 2-3-0 (Auto B): This card can only be set onto opponent's Operations. [(Auto A): The text of the Operation this card set onto and all Operations (on field) with the same name is negated] Rare (NOTE: This card is Operation(OPERATION)) O-Z29 Crushing 1-2-0 (Auto D): All players, at the beginning of their own turn, remove a card from the game from opponent's Junkyard. O-Z30 Terror Politics 1-3-0 (Auto D): All players, when their card is destroy and abolish by opponent's effect, randomly abolish a card from their own hand. Uncommon -------------------Generations----------- G-37 Black Basic G (Auto A): Produce one Black Nation Power. G-Z21 Black Basic G (Auto A): Produce one Black Nation Power. G-z22 Black Basic G (Auto A): Produce one Black Nation Power. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-C75 XM-01 Den'an Zon 1-2-2 2/0/2 S/E Special Shield(1) (Auto A): This card gains +1/+1/+0 when there's an opponent's Unit with "Special Shield". U-C76 XM-02 Den'an Gei 1-2-2 2/1/1 S/E Special Shield(1) (Auto A): When there's an opponent's Unit with "Special Shield", this card gains +1/+1/+0. U-C77 XM-03 Ebirhu-S 1-2-1 1/1/2 S/E (Auto B): When this card comes into play, look at the top X cards on your Nation, and put the back to the top of your Nation in any order. The value X is equal to number of opponent's Gs. U-C78 XM-04 Berga Dalas 2-4-2 4/1/3 S/E Prevent(3) Special Shield(1) (Auto B): When this card comes into play, look at the top X cards on your Nation. From there put any amount of Units with "Name: Den'an" and "Name: Berga", after paying the DNP Cost, to your Disposition Area in rolled position. The value X is equal to number of Gs (on field). Uncommon U-C79 XM-05 Berga Giros (Zabine Chareux Machine) 2-5-1 4/2/4 S/E Prevent(4) Special Shield(1) (Auto B): When this card comes into play, put a +1/+1/+1 coin onto all of your Units without coin on it with "Name: Den'an" and "Name: Berga". Rare U-C80 XM-06 Dahgi Iris 2-4-1 3/1/3 S/E (Auto B): When this card comes into play, look at the top X cards on your LCP, from there put any number of Units, reveal them and you can put them to the top of your Nation in any order. The value X is equal to number of Basic Gs (on field). U-C81 XM-07 Vigna Ghina 2-6-2 5/2/5 S/E Prevent(3) Special Shield(1) (Auto A): This card's set group, when there's another of your Red card in the same area as this card outside of this card's set group, would not be destroy or receive damages outside of by your own effect. Rare U-C82 XMA-01 Rafflesia 2-6-2 5/5/5 S Prevent(5) Area Weapon(3) Special Shield(3) [(Auto A): This card cannot be move by opponent's effects outside of abolish] (Damage Calculation Step): <<[2.6](0)>>Abolish one of your "Bug" in the Battle Area. If so, destroy an opponent's card without set card set onto it with total cost amount of 8 or less. Rare U-C83 Bug 1-2-0 1/1/1 S/E [(Auto B): This card cannot have set card set onto it, or have text add. Also, cannot comes into play outside by method outside of play] (Auto D): All opponent's cards battling with this card gains TNP cost -1 until end of turn. Uncommon U-C84 Zamouth Garr 2-5-1 */2/5 S/E Cruiser Supplement(3) (Auto A): All "Rafflesia" in hand gains "Quick". (Self Turn): <<0>>Reroll one of your "Rafflesia". Uncommon U-C85 Guest House 2-2-0 */0/3 E Stronghold (Normal): <<1>>Move an opponent's character with "Family Name" to one of your Unit that can have character set onto it. -------------------Characters------------ CH-C39 Corozzo Ronah 3-5-0 2/2/2 M/Ad/NT Prev(9) Raid Family Name (Auto D): At the end of your turn, put to play a Bug Coin. Bug Coin is treated as {UNIT, Name "Bug", Terrain S/E, 1/1/1} afterward, and cannot be target of your Command. Rare Ch-C40 Dorel Ronah 2-3-0 2/1/1 M/Ad Space Battle(1) Family Name (Battle Phase): <<0>>When this card's detachment does battle damages to opponent's Nation, recover your Nation by X. The value X is equal to number of your Units with "Name: Den'an" and "Name: Berga". Uncommon CH-C41 Maitsua Ronah 2-2-0 0/0/0 M/Ad Family Name [(Auto A): Your "Cosmo Babylon" cannot be destroy by opponent's effects.] (Auto D): All +1/+1/+1 coins on your Red Units would become +2/+2/+2 coins. Rare CH-C42 Annamarie Bourget 1-3-0 1/1/2 F/Ad (Self Disposition Phase): <<1>>Move the Unit this card set onto to opponent's Disposition Area in Reroll position. Afterward, move an opponent's Unit with a character with "F" set onto it to your Disposition Area. CH-C43 Shiri Kruger 1-3-0 0/0/0 M/Ad Cruiser-use-modification(+0/+0/+1) (Auto A): When this card is in Reroll position, your hand cannot be move by opponent's effect. CH-C44 Theo Fairchild 1-1-0 0/0/0 M/Ad [Set/Ch] (Self Disposition Phase): <<[1.X](0)>>When this card is set onto an Unit, set a character with "Family Name" with TNP cost of X to that Unit. Uncommon CH-C45 Nye Fletchen 1-1-0 0/0/0 F/Ad [Set/Ch] (Auto A): All your Units with a character with "Family Name" set onto it would not be roll by the designate effect of Return Step. (Normal): <<0>>Reroll a character with "Family Name". -------------------Commands-------------- C-C19 Protection of Civilians 1-1-0 (Normal): Move any amount of Gs from opponent's Junkyard to the top of owner's Nation. C-C20 Outrider 1-2-0 (Auto B): When there's an "Outrider" in your Junkyard while this card is in hand, this gains TNP cost +2. (Normal): Negate the play of a Command or Operation, and abolish it. Rare C-C21 Performance of New Generation Machines 1-3-0 (Battle Phase): <<0>>Roll an opoponent's Unit in battle. If so, put a +1/+1/+1 coin onto one of your Unit in the same area as that Unit. C-C22 Mysterious Light that Disturbs Space 2-4-0 (Battle Phase): Put an Unit in your Hangar into your Disposition Area in Reroll position. At the end of Return Step, move it back to owner's Hangar. This card cannot be play at Return Step. Uncommon (NOTE: This is after 8/30 errata text) -------------------Operations------------ O-C15 VIP 1-1-0 (Auto A): All your characters with "Family Name" gains the following text. This effect cannot be repeat. "(Auto D): When this card is in the front of a detachment, and that detachment deals battle damages to opponent's Nation, draw a card" Uncommon O-C16 Tentacle Rod 2-2-0 (Battle Phase): <<0 Each>>Roll X of your Basic Gs. If so, all special effect of an opponent's Unit in the Disposition Area are negated until end of turn. Rare O-C17 Codename "Bug" 1-3-0 (Auto D): At the beginning of your turn when you have a "Rafflesia", you can move a "Bug" from your Junkyard into your Hangar. (Normal): <<0>>Reroll all of your "Bug". Uncommon O-C18 Problem of a Family 2-4-0 (Normal): <<1>>During this turn, (after this effect resolves) abolish a card moves to opponent's Hangar from field in opponent's Hangar. -------------------Generations----------- G-C9 Red Basic G (Auto A): Produce one Red Nation Power. G-C10 Red Basic G (Auto A): Produce one Red Nation Power. G-C11 Red Basic G (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A, X, G \_________________ -------------------Units----------------- U-X88 GX-9900/GS-9900 Gundam X (G Falcon Equipped) 2-5-2 4/2/4 S/E High Mobility <<[2.4]>>Area Weapon(4) <<[2.4]>>Change(Gundam X) (Auto B): This card cannot be put onto field outside of by effect of "Change". (Auto D): When this card's effect of "Area Weapon" destroy an opponent's Unit, deal 4 damages to opponent's Nation. Rare U-X89 GW-9900/GS-9900 Gundam Airmaster (G Falcon Equipped) 2-4-2 0/2/4 S/E Transformer High Mobility <<[2.4]>>Change(Gundam Airmaster) (Normal): <<0>>All unresolved effects that target this card is negate targeting this card. ================== Gundam Airmaster: 3/1/2 Uncommon U-X90 GT-9900/GS-9900 Gundam Leopard (G Falcon Equipped) 2-4-2 2/3/4 S/E <<[1.4]>>Change(Gundam Leopard) (Auto A): This card gets "High Mobility" during opponent's turn. (Battle Phase): <<0 Each>>When this card is in the Battle ARea, choose a card from hand and move it into your Hangar. If so, do 1 damage to an opponent's Unit in the battle area. Uncommon U-G14 GF13-001NHII Master Gundam 3-6-2 5-7/0-0/5-7 S/E Prevent(9) [MF] Sect: Toho Fuhai (Auto A): This card's set group is not target of opponent's card with TNP cost of 4 or less. (Auto A): Opponent Player cannot play cards outside of G that have the same name card in Junkyard. Rare U-G15 GF13-083NCB Arachno Gundam 1-2-1 2-4/0-0/2-1 S/E [MF] U-G16 GF13-049NM Tequila Gundam 2-3-1 2-3/1-1/3-4 S/E [MF] Water (Auto A): When this card is in Ring Area, this card's detachment is treated as sortie to Earth Area and used the effect of "Water". U-G17 GF13-003NEL John Bull Gundam 2-4-2 3-5/2-4/2-4 S/E Prevent(3) [MF] (Defense Step): <<[2.4](X)>>Put X of your "Casshing" into the one of your detachment in a Battle Area including Ring Area in any order. (Self DCS): <<1>>When this card is in the Ring Area, deal 2 damages to an opponent's Unit. Rare U-G18 P-143S Pescatore 1-1-0 1/0/2 E Water U-G19 JMS60 Busshi 1-1-1 2/0/2 S/E (Auto B): This card's play is not include in the restriction of "One Unit can be play per turn". (Auto D): This card is destroy if battling with an opponent's Unit with "MF". U-G20 JMA27T Fantoma 2-3-2 2-3/2-3/3-3 S/E U-G21 MET6-MS Casshing 2-2-2 2/1/3 E Quick [(Auto A): This card cannot have character set onto it] (Auto A): When this card is in the same area as "John Bull Gundam", it gains +1/+1/+1. U-G22 London 1-2-0 */0/4 E Stronghold (Self Attack Step): <>During this turn, all Units in Ring Area would have its shooting strength substitute as Attack Strength when calculating damages. Uncommon -------------------Characters------------ CH-G12 Master Asia 3-6-0 3/0/3 M/Ad/GF Prevent(9) Raid Sect: Toho Fuhai [(Auto A): This card's set group cannot have other card(s) set onto it.] (Auto B): <<[3.5]>>During attack step, this card in hand can be put to field as {UNIT, Name: Toho Fuhai, S/E, 4/0/4} (The cost and text would stay to original description. Also, this effect would continue until it leaves the field) Rare CH-G13 Frank Gastro 1-2-0 2/0/0 M/Ad/GF (Auto D): When this card leaves the field, recover opponent's Nation by 5. CH-G14 Chico Rodriguez 1-2-0 1/1/1 M/Ad/GF (Auto A): This card cannot sorties for attack. (Defense Step): <<0>>Roll a character battling with this card. CH-G15 Gina Rodriguez 1-1-0 0/0/0 F/Ch [Set/Ch] (Auto B): This card can set onto opponent's character with "GF". (Auto A): This card cannot sorties for attack. Uncommon CH-G16 Gonzales 2-2-0 0/0/0 M/Ad [Set/G] (Disposition Phase0: <<1>>Move an opponent's Unit with "MF" originally owned by you to your Disposition Area in rolled position. CH-G17 Gentle Chapman 1-4-0 1/2/2 M/Ad/GF (Auto D): At the beginning of your turn, move a G or an Unit in a Junkyard to the buttom of owner's Nation. If didn't move, this card gains -1/-2/-2 until end of turn. (Auto D): When the effect of the Unit this card set onto would deal damages to opponent's Unit, do 1 damage to that opponent's Unit. Rare CH-G18 Manon Chapman 1-1-0 0/0/0 F/Ad [Set/Ch] (Auto A): All opponent's character battling with this card gains -1/-1/+0. (Normal): <<0>>Choose and abolish a card from hand. Uncommon CH-G19 Ulube Ishikawa 1-1-0 2/1/1 M/Ad/GF (Auto A): This card cannot sortie for attack if there's not your character with "GF". Uncommon -------------------Commands-------------- C-21 Compilation of History 2-3-1 (Self Disposition Phase): Opponent player remove all cards from his/her Nation or his/her LCP. If so, the remaining one would become his/her Nation, and shuffle that Nation afterward. Uncommon C-G8 Juuni Ouhouhai 2-4-0 Prevent(9) (Defense Step): All cards with "Sect: Toho Fuhai" gains the following text until end of turn. This effect can also target cards of Ring Area. "(Defense Step): <<0>>Deal 2 damages to an opponent's Unit in battle area" Uncommon C-G9 Choukyuu Haou Den'eidan 3-5-0 Prevent(9) (Battle Phase): Use the effect of "Area Weapon(5)" on all opponent's Unit battling with cards with "Sect: Toho Fuhai". Thie effect can also target Units in Ring Area. Rare -------------------Operations------------ O-76 Desperate Warning 1-3-0 (Normal): <<0>>Roll 3 of your Gs. If so, all cards in your Junkyard cannot be target of opponent's effect until end of turn. O-X54 The Dead who Starved for Blood 1-1-0 (Battle Phase): <<0 Each>>Your Vulture Point -1. If so, deal 1 damages to an opponent's Unit. O-X55 Devil that cannot be seen 2-3-0 (Auto A): All players cannot play cards from Hangar. (Self Disposition Phase): <<0>>Abolish two of your Basic Gs. If so, abolish this card. This card can be use by all players. Uncommon O-G5 Heavy Fog Production Device 2-3-0 (Auto A): All your Units in Ring Area gains +1/+1/+1. O-G6 Earth as the Ring 2-4-0 (Self Disposition Phase): <>One Earth Area becomes Ring Area until end of turn. Rare -------------------Generations----------- G-G4 Brown Basic G (Auto A): Produce one Brown Nation Power. G-G5 Brown Basic G (Auto A): Produce one Brown Nation Power. G-G6 Brown Basic G (Auto A): Produce one Brown Nation Power. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-106 OZ-15AGX Hydra Gundam 2-5-2 5/2/5 S/E Transformer Area Weapon(3) (Auto B): When this card comes into play, put X +1/+1/+1 coin onto this card. The value X is equal to the total DNP cost of all opponent's Units with "Name: Gundam". ============== MA Mode: 3/2/5 High Mobility Uncommon U-S138 ZGMF-X19A Infinite Justice Gundam 3-6-3 7/4/7 S/E [Restrict to 1] [PS Armor(6)] Space Battle(2) Special Shield(3) (Normal): <<[1.1](0)>>This card gets -2/-2/-2 until end of turn. If so, put a "Lifter Coin" into the same area as this card. Lifter Coin would be treated afterward as {UNIT, S/E, High Mobility, 4/4/4}, and remove it at the end of turn. Rare U-S139 ZGMF-X56S/a Force Impulse Gundam (Lunamaria Hawke Machine) 3-5-2 5/2/5 S/E [PS Armor] Space Battle(2) Special Shield(3) [Substitute Cost>(TNP cost -2) Reveal a character with "F" from hand] (Defense Step): <<1>>When this card is in the Battle Area, put this card to the front of one of your detachment. Uncommon U-S140 GAT-X105E Strike Noir 2-4-2 5/2/5 S/E [PS Armor] Special Shield(3) (Damage Calculation Step): <<[3.4](0)>>When this card is in the battle area, choose and abolish a card from hand with Total NP Cost of X. If so, deal X damages to an opponent's Unit in Reroll position, or, destroy an opponent's Unit battling with this card with Total NP Cost of X or less. Rare U-S141 UWMF/S-1 GINN WASP 1-1-1 2/0/2 E Water (Auto D): When this card's detachment does battle damages to opponent's Nation, exchange a card in opponent's Hangar with the top card on opponent's LCP. U-S142 YFX-600R GuAIZ Kai (Weapon Transporting Prototype) 2-4-2 4/3/4 S/E [PS Armor] Special Shield(3) (Defense Step): <>When this card is in the Battle Area, deal 1 damage to all opponent's Units in Battle Area. (Battle Phase): <<1>>One of your Unit in the same area as this card outside of this card gains +1/+1/+1 until end of turn. U-S143 GAT-01D Long Daggar (Jean Carrey Machine) 1-2-1 3/1/2 S/E Space Battle(1) (Self Disposition Phase): <<2>>When you have less card in your hand than opponent, move this card to own Disposition Area in Reroll position. This effect can only be use by opponent. U-S144 MBF-M1 M1 Astray (Jean Carrey Machine) 1-4-2 3/2/3 S/E Space Battle(1) (Auto A): All opponent's character with TNP cost 3 or less gains -1/-1/+0. U-S145 MBF-P02 Gundam Astray Power Red 1-6-2 6/0/5 S/E Vulture <<[2.4]>>Change(Gundam Astray) (Auto B): When this card comes into play, move all of your Gs to the top of owner's Nation, and put the number moved of coins onto this card. (Defense Step): <<0>>Deal X damages to all opponent's Units battling with this card. The value X is equal to number of Coins on this card. Rare U-S146 MBF-P03 secondG Gundam Astray Blue Second G 1-6-2 5/2/5 S/E Quick Swift Strike <<[2.4]>>Change(Gundam Astray) (Auto B): This card comes into play in Reroll position. Uncommon U-S147 BuCUE (Waltfeld Custom Modified Type Kai) 3-3-2 3/2/2 S/E Vulture [(Auto A): This card can have up to 2 characters set onto it] U-S148 Re H.O.M.E. 2-3-1 */0/4 S/E Cruiser Vulture Supplement(4) (Auto B): When this card is play to the field, you can set a character with "CO" from Junkyard onto this card. (Self Disposition Phase): <<1>>Put a +1/+0/-1 coin onto one of your Unit. U-S149 Daedalus Base 2-4-0 */2/6 S Stronghold Area Weapon(3) (DCS): <>The target of "Area Weapon" of one of your Unit in the Battle Area is changed to "All opponent's Units in a Battle Area" until end of turn. -------------------Characters------------ CH-72 Valder Farkill 2-5-0 2/2/2 M/Ad (Auto B): When this card comes into play, destroy two of your cards outside of Gs or destroy the Unit this card set onto. (Auto D): When this card's detachment does battle damages to opponent's Nation, opponent player choose one of his/her card and abolish it. Uncommon CH-S95 Athrun Zala 3-5-0 2/2/2 M/Ch/CO (Auto A): The Unit this card set onto can sortie for defense in Rolled position with its Battle strength not treated as * when calculating Battle damages (Battle Phase): <<2>>When the Unit this card set onto is in control outside of owner, move that Unit to the owner's Disposition Area. This effect can only be used by opponent player. Rare CH-S96 Lunamaria Hawke 2-3-0 1/1/2 F/Ch/CO (Defense Step): <<[2.4](1)>>When the detachment battle strength of this card's detachment is lower than the detachment battle strength of opponent's detachment battling with this card, you can put an Unit from hand into this card's detachment in any order in Reroll position. Rare CH-S97 Yolant Kent 1-1-0 0/0/0 M/Ch/CO (Auto A): The Unit this card set onto gains "Supplement" +1. (Disposition Phase): <<0>>One of your Unit in the same area as this card outside of the Unit this card set onto gains +1/+0/+0 until end of turn. CH-S98 Vino Dupre 1-1-0 0/0/0 M/Ch/CO (Auto A): The Unit this card set onto gains "Supplement" +1. (Disposition Phase): <<0>>One of your Unit in the same area as this card outside of the Unit this card set onto gains +0/+1/+0 until end of turn. CH-S99 Madd Aves 1-1-0 0/0/0 M/Ch/CO (Auto A): The Unit this card set onto gains "Supplement" +1. (Disposition Phase): <<0>>One of your Unit in the same area as this card outside of the Unit this card set onto gains +0/+0/+1 until end of turn. CH-S100 Sven Cal Bayang 2-4-0 2/1/1 M/Ad (Auto A): This card gains +1/+1/+0 if there's an opponent character with "NT". (Auto D): When this card's detachment does battle damages to opponent's Nation, randomly move a card from opponent's hand into your Hangar. Uncommon CH-S101 Selene McGriff 2-2-0 0/0/2 F/Ad/CO (Self Return Step): <<0>>When this card is in Battle Area, recover your Nation by the number of cards outside of Gs removed from game. Uncommon CH-S102 George Glenn 1-1-0 2/2/2 M/Ad/CO (Auto D): At the beginning of Return step, if either player have more than 4 NPs, destroy this card. CH-S103 Jean Carrey 1-3-0 2/1/1 M/Ad/CO (Battle Phase): <<1>>Move an opponent's Unit that is destroy when battling with this card to top of owner's Nation. If so, destroy an opponent's Operation. -------------------Commands-------------- C-84 Military Coup d'tat 1-1-0 (Normal): All cards in opponent's hand outside of Gs gains DNP cost +1 during this turn. C-S79 All Directions attack 2-2-0 (Defense Step): Deal 2 damages in any way to Units in an opponent's detachment. C-S80 Stricken SoldierS 2-2-0 (Battle Phase): The battle modification of a character gains -X/-Y/-Z until end of turn. The value of X, Y, and Z is equal to that character's original attack, shotting, and defense strength respectively. Uncommon C-S81 Two Lacus 1-3-0 (Normal): Move an opponent's character to opponent's Hangar. Afterward, you can set a character with the same name as the moved card from hand to one of your Unit that can have character set onto it. C-S82 DSSD 2-2-0 (Self Turn): Return a card from your Junkyard that have the same name as 1 of the cards removed from the game. Uncommon C-S83 STARGAZER 2-3-1 [Restrict to 1/Turn] (Disposition Phase): Remove from game a card that is not an Unit or G from the game. If so, the original owner of the removed card draws X cards. The value X is equal to that card's DNP cost. Rare -------------------Operations------------ O-S25 Destiny Plan 1-1-0 (Normal): <<0>>Change the target of a set card play to another target in the same area. However, the new target must be allowed under rule. Rare O-S26 Arbitrary Indiction 2-3-0 (Normal): <>The Battle Strength of one of your Unit outside of Coin without "Cruiser" or "Stronghold" would change to the same value as the original battle strength of the Unit this card set onto until end of turn. Uncommon (NOTE: This card is an "Operation(UNIT)") -------------------Generations----------- G-S32 White Basic G (Auto A): Produce one White Nation Power. G-S33 White Basic G (Auto A): Produce one White Nation Power. G-S34 White Basic G (Auto A): Produce one White Nation Power. G-S35 White Basic G (Auto A): Produce one White Nation Power. __________________________ __________/ Dual \_________________ -------------------Units----------------- NONE. -------------------Characters------------ NONE. -------------------Commands-------------- C-1 Self War 1U/1G-3-0 (Normal): Recover your Nation equal to number of cards in hand. Afterward, do damages to opponent's Nation equal to number of cards in his/her hand. Uncommon C-2 Retreat Movement 1U/1B-2-1 Prevent(5) (Normal): Negate the destruction of all your Units. This effect can target Units in Ring Area. Rare C-3 Visitor from Far Places 1U/1R-3-0 Prevent(3) (Defense Step): Move an Unit in the Battle Area including Ring Area to the top of owner's Nation. Uncommon C-4 Brightness of Soul 1G/1B-4-0 (Battle Phase): Destroy all Units. This effect would also target Units in Ring Area. Rare C-5 Spirit that form Important Matters 1G/1R-3-X Prevent(5) (Defense Step): Do X damages to an Unit in the Battle Area including Ring Area. Uncommon C-6 Complete Sealoff 1B/2R-3-0 (Auto B): This card's play does not affect by effect of "Prevent". (Normal): Negate a play of a card outside of G or Unit and abolish it. Rare -------------------Operations------------ O-1 Forgotten Battle 1U/1G-2-0 Prevent(3) (Auto A): All Gs in hand gains "Quick". Uncommon O-2 The Wedge that's Stops Connection 1U/1B-3-0 (Auto A): All cards cannot be moved or rolled by (that card's) opponent's effect Uncommon O-3 Returning to a place 2U/1R-4-0 [Restrict to 1/Self] (Self Dispostion Phase) <<1>>Look at all cards in your Nation, from there choose a Basic G, and you can reveal it and move it to your hand. Afterward, shuffle your Nation. Rare O-4 Evil Spirits 1G/1B-4-0 (Auto A): All cards in opponent's hand other than Gs gains TNP Cost +1. Uncommon O-5 Help of Comrades 1G/1R-3-0 (Self Turn): <>Look at the top 4 cards on your Nation, and put them back onto the top of your Nation in any order. Rare O-6 Held at Gunpoint 2B/1R-3-0 (Auto A): When opponent player would do the "Hand Adjustment" at the end of his/her turn, the upper limit would become 3. Uncommon -------------------Generations----------- NONE. ________________ __________/ Purple \________________________ -------------------Units----------------- U-20 Works GINN 0-1-1 1/0/1 S/E (Battle Phase): <<0>>Return a card outside of Command from a Hangar to owner's hand. -------------------Characters------------ NONE. -------------------Commands-------------- NONE. -------------------Operations------------ NONE. -------------------Generations----------- G-16 Congromerat (Auto A): Produce 1 Purple Nation Power. (Auto D): Whenever your Dual Card resolves, put a "Defense Team Coin" into field. Defense Team Coin is treated as {UNIT, Terrain S/E, 2/1/2} afterward. END OF FILE.