Armored Core: Basic Equipment Faq: Preface, Terminology Sheet, Section 1, Version 2.0 (21st September 1997)

Ivevei Upatkoon

arashi@gol.com

Other AC faqs available: Stat Sheet

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PREFACE


This faq is divided into two sections. The first is an analysis of the different equipment available, concentrating on the best choices of each group of equipment. The second part deals with AC building and efficient choices of equipment for different types of situations. There is a quick start guide at the beginning of SECTION 2 for those interested in getting off to a good start at the beginning of the game.

Note that SECTION 1 and SECTION 2 will contain overlap of information. I try to keep things neat, but sometimes repetition cannot be avoided.

This faq will contain special terminology that will be explained under the TERMINOLOGY SECTION. Please refer to that for detailed explanations of terms such STABILITY, BIO SENSOR, WEAPON LOCK etc. as well as more common terms such as AC and def-shell.

The STAT SHEET is a listing of weapons available and their respective statistics. It also lists parts that can be found on missions.

TERMINOLOGY SECTION


AC = Armored Core

MT = Simple two legged machines without human pilots

AP = Armor Point, similar to hit points

def_shell = Defense against shell (solid) attacks

def_energy = Defense against energy attacks

energy drain = The amount of energy required to power a part. See ENERGY OUTPUT

charge drain = The amount of charge a part sucks when activated. See MAXIMUM CHARGE

HEAD


The AUTOMAP function will save a map of the areas you have been to.

The AREA MEMORY function indicates that your AUTOMAP will only save area, without any names.

The PLACE NAME function will indicate on your map the names of certain important locations and objects, such as targets or special rooms.

NOISE CANCELING cancels out jamming that prevents you from locking on to targets.

A BIO SENSOR allows you to lock on to living creatures. Note that these creatures still do not show up on radar.

The RADAR FUNCTION will display on your radar any missiles that are launched at you.

CORE


The number of SLOTS on a core is the amount of "space" a core has for OPTION PARTS.

CORE & LEGS


MAX WEIGHT refers to how much weight the part will support. You cannot exceed this limit or your AC will not function.

GENERATOR


The ENERGY OUTPUT is like the maximum capacity of the generator. The ENERGY DRAIN of your various parts combined must not exceed this number or your mech will not work.

MAXIMUM CHARGE is the how much charge your generator has. CHARGE is the small bar on the left of your combat screen. It drops when you use charge equipment such as energy weapons or boosters.

Likewise, CHARGE REDZONE is the lowest level your charge can drop to before the alarm starts to sound to warn you of low charge. Once you exhaust your charge completely, you cannot use charge equipment until your generator has recharged itself totally. Moving with your AC slows the recharge rate.

ARMS & BACK WEAPONS & ARM WEAPONS


WEAPON LOCK refers to the size and nature of the target window you are provided with when you use a weapon. Objects inside the target window can be locked on to. There are four types of weapon locks: STANDARD, SPECIAL, WIDE & SHALLOW, and NARROW & DEEP. NONE means that you cannot lock onto the target, but must aim your weapon manually. See FCS for a discussion of how you can use different FCS's to affect your weapon lock.

WIDE & SHALLOW creates a target window that is wider than it is tall. It is the largest target window of the four types of weapon lock. However, the range of lock is quite short.

STANDARD lock is a target window of roughly square dimension, smaller than wide & shallow but with more range.

SPECIAL means a small lock window with the same range as standard lock.

NARROW & DEEP gives the smallest target window, slightly smaller than special lock. Weapon with narrow & deep can lock on to targets that are very far away.

The ATTACK POWER of a weapon is the amount of damage it does for each hit. However, the actual amount of damage done depends on the AMMO TYPE of the weapon and the DEF_SHELL and DEF_ENERGY of the target.

NUMBER OF AMMO is just the amount of ammunition in the weapon. Once you have used up all your ammo, your weapon is will no longer work. Note that even energy weapons can only fire a fixed number of times.

AMMO TYPEs come in two forms: SOLID and ENERGY. DEF_SHELL defends against solid ammo, and DEF_ENERGY helps prevent damage from energy weapons.

AMMO PRICE is the cost of firing one shot from your weapon.

A weapon's RANGE is the farthest you can fire. Note that you are also restricted by the type of FCS you are using. See FCS for more details.

MAXIMUM-LOCK is the largest number of targets you can lock on to with the weapon. Note that no matter what this number is, you are always limited by the MAXIMUM LOCK of your FCS.

The RELOAD TIME of a weapon is the interval between shots. The smaller the number, the faster you can fire.

LEGS


The SPEED of the legs is simply how fast it can go. Going uphill will slow down an AC.

STABILITY is a measure of how stable an AC is under fire. The smaller the number, the more your AC is prone to "freezing" under fire, where it will be caught in fire and you will be unable to move it. Legs with high stability enable you AC to slog through enemy fire without getting battered around. Stability is mainly against SOLID ammo, and makes little difference against CANNON fire (see SP-SAP under OPTION PARTS).

JUMP FUNCTION provided means that tapping the boost button will cause the AC to jump without using boosters. No jump function means that the AC cannot jump, but can only boost.

FCS


MAXIMUM LOCK is the largest number of targets a piece of equipment can lock on to.

LOCK TYPE is a description of the nature of the FCS lock. There are five types of LOCK TYPE for FCS: STANDARD, WIDE & SHALLOW, LENGTHWAY (TALL in the English version), SIDEWAY (WIDE in the English version), and NARROW & DEEP. See FCS for a discussion of the various lock types and how they affect WEAPON LOCK.

OPTION PARTS


SLOT SPEND is how many slots the option part will take up on a CORE.

BOOSTERS


The BOOST POWER of a booster refers to how powerful the boosters are. A higher boost power means an AC will rise faster into the air, or travel faster over the ground, when the boost button is held.

SECTION 1: EQUIPMENT ANALYSIS


Contents:

HEAD

CORE

ARMS

LEGS

GENERATOR

FCS

OPTION PARTS

BOOSTERS

BACK WEAPONS

ARM WEAPONS

HEAD


Heads are, like the name implies, a vessel for your AC's computer and operating system. Heads can include options like automapping, biosensors, radar, and noise canceling. Please refer to the TERMINOLOGY SECTION for descriptions of these functions.

Computers come in three types: ROUGH, STANDARD, and DETAILED. These refer to the level of information your computer will provide you about your situation (Mission Start or Mission Finish), or about new enemies that show up during your mission. ROUGH computers are the equivalent of morons. Like the standard and detailed heads, they do inform you of mission start, mission completion, appearance of new enemies, and eradication of enemies, but they do so in bare detail. Their biggest problem is that when they inform you of the arrival of new enemies, they do not specify AC or MT. ROUGH heads also talk in extremely simple language. STANDARD heads are a step up. They sound reasonably intelligent and can distinguish between ACs and MTs. DETAILED heads are the cream of the crop: polite, with detailed descriptions for situations such as meeting the objectives for mission completion or destruction of all enemies, and generally very pleasant to listen to. They will also identify the exact model of AC or MT you are dealing with when new enemies appear.

AUTOMAP refers to the computer saving a map of the areas you have been to. It will also display the area around your AC, but what shows up on your map depends on whether or not you have faced that direction. Therefore, a good thing to do, if your are interested in obtaining a layout of your general vicinity, is to basically look around. If the head has no automap function, when you call up your map, it will only display the area around your AC. Automap is one of the most important functions in a head. Most missions would be very difficult without this feature, so it is a good idea to buy a head with an automap early in the game.

It is also efficient to buy a head with a built in radar, so that you can sell off the external radar for much needed credits and weight "space."

The HD-REDEYE and the HD-D-9066 are two excellent all-purpose heads that are suited for most missions. The HD-D-9066 contains a bio sensor which makes it the ideal head for the pest extermination missions. The HD-REDEYE has a DETAILED computer and AREA&PLACE NAME function for the automap, which is very convenient but perhaps not completely necessary. Both heads, the HD-D-9066 in particular, have good AP and def_shell and def_energy and are not so expensive as to make them unaffordable early in the game.

The HD-08-DISH is an good head if you prefer to carry around your own external radar unit. It has high AP and good def_shell and def_energy.

The HD-ONE may seen attractive at first because it has the greatest range of built in options, but in most situations it is redundant. There are no missions that would require a bio sensor in tandem with a noise cancelled. It is also weak in def_shell and def_energy.

While it is only an inconvenience to most people to have a ROUGH head, I cannot stress enough the need for an automap and some kind of radar, be it internal or external.

CORE


The core is the center of your mech. Without a core, you cannot enter the garage. It carries the generator and FCS internally, and all other equipment attaches to it. The core also has SLOTS for option parts.

When choosing a core, it is also important to keep in mind the type of equipment you will be adding to your AC. Bear in mind that you must not exceed the max weight of your core. Only arms and arm weapons contribute to weight on the core. Heads, back weapons, even generators and FCS's add weight only to the legs. Option parts weigh nothing at all.

There are only three cores to choose from. The XCA-00 is the one you start with, and the cheapest. It is average in most respects, having good AP and decent def_shell and def_energy. It is of average weight and supports a bit more weight than the XCL-01, which is the most expensive core. Its real flaw lies in the small number of slots; 8, compared to 16 for the XCL-01 and 12 for the XCH-01.

The XCL-01 is the most expensive core. It is light and cannot carry support much equipment and has the least AP of the three cores. However, it has good def-energy and has 16 slots. This is an excellent core for light, fast ACs, but consumes a lot of energy.

The XCH-01 is a large bulky core. Heavy and well-armored, it is rugged with the most AP of the three cores. It consumes less energy than the other two cores. However, it only has 12 slots.

ARMS


Arms come in two types: normal arms that can carry a long range weapon on the right and a laser sword on the left, and arms that have long range weapons built in. Note that you will not be able to carry any other arm weapons if you choose the latter type. In addition, unlike normal arms, weapon arms do not have def-shell and def-energy and tend to have less AP. Therefore, while these types of arms offer a lot of firepower, they leave your AC vulnerable.

Normal Arms:


The AN-K1 and AN-863-B are two very good arms to use. The AN-K1 is very light, yet has decent AP and def_shell and def_energy. However, it is also expensive. The AN-863-B has good AP, but what stands out is the high def_shell and def_energy. It is quite affordable early in the game and not too heavy. For heavily armored arms, look to the ANKS-1A46J. However, in addition to being extremely heavy, you cannot equip some BACK WEAPONS when using this pair of arms; the only back weapons allowed are radar and the XCS-9900 multi missile and WX-S800/2 dual missile.

Weapon Arms:


Weapon Arms function just like weapons. See ARMS & BACK WEAPONS & ARM WEAPONS under the Terminology Section for a description of the terms used in the stat sheet.

Solid vs. Energy Weapons:


All weapons can be classifieds as either solid or energy based. Certain enemies are more vulnerable to one of the two types of weapons, resulting in higher damage even though the ATTACK POWERs may be the same. Another important difference is that solid weapons cost money to fire (i.e., the ammo is not free) whereas energy weapons cost nothing to fire but instead drain CHARGE. This means that energy weapons result in far lower mission expenses, but their main disadvantage is that, unlike solid weapons, you may be unable to fire rapidly and continuously. Even with the best generators and option parts such as RAPID CHARGE and CHARGE EXPANDER, a few powerful energy weapons will drain your charge after about 10 consecutive shots. Fortunately, some energy weapons consume less charge than others while still delivering good performance. Solid weapons are usually expensive to fire, but are also very diverse in terms of WEAPON LOCK, speed of the projectile, or the blast area of impact etc. Many of the solid weapons are also affordable at the start of the game, and do not require the expensive support equipment (such as a good GENERATOR and certain OPTION PARTS) that energy weapons need. Note also that, as a general rule, the more powerful a weapon is, the less ammo it has. Therefore, depending on your mission objectives and the type and number of enemies you will encounter, the most powerful weapon is not always the best answer. For example, it is not a good idea to use PLASMA CANNON arms that deal very high damage but only have 40 ammo on a mission with many easy enemies, as you will probably find yourself out of ammo before long.

Weapon Arm Analysis:


As far as number is concerned, there are not that many weapon arms to choose from. However, this does not mean that the choices presented are inferior in any way. Weapon arms cover a diverse range of weapon types, from machine guns to plasma cannons. However, one thing lacking is a weapon arm that features a wide & shallow type weapon lock. Weapon arms are therefore quite difficult to aim and use with a standard FCS.

The AW-MG25/2 machine gun and the AW-GT2000 gattling gun are very similar in that they fire solid projectiles in rapid sequence. The AW-GT2000 does more damage per shot than the AW-MG25/2, but carries less ammo and has a higher ammo cost. The main problem with the AW-GT2000 is that the projectiles travel slowly, meaning that it is more prone to miss fast moving targets than the AW-MG25/2, which fires fast moving shots. Nonetheless, both weapon arms can deal a great deal of damage quickly, and the AW-MG25/2 in particular is useful against fast targets.

There are two types of cannons available, the AW-RF105 and the AW-RF120, the latter simply being a more powerful version of the other. In general, cannons fire slow projectiles that deal massive damage. The reload time is very long, and the ammo cost is quite prohibitive.

There are also the AW-30/3 and AW-S60/2 dual missile arms. These are pretty much identical, except that the AW-S60/2 carries more ammo. Missiles are excellent against fast moving targets that tend to evade normal shots, but are expensive and usually cannot be used in tight enclosed areas. The dual missiles fire forward, and at close range tend to miss targets because the missiles cannot turn sharply enough to track. Missiles also require a few seconds to lock on to their target, although this lock on period can be shortened by using certain FCSs. See also the AUTO LAUNCHER under OPTION PARTS for a discussion of how it affects missile firing.

The AW-XC5500 laser cannon and the AW-XC65 plasma cannon arms are the only energy weapon arms available. Extremely powerful yet not too charge hungry, these may be considered the weapons of choice for someone seeking to do high damage cheaply. However, these arms are of the narrow & deep variety and do not have a fast reload rate, which means that they are not really suited to close range fast combat. These weapons have the added feature of a blast effect. Upon impact, whether on a target or the floor or wall, there will be a small explosion which deals damage to surrounding objects. Be warned that if your AC happens to be in the blast area, it too will receive damage. The AW-XC5500 laser cannon fires very slow blasts.

All weapon arms fire 2 shots, one from each arm, every time the fire button is depressed. The ammo cost and attack power stats given refer to each shot. Thereby, double these figures to obtain the right numbers.

LEGS


Legs come in four basic types: HUMANOID, REVERSE JOINT, FOUR LEGS TYPE, and CATERPILLAR. Humanoid legs offer the best variety and as such may be considered the most versatile. Humanoid legs are available in many models, ranging from those that can reach speeds of over 400 but are relatively unstable, to those than can only run at 150 but are stable and can carry a lot of weight. Reverse joint legs are cheap but offer good speed, high stability, the best jump ability, and average max weight capacity. Four legs type are generally very fast but unstable and lightly armored. They tend to slide around when your AC is hit. The better models also consume a lot of power. Caterpillar legs are extremely heavy and stable but slow. They consume little power and can support a lot of weight.

Humanoid and reverse joint legs jump well and have the advantage of being able to jet across the floor, staying only a little above the surface. This makes them ideal for fast combat with a lot of dodging. However, for all back weapons except missiles, rockets and bomb dispensers, these legs cannot move while firing. They are required to kneel down and remain still, which leaves the AC vulnerable.

Four legs type and caterpillar legs are not good jumping mechs. Nor do they have the ability to skim over the surface of the floor; they cause your AC to rise into the air when you boost. Note that while you cannot affix boosters to caterpillar legs, they have built in boosters so you can still rise into the air, albeit quite slowly. The main advantage of four legs type and caterpillar legs is in the ability to fire back weapons while moving. However, moving while firing also tends to spoil the aim. In addition, when using a laser sword, you AC does not swing it in an arc, but instead rushes forward in a stab. Your slice covers less area and you are more prone to missing the target.

Be warned that four legs type and caterpillar legs are incompatible with the WG-1-KARASAWA plasma rifle. In addition, you cannot equip any external radar except for the RXA-77 and RZT-333 radar.

GENERATOR


Generators provide power for your AC. When selecting a generator, keep in mind the energy needs of the various parts, as well as the amount of charge you might require. Other than that, these things are pretty straightforward. The more, the better. However, the better generators also tend to be heavy. Generators do not contribute to core weight, but affect the weight the legs have to support. The best generator is the GBG-XR, but this generator must be found (see Equipment Faq).

FCS


FCS is the AC part that allows you to lock on to targets, something like a tracking and locking system for your weapons. FCS's may seem insignificant at the beginning, but the right FCS will make quite a difference in the size and nature of the lock window.

The FCS is used to supplement and alter WEAPON LOCK, which is explained under the Terminology Section. There are five types of LOCK TYPE for FCS: STANDARD, WIDE & SHALLOW, LENGTHWAY (TALL in the English Version), SIDEWAY (WIDE in the English Version), and NARROW & DEEP.

STANDARD can be considered the basic lock type. It does not alter the status of the weapon lock window.

WIDE & SHALLOW changes the lock window so that it becomes large and wide. This increases the size of the lock window both horizontally and vertically, but sacrifices the range of the lock, so that you become unable to lock on to far away targets that you would otherwise be able to using a standard FCS.

LENGTHWAY (or TALL) keeps the same width as you would get with a standard lock, but makes the lock window taller by up to twice the height. The range continues to be the same as for standard FCS's.

SIDEWAY (or WIDE) lock keeps the same height as standard lock, but doubles the width of the lock window. Again, the range is the same as a standard FCS. An excellent all around FCS.

NARROW & DEEP decreases the size of the lock window, both vertically and horizontally, but adds more range to the lock.

Wide & shallow and narrow & deep present the most interesting cases, because they can radically alter existing weapon lock. These should not be used with weapon locks of the same nature, e.g., don't use wide & shallow FCS with a wide & shallow weapon lock, unless you really need a huge lock window. Instead, use these FCS to counteract weaknesses in weapon lock. For example, many energy weapons are SPECIAL or NARROW & DEEP lock. The target window is quite small under a standard FCS. This makes it difficult to track fast moving targets in enclosed areas. Using a wide & shallow FCS increases your lock window size. A narrow & deep FCS can give better range for wide & shallow weapons like handguns.

Standard FCS are pretty straightforward, except for COMDEX-G0 and COMDEX-G8. The former has a faster-than-normal lock, which is useful for locking on quickly to fast moving targets. The latter has a large MAXIMUM LOCK, but is slow to lock on.

Sideway (wide) and lengthway (tall) FCS's are good for increasing the lock window size without sacrificing range, but don't make as much difference as wide & shallow.

OPTION PARTS


Option parts do not weight anything, but instead take up slots on a core. These parts perform specialized functions, many of which are anything but optional for any serious AC builder.

Below is a list of all available option parts and descriptions of their functions:

RADAR OPTION = Missiles will show up on radar

MISSILE JAMMER = Missiles have less chance of tracking and hitting you, but it is not 100% effective.

AUTO LAUNCHER = If you are currently using a missile weapon, it will automatically launch missiles when the weapon has acquired the maximum number of locks on enemy targets (i.e., if MAXIMUM-LOCK is 6, the auto launcher will not fire until six targets have been locked). You are still able to manually fire missiles.

BALANCER OPTION = Increases the STABILITY of the AC. Useful when you find your AC "freezing" under enemy fire.

ABSORBER OPTION = Cannon absorber. Will reduce the impact of cannon fire so that your AC does not bounce around as much when hit by cannon weapons.

CHARGE EXPANDER = Increases the amount of CHARGE a generator can hold.

FCS ACCELERATOR = Decreases the amount of time required for the FCS to lock onto a target.

SHELL SCREEN = Lowers the effectiveness of SOLID enemy fire on your AC.

ENERGY SCREEN = Lowers the effectiveness of ENERGY enemy fire on your AC.

RAPID CHARGE = Increases the rate at which the CHARGE recharges.

ENERGY AMPLIFIER = Increases the damage done by energy weapons such as laser swords and pulse rifles.

Of all the parts, the shell screen and energy screen are invaluable, as is the stabilizer. The FCS accelerator is very convenient. Rapid charge is good for missions where a lot of boosting is needed, and the charge expander is also useful but takes up a lot of slots. Other excellent parts include the balancer option and absorber option. Auto launcher in tandem with missiles is good for missions in large open areas with many fast moving enemies, but the auto launcher cannot be taken off during the mission, so you will probably spend more missiles than if you launched them manually.

BOOSTERS


Boosters allow your AC to "fly". When used with HUMANOID and REVERES JOINT legs, boosters also allow the AC to skim slightly above the floor at a fast speed. FOUR LEGS TYPE legs cannot skim, but tend to simply rise into the air. Lastly, boosters cannot be affixed to CATERPILLAR legs, which have their own built in boosters. See LEGS for more details.

There are two things to look for in boosters: BOOST POWER and CHARGE DRAIN. A good set of boosters should have good boost power with a small charge drain so that the CHARGE in the GENERATOR is not exhausted too quickly. The best booster is the B-VR-33. While it has less boost power than the B-P351 (19000 compared to 21000), its charge drain is more than 1/3 less (5070 as opposed to 6980).

One thing to keep in mind is that heavier ACs rise more slowly than lighter ACs. If a mission requires a lot of flight and boosting, a heavy AC will consume more charge to cover the same height than a light AC. Heavy ACs are also slower when skimming across the floor.

BACK WEAPON


Back weapons are weapons that are mounted on the back of an AC. External radar units are also considered back weapons. All back weapons except for the WX-S800/2 DUAL MISSILE, the WX-S800/2 DUAL MISSILE, and the XCS-9900 MULTI MISSILE take up one of the two available mounts. The aforementioned three back weapons take up both mounts, precluding the use of any other back weapon.

Except for missiles, rockets, bomb dispensers and radar, back weapons require ACs with HUMANOID and REVERSE JOINT legs to kneel down and stay still while firing. ACs equipped with FOUR LEGS TYPE or CATERPILLAR legs can fire back weapons while moving, and there is no need to pause to ready the weapon.

Be warned that ACs equipped with the ANKS-1A46J arms cannot be equipped with back weapons other than radar, the WX-S800/2 dual missile, and the XCS-9900 multi missile. In addition, ACs fitted with caterpillar legs cannot equip radar except for the RXA-77 and the RZT-333.

Back weapons do not contribute to weight on the core, but instead add weight to the legs.

For a description of the terms used on the stat sheet, please refer to ARMS & BACK WEAPONS & ARM WEAPONS under the Terminology Section.

For a discussion of SOLID VS ENERGY WEAPONS, look under ARMS.

Missiles are solid weapons that track the targets they have locked on to. Most of the missile weapons offered can lock on to multiple targets, or can lock multiple times onto the same target. See the AUTO LAUNCHER under OPTION PARTS for a discussion of how it affects missile firing. Missiles come in three varieties: small, normal, and large. These refer to the amount of damage the missile does. The more powerful missiles can be extremely expensive. Missiles are excellent against fast moving targets like planes, or against powerful targets that you cannot afford to stand still against. However, because missiles tend to be fired in an arc away from the AC, they almost always miss targets that are too close. When used in enclosed areas, missiles may simply impact on a wall because the space is too narrow to accommodate the arc of the missile.

There are, of course, differences in arc. Some missiles, like the WM-X201 multi missile, fire straight ahead. The WM-P4001 dual missile fires to the sides, while the WM-P5-2 triple missile fires upwards. This is not very important in open areas, but knowing the arc of your missile weapon will save you many wasted missiles in small rooms or corridors.

Dual and triple missiles are simply weapon mounts that fire two or three missiles at once. Not all are guaranteed to hit the target, but the chances are higher, and it is a good weapon to use to deal large amounts of damage at each firing interval. Note that the ammo cost refers to each missile, not each salvo. Firing the WM-P5-2 triple missile once, for instance, will result in a cost 130 X 3 = 390. Multi missiles, on the other hand, fire a single shot that splits into 6 small missiles and home onto the target. The cost of one shot of multi missile, as well as the damage it deals, is therefore what is listed on the stat sheet. Multi missiles track very well and most targets would be hard pressed to escape all the mini-missiles. Note that the XCS-9900 multi missile is mounted on both shoulders and fires two sets of multi missiles. The XCS-9900 dual missile, another double-mounted weapon, differs from the WX-S800/2 (also a double-mounted dual missile) in that it actually fires six missiles, not two. However, the WX-S800/2 has a great advantage in that, unlike most other missiles, it fires directly forward, thus making it more useful in narrow corridors at medium to long range.

Bomb dispensers toss out a handful of bombs (6 for the WM-X5-AA, 12 for the WM-X10) a few meters in front of your AC. They detonate upon contact with a target or the ground. Bombs deal a lot of damage, do not affect your AC, and are very cheap. Bomb dispensers do not have a weapon lock.

Rockets also do not have weapon lock. They deal a lot of damage, but must be manually aimed. They have no blast effect; the rocket must hit the target to deal damage. Near misses do not count.

The WC-CN35 chain gun is like a machine gun. It fires fast solid projectiles rapidly. The WC-ST120 slug gun fires a number of projectiles in a spread pattern. The ammo cost is quite high for the damage it deals. The WC-LN350 linear gun is a solid ammo weapon as well, and deals a fair amount of damage.

The WC-GN230 grenade launcher delivers the most powerful single shot of all the weapons at 3520 attack power. However, the ammo is also very expensive. In addition, the projectile is very slow and the reload time is very long. The grenade has a blast effect upon detonation, which means, that the ensuing explosion can also damage your AC if you are within the blast radius. Your AC will also suffer recoil and be pushed back each time you fire.

The WC-XP4000 pulse cannon and the WC-XC8000 plasma cannon are energy weapons that drain a lot of CHARGE when fired. The WC-01QL laser cannon has a blast effect.

The radar parts are pretty straightforward. There doesn't seem to a be difference between the different radar types beyond the aesthetic. Radar is necessary to detect the position of targets. All the available radar parts have a radar function, so missiles will also show up on radar.

ARM WEAPON


There are two types of arm weapons -- distance weapons such as handguns and bazookas, and close-in weapons called laser swords. Distance weapons are equipped on the right hand, swords on the left. An AC can only carry one of each, which means that you will be unable to equip two guns even though you are not carrying a laser sword.

For a description of the terms used on the stat sheet, please refer to ARMS & BACK WEAPONS & ARM WEAPONS under the Terminology Section.

For a discussion of SOLID VS ENERGY WEAPONS, look under ARMS.

The WG-RF35 rifle is the default weapon that your AC starts out with, and has more in common with the WG-HG235 and WG-HG512 handguns than the sniper rifles. All three weapons are of the wide & shallow variety, featuring short range and a large weapon lock window. These are ideal for early in the game, being cheap and easy to use. The WG-HG512 in particular is an excellent beginner's weapon, with relatively high attack power and cheap ammo. Machine guns are also good weapons to use, especially in enclosed areas on fast moving targets. However, they have low attack power. The best machine gun is the WG-AR1000, which fires very rapidly while dealing decent damage. Like the other machine guns though, it has short range, and in addition has a special lock window instead of a wide & shallow one. In general however, hand machine guns are not really worth using as there are better choices for the same price.

Sniper rifles have extremely long range and deliver good damage. However, they are slow to reload and the ammo cost is quite expensive.

The flame-thrower is one of a kind. It fires a stream of fire, using ammo much the same way a machine gun does. It deals quite a lot of damage, but the range is so short (900) that you have to be practically next to your target to hit it. Good for enemies such as security bots and the biological creatures, but otherwise has not much else to offer except novelty.

Bazookas are slow to fire and reload, but are extremely powerful. They have a blast effect, which means that when the projectile impacts, there will be an explosion that damages target within the radius, including your own AC.

Pulse and plasma rifles are energy weapons, high attack power and costless to fire. The plasma rifles are more powerful, but have shorter range. The WG-1-KARASAWA cannot be equip on ACs with FOUR LEGS TYPE or CATERPILLAR legs.

Laserswords are also straightforward. The best one by far is the LS-99-MOONLIGHT, which does more than twice the damage of the previous model while draining less than a third the charge. Laserswords are good for close up combat, and are not constrained by ammo number. When used in conjunction with four legs type or caterpillar legs, the AC stabs instead of swings, making the hit radius smaller.


Armored Core: Basic Equipment Faq: Section 2, Version 0.5 (20th September 1997)

Ivevei Upatkoon

arashi@gol.com

Other AC faqs available: Stat Sheet, Section 1

Get the latest updates of Armored Core Faqs at http://www2.gol.com/users/arashi/ac/

There is a faster mirror site at http://www.umich.edu/~ivevei/ac/ (but this could go down at any time)

Please feel free to distribute this faq in its unmodified form for non-profit purposes, but do give credit where it is due. As courtesy, I would appreciate it if you would notify me when you plan to host a copy of this faq. If you have any questions or criticisms concerning this faq, please e-mail me. If I use your information, you will be credited at the bottom of the faq.

AC BUILDING: Quick Start Guide


There are so many parts in Armored Core that you may be confused as to what is the best way to go about upgrading your AC. I don't claim to know the best way, but based on my playing style, I've found that the following is a pretty efficient way of going through the game. Always remember that this is merely advice, and to adapt it to what you feel is important. You can sell parts for the same amount you paid for them, so don't hesitate to experiment.

1) At the very beginning, before starting your missions, sell your default RIFLE and SMALL MISSILES, and use the money to buy the WG-HG512 HANDGUN. This will give you more firepower. This early in the game, you cannot afford the ammo cost of missiles.

2) Next, use the money you earn in the missions to upgrade your GENERATOR to the GRD-RX5. This gives you enough power output to support better arms, legs, etc. as well as more charge.

3) Upgrade to a HEAD with AUTOMAP. If the head possesses RADAR, you may also sell your external radar to free up weight or earn money. I would recommend the HD-REDEYE.

4) Next, I would recommend getting a STABILIZER option part. SHELL SCREEN and ENERGY SCREEN are also important. They reduce the amount of damage your AC will take, which increases your chances of survival as well as lowering the repair costs. Get these when you feel you can afford them.

5) Start thinking about the type of AC you are building. This determines the type of legs you want to buy. Remember that fast legs mean high energy drain, which means you probably have to upgrade your generator again. But you'll be keeping a light mech, so you don't have to worry about buying lots of weapons. Slow legs tend to be cheaper, but to be effective, the AC must be heavily armed and armored, which is expensive.

6) Remember to upgrade your FCS and BOOSTERS when you get enough money. ARMS don't really serve any function (except for the fact that they are needed to carry arm weapons), so they are only important for armor. However, they are relatively cheap if you need more armor points. Also by this point, you probably want to be thinking about upgrading your arm weapons. Also, remember to buy the option parts you require, and also to select suitable back weapons.


Armored Core Stat Sheet

Version 2.0 (21st September 1997)

Ivevei Upatkoon

arashi@gol.com

Other AC faqs available: Preface, Terminology Sheet, Section 1

Get the latest updates of Armored Core Faqs at http://www2.gol.com/users/arashi/ac/

There is a faster mirror site at http://www.umich.edu/~ivevei/ac/ (but this could go down at any time)

Please feel free to distribute this faq in its unmodified form for non-profit purposes, but do give credit where it is due. As courtesy, I would appreciate it if you would notify me when you plan to host a copy of this faq. If you have any questions or criticisms concerning this faq, please e-mail me. If I use your information, you will be credited at the bottom of the faq.

BASE EQUIPMENT:


HeadHD-GRY-NX 14700C
CoreXCA-00 61500C
ArmsAN-201 15300C
LegsLN-1001-PX-0 25000C
GeneratorGPS-VVA 19500C
FCSCOMDEX-C7 11100C
BoostersB-P320 10800C
Back WeaponWM-S40/1 18700C
Back WeaponRXA-01WE 12100C
Arm WeaponWG-RF35 11400C
Arm WeaponLS-2001 11500C

EQUIPMENT AVAILABLE


Contents:

HEAD

CORE

ARMS

LEGS

GENERATOR

FCS

OPTION PARTS

BOOSTERS

BACK WEAPONS

ARM WEAPONS

(n) = NEW part that arrives at the shop

(e) = Part EARNED from completing a mission

(f) = Part FOUND somewhere on a mission

See NEW EQUIPMENT section at the end of the weapons listings for details on where to obtain EARNED and FOUND parts. NEW parts will simply arrive at the shop after a certain number of missions have been tried.

I am always on the lookout for parts hidden in missions. Please write to me if you have found a part that is not on my list.

ivevei@umich.edu

Head:


NameHD-01-SRVT
TypeHEAD UNIT
Price26500
Weight122
Energy Drain350
Armor Point816
Def_Shell154
Def_Energy149
Computer TypeDETAILED
Map TypeAREA MEMORY
Noise CancelerNONE
Bio SensorPROVIDED
Radar FunctionNONE
NameHD-2002
TypeHEAD UNIT
Price29000
Weight156
Energy Drain457
Armor Point787
Def_Shell140
Def_Energy154
Computer TypeSTANDARD
Map TypeAREA MEMORY
Noise CancelerNONE
Bio SensorNONE
Radar FunctionPROVIDED
Radar Range6000
Radar TypeSTANDARD
NameHD-X1487 (f)
TypeHEAD UNIT
Price19000
Weight166
Energy Drain420
Armor Point975
Def_Shell160
Def_Energy185
Computer TypeROUGH
Map TypeNO MEMORY
Noise CancelerPROVIDED
Bio SensorPROVIDED
Radar FunctionNONE
NameHD-REDEYE
TypeHEAD UNIT
Price41100
Weight146
Energy Drain538
Armor Point840
Def_Shell148
Def_Energy151
Computer TypeDETAILED
Map TypeAREA&PLACE NAME
Noise CancelerNONE
Bio SensorNONE
Radar FunctionPROVIDED
Radar Range5980
Radar TypeSTANDARD
NameHD-D-9066
TypeHEAD UNIT
Price43200
Weight138
Energy Drain657
Armor Point885
Def_Shell165
Def_Energy232
Computer TypeSTANDARD
Map TypeAREA MEMORY
Noise CancelerNONE
Bio SensorPROVIDED
Radar FunctionPROVIDED
Radar Range6120
Radar TypeSTANDARD
NameHD-GRY-NX
TypeHEAD UNIT
Price14700
Weight232
Energy Drain218
Armor Point1004
Def_Shell194
Def_Energy134
Computer TypeROUGH
Map TypeNO MEMORY
Noise CancelerNONE
Bio SensorNONE
Radar FunctionNONE
NameHD-06-RADAR
TypeHEAD UNIT
Price51800
Weight145
Energy Drain875
Armor Point741
Def_Shell109
Def_Energy194
Computer TypeSTANDARD
Map TypeAREA&PLACE NAME
Noise CancelerPROVIDED
Bio SensorNONE
Radar FunctionPROVIDED
Radar Range8120
Radar TypeSTANDARD
NameHD-ONE
TypeHEAD UNIT
Price68100
Weight161
Energy Drain304
Armor Point800
Def_Shell132
Def_Energy129
Computer TypeDETAILED
Map TypeAREA MEMORY
Noise CancelerPROVIDED
Bio SensorPROVIDED
Radar FunctionPROVIDED
Radar Range7980
Radar TypeSTANDARD
NameHD-08-DISH
TypeHEAD UNIT
Price33200
Weight133
Energy Drain716
Armor Point870
Def_Shell205
Def_Energy162
Computer TypeSTANDARD
Map TypeAREA&PLACE NAME
Noise CancelerNONE
Bio SensorNONE
Radar FunctionNONE
NameHD-ZERO
TypeHEAD UNIT
Price22500
Weight185
Energy Drain431
Armor Point925
Def_Shell221
Def_Energy149
Computer TypeROUGH
Map TypeNO MEMORY
Noise CancelerNONE
Bio SensorNONE
Radar FunctionPROVIDED
Radar Range6300
Radar TypeSTANDARD

Core:


NameXCA-00
TypeCORE UNIT
Price61500
Weight1103
Energy Drain1046
Armor Point2710
Def_Shell530
Def_Energy505
Max Weight2770
VS-MG-Response48
VS-MG-Angle48
Extension Slots8
NameXCL-01
TypeCORE UNIT
Price88000
Weight885
Energy Drain1380
Armor Point2380
Def_Shell492
Def_Energy610
Max Weight2450
VS-MG-Response48
VS-MG-Angle64
Extension Slots16
NameXCH-01
TypeCORE UNIT
Price72000
Weight1384
Energy Drain873
Armor Point3015
Def_Shell615
Def_Energy543
Max Weight3600
VS-MG-Response48
VS-MG-Angle32
Extension Slots12

Arms:


NameAN-101
TypeARM UNIT
Price19000
Weight1228
Energy Drain1006
Armor Point1670
Def_Shell384
Def_Energy374
NameAN-201
TypeARM UNIT
Price15300
Weight1054
Energy Drain877
Armor Point1635
Def_Shell352
Def_Energy334
NameAN-K1
TypeARM UNIT
Price49000
Weight905
Energy Drain930
Armor Point1790
Def_Shell339
Def_Energy402
NameAN-D-7001
TypeARM UNIT
Price23000
Weight1445
Energy Drain1512
Armor Point1743
Def_Shell306
Def_Energy453
NameAN-3001
TypeARM UNIT
Price39500
Weight1612
Energy Drain1258
Armor Point1935
Def_Shell487
Def_Energy353
NameANKS-1A46J
TypeARM UNIT
Price42100
Weight2120
Energy Drain1415
Armor Point1990
Def_Shell679
Def_Energy496
NameAN-863-B
TypeARM UNIT
Price34000
Weight1726
Energy Drain1397
Armor Point1880
Def_Shell517
Def_Energy406
NameAN-25
TypeARM UNIT
Price28400
Weight853
Energy Drain682
Armor Point1826
Def_Shell344
Def_Energy284
NameAW-MG25/2
TypeMACHINE GUN
Price54500
Weight1193
Energy Drain78
Armor Point812
Def_Shell0
Def_Energy0
Weapon LockSPECIAL
Attack Power158
Number of Ammo400
Ammo TypeSOLID
Ammo Price33
Range8800
Maximum-Lock1
Reload Time2
NameAW-GT2000
TypeGATTLING GUN
Price48600
Weight1415
Energy Drain92
Armor Point1132
Def_Shell0
Def_Energy0
Weapon LockSPECIAL
Attack Power305
Number of Ammo300
Ammo TypeSOLID
Ammo Price62
Range7800
Maximum-Lock1
Reload Time2
NameAW-RF105
TypeCANNON
Price77600
Weight1530
Energy Drain106
Armor Point1280
Def_Shell0
Def_Energy0
Weapon LockNARROW & DEEP
Attack Power1530
Number of Ammo100
Ammo TypeSOLID
Ammo Price220
Range9300
Maximum-Lock1
Reload Time15
NameAW-30/3
TypeDUAL MISSILE
Price56400
Weight480
Energy Drain377
Armor Point688
Def_Shell0
Def_Energy0
Weapon LockSTANDARD
Attack Power830
Number of Ammo80
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock3
Reload Time10
NameAW-RF120
TypeCANNON
Price67200
Weight1827
Energy Drain137
Armor Point1420
Def_Shell0
Def_Energy0
Weapon LockNARROW & DEEP
Attack Power2120
Number of Ammo50
Ammo TypeSOLID
Ammo Price300
Range9800
Maximum-Lock1
Reload Time18
NameAW-S60/2
TypeDUAL-MISSILE
Price66600
Weight762
Energy Drain420
Armor Point725
Def_Shell0
Def_Energy0
Weapon LockSTANDARD
Attack Power830
Number of Ammo120
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock2
Reload Time10
NameAW-XC5500
TypeLASER CANNON
Price83600
Weight1688
Energy Drain547
Armor Point875
Def_Shell0
Def_Energy0
Weapon LockNARROW & DEEP
Attack Power1241
Number of Ammo70
Ammo TypeENERGY
Ammo Price0
Range12000
Maximum-Lock1
Reload Time7
NameAW-XC65
TypePLASMA CANNON
Price98500
Weight1905
Energy Drain625
Armor Point792
Def_Shell0
Def_Energy0
Weapon LockNARROW & DEEP
Attack Power2322
Number of Ammo40
Ammo TypeENERGY
Ammo Price0
Range8300
Maximum-Lock1
Reload Time10

Legs:


NameLN-1001
TypeHUMANOID LEGS
Price28500
Weight1966
Energy Drain1725
Armor Point3235
Def_Shell556
Def_Energy531
Max Weight4470
Speed277
Stability1018
Jump FunctionPROVIDED
NameLN-SSVT (e)
TypeHUMANOID LEGS
Price44000
Weight1528
Energy Drain2338
Armor Point2795
Def_Shell482
Def_Energy507
Max Weight3560
Speed445
Stability596
Jump FunctionPROVIDED
NameLN-3001 (n)
TypeHUMANOID LEGS
Price52200
Weight3137
Energy Drain2206
Armor Point3703
Def_Shell870
Def_Energy594
Max Weight6600
Speed153
Stability2518
Jump FunctionPROVIDED
NameLN-1001-PX-0
TypeHUMANOID LEGS
Price25000
Weight1892
Energy Drain1844
Armor Point3035
Def_Shell528
Def_Energy508
Max Weight4100
Speed280
Stability904
Jump FunctionPROVIDED
NameLN-501
TypeHUMANOID LEGS
Price71800
Weight1675
Energy Drain2910
Armor Point2947
Def_Shell508
Def_Energy535
Max Weight3990
Speed451
Stability854
Jump FunctionPROVIDED
NameLN-SSVR
TypeHUMANOID LEGS
Price32400
Weight2750
Energy Drain2013
Armor Point3606
Def_Shell805
Def_Energy532
Max Weight5400
Speed148
Stability2150
Jump FunctionPROVIDED
NameLN-1001B
TypeHUMANOID LEGS
Price45200
Weight2305
Energy Drain1889
Armor Point3383
Def_Shell585
Def_Energy543
Max Weight4630
Speed272
Stability1320
Jump FunctionPROVIDED
NameLN-3001C
TypeHUMANOID LEGS
Price64100
Weight3528
Energy Drain2418
Armor Point3977
Def_Shell889
Def_Energy602
Max Weight7100
Speed151
Stability2977
Jump FunctionPROVIDED
NameLN-502
TypeHUMANOID LEGS
Price35800
Weight1790
Energy Drain2466
Armor Point3343
Def_Shell538
Def_Energy592
Max Weight3800
Speed275
Stability843
Jump FunctionPROVIDED
NameLN-D-8000R (n)
TypeHUMANOID LEGS
Price49000
Weight2426
Energy Drain2350
Armor Point3532
Def_Shell510
Def_Energy656
Max Weight4720
Speed269
Stability1200
Jump FunctionPROVIDED
NameLNKS-1B46J
TypeHUMANOID LEGS
Price48000
Weight3065
Energy Drain2304
Armor Point3788
Def_Shell822
Def_Energy618
Max Weight6100
Speed146
Stability3802
Jump FunctionPROVIDED
NameLB-4400
TypeREVERSE JOINT
Price17300
Weight2520
Energy Drain1400
Armor Point3560
Def_Shell617
Def_Energy451
Max Weight4020
Speed294
Stability2084
Jump FunctionPROVIDED
NameLB-4401
TypeREVERSE JOINT
Price31800
Weight2910
Energy Drain1456
Armor Point3810
Def_Shell672
Def_Energy468
Max Weight4510
Speed287
Stability2713
Jump FunctionPROVIDED
NameLB-4303
TypeREVERSE JOINT
Price24000
Weight2643
Energy Drain1585
Armor Point3575
Def_Shell643
Def_Energy488
Max Weight4180
Speed291
Stability2505
Jump FunctionPROVIDED
NameLB-1000-P
TypeREVERSE JOINT
Price20500
Weight2095
Energy Drain1228
Armor Point3514
Def_Shell609
Def_Energy444
Max Weight3775
Speed286
Stability2310
Jump FunctionPROVIDED
NameLBKS-2B45A
TypeREVERSE JOINT
Price27000
Weight2480
Energy Drain1703
Armor Point3731
Def_Shell584
Def_Energy515
Max Weight3990
Speed299
Stability1985
Jump FunctionPROVIDED
NameLF-205-SF
TypeFOUR LEGS TYPE
Price42600
Weight2137
Energy Drain2810
Armor Point2841
Def_Shell446
Def_Energy654
Max Weight3450
Speed483
Stability580
Jump FunctionPROVIDED
NameLFH-X3
TypeFOUR LEGS TYPE
Price56000
Weight2400
Energy Drain2988
Armor Point3100
Def_Shell468
Def_Energy610
Max Weight3810
Speed421
Stability710
Jump FunctionPROVIDED
NameLF-DEX-1
TypeFOUR LEGS TYPE
Price69000
Weight2650
Energy Drain4016
Armor Point3179
Def_Shell557
Def_Energy553
Max Weight4450
Speed360
Stability820
Jump FunctionPROVIDED
NameLFH-X5X (n)
TypeFOUR LEGS TYPE
Price82000
Weight2880
Energy Drain3584
Armor Point3328
Def_Shell497
Def_Energy700
Max Weight5000
Speed442
Stability1110
Jump FunctionPROVIDED
NameLC-MOS18
TypeCATERPILLAR
Price16000
Weight4182
Energy Drain978
Armor Point3928
Def_Shell858
Def_Energy572
Max Weight8000
Speed105
Stability4245
Jump FunctionNONE
NameLC-UKI60
TypeCATERPILLAR
Price25500
Weight3860
Energy Drain1104
Armor Point3822
Def_Shell812
Def_Energy589
Max Weight6950
Speed138
Stability3710
Jump FunctionNONE
NameLC-HTP-AAA
TypeCATERPILLAR
Price38500
Weight2915
Energy Drain2877
Armor Point3688
Def_Shell728
Def_Energy694
Max Weight4130
Speed250
Stability630
Jump FunctionNONE
NameLC-MOS4545 (n)
TypeCATERPILLAR
Price59000
Weight3610
Energy Drain2609
Armor Point3990
Def_Shell905
Def_Energy753
Max Weight7400
Speed211
Stability5101
Jump FunctionNONE

Generator:


NameGPS-VVA
TypePULSE GENERATOR
Price19500
Weight308
Energy Output4728
Maximum Charge28000
Charge Redzone7800
NameGPS-V6
TypePULSE GENERATOR
Price32000
Weight363
Energy Output4728
Maximum Charge43000
Charge Redzone5000
NameGRD-RX5
TypePULSE GENERATOR
Price23300
Weight225
Energy Output5300
Maximum Charge38000
Charge Redzone4000
NameGRD-RX6
TypePULSE GENERATOR
Price27800
Weight286
Energy Output6000
Maximum Charge33000
Charge Redzone4000
NameGRD-RX7
TypePULSE GENERATOR
Price38700
Weight348
Energy Output6810
Maximum Charge31500
Charge Redzone5000
NameGBG-10000
TypePULSE GENERATOR
Price43500
Weight398
Energy Output9988
Maximum Charge34000
Charge Redzone2980
NameGBG-XR (f)
TypePULSE GENERATOR
Price56000
Weight452
Energy Output8207
Maximum Charge48000
Charge Redzone3250

FCS:


NameCOMDEX-C7
TypeFCS
Price11100
Weight14
Energy Drain24
Maximum Lock4
Lock TypeSTANDARD
NameCOMDEX-G0
TypeFCS
Price22500
Weight14
Energy Drain24
Maximum Lock4
Lock TypeSTANDARD (Quick Lock)
NameCOMDEX-G8
TypeFCS
Price16400
Weight14
Energy Drain24
Maximum Lock6
Lock TypeSTANDARD (Slow Lock)
NameQX-21
TypeFCS
Price20300
Weight8
Energy Drain12
Maximum Lock1
Lock TypeWIDE & SHALLOW
NameQX-AF (f)
TypeFCS
Price35700
Weight10
Energy Drain16
Maximum Lock2
Lock TypeWIDE & SHALLOW
NameTRYX-BOXER
TypeFCS
Price48100
Weight10
Energy Drain19
Maximum Lock3
Lock TypeLENGTHWAY
NameTRYX-QUAD
TypeFCS
Price63000
Weight18
Energy Drain38
Maximum Lock6
Lock TypeSIDEWAY
NameQX-9009
TypeFCS
Price96000
Weight24
Energy Drain55
Maximum Lock6
Lock TypeNARROW & DEEP

Option Parts:


NameSP-MAW
TypeRADAR OPTION
Price14200
Slot Spend1
NameSP-JAM
TypeMISSILE JAMMER
Price26000
Slot Spend3
NameSP-M/AUTO
TypeAUTO LAUNCHER
Price12900
Slot Spend1
NameSP-ABS
TypeBALANCER OPTION
Price29600
Slot Spend1
NameSP-SAP (e)
TypeABSORBER OPTION
Price31800
Slot Spend1
NameSP-CND-K
TypeCHARGE EXPANDER
Price21000
Slot Spend4
NameSP-AXL (e)
TypeFCS ACCELERATOR
Price24000
Slot Spend2
NameSP-S/SCR
TypeSHELL SCREEN
Price33000
Slot Spend2
NameSP-E/SCR
TypeENERGY SCREEN
Price38500
Slot Spend1
NameSP-EH
TypeRAPID CHARGE
Price45000
Slot Spend1
NameSP-E+
TypeENERGY AMPLIFIER
Price45000
Slot Spend1

Boosters:


NameB-P320
TypeBOOST UNIT
Price10800
Weight208
Energy Drain28
Boost Power9800
Charge Drain4360
NameB-P350
TypeBOOST UNIT
Price13700
Weight162
Energy Drain33
Boost Power12800
Charge Drain4410
NameB-TOO1
TypeBOOST UNIT
Price34000
Weight149
Energy Drain30
Boost Power17300
Charge Drain4600
NameB-T2
TypeBOOST UNIT
Price31500
Weight235
Energy Drain38
Boost Power14800
Charge Drain3850
NameB-P351
TypeBOOST UNIT
Price25500
Weight288
Energy Drain41
Boost Power21000
Charge Drain6980
NameB-VR-33
TypeBOOST UNIT
Price48500
Weight255
Energy Drain35
Boost Power19000
Charge Drain5070

Back Weapon:


NameWM-S40/1
TypeSMALL MISSILE
Price18700
Weight245
Energy Drain245
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power830
Number of Ammo40
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock1
Reload Time10
NameWM-S40/2
TypeSMALL MISSILE
Price23000
Weight337
Energy Drain320
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power830
Number of Ammo40
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock2
Reload Time10
NameWM-S40/4 (f)
TypeSMALL MISSILE
Price28800
Weight520
Energy Drain349
Radar Function NONE
Weapon LockSTANDARD
Attack Power830
Number of Ammo60
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock4
Reload Time10
NameWM-S60/6
TypeSMALL MISSILE
Price38100
Weight583
Energy Drain353
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power830
Number of Ammo60
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock6
Reload Time10
NameWM-MVG404
TypeMISSILE
Price31000
Weight620
Energy Drain280
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power1560
Number of Ammo24
Ammo TypeSOLID
Ammo Price252
Range10000
Maximum-Lock1
Reload Time10
NameWM-MVG802
TypeMISSILE
Price44000
Weight718
Energy Drain220
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power1560
Number of Ammo32
Ammo TypeSOLID
Ammo Price252
Range10000
Maximum-Lock2
Reload Time10
NameWM-L201 (n)
TypeLARGE MISSILE
Price46200
Weight835
Energy Drain180
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power4300
Number of Ammo12
Ammo TypeSOLID
Ammo Price897
Range12500
Maximum-Lock1
Reload Time10
NameWM-X201
TypeMULTI MISSILE
Price62250
Weight720
Energy Drain250
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power980
Number of Ammo18
Ammo TypeSOLID
Ammo Price1125
Range12000
Maximum-Lock1
Reload Time15
NameWM-X5-AA
TypeBOMB DISPENSER
Price19300
Weight616
Energy Drain85
Radar FunctionNONE
Weapon LockNONE
Attack Power675
Number of Ammo10
Ammo TypeSOLID
Ammo Price270
Range0
Maximum-Lock0
Reload Time50
NameWM-X10
TypeBOMB DISPENSER
Price24800
Weight939
Energy Drain105
Radar FunctionNONE
Weapon LockNONE
Attack Power675
Number of Ammo10
Ammo TypeSOLID
Ammo Price560
Range0
Maximum-Lock0
Reload Time50
NameWM-P4001
TypeDUAL MISSILE
Price43800
Weight755
Energy Drain320
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power830
Number of Ammo60
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock1
Reload Time10
NameWM-P5-2
TypeTRIPLE MISSILE
Price66700
Weight1125
Energy Drain360
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power830
Number of Ammo90
Ammo TypeSOLID
Ammo Price130
Range9000
Maximum-Lock1
Reload Time10
NameWR-S50
TypeSMALL ROCKET
Price15900
Weight218
Energy Drain8
Radar FunctionNONE
Weapon LockNONE
Attack Power1310
Number of Ammo50
Ammo TypeSOLID
Ammo Price110
Range12500
Maximum-Lock0
Reload Time8
NameWR-S100
TypeSMALL ROCKET
Price32400
Weight846
Energy Drain15
Radar FunctionNONE
Weapon LockNONE
Attack Power1310
Number of Ammo100
Ammo TypeSOLID
Ammo Price110
Range12500
Maximum-Lock0
Reload Time12
NameWR-M50
TypeROCKET
Price27600
Weight677
Energy Drain13
Radar FunctionNONE
Weapon LockNONE
Attack Power2240
Number of Ammo50
Ammo TypeSOLID
Ammo Price220
Range14000
Maximum-Lock0
Reload Time12
NameWR-M70
TypeROCKET
Price36500
Weight718
Energy Drain24
Radar FunctionNONE
Weapon LockNONE
Attack Power2240
Number of Ammo70
Ammo TypeSOLID
Ammo Price220
Range14000
Maximum-Lock0
Reload Time16
NameWR-L24 (f)
TypeLARGE ROCKET
Price29460
Weight805
Energy Drain18
Radar FunctionNONE
Weapon LockNONE
Attack Power3980
Number of Ammo24
Ammo TypeSOLID
Ammo Price417
Range17700
Maximum-Lock0
Reload Time16
NameWC-CN35
TypeCHAIN GUN
Price32750
Weight593
Energy Drain11
Radar FunctionNONE
Weapon LockSPECIAL
Attack Power338
Number of Ammo250
Ammo TypeSOLID
Ammo Price52
Range10000
Maximum-Lock1
Reload Time2
NameWC-ST120
TypeSLUG GUN
Price56000
Weight827
Energy Drain6
Radar FunctionNONE
Weapon LockSPECIAL
Attack Power183
Number of Ammo80
Ammo TypeSOLID
Ammo Price156
Range8100
Maximum-Lock1
Reload Time22
NameWC-LN350 (n)
TypeLINEAR GUN
Price41800
Weight425
Energy Drain8
Radar FunctionNONE
Weapon LockSPECIAL
Attack Power690
Number of Ammo120
Ammo TypeSOLID
Ammo Price108
Range9000
Maximum-Lock1
Reload Time6
NameWC-GN230
TypeGRENADE LAUNCHER
Price75200
Weight1230
Energy Drain8
Radar FunctionNONE
Weapon LockNARROW & DEEP
Attack Power3520
Number of Ammo15
Ammo TypeSOLID
Ammo Price985
Range12000
Maximum-Lock1
Reload Time32
NameWC-XP4000
TypePULSE CANNON
Price61000
Weight318
Energy Drain364
Radar FunctionNONE
Weapon LockNARROW & DEEP
Attack Power770
Number of Ammo100
Ammo TypeENERGY
Ammo Price0
Range9000
Maximum-Lock1
Reload Time5
NameWC-XC8000 (n)
TypePLASMA CANNON
Price78700
Weight1110
Energy Drain455
Radar FunctionNONE
Weapon LockNARROW & DEEP
Attack Power2065
Number of Ammo50
Ammo TypeENERGY
Ammo Price0
Range8500
Maximum-Lock1
Reload Time10
NameWC-01QL
TypeLASER CANNON
Price69500
Weight273
Energy Drain618
Radar FunctionNONE
Weapon LockNARROW & DEEP
Attack Power1531
Number of Ammo80
Ammo TypeENERGY
Ammo Price0
Range12000
Maximum-Lock1
Reload Time7
NameRXA-01WE
TypeRADAR
Price12100
Weight210
Energy Drain243
Radar FunctionPROVIDED
Radar Range8650
Radar TypeSTANDARD
NameRZ-A0
TypeRADAR
Price17900
Weight480
Energy Drain387
Radar FunctionPROVIDED
Radar Range11500
Radar TypeCIRCLE
NameRXA-99
TypeRADAR
Price14500
Weight160
Energy Drain267
Radar FunctionPROVIDED
Radar Range8800
Radar TypeSTANDARD
NameRXA-77
TypeRADAR
Price23000
Weight125
Energy Drain274
Radar FunctionPROVIDED
Radar Range8700
Radar TypeSTANDARD
NameRZ-A1
TypeRADAR
Price33000
Weight433
Energy Drain403
Radar FunctionPROVIDED
Radar Range15700
Radar TypeCIRCLE
NameRZT-333 (f)
TypeRADAR
Price27700
Weight343
Energy Drain451
Radar FunctionPROVIDED
Radar Range11700
Radar TypeOCTAGON
NameRZ-BBP
TypeRADAR
Price40900
Weight454
Energy Drain566
Radar FunctionPROVIDED
Radar Range16300
Radar TypeCIRCLE
NameWX-S800/2
TypeDUAL MISSILE
Price69400
Weight1650
Energy Drain415
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power1120
Number of Ammo60
Ammo TypeSOLID
Ammo Price515
Range11000
Maximum-Lock1
Reload Time12
NameWX-S800-GF (f)
TypeDUAL MISSILE
Price90900
Weight1110
Energy Drain656
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power1120
Number of Ammo60
Ammo TypeSOLID
Ammo Price515
Range11000
Maximum-Lock1
Reload Time10
NameXCS-9900
TypeMULTI MISSILE
Price94500
Weight1480
Energy Drain310
Radar FunctionNONE
Weapon LockSTANDARD
Attack Power980
Number of Ammo20
Ammo TypeSOLID
Ammo Price1125
Range12000
Maximum-Lock1
Reload Time15

Arm Weapon:


NameWG-RF35
TypeRIFLE
Price11400
Weight415
Energy Drain6
Weapon LockWIDE & SHALLOW
Attack Power218
Number of Ammo200
Ammo TypeSOLID
Ammo Price18
Range8500
Maximum-Lock1
Reload Time5
NameWG-MGA1
TypeMACHINE GUN
Price14000
Weight370
Energy Drain4
Weapon LockWIDE & SHALLOW
Attack Power85
Number of Ammo500
Ammo TypeSOLID
Ammo Price9
Range6300
Maximum-Lock1
Reload Time1
NameWG-MG500
TypeMACHINE GUN
Price28400
Weight458
Energy Drain4
Weapon LockWIDE & SHALLOW
Attack Power135
Number of Ammo500
Ammo TypeSOLID
Ammo Price15
Range7800
Maximum-Lock1
Reload Time2
NameWG-AR1000
TypeMACHINE GUN
Price42300
Weight516
Energy Drain8
Weapon LockSPECIAL
Attack Power105
Number of Ammo1000
Ammo TypeSOLID
Ammo Price12
Range7000
Maximum-Lock1
Reload Time1
NameWG-HG235
TypeHAND GUN
Price19000
Weight170
Energy Drain22
Weapon LockWIDE & SHALLOW
Attack Power226
Number of Ammo100
Ammo TypeSOLID
Ammo Price68
Range4800
Maximum-Lock1
Reload Time5
NameWG-RF/5
TypeSNIPER RIFLE
Price41500
Weight295
Energy Drain5
Weapon LockSPECIAL
Attack Power530
Number of Ammo80
Ammo TypeSOLID
Ammo Price83
Range20000
Maximum-Lock1
Reload Time10
NameWG-RF/P
TypeSNIPER RIFLE
Price33100
Weight308
Energy Drain4
Weapon LockSPECIAL
Attack Power612
Number of Ammo60
Ammo TypeSOLID
Ammo Price95
Range16000
Maximum-Lock1
Reload Time12
NameWG-HG512
TypeHAND GUN
Price26200
Weight324
Energy Drain10
Weapon LockWIDE & SHALLOW
Attack Power437
Number of Ammo120
Ammo TypeSOLID
Ammo Price48
Range5800
Maximum-Lock1
Reload Time8
NameWG-FG99 (f)
TypeFLAMETHROWER
Price58300
Weight352
Energy Drain9
Weapon LockNONE
Attack Power512
Number of Ammo500
Ammo TypeSOLID
Ammo Price41
Range900
Maximum-Lock1
Reload Time1
NameWG-B2120
TypeBAZOOKA
Price59740
Weight778
Energy Drain13
Weapon LockNARROW & DEEP
Attack Power1250
Number of Ammo80
Ammo TypeSOLID
Ammo Price163
Range8200
Maximum-Lock1
Reload Time16
NameWG-B2180
TypeBAZOOKA
Price75900
Weight905
Energy Drain16
Weapon LockNARROW & DEEP
Attack Power1930
Number of Ammo50
Ammo TypeSOLID
Ammo Price348
Range7800
Maximum-Lock1
Reload Time22
NameWG-XP1000
TypePULSE RIFLE
Price46000
Weight188
Energy Drain246
Weapon LockSPECIAL
Attack Power302
Number of Ammo180
Ammo TypeENERGY
Ammo Price0
Range15000
Maximum-Lock1
Reload Time3
NameWG-XP2000
TypePULSE RIFLE
Price61500
Weight265
Energy Drain285
Weapon LockSPECIAL
Attack Power435
Number of Ammo200
Ammo TypeENERGY
Ammo Price0
Range18000
Maximum-Lock1
Reload Time6
NameWG-XC4
TypePLASMA RIFLE
Price51000
Weight686
Energy Drain308
Weapon LockSPECIAL
Attack Power820
Number of Ammo100
Ammo TypeENERGY
Ammo Price0
Range8000
Maximum-Lock1
Reload Time10
NameWG-1-KARASAWA (f)
TypePLASMA RIFLE
Price75000
Weight1000
Energy Drain422
Weapon LockSPECIAL
Attack Power1550
Number of Ammo50
Ammo TypeENERGY
Ammo Price0
Range10000
Maximum-Lock1
Reload Time8
NameLS-2001
TypeLASERBLADE
Price11500
Weight123
Energy Drain28
Charge Drain2050
Attack Power738
NameLS-200G
TypeLASERBLADE
Price29000
Weight181
Energy Drain45
Charge Drain1700
Attack Power950
NameLS-3303
TypeLASERBLADE
Price37200
Weight224
Energy Drain43
Charge Drain2630
Attack Power1210
NameLS-99-MOONLIGHT (f)
TypeLASERBLADE
Price54000
Weight336
Energy Drain93
Charge Drain810
Attack Power2801

NEW EQUIPMENT


FOUND Parts


RZT-333

Radar from radar guarding mission in airfield. Inside one of the buildings.

Note: You will fail the mission and not be paid if you take the radar.

LS-99-MOONLIGHT

Laser Sword from kill leader of terrorist mission. Down in the deep trench.

GBG-XR

Generator from kill ex-Raven mission at the high-rise. Two floors down from where the elevator arrives.

WX-S800-GF

Dual-missile from air duct mission with large central room. In one of the two corridors that are accessed from the ceiling of the large room.

WG-1-KARASAWA

Plasma rifle from destroy all the barrels mission with the FCS jamming robots. On the back ledge in the second room where a whole bunch of barrels are.

QX-AF

FCS from kill the queen life form mission, where you go into the caves. In the queen room.

WR-L24

Large rocket from destroy the terrorists on the highway (one of the first missions). Behind you at the start of the mission, behind the barricades.

WG-FG99

Flamethrower from destroy intruders in the generator with the molten floor. In a box in a barely visible niche under a bridge near the top of the generator.

HD-X1487

Head unit from protecting the train mission. Hidden in a gray box.

B-TOO1

Booster from guarding the entrance to the secret factory (fighting planes and 2 ACs out in the open at night). In the very northeast corner, almost at the edge of the mission area. Next to a box.

WM-S60/4

Small missile from attacking the entrance to the secret factory (you are dropped from a plane at night). In the very southwest corner, at the edge of the mission area.

Next to a box.

EARNED Parts


LN-SSVT

Legs earned from attack island with turrets mission.

SP-SAP

Cannon stabilizer earned from second CHAOS test mission.

SP-AXL

FCS accelerator earned from the desert mission with the land mines and tanks.

MANY THANKS TO:


Krian Upatkoon

Mike Ho

Gilbert Wong

STao


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