Gallery
Articles
Power Chart
Price Guide
Index




Gundam War Advanced Rulebook


  To return to the main page of the Rulebook, click here. To go to the Index, click here.

  Special Effects

   High Mobility
   Water
   Desert
   Raid  (Assault)
   Swift Strike (and Swift Strike timing)  (Preemptive Attack)
   Abbreviated Effects that are not acounted as 'Special Effects'
   Vulture (and Vulture Points)  (Voucher, and Voucher Points)
   Space Battle (X)
   Special Rules for High Mobility, Water, Desert, Raid, Swift Strike, Vulture, and Space Battle (X)
   Special Shield (X)
   Psycommu (X)
   Area Weapon (X)  (Wide Range Weapon (X))
   Atmospheric Entry
   Multiple -> A
   Team ->[A]B  or Team ->[A]
   Change [A]  (Switch [A])
   Dismantle (and Dismatle Coin)
   PS Armor (and PS Armor (X))
   Transformer (and Transformed Mode)
   Crusier  (Battleship)
   Base (also Stronghold)
   Support
   Special Rules for Crusier, Base, and Support
   Crusier-use-Modification  (Battleship Booster)
   Resupply
   MF
   Variable (X)
   Quick
   Restrict to 1/Turn
   Extra Cost ->[A]
   Substitute Cost ->[B]: A
   Prevent (X)
   Restrict to 1
   Restrict to 1/Self  (Own)
   Restrict to 1/Deck
   Set/Character (Set/Ch)
   Set/G
   Colony
   Tire
   Royalty / Family Name  (Family)
   School : Undefeatable East
   Pollution Coin
   Effects that are treated as the same
   Timings for Special Effects and Costs

 High Mobility
(Auto A): If all Units in this card's Squad has High Mobility and is the Attacking Side, enemy player cannot Sort out Units that do not have 'High Mobility' into the Battle Area which this card is in.

 Water
(Auto A): If all Units in this card's Squad have Water and is in the Earth Area, enemy player cannot Sort out Base Units. In addition, all enemy Units that do not have Water and are in Battle with this card, gets their Text negated.

 Desert
(Auto C): At the beginning of Damage Calculation Step, if all Units in this card's Squad have Desert and is in Earth Area, Roll the 1st Unit of the enemy Squad that is in Battle with this card. However, this effect will be negated if all Units in enemys Squad have Desert.

 Raid  (Assault in English ccg)
(Auto A): If all Units in this card's Squad has Raid and is the Attacking Side, any Battle Damage that remains after dealing to enemy's Squad will be dealt to enemys Nation.

 Swift Strike  (Preemptive Attack in English ccg)
(Auto A): If all Units in this card's Squad have Swift Strike, the Battle Damage dealt by this card's Squad will be resolved in "Swift Strike Timing".
-----------------------------------------
 Swift Strike Timing
Swift Strike Timing is a Special Timing that happens during the fixed effect of the Damage Calculation Step. If there is a Squad that can deal Damage at this timing, follow the Steps below to resolve it.

1) Resolve Battle Damage at Swift Strike Timing.
2) Resolve Battle Damage at normal Timing

-Units that were Destroyed in 1 will have their Battle Stats changed to */*/*, so those Units will not be able to deal Battle Damage.
-If the enemy's Squad is also able to deal Battle Damage at Swift Strike Timing, both Squads will resolve at the Same Timing.
-Effects (Auto D, etc.) that activate at 1 will be resolved after 2 has resolved.
-----------------------------------------

 Effects that are abbreviated and not included in Special Effects
The effects below have been abbreviated like Special Effects, but are not included in it.
-Swift Strike Timing
-Vulture Points
-Special Rule for High Mobility, Water, Desert, Raid, Swift Strike, Vulture, Space Battle
-Dismantle Coin
-Transformed Mode
-Special Rule for Cruiser, Base, Support
-Pollution Coin

 Vulture  (Voucher in English ccg)
(Auto D): If all Units in this card's Squad have Vulture when Sorting Out, or if this card's Squad becomes a Squad where all Units in it have Vulture, it's own Player will get Vulture Points at the end of the Turn equal to the Total Nation Cost of Units that were Destroyed and Abolished in the Battle Area where the Squad is in.  This effect will not be repeated.
-----------------------------------------
 Vulture Point
The player which has Vulture Points is able to Move 1 card of the chosen type from his/her Junkyard to his/her Hand at the end of the Turn. Vulture Points will not be negative, and will be reset to 0 when "effects that last until end of turn" end.

 2 Vulture Points and above - G
 5 Vulture Points and above - Unit, Character
 8 Vulture Points and above - Command, Operation
-----------------------------------------

 Space Battle (X)
(Auto A): If all Units in this card's Squad have Space Battle and is in Space Area, all enemy Units that do not have Space Battle are in Battle with this card gains -Y/-0/-0. Y is equal to the lowest value of X in this Squad. This effect will not be repeated.
* If a Unit has more than 2 "Space Battle" Text, X will be added up.

-----------------------------------------
 Special Rule for High Mobility, Water, Desert, Raid, Swift Strike, Vulture, and Space Battle
-If there is even 1 Unit in the Squad that does not have any of the above, the respective effect will not take place.
-If a Set Card has any of the above, the Unit of that Set Group will gain that respective effect. This rule will be handled in the same way as Auto A effects.
-These effects are regarded as "Unit Effects". So if only the Set card has the effect, that effect cannot be applied.
-----------------------------------------

 Special Shield (X)
(Battle Area): (0) If this card is in a Battle Area, decrease any effect Damage (non-psycommu, non-Battle Damage) that is dealt to this card (or unresolved) by X.

 Psycommu (X)
(Defend Step): (0) Deal X Damage to an enemy Unit that is Engaged in Battle with this card. Or if this card is in Disposition Area, deal X Damage to an enemy Unit that is in a Battle Area thats similar to this card's Terrain Aptitude. This effect can only be used after the fixed effect of Defend Step, and only if this card's Set Group includes a Character with NT.

 Area Weapon (X)  (Wide Range Weapon (X) in English ccg)
(Damage Calculation Step): <(0)> Destroy all Units that are in Battle with this card and have Defense less or equal to X.
* The Damage taken by Units have no effect on their Defense.
* A Unit with Defense 4 cannot be destroyed with Area Weapon (2) even if you use it 2 times.

 Atmospheric Entry
(Defense Step): <(0)> If this card is in Space Area, move this card to Earth Area. In that case, remove this card as a target from any unresolved effects.

 Multiple -> A
(Battle Phase): <(0) every> Apply the effect of A. When playing this effect, as a Cost, remove from the game a card in your Hand or your Junkyard that has the Same Name as this card.

 Team->[A]B or Team->[A]
(Auto A): All Units that have Team->[A] (where A is the Same Text as the A on this card) that are in the Same Area with this card, gain B's text or Battle Modifications. However, B's text (excluding Battle Modifications) will not be gained more than once.
* If B has no text, then there is no effect to be gained.
* In the text, A will be treated as the Team Name, and Units with Team->[A] are abbreviated as A Units.

 Change [A]  (Switch [A] in English ccg)
(Auto B): If this card is in Your Hand in Enemy's Attack Step, you can Switch this card with 1 of your Units on Field that has Name: A. In that case, Reroll this card. However, the Original Name of this card must not be the same as A. The effect of Change can only be used once per turn, per player.

 Dismantle
(Own Disposition Phase): <(0)> Put 1 Dismantle Coin on this card. If there are Set Cards on this card, Abolish all of those Set cards. The playing of this text is treated to be the same as the playing of a G.
-----------------------------------------
 Dismantle Coin
(Auto A): The Unit which this Coin is on gets its Card Name, Cost, Terrain Aptitude and Battle Stats negated, its Text changed to the one below, and will be treated as a G. This effect will affect Text that are included in [] brackets.
"(Auto A): This card gives 1 Nation Power of the Type that this card's Designated Nation is of. This Nation Power will not be negated by Enemy Effects."
-----------------------------------------

 PS Armor (PS Armor(X))
(Auto B): This card comes out in Reroll Status if played out onto the Field.
(Auto D) : This card will return to the Original Owner's Hand at the Last Timing of "effects that activate at end of Turn" if it goes out to the Battle Area. This effect will be negated if this card is affected by the effect of Resupply (in this turn), or if at the end of the turn you have an amount of Nation Power (of the same type as this card's Designated Nation) that is more than or equal to X if X is designated.

 Transformer (Transform in English ccg -I had to say it)
(Battle Phase): <(0)> If this card is in Reroll Position, put this card into its "Transformed" Mode. Or return back to normal Mode from "Transformed" Mode.
-----------------------------------------
 Transformed Mode
-The mode that the card is normally in is known as "Normal Mode", while "Transformed Mode" is the mode of the card when it is turned upside down.
-Units in Transformed Mode get their Text and Battle Stats changed to those stated when its Transformed. However, the Text for "Transform" is carried over.
-Any text or Battle Modifications that the Unit has gained will be carried over from one form to the other.
-The Transformed Unit will change back to Normal Mode at the end of the Turn.
-Units that are in Transformed Mode will continue to be treated as in Transformed Mode even when Rolled.
-The Name of the Transformed Mode will not be treated as a Name.

  Cruiser
 (Auto A): This card has the extra rules below:
-Any amount of Characters can be Set on this card.
-This card will not gain the Battle Modifications of the Characters.

 Base (also Stronghold)
(Auto A): This card has the extra rules below:
-Any amount of Characters can be Set on this card.
-This card will not gain the Battle Modifications of the Characters.
-This card cannot Sort out to Attack.
-This card cannot Sort out in the same Squad that already has a Base Unit in it.

 Support
(Auto A): This card has the extra rules below:
-This card will not gain the Battle Modifications of Characters.
-This card can only Sort out if any other Units of that Squad do not have Support.
-----------------------------------------
 Special Rules for Cruiser, Base and Support
-The Play of these Units is not included in the "1 unit per Turn" restriction.
-Only 1 of either of these Units can be played in a Turn.
-----------------------------------------

 Crusier-use-Modification (+-X/+-Y/+-Z)
(Auto A): If this card is Set-on a Unit with "Cruiser", that Unit gains +-X/+-Y/+-Z.

 Resupply (X)  (Supply in English ccg -I had to say that too)
(Return Step): <(0)> X of your non-Cruiser, non-Base Units that are in Reroll position and in the same Squad as this card will not be Rolled by the Fixed Effect of the Return Step for this Turn.
(Rolled Units cannot be Rerolled)

 MF
(Auto A): Characters that do not have GF cannot be Set on this card.

 Variable (X)
(Auto B): <[0.X]> This card can be put out onto your Disposition Area during your Disposition Phase. In that case, from this point onwards, this card will be treated as a Special G, and all text other than the 2nd part of the text will be negated. This effect is treated to be the same as playing a G.
* The card thats put out onto the Field by this effect will be turned upside down and managed in this way.
The 2nd part of the text will not take effect at all if this effect is not used.

 Quick
(Auto B): This card can be played in all Free Timings, and the play of this card is not included in the "1 per Turn" Restriction.

 Restrict to 1/Turn
(Auto B): The player that played this card cannot play another card that has the Same Name as this card for the rest of the Turn.

 Extra Cost->A
(Auto B): The Condition stated by A must be fulfilled right after paying the Normal Cost when Playing this card. If the Condition cannot be fulfilled, this card cannot be played.

 Substitute Cost->[B]: A
(Auto B): This card can be played with the effect of B applied. In that case, right after paying the Cost, apply the Cost as stated by A. However the Cost cannot go below 0 by the effect of B.
* The card can be Played without using this effect.
* If B is an asterisk (*), it means that no effect will be applied.

 Prevent (X)
(Auto B): If this card is a "card being played", enemy Commands that Target this card cannot be played unless that Command has its Total Nation Cost increased by X.
* If a card has more than 1 'Prevent (X)', the value of X will be added up.

 Restrict to 1
(Auto B): If a Card on Field has the same name has this card, this card cannot be played, nor can it be put out on the Field.

 Restrict to 1/Self  (Restrict to 1/Own in English ccg)
(Auto B): If 1 of your Cards on Field has the Same Name has this Card, this Card cannot be played, nor can it be put out on the Field.

 Restrict to 1/Deck
(Auto B): This card cannot be put into a Deck that already has a card that has the Same Name (not including Unit number) as this card.

 Set/Character (Set/Ch)
(Auto B): This card has the extra rules below:
-This card can also be Set-on your Own Character. In that case the Battle Modifications of this card will be added to the ones of that Character.
-If this card is Set-on a non-Cruiser, non-Base Unit, other Characters can be Set-on that Unit as well. In that case, Set this Card on that Character.
-If this Card is Set on a Character, this card will not be included in the Restriction "only 1 Character can be Set on a Unit."
* Any number of Cards that have Set/Character can be Set on 1 Character.

 Set/G
(Auto B): This card has the extra rules below:
-This card can also be Set on your Basic G. In that case, the Battle Modifications of this card is negated.
-If this card is Set-on a G and that G gets treated as another type of card (or is treated to be a G and another type simultaneously), Abolish this card.
* Any number of cards that have Set/G can be Set on 1 G.

 Colony
- Has no effect if not used in conjunction with other effects.

 Tire
- Has no effect if not used in conjunction with other effects.

 Royalty (also 'Name', 'Family', or 'Family Name')  (Family in the English ccg)
- Has no effect if not used in conjunction with other effects.

 School : Undefeatable East
- Has no effect if not used in conjunction with other effects.

-----------------------------------------
 Pollution Coin
A Type of Coin that is managed by the Player, and has the Rule below:
(Auto D): The player who has 10 or more Pollution Coins at the End of the Turn, loses the game.
-----------------------------------------

 Effects that are treated to be the same
The special effects below are treated to be the Same in Terms of Text.
- PS Armor (X) and PS Armor
- Restrict to 1/Self and Restrict to 1
- Restricted to 1/Deck and Restricted to 1
- Set/Character/G and Set/Character, Set/G

 Timings for Special Effects and Costs
The Timings for Special Effects and Costs are to be followed as Stated in this Chapter; but if there are other Timings Stated in the Text itself, the Text of that Card is to be followed.