Gundam War TCG - Card Translation TXT File Translation File for: GUNDAM WAR (Set 1) Document version 3.0, last update 9/8/06 (c)2006 Baron's Gundam War Comet, all right reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: Unit: 73 (Blue - 18, Green - 18, Black - 18, Red - 18, Brown - 1) Character: 39 (Blue - 10, Green - 10, Black - 9, Red - 10) Command: 39 (Blue - 9, Green - 10, Black - 10, Red - 10) Operation: 29 (Blue - 8, Green - 7, Black - 7, Red - 7) Generation: 20 (Blue, Green, Black, Red each 5 type) Total - 200 --------------------------------------- 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) **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: v3.0 - Put file into new template - Add rarity --------------------------------------- __________________________ __________/ Blue: EF/AEUG \_________________ -------------------Units------------- U-1 RX-78-2 Gundam 1-4-1 2/1/3 S/E (Defense Step): <<2>>When this card is in Space Area, move it to Earth Area. If there's already a detachment in Earth Area, from this at the end of that detachment. This effect cannot be resolved if this card cannot sorties to Earth Area. Uncommon U-2 RX-77-2 Guncannon 1-3-2 1/2/2 S/E U-3 RX-75 Guntank 1-3-2 0/0/1 S/E (Defense Step): <>Deal 2 damages to an Unit battling with this card at the end of DCS. U-4 RGM-79 GM 1-1-1 2/0/2 S/E U-5 RB-79 Ball 3-5-1 0/1/1 S (Normal): <<1>>When this card is destroy, move it to owner's hand. U-6 RGM-79R GM II 1-2-1 2/0/2 S/E (Auto D): When this card is sortie for defense, this card gains +0/+1/+0 until end of turn. U-7 RMS-099 Rick Dias 2-3-2 2/1/3 S/E U-8 RX-178 Gundam MK-II 1-3-2 1/1/2 S/E U-9 MSN-100 Hyaku Shiki 2-4-2 2/1/3 S/E U-10 MSA-003 Nemo 1-3-1 1/1/2 S/E U-11 MSZ-006 Zeta Gundam 2-5-2 4/1/4 S/E Transformer ================= Wave Rider: */1/5 (Defense Step): <<0>>When this card is in Space Area, move it to Earth Area. If there's your detachment already in Earth Area, form this to the end of that detachment. This effect cannot resolved if this card cannot sorties to Earth Area. Rare U-12 MSA-005 Methuss 1-2-1 1/1/2 S/E Transformer ================= Mobile Armor Mode: */1/3 High Mobile U-13 MSZ-010 ZZ Gundam 3-7-1 6/2/6 S/E Transformer (DCS): <<1>>Area Weapon(2) ================= G Fortress: */2/7 High Mobility Rare U-14 White Base 2-4-1 */1/3 S/E Cruiser Supplement(2) (Auto D): When this card sorties for attack, this turn, opponent under the rule must sorties more than 1 Unit to the Area this card sorties to. Uncommon U-15 Big Tray 1-1-1 */1/3 E Cruiser Supplement(1) U-16 Jaburo 1-4-0 */2/7 E Stronghold (Auto B): This card comes into the play in Reroll position. Uncommon U-17 Amman 1-2-2 */0/3 S Stronghold (Normal): <>Before the end of turn, this card gains the following text. "(Auto A) Produce 1 Blue Nation Power" U-18 Merril Lakeside 1-1-0 */0/5 E Stronghold (Auto B): This card comes into the play in Reroll position -------------------Characters------------- CH-1 Amuro Ray 1-2-1 0/0/0 M/Ch/NT (Auto D): When the Battle damages done by this card's detachment destroys more than 1 opponent's Unit, at Return Step, put a +1/+1/+1 coin onto this card. Rare CH-2 Sayla Mass 1-3-1 0/1/1 F/Ch/NT (Defense Step): <>Roll an Unit in the same area as this card. Rare CH-3 Ryu Jose 1-2-0 0/0/0 M/Ch (DCS): <<0>>When this card is destroy, destroy an Unit in the same area as this card. Uncommon CH-4 Kai Shiden 1-2-0 0/1/1 M/Ch (Defense Step): <>Deal same amount of damages as the shooting of the Unit this card set onto to an opponent's Unit battling with this card at the end of DCS. CH-5 Camille Bidan 2-5-0 2/2/2 M/Ch/NT (Return Step): <<1>>Return a character in the same area as this card to owner's hand. Uncommon CH-6 Emma Sheen 1-3-0 1/1/1 F/Ad (Defense Step):<<0>>You may pull out the Unit this card set onto from the detachment, put it back to the same detachment in any area. CH-7 Reccoa Londo 1-3-0 1/1/1 F/Ad (Auto C): When this card's detachment deals battle damages to opponent's Nation, destroy an Operation in opponent's Disposition Area. Rare CH-8 Judau Ashita 2-5-1 2/2/2 M/Ch/NT (Defense Step):<<3>> Roll a character card with "Ad" that is in same Area as this card. Rare CH-9 Roux Louka 1-3-0 1/1/1 F/Ch/NT (Defense Step): <<1>>Return the Set Group this card is in to owner's hand. Rare CH-10 Mondo Agake 1-2-0 0/0/0 M/Ch (Auto C): Whenever an Unit in the same area as this card outside of the Unit this card set onto is destroy, draw a card from your LCP. Uncommon -------------------Commands------------- C-1 Evasion Action 1-1-0 (Normal): An Unit gains +0/+0/+3 until end of turn. C-2 Soldiers not in Zeon 1-1-0 (Normal): Reroll a card. C-3 The Tiniest Defending Line 1-1-0 (Normal): Until end of turn, one card would not be destroy or receive damages outside of by Battle Damages. Uncommon C-4 Production Line Restoration 1-2-0 (Normal): One player recover his/her Nation equal to their own number of NPs. C-5 Temporary Ceasefire 1-1-0 (Normal): One Nation would not received damages until end of turn. C-6 Strategic Victory 1-1-0 (Disposition Phase): Destroy an Operation. Uncommon C-7 Raining Ballpark 1-3-0 (Normal): Move one of your Unit to your Disposition Area in rolled position. If so, that Unit cannot be target of your Command until end of turn. Rare C-8 Operation V 1-1-0 (Normal): During this turn, the next play of your card is play with TNP cost -2. This effect cannot be repeat. Rare C-9 Blow that must Kill 1-2-0 (Opponent's Defense Step): An Unit gains +3/+3/+3 until end of turn. -------------------Operations------------- O-1 Disarmament 1-3-0 (Auto A):All your Units gains the following text: "(Disposition Phase): <>Roll an Unit with "Stronghold"." O-2 Pilot's Local Requisition 1-2-0 (Normal): <>Reveal the top 3 cards on your LCP. Add all characters from the revealed card to hand, and abolish the rest. Uncommon O-3 Beam Disturbance Act 2-4-0 (Disposition Phase): <>Choose a Battle Area. This turn, the shooting strength of all Units becomes *. Rare O-4 Evacuation Order 1-3-0 (Normal): <>Abolish one of your G. If so, recover your Nation by 3. O-5 Flying Armor 1-1-0 (Defense Step): <<1>>When the Unit this card set onto is in Space Area, move that Unit to Earth Area. If there's already your detachment in Earth Area, form that to the end of that detachment. This effect cannot be resolved if that Unit cannot sorties to Earth Area. Uncommon O-6 Supplement Team Arrival 1-1-0 (Auto D): You may Roll this card. If so, replace the pay of (1) (Resource 1). (NOTE: This effect is used as "Effect(pay of Resrouce) substitution") Rare O-7 Material Battle 1-1-0 (Auto A): All of your cards outside of Gs can be play by any number during a turn. O-8 Rest 1-2-0 (Auto A): All your Units gains the following text. "(Disposition Phase):<>Recover your Nation by 1". Uncommon -------------------Generations------------- G-1 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-2 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-3 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-4 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. G-5 Citizen of Earth Federation (Auto A): Produce one Blue Nation Power. __________________________ __________/ Green: Zeon \_________________ -------------------Units------------- U-1 MS-05B Zaku 1-1-0 1/0/2 S/E Quick (Auto B):This card comes into the field in Reroll Position. U-2 MS-06F Zaku II 1-1-1 2/0/2 S/E U-3 MS-07B Gouf 1-2-1 3/0/2 E U-4 MS-09R Rick Dom 1-3-1 2/1/3 S (Auto C): At the beginning of DCS, if this card is in the front of the detachment, negate the text and battle modifications of character in the front of opponent's detachment. U-5 MSM-03 Gogg 1-2-1 2/0/3 E Water U-6 MAM-07 Grabro 1-4-1 3/1/4 E Water (Auto A): This card cannot sorties in the same area without your Units with "Water". U-7 MSM-07S Char's Custom Z'Gok 2-4-2 2/1/2 E Water (Auto D): At beginning of DCS, when this card is in the front of the detachment, the Unit in the front of opponent's detachment battling with this card is destroy at end of turn. Uncommon U-8 MSM-04 Acguy 1-1-1 2/0/2 S Water U-9 MA-05 Bigro 1-4-3 2/1/4 S High Mobility U-10 MA-08 Big Zam 2-6-5 3/3/7 S <<1>>Area Weapon(3) U-11 MS-14A Gelgoog 1-4-1 3/1/3 S/E U-12 MAN-08 Elmeth 2-4-2 */1/3 S Psycommu(3) Uncommon U-13 MSN-02 Zeong 2-5-4 2/2/4 S Psycommu(2) Rare U-14 Gaw 1-1-1 */1/3 E Cruiser Supplement(1) U-15 Musai 1-2-1 */1/2 S Cruiser Supplement(2) U-16 Odessa 1-2-0 */0/6 E Stronghold (Auto B): When this card is play to the field, put it in Reroll position. U-17 Texas Colony 1-2-0 */0/3 S Stronghold Colony (Auto A): All Units in the same Battle Area as this card outside of the ones in front of detachment gains */*/+0. Uncommon U-18 Granada 1-1-0 */0/5 S Stronghold (Auto B): When this card is play to the field, put it in Reroll position. -------------------Characters------------- CH-1 Jean 1-4-0 0/0/0 M/Ad (Damage Calculation Step): <<2>>When this card's set group sorties for attack, the Battle damages done by this card's detachment would be done to an Unit in opponent's Disposition Area instead of opponent's Nation. Rare CH-2 Char Aznable 2-5-0 2/2/2 M/Ad (Normal): <<4>>Return this card to owner's hand. Rare CH-3 Garma Zabi 1-3-0 0/0/0 M/Ch (Damage Calculation Step): <<0>>When this card's detachment does battle damages to opponent's Nation, abolish the Unit this card set onto. If so, destroy a card in opponent's Disposition Area. Rare CH-4 Ramba Ral 1-3-1 2/0/2 M/Ad (Defense Step):<<0>>Reversed the order of opponent's detachment this card battling. Uncommon CH-5 Flanagan Boone 1-4-0 1/1/1 M/Ad (Auto C): When this card's detachment does battle damages to opponent's Nation, opponent must choose and abolish a card from his/her hand. Rare CH-6 Akahana 1-2-0 1/0/0 M/Ad (Auto D): When the Unit this card set onto sorties to Earth Area, it gains "Water" until end of turn. CH-7 Ma Kube 1-4-0 1/0/0 M/Ad (Auto C): When this card’s detachment does Battle Damages to opponent’s Nation, draw a card. Uncommon CH-8 Lalah Sun 1-3-0 0/1/2 F/Ad/NT (Defense Step): <>Roll all characters with "NT". Uncommon CH-9 Dozul Zabi 1-2-0 2/0/0 M/Ad (Auto A): All units in this card’s detachment gain "Raid". CH-10 Degwin Sodo Zabi 2-4-4 0/0/0 M/Ad (Auto D): At the beginning of your Defense Step, when this card is in Battle Area, this turn, all opponent's Units must sorties to that Battle Area under the rule. Rare -------------------Commands------------- C-1 Red Comet 1-1-0 (DCS): Deal 3 damages to an Unit in Battle Area. C-2 Diversion of Heavy Bombing Unit 1-3-0 (Attack Step): All Units of a player gains "High Mobility" until end of turn. C-3 Blitz Operation 1-3-0 (Return Step): Right after this turn, being a new turn without changing turn player. However, only 1 Phase during that turn would happen. Rare C-4 Infiltration of Female Spy! 1-1-0 (Normal): One player cannot play cards outside of Gs (after this effect resolved) until end of turn. C-5 Pre-Emptive Strike 1-2-0 (Damage Calculation Step): All Units in a detachment gains "Swift Strike" until end of turn. C-6 Jet Stream Attack 1-2-0 (Damage Calculation Step): All Units in a detachment would have its attack strength treated as shooting strength when doing Damage Calculation. C-7 Guerilla Tactics 1-2-0 (Normal): Roll all Units in a Battle Area with defense 3 or higher. Uncommon C-8 Suppression Operation 2-2-3 (Self Reroll Phase): Destroy a G. Uncommon C-9 Water Bomb 2-5-X (Self Return Step): Deal X damages to all units in a Battle Area. Rare C-10 Stop of Time 1-3-X (Damage Calculation Step): Deal X damages to an Unit in Battle Area. Uncommon -------------------Operations------------- O-1 Ace Custom Machine 1-2-0 (Auto A): All your Units with character set onto it gains +1/+1/+0. O-2 Zeon Cross Metal 1-1-0 (Auto C): Whenever an Unit is move from field to Junkyard, draw a card. O-3 Water Route Discovery 2-4-0 (Self Disposition Phase):<>This turn, all Units without "Water" cannot sorties to Earth Area. Rare O-4 Shoal Area 1-3-0 (Auto D): All Units with "High Mobility" sorties to Space Area are destroy at Return Step. Uncommon O-5 Operation British 2-4-3 (Auto D): This cards comes into field in Rolled position. (Disposition Phase): <>Until the end of turn, one of your Unit with "Colony" would have its battle strength change to */*/1, and change to the following text. "(Self Return Step): <<1>> When this card is in Space Area, abolish this card. If so, deal 13 damages to opponent’s Nation." Rare O-6 Ambush 1-2-0 (Defense Step): <>Reverse the order of a detachment. Uncommon O-7 Flanagan Agency 1-3-0 (Auto A): All of your characters with "NT" gain the following text. "(Defense Step):<>Deal damages to the Unit in the front of opponent's detachment battling with this card equal to the shooting of the Unit this card set onto." Uncommon -------------------Generations------------- G-1 Citizen Zeon Principality (Auto A): Produce one Green Nation Power. G-2 Citizen Zeon Principality (Auto A): Produce one Green Nation Power. G-3 Citizen Zeon Principality (Auto A): Produce one Green Nation Power. G-4 Citizen Zeon Principality (Auto A): Produce one Green Nation Power. G-5 Citizen Zeon Principality (Auto A): Produce one Green Nation Power. __________________________ __________/ Black: Titans \_________________ -------------------Units------------- U-1 RMS-106 Hi-Zack 1-2-1 2/0/2 S/E (Auto D): When this card sorties for attack, this gains +0/+1/+0 until end of turn. U-2 RMS-117 Galbaldy b(Beta) 1-2-1 2/0/2 S/E (Auto D): When this card is sorties for attack, it gains +0/+0/+1 until end of turn. U-3 RMS-108 Marasai 1-3-1 2/1/2 S/E U-4 PMX-000 Messala 2-4-1 2/2/4 S Transformer -------------------- Mobile Armor Mode: */2/5 High Mobility U-5 NRX-044 Asshimar 1-3-1 2/1/3 E Transformer ----------------- Mobile Armor Mode: */1/4 High Mobility U-6 ORX-005 Gaplant 2-3-2 3/1/2 S/E Transformer ------------------ Mobile Armor Mode: */1/3 High Mobility U-7 MS-06M Zaku Marine 1-1-1 2/0/2 E Water U-8 MRX-009 Psycho Gundam 2-7-1 4/3/8 S/E Transformer <<1>>Area Weapon (2) -------------------------- Mobile Armor Mode: */2/9 Rare U-9 RX-110 Gabelth 1-4-3 4/1/3 S/E Transformer ------------------------ Mobile Armor Mode: 1/1/4 High Mobility U-10 PMX-001 Pallas Athena 2-5-1 2/3/3 S/E (Normal): <>Destroy an opponent's Unit battling with this card with "Cruiser". U-11 PMX-002 Polinoak Samaan 2-5-1 3/1/4 S/E (Auto C): When this card's detachment does battle damages to opponent's Nation, opponent must choose and abolish a card from hand. Uncommon U-12 RX-160 Byarlant 2-5-2 3/1/3 S/E High Mobility Uncommon U-13 PMX-003 The O 2-6-1 5/1/5 S/E (Defense Step): <<1 Each>>This card gains +1/+0/+0 until end of turn. This effect can only resolved up to number of times equal to your NPs. Rare U-14 Alexandria 2-2-1 */1/3 S Cruiser Supplement(2) U-15 Dogoth Gear 2-4-2 */2/4 S Cruiser Supplement(3) U-16 Green Noah 1 1-1-0 */0/5 S Stronghold Colony (Auto B): When this card is play to the field, it's in Reroll position. U-17 Kilimanjaro 1-3-0 */1/6 E Stronghold High Mobility (Auto B): When this card is play to the field, it's in Reroll position. U-18 Gryps 2 1-4-0 */0/3 S Stronghold Colony (Defense Step): <<1>>Area Weapon(3) Uncommon -------------------Characters------------- CH-1 Jerid Messa 1-3-1 2/1/1 M/Ad (Defense Step): <<1>>When this card is in the front of a detachment, move an opponent's Unit to the front of that detachment. Rare CH-2 Kakuricon Kakura 1-3-1 1/1/1 M/Ad (Attack Step): <<1>>The original shooting strength and defense strength of the Unit this card set onto would exchange until end of turn. This effect cannot resolves if the shooting strength of the Unit this card set onto is *. CH-3 Lyla Mira Lyla 1-3-0 2/1/1 F/Ad (Auto D): When this card's detachment does battle damages to opponent's Nation, move number of cards on the top of opponent's LCP equal to that damages to Junkyard at Return Step. Uncommon CH-4 Papitimus Scirocco 1-5-0 2/2/2 M/Ad/NT (Auto D): When this card is destroy and abolish, destroy all characters in Battle Area. Rare CH-5 Mouar Pharaoh 1-4-0 1/1/2 F/Ad (Normal): <<1>>Move all damages deal to an Unit in the same detachment as this card to the Unit this card set onto. Rare CH-6 Buran Blutarch 1-2-0 1/1/1 M/Ad (Normal): <<0>>When the Unit this card set onto have "Transformer", use the effect of "Transformer". CH-7 Four Murasame 1-4-0 1/2/1 F/Ch/NT (Auto D): Destroy the opponent Units battling with this card with "Stronghold" at end of turn. Rare CH-8 Yazan Gable 1-4-0 2/2/2 M/Ad (Auto D): When this card sorties at your Attack Step, deal damages equal to the attack strength of the Unit (right now) this card set onto to your Nation at the end of turn. Uncommon CH-9 Jamitov Hymen 1-3-2 0/0/0 M/Ad (Auto D): All of your Units in this card's detachment sorties for attack gains +1/+1/+0 until end of turn. Rare -------------------Commands------------- C-1 Atomic Bombardment 2-5-3 (Self attacking step): Destroy all Units. Rare C-2 Poison Gas Operation 2-5-3 (Self Reroll Phase): Destroy all Gs. Rare C-3 Special Attack 1-1-0 (Normal): One of your Unit gains +3/+3/+3 until end of turn. That Unit is destroy at Return Step. C-4 Concerted Attack 1-1-0 (Normal): All your Units gains +1/+1/+1 until end of turn. C-5 Assassination 1-1-0 (Normal): Destroy a Character Card. C-6 Ballute Drop Operation 1-1-0 (Defense Step): Move any number of Units from Space Area to Earth Area. This effect does not resolve for the Unit(s) that cannot sortie to Earth Area. C-7 War's Footage 1-1-X (Battle Step): All players choose and abolish X cards from hand. The value X is any number of your NPs. Uncommon C-8 Hostage of Capsule 1-2-0 (Disposition Phase): One target Unit is move to either Space or Earth Area. However, the area that the target Unit does not have Terrain in cannot be chosen. When that Area already of the same army of Unit, put the target Unit to the front of detachment. C-9 Scattered Lives 1-3-0 (Disposition Phase): Destroy all Characters. Uncommon C-10 Appeasement of Federal Assembly 1-4-0 (Disposition Phase): Destory all Operations. Uncommon -------------------Operations------------- O-1 Murasame Research Institute 1-3-0 (Auto A): All character cards gains "NT". Uncommon O-2 Supply Line Disruption 2-4-0 (Auto A): All players, during the designate effect of Reroll Phase, would only Reroll one set Group of an Unit. O-3 Anti-War Sentiment 1-1-0 (Auto D): All players, for each cards over 3 cards in hand, must pay (1) during their own Reroll Phase. This effect cannot be repeat. O-4 Widening of Battlefront 1-3-0 (Auto A): All players draw 1 extra card during the designate effect of Draw Phase. Rare O-5 Confused Battle 1-4-0 (Auto C): Roll 2 of your Gs during your Draw Phase. If does not Roll, abolish this card. (Auto A): All players does not have Reroll Phase. Rare O-6 Useless Bureaucrat 1-4-0 (Auto C): Pay (1) during your Draw Phase. Uncommon (NOTE: This card is an "Operation(G)") O-7 Poor Maintenance 1-1-0 (Auto B): When this card is play to field, roll the Unit this card set on. (Auto A): This card's Set Group, outside of paying (5), is not Reroll by the designate effect of Reroll Phase. -------------------Generations------------- G-1 Supporter of Titans (Auto A): Produce one Black Nation Power. G-2 Supporter of Titans (Auto A): Produce one Black Nation Power. G-3 Supporter of Titans (Auto A): Produce one Black Nation Power. G-4 Supporter of Titans (Auto A): Produce one Black Nation Power. G-5 Supporter of Titans (Auto A): Produce one Black Nation Power. __________________________ __________/ Red: Neo Zeon \_________________ -------------------Units------------- U-1 AMX-004 Qubeley 3-5-4 3/1/3 S/E Psycommu(2) Uncommon U-2 AMX-003 Gaza C 1-2-1 2/0/1 S/E Transformer ============ Mobile Armor Mode: 0/0/2 High Mobility U-3 AMX-006 Gaza D 1-3-1 2/1/1 S/E Transformer ============ Mobile Armor Mode: 0/1/2 High Mobility U-4 AMX-101 Galluss J 1-3-1 2/1/2 S/E U-5 AMX-102 Zssa 1-3-1 1/2/2 S/E U-6 AMX-107 Bawoo 1-5-2 4/1/4 S/E Transformer =============== Bawoo Attacker & Nutter: */1/5 High Mobility U-7 AMX-009 Dreissen 1-4-1 3/2/3 S/E U-8 AMX-109 Kapool 1-4-1 3/2/3 E Transformer Water ------------------ Mobile Armor Mode: */1/4 Water (Auto A): This card cannot be sorties to the same area as your Units without "Water". U-9 RMS-119 EWAC Zack 1-3-1 2/0/1 S/E (Normal): <<0>>When this card is in Battle Area, opponent reveal his/her hand. U-10 MS-14J ReGelg 1-5-2 3/1/3 S/E (Auto D): When this card sorties to Space Area, it gains "High Mobility" until end of turn. U-11 AMA-01X Jamru Fin 2-4-2 1/2/3 S Transformer High Mobility ------------------ Mobile Armor Mode: */2/4 High Mobility U-12 AMX-015 Geymark 3-7-4 3/3/5 S/E Psycommu(3) Rare U-13 NZ-000 Quin Mantha 4-9-3 9/4/9 S/E Psycommu(3) Rare U-14 Endora 1-3-1 */1/2 S/E Cruiser Supplement(2) U-15 Gwandan 1-4-1 */1/5 S Cruiser Supplement(3) U-16 Axis 1-3-1 */1/6 S Stronghold Colony (Disposition Phase): <>Abolish this card. If so, destroy an Unit with "Stronghold". Uncommon U-17 Cicero 1-1-0 */0/5 S Stronghold Colony (Auto B): When this card is play to the field, it's in Reroll position. U-18 Dakar 1-1-0 */0/5 E Stronghold Colony (Auto B): When this card is play to the field, it's in Reroll position. -------------------Characters------------- CH-1 Hamaan Khan 1-4-0 2/2/2 F/Ad/NT (Auto A): The Battle Area this card sorties to cannot have your Units outside of the Unit this card set onto sorties to it. Rare CH-2 Mashymre Cello 1-4-0 2/1/1 M/Ad (Auto D): When this card's set group sorties for attack, this turn, a defense side of a Battle Area can only have up to 1 Unit sorties to it. Rare CH-3 Goddon Goh 1-2-0 1/1/1 M/Ad (Normal): <>Reroll a Character. Uncommon CH-4 Chara Soon 1-4-0 1/2/1 F/Ad (Auto D): This card is Reroll at the designat effect of opponent's Reroll Phase. Rare CH-5 Elpeo Ple 1-4-0 1/1/2 F/Ch/NT (Auto A): When this card is set onto an Unit with "Psycommu", that Unit gains "Psycommu" +1. Uncommon CH-6 Rakan Dahkaran 1-3-0 2/1/1 M/Ad (Auto A): All Units in this card’s detachment gains "Raid". CH-7 Desert Rommel 1-3-0 1/1/1 M/Ad (Defense Step): <<0>>Reverse the order of this card's detachment. CH-8 Dani 1-2-0 1/1/1 M/Ad (Normal): <<0>>When the Unit this card set onto have "Transformer", use the effect "Transformer". Uncommon CH-9 Iria Pazom 1-3-0 1/1/2 F/Ad/NT (Normal):<<0>>Destroy one of your Unit in the same area as this card. Rare CH-10 Ple Two 1-4-1 2/2/1 F/Ch/NT (Auto A): When this card is set onto an Unit with "Psycommu", that Unit gains "Psycommu" +1. -------------------Commands------------- C-1 Retreatment Order 1-3-0 (Defense Step): Return an Unit to owner's hand. C-2 Crying Cecilia 2-3-0 (Normal): Negate the play of a card outside of G, and put that card to the top of owner's Nation. C-3 Leak of Strategies 1-3-0 (Normal): Negate the play of a Command, Operation, or Character and abolish it. C-4 Infiltration Work 1-3-0 (Normal): Negate the play of an Unit and abolish it. C-5 Fate of Blood 1-3-0 (Normal): Deal damages to opponent's Nation at end of turn equal to all the damages (before this effect resolve) during this turn to your Nation. Uncommon C-6 Malfunction 1-1-0 (Normal): Roll a card. C-7 Secret Treaty 1-3-0 [Restrict to 1/Turn] (Self Turn): One player draw two cards. Uncommon C-8 Recoming of Sarasa 2-2-0 (Normal): Look at the top 5 cards on your Nation, and move one from there to hand. Afterward, put the rest to the bottom of your Nation in any order. C-9 Salvaged Weapon 1-3-1 (Normal): Play an Unit in Junkyard to your Disposition Area in Reroll position. At end of turn, abolish that Unit. Rare C-10 Emissary from Axis 2-4-1 (Normal): Roll cards in a Disposition Area. The value is up to number of your NPs. Uncommon -------------------Operations------------- O-1 Brainwash Education 1-2-0 (Reroll Phase): <>The NP produced by a G, until end of turn, would change to any NP. Rare O-2 Internal Investigation 1-1-0 (Normal): <>One player look at the top card on his/her Nation, and return it to top or bottom of that Nation. O-3 Heavy Tax 1-3-0 (Normal): <>Abolish one of your G. If so, draw a card from your LCP. Uncommon O-4 Turn 2-4-2 (Auto B): This card can only be set onto an opponent's Unit. When this card is play to the field, move the Unit this card set onto to your Disposition Area. (Auto C): At the beginning of Draw Phase pay (3). If you did not pay, abolish this car.d (Auto D): When this card leaves the set, move the Unit this card set onto to owner's Disposition Area in Reroll position. Rare O-5 Commando Unit 1-3-0 (Auto A): All your Units gains the following text. "(Disposition Phase): <>Put the top 2 cards on a LCP to Junkyard" O-6 Sabotage 2-5-0 (Auto C): Whenever the play of an opponent's card outside of G would resolved, return an opponent's G to owner's hand. This effect cannot be repeat. Uncommon O-7 Pressure 1-4-0 (Defense Step): <<3>>Roll all Units in the same area as this card without character set onto it. Rare -------------------Generations------------- G-1 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-2 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-3 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-4 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. G-5 Citizen of Neo Zeon (Auto A): Produce one Red Nation Power. __________________________ __________/ Brown: Turn A \_________________ U-1 System-A99 Turn-A Gundam 0-6-1 0/0/0 S/E (Auto A): This card gains +1/+0/+1 for each card in your hand. Rare End File.