Gundam War TCG - Card Translation TXT File Translation File for: Trials of Conflict (Set 9) Document version 1.2, last update 8/14/06 (c)2006 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: UNIT: 73 (Blue 12, Green 12, Black 12, Red 12, Brown 12, White 12, Purple 2) CHARACTER: 48 (Blue 8, Green 8, Black 8, Red 8, Brown 8, White 8) COMMAND: 30 (Blue 5, Green 5, Black 5, Red 5, Brown 2, White 8) OPERATION: 30 (Blue 5, Green 5, Black 5, Red 5, Brown 8, White 2) Gs: 19 (3 Each color + Purple 1) TOTAL: 200 (180 in booster) 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?) (Effect) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate Cost)-(Total NP)-(Resource) (Effect) (Rarity) --------------------------------------- FILE HISTORY: v1.2 - File finish v1.1 - Add Red, Wing, Brown cards v1.0 - Initial Version - Finish all SEED, Blue, Purple cards --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units----------------- U-153 RX-78NT-1 FA Gundam NT-1 (Chobham Armor Wearing) 2-5-2 4/0/5 S/E [Multiple>This card gains "Swift Strike" until end of turn] (Auto A): When this card sorties for defense, all opponent's Units battling with this card gains "Swift Strike". (Normal): <<0>>Abolish one of your Basic G. If so, negate this card's destruction and all damages received (by this card). Rare U-154 RGM-79SP GM Sniper II 1-3-1 2/2/2 S/E (Auto A): This card cannot have character with Battle modification of 3 or less set onto it. (Battle Phase): <>When this card is in the Disposition Area, do 1 damage to an Unit in opponent's Disposition Area. Uncommon U-155 LM314V24 V2 Assault Gundam 2-5-2 4/2/4 S/E Area Weapon(0) Special Shield(2) (Self Draw Phase): <<1>>Put a Assault Coin onto this card. Assault coin are treated as "Area Weapon" +1 and +0/+0/+1. (Auto D): When this card receive damages outside of battle damages, remove an Assault Coin from this card. Rare U-156 LM111E03 Gunblaster (Tomache Massari Machine) 2-4-2 3/2/3 S/E Special Shield(1) (Auto B): This card is not include in the limit of "one turn only 1 can be play". (Battle PHase): <<1>>When you have 2 or more characters with "Ch", this card gains "Water", "Desert", "Swift Strike", "Raid", or "Vulture" until end of turn. U-157 RX-78GP03S Gundam Prototype GP03 Stamen 1-3-1 3/1/3 S Prevent(3) Quick [Multiple>Look in your Nation, you can pull out a "Gundam Prototype GP03" from there, reveal it and put it into your hand. Afterward, opponent player shuffle your Nation.] Rare U-158 RGM-79N GM Custom (South Burning Machine) 2-3-1 2/1/3 S/E (Auto D):> When this card have a character set onto it, all of your Units outside of this card with Total NP Cost of 3 or less sortie in this card's detachment gains +1/+1/+1 until end of turn. This effect cannot be repeat. Uncommon U-159 RX-78XX Gundam Pixie 1-3-2 3/0/3 E Swift Strike U-160 RGM-79 GM (White Dingo Specification) 1-2-1 2/0/2 S/E (Auto D): When a Command is play and resolved, this card gains +1/+1/+1 until end of turn. This effect cannot be repeat. U-161 RX-77D Guncannon Mass-Production Type (White Dingo Specification) 2-2-1 1/2/2 S/E [Extra Cost>Remove a Command from your Junkyard from the game] (Auto D): When a Command is play and resolved, this card gains +1/+1/+1 until end of turn. This effect cannot be repeat. U-162 RH-35E Draken E 1-1-0 1/0/1 S/E Support (Auto B): This card comes into play in Reroll position. Also, recover your Nation by 3. U-163 Birmingham 1-2-1 */2/4 S Cruiser Uncommon U-164 Highland 1-1-0 */*/3 S Stronghold Colony (Self Attack Step): <>When there's character with "Ch" in the same area as this card, roll all opponent's characters. -------------------Characters------------ CH-89 Christina Mackenzie 1-3-0 1/0/1 F/Ch (Auto D): This card, when opponent's Unit sorties for attack, if in Reroll position, this gains +1/+1/+1 until end of turn. If in Rolled position, Reroll this. Rare CH-90 Dorothy 1-1-0 0/0/0 F/Ch [Set/Ch.G] (Normal): <>When there's no other of your Unit outside of the set group this card is in, during this turn, all players cannot play text outside of (Auto) ones. Uncommon CH-91 Uso Ebbin 2-5-0 2/2/2 M/Ch/NT (Battle Phase): <<0>>The Unit this card set onto, until the end of turn, would gains the same text outside of (Auto) text of an Unit outside of that Unit in the same area as this card. Rare CH-92 Tomache Massari 1-1-0 0/1/1 M/Ch (Auto B): When this card comes into play, you can reveal the top 5 cards on your LCP. If so, move all characters from there with "Ch" into your hand, and abolish the rest. CH-93 South Burning 1-3-0 1/1/2 M/Ad (Normal): <<0>>Remove a card from opponent's Junkyard from the game. If so, you gains the same amount of Vulture Points equal to that card's total cost amount. At the end of turn, remove this card's set group from the game. Uncommon CH-94 Green Wyatt 1-1-0 0/0/0 M/Ad (Auto A): The play of all your Units with "Cruiser" are not include in the limit of "1 can play per turn". (Self Return Step): <<0>>When this card is in the battle area, recover your Nation equal to number of your Units with "Cruiser" in the battle area. CH-95 Master P Raiya 1-2-0 1/1/1 M/Ad (Attack Step): <<0>>When this effect resolve, choose 1 of the following. 1)Two or more opponent's Units are destroy 2)4 or more Battle Damages are deal to opponent's Nation. During this turn, if the chosen above requirement is satisfy, choose an destroy an Operation at the end of turn. CH-96 Job Jon 1-1-0 0/0/1 M/Ch (Disposition Phase): <<0>>This card gains one of the following text until end of turn. 1)Vulture 2)Cruiser-use-modfication(+0/+1/+0) 3)Supplement(1) (NOTE: This effect cannot target the Unit in this card's set group) Uncommon -------------------Commands-------------- C-56 Cartridge Collection 1-1-0 (Normal): Remove all coins from a card. C-57 Preservation of Confidentaility 2-2-0 (Normal): Move one of your Unit to the bottom of owner's Nation. If so, Roll all Units in an opponent's detachment. Uncommon C-58 Detective Goko 1-3-0 (Disposition Phase): Destroy an Operation. If so, recover your Nation equal to that Operation's total cost amount. C-59 Disappearing Life Blooming Life 2-2-0 [Extra Cost>Abolish one of your card that would be destroy] (Normal): Look at all cards in your Nation, from there you can choose a Blue Unit and a character with "Ch", reveal them and move it into hand. Afterward, opponent player shuffle your Nation. Rare C-60 Immortal 4th Platoon 2-3-0 (Battle Phase): Negate the destruction of all Units in one of your detachment. Also, during this turn, all Units in that detachment does not receive damages or be destroy outside of battle damages. Rare -------------------Operations------------ O-63 Success in Mass Production 1-2-0 (Auto D): When one of your Unit comes into play, you can put all Units with the same Unit Type # as that Unit into field. If so, Reroll all Units with that Unit Type #. (Unit Type # = i.e. "RX-78-2", "MS-06", etc.) Uncommon O-64 Turn for Reserved Machine 1-1-0 (Self Draw Phase): <>During this turn there's no Disposition Phase. If so, put a "Ball Coin" onto field. Ball Coin would bec treated as {UNIT, Card Name "Ball", Terrain "S", 0/1/1} afterward. Uncommon O-65 Neutral Colony 1-3-0 (Auto D): During your turn, if you didn't play cards outside of Gs, and did not sortie, at the end of turn, recover your Nation by 3. (NOTE: The play of this card is include in the conditions) O-66 Instant Tact 1-2-0 (Normal): <<0 Each>>The Unit this card set onto gains -1/+0/+1 until end of turn. This effect can only be use up to number of the original attack strength of that Unit. (NOTE: This is an "Opearation(UNIT)" card) O-67 Megabeam Shield 2-3-0 (Damage Calculation Step): <<1 Each>>When the Unit this card set onto is Reroll, use either the effect of "Area Weapon(2)" or "Special Shield(3)". That Unit, if the Total NP Cost is 4 or less, is rolled. (NOTE: This is an "Opearation(UNIT)" card) Uncommon -------------------Generations----------- G-33 Citizens of Earth Federation (Auto A): Produce one Blue Nation Power. G-34 Citizens of Earth Federation (Auto A): Produce one Blue Nation Power. G-35 Citizens of Earth Federation (Auto A): Produce one Blue Nation Power. __________________________ __________/ Green: Zeon \_________________ -------------------Units----------------- U-139 MS-06FZ Zaku II Kai (Bernard Wiseman Machine) 1-1-1 2/0/2 S/E [Restrict to 1] (Damage Calculation Step): <<1>>When this card have a character set onto it, abolish this card. If so, destroy an opponent's Unit battling with this card. Rare U-140 MSM-03C Hygogg (Hand Missile Unit Equipped) 2-2-1 2/2/1 E Water (Auto D): When all Units in this card's detachment have "Water", at the beginning of defense step, do 1 damage to an opponent's Unit. U-141 MSM-07E Z'Gok E (Steiner Hardy Machine) 1-3-2 3/1/3 E Water (Auto A): When this card's detachment is composed of 2 or more Units with this card and Units with "Water", opponent cannot sortie Units without "Water" to the same battle area as that detachment. Uncommon U-142 MS-18E Kempfer 2-5-2 4/3/4 S/E [Multiple>When this card is in the Battle Area, do 4 damages to an Unit] (Auto A): When this card sorties for attack, opponent player cannot sortie Units with TNP cost 3 or less to the same battle area as this card. Rare U-143 AGX-04 Gebera Tetra 1-5-2 4/2/4 S/E Prevent(5) (Auto B): When Purple NP is produced, this card gan be play with TNP cost -X equal to number of those NPs. (Auto A): When this card has "Swift Strike" and "Raid", this card gains "High Mobility" and +1/+0/+0. Rare U-144 MS-05B Zaku I (Gas Bomb Launcher Equipped) 2-2-0 */0/2 S/E (Self Damage Calculation Step): <>When this card is in the Battle ARea, opponent player gains 1 Pollution Coin. Uncommon U-145 MS-08TX Efreet 1-2-2 3/0/2 E (Auto D): When this card sorties for attack, this gains +1/+0/+0 until end of turn. U-146 MS-14G Gelgogg (Vish Donahue Machine) 2-4-1 3/1/3 S/E (Damage Calculation Step): <<1>>When this card is in Battle mode while in "Custom Machine Set", during this turn, when calculating battle damages, the original attack strength is calculated as tripled. U-147 Rhinoceros 2-3-2 */2/4 E (Auto B): When this card is play when there's opponent's character, put a "Main Cannon Coin" onto this card. When this card have "Main Cannon Coin" on it, it gains "Area Weapon(2)" and +0/+1/+0. U-148 Skiure 2-2-1 */2/1 S Support (Self Return Step): <>Roll one of your Unit in this card's detachment. If so, deal 1 damage to opponent's Nation. However, deal 2 damages to opponent's Unit with "Cruiser". U-149 Lili Marleen 1-2-1 */2/3 S/E Cruiser Supplement(2) (Auto D): This card, at the end of your turn, if opponent have 3 or more NPs more than you, move this card to opponent's Disposition Area rolled. Uncommon U-150 Island East 1-1-0 */0/4 S Stronghold Colony (Self Disposition Phase): <<1>>Put a "Colony Coin" into play. "Colony Coin" is treated as {UNIT, Terrain "S", "Stronghold", "Colony", */*/1}, and is removed at the end of turn. -------------------Characters------------ CH-80 Bernard Wiseman 1-1-0 1/0/0 M/Ch (Auto A): When this card is set onto Unit with Unit # of "MS-06", this gains +1/+0/+2. (Damage Calculation Step): <<1>>When there's opponent's Unit with "Name: Gundam", negate this card's set group destruction. Rare CH-81 Albert Izuha 1-1-0 0/0/0 M/Ch [Set/Ch] (Self Disposition Phase): <>Set a Green character from your Junkyard onto one of your Unit that can have character set onto it. At the end of Damage Calculation Step, remove that character from the game. Uncommon CH-82 Steiner Hardy 1-3-0 1/1/2 M/Ad (Damage Calculation Step): <<1>>When this card does battle damages to opponent's Nation, remove this card from the game. If so, destroy an opponent's Unit in rolled position. However, opponent can choose and abolish a Command from his/her hand to negate that destruction. Uncommon CH-83 Killing 2-3-0 0/0/0 M/Ad (Self Return Step): <<0>>When this card is in the Battle Area, put a "Nuclear Coin" onto this card. (Auto D): When this card have 5 "Nuclear Coin" on it, remove all those Nuclear Coins. If so, destroy all Units without a character set onto it in opponent's Disposition Area. Uncommon CH-84 Vish Donahue 1-3-0 1/2/1 M/Ad (Auto D): When a Command is play and resolve, this card gains the following text until end of turn. "(Auto A): All Units in this card's detachment gains "Swift Strike"" CH-85 Cima Garahau 1-4-0 2/2/1 F/Ad (Battle Phase): <<0 Each>>Remove one of your card from the game. If so, this card gains one of the following text until end of turn. 1)Swift Strike 2)Raid 3)Vulture Rare CH-86 Kurt 2-2-0 1/1/1 M/Ad (Battle Phase): <<1>>Remove this card's set group from the game. If so, put into play an Unit from opponent's Junkyard into your Disposition Area in Reroll position. At the end of turn, abolish that Unit. CH-87 O'Sullivan 1-1-0 0/0/0 M/Ad [Set/G] (Auto A): All plays of your Operations can be play with DNP and TNP -1. However, the minimum value is 1. (Auto D): Abolish this card's set group when your Operation leaves play. -------------------Commands-------------- C-58 Thinking of Hatred 1-2-X (Damage Calculation Step): Do X damages to all Units in one opponent's detachment. The value X is number of Units in that detachment. C-59 Blatant Lie 1-2-0 (Damage Calculation Step): Move a non-Green Unit without a character set onto it into owner's Junkyard. If so, at the end of the turn, put that Unit (from Junkyard) into owner's Disposition Area in Reroll position. Uncommon C-60 Rubicon Plan 1-3-1 Prevent(3) (Disposition Phase): Move an opponent's Unit played just this Phase into owner's hand. Uncommon C-61 Selection of Next Generation MS 2-3-0 (Self Disposition Phase): You can choose an reveal 2 Units from hand. Afteward, opponent choose 1 of the Unit. If so, remove the Unit not chosen from the game, and put the chosen Unit into play in rolled position. Rare C-62 Wicked Planning 2-4-1 (Self Reroll Phase): This turn does not have Draw Phase, Disposition Phase and Battle Phase. If so, destroy an opponent's card without card set onto it outside of Basic G. Rare -------------------Operations------------ O-53 Antartic Treaty 1-1-0 [(Auto A): All player can't play cards with the same name as cards in their Junkyard except Basic G] (Self Reroll Phase):<<0>>Abolish 1 of your G. If so, remove a card from your Junkyard. This effect can be used by all player. O-54 Formation of Desperation 1-2-0 (Auto A): When you have 0 cards in hand, all of your Units gains +1/+1/+1. This effect cannot be repeat. Uncommon O-55 Tragedy of Side 2 1-4-0 (Auto A): You draw one less card in the designate effect of Draw Phase. (Auto D): At the end of your turn, opponent gains one Pollution Coin. This effect cannot be repeat. Uncommon O-56 Axe of Mantis 1-1-0 (Auto A): All your Units gains the following text. This effect cannot be repeat. "(Self Damage Calculation Step): <<0>>Deal 1 damage to an opponent's Unit with higher TNP cost than this card battling with this card" O-57 Artillery Posture 1-2-0 (Normal): <<0 Each>>The Unit this card set onto gains -1/+1/+0 until end of turn. This effect can only be resolved number of times up to that Unit's original attack strength. -------------------Generations----------- G-30 Citizens of Principlity of Zeon (Auto A): Produce one Green Nation Power. G-31 Citizens of Principlity of Zeon (Auto A): Produce one Green Nation Power. G-32 Citizens of Principlity of Zeon (Auto A): Produce one Green Nation Power. __________________________ __________/ Black: Titans, Zanscare \_________________ -------------------Units----------------- U-80 RMS-154 Barzam 1-2-1 3/1/2 S/E (Auto B): This card can only be play when you have 2 or more Units. U-81 PMX-002 Bolinoak Sammahn 2-4-1 3/1/3 S/E [Multiple>Look at a player's hand, and choose and abolish a Command or Operation from there] (Battle Phase): <<0>>When this card is in the Battle Area, remove a card from the game from a Junkyard. Rare U-Z33 ZM-S08GC Zolo Kai 1-2-1 2/0/2 E Transformer Special Shield(1) (Battle Phase): <<0 Each>>Abolish a "Zolo" or "Zolo Kai" in this card's detachment. If so, do 2 damages to an opponent's Unit battling with this card. ========================= Top Terminal & Bottom Terminal: */1/2 U-Z34 ZM-S06G Zollidia 2-2-1 2/1/2 E Raid Special Shield(1) U-Z35 ZM-S22SC Rig Shokew (Imperial Guard Specification) 2-4-2 4/1/3 S/E (Auto A): When a character with "Family Name" is set on this card, it gets +1/+1/+1. U-Z36 ZM-S20S Jabaco 1-5-1 4/0/4 S/E Special Shield(1) (Defense Step): <<0>>When this card is in the forefront of a detachment, roll an opponent's Unit with DNP cost of 1 or less battling with this card. Uncommon U-Z37 ZM-S21G Bruckeng (Lupe Cineau Machine) 1-4-2 3/2/3 S/E [Tire] [Special Shield(2)] (Auto D): When this card is abolish and destroy with a character with 'F' set on this card, destroy a card. Rare U-Z38 ZMT-S28S Gengaozo 2-6-0 5/3/5 S/E Prevent(4) Psycommu(2) [Extra Cost>Remove all cards from all LCP] Rare U-Z39 ZMT-A30S Birknau 2-3-1 2/2/4 S Area Weapon(2) High Mobility (Auto D): When a character with 'F' comes into play, destroy this card. Uncommon U-Z40 Battle Bike Type "Ohtu" 1-1-0 */1/1 E Support Tire (Auto B): When this card is in your Junkyard, when one of your Unit with 'Tire' comes into play on field, put this card into your Disposition Area in reroll position. U-Z41 Shubaten 1-4-1 */2/4 S/E Cruiser Supplement(2) Special Shield(1) (Auto A): This card can't sortie except as the last Unit in a detachment. (Defense Step):<<0>>When a character with 'NT' is in this card's detachment, roll an opponent's character battling with this card. U-Z42 Blue 3 1-2-0 */0/4 S Stronghold Colony (Normal)<<1>>Put a Psychicker Coin on this card. Psychicker Coin is treated as {Character(UNIT), 0/0/0}, and choose from choose one description (text) from "M", "F", "Ch", "Ad", "NT", "Family Name". Also, remove it at the end of turn. -------------------Characters------------ CH-45 Sara Zabiarov 2-2-0 1/1/1 F/Ch/NT [Set/Ch] (Opponent's Return Step): <<0>>Move this card to an opponent's Unit or opponent's character. (Auto D): This card's set group is remove from game when more than 1 card is destroy and abolish. Rare CH-46 Matosh 1-1-0 0/0/0 M/Ad (Battle Phase): <<1>>Roll a non-Black card. If the rolled card have higher TNP Cost than this card, abolish this card at the end of turn. Uncommon CH-Z19 Kisharl Baguad 1-2-0 1/1/1 M/Ad (Auto D): When this card battles with an opponent's card originally own by you, abolish both this card's set group and that opponent card's set group. CH-Z20 Karinga Voegel 1-2-0 1/1/1 F/Ad (Auto A): When there's an opponent's card originally owned by you, this card gains +1/+0/+0. CH-Z21 Mathis Walker 1-1-0 0/0/1 M/Ad (Auto A): This card gains +0/+1/+0 for each "Zolo" and "Zolo Kai" in this card's detachment. Uncommon CH-Z22 Lupe Cineau 1-3-0 2/0/1 F/Ad (Auto A): When there's your character with "M", this card gains +1/+0/+0. Also, when there's opponent's character with "Ch", this gains +1/+0/+0. (Auto D): When this card is destroy and abolish, destroy a card with total cost amount higher than this card. Rare CH-Z23 Cicily Faishirne 1-1-0 0/1/0 F/Ad (Auto A): When this card is set onto an Unit with "Tire", that Unit gains +0/+1/+0. CH-Z24 Tashiro Vago 1-2-0 0/0/0 M/Ad Cruiser-use-modification(+0/+1/+0) (Damage Calculation Step): <>Destroy all characters battling with this card including this card with total original battle modification of 3 or less. (Auto B): When this card is in your Junkyard, and an opponent G is destroy and abolish, return this to owner's hand. Uncommon -------------------Commands-------------- C-36 Goodbye Rosami 1-2-0 (Normal): Put a Rosami Coin onto one of your Unit that can have character set onto it. Rosami Coin is treated as "Character(UNIT), "F", "Ch", "NT", 2/2/2} and is removed at the end of turn. C-37 Trickery 1-4-0 (Disposition Phase): All player reveal a card as "Ante card", and compare the TNP Cost of the "Ante card". The player with the "Ante card" with higher TNP chooses to destroy 2 opponent's cards. If the number is equal, both player choose to destroy a card of respective opponent. However, for this effect, if opponent's "Ante card" have TNP cost of 3 or higher, G revealed would be treated to have TNP cost of 9. Uncommon C-Z13 Sweep Roundup 1-1-0 (Normal): Remove all coins treated as a card. C-Z14 Internal Division 2-4-2 (Self Attack Step): All players choose one type of Basic G. Afterward, abolish all of their own G outside of the chosen Basic Gs. Rare C-Z15 Comet of Battlefield Farrah 2-4-2 (Damage Calculation Step): Destroy an opponent's Unit without a set card set onto it in the Battle Area. Rare -------------------Operations------------ O-37 Unreasonable Order 1-2-0 (Auto D): All players, if they have 0 cards in their hand, at the end of their own turn, abolish one of his/her Unit. Uncommon O-38 Reigning in Ambition 1-3-0 (Auto A): You draw an extra card during the designate effect of Draw Phase. (Auto D): When your Nation would be damaged, randomly abolish a card from hand. Rare O-39 Power remains in Hand 1-3-0 (Auto A): All Units with TNP cost of 4 or more gains the following text. "(Auto D): At the end of their own turn, if the TNP cost of this card is not satisfied, abolish this". Uncommon O-40 Exceeding Field 1-2-0 (Normal): <<0 Each>>The Unit this card set onto gains +1/+0/-1 until end of turn. This effect can only resolve number of times to that Unit's original defense strength during a turn. (NOTE: This is an "Operation(UNIT)" card) O-Z12 Trials of Conflict 1-3-0 (Auto A): All Units of control by the turn player gains +1/+1/+1. Uncommon -------------------Generations----------- G-23 Supporters of Titans (Auto A): Produce one Black Nation Power. G-Z7 Citizens of Zanscare Empire (Auto A): Produce one Black Nation Power. G-Z8 Citizens of Zanscare Empire (Auto A): Produce one Black Nation Power. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-92 RMS-192M Zaku Mariner 1-1-1 2/1/1 E Water (Auto B): This card can be play with Resource Cost 0 if you produce Green NP. U-93 AMX-109 Kapool 2-3-1 3/1/3 E Water Transformer (Battle Phase): <<0>>Abolish this card in Battle Area. If so, destroy an Unit with "Cruiser" or "Stronghold". ============= Mobile Armor Mode: */1/4 High Mobility Water U-94 AMX-006 Gaza D 1-2-1 2/1/1 S/E Transformer =============== Mobile Armor Mode: 0/1/2 High Mobility U-95 MS-14D Desert Gelgogg 1-3-1 3/1/3 E Desert U-96 RMS-099B Schuzrum Dias 1-3-2 2/1/3 S/E (Auto B): This card can be play with Total NP Cost -1 if Blue NP is produce. U-97 AMX-107 Bawoo (Mass Production Type) 2-4-2 4/1/3 S/E Transfomer [(Auto D): Whn this card is in "Transfomred Mode" while in Battle Area, roll an opponent's Unit with Total combat strength 10 or less in that Battle Area or in opponent's Disposition Area] ================ Bawoo Attacker: */1/2 High Mobility U-98 AMX-004-2 Qubeley Mk-II (Elpeo Ple Machine) 2-4-2 3/1/3 S/E Prevent(3) Psycommu(2) [Multiple>One of your Unit gains "Psycommu(3)" until end of turn] Rare U-99 AMA-X2S Neue Zeul II 3-8-2 7/5/7 S Prevent(3) Psycommu(3) High Mobility Special Shield(2) [Substitute Cost>(TNP -X): Roll X Green Basic Gs] Rare U-100 Gwanban 1-3-1 */1/4 S Cruiser Supplement(3) (Self Return Step): <>Move any number of your Units in this card's detachment to owner's hand. Uncommon U-101 Shangri-La 1-2-0 */*/3 S Vulture Stronghold Colony (Disposition Phase): <<0>>One of yoru character in the same area as this card gains "Vulture" until end of turn. U-C23 XM-02 Den'an Gei (Zabine Chareux Machine) 2-3-2 3/1/2 S/E Special Shield(1) (Damage Calculation Step): <<0>>Move a character with "Family Name" set on this card to owner's hand. If so, move this card and an opponent's card battling with this card to bottom of respective owner's Nation. Rare U-C24 XM-05 Berga Giros 2-5-2 4/2/4 S/E Special Shield(1) (Defense Step): <<0 Each>>This card gains -1/+0/+0 until end of turn. If so, an opponent's Unit battling with this card gains -1/+0/+0 until end of turn. This effect can only resolved up to 2 times during a turn. Uncommon -------------------Characters------------ CH-55 Elpeo Ple 1-3-0 1/1/2 F/Ch/NT [Set/Ch] (Battle Phase): <<1>>Reroll this card is there's a character with "M" and "NT". (Battle Phase): <<1>>Roll a character battling with this card with "F" and "NT". Rare CH-56 Beecha Oleg 1-2-1 1/1/1 M/Ch Vulture (Auto D): When an Unit comes into play, move this card to that Unit. (Auto D): When the Unit this card set onto is destroy, move this card back to owner's hand. (Auto A): This card must sortie under the rule. Uncommon CH-57 Mondo Agake 1-1-1 0/0/1 M/Ch Vulture Quick [Set/Ch] (Auto D): When a character comes into play, move this card to that character. (Auto D): When the Unit in this card's set group is destroy, move this card back to owner's hand. (Auto C): At the beginning of your Draw Phase pay (2). Uncommon CH-58 Taman 1-2-0 1/0/0 M/Ch (Auto D): When this card's detachment does battle damages to opponent's Nation, draw a card. (Self Disposition Phase): <<2>>Move this card's set group to either's Disposition Area in Reroll position. This effect can be use by both players. CH-59 Dana Kirai 1-2-0 1/0/1 M/Ad (Normal): <<0>>A card in the same area as this card cannot have set card set onto it during this turn. CH-60 Satou 1-2-0 1/1/1 M/Ad (Auto A): This card's set group cannot be target of Red Commands. CH-61 Yuri Hasler 2-2-0 0/0/0 M/Ad Cruiser-use-modification(+0/+0/+1) (Self Battle Phase): <>All Units in this card's detachment gains the following texts. "(Return Step): <>Move this card back to owner's hand. (Return Step): <>Abolish this card. If so, do 1 damage to opponent's Nation" Uncommon CH-C11 Zabine Chareux 2-4-0 2/1/2 M/Ad Prevent(3) Family Name (Damage Calculation Step): <<1>>When this card's "Custom Machine set" is successful, remove a set group battling with this card that gains battle modification (outside of ones by character) from the game. Rare -------------------Commands-------------- C-37 Ominous Existence 1-3-0 (Battle Phase): Choose a card other than a G. Afterward, move all cards with the same name (other than the chosen card) on field or Junkyard to top of owner's Nation. Rare C-38 Space Ruler 2-5-0 (Auto B): This card's play is not affect by "Prevent". (Normal): Negate the play of all cards (outside of this card) in this cut and abolish them. Rare C-39 Warriors, Again... 2-4-0 Prevent(5) (Self Attack Step): When you have 0 Unit, you can look at all cards in your Nation, put an Unit with "Psycommu" and a character with "F" and "NT" from there, after paying the Normal Cost, to the Battle Area as a set group in Reroll position. Afterward, opponent shuffle your Nation. Rare C-C10 Long Term Project 1-3-0 (Normal): Destroy an opponent's card with the same type and same TNP cost as 1 of your card destroy by battle damages or opponent's effect. Uncommon C-C11 Humble Running-Dog 2-4-1 (Normal): Reveal the top card on opponent's Nation. If that card can be play (Cost outside of Designate NP and Timing) and outside of G, pay the Normal Cost outside of DNP cost, and you can resolve that effect as it is your card. Uncommon -------------------Operations------------ O-43 Fake Report 1-1-0 (Reroll Phase): <>All NPs outside of NPs produced by Basic Gs are negate this turn. O-44 Factional Strife 2-3-0 (Self Dispositon Phase): <<1>>Roll one of your card. If so, roll an opponent's card with the same type and the same Designate NP Cost. Uncommon O-45 Shallow Method 2-2-0 (Auto D): When the Unit this card set onto sortie, opponent player draw a card. O-C8 Spy Mission 1-1-0 (Normal): <<0>>Look at the top card on a Nation or LCP. O-C9 Reason for Backdoor 1-3-0 (Disposition Phase): <<1>>The play of a character before it's set, change it to set onto other Unit in the same area. However, the new set must be applicable under the rule. Uncommon -------------------Generations----------- G-24 Supporters of Neo Zeon (Auto A): Produce one Red Nation Power. G-C6 Citizens of Cosmo Babylonia (Auto A): Produce one Red Nation Power. G-C7 Citizens of Cosmo Babylonia (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A, X \_________________ -------------------Units----------------- U-74 Mahiroo 2-3-2 3/1/2 S/E (Battle Phase): <<0>>This card can be pull out from a detachment with 2 or more Units, and return to the original detachment in any position. If so, this card gains +1/+0/+0 or +0/+1/+0 until end of turn. U-75 Aspite 2-4-1 */2/4 S/E Cruiser Supplement(3) Uncommon U-X11 GX-9900-DV GUndam X Divider 2-5-2 4/2/4 S/E Prevent(3) Vulture (Disposition Phase): <<0>>Use the "Transformer" effect on this card. ================ Gundam X: 3/1/3 Vulture Area Weapon(3) Rare U-X12 RMSN-008 Bertigo 2-4-2 3/1/3 S/E Psycommu(2) (Auto D): When this card is in the battle area, the set group of the Unit that receive damages from this card's "Psycommu" would have its text and all unresolved effect negate until end of turn. Rare U-X13 DT-6800A Daughtress 1-1-0 0/1/1 E (Auto B): This card's play is treated as an Unit with "Cruiser". (Auto D): When this card is destroy and abolish, you gain 2 Vulture Points. U-X14 DT-6800C Daughtress Command 1-2-1 1/1/2 S/E (Auto D): When this card sorties for defense, it gains +0/+1/+0 until end of turn. U-X15 DT-6800HM Daughtress HM Fire Wallaby 1-2-2 1/1/2 E Vulture (Damage Calculation Step): <<1>>Do X damages to an opponent's Unit battling with this car.d The value X is number of "Daughtress HM Fire Wallaby" in this card's detachment. Uncommon U-X16 RMS-006 Jenice 1-1-1 2/0/2 S Vulture U-X17 RMS-006 Jenice Kai (Wedoba Morte Machine) 1-1-0 3/0/1 E Vulture (Auto D): When this card is destroy and abolish while in Battle Area, opponent gains 5 Vulture Points. Uncommon U-X18 RMS-007G Juracg (Cold Climate Specification) 1-2-1 2/1/2 E (Auto A): If this card's detachment only have "Juracg (Cold Climate Specification)", all opponent's Units battling with this card gains -1/-1/+0. This effect cannot be repeat. U-X19 MAN-003 Patulia 2-6-2 4/4/6 S/E Prevent(4) Area Weapon(3) Psycommu(2) [Substitute Cost>(Total NP Cost -2): Your Vulture Points -5] (Auto B): This card gains "Quick" during opponent's Return Step. (Auto B): When this card comes into play, destroy all Units with "Stronghold". Rare U-X20 Fort Severn 1-1-0 */*/4 E Stronghold (Auto B): This card comes into play in Reroll position. (Auto A): When this card is battling with card with "Vulture", it does not receive damages from Battle Damages or be destroy by it. -------------------Characters------------ CH-51 Mesha Kan 1-1-0 0/1/1 F/Ch [(Auto A): The name of the Unit this card set is change to "Armadiro"] (Auto B): When this card comes into play, reroll the set Unit. CH-52 Yan Shikinen 1-1-0 1/1/1 M/Ad (Auto D): When this card is in battle with an opponent's Brown Unit, roll this. CH-X7 Jamil Neate 1-2-0 2/2/2 M/Ad/NT Vulture Cruiser-use-modification(+0/+1/+1) (Auto D): When this card is set onto an Unit without "Cruiser" and "Stronghold" and is in a battle, abolish a card from hand. If you didn't abolish, roll this card. This effect is negate if there's your character with "F" and "NT". Rare CH-X8 Sara Tairel 1-1-0 0/0/0 F/Ad Vulture [Set/Ch] (Normal): <>During this turn, part of the Vulture Point rule for you is change to the following. "Command, Operation = Vulture Point 6 or more" Uncommon CH-X9 Tecus Fazembarg 2-2-0 0/0/0 M/Ad Vulture [Set/G] (Self Draw Phase): <<0>>Choose a card name outside of G. During this turn, if the chosen card name is place into opponent's Junkyard newly, you gains 5 Vulture points. Uncommon CH-X10 Wedoba Morte 1-1-0 1/0/0 F/Ad Vulture (Auto D): When an opponent's card with "Vulture" sortie, Reroll this card. CH-X11 Carris Nautilus 2-4-0 2/1/2 M/Ch/NT (Auto D): At the beginning of your turn, if there's Activate Coin on this card, pay (3). If so, remove an Activate Coin. (Battle Phase): <<0>>PUt an Activate Coin on this card. If so, the Unit this card set on gains "Psycommu" +1 and +1/+1/+1 until end of turn. Rare CH-X12 Nomoa Rongu 1-1-0 0/0/0 M/Ad [(Auto A): THis card can be set onto characters with "NT". If so, that character, when this card is set, gains "Set/Ch" and +1/+1/+1.] Uncommon -------------------Commands-------------- C-X2 Vulturesain 1-3-1 (Defense Step): Pay the Normal Cost of of an Unit with "Vulture" in your Junkyard, and place it into your detachment that the effect of "Vulture" is successful in any order. Uncommon C-X3 Living Place 2-4-0 (Self Return Step): Remove all cards from your LCP from the game. If so, move all cards from your Junkyard into your LCP. Afterward, opponent shuffle your LCP, then remove this card from the game. Rare -------------------Operations------------ O-52 Misunderstand 1-1-0 (Auto A): All of your Units, if there's an opponent Unit with the same Unit type # (as that), it gains the following text. "(Battle Phase): <<0>>Roll an opponent's Unit battling with this card" O-53 Coordinate Play 1-2-0 (Opponent's Defense Step): <<0 Each>>Roll one of your Unit. If so, one of your Unit other than that Unit gains "High Mobility" until end of turn. O-54 Mirror Copy 1-3-0 (Opponent's Disposition Phase): <<0>>Abolish this card, and move one of your Unit that the original card type is an Unit to opponent's Disposition Area. If so, move an opponent's Unit with the same Total cost amount as that Unit to your Disposition Area. Uncommon O-X8 Maintainence 1-2-0 (Normal): <<0>>Your Vulture Point -X. If so, recover your Nation by X. O-X9 Careful Trap 1-2-0 (Self Turn): <<0>>Roll two of your Gs, choose and abolish a card from hand. If so, look at opponent hand, and move a Command or Operation from there to bottom of opponent's Nation. Opponent player draw a card. Uncommon O-X10 Can you hear my Voice! 1-3-0 (Return Step): <>Your Vulture Point -X. If so, put an Unit from opponent's Junkyard to your Disposition Area in Rolled position. The value X is equal to that Unit's total cost amount. Uncommon O-X11 Lilic Operation 2-3-0 (Disposition Phase): <<0 Each>>Roll 3 of your Gs, choose an abolish 2 cards from hand. If so, reveal the top 3 cards on opponent's Nation, abolish all of the cards outside of Gs from there, and opponent player choose to put the rest of the cards into top or bottom of the original Nation. Rare O-X12 Genius Mechanic 1-2-0 Vulture (Auto B): When this card comes into play, draw a card at the end of turn. (This is an "OPERATION(UNIT)" card) -------------------Generations----------- G-22 Supporters of Militia (Auto A): Produce one Brown Nation Power. G-X3 A.W. Earth Citizens (Auto A): Produce one Brown Nation Power. G-X4 A.W. Earth Citizens (Auto A): Produce one Brown Nation Power. __________________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-77 OZ-09MMS Pisces 2-2-1 1/1/2 E Water (Self Return Step): <<1>>When this card is in Earth Area, remove an Unit in opponent's Junkyard from the game. If so, you gain X Vulture Points. The vaule X is the Total NP Cost of the removed Unit. U-78 OZ-07AMS Aries (Walker Machine) 1-2-1 2/1/2 E (Auto A): When this card sorties for defense, negate the "Swift Strike", "Raid" and "Area Weapon" of all opponent's Units battling with this card. U-79 OZX-GU01A Gundam Geminass 01 2-4-1 3/1/3 (NONE) (Attack Step): <<0>>This card gains one of the following Terrain, text, and battle modification until end of turn. 1)Terrain S/E, +1/+0/+0 2)<<[3.4]>>Terrain E, "Desert", +0/+0/+1 3)<<[3.4]>>Terrain S, "High Mobility", +0/+0/+1 Rare U-80 OZX-GU02A Gundam Geminass 02 2-4-1 3/1/3 S/E (Attack Step): <<0>>This card gains one of the following text, and battle modification until end of turn. 1)+1/+0/+0 2)<<[3.4]>>"Swift Strike", +0/+0/-1 3)<<[3.4]>>"Area Weapon(2)", +0/+2/+0 Uncommon U-81 OZ-06MS-SN3 Leo-N 1-3-1 2/0/3 S/E (Auto A): When there's a character with "Family Name" set onto it, this card gains +1/+0/+0. U-82 Lake Victoria 1-2-0 */0/3 E Stronghold (Self Return Step): <<0>>Put a Training Coin onto all of your characters with Total Battle Modification of 1 or less. Training Coin would become +1/+0/+0 coin. (Auto D): When this card is destroy, destroy all characters with Training Coin. U-S1 GAT-X105 Strike Gundam 3-4-2 5/2/5 S/E [PS Armor] (Auto A): When this card is in Reroll position in Battle Area, this card and all Units in this card's detachment with "Cruiser" would not be affect by destruction or damages by opponent's effect. Rare U-S2 GAT-X303 Aegis Gundam 3-4-2 5/2/5 S/E [PS Armor] Special Shield(3) (Normal): <<1>>When this card do not have a character set onto it, you can set a character with "CO" from your hand to this card. if so, resolve the effect of "Supplement(1)" targeting this card. Uncommon U-S3 MBF-P02 Gundam Astray (Red Frame) 1-5-2 4/1/4 S/E (Auto B): <<[1.1]>>When this card is in hand, and there's an opponent's Unit with "Gundam" in its name comes into play, you can play this to your Disposition Area in Rolled position. U-S4 Moebius 1-1-0 0/1/1 S (Auto B): This card comes into play in Reroll position. Also, this card is play as it's an Unit with "Cruiser". (Normal): <<0>>When this card is destroy, you can return it to the top or bottom of owner's Nation. U-S5 ZGMF-1017 GINN 1-2-1 2/0/2 S/E (Auto A): When there's 0 opponent's Units, this card gets +0/+1/+0. U-S6 Archangel 1-3-1 */1/3 S/E Cruiser Supplement(2) (Auto A): All of your Units with "PS Armor" in hand can be play in Resource Cost -1. However, the minimum must be 1. Uncommon -------------------Characters------------ CH-55 Walker 1-2-0 1/1/0 M/Ad (Opponent's Damage Calculation Step): <<1>>Choose an opponent's Unit battling with this card. If so, reveal the top X cards on opponent's Nation, and put it back on original Nation in any order. The value X is equal to the chosen Unit's Total NP Cost. Uncommon CH-56 Nicol 1-1-0 0/0/1 M/Ad (Return Step): <<0>>When this card is in the battle area, move a character with "F" from a Junkyard to top of owner's Nation. CH-57 Odin Bernett 1-2-0 1/0/1 M/Ch (Auto A): <<[2.4]>>This card gains +1/+0/+0. (Auto A): <<[4.5]>>This card gains +0/+0/+1. Also, this card's set group would not be rolled by the designate effects of your Return Step. Rare CH-58 Odel Bernett 1-4-0 2/1/2 M/Ad (Battle Phase): <<1>>The Unit this card set onto gains +1/+0/+0 during this step. Also, during this step, it would not be dealt any damages outside of Battle Damages. Uncommon CH-59 Bloom Brooks 1-2-0 1/1/0 M/Ad Family Name (Auto A): The Unit this card set onto cannot be dealt damages lower than 2 outside of Battle Damages. CH-S1 Kira Yamato 2-4-0 2/1/2 M/Ch/CO (Auto A): When this card is set onto an Unit with "PS Armor", this card gains "Swift Strike". During opponent's turn, this also gets "High Mobility". (Auto A): All characters with "CO" battling with this card gains "Swift Strike". Rare CH-S2 Athrun Zala 3-5-0 2/2/2 M/Ch/CO (Auto A): All Units battling with this card gains -1/-1/+0. However, this effect is negate if there's an opponent's character with "CO". Uncommon CH-S3 Flay Allster 1-1-0 0/0/0 F/Ch [Set/Ch] (Normal): <<1>>Reroll a character with "M" and "Ch" in the same area as this card. That character gains +1/+1/+1 until end of turn. -------------------Commands-------------- C-60 Negotiation Breakdown 2-2-0 (Normal): Deal 2 damages to opponent's Nation Uncommon C-61 Mobile Doll Plan 2-2-0 (Disposition Phase): Return all characters control by a player to owner's hand. C-62 Supplement of Ammunition 2-2-0 (Defense Step): Remove X cards from your Junkyard. If so, one of your Unit gains +0/+X/+0 until end of turn. C-63 Used 2-2-1 (Battle Phase): Opponent player choose and abolish a card from his/her hand. Uncommon C-64 Nightmare of Victoria 2-2-1 (Battle Phase): Deal 1 damage to all opponent's Units in the Disposition Area. C-65 Threat of Makeshift 2-4-0 [Extra Cost>Move one of your Basic G to bottom of owner's Nation] (Opponent Draw Phase): This turn do not have Disposition and Battle Phase. Rare C-66 OZ Prize 2-4-1 (Auto B): When this card is play, choose one of the following. 1)(Dispositon Phase): Negate the play of an opponent's Unit, and move it to top of owner's Nation. 2)(Disposition Phase): <<[3.4]>>When there's your character with "Family Name", negate the play of an opponent's Unit. If so, put that Unit into your Disposition Area in Rolled position. Rare C-67 Boasted Duel 3-5-0 (Self Attack Step): Move all cards outside of Gs and one of your Unit to owner's hand. Afterward, opponent can put an Unit from hand into his/her Disposition Area in Reroll position. Rare -------------------Operations------------ O-12 Battle of Colony's Begin 2-3-0 [(Auto A): You can only sortie one Unit for attack] (Auto D): When your detachment does battle damages to opponent's Nation, remove from game the number of cards from the top of opponent's LCP equal to that damages. Uncommon O-13 The Name is Epyon 2-2-0 (Auto B): When this card comes into play, return all other Units with the same name as the Unit this card set onto to owner's hand. (Auto A): All Units with the same name as the Unit this card set onto gains "Restriction to 1". Uncommon (NOTE: This is an OPERATION(UNIT) card) -------------------Generations----------- G-23 Supporters of OZ (Auto A): Produce one White Nation Power. G-24 Supporters of OZ (Auto A): Produce one White Nation Power. G-25 Supporters of United Earth Sphere Alliance (Auto A): Produce one White Nation Power. ________________ __________/ Purple \________________________ -------------------Units----------------- U-3 HLV 0-1-0 */*/1 S/E Quick (Defense Step): <<0>>You can move any amount of your Units in the same Battle Area as this card with this card to another Battle Area. U-4 MS-Use Trailer 0-2-0 */*/1 E Quick Tire (Attack Step): <<1>>During this turn, if this card sortie, you can sortie one of your rolled Unit to right in front of this card. (Damage Calculation Step): <>Reroll the your Unit right in front of this card. -------------------Characters------------ NONE. -------------------Commands-------------- NONE. -------------------Operations------------ NONE. -------------------Generations----------- G-5 Defense Team of Neutral Area (Auto A): Produce 1 Purple Nation Power. (Normal): <<1>>Abolish this card. If so, put into play a "Defense Team Coin". Defense Team Coin would become {UNIT, Terrain "S"/"E", 2/1/2} afterward. END OF FILE.