Ivevei Upatkoon
arashi@gol.com
Other AC faqs available: Stat Sheet
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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.
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.
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.
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.
| Head | HD-GRY-NX | 14700C |
| Core | XCA-00 | 61500C |
| Arms | AN-201 | 15300C |
| Legs | LN-1001-PX-0 | 25000C |
| Generator | GPS-VVA | 19500C |
| FCS | COMDEX-C7 | 11100C |
| Boosters | B-P320 | 10800C |
| Back Weapon | WM-S40/1 | 18700C |
| Back Weapon | RXA-01WE | 12100C |
| Arm Weapon | WG-RF35 | 11400C |
| Arm Weapon | LS-2001 | 11500C |
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:
| Name | HD-01-SRVT |
| Type | HEAD UNIT |
| Price | 26500 |
| Weight | 122 |
| Energy Drain | 350 |
| Armor Point | 816 |
| Def_Shell | 154 |
| Def_Energy | 149 |
| Computer Type | DETAILED |
| Map Type | AREA MEMORY |
| Noise Canceler | NONE |
| Bio Sensor | PROVIDED |
| Radar Function | NONE |
| Name | HD-2002 |
| Type | HEAD UNIT |
| Price | 29000 |
| Weight | 156 |
| Energy Drain | 457 |
| Armor Point | 787 |
| Def_Shell | 140 |
| Def_Energy | 154 |
| Computer Type | STANDARD |
| Map Type | AREA MEMORY |
| Noise Canceler | NONE |
| Bio Sensor | NONE |
| Radar Function | PROVIDED |
| Radar Range | 6000 |
| Radar Type | STANDARD |
| Name | HD-X1487 (f) |
| Type | HEAD UNIT |
| Price | 19000 |
| Weight | 166 |
| Energy Drain | 420 |
| Armor Point | 975 |
| Def_Shell | 160 |
| Def_Energy | 185 |
| Computer Type | ROUGH |
| Map Type | NO MEMORY |
| Noise Canceler | PROVIDED |
| Bio Sensor | PROVIDED |
| Radar Function | NONE |
| Name | HD-REDEYE |
| Type | HEAD UNIT |
| Price | 41100 |
| Weight | 146 |
| Energy Drain | 538 |
| Armor Point | 840 |
| Def_Shell | 148 |
| Def_Energy | 151 |
| Computer Type | DETAILED |
| Map Type | AREA&PLACE NAME |
| Noise Canceler | NONE |
| Bio Sensor | NONE |
| Radar Function | PROVIDED |
| Radar Range | 5980 |
| Radar Type | STANDARD |
| Name | HD-D-9066 |
| Type | HEAD UNIT |
| Price | 43200 |
| Weight | 138 |
| Energy Drain | 657 |
| Armor Point | 885 |
| Def_Shell | 165 |
| Def_Energy | 232 |
| Computer Type | STANDARD |
| Map Type | AREA MEMORY |
| Noise Canceler | NONE |
| Bio Sensor | PROVIDED |
| Radar Function | PROVIDED |
| Radar Range | 6120 |
| Radar Type | STANDARD |
| Name | HD-GRY-NX |
| Type | HEAD UNIT |
| Price | 14700 |
| Weight | 232 |
| Energy Drain | 218 |
| Armor Point | 1004 |
| Def_Shell | 194 |
| Def_Energy | 134 |
| Computer Type | ROUGH |
| Map Type | NO MEMORY |
| Noise Canceler | NONE |
| Bio Sensor | NONE |
| Radar Function | NONE |
| Name | HD-06-RADAR |
| Type | HEAD UNIT |
| Price | 51800 |
| Weight | 145 |
| Energy Drain | 875 |
| Armor Point | 741 |
| Def_Shell | 109 |
| Def_Energy | 194 |
| Computer Type | STANDARD |
| Map Type | AREA&PLACE NAME |
| Noise Canceler | PROVIDED |
| Bio Sensor | NONE |
| Radar Function | PROVIDED |
| Radar Range | 8120 |
| Radar Type | STANDARD |
| Name | HD-ONE |
| Type | HEAD UNIT |
| Price | 68100 |
| Weight | 161 |
| Energy Drain | 304 |
| Armor Point | 800 |
| Def_Shell | 132 |
| Def_Energy | 129 |
| Computer Type | DETAILED |
| Map Type | AREA MEMORY |
| Noise Canceler | PROVIDED |
| Bio Sensor | PROVIDED |
| Radar Function | PROVIDED |
| Radar Range | 7980 |
| Radar Type | STANDARD |
| Name | HD-08-DISH |
| Type | HEAD UNIT |
| Price | 33200 |
| Weight | 133 |
| Energy Drain | 716 |
| Armor Point | 870 |
| Def_Shell | 205 |
| Def_Energy | 162 |
| Computer Type | STANDARD |
| Map Type | AREA&PLACE NAME |
| Noise Canceler | NONE |
| Bio Sensor | NONE |
| Radar Function | NONE |
| Name | HD-ZERO |
| Type | HEAD UNIT |
| Price | 22500 |
| Weight | 185 |
| Energy Drain | 431 |
| Armor Point | 925 |
| Def_Shell | 221 |
| Def_Energy | 149 |
| Computer Type | ROUGH |
| Map Type | NO MEMORY |
| Noise Canceler | NONE |
| Bio Sensor | NONE |
| Radar Function | PROVIDED |
| Radar Range | 6300 |
| Radar Type | STANDARD |
Core:
| Name | XCA-00 |
| Type | CORE UNIT |
| Price | 61500 |
| Weight | 1103 |
| Energy Drain | 1046 |
| Armor Point | 2710 |
| Def_Shell | 530 |
| Def_Energy | 505 |
| Max Weight | 2770 |
| VS-MG-Response | 48 |
| VS-MG-Angle | 48 |
| Extension Slots | 8 |
| Name | XCL-01 |
| Type | CORE UNIT |
| Price | 88000 |
| Weight | 885 |
| Energy Drain | 1380 |
| Armor Point | 2380 |
| Def_Shell | 492 |
| Def_Energy | 610 |
| Max Weight | 2450 |
| VS-MG-Response | 48 |
| VS-MG-Angle | 64 |
| Extension Slots | 16 |
| Name | XCH-01 |
| Type | CORE UNIT |
| Price | 72000 |
| Weight | 1384 |
| Energy Drain | 873 |
| Armor Point | 3015 |
| Def_Shell | 615 |
| Def_Energy | 543 |
| Max Weight | 3600 |
| VS-MG-Response | 48 |
| VS-MG-Angle | 32 |
| Extension Slots | 12 |
Arms:
| Name | AN-101 |
| Type | ARM UNIT |
| Price | 19000 |
| Weight | 1228 |
| Energy Drain | 1006 |
| Armor Point | 1670 |
| Def_Shell | 384 |
| Def_Energy | 374 |
| Name | AN-201 |
| Type | ARM UNIT |
| Price | 15300 |
| Weight | 1054 |
| Energy Drain | 877 |
| Armor Point | 1635 |
| Def_Shell | 352 |
| Def_Energy | 334 |
| Name | AN-K1 |
| Type | ARM UNIT |
| Price | 49000 |
| Weight | 905 |
| Energy Drain | 930 |
| Armor Point | 1790 |
| Def_Shell | 339 |
| Def_Energy | 402 |
| Name | AN-D-7001 |
| Type | ARM UNIT |
| Price | 23000 |
| Weight | 1445 |
| Energy Drain | 1512 |
| Armor Point | 1743 |
| Def_Shell | 306 |
| Def_Energy | 453 |
| Name | AN-3001 |
| Type | ARM UNIT |
| Price | 39500 |
| Weight | 1612 |
| Energy Drain | 1258 |
| Armor Point | 1935 |
| Def_Shell | 487 |
| Def_Energy | 353 |
| Name | ANKS-1A46J |
| Type | ARM UNIT |
| Price | 42100 |
| Weight | 2120 |
| Energy Drain | 1415 |
| Armor Point | 1990 |
| Def_Shell | 679 |
| Def_Energy | 496 |
| Name | AN-863-B |
| Type | ARM UNIT |
| Price | 34000 |
| Weight | 1726 |
| Energy Drain | 1397 |
| Armor Point | 1880 |
| Def_Shell | 517 |
| Def_Energy | 406 |
| Name | AN-25 |
| Type | ARM UNIT |
| Price | 28400 |
| Weight | 853 |
| Energy Drain | 682 |
| Armor Point | 1826 |
| Def_Shell | 344 |
| Def_Energy | 284 |
| Name | AW-MG25/2 |
| Type | MACHINE GUN |
| Price | 54500 |
| Weight | 1193 |
| Energy Drain | 78 |
| Armor Point | 812 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | SPECIAL |
| Attack Power | 158 |
| Number of Ammo | 400 |
| Ammo Type | SOLID |
| Ammo Price | 33 |
| Range | 8800 |
| Maximum-Lock | 1 |
| Reload Time | 2 |
| Name | AW-GT2000 |
| Type | GATTLING GUN |
| Price | 48600 |
| Weight | 1415 |
| Energy Drain | 92 |
| Armor Point | 1132 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | SPECIAL |
| Attack Power | 305 |
| Number of Ammo | 300 |
| Ammo Type | SOLID |
| Ammo Price | 62 |
| Range | 7800 |
| Maximum-Lock | 1 |
| Reload Time | 2 |
| Name | AW-RF105 |
| Type | CANNON |
| Price | 77600 |
| Weight | 1530 |
| Energy Drain | 106 |
| Armor Point | 1280 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 1530 |
| Number of Ammo | 100 |
| Ammo Type | SOLID |
| Ammo Price | 220 |
| Range | 9300 |
| Maximum-Lock | 1 |
| Reload Time | 15 |
| Name | AW-30/3 |
| Type | DUAL MISSILE |
| Price | 56400 |
| Weight | 480 |
| Energy Drain | 377 |
| Armor Point | 688 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 80 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 3 |
| Reload Time | 10 |
| Name | AW-RF120 |
| Type | CANNON |
| Price | 67200 |
| Weight | 1827 |
| Energy Drain | 137 |
| Armor Point | 1420 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 2120 |
| Number of Ammo | 50 |
| Ammo Type | SOLID |
| Ammo Price | 300 |
| Range | 9800 |
| Maximum-Lock | 1 |
| Reload Time | 18 |
| Name | AW-S60/2 |
| Type | DUAL-MISSILE |
| Price | 66600 |
| Weight | 762 |
| Energy Drain | 420 |
| Armor Point | 725 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 120 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 2 |
| Reload Time | 10 |
| Name | AW-XC5500 |
| Type | LASER CANNON |
| Price | 83600 |
| Weight | 1688 |
| Energy Drain | 547 |
| Armor Point | 875 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 1241 |
| Number of Ammo | 70 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 12000 |
| Maximum-Lock | 1 |
| Reload Time | 7 |
| Name | AW-XC65 |
| Type | PLASMA CANNON |
| Price | 98500 |
| Weight | 1905 |
| Energy Drain | 625 |
| Armor Point | 792 |
| Def_Shell | 0 |
| Def_Energy | 0 |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 2322 |
| Number of Ammo | 40 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 8300 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
Legs:
| Name | LN-1001 |
| Type | HUMANOID LEGS |
| Price | 28500 |
| Weight | 1966 |
| Energy Drain | 1725 |
| Armor Point | 3235 |
| Def_Shell | 556 |
| Def_Energy | 531 |
| Max Weight | 4470 |
| Speed | 277 |
| Stability | 1018 |
| Jump Function | PROVIDED |
| Name | LN-SSVT (e) |
| Type | HUMANOID LEGS |
| Price | 44000 |
| Weight | 1528 |
| Energy Drain | 2338 |
| Armor Point | 2795 |
| Def_Shell | 482 |
| Def_Energy | 507 |
| Max Weight | 3560 |
| Speed | 445 |
| Stability | 596 |
| Jump Function | PROVIDED |
| Name | LN-3001 (n) |
| Type | HUMANOID LEGS |
| Price | 52200 |
| Weight | 3137 |
| Energy Drain | 2206 |
| Armor Point | 3703 |
| Def_Shell | 870 |
| Def_Energy | 594 |
| Max Weight | 6600 |
| Speed | 153 |
| Stability | 2518 |
| Jump Function | PROVIDED |
| Name | LN-1001-PX-0 |
| Type | HUMANOID LEGS |
| Price | 25000 |
| Weight | 1892 |
| Energy Drain | 1844 |
| Armor Point | 3035 |
| Def_Shell | 528 |
| Def_Energy | 508 |
| Max Weight | 4100 |
| Speed | 280 |
| Stability | 904 |
| Jump Function | PROVIDED |
| Name | LN-501 |
| Type | HUMANOID LEGS |
| Price | 71800 |
| Weight | 1675 |
| Energy Drain | 2910 |
| Armor Point | 2947 |
| Def_Shell | 508 |
| Def_Energy | 535 |
| Max Weight | 3990 |
| Speed | 451 |
| Stability | 854 |
| Jump Function | PROVIDED |
| Name | LN-SSVR |
| Type | HUMANOID LEGS |
| Price | 32400 |
| Weight | 2750 |
| Energy Drain | 2013 |
| Armor Point | 3606 |
| Def_Shell | 805 |
| Def_Energy | 532 |
| Max Weight | 5400 |
| Speed | 148 |
| Stability | 2150 |
| Jump Function | PROVIDED |
| Name | LN-1001B |
| Type | HUMANOID LEGS |
| Price | 45200 |
| Weight | 2305 |
| Energy Drain | 1889 |
| Armor Point | 3383 |
| Def_Shell | 585 |
| Def_Energy | 543 |
| Max Weight | 4630 |
| Speed | 272 |
| Stability | 1320 |
| Jump Function | PROVIDED |
| Name | LN-3001C |
| Type | HUMANOID LEGS |
| Price | 64100 |
| Weight | 3528 |
| Energy Drain | 2418 |
| Armor Point | 3977 |
| Def_Shell | 889 |
| Def_Energy | 602 |
| Max Weight | 7100 |
| Speed | 151 |
| Stability | 2977 |
| Jump Function | PROVIDED |
| Name | LN-502 |
| Type | HUMANOID LEGS |
| Price | 35800 |
| Weight | 1790 |
| Energy Drain | 2466 |
| Armor Point | 3343 |
| Def_Shell | 538 |
| Def_Energy | 592 |
| Max Weight | 3800 |
| Speed | 275 |
| Stability | 843 |
| Jump Function | PROVIDED |
| Name | LN-D-8000R (n) |
| Type | HUMANOID LEGS |
| Price | 49000 |
| Weight | 2426 |
| Energy Drain | 2350 |
| Armor Point | 3532 |
| Def_Shell | 510 |
| Def_Energy | 656 |
| Max Weight | 4720 |
| Speed | 269 |
| Stability | 1200 |
| Jump Function | PROVIDED |
| Name | LNKS-1B46J |
| Type | HUMANOID LEGS |
| Price | 48000 |
| Weight | 3065 |
| Energy Drain | 2304 |
| Armor Point | 3788 |
| Def_Shell | 822 |
| Def_Energy | 618 |
| Max Weight | 6100 |
| Speed | 146 |
| Stability | 3802 |
| Jump Function | PROVIDED |
| Name | LB-4400 |
| Type | REVERSE JOINT |
| Price | 17300 |
| Weight | 2520 |
| Energy Drain | 1400 |
| Armor Point | 3560 |
| Def_Shell | 617 |
| Def_Energy | 451 |
| Max Weight | 4020 |
| Speed | 294 |
| Stability | 2084 |
| Jump Function | PROVIDED |
| Name | LB-4401 |
| Type | REVERSE JOINT |
| Price | 31800 |
| Weight | 2910 |
| Energy Drain | 1456 |
| Armor Point | 3810 |
| Def_Shell | 672 |
| Def_Energy | 468 |
| Max Weight | 4510 |
| Speed | 287 |
| Stability | 2713 |
| Jump Function | PROVIDED |
| Name | LB-4303 |
| Type | REVERSE JOINT |
| Price | 24000 |
| Weight | 2643 |
| Energy Drain | 1585 |
| Armor Point | 3575 |
| Def_Shell | 643 |
| Def_Energy | 488 |
| Max Weight | 4180 |
| Speed | 291 |
| Stability | 2505 |
| Jump Function | PROVIDED |
| Name | LB-1000-P |
| Type | REVERSE JOINT |
| Price | 20500 |
| Weight | 2095 |
| Energy Drain | 1228 |
| Armor Point | 3514 |
| Def_Shell | 609 |
| Def_Energy | 444 |
| Max Weight | 3775 |
| Speed | 286 |
| Stability | 2310 |
| Jump Function | PROVIDED |
| Name | LBKS-2B45A |
| Type | REVERSE JOINT |
| Price | 27000 |
| Weight | 2480 |
| Energy Drain | 1703 |
| Armor Point | 3731 |
| Def_Shell | 584 |
| Def_Energy | 515 |
| Max Weight | 3990 |
| Speed | 299 |
| Stability | 1985 |
| Jump Function | PROVIDED |
| Name | LF-205-SF |
| Type | FOUR LEGS TYPE |
| Price | 42600 |
| Weight | 2137 |
| Energy Drain | 2810 |
| Armor Point | 2841 |
| Def_Shell | 446 |
| Def_Energy | 654 |
| Max Weight | 3450 |
| Speed | 483 |
| Stability | 580 |
| Jump Function | PROVIDED |
| Name | LFH-X3 |
| Type | FOUR LEGS TYPE |
| Price | 56000 |
| Weight | 2400 |
| Energy Drain | 2988 |
| Armor Point | 3100 |
| Def_Shell | 468 |
| Def_Energy | 610 |
| Max Weight | 3810 |
| Speed | 421 |
| Stability | 710 |
| Jump Function | PROVIDED |
| Name | LF-DEX-1 |
| Type | FOUR LEGS TYPE |
| Price | 69000 |
| Weight | 2650 |
| Energy Drain | 4016 |
| Armor Point | 3179 |
| Def_Shell | 557 |
| Def_Energy | 553 |
| Max Weight | 4450 |
| Speed | 360 |
| Stability | 820 |
| Jump Function | PROVIDED |
| Name | LFH-X5X (n) |
| Type | FOUR LEGS TYPE |
| Price | 82000 |
| Weight | 2880 |
| Energy Drain | 3584 |
| Armor Point | 3328 |
| Def_Shell | 497 |
| Def_Energy | 700 |
| Max Weight | 5000 |
| Speed | 442 |
| Stability | 1110 |
| Jump Function | PROVIDED |
| Name | LC-MOS18 |
| Type | CATERPILLAR |
| Price | 16000 |
| Weight | 4182 |
| Energy Drain | 978 |
| Armor Point | 3928 |
| Def_Shell | 858 |
| Def_Energy | 572 |
| Max Weight | 8000 |
| Speed | 105 |
| Stability | 4245 |
| Jump Function | NONE |
| Name | LC-UKI60 |
| Type | CATERPILLAR |
| Price | 25500 |
| Weight | 3860 |
| Energy Drain | 1104 |
| Armor Point | 3822 |
| Def_Shell | 812 |
| Def_Energy | 589 |
| Max Weight | 6950 |
| Speed | 138 |
| Stability | 3710 |
| Jump Function | NONE |
| Name | LC-HTP-AAA |
| Type | CATERPILLAR |
| Price | 38500 |
| Weight | 2915 |
| Energy Drain | 2877 |
| Armor Point | 3688 |
| Def_Shell | 728 |
| Def_Energy | 694 |
| Max Weight | 4130 |
| Speed | 250 |
| Stability | 630 |
| Jump Function | NONE |
| Name | LC-MOS4545 (n) |
| Type | CATERPILLAR |
| Price | 59000 |
| Weight | 3610 |
| Energy Drain | 2609 |
| Armor Point | 3990 |
| Def_Shell | 905 |
| Def_Energy | 753 |
| Max Weight | 7400 |
| Speed | 211 |
| Stability | 5101 |
| Jump Function | NONE |
Generator:
| Name | GPS-VVA |
| Type | PULSE GENERATOR |
| Price | 19500 |
| Weight | 308 |
| Energy Output | 4728 |
| Maximum Charge | 28000 |
| Charge Redzone | 7800 |
| Name | GPS-V6 |
| Type | PULSE GENERATOR |
| Price | 32000 |
| Weight | 363 |
| Energy Output | 4728 |
| Maximum Charge | 43000 |
| Charge Redzone | 5000 |
| Name | GRD-RX5 |
| Type | PULSE GENERATOR |
| Price | 23300 |
| Weight | 225 |
| Energy Output | 5300 |
| Maximum Charge | 38000 |
| Charge Redzone | 4000 |
| Name | GRD-RX6 |
| Type | PULSE GENERATOR |
| Price | 27800 |
| Weight | 286 |
| Energy Output | 6000 |
| Maximum Charge | 33000 |
| Charge Redzone | 4000 |
| Name | GRD-RX7 |
| Type | PULSE GENERATOR |
| Price | 38700 |
| Weight | 348 |
| Energy Output | 6810 |
| Maximum Charge | 31500 |
| Charge Redzone | 5000 |
| Name | GBG-10000 |
| Type | PULSE GENERATOR |
| Price | 43500 |
| Weight | 398 |
| Energy Output | 9988 |
| Maximum Charge | 34000 |
| Charge Redzone | 2980 |
| Name | GBG-XR (f) |
| Type | PULSE GENERATOR |
| Price | 56000 |
| Weight | 452 |
| Energy Output | 8207 |
| Maximum Charge | 48000 |
| Charge Redzone | 3250 |
FCS:
| Name | COMDEX-C7 |
| Type | FCS |
| Price | 11100 |
| Weight | 14 |
| Energy Drain | 24 |
| Maximum Lock | 4 |
| Lock Type | STANDARD |
| Name | COMDEX-G0 |
| Type | FCS |
| Price | 22500 |
| Weight | 14 |
| Energy Drain | 24 |
| Maximum Lock | 4 |
| Lock Type | STANDARD (Quick Lock) |
| Name | COMDEX-G8 |
| Type | FCS |
| Price | 16400 |
| Weight | 14 |
| Energy Drain | 24 |
| Maximum Lock | 6 |
| Lock Type | STANDARD (Slow Lock) |
| Name | QX-21 |
| Type | FCS |
| Price | 20300 |
| Weight | 8 |
| Energy Drain | 12 |
| Maximum Lock | 1 |
| Lock Type | WIDE & SHALLOW |
| Name | QX-AF (f) |
| Type | FCS |
| Price | 35700 |
| Weight | 10 |
| Energy Drain | 16 |
| Maximum Lock | 2 |
| Lock Type | WIDE & SHALLOW |
| Name | TRYX-BOXER |
| Type | FCS |
| Price | 48100 |
| Weight | 10 |
| Energy Drain | 19 |
| Maximum Lock | 3 |
| Lock Type | LENGTHWAY |
| Name | TRYX-QUAD |
| Type | FCS |
| Price | 63000 |
| Weight | 18 |
| Energy Drain | 38 |
| Maximum Lock | 6 |
| Lock Type | SIDEWAY |
| Name | QX-9009 |
| Type | FCS |
| Price | 96000 |
| Weight | 24 |
| Energy Drain | 55 |
| Maximum Lock | 6 |
| Lock Type | NARROW & DEEP |
Option Parts:
| Name | SP-MAW |
| Type | RADAR OPTION |
| Price | 14200 |
| Slot Spend | 1 |
| Name | SP-JAM |
| Type | MISSILE JAMMER |
| Price | 26000 |
| Slot Spend | 3 |
| Name | SP-M/AUTO |
| Type | AUTO LAUNCHER |
| Price | 12900 |
| Slot Spend | 1 |
| Name | SP-ABS |
| Type | BALANCER OPTION |
| Price | 29600 |
| Slot Spend | 1 |
| Name | SP-SAP (e) |
| Type | ABSORBER OPTION |
| Price | 31800 |
| Slot Spend | 1 |
| Name | SP-CND-K |
| Type | CHARGE EXPANDER |
| Price | 21000 |
| Slot Spend | 4 |
| Name | SP-AXL (e) |
| Type | FCS ACCELERATOR |
| Price | 24000 |
| Slot Spend | 2 |
| Name | SP-S/SCR |
| Type | SHELL SCREEN |
| Price | 33000 |
| Slot Spend | 2 |
| Name | SP-E/SCR |
| Type | ENERGY SCREEN |
| Price | 38500 |
| Slot Spend | 1 |
| Name | SP-EH |
| Type | RAPID CHARGE |
| Price | 45000 |
| Slot Spend | 1 |
| Name | SP-E+ |
| Type | ENERGY AMPLIFIER |
| Price | 45000 |
| Slot Spend | 1 |
Boosters:
| Name | B-P320 |
| Type | BOOST UNIT |
| Price | 10800 |
| Weight | 208 |
| Energy Drain | 28 |
| Boost Power | 9800 |
| Charge Drain | 4360 |
| Name | B-P350 |
| Type | BOOST UNIT |
| Price | 13700 |
| Weight | 162 |
| Energy Drain | 33 |
| Boost Power | 12800 |
| Charge Drain | 4410 |
| Name | B-TOO1 |
| Type | BOOST UNIT |
| Price | 34000 |
| Weight | 149 |
| Energy Drain | 30 |
| Boost Power | 17300 |
| Charge Drain | 4600 |
| Name | B-T2 |
| Type | BOOST UNIT |
| Price | 31500 |
| Weight | 235 |
| Energy Drain | 38 |
| Boost Power | 14800 |
| Charge Drain | 3850 |
| Name | B-P351 |
| Type | BOOST UNIT |
| Price | 25500 |
| Weight | 288 |
| Energy Drain | 41 |
| Boost Power | 21000 |
| Charge Drain | 6980 |
| Name | B-VR-33 |
| Type | BOOST UNIT |
| Price | 48500 |
| Weight | 255 |
| Energy Drain | 35 |
| Boost Power | 19000 |
| Charge Drain | 5070 |
Back Weapon:
| Name | WM-S40/1 |
| Type | SMALL MISSILE |
| Price | 18700 |
| Weight | 245 |
| Energy Drain | 245 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 40 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WM-S40/2 |
| Type | SMALL MISSILE |
| Price | 23000 |
| Weight | 337 |
| Energy Drain | 320 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 40 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 2 |
| Reload Time | 10 |
| Name | WM-S40/4 (f) |
| Type | SMALL MISSILE |
| Price | 28800 |
| Weight | 520 |
| Energy Drain | 349 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 60 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 4 |
| Reload Time | 10 |
| Name | WM-S60/6 |
| Type | SMALL MISSILE |
| Price | 38100 |
| Weight | 583 |
| Energy Drain | 353 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 60 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 6 |
| Reload Time | 10 |
| Name | WM-MVG404 |
| Type | MISSILE |
| Price | 31000 |
| Weight | 620 |
| Energy Drain | 280 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 1560 |
| Number of Ammo | 24 |
| Ammo Type | SOLID |
| Ammo Price | 252 |
| Range | 10000 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WM-MVG802 |
| Type | MISSILE |
| Price | 44000 |
| Weight | 718 |
| Energy Drain | 220 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 1560 |
| Number of Ammo | 32 |
| Ammo Type | SOLID |
| Ammo Price | 252 |
| Range | 10000 |
| Maximum-Lock | 2 |
| Reload Time | 10 |
| Name | WM-L201 (n) |
| Type | LARGE MISSILE |
| Price | 46200 |
| Weight | 835 |
| Energy Drain | 180 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 4300 |
| Number of Ammo | 12 |
| Ammo Type | SOLID |
| Ammo Price | 897 |
| Range | 12500 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WM-X201 |
| Type | MULTI MISSILE |
| Price | 62250 |
| Weight | 720 |
| Energy Drain | 250 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 980 |
| Number of Ammo | 18 |
| Ammo Type | SOLID |
| Ammo Price | 1125 |
| Range | 12000 |
| Maximum-Lock | 1 |
| Reload Time | 15 |
| Name | WM-X5-AA |
| Type | BOMB DISPENSER |
| Price | 19300 |
| Weight | 616 |
| Energy Drain | 85 |
| Radar Function | NONE |
| Weapon Lock | NONE |
| Attack Power | 675 |
| Number of Ammo | 10 |
| Ammo Type | SOLID |
| Ammo Price | 270 |
| Range | 0 |
| Maximum-Lock | 0 |
| Reload Time | 50 |
| Name | WM-X10 |
| Type | BOMB DISPENSER |
| Price | 24800 |
| Weight | 939 |
| Energy Drain | 105 |
| Radar Function | NONE |
| Weapon Lock | NONE |
| Attack Power | 675 |
| Number of Ammo | 10 |
| Ammo Type | SOLID |
| Ammo Price | 560 |
| Range | 0 |
| Maximum-Lock | 0 |
| Reload Time | 50 |
| Name | WM-P4001 |
| Type | DUAL MISSILE |
| Price | 43800 |
| Weight | 755 |
| Energy Drain | 320 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 60 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WM-P5-2 |
| Type | TRIPLE MISSILE |
| Price | 66700 |
| Weight | 1125 |
| Energy Drain | 360 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 830 |
| Number of Ammo | 90 |
| Ammo Type | SOLID |
| Ammo Price | 130 |
| Range | 9000 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WR-S50 |
| Type | SMALL ROCKET |
| Price | 15900 |
| Weight | 218 |
| Energy Drain | 8 |
| Radar Function | NONE |
| Weapon Lock | NONE |
| Attack Power | 1310 |
| Number of Ammo | 50 |
| Ammo Type | SOLID |
| Ammo Price | 110 |
| Range | 12500 |
| Maximum-Lock | 0 |
| Reload Time | 8 |
| Name | WR-S100 |
| Type | SMALL ROCKET |
| Price | 32400 |
| Weight | 846 |
| Energy Drain | 15 |
| Radar Function | NONE |
| Weapon Lock | NONE |
| Attack Power | 1310 |
| Number of Ammo | 100 |
| Ammo Type | SOLID |
| Ammo Price | 110 |
| Range | 12500 |
| Maximum-Lock | 0 |
| Reload Time | 12 |
| Name | WR-M50 |
| Type | ROCKET |
| Price | 27600 |
| Weight | 677 |
| Energy Drain | 13 |
| Radar Function | NONE |
| Weapon Lock | NONE |
| Attack Power | 2240 |
| Number of Ammo | 50 |
| Ammo Type | SOLID |
| Ammo Price | 220 |
| Range | 14000 |
| Maximum-Lock | 0 |
| Reload Time | 12 |
| Name | WR-M70 |
| Type | ROCKET |
| Price | 36500 |
| Weight | 718 |
| Energy Drain | 24 |
| Radar Function | NONE |
| Weapon Lock | NONE |
| Attack Power | 2240 |
| Number of Ammo | 70 |
| Ammo Type | SOLID |
| Ammo Price | 220 |
| Range | 14000 |
| Maximum-Lock | 0 |
| Reload Time | 16 |
| Name | WR-L24 (f) |
| Type | LARGE ROCKET |
| Price | 29460 |
| Weight | 805 |
| Energy Drain | 18 |
| Radar Function | NONE |
| Weapon Lock | NONE |
| Attack Power | 3980 |
| Number of Ammo | 24 |
| Ammo Type | SOLID |
| Ammo Price | 417 |
| Range | 17700 |
| Maximum-Lock | 0 |
| Reload Time | 16 |
| Name | WC-CN35 |
| Type | CHAIN GUN |
| Price | 32750 |
| Weight | 593 |
| Energy Drain | 11 |
| Radar Function | NONE |
| Weapon Lock | SPECIAL |
| Attack Power | 338 |
| Number of Ammo | 250 |
| Ammo Type | SOLID |
| Ammo Price | 52 |
| Range | 10000 |
| Maximum-Lock | 1 |
| Reload Time | 2 |
| Name | WC-ST120 |
| Type | SLUG GUN |
| Price | 56000 |
| Weight | 827 |
| Energy Drain | 6 |
| Radar Function | NONE |
| Weapon Lock | SPECIAL |
| Attack Power | 183 |
| Number of Ammo | 80 |
| Ammo Type | SOLID |
| Ammo Price | 156 |
| Range | 8100 |
| Maximum-Lock | 1 |
| Reload Time | 22 |
| Name | WC-LN350 (n) |
| Type | LINEAR GUN |
| Price | 41800 |
| Weight | 425 |
| Energy Drain | 8 |
| Radar Function | NONE |
| Weapon Lock | SPECIAL |
| Attack Power | 690 |
| Number of Ammo | 120 |
| Ammo Type | SOLID |
| Ammo Price | 108 |
| Range | 9000 |
| Maximum-Lock | 1 |
| Reload Time | 6 |
| Name | WC-GN230 |
| Type | GRENADE LAUNCHER |
| Price | 75200 |
| Weight | 1230 |
| Energy Drain | 8 |
| Radar Function | NONE |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 3520 |
| Number of Ammo | 15 |
| Ammo Type | SOLID |
| Ammo Price | 985 |
| Range | 12000 |
| Maximum-Lock | 1 |
| Reload Time | 32 |
| Name | WC-XP4000 |
| Type | PULSE CANNON |
| Price | 61000 |
| Weight | 318 |
| Energy Drain | 364 |
| Radar Function | NONE |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 770 |
| Number of Ammo | 100 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 9000 |
| Maximum-Lock | 1 |
| Reload Time | 5 |
| Name | WC-XC8000 (n) |
| Type | PLASMA CANNON |
| Price | 78700 |
| Weight | 1110 |
| Energy Drain | 455 |
| Radar Function | NONE |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 2065 |
| Number of Ammo | 50 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 8500 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WC-01QL |
| Type | LASER CANNON |
| Price | 69500 |
| Weight | 273 |
| Energy Drain | 618 |
| Radar Function | NONE |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 1531 |
| Number of Ammo | 80 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 12000 |
| Maximum-Lock | 1 |
| Reload Time | 7 |
| Name | RXA-01WE |
| Type | RADAR |
| Price | 12100 |
| Weight | 210 |
| Energy Drain | 243 |
| Radar Function | PROVIDED |
| Radar Range | 8650 |
| Radar Type | STANDARD |
| Name | RZ-A0 |
| Type | RADAR |
| Price | 17900 |
| Weight | 480 |
| Energy Drain | 387 |
| Radar Function | PROVIDED |
| Radar Range | 11500 |
| Radar Type | CIRCLE |
| Name | RXA-99 |
| Type | RADAR |
| Price | 14500 |
| Weight | 160 |
| Energy Drain | 267 |
| Radar Function | PROVIDED |
| Radar Range | 8800 |
| Radar Type | STANDARD |
| Name | RXA-77 |
| Type | RADAR |
| Price | 23000 |
| Weight | 125 |
| Energy Drain | 274 |
| Radar Function | PROVIDED |
| Radar Range | 8700 |
| Radar Type | STANDARD |
| Name | RZ-A1 |
| Type | RADAR |
| Price | 33000 |
| Weight | 433 |
| Energy Drain | 403 |
| Radar Function | PROVIDED |
| Radar Range | 15700 |
| Radar Type | CIRCLE |
| Name | RZT-333 (f) |
| Type | RADAR |
| Price | 27700 |
| Weight | 343 |
| Energy Drain | 451 |
| Radar Function | PROVIDED |
| Radar Range | 11700 |
| Radar Type | OCTAGON |
| Name | RZ-BBP |
| Type | RADAR |
| Price | 40900 |
| Weight | 454 |
| Energy Drain | 566 |
| Radar Function | PROVIDED |
| Radar Range | 16300 |
| Radar Type | CIRCLE |
| Name | WX-S800/2 |
| Type | DUAL MISSILE |
| Price | 69400 |
| Weight | 1650 |
| Energy Drain | 415 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 1120 |
| Number of Ammo | 60 |
| Ammo Type | SOLID |
| Ammo Price | 515 |
| Range | 11000 |
| Maximum-Lock | 1 |
| Reload Time | 12 |
| Name | WX-S800-GF (f) |
| Type | DUAL MISSILE |
| Price | 90900 |
| Weight | 1110 |
| Energy Drain | 656 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 1120 |
| Number of Ammo | 60 |
| Ammo Type | SOLID |
| Ammo Price | 515 |
| Range | 11000 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | XCS-9900 |
| Type | MULTI MISSILE |
| Price | 94500 |
| Weight | 1480 |
| Energy Drain | 310 |
| Radar Function | NONE |
| Weapon Lock | STANDARD |
| Attack Power | 980 |
| Number of Ammo | 20 |
| Ammo Type | SOLID |
| Ammo Price | 1125 |
| Range | 12000 |
| Maximum-Lock | 1 |
| Reload Time | 15 |
Arm Weapon:
| Name | WG-RF35 |
| Type | RIFLE |
| Price | 11400 |
| Weight | 415 |
| Energy Drain | 6 |
| Weapon Lock | WIDE & SHALLOW |
| Attack Power | 218 |
| Number of Ammo | 200 |
| Ammo Type | SOLID |
| Ammo Price | 18 |
| Range | 8500 |
| Maximum-Lock | 1 |
| Reload Time | 5 |
| Name | WG-MGA1 |
| Type | MACHINE GUN |
| Price | 14000 |
| Weight | 370 |
| Energy Drain | 4 |
| Weapon Lock | WIDE & SHALLOW |
| Attack Power | 85 |
| Number of Ammo | 500 |
| Ammo Type | SOLID |
| Ammo Price | 9 |
| Range | 6300 |
| Maximum-Lock | 1 |
| Reload Time | 1 |
| Name | WG-MG500 |
| Type | MACHINE GUN |
| Price | 28400 |
| Weight | 458 |
| Energy Drain | 4 |
| Weapon Lock | WIDE & SHALLOW |
| Attack Power | 135 |
| Number of Ammo | 500 |
| Ammo Type | SOLID |
| Ammo Price | 15 |
| Range | 7800 |
| Maximum-Lock | 1 |
| Reload Time | 2 |
| Name | WG-AR1000 |
| Type | MACHINE GUN |
| Price | 42300 |
| Weight | 516 |
| Energy Drain | 8 |
| Weapon Lock | SPECIAL |
| Attack Power | 105 |
| Number of Ammo | 1000 |
| Ammo Type | SOLID |
| Ammo Price | 12 |
| Range | 7000 |
| Maximum-Lock | 1 |
| Reload Time | 1 |
| Name | WG-HG235 |
| Type | HAND GUN |
| Price | 19000 |
| Weight | 170 |
| Energy Drain | 22 |
| Weapon Lock | WIDE & SHALLOW |
| Attack Power | 226 |
| Number of Ammo | 100 |
| Ammo Type | SOLID |
| Ammo Price | 68 |
| Range | 4800 |
| Maximum-Lock | 1 |
| Reload Time | 5 |
| Name | WG-RF/5 |
| Type | SNIPER RIFLE |
| Price | 41500 |
| Weight | 295 |
| Energy Drain | 5 |
| Weapon Lock | SPECIAL |
| Attack Power | 530 |
| Number of Ammo | 80 |
| Ammo Type | SOLID |
| Ammo Price | 83 |
| Range | 20000 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WG-RF/P |
| Type | SNIPER RIFLE |
| Price | 33100 |
| Weight | 308 |
| Energy Drain | 4 |
| Weapon Lock | SPECIAL |
| Attack Power | 612 |
| Number of Ammo | 60 |
| Ammo Type | SOLID |
| Ammo Price | 95 |
| Range | 16000 |
| Maximum-Lock | 1 |
| Reload Time | 12 |
| Name | WG-HG512 |
| Type | HAND GUN |
| Price | 26200 |
| Weight | 324 |
| Energy Drain | 10 |
| Weapon Lock | WIDE & SHALLOW |
| Attack Power | 437 |
| Number of Ammo | 120 |
| Ammo Type | SOLID |
| Ammo Price | 48 |
| Range | 5800 |
| Maximum-Lock | 1 |
| Reload Time | 8 |
| Name | WG-FG99 (f) |
| Type | FLAMETHROWER |
| Price | 58300 |
| Weight | 352 |
| Energy Drain | 9 |
| Weapon Lock | NONE |
| Attack Power | 512 |
| Number of Ammo | 500 |
| Ammo Type | SOLID |
| Ammo Price | 41 |
| Range | 900 |
| Maximum-Lock | 1 |
| Reload Time | 1 |
| Name | WG-B2120 |
| Type | BAZOOKA |
| Price | 59740 |
| Weight | 778 |
| Energy Drain | 13 |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 1250 |
| Number of Ammo | 80 |
| Ammo Type | SOLID |
| Ammo Price | 163 |
| Range | 8200 |
| Maximum-Lock | 1 |
| Reload Time | 16 |
| Name | WG-B2180 |
| Type | BAZOOKA |
| Price | 75900 |
| Weight | 905 |
| Energy Drain | 16 |
| Weapon Lock | NARROW & DEEP |
| Attack Power | 1930 |
| Number of Ammo | 50 |
| Ammo Type | SOLID |
| Ammo Price | 348 |
| Range | 7800 |
| Maximum-Lock | 1 |
| Reload Time | 22 |
| Name | WG-XP1000 |
| Type | PULSE RIFLE |
| Price | 46000 |
| Weight | 188 |
| Energy Drain | 246 |
| Weapon Lock | SPECIAL |
| Attack Power | 302 |
| Number of Ammo | 180 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 15000 |
| Maximum-Lock | 1 |
| Reload Time | 3 |
| Name | WG-XP2000 |
| Type | PULSE RIFLE |
| Price | 61500 |
| Weight | 265 |
| Energy Drain | 285 |
| Weapon Lock | SPECIAL |
| Attack Power | 435 |
| Number of Ammo | 200 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 18000 |
| Maximum-Lock | 1 |
| Reload Time | 6 |
| Name | WG-XC4 |
| Type | PLASMA RIFLE |
| Price | 51000 |
| Weight | 686 |
| Energy Drain | 308 |
| Weapon Lock | SPECIAL |
| Attack Power | 820 |
| Number of Ammo | 100 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 8000 |
| Maximum-Lock | 1 |
| Reload Time | 10 |
| Name | WG-1-KARASAWA (f) |
| Type | PLASMA RIFLE |
| Price | 75000 |
| Weight | 1000 |
| Energy Drain | 422 |
| Weapon Lock | SPECIAL |
| Attack Power | 1550 |
| Number of Ammo | 50 |
| Ammo Type | ENERGY |
| Ammo Price | 0 |
| Range | 10000 |
| Maximum-Lock | 1 |
| Reload Time | 8 |
| Name | LS-2001 |
| Type | LASERBLADE |
| Price | 11500 |
| Weight | 123 |
| Energy Drain | 28 |
| Charge Drain | 2050 |
| Attack Power | 738 |
| Name | LS-200G |
| Type | LASERBLADE |
| Price | 29000 |
| Weight | 181 |
| Energy Drain | 45 |
| Charge Drain | 1700 |
| Attack Power | 950 |
| Name | LS-3303 |
| Type | LASERBLADE |
| Price | 37200 |
| Weight | 224 |
| Energy Drain | 43 |
| Charge Drain | 2630 |
| Attack Power | 1210 |
| Name | LS-99-MOONLIGHT (f) |
| Type | LASERBLADE |
| Price | 54000 |
| Weight | 336 |
| Energy Drain | 93 |
| Charge Drain | 810 |
| Attack Power | 2801 |
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.
Krian Upatkoon
Mike Ho
Gilbert Wong
STao