FRONT MISSION 2
BEGINNER'S GUIDE
VERSION FINAL(2.05)
By Angelo Pineda(
[email protected])
VERSION HISTORY
---------------
23-8-2013 - Made updates to Battle System section.
10-12-2012 - Added Front Mission History, Front Mission Products, and Front
Mission 2 Changes sections.
7-11-2012 - Significant update to all sections, added Geo Effect section to
better explain its features.
12-6-2012 - Minor clean-up.
9-6-2012 - Minor changes.
25-4-2012 - Clean-up to reflect fan translation changes.
26-2-2008 - Corrections made and information added to various sections. Guide
complete.
28-12-2007 - Beginner's Guide done. Will make future updates as information
is still incomplete.
TABLE OF CONTENTS
-----------------
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Sections Search Codes
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1. INTRODUCTION [INTR]
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Front Mission History [FHIS]
Front Mission Products [FMPR]
Front Mission 2 Changes [F2ND]
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2. BASICS [BASE]
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Main Menu [MAIN]
Game Flow [GAME]
Mission Play [MISS]
Intermissions [INMS]
Frequently Asked Questions(FAQ) [TFAQ]
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3. BATTLE SYSTEM [BATT]
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Battle Phases [PHAS]
Wanzer Combat [WCOM]
Action Points System [ACTP]
Honor System [HONO]
Accuracy/Evasion [ACEV]
Geo Effect [GEOF]
Unit Movement [UMOV]
Status Damage [STAN]
Attack Elements [ATEL]
Mission Completion [MICO]
Job Types [JTYP]
Skill List [SKIL]
Skill Descriptions [SKDE]
Weapon Types [WTYP]
Tutorials [TUTO]
Frequently Asked Questions(FAQ) [BFAQ]
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4. WANZER SETUP [WSET]
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Wanzer Design [WDES]
Computers [COMP]
Wanzer Parameters [WPAR]
Wanzer Types [WANT]
Frequently Asked Questions(FAQ) [WFAQ]
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5. CREDITS [CRED]
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To quickly find the section you want, press Ctrl + F at the same time to
access the Find options. If you want to access something, type in the word
in [] and the [] themselves. If you want to find the Credits, type in [CRED].
AUTHOR'S NOTE
-------------
Front Mission 2 is arguably the one main Front Mission installment that
receives the smallest bit of attention outside of Japan. And with good reason
since it's the only one, outside of Front Mission 5: Scars of the War, that
hasn't been sent overseas. Regardless, I'm sure there's someone out there who
has the game and needs help. So, I've decided to make a guide collection that
details everything in Front Mission 2. This one particularly to help anyone
who is struggling with this tactically brilliant, but brutal game. Enjoy!
Sites allowed to post this guide:
http://www.gamefaqs.com
http://www.gamespot.com
http://www.neoseeker.com
http://www.supercheats.com
http://www.1up.com
I will consider allowing other sites to post this guide if I get an email on
the address shown above. I'm usually open to allowing other sites to post my
guides provided that I am credited for my work. I assume anyone reading this
is aware of the guide's purpose so I don't think I need to explain that.
Also, don't try and pass this work of as your own. I've created this guide in
a certain way that allows me to identify if someone has plagiarized from my
guide. Respect those who spend a great deal of time making guides to help out
other people. We don't do it just because guide writing is fun, you know!
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1. INTRODUCTION [INTR]
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This is a beginner's guide to Front Mission 2 for the Playstation, released
only in Japan. The guide will document the foundation and game mechanics that
are found in the game. This will not document any material pertaining to the
game's missions and whatnot so please don't send any questions to my e-mail
address about that. Go to GameFAQs if you are looking for walkthroughs of
the game. This guide is written for those who have never played Front Mission
or this one in particular if you have already played other Front Mission
installments before.
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FRONT MISSION HISTORY [FHIS]
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So what exactly is Front Mission? Well, it's a Square franchise that was
developed by series visionary and creator Toshiro Tsuchida. Although it was
technically developed outside of Square under Tsuchida's development studio,
G-Craft, it was their very first intellectual property (IP) that ventured
into the turn-based strategy genre. While it's often known for this style of
gameplay, this doesn't quite fit Front Mission. Just as much as it enjoys its
strategy and role-playing game (RPG) elements, Front Mission is also equally
known for experimentation through genre spin-offs. Even within the turn-based
strategy entries themselves, there are titles that focus more on the strategy
elements and others with very strong RPG elements. Counting the remakes, 13
video games have been released under the Front Mission banner.
There are two main types of Front Mission games: numbered entries which play
out as turn-based strategy games, and non-numbered entries which play out as
real-time action-based games. Numbered entries include Front Mission, Front
Mission 1st (the remake of Front Mission), Front Mission 2, Front Mission 3,
Front Mission 4, Front Mission 5: Scars of the War, Front Mission 2089, Front
Mission 2089-II, and Front Mission 2089: Border of Madness. The non-numbered
entries include Front Mission: Gun Hazard (side-scrolling shooter), Front
Mission Alternative (real-time strategy), Front Mission: Online (massively-
multiplayer online third-person shooter), and Front Mission Evolved (third-
person shooter).
Beyond the video games, Front Mission boasts an incredibly diverse media
presence that includes comics, films, novels, and even radio dramas. In fact,
it's worth noting that Front Mission actually started out away from the video
games themselves! Its non-video game media, especially its comics and novels,
have enjoyed levels of success comparable to the source material itself! As
such, the Front Mission franchise is incredibly popular in its home region of
Japan. Unfortunately, its overseas performance has been shockingly poor as
only four entries have been localized: Front Mission 1st (renamed as "Front
Mission" for the release), Front Mission 3, Front Mission 4, and lastly,
Front Mission Evolved. Much of this can be attributed to Square and Square
Enix's incredibly poor handling of the franchise overseas.
UNIQUE SELLING POINTS
---------------------
So, what defines Front Mission and sets it apart from similar offerings in
the turn-based strategy genre? For starters, Front Mission takes place in a
near-future Earth which greatly resembles modern-day life, as opposed to the
fantasy-based settings that prevail in games such as Fire Emblem or Ogre
Battle. As a result, stories and themes of Front Mission focus on real-life
issues that are prevalent in our societies and the world around us. Military,
political, and technological topics are commonplace, as is the presentation
of the characters. There are no real "good" or "bad" guys in Front Mission,
and the narratives never follow the typical save-the-world cliche. Instead,
Front Mission is a realistic, heartfelt drama revolving around mankind versus
itself.
The storyline of Front Mission also stands out for its unique storytelling
approach. Modeled and styled after serial dramas, Front Mission is one long,
continuous storyline. Although the video games contain standalone stories,
these interconnect with ones from other entries and tie back to a larger,
overarching storyline. Consequently, they show a very clear cause-and-effect
relationship as events from one game are an aftermath effect from a previous
one chronologically. This is accompanied by a large cast of over 70 recurring
characters who make multiple appearances in the entries. What makes this more
remarkable is how the storyline is not restricted to the video games alone.
As all of its media are linked to each other, Front Mission practices what is
known as "transmedia storytelling". In transmedia storytelling, all stories
from each medium come together to tell the greater whole. All media products
are considered canon, and their stories are usually penned by a core group of
writers. This notion of transmedia storytelling also applies to the spin-off
Front Mission: Gun Hazard and its related media, which are set in an alternate
universe. This means that Front Mission: Gun Hazard is not considered canon to
the main Front Mission universe.
When Toshiro Tsuchida envisioned Front Mission, he and his writers mapped out
a very elaborate main storyline that involved telling the stories beyond the
video game medium. Starting in 1994, this was made into a reality through a
comic series titled "Front Mission Zero", and a live-action movie of Front
Mission that was shown on television. These two set the foundation for the
main storyline, and began a trend of media lead-ins prior to the release of a
new Front Mission video game. After the original Front Mission was released
on the Super Famicom, it was followed up by a new comic series and a novel
which foreshadowed Front Mission 2. This practice continued until the release
of Front Mission 5: Scars of the War, the final planned entry of the grand
storyline.
Storyline aside, another major defining feature of Front Mission is its use
of mecha. The mecha of Front Mission is known as the Wanderpanzer (German for
"walking armor") or the wanzer. For the uninitiated, mecha is the term for a
bipedal robotic machine which is controlled by a human pilot. Most mecha are
unrealistic in terms of real-life applications in that they are portrayed as
all-powerful, one-man army machines. Wanzers, however, are more grounded in
realism in their design and they are assisted by other weapons platforms
despite being a versatile weapons platform themselves. The official term used
to classify a wanzer is WAP.
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FRONT MISSION PRODUCTS [FMPR]
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For anyone who wants to dip into more Front Mission offerings, the following
is a quick summary of the major Front Mission products released. Most of them
are in Japan, so you will have to import most of these products:
MAIN SERIES GAMES
-----------------
Front Mission - Super Famicom and WonderSwan Color. The original Front Mission
is available only in Japan and can only be gotten by way of imports. It's
fairly easy to find in auction sites...or you could try the fan translation
route. The WonderSwan Color port is a much tougher find though.
Front Mission 1st - PlayStation and Nintendo DS. As mentioned above, this
remake of Front Mission stayed in Japan only. There's no point in getting the
PlayStation version as the Nintendo DS one contains more content to enjoy.
Front Mission 2 - PlayStation. Front Mission 2 is Japan-only so importing is
your best option. This is a rare find, even in auction sites, so consider
yourself a lucky one if you can get it.
Front Mission 3 - PlayStation. Front Mission 3 has been released overseas,
but it is hard to find nowadays. Fortunately, this can now be found on the
PlayStation Network (PSN) Store for a reasonably cheap download.
Front Mission 4 - PlayStation 2. Front Mission 4 has been released overseas
and is fairly easy to find nowadays. Game retailers should still have a copy
or two lying around, at least online ones.
Front Mission 5: Scars of the War - PlayStation 2. Front Mission 5 was only
released in Japan, so you will need to import from an online retailer or buy
it from an auction site.
Front Mission 2089 - Mobile Phones. Front Mission 2089 was only released in
Japan as part of Front Mission Mobile. As Front Mission Mobile ended its
services on February 28, 2011, you have no chance of playing it anymore.
Front Mission 2089-II - Mobile Phones. Front Mission 2089-II was only
released in Japan as part of Front Mission Mobile. As Front Mission Mobile
ended its services on February 28, 2011, you have no chance of playing it
anymore.
Front Mission 2089: Border of Madness - Nintendo DS. This remake of Front
Mission 2089 was only released in Japan. It's a fairly easy find at online
retailers or auction sites.
SPIN-OFF GAMES
--------------
Front Mission: Gun Hazard - Super Famicom. Front Mission: Gun Hazard is a
Japan-only release, but there is a fan translation available on the Internet
if you're interested. This is the only non-canon entry of Front Mission.
Front Mission Alternative - PlayStation. Front Mission Alternative was never
released outside of Japan, so you will need to import. As with Front Mission
2, this is a rare find so search hard if you want to play this.
Front Mission Online - PlayStation 2, PC. Front Mission Online was only
released in Japan. It also requires signing up for Square Enix's PlayOnline
service. Front Mission Online ended its services on May 31, 2008, so you
have no chance of playing it anymore.
Front Mission Evolved - PlayStation 3, XBox 360, PC. The most recent Front
Mission title was released overseas and is readily available in retailers.
It's also quite cheap these days, so you have no reason not to buy it.
COMPILATIONS
------------
Front Mission History - PlayStation. This is a compilation that consists of
Front Mission 1st, Front Mission 2, and Front Mission 3. Front Mission 1st is
the PlayStation remake of the original, an enhanced Front Mission 2 with bug
fixes and a Quick Battle option, and an unchanged Front Mission 3. As with
most of the Front Mission products, it's only in Japan. Since this one had a
print run of just 20,000, this is arguably the rarest product out of the
video game line to get.
FILMS
-----
These live-action TV films are canon, expanded universe supplements to the
Front Mission and Gun Hazard storyline. All of them were released only in
Japan.
Front Mission
Front Mission Series: Gun Hazard
COMICS
------
These comic series are canon, expanded universe supplements to the Front
Mission and Gun Hazard storyline. All but Front Mission Dog Life & Dog Style
were released in Japan only. Front Mission Dog Life & Dog Style has been
released in Japan and translated into Korean for South Korea, and in French
for France.
Front Mission Zero (3 volumes)
Front Mission Comics
Front Mission Series: Gun Hazard
Front Mission 2: Wanzers of the Elite
Front Mission: The Drive
Front Mission Dog Life & Dog Style (10 volumes)
NOVELS
------
These novel series are canon, expanded universe supplements to the Front
Mission and Gun Hazard storyline. All of them were released only in Japan.
Front Mission: Front Line Report
Gun Hazard: A Mercenary's Iron Legs
Front Mission 4: Elsa (2 volumes)
RADIO DRAMAS
------------
The Front Mission Series: Gun Hazard radio drama is a canon, expanded universe
supplement to the Gun Hazard storyline. This 10-episode radio drama was only
released in Japan.
OTHER NOTABLE ITEMS
-------------------
Front Mission World Historica: Report of Conflicts 1970-2121 - A reference
book. World Historica documents the entire world of Front Mission in one
giant book. It covers Front Mission, Front Mission 1st, Front Mission 2,
Front Mission 3, Front Mission 4, Front Mission 5, Front Mission 2089, Front
Mission Alternative, and Front Mission Online. Front Mission: Gun Hazard and
Front Mission 2089-II are only briefly detailed. Additionally, World Historica
does not cover the additions to the Nintendo DS Front Mission 1st, the remake
of Front Mission 2089 "Front Mission 2089: Border of Madness", and Front
Mission Evolved. This was released only in Japan.
Action Figures and Model Kits - With the exception of the Front Mission 3
action figures, all of these releases saw the light of day only in Japan.
Auction sites are a good place to find these.
Original Soundtracks (OST) - All of these are Japanese releases, but online
retailers tend to carry them. Some like the Front Mission 2 or Front Mission:
Gun Hazard OSTs are very rare so you may have to search harder to find them.
For more information on Front Mission products, please visit the following:
frontmission.info
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FRONT MISSION 2 CHANGES [F2ND]
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Okay, so what about Front Mission 2? Front Mission 2 is the second main entry
released and the third entry overall as far as chronological releases go. A
second version of the game was released with the Front Mission History
compilation; this version was re-released under the Ultimate Hits line. The
History version of the game comes with a bunch of changes and additions that
make it more accessible to new players to Front Mission. Changes between the
original Front Mission 2 to its History version will be detailed below.
1. There are new dialogues and event scenes found throughout the story. Most
of the new dialogues take place during mission play, where they are used for
backstory and character development purposes. There is one new event scene
when hacking into a certain web address in the Network which occurs after the
completion of Mission 16.
2. To rectify the loading problems of the original Front Mission 2, a Quick
Battle option was added. Similar to the Battle Scene Skip option from the
WonderSwan Color Front Mission and PlayStation Front Mission 1st, the battle
scenes are skipped entirely. A quick animation is done for attacks. Instead of
showing the HP bars for each part, the unit window only displays information
about the unit. Displayed in the unit window are: pilot's name, unit name,
unit type, weapon name, weapon type, and Battle Skills activated. The game's
loading processes have also been optimized to provide faster loading times.
3. Some game-crashing bugs which appeared in the original Front Mission, most
of which revolved around accessing certain parts of the Network, have been
fixed. In addition, the warping bug which allowed players to warp any unit
around the map has been removed.
4. Several wanzers and parts have been renamed. Here is a list of them:
(Wanzers)
Heil - Hayle
Te Deum - Tedium
Trero - Torero
Vajie - Vaje
Zaigout - Zaigaut
(Weapons)
Barubari - Barbari
Brasta - Blaster
Cobbet - Covet
Eaglet - Egret
Gemas - Germas
Grossy - Glossy
Growtask - Glowtusk
Hunagi - Funagi
Winnie - Winee
Zwige - Ziege
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2. BASICS [BASE]
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This section will detail how Front Mission 2 works as a whole. If you are
more interested in learning specific mechanics about the game, please check
the other sections.
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MAIN MENU [MAIN]
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Simply said, this is the menu seen when after the introductory movie ends. It
is very self-explanatory since all Front Mission installments have it. Apart
from the showcase of wanzers, which changes every time you come back to it,
the following are options shown:
New Game
Load
Continue
Configuration
VS Mode
Tutorial
New Game and Load are typical for any game. Continue is the option to
continue a mission that you are playing through the Quicksave feature.
Configuration pertains to changing the color scheme of the game's interface
and windows. VS Mode is also self-explanatory, but this can only be accessed
if two memory cards are present. Lastly, Tutorial opens up numerous tutorials
that explain the game's mechanics in-depth. For the window color changes,
they are as follows:
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ID Name Paint Scheme
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00 Default Color Light Brown
01 Color of Your eyes Light Blue
02 My eyes Light Purple, Pink
03 Your hair Blue, Purple
04 My hair Light Blue, Purple
05 Your voice Dark Purple, Orange
06 My voice Light Purple, Dark Pink
07 Your tears Dark Blue
08 My tears Yellow, Grey
09 Your heart Dark Orange, Orange
10 My heart Light Purple, Dark Orange
11 Me in Your mind Yellow, Green-Yellow
12 You in My mind Light Pink, Blue-Green
13 You Dark Pink, Red
14 Me Dark Green, Red
15 and You and Me Dark Grey, Blue
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GAME FLOW [GAME]
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Front Mission 2 progresses like any typical game: the player goes through a
set amount of missions before beating the game. In-between each mission, the
player can manage their characters in preparation for the next mission. Event
scenes occur at certain periods of time before, during, or after a mission.
These are plot-related events that reveal more about the topics covered in
the game and the characters themselves. The player travels to locations on a
point-and-click style of world map, which consist of battlefields, towns, and
cities. New locations are shown with a red line while old locations are shown
with a green line.
Essentially, the game flows in the following manner:
To recap game flow:
1. Play and complete missions.
2. Intermission: prepare and setup units at towns and cities.
3. Progress plot by watching scenes before, during, or after missions.
4. Repeat until the player beats the game.
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MISSION PLAY [MISS]
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Missions in Front Mission 2 work similar to other strategy RPG offerings.
Prior to most missions, the player receives a password to access a web page
from the EARLY BIRD forum. This web page details the enemy composition from
units to unit placements for the upcoming mission. The player therefore makes
adjustments to their units accordingly before commencing the mission. Once
in a mission, the winning conditions must be met in order to complete the
mission. Unlike in Front Mission 1st, missions often have updates that must
be met apart from the original winning conditions.
On several occasions, non-playable characters (NPC) fight in missions, but
the AI controls all of their actions. As far as mission variety is concerned,
missions are a lot more complex than simply destroying all enemies. With the
inclusion of mission updates, missions can change from destroying enemies to
retreating from the battlefield. These updates are never covered by the web
pages found in the EARLY BIRD forum. In short, the player must prepare for
any situation that might occur during a mission. This covers the flow behind
mission play in a nutshell.
Unit interface:
|------------------------------------|
|Pilot Lv. xx (R) |
|in Machine Name Ev. xxxx |
|-----------------| |
| | | | | xxxx AP xx |
|------------------------------------|
|Geo. xx% |
|-----------------|
Unit Guide:
Pilot - The name of the pilot.
Lv. - The pilot's Total Level.
(R) - The unit's main armor coating against an attack element.
Machine Name - The name of the pilot's machine.
Ev. - The unit's overall combat performance.
xxxx - The unit's total HP (located beside AP).
AP - The amount of Action Points that the unit has.
Geo. - The Geo Effect value of the square the unit is standing on.
Status interface:
UNIT
|-------------------------------------|
| UNIT STATUS |
|-------------------------------------|
| -Name- -DF- -HP- |
|Part: Part Name (R) xx ====== xxx/xxx|
|Part: Part Name (R) xx ====== xxx/xxx|
|Part: Part Name (R) xx ====== xxx/xxx|
|Part: Part Name (R) xx ====== xxx/xxx|
|-------------------------------------|
|Ev. ====== xxxx Fight ======= xxxx|
| Move xx Short ======= xxxx|
| Mobile xx Long ======= xxxx|
|-------------------------------------|
Unit Status Guide:
DF - The part's defense value.
HP - The part's HP value.
Part Name - The name of the part.
(R) - The part's armor coating against an attack element.
Ev. - The unit's overall combat performance.
Fight - The unit's Fight combat performance.
Short - The unit's Short combat performance.
Long - The unit's Long combat performance.
Move - The unit's Move value.
Mobile - The unit's Mobile value.
PILOT
|--------------------------|
| PILOT STATUS |
|--------------------------||-----------------|
|Pilot Machine Name||PicturePicturePic|
|Honor * * * * * * * ||PicturePicturePic|
|Act Point xx/xx (xxx)||PicturePicturePic|
|--------------------------||PicturePicturePic|
| Level EXP ||PicturePicturePic|
|Total Lv. xx ||PicturePicturePic|
|Fight Lv. xx (xxxx/xxxx) ||PicturePicturePic|
|Short Lv. xx (xxxx/xxxx) ||PicturePicturePic|
|Long Lv. xx (xxxx/xxxx) ||PicturePicturePic|
|--------------------------||PicturePicturePic|
| Talent Skill ||PicturePicturePic|
|Cont xx Skill Name ||PicturePicturePic|
|Sight xx Skill Name ||PicturePicturePic|
|Mech xx Skill Name ||-----------------|
|Vital xx Skill Name |
|--------------------------|
Pilot Status Guide:
Picture - The picture of the pilot.
Pilot - The name of the pilot.
Machine Name - The name of the pilot's machine.
Honor - The amount of Honor stars that the pilot possesses.
Act Point - The amount of Action Points that the pilot has.
( ) - The amount of Honor points that the pilot has.
EXP - The amount of EXP the pilot has in all Job classes.
( / ) - The current amount of EXP/EXP needed to level up.
Total - The pilot's Total Level, calculated from all Job classes.
Fight - The pilot's proficiency in the Fight class.
Short - The pilot's proficiency in the Short class.
Long - The pilot's proficiency in the Long class.
Talent - The pilot's talents for combat.
Skill - The pilot's equipped skills.
Cont - Control. The pilot's piloting talent.
Sight - Sight. The pilot's tracking talent.
Mech - Mechanic. The pilot's mechanical talent.
Vital - Vitality. The pilot's willpower.
WEAPON
|--------------------------------------|
| WEAPON |
|--------------------------------------|
| Name Type AT Hit Rng Bt|
|Part: Weapon (A) xx 111x11 xx x-x x/x|
|Part: Weapon (A) xx 111x11 xx x-x x/x|
|Part: Weapon (A) xx 111x11 xx x-x x/x|
|Part: Weapon (A) xx 111x11 xx x-x x/x|
|Part: Weapon (A) xx 111x11 xx x-x x/x|
|--------------------------------------|
|Back: Backpack Backpack Type |
|--------------------------------------|
Weapon Status Guide:
Name - The name of the weapon.
Type - The type of weapon used.
AT - The weapon's attack power value.
Hit - The weapon's accuracy value.
Rng - The weapon's effective range.
Bt - The amount of bullets the weapon has.
Part - The part that holds the weapon.
(A) - The weapon's attack element.
Backpack - The name of the Backpack.
Backpack Type - The type of Backpack used.
ITEM
|--------------------------|
| ITEM |
|--------------------------|
|Backpack Carry x/x |
| Name Wt |
| Item Name xx |
| Item Name xx |
| Item Name xx |
| Item Name xx |
| Item Name xx |
| Item Name xx |
| Item Name xx |
|--------------------------|
Item Status Guide:
Backpack - The name of the Backpack.
Carry - The amount of items that the Backpack can store.
Name - The name of the item.
Wt - The item's weight value.
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INTERMISSIONS [INMS]
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Intermissions are sections of the game in which the player is currently not
participating in a mission. During an intermission, the player has access to
a few options. Normally after a mission ends, the player is returned to the
world map. The player's only option is to head for a town or city nearby the
area of operations. At any town or city, the player can access the following
options:
Agit
Shop/Warehouse/Hangar
Bar
Arena
Network
Load/Save
Exit
The game's plot progresses by visiting Agit or the equivalent location at a
city or town. The Shop, Warehouse, or Hangar is where the player can buy or
sell parts and items for mission play. This is the place to go for upgrading
wanzers any time during the game. The Bar is home to the common folk living
in Alordesh and how they are getting through the coup d'etat. The folks
reveal details about the game's backstory and may reveal addresses or
passwords for the Network. Some folks stop by at the Bar for a period of time
and may have something of use if the player talks to them.
If the player wants to earn money, the Arena is a side feature that pits a
player-controlled unit against the AI for the purpose of accumulating money.
Check the Arena guide on GameFAQs for more details. The Network is a new
feature that allows the player to search and check out web addresses and
pages. More details on this can be found on the Network guide on GameFAQs.
Load/Save are both self-explanatory features and so is the Exit option. One
item to make note of is that you cannot leave a town or city in most cases
until you visit Agit or the equivalent location.
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FREQUENTLY ASKED QUESTIONS(FAQ) [TFAQ]
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Q: How come I can't go back to cities and towns I visited before? Front
Mission 1st allowed this and I like being able to travel to where I want.
A: That minor feature was taken out since it served no real purpose in Front
Mission 1st. You can still visit old locations, but it depends on how far
have you gotten into the game.
Q: Where can I find the Setup option? I played Front Mission 1st and it's a
bit strange why it doesn't appear along with the other options at cities or
towns.
A: The Setup option is located next to the Shop option. Go to the location
where the Shop is located at the city or town you're in and you will see
it.
Q: I need help on a mission! I saw the EARLY BIRD analysis prior to the
mission and made preparations, but there are things the mission didn't go
through! What gives?
A: The EARLY BIRD analysis only covers the initial enemy composition and
does not cover information about mission updates. Getting through the initial
enemy composition is easy, but you may not be prepared for what appears after
a mission update. Having a team setup that can hit all enemy types is one way
to prepare for the updates.
Q: You didn't really cover the Arena in-depth. Why?
A: The Arena feature has been upgraded significantly and covering all of the
changes would be unnecessary in a beginner's guide.
Q: How do you get web addresses and pages to appear on the Network? I only
have the ones that come automatically through plot progression.
A: See my Network guide on GameFAQs for more details. All material pertaining
to the Network can be found there.
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2. BATTLE SYSTEM [BATT]
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This section discusses the fundamentals of Front Mission 2's battle system.
If you are looking for information on how battles operate, you are in the
right section. It is highly recommended that you read this section regardless
of your experience level with strategy RPGs or Front Mission in general. The
game is very demanding and does not reward those who have no grasp of how the
mechanics work.
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BATTLE PHASES [PHAS]
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The battle system of Front Mission 2 is turn-based and takes place on grid
maps for movement and actions. In short, it is the same format as seen in
previous Front Mission installments. The concept of Phases has returned: the
player's units go first and when they have finished acting, the AI-controlled
units act next. These Phases are appropriately titled as Player and Enemy
Phases. A full turn, therefore, is the combination of one Player and Enemy
Phase. While the player-controlled units act only in Player Phases, they can
counter enemy attacks during Enemy Phases when the opportunity is possible.
If the player does not need to act, they can force a Player Phase to end.
Thus, the general flow of a mission is as follows:
General Battle Flow:
1. Player Phase.
2. Enemy Phase.
3. Repeat until player wins or loses.
Within the general flow, the player can press the Start button to open up
the System menu. This menu has been in every Front Mission game so it should
be familiar to those who have played previous installments. If not, read on:
System Menu Guide:
------------------------------------------------------------------------------
Command Description
------------------------------------------------------------------------------
System Setup Open up System Setup menu.
Quicksave Save mission progress.
Quit Game End mission. (Game Over)
Cancel Exit System menu.
End Turn End Player Phase.
Systems Setup Menu Guide:
------------------------------------------------------------------------------
Command Description
------------------------------------------------------------------------------
Game Control Open up Game Control menu.
Help Info Bar Open up Help Info Bar menu.
Quick Battle* Open up Battle Scene menu.
Notes:
* - option is only available in the History and Ultimate Hits versions of
Front Mission 2.
Game Control Menu Guide:
------------------------------------------------------------------------------
Command Description
------------------------------------------------------------------------------
Manual Control Player manually operates unit selection controls.
Semi-Auto Control AI assists unit selection controls.
Help Info Bar Menu Guide:
------------------------------------------------------------------------------
Command Description
------------------------------------------------------------------------------
Help Bar On Help bar indicator is visible.
Help Bar Off Help bar indicator is invisible.
Battle Scene Menu Guide:
------------------------------------------------------------------------------
Command Description
------------------------------------------------------------------------------
Battle On Battle sequences will be activated.
Battle Off Battle sequences will be deactivated.
------------------------------------------------------------------------------
WANZER COMBAT [WCOM]
------------------------------------------------------------------------------
As the main fighting unit in any Front Mission, wanzers are unique in several
ways. Wanzers are compromised of four specific parts that have their own
special purposes and durability parameters, known as Health Points (HP). The
Legs control the wanzer's ability to move around the battlefield. The Arms
allow the wanzer to attack using hand and shoulder-equipped weapons. Finally,
the Body keeps the wanzer unit operating on the battlefield. Attacks damage
parts on a random basis and do not focus on any specific part.
Destruction of any part severely cripples a wanzer's effectiveness in battle.
Without the Legs, the wanzer can only move one square and loses the ability
to evade attacks. Destruction of an Arm is self-explanatory; weapons equipped
on it cannot be used. Lastly, destruction of the Body is the only way to
eliminate a wanzer completely. Needless to say, the fastest way to destroy a
wanzer is by destroying their Body parts. Most of the time, this isn't
possible without taking out the Arms or Legs first.
This may sound confusing at first, but the wanzer mechanics are quite easy to
get into. Basically, as long as a wanzer's Body is functional, it has uses in
a mission. Even if a wanzer has nothing left except a Body, it can provide
assistance to the other units in some way outside of attacking.
For those who have played Front Mission 1st, there is no supply truck unit to
provide support to your units. In addition, all ranged weapons now have a
finite ammo reserve, rather than it being restricted to just shoulder-mounted
weapons. Thus, battle planning is a lot more important here than in Front
Mission 1st.
------------------------------------------------------------------------------
ACTION POINTS SYSTEM [ACTP]
------------------------------------------------------------------------------
The newest and most noticeable addition to Front Mission 2 is the Action
Points (AP) System. As its name implies, all actions require some amount of AP
to use. From movement, attacking, counterattacks, or using an item, AP must
be expended to use them. After every turn, AP is fully recharged back to its
maximum. All actions do not require the same amount of AP consumption to use
in battle. The aforementioned actions and their AP requirements can be read
below:
Actions Guide:
------------------------------------------------------------------------------
Action AP Player Phase Enemy Phase
------------------------------------------------------------------------------
Attack (Fight) 0 Yes Yes
Attack (Short) 2 Yes Yes
Attack (Long) 6 Yes Yes
Counter 2 No Yes
Defend (Shield) 0 No Yes
Drop Item 4 Yes No
Equip Item 4 Yes No
Evade 2 No Yes
Give Item 4 Yes No
Movement 1 Yes No
Use Item 4 Yes No
Weapon attacks from one of the three Job classes expend the same amount of
AP designated for their class. When attacking during an Enemy Phase, this
action is considered a counter, which expends an extra 2 AP. Defending with
shields also qualifies as a counter even though it costs 0 AP to use. In the
case of choosing Evade during the Enemy Phase, this does not count as a
counter. Movement's AP cost is the amount needed to move one square. The
amount that a unit can move is directly tied to its Move value.
All pilots start off with 7 AP, which increases as their Total Level rises.
Total Level is affected by the Job Levels for Fight, Short, and Long. Thus,
increasing Job Level from any of the three classes will increase a pilot's
Total Level. Not all pilots will gain extra AP at the same Total Level values
as some will advance more quickly than the rest. All pilots fall under one of
three AP-Total Level patterns:
Pilot AP Pattern 1:
------------------------------------------------------------------------------
AP Total Level Pilots
------------------------------------------------------------------------------
8 4 Ash, Lisa, Roswell
9 7
10 11
11 15
12 19
13 23
14 27
15 30
Pilot AP Pattern 2:
------------------------------------------------------------------------------
AP Total Level Pilots
------------------------------------------------------------------------------
8 5 Joyce, Thomas, Sayuri, Griff, Pike, Maylan
9 9
10 13
11 17
12 21
13 25
14 29
15 30
Pilot AP Pattern 3:
------------------------------------------------------------------------------
AP Total Level Pilots
------------------------------------------------------------------------------
8 6 Amia, Rocky, Cordy
9 11
10 15
11 19
12 23
13 26
14 29
15 30
Total Level Guide:
------------------------------------------------------------------------------
Total Level Job Levels
------------------------------------------------------------------------------
1 1/1/1
2 3/1/1
3 5/1/1
4 6/1/1
5 8/1/1
6 9/1/1
7 11/1/1
8 13/1/1
9 14/1/1
10 16/1/1
11 17/1/1
12 19/1/1
13 21/1/1
14 22/1/1
15 24/1/1
16 25/1/1
17 27/1/1
18 29/1/1
19 30/1/1
20 30/5/1
21 30/9/1
22 30/13/1
23 30/17/1
24 30/21/1
25 30/25/1
26 30/29/1
27 30/30/6
28 30/30/14
29 30/30/22
30 30/30/30
AP and Total Level patterns aside, the commands available for the player to
use are as follows:
Unit Commands Guide:
------------------------------------------------------------------------------
Command Effect
------------------------------------------------------------------------------
(Player Units)
Move Move unit on the battlefield.
Attack Attack with equipped weapon.
Item Open up Item menu.
Item: Use Use items stored inside unit's Backpack.
Item: Drop Drop items equipped by the unit.
Item: Give Give items stored inside unit's Backpack to others.
Item: Equip Equip items stored inside unit's Backpack.
Status Check unit's status.
Cancel Exit Unit menu.
End End unit's turn.
(Enemy Units)
Move Area Show enemy unit's movement area.
Status Show enemy unit's status.
Most of the actions are very self-explanatory, but there are certain issues
with some commands. Dropping items will lighten up your wanzer and therefore
increases its Mobile and Move stats. This comes at the cost of losing the
item dropped for good. Giving items to other units is possible as long as the
one who will get the item has enough space and Weight to equip it. Equipping
items refers to equipping any weapons stored inside the unit's Backpack. In
the event that you are trading weapons, the old one will be stored inside the
Backpack. It is also possible to switch the position of a unit's weapons if
the Arm holding it is destroyed. For example, a unit with a Machine Gun on its
destroyed Left Arm can switch it to its Right Arm with the Equip option.
ITEMS
-----
Using items is the same as it was in Front Mission 1st; units can use either
repair items or support items in combat. There are some new additions and
changes though. Without a supply truck unit to restore destroyed parts, there
are now restore items that have the same function. As all ranged weapons in
Front Mission 2 now have finite reserves, ammo reload items now exist. Each
ammo reload item is specific to the type of weapon its meant for, so it's not
a one-size-fits-all deal.
Item Guide:
------------------------------------------------------------------------------
Name Range Effect
------------------------------------------------------------------------------
Repair 0-1 Repairs damaged parts.
Restore 0-1 Restores destroyed parts.
Ammo 0-1 Replenishes weapon ammo.
Mine 0 Places a mine in the current location.
Chaff Varies Lowers accuracy of missile launcher weapons.
Smoke Varies Lowers accuracy of melee and ranged weapons.
Unlike in Front Mission 1st, repair items can be given to other ally units
aside from the unit who has it equipped. This also applies to restore and
ammo reload items. Mines still have the same effect as they did in Front
Mission 1st, but they now only destroy a unit's Leg parts. In regards to
Chaff and Smoke, these support items no longer target a single unit. Rather,
these items will affect a 9-square radius when a unit uses them. So any unit
in the said radius will gain their benefits. The effects of Chaff and Smoke
last for a few turns. Also, their launch range is entirely dependent on the
type of Backpack that a unit has equipped.
------------------------------------------------------------------------------
HONOR SYSTEM [HONO]
------------------------------------------------------------------------------
Apart from the Action Points System, the Honor System makes its debut in
Front Mission 2. The basis behind Honor is that combat should be fought with
a team as opposed to merely fighting enemies alone. As such, the Honor System
is designed to promote teamwork and its mechanics tie in directly with the
Action Points System. The most vital Honor mechanic is unit positioning as it
affects AP charge for units. This is another potentially complicated matter
so I will explain below:
[ ][ ][ ]
[ ][U][ ]
[ ][ ][ ]
The nine-square formation above is the effective range for Honor mechanics.
In short, Honor takes effect within the eight-square radius around the user.
Positioning the unit around allies will raise AP charge by 1 like this:
[ ][A][ ]
[ ][U][ ]
[ ][ ][ ]
Regardless of where the ally is positioned, the unit's AP charge receives a
bonus of 1 AP if they are within range. Thus, the most that AP charge can be
raised is 8 AP. Positioning the unit around enemies works differently:
[ ][E][ ]
[ ][U][ ]
[ ][ ][E]
In the above scenario, the unit's AP charge drops by 3 due to the positioning
of the two enemies. Enemies directly within one-square range of the unit, or
are positioned in any of the cardinal directions, result in a loss of 2 AP.
Enemies within the eight-square radius, or are positioned in any of the
ordinal directions, result in a loss of 1 AP. Thus, the most that AP charge
can decrease is 12 AP. Note that these mechanics work in reverse, so enemies
can be subjected to AP charge decreases as well.
Using a unit with 10 AP, try to guess the value of their AP charge under the
following situations:
Example 1:
[E][E][A]
[A][U][A]
[A][E][E]
Example 2:
[A][E][A]
[E][U][E]
[A][E][A]
Example 3:
[E][A][E]
[A][U][A]
[E][A][E]
More or less, positioning is key to avoiding enemies from crippling a unit's
AP supply while reducing theirs. Of course, this is just one aspect of the
Honor System. Honor Skills are another aspect of the system and have various
effects towards friend and foe. Ally units affected by an Honor Skill will
fade in blue. Enemy units affected by an Honor Skill will fade in red. All
Honor Skills have the same range, but in case you want to check it, press
the Triangle button during a mission once to toggle the Honor indicators ON.
Honor Skills are learned through Honor stars, which are gained with Honor
points. Honor points are awarded for destroying units, whether it be friend
or foe. While Honor can be gained through part destruction, it's better to go
straight for the kill. A unit gets Honor based on how many parts remain from
the destroyed enemy. For example, a wanzer always has four parts so taking
out the Body will grant 4 Honor. Likewise, blowing off the wanzer's Legs and
then taking it out will grant 4 Honor. Once you reach certain point values,
you will receive an Honor star. The point values can be seen below:
Honor Points Guide:
------------------------------------------------------------------------------
Honor Stars Honor Skill
------------------------------------------------------------------------------
0 0 No
20 1 No
50 2 No
90 3 Yes
140 4 Yes
200 5 Yes
270 6 Yes
350 7 Yes
------------------------------------------------------------------------------
ACCURACY/EVASION [ACEV]
------------------------------------------------------------------------------
Accuracy and evasion mechanics in Front Mission 2 are a lot more complex than
the ones found in Front Mission 1st. Arms no longer have a true accuracy
parameter; only weapon accuracy remains. Weapon accuracy and evasion are also
affected by wanzer equipment in the form of the Mobile parameter. Geo Effect,
a terrain feature from Front Mission 1st, still affects evasion. However, it
now acts as an enhancement as opposed to being the main form of evasion.
Weapon accuracy now also relies on the new Hitting Property mechanic, making
all sorts of weapon types viable against different enemy types. In short,
accuracy and evasion are determined by many more factors than before.
HITTING PROPERTY
----------------
Let's start with accuracy first since it's easier to understand. With the
absence of the Accuracy parameter from the Arm part, the Hitting Property
mechanic is the designated replacement for it. Basically, a weapon's accuracy
is judged by its effectiveness towards eight enemy types: wanzers, mobile
weapons, armored vehicles, light vehicles, fixed guns, support pods, choppers,
and jets. A weapon's effectiveness is judged by the following ratings:
Hitting Property Guide:
------------------------------------------------------------------------------
Effectiveness Icon Accuracy
------------------------------------------------------------------------------
Cannot Hit --- Enemy cannot be targeted with the weapon.
Poor X Weapon has poor accuracy; 10-20% lower than usual.
Average /_\ Weapon has normal accuracy; no change from before.
Good ( ) Weapon has good accuracy; 10-20% higher than usual.
Great (O) Weapon has great accuracy; attack very rarely misses.
Basically, the Hitting Property mechanic modifies a weapon's accuracy by
increasing or decreasing it. For example, a Flamethrower normally has around
70% Accuracy. Against wanzers, its effectiveness is rather average so its
accuracy won't change too much. Against an armored vehicle, a Flamethrower is
effective and its accuracy will usually be around 80-90% against it. It is</pre><pre id="faqspan-2">
most effective against support pods where its accuracy is above 90% or even
at 100%. All other weapons operate similarly, but Fight weapons generally
aren't affected too much by Hitting Property.
MOBILITY
--------
As stated above, accuracy and evasion are affected by the Mobile parameter.
This parameter is simply determined by the amount of free Weight that a
wanzer has. For those who have played Front Mission 1st, this is the same
mechanic as the one that determined if a unit could gain extra Move points
or not. The lighter a unit is, the higher their mobility will be. The Mobile
parameter affects the accuracy of Fight and Short weapons, but not with Long
weapons. In terms of evasion though, the Mobile parameter affects all weapon
types.
In other words, it's more beneficial to use lighter wanzers in order to
avoid attacks more easily. Heavier wanzers have a harder time evading enemy
attacks and if they are using Fight or Short weapons, will suffer from low
accuracy as well. Heavy wanzers are, however, fine if they are mostly built
to use Long weapons as a result. In combat, make it top priority to repair
damaged Leg parts or restore destroyed ones. As destroy Leg parts results in
a Mobile of 0, it can severely cripple the effectiveness of your Fight and
Short-oriented units in combat.
JOB CLASSES AND PILOT SPECIALTIES
---------------------------------
The Job classes also play a role in affecting accuracy and evasion. When a
pilot gains proficiency in a Job, their accuracy and evasion will increase for
that class. To be more specific, a pilot's accuracy using weapons from their
concentration increases and their evasion improves against attacks from the
same class. For example, a pilot training in Long will have better accuracy
using Long weapons and better evasion when under attack against a Long weapon.
This is made more complicated due to how pilots respond to each Job class.
Based on their pilot type (read the Job Types section for more details), all
pilots specialize only in one Job class. In this particular Job class, the
pilot will have higher accuracy than normal when using weapons derived from
that Job class. In addition, they can learn a special skill that is exclusive
to them. For example, Joyce performs best when he is using Long weapons. But,
Joyce is average in the Short class and is ill-suited towards using any kind
of Fight weapon.
COMPUTERS
---------
Like in Front Mission 1st, a unit's equipped Computer also affects accuracy
and evasion to a minor degree. The points on a Computer, specifically the
ones allocated to Fight, Short, and Long, affect a unit's accuracy and evasion
for those Job classes. A high value in a Job class means a unit will miss less
when attacking with a weapon from that class, and evade enemy attacks from the
said class. Each of the Modes on a Computer are optimized towards one of the
Job classes, so select which Mode is appropriate for your units (read the
Computers section for more details).
ADVANCED FACTORS
----------------
It's time to dive into the more complicated factors behind accuracy and
evasion. The most significant factor that affects both parameters is AP. No
jokes, AP really is the make-or-break factor behind accuracy and evasion.
Specifically, the amount of AP remaining that a unit has when it attacks or
when it counterattacks will yield a bonus in its accuracy and evasion.
This is very complicated so I will try to explain using some examples.
Example 1/Accuracy:
A unit has a maximum of 8 AP and they currently have 8 AP. The unit equips a
Fight and Short weapon to use, but opts to attack with the Short weapon. The
unit attacks with a Flamethrower that is 70% accurate and the enemy is a
wanzer. Since the unit attacked the enemy at maximum AP, the Flamethrower's
accuracy increases to 80%.
Example 2/Accuracy:
A unit has a maximum of 8 AP and they currently have 2 AP. The unit equips a
Fight and Short weapon to use, but opts to attack with the Short weapon. The
unit attacks with a Flamethrower that is 70% accurate and the enemy is a
wanzer. Since the unit attacked the enemy at 2 AP, the Flamethrower's
accuracy remains the same at 70%.
Example 3/Evasion:
A unit has a maximum of 8 AP and they currently have 8 AP. The unit is being
attacked by an enemy wanzer with a Machine Gun that is 75% accurate. The unit
has a Mobile rating of 10 and is standing on a square with a Geo Effect of
5%. Since the unit being attacked by the enemy has maximum AP, the enemy's
accuracy drops to 60%.
Example 4/Evasion:
A unit has a maximum of 8 AP and they currently have 1 AP. The unit is being
attacked by an enemy wanzer with a Machine Gun that is 75% accurate. The unit
has a Mobile rating of 10 and is standing on a square with a Geo Effect of
5%. Since the unit being attacked by the enemy has 1 AP, the enemy's accuracy
increases to 80%.
The basic idea behind AP's role in accuracy and evasion is that higher is
better. The closer a unit is to their maximum AP when they attack or they
counterattack, their accuracy and evasion will be greatly boosted. Low AP
results in decreased accuracy and evasion, which you want to avoid at all
costs. This mechanic applies to both friend and foe so always take advantage
of this as much as possible. It's hard to really explain how AP plays such a
huge role in accuracy and evasion, but play the game and you'll see what I'm
talking about.
------------------------------------------------------------------------------
GEO EFFECT [GEOF]
------------------------------------------------------------------------------
Unlike most strategy RPGs, Front Mission 2 makes use of the terrain as a
vital part of any mission. Each square on a map has a geographical rating
known as Geo. Basically, Geo affects the unit's evasion when under attack.
The Geo rating of the square that the attacked unit occupies is factored into
its evasion. In other words, it lowers the weapon accuracy of the attacking
unit's weapons. The amount deducted has not changed from Front Mission 1st;
if a unit is attacked on a square with a Geo rating of 20%, then the drop in
weapon accuracy is 20%.
There are some changes to Geo Effect in Front Mission 2, however. The most
noticeable change is that the obstacles on a map affect the Geo rating of
its nearby squares. For example, urban terrain such as paved roads offer a
Geo rating of 5%. However, if there is a car on the road or if there is a
building nearby, then the Geo rating of squares near them will be different.
Basically, the more obstacles that lie near a square, the higher the Geo
rating. Fight weapons are no longer affected by Geo Effect as it would be in
Front Mission 1st though.
Also, since the new Mobile parameter serves as a unit's evasion parameter,
a unit only receives the full Geo Effect bonus during counterattacks or if
it chooses to evade the attack. That is, the Geo rating of the unit's square
will be directly added to its Mobile value. So if a unit has a Mobile rating
of 20 and is standing on a square with a Geo rating of 20%, then its evasion
when it takes evasive action is 40%. Geo Effect does enhance the evasion of
attacking units, but the bonus is not direct and only a small portion of the
Geo rating is taken into account.
In other words, always stay on squares with a lot of obstacles nearby to give
your units the best possible evasion rates. Your units will avoid taking a
lot of hits and minimize damage as a result of this. However, when you attack
the enemy, make sure you lure them out to open ground where your own attacks
are more likely to hit them.
------------------------------------------------------------------------------
UNIT MOVEMENT [UMOV]
------------------------------------------------------------------------------
Each terrain requires a certain amount of AP to move one square. The amount
of squares that a unit can move on a particular terrain is affect by its Leg
type.
Leg Types Guide:
------------------------------------------------------------------------------
Type Elevation Slope Urban Nature Water
------------------------------------------------------------------------------
2 Leg 2 Steep 2 2 or 3 3
4 Leg 2 Steep 2 2 or 3 3
Treads 2 Steep 2 2 or 3 3
Tires 1 Mild 2 3 or 4 3
Hover 1 Mild 2 3 or 4 2
The normal amount of Move points required to move one square is 2. All Leg
types can achieve this movement on urban terrain. This is not the case for
all terrain types in the game, however. If a Leg type has poor movement on
a certain terrain, then a minimum of 3 Move points are needed to move one
square. For example, 2 Leg types have difficulty moving on rocky or sandy
terrain and will require 3 Move points. However, 2 Leg types are able to go
through some natural terrain normally and will only require 2 Move points.
Using Hover Leg types as another example, they have no problems going through
water and only require 2 Move points per square. But, on rocky or sandy
terrain, they move poorly and travel may require as much as 4 Move points.
In addition, elevation levels play a role in how a unit can move around on a
battlefield. When scaling inclines, an extra Move point is required. 2 Leg
types can scale inclines of up to two levels of elevation. Hover Leg types,
on the other hand, can only scale inclines of one level of elevation. Also,
the degree of the slope affects a Leg type's movement. For example, Tires
Leg types can only cross inclines which have a mild slope. They are unable
to cross inclines which have a steep slope. So if a unit with the Treads Leg
type is traversing across urban terrain and is scaling an incline, then their
actual Move cost is 3.
Regarding the Move value, this value has been reworked and no longer relies
on fixed Move ratings. All Legs are affected by their Mobile stat in that it
determines their Move rating. All Legs start off at 7 Move if the value of
Weight is equal to the Value of Power (W/P). For every 10% of free Weight,
which also displays the current W/P ratio, or 10 points added to Mobile, 1
extra Move point is added. Additional Move points can be earned by equipping
certain Leg types or using Modes on certain Computers.
Movement and Mobility Guide:
------------------------------------------------------------------------------
Move Mobile
------------------------------------------------------------------------------
7 0-9%
8 10-19%
9 20-29%
10 30-39%
11 40-49%
12 50-59%
13 60-69%
14 70-79%
15 80-89%
16 90-99%
17 100%
------------------------------------------------------------------------------
STATUS DAMAGE [STAN]
------------------------------------------------------------------------------
Status anomalies are conditions that affect a unit's ability to fight in a
battle. While there is a random chance of status anomalies being inflicted
during battle, they can also be triggered by using certain Battle Skills. If
a unit is inflicted with a status anomaly, they can recover from it within
the next three turns. There is a 50% chance of recovery from the first turn,
75% on the second, and 100% after three turns have passed. This only applies
to several status anomalies however.
------------------------------------------------------------------------------
Damage Description Color/Icon
------------------------------------------------------------------------------
Stun Unit is unable to act. Orange/Stars
Terror Unit is unable to attack and use items. Blue/Tears
Panic Unit is unable to counter and AP cost increases. Blue/Lines
Lock-on (S) Enemy accuracy with Short weapons increases. Green/Square
Lock-on (L) Enemy accuracy with Long weapons increases. Green/Circle
Surrender Enemy loses will to fight and gives up. White/Flag
Danger Unit is unable to maintain stability. During Battle
Break Unit is destroyed. During Battle
Notes:
Panic increases AP cost by 2 for every action. Lock-on status is only in
effect during the turn it was inflicted and only boosts enemy accuracy against
player and ally units. Stun, Terror, and Panic can be inflicted on a random
basis based on several factors. For example, Stun can be inflicted with Fight
weapons, and Terror and Panic can be inflicted with Short weapons. Panic can
also occur if a unit is attacked multiple times in one turn. Stun, Terror,
and Panic are affected by the three-turn recovery mechanic. Danger status
appears when a unit is hit hard by an attack. Units in Danger status have
lowered Defense and take more damage than usual until the battle sequence
ends. Danger status can be inflicted with multiple hits, either from a
multiple-round weapon or through a skill Chain.
When it comes to Surrender, it is the only status anomaly that has no "cure"
and affects enemy units only. It can be inflicted against all enemy types
except for named pilots (those without a generic label like Commander or
Striker). To force enemies into surrendering, the Honor Skill Surrender Call
must be equipped.
For Surrender Call to take effect, the following conditions must be met:
1. Enemy unit's AP amount is reduced to 0 or 1.
2. Enemy unit's Arms and Legs must be destroyed.
3. Enemy unit's Body must be at 50% HP or lower without being destroyed.
Once these conditions are met, there is a chance that the enemy will go into
Surrender status in the next few turns. Once you see a white flag above an
enemy unit, they are now in Surrender status. At this point, you only need to
wait for a few more turns before the enemy unit gives up. The amount of Body
HP remaining and the time it takes for an enemy unit to surrender differs
between enemy types.
------------------------------------------------------------------------------
ATTACK ELEMENTS [ATEL]
------------------------------------------------------------------------------
A new feature in Front Mission 2, all weapons fall under one of three attack
elements.
Attack Element Guide:
------------------------------------------------------------------------------
Element Effect Damage Color
------------------------------------------------------------------------------
Piercing Penetrates through the target's armor. Grey
Impact Applies tremendous pressure at target's armor. Green
Fire Burns through the target's armor. Red
This basically means that all weapons will have different effects when used
against particular enemies. That is, the amount of damage a weapon does will
depend on a unit's armor coating. There are three armor types that correspond
to the attack elements: Anti-Piercing, Anti-Shock, and Anti-Fire. Each armor
type reduces damage from its corresponding weapons by 10%. Against weapons of
two attack elements, damage is cut only by 5%. There is also the Normal armor
type, but it doesn't give any defense bonuses against the attack elements.
When it comes to how the armor types work, the damage resistance is specific
based on which wanzer part has the armor type. For example, if a wanzer's
Arms have Anti-Shock, then Impact-based attacks to the Arms will deal less
damage. However, the same attack to the wanzer's Body or Legs will not yield
in reduced damage.
------------------------------------------------------------------------------
MISSION COMPLETION [MICO]
------------------------------------------------------------------------------
Upon completing a mission, money is awarded for the destruction of enemy
units. Although missions have a set amount of enemies to kill, mission
conditions can alter the maximum amount of money awarded. Running Cost and
Repair values will be deducted from the Prize value for every mission.
Running Cost is fixed since wanzer Running Cost values are static, but Repair
values are not. Try to keep the damage to a minimum as destroyed parts or
wanzers significantly increase the amount of money needed to repair units.
------------------------------------------------------------------------------
Criteria Description
------------------------------------------------------------------------------
Wanzer Amount of normal wanzers destroyed.
Huge Weapon Amount of large wanzers and mobile weapons destroyed.
Vehicle Amount of armored and light vehicles destroyed.
Fix Gun Amount of fixed gun placements destroyed.
Support Pod Amount of support units destroyed.
Chopper Amount of helicopters destroyed.
Jet Amount of jets destroyed.
Player Running Costs and Repair Costs for all player units.
In addition to the destruction of enemies, bonus amounts of money may be
awarded for excellent mission performance. These requirements vary per
mission but destroying the majority of enemies with at least half of your
units alive is suffice enough to get the bonus. Furthermore, parts may be
rewarded for fulfilling certain conditions unique to a mission. These are
documented in the main guide at GameFAQs.
------------------------------------------------------------------------------
JOB TYPES [JTYP]
------------------------------------------------------------------------------
A standard mechanic found in every strategy RPG, Front Mission 2 incorporates
a Job class system. There are three Job classes found in Front Mission 2:
Fight, Short, and Long. Fight is a class that specializes in melee weaponry
such as knuckles, rods, and a wanzer's Arms. Short is a class that specializes
in close range weaponry such as machine guns, shotguns, flamethrowers, and
rifles. Finally, Long is a class that specializes in ranged weaponry at long
range such as missile launchers, grenade launchers, rocket launchers, and
anti-aircraft weaponry.
A new feature with the Job system is the inclusion of pilot types. Basically,
all pilots have specific roles in battle based on their proficiency under
four talents: Control, Sight, Mechanic, and Vitality. These determine how
well a pilot will fight depending on Job class.
Pilot Type Guide:
------------------------------------------------------------------------------
Type Specialty Control Sight Mechanic Vitality
------------------------------------------------------------------------------
Assault Short High High Medium Low
Striker Fight High Medium Low High
Gunner Long Medium High High Low
Control is a pilot's piloting talent and revolves around their mastery of
Fight and Short. Sight is a pilot's tracking talent and revolves around their
mastery of Short and Long. Mechanic is a pilot's mechanical talent and
revolves around their mastery of Long. Finally, Vitality is a pilot's
willpower and revolves around their mastery of Fight. In a nutshell, these
talents determine each pilot's primary Job specialty and how well they can
perform in the other two Job classes.
In mission play, the player units gain experience towards any of the three
Job classes. Using weapons designated for the Fight, Short, and Long classes
will result in experience for those Job classes. Experience gained operates
differently in Front Mission 2: the amount of damage that an enemy takes is
the amount of EXP that is earned. For example, if Ash attacks an enemy and
deals 75 damage to it, he will get 75 EXP to one of the three classes. Also,
bonus EXP is now only awarded when destroying enemy units and the amount
fluctuates depending on the strength of the enemy.
When a pilot amasses enough experience for one Job class, they will gain a
level up towards the said class. While no bonus experience is awarded to all
Job classes like it was in Front Mission 1st, a pilot may still learn Battle
Skills. Battle Skills have been changed in that a pilot can freely equip and
remove them at any given time. Only a maximum of four skills can be equipped
at any given time. Battle Skills increase in proficiency on a purely random
basis now as opposed to it being partially usage-based in Front Mission 1st.
For more information on Battle Skills, please see the Skill List section.
Job Level Guide:
------------------------------------------------------------------------------
To Next Level
------------------------------------------------------------------------------
188 1
205 2
222 3
239 4
257 5
276 6
295 7
314 8
334 9
355 10
376 11
398 12
420 13
444 14
469 15
494 16
521 17
549 18
579 19
610 20
643 21
678 22
715 23
755 24
797 25
842 26
892 27
945 28
1003 29
0 30
------------------------------------------------------------------------------
SKILLS LIST [SKIL]
------------------------------------------------------------------------------
The following data is a list of all Battle Skills that can be learned based
on Job class.
------------------------------------------------------------------------------
FIGHT Specialists: Thomas, Rocky, Griff, Cordy, Maylan
------------------------------------------------------------------------------
Lv: 2 - Critical
Lv: 3 - Feint
Lv: 5 - Heat Blow
Lv: 6 - First
Lv: 8 - Field Effect
Lv: 9 - Best Position
Lv: 11 - LV Damage
Lv: 12 - Sting Blow
Lv: 14 - Charge
Lv: 15 - Lucky
Lv: 17 - Stun Punch
Lv: 18 - Final Break
Lv: 20 - Double Punch
Lv: 21 - Hold Attack
Lv: 23 - Hit & Away
Lv: 24 - Immortal
Lv: 26 - Escape
Lv: 27 - Shield Rush
Lv: 29 - Counter Blow
Lv: 30 - Strike
------------------------------------------------------------------------------
SHORT Specialists: Ash, Amia, Sayuri
------------------------------------------------------------------------------
Lv: 3 - Best Position
Lv: 4 - Feint
Lv: 5 - Critical
Lv: 6 - Leg First
Lv: 7 - Dash
Lv: 8 - Lucky
Lv: 9 - First
Lv: 10 - Speed
Lv: 11 - Field Effect
Lv: 12 - Terror Shot
Lv: 13 - Arm First
Lv: 14 - Target
Lv: 15 - Hit & Away
Lv: 16 - Duel
Lv: 17 - Switch
Lv: 18 - Hold Attack
Lv: 19 - Side Attack
Lv: 20 - Counter Shot
Lv: 21 - Dead Angle
Lv: 22 - Escape
Lv: 23 - Shield Wall
Lv: 24 - All or Nothing
Lv: 26 - Find Out
Lv: 27 - Body First
Lv: 28 - Full Bullet (S)
Lv: 29 - Lethal Shot
Lv: 30 - Strike
------------------------------------------------------------------------------
LONG Specialists: Lisa, Joyce, Roswell, Pike
------------------------------------------------------------------------------
Lv: 5 - Best Position
Lv: 9 - Lucky
Lv: 12 - Shield Wall
Lv: 16 - All or Nothing
Lv: 19 - Escape
Lv: 23 - Full Bullet (L)
Lv: 26 - Guide
Lv: 28 - Disarm Armor
------------------------------------------------------------------------------
PILOT-EXCLUSIVE SKILLS
------------------------------------------------------------------------------
The following data is a list of all Battle and Honor Skills that are exclusive
to a particular pilot.
------------------------------------------------------------------------------
ASH
Short Lv: 25 - Sniper
Honor: 90 - Z.O.C
Honor: 140 - Surrender Call
Honor: 270 - Deep Strike (Level 2)
Honor: 350 - Help
------------------------------------------------------------------------------
JOYCE
Long Lv: 20 - Hunting
Honor: 90 - Steal
Honor: 140 - Z.O.C.
Honor: 270 - Surprise (Level 2)
Honor: 350 - AP Plus
------------------------------------------------------------------------------
AMIA
Short Lv: 25 - High Speed
Honor: 90 - Defense (Level 1)
Honor: 140 - Z.O.C.
Honor: 200 - Refresh (Level 2)
Honor: 350 - Support APB
------------------------------------------------------------------------------
GRIFF
Fight Lv: 25 - Beat Up
Honor: 90 - Z.O.C.
Honor: 140 - Steal
Honor: 270 - Skill Down (Level 2)
Honor: 350 - Stop
------------------------------------------------------------------------------
THOMAS
Fight Lv: 22 - 2LV Damage
Honor: 90 - Z.O.C.
Honor: 140 - Surrender Call
Honor: 270 - Skill Up (Level 2)
Honor: 350 - Morale
------------------------------------------------------------------------------
ROCKY
Fight Lv: 22 - MG Blow
Honor: 90 - Z.O.C.
Honor: 140 - Steal
Honor: 270 - Defense (Level 2)
Honor: 350 - AP Minus
------------------------------------------------------------------------------
ROSWELL
Long Lv: 24 - Destruct
Honor: 90 - Deep Strike (Level 1)
Honor: 140 - Z.O.C.
Honor: 270 - Invalid APB
Honor: 350 - Support APB
------------------------------------------------------------------------------
LISA
Long Lv: 25 - Shooting Star
Honor: 90 - Z.O.C.
Honor: 140 - Skill Up (Level 1)
Honor: 200 - Refresh (Level 2)
Honor: 350 - Skill Control
------------------------------------------------------------------------------
SAYURI
Short Lv: 25 - Super Lucky
Honor: 90 - Refresh (Level 1)
Honor: 140 - Z.O.C.
Honor: 200 - Surrender Call
Honor: 350 - Intercept (Level 2)
------------------------------------------------------------------------------
CORDY
Fight Lv: 22 - Crusader
Honor: 90 - Z.O.C.
Honor: 140 - Surprise (Level 1)
Honor: 200 - Refresh (Level 1)
Honor: 350 - Hold Back
------------------------------------------------------------------------------
PIKE
Long Lv: 21 - Back Attack
Honor: 90 - Skill Down (Level 1)
Honor: 140 - Steal
Honor: 200 - Z.O.C.
Honor: 350 - Invalid APB
------------------------------------------------------------------------------
MAYLAN
Fight Lv: 25 - Blast Blow
Honor: 90 - Z.O.C.
Honor: 140 - Intercept (Level 1)
Honor: 200 - Surrender Call
Honor: 350 - Invalid Honor
------------------------------------------------------------------------------
SKILL DESCRIPTIONS [SKDE]
------------------------------------------------------------------------------
The following data are descriptions for all Battle Skills in the game. They
are classified according to their skill type.
Skill Type Guide:
------------------------------------------------------------------------------
Skill Type Color Description
------------------------------------------------------------------------------
Power Red Active skills based on maximizing attack power.
Speed Blue Active skills based on maximizing number of attacks.
Special Purple Active skills that cause special effects.
Field Green Passive skills that enhance unit performance.
Super Gold The most powerful skills available to a pilot.
Honor None Skills affected by Honor mechanics.
In mission play, more than one skill can be activated in a battle sequence.
Any sequence of two or more skills activating is known as a skill Chain. All
skills can create Chains to an extent, but each one is best suited only for
a certain skill type. Equipping skills that are compatible with one another
is the best way to achieve skill Chains. This compatibility factor is seen
under the Chain heading in skill descriptions.
Skill Description Guide:
------------------------------------------------------------------------------
Skill Name Chain Condition
------------------------------------------------------------------------------
x x x
Skill Name - name of Battle Skill.
Chain - skill type best suited for achieving skill Chains.
Condition - Job class needed for Battle Skill, with specific weapons in ().
SKILL TYPE: POWER
-----------------
Critical
Lucky
Charge
Shield Rush
Target
Side Attack
Final Break
Disarm Armor
LV Damage
Best Position
Skill Notes:
Charge expends 50% of a Body's current HP. If a unit's Body has 140/200 HP
remaining, it will expend 70 HP when Charge is used. Shield Rush expends 25%
of a Body's current HP. If a unit's Body has 140/200 HP, it will expend 35 HP
when Shield Rush is used. Side Attack has a higher activation rate if a unit
is flanking an enemy from their sides. Final Break expends only current HP
from the Arm being used. If the Arm used only has 140/200 HP at Final Break
Level MAX, 280 HP will be added onto attack power. Disarm Armor applies to
Short weapons at Level 2 and Fight weapons at Level MAX. LV Damage is based
off a pilot's Total Level, not their Job Levels. If a pilot's Total Level is
25, LV Damage will do 250.
------------------------------------------------------------------------------
Skill Name Chain Condition
------------------------------------------------------------------------------
Critical Speed Fight, Short, Long
Data: Increases attack power.
Level 1: 25% attack power
Level 2: 25% attack power
Level 3: 50% attack power
Level MAX: 100% attack power
------------------------------------------------------------------------------
Lucky Special Fight, Short, Long
Data: If the attack hits, attack power may increase or decrease.
Level 1: Low chance of attack power increasing.
Level 2: Low chance of attack power increasing.
Level 3: Moderate chance of attack power increasing.
Level MAX: High chance of attack power increasing.
------------------------------------------------------------------------------
Charge Power Fight
Data: Portion of unit's HP is used to add HP and output onto attack power. No
change between levels.
------------------------------------------------------------------------------
Shield Rush Super Fight, Shield
Data: Portion of unit's HP is used to add HP, output, and Shield defense onto
attack power. No change between levels.
------------------------------------------------------------------------------
Target Speed Short
Data: Increases attack power and accuracy.
Level 1: 10% attack power, 10% accuracy
Level 2: 15% attack power, 20% accuracy
Level 3: 20% attack power, 30% accuracy
Level MAX: 25% attack power, 50% accuracy
------------------------------------------------------------------------------
Side Attack Speed Short
Data: Increases attack power and decreases enemy evasion.
Level 1: 10% attack power, 10% evasion
Level 2: 15% attack power, 20% evasion
Level 3: 20% attack power, 30% evasion
Level MAX: 25% attack power, 50% evasion
------------------------------------------------------------------------------
Final Break None Fight (Punch, Knuckle)
Data: Portion of unit's Arm HP is added onto attack power, but the Arm used
is destroyed after hit.
Level 1: 50% of unit's Arm HP is used.
Level 2: 75% of unit's Arm HP is used.
Level 3: 100% of unit's Arm HP is used.
Level MAX: 200% of unit's Arm HP is used.
------------------------------------------------------------------------------
Disarm Armor Power Fight, Short, Long
Data: Decreases enemy defense.
Level 1: 50% defense
Level 2: 50% defense
Level 3: 75% defense
Level MAX: 100% defense
------------------------------------------------------------------------------
LV Damage Special Fight
Data: Damage dealt is LV x 10. No change between levels.
------------------------------------------------------------------------------
Best Position Speed Fight, Short, Long
Data: Increases unit's maximum AP amount and increases accuracy.
Level 1: AP doubled
Level 2: AP doubled
Level 3: AP tripled
Level MAX: AP quadrupled
------------------------------------------------------------------------------
SKILL TYPE: SPEED
-----------------
Double Punch
Feint
Switch
Speed
Hit & Away
Counter Blow
Counter Shot
Lethal Shot
Full Bullet (S)
Full Bullet (L)
Skill Notes:
Switch also applies to Shoulder and built-in weapons, provided that they are
used at Short range. In these cases, the weapons will fire twice the amount
of ammo they normally expend. If a Body Machine Gun fires 6 rounds, it will
fire 12 rounds when Switch is used. Counter Blow only activates if the pilot
will act after the enemy has attacked them first. Counter Shot only activates
if the pilot will act after the enemy has attacked them first. Full Bullet (S)
fires an amount of rounds equal to the weapon's current bullet amount. If a
unit uses a Machine Gun that has 6 bullets, it will fire 6 rounds when Full
Bullet (S) is used. Full Bullet (L) fires an amount of rounds equal to the
weapon's current bullet amount. If a unit uses a Missile Launcher that has 4
bullets, it will fire 4 rounds when Full Bullet (L) is used.
------------------------------------------------------------------------------
Skill Name Chain Condition
------------------------------------------------------------------------------
Double Punch Speed Fight (Punch, Knuckle)
Data: Increases maximum amount of attacks. Applicable only with Punch and
Knuckle weapons.
Level 1: One extra attack
Level 2: One extra attack
Level 3: Two extra attacks
Level MAX: Three extra attacks
------------------------------------------------------------------------------
Feint Power Fight, Short
Data: Increases chain activation rate.
Level 1: 50% chain
Level 2: 100% chain
Level 3: 150% chain
Level MAX: 200% chain
------------------------------------------------------------------------------
Switch Special Short
Data: Increases maximum amount of attacks. Applicable only with two Short
weapons of the same type.
Level 1: One extra attack
Level 2: One extra attack
Level 3: Two extra attacks
Level MAX: Three extra attacks
------------------------------------------------------------------------------
Speed Special Short
Data: Increases maximum amount of rounds fired. Weapons that fire only 1
round do not apply.
Level 1: One extra round
Level 2: One extra round
Level 3: Two extra rounds
Level MAX: Three extra rounds
------------------------------------------------------------------------------
Hit & Away None Fight, Short
Data: After the unit attacks, the battle sequence ends. No change between
levels.
------------------------------------------------------------------------------
Counter Blow Super Fight
Data: Counter and cancel the enemy's attack. Applicable only if the enemy
has attack priority. No change between levels.
------------------------------------------------------------------------------
Counter Shot Super Short
Data: Counter and cancel the enemy's attack. Applicable only if the enemy
has attack priority. No change between levels.
------------------------------------------------------------------------------
Lethal Shot Power Short, Long
Data: Part hit by the attack is destroyed. Applicable only to weapons that
fire only 1 round. No change between levels.
------------------------------------------------------------------------------
Full Bullet (S) None Short
Data: Fires all remaining bullets in one attack. Attack power per bullet
decreases.
Level 1: 50% attack power
Level 2: 50% attack power
Level 3: 25% attack power
Level MAX: No change
------------------------------------------------------------------------------
Full Bullet (L) None Long
Data: Fires all remaining bullets in one attack.
Level 1: No change
Level 2: No change
Level 3: 20% attack power increase
Level MAX: 50% attack power increase
------------------------------------------------------------------------------
SKILL TYPE: SPECIAL
-------------------
Stun Punch
Heat Blow
Sting Blow
Terror Shot
Duel
Body First
Arm First
Leg First
Guide
All or Nothing
Skill Notes:
Duel targets only one part, but it will damage other parts if the targeted
part is destroyed. For multiple round weapons, the first round determines
which part will be targeted. Body First only works if the first round does
not miss. If it does, the effect is neutralized. Arm First only works if the
first round does not miss. If it does, the effect is neutralized. Leg First
only works if the first round does not miss. If it does, the effect is
neutralized. Guide targets only one part, but it will damage other parts if
the targeted part is destroyed. For multiple round weapons, the first round
determines which part will be targeted. All or Nothing depends on the
accuracy of the first round fired. The entire attack will hit if the first
round connects, but it will miss if the first round doesn't.
------------------------------------------------------------------------------
Skill Name Chain Condition
------------------------------------------------------------------------------
Stun Punch Special Fight (Punch, Knuckle)
Data: The attack has a chance to inflict Stun status.
Level 1: 30% chance of Stun
Level 2: 30% chance of Stun
Level 3: 50% chance of Stun
Level MAX: 80% chance of Stun
------------------------------------------------------------------------------
Heat Blow Power Fight (Punch, Knuckle)
Data: Fire and Impact elements are added to the attack. No change between
levels.
------------------------------------------------------------------------------
Sting Blow Super Fight (Punch, Knuckle)
Data: Piercing element is added to the attack. No change between levels.
------------------------------------------------------------------------------
Terror Shot Special Short
Data: The attack has chance to inflict Terror status.
Level 1: 30% chance of Terror
Level 2: 30% chance of Terror
Level 3: 50% chance of Terror
Level MAX: 80% chance of Terror
------------------------------------------------------------------------------
Duel Speed Short
Data: The entire attack is concentrated on one part. No change between
levels.
------------------------------------------------------------------------------
Body First Speed Short
Data: First round always hits the Body by all means. No change between
levels.
------------------------------------------------------------------------------
Arm First Super Short
Data: First round always hits the Arms by all means. No change between
levels.
------------------------------------------------------------------------------
Leg First Power Short
Data: First round always hits the Legs by all means. The attack has chance to
inflict Panic status.
Level 1: 30% chance of Panic
Level 2: 30% chance of Panic
Level 3: 50% chance of Panic
Level MAX: 80% chance of Panic
------------------------------------------------------------------------------
Guide Power Long
Data: The entire attack is concentrated on one part. No change between
levels.
------------------------------------------------------------------------------
All or Nothing Speed Short, Long
Data: All rounds fired will hit or all rounds fired will miss. Weapons that
fire only 1 round do not apply. No change between levels.
------------------------------------------------------------------------------
SKILL TYPE: FIELD
-----------------
First
Field Effect
Hold Attack
Dead Angle
Dash
Strike
Find Out
Immortal
Escape
Shield Wall
Skill Notes:
First has a higher chance of activating if the enemy has attack priority over
a unit. Dash affects an enemy's Geo Effect by default; the other two effects
only apply if a unit activates it during an attack. Immortal saves parts
that are destroyed by leaving them at 1 HP when activated during an enemy
attack. Escape will activate provided that the enemy has yet to attack the
unit. Shield Wall, when activated, will redirect the entire attack to an
equipped Shield and reduce its damage to 0.
------------------------------------------------------------------------------
Skill Name Chain Condition
------------------------------------------------------------------------------
First Speed Fight, Short
Data: Always act first. No change between levels.
------------------------------------------------------------------------------
Field Effect Field Fight, Short
Data: The enemy's Geo Effect is negated for the battle sequence. No change
between levels.
------------------------------------------------------------------------------
Hold Attack Field Fight, Short
Data: Increases attack power and accuracy, but attack priority is sacrificed.
Level 1: 10% attack power, 10% accuracy
Level 2: 20% attack power, 15% accuracy
Level 3: 30% attack power, 20% accuracy
Level MAX: 50% attack power, 30% accuracy
------------------------------------------------------------------------------
Dead Angle Speed Fight, Short
Data: Increases skill activation rate.
Level 1: 25% skill
Level 2: 50% skill
Level 3: 75% skill
Level MAX: 100% skill
------------------------------------------------------------------------------
Dash Field Short
Data: An enemy's Geo Effect is reduced to 0, Shield defense is negated, and
the entire attack will hit the Body. No change between levels.
------------------------------------------------------------------------------
Strike Special Fight, Short, Long
Data: The first round always hits. No change between levels.
------------------------------------------------------------------------------
Find Out Speed Fight, Short, Long
Data: An enemy's attack will always miss.
Level 1: An enemy's first hit always misses.
Level 2: An enemy's first hit always misses.
Level 3: An enemy's first two hits always miss.
Level MAX: An enemy's first three hits always miss.
------------------------------------------------------------------------------
Immortal Field Fight, Short, Long
Data: During the battle sequence, parts that have an HP value of 0 are not
destroyed. No change between levels.
------------------------------------------------------------------------------
Escape Field Fight, Short, Long
Data: The battle sequence ends before the enemy can attack. No change between
levels.
------------------------------------------------------------------------------
Shield Wall Field Fight, Short, Long, Shield
Data: An enemy's entire attack is guarded by a Shield. No change between
levels.
------------------------------------------------------------------------------
SKILL TYPE: SUPER
-----------------
Sniper
Hunting
High Speed
Beat Up
2LV Damage
MG Blow
Destruct
Shooting Star
Super Lucky
Crusader
Back Attack
Blast Blow
Skill Notes:
2LV Damage is based off Thomas' Total Level, not his Job Levels. If Thomas'
Total Level is 25, 2LV Damage will do 500. MG Blow enables two free strikes
by default before the skill takes effect. If Rocky activates MG Blow at Level
1, he will strike an enemy thrice; this is a combination of the two free
strikes and the one extra strike. Shooting Star fires an amount of rounds
equal to the weapon's current bullet amount. If Lisa uses a Missile Launcher
that has 4 bullets, it will fire 4 rounds when Shooting Star is used. Back
Attack has a higher activation rate if Pike is flanking an enemy from behind.
------------------------------------------------------------------------------
Skill Name Chain Condition
------------------------------------------------------------------------------
Sniper Special Short (Rifle)
Data: First round always hits the Body by all means and attack power
increases. Applicable only with Rifles.
Level 1: 10% attack power
Level 2: 20% attack power
Level 3: 30% attack power
Level MAX: 50% attack power
------------------------------------------------------------------------------
Hunting Power Short, Long
Data: Increases attack power and accuracy.
Level 1: 10% attack power, 10% accuracy
Level 2: 15% attack power, 20% accuracy
Level 3: 20% attack power, 30% accuracy
Level MAX: 25% attack power, 50% accuracy
------------------------------------------------------------------------------
High Speed Power Short
Data: Increases maximum rounds fired. Weapons that fire only 1 round do not
apply.
Level 1: Two extra rounds
Level 2: Two extra rounds
Level 3: Three extra rounds
Level MAX: Five extra rounds
------------------------------------------------------------------------------
Beat Up Special Fight
Data: Increases maximum amount of attacks.
Level 1: One extra attack
Level 2: One extra attack
Level 3: Two extra attacks
Level MAX: Three extra attacks
------------------------------------------------------------------------------
2LV Damage Power Fight
Data: Damage dealt is LV x 20. No change between levels.
------------------------------------------------------------------------------
MG Blow Power Fight
Data: Increases number of strikes.
Level 1: One extra strikes
Level 2: One extra strikes
Level 3: Two extra strikes
Level MAX: Four extra strikes
------------------------------------------------------------------------------
Destruct Speed Long
Data: Increases attack power.
Level 1: 50% attack power
Level 2: 50% attack power
Level 3: 100% attack power
Level MAX: 200% attack power
------------------------------------------------------------------------------
Shooting Star None Long
Data: Fires all remaining bullets in one attack. Attack power per bullet
increases.
Level 1: 20% attack power
Level 2: 20% attack power
Level 3: 50% attack power
Level MAX: 100% attack power
------------------------------------------------------------------------------
Super Lucky Power Fight, Short, Long
Data: If the attack hits, attack power may greatly increase or decrease.
Level 1: Moderate chance of attack power increasing.
Level 2: Moderate chance of attack power increasing.
Level 3: High chance of attack power increasing.
Level MAX: Attack power always increases.
------------------------------------------------------------------------------
Crusader Special Fight
Data: Critical + Stun Punch.
Level 1: Level 1 effects for Critical and Stun Punch.
Level 2: Level 2 effects for Critical and Stun Punch.
Level 3: Level 3 effects for Critical and Stun Punch.
Level MAX: Level MAX effects for Critical and Stun Punch.
------------------------------------------------------------------------------
Back Attack Special Short, Long
Data: Increases attack power and decreases enemy evasion.
Level 1: 10% attack power, 10% evasion
Level 2: 15% attack power, 20% evasion
Level 3: 20% attack power, 30% evasion
Level MAX: 25% attack power, 50% evasion
------------------------------------------------------------------------------
Blast Blow Speed Fight
Data: Part hit by the attack is destroyed. No change between levels.
------------------------------------------------------------------------------
SKILL TYPE: HONOR
-----------------
Z.O.C.
Steal
Morale
Skill Up
Skill Down
Refresh
Help
Stop
Skill Control
Defense
Surprise
Hold Back
Deep Strike
Intercept
AP Plus
AP Minus
Invalid APB
Support APB
Surrender Call
Invalid Honor
Skill Notes:
Z.O.C. reduces the movement of all affected enemy units to 1 square. Steal
only works if an affected enemy unit is in Surrender status. When this is
present, there is a chance of stealing an item from the enemy unit each turn.
Steal does not work if the enemy gives up and escapes so there is a small
time frame where items can be stolen. Help redirects enemy attacks from linked
ally units to the user during the Enemy Phase. As long as there is sufficient
AP, the user can attack as many times as needed with Help. Only Fight weapons
can be used with Help, but Short weapons can be used if the user is standing
adjacent to an enemy unit when it is activated. Help does not work when Long
weapons are used against ally units. Stop prevents enemy units from moving,
but they can still attack. Hold Back does not work in the event that the enemy
unit is initiating an attack as opposed to a counterattack. Surrender Call
only works once certain conditions are met, which can be read in the Status
Damage section.
------------------------------------------------------------------------------
Skill Name Data
------------------------------------------------------------------------------
Z.O.C. Z.O.C. is used.
------------------------------------------------------------------------------
Steal Steal items from surrendering enemies. Unavailable in Arena.
------------------------------------------------------------------------------
Morale Increases accuracy, evasion, and skill activation rate by 5%.
------------------------------------------------------------------------------
Skill Up Increases skill activation rate.
Level 1: 50% skill
Level 2: 100% skill
------------------------------------------------------------------------------
Skill Down Decreases skill activation rate.
Level 1: 50% skill
Level 2: 100% skill
------------------------------------------------------------------------------
Refresh Cures pilot status at the start of the next turn.
Level 1: Cures Panic and Terror.
Level 2: Cures Panic, Terror, and Stun.
------------------------------------------------------------------------------
Help Protect ally units from close-range enemy attacks.
------------------------------------------------------------------------------
Stop Enemy units are unable to move.
------------------------------------------------------------------------------
Skill Control Enemy units are unable to use skills.
------------------------------------------------------------------------------
Defense Increases evasion.
Level 1: 10% evasion
Level 2: 15% evasion
Level 3: 20% evasion
------------------------------------------------------------------------------
Surprise Decreases enemy evasion.
Level 1: 10% evasion
Level 2: 15% evasion
Level 3: 20% evasion
------------------------------------------------------------------------------
Hold Back Enemy units are unable to counterattack.
------------------------------------------------------------------------------
Deep Strike Increases accuracy.
Level 1: 10% accuracy
Level 2: 15% accuracy
Level 3: 20% accuracy
------------------------------------------------------------------------------
Intercept Decreases enemy accuracy.
Level 1: 10% accuracy
Level 2: 15% accuracy
Level 3: 20% accuracy
------------------------------------------------------------------------------
AP Plus Ally unit's AP charge increases by 2.
------------------------------------------------------------------------------
AP Minus Enemy unit's AP charge decreases by 2.
------------------------------------------------------------------------------
Invalid APB AP bonuses to enemy units are negated.
------------------------------------------------------------------------------
Support APB AP bonuses are granted, increasing accuracy.
------------------------------------------------------------------------------
Surrender Call Enemy units at low HP may surrender. Unavailable in Arena.
------------------------------------------------------------------------------
Invalid Honor Enemy Honor Skills are negated.
------------------------------------------------------------------------------
WEAPON TYPES [WTYP]
------------------------------------------------------------------------------
</pre><pre id="faqspan-3">
This section discusses the weapon types that are used by both friendly and
enemy pilots for the purposes of mission play and Arena battling.
------------------------------------------------------------------------------
FIGHT
Weapon Types: Punch, Knuckle, Rod
------------------------------------------------------------------------------
PUNCH
-----
Weapon Class: Impact
Weapon Range: 1
Bullet Capacity: Infinite
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod ( )
Armored Vehicle (O) Chopper ---
Light Vehicle /_\ Jet ---
Description:
Unchanged from Front Mission 1st, a Punch type weapon is simply a wanzer's
Arm without any armanents. Punch attacks are now called Hard Blow to keep
things simple between all Arm parts. While fairly accurate, Punch weapons
are rather weak alone and are best used with Knuckles or Rods. Punch weapons
no longer target the Legs as it would in Front Mission 1st.
KNUCKLE
-------
Weapon Class: Impact
Weapon Range: 1
Bullet Capacity: Infinite
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod ( )
Armored Vehicle (O) Chopper ---
Light Vehicle /_\ Jet ---
Description:
A new addition in Front Mission 2, Knuckle-type weapons are small objects
mounted on a wanzer's Arm. Knuckle weapons have the advantages of being
lightweight and can be used with all Fight-based skills. Their attack power
is added onto the equipped Arm's Punch weapon, which results in stronger
melee attacks. Like the Punch weapon type, Knuckle weapons do not target the
Legs of enemy units.
ROD
---
Weapon Class: Impact
Weapon Range: 1
Bullet Capacity: Infinite
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod ( )
Armored Vehicle (O) Chopper ---
Light Vehicle /_\ Jet ---
Description:
Rod type weapons have returned with some minor changes in functionality. Rods
have greater attack power and accuracy then Knuckle type weapons. This comes
at the costs of Rods being heavier and they cannot be used with a portion of
Fight-based skills. Their attack power is added onto the equipped Arm's Punch
weapon, which results in stronger melee attacks. Like the Punch weapon type,
Rod weapons do not target the Legs of enemy units.
------------------------------------------------------------------------------
SHORT
Weapon Types: Machine Gun, Shotgun, Flamethrower, Rifle
------------------------------------------------------------------------------
MACHINE GUN
-----------
Weapon Class: Piercing
Weapon Range: 1
Bullet Capacity: 9
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer ( ) Fixed Gun (O)
Huge Weapon (O) Support Pod ( )
Armored Vehicle ( ) Chopper ( )
Light Vehicle /_\ Jet X
Description:
The bread-and-butter weapon of any Front Mission, Machine Guns operate the
in the same manner as in Front Mission 1st: multiple rounds fired on random
parts. One new feature in Front Mission 2 is that some Machine Guns are
shoulder-mounted as opposed to hand-mounted. Machine Guns are worthy weapons
to use due to their ability to hit all enemy types with some degree of
effectiveness. Always keep one equipped to deal for any situation that occurs
in missions.
SHOTGUN
-------
Weapon Class: Piercing
Weapon Range: 1
Bullet Capacity: 9
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod /_\
Armored Vehicle ( ) Chopper X
Light Vehicle X Jet ---
Description:
One of the most common weapons of any Front Mission, Shotguns now fire
multiple rounds similar to Machine Guns. Unlike Machine Guns, Shotguns target
all parts equally and are good for amassing EXP in the Short class. Shotguns
are somewhat lacking in that they are less effective against the enemy types
than Machine Guns and are unable to target jet type enemies.
FLAMETHROWER
------------
Weapon Class: Fire
Weapon Range: 1
Bullet Capacity: 9
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon ( ) Support Pod (O)
Armored Vehicle ( ) Chopper ---
Light Vehicle /_\ Jet ---
Description:
Flamethrowers still burn their enemies, but now they shoot multiple bursts of
fire at the enemy. While Flamethrowers do not fire as many rounds as Machine
Guns or Shotguns, the attack power of a single round is far stronger than one
from the former two weapons. Flamethrowers are excellent at destroying fixed
gun placements and support pods, but cannot target any aircraft.
RIFLE
-----
Weapon Class: Piercing
Weapon Range: 1
Bullet Capacity: 9
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer ( ) Fixed Gun (O)
Huge Weapon (O) Support Pod (O)
Armored Vehicle (O) Chopper /_\
Light Vehicle ( ) Jet ---
Description:
Yet another returnee from Front Mission 1sr, Rifles are single-round weapons
that are highly accurate and deal good damage. Despite having lower overall
damage compared to its other family members, Rifles are very effective against
the majority of enemy types. Its only flaws are its poor performance against
aircraft types.
------------------------------------------------------------------------------
LONG
Weapon Types: Grenade Launcher, Missile Launcher, Anti-Aircraft Missile
Launcher, Rocket Launcher, Anti-Aircraft Rocket Launcher
------------------------------------------------------------------------------
GRENADE LAUNCHER
----------------
Weapon Class: Fire + Piercing
Weapon Range: 2-3
Bullet Capacity: 2-3
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer ( ) Fixed Gun (O)
Huge Weapon (O) Support Pod ( )
Armored Vehicle (O) Chopper ---
Light Vehicle ( ) Jet ---
Description:
Grenade Launchers in Front Mission 2 are now classified as artillery weapons.
Basically, they fire grenades over an area of nine squares and damage anyone
inside its range. That includes friend and foe so you can potentially cause
friendly fire if an ally is in the area. When using a grenade, the targeting
area will only show five squares as opposed to all nine. Don't be fooled by
this; units standing by the corners of the cross-shaped targeting area will
be hit as well. Effective against all ground-based enemy types, Grenade
Launchers are quite powerful used properly.
MISSILE LAUNCHER
----------------
Weapon Class: Fire + Impact
Weapon Range: 4-5
Bullet Capacity: 2-4
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod ( )
Armored Vehicle (O) Chopper ---
Light Vehicle /_\ Jet ---
Description:
Missile Launchers are far less useful than they were in Front Mission 1st.
The new Action Points System and mechanics such as Hitting Property have made
Missile Launchers more of a support weapon instead of a main weapon. With
their lowered damage output, Missile Launchers are best suited to eliminate
vehicles and support units or to weaken stronger enemies such as wanzers.
Missile Launchers do have the advantage of being weapons that can be used to
gain the first strike against incoming enemy units due to range and high
accuracy.
ANTI-AIRCRAFT MISSILE LAUNCHER
------------------------------
Weapon Class: Fire + Impact
Weapon Range: 4-5
Bullet Capacity: 2-3
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer --- Fixed Gun ---
Huge Weapon --- Support Pod ---
Armored Vehicle --- Chopper (O)
Light Vehicle --- Jet (O)
Description:
A new weapon type, Anti-Aircraft Missile Launchers do just what they say:
shoot down aircraft. While they cannot be used on ground-based enemy types,
Anti-Aircraft Missile Launchers are perfect against anything that flies. They
can always be relied upon to rain destruction down all aircraft, especially
against the evasive jets. Its limited range is its only noticeable weakness
so be sure to fire from the weapon's maximum range as much as possible.
ROCKET LAUNCHER
---------------
Weapon Class: Fire + Impact
Weapon Range: 2-4
Bullet Capacity: 1-3
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod /_\
Armored Vehicle ( ) Chopper ---
Light Vehicle /_\ Jet ---
Description:
Rocket Launchers now have noticeable differences in comparison to Missile
Launchers in Front Mission 2. Whereas Missile Launchers only launch a small
number of rounds, Rocket Launchers fire plenty of them at enemies. Their raw
damage potential surpasses a Missile Launcher's but it comes at the cost of
lower accuracy. Rocket Launchers also possess better range and targeting both
close and far away enemies is possible with one equipped. They may not beat
out a Fight or Short weapon for effectiveness, but Rocket Launchers are good
for support purposes.
ANTI-AIRCRAFT ROCKET LAUNCHER
-----------------------------
Weapon Class: Fire + Impact
Weapon Range: 2-4
Bullet Capacity: 2
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer --- Fixed Gun ---
Huge Weapon --- Support Pod ---
Armored Vehicle --- Chopper (O)
Light Vehicle --- Jet (O)
Description:
Like with the Anti-Aircraft Missile Launcher, Anti-Aircraft Rocket Launchers
are the Rocket Launcher equivalent for shooting down flying machines. They
retain the same aspects of Rocket Launchers, but possess better accuracy due
to their effectiveness against aircraft. Unlike Anti-Aircraft Missile
Launchers, these can be used effectively up close or from afar.
------------------------------------------------------------------------------
HYBRID
Weapon Types: Bazooka, Cannon
------------------------------------------------------------------------------
BAZOOKA
-------
Weapon Class: Fire + Impact
Weapon Range: 1-2
Bullet Capacity: 3
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod /_\
Armored Vehicle ( ) Chopper ---
Light Vehicle X Jet ---
Description:
Bazookas are the still the same old single-round, high damage, and low
accuracy weapon they were in Front Mission 1st. While their single-round
damage is impressive, Bazookas aren't effective against most enemy types. For
a mere three bullets, they really are rather unattractive to use. A Rifle has
slightly less damage, but is highly accurate and has six extra bullets to
spare.
CANNON
------
Weapon Class: Impact + Piercing
Weapon Range: 1-2
Bullet Capacity: 3
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer /_\ Fixed Gun (O)
Huge Weapon (O) Support Pod /_\
Armored Vehicle ( ) Chopper X
Light Vehicle /_\ Jet ---
Description:
Now a true weapon as opposed to a copy of the Machine Gun from Front Mission
1st, Cannons are truly hybrid weapons. They possess the high damage that
single-round weaponry have, fire multiple rounds, and can be used from a
distance. Cannons can be equipped on both the hands and shoulders, which only
lends to its unique qualities. While they do not specialize in one area,
Cannons perform well overall.
------------------------------------------------------------------------------
BUILT-IN
Frame Parts: Body, Arms
------------------------------------------------------------------------------
BODY
----
Weapon Types: Machine Gun, Bazooka, Cannon
Description:
Body parts can now have built-in weaponry!? That's right, Body parts in Front
Mission 2 can indeed have weapons mounted on it. These weapons are also quite
formidable in combat and not as weak as one would think. Also, Body built-in
weapons are a great last resort when both Arms have been destroyed. There are
many missions where destroyed parts will be common and having a built-in
weapon mounted on the Body will help greatly. The only flaw? Very few Body
parts have built-in weapons.
ARMS
----
Weapon Types: Punch, Machine Gun, Shotgun, Flamethrower, Rifle, Missile
Launcher, Rocket Launcher, Bazooka, Cannon
Description:
Arm parts with built-in weaponry are nothing new in Front Mission 2, though
variety has definitely improved. Instead of seeing Machine Guns and Cannons,
you can now use built-in Shotguns or Rifles. Most Arm parts with built-in
weaponry do not allow for any shoulder-mounted weapons, but there are some
exceptions. Just remember that you cannot equip hand-mounted weapons on any
of these weapon Arms.
------------------------------------------------------------------------------
OTHER
Weapon Types: Shield, Autocannon, Radar, Cluster Bomb
------------------------------------------------------------------------------
SHIELD
------
Weapon Class: Piercing, Impact, Fire, or Normal
Hitting Property:
------------------------------------------------------------------------------
Enemy Type Effect Enemy Type Effect
------------------------------------------------------------------------------
Wanzer --- Fixed Gun ---
Huge Weapon --- Support Pod ---
Armored Vehicle --- Chopper ---
Light Vehicle --- Jet ---
Description:
Shields haven't changed much from their showings in Front Mission 1st. They
still lower damage, but their functionality has changed. Shields may or may
not have defense against one of the three attack elements. Also, Shields now
have a Size parameter. This means that when electing to use a Shield to guard
against an enemy attack, the defense isn't always automatic. However, just by
equipping a Shield, there is a chance of it being used even if it was not
selected as an option thanks to the Auto Defense parameter. Shields can guard
against everything but Fight weapons.
AUTOCANNON - AC (ENEMY ONLY)
----------------------------
Weapon Class: Piercing
Weapon Range: 1-2
Bullet Capacity: 9
Description:
Autocannons are basically Machine Guns with the range of a hybrid weapon.
That's all there is to know for this enemy-exclusive weapon really.
RADAR - RW (ENEMY ONLY)
-----------------------
Weapon Class: Normal
Weapon Range: 2-6
Bullet Capacity: Infinite
Description:
Radar is merely a support tool that makes it easier for enemies to hit
friendly units. That's all there is to know for this enemy-exclusive weapon
really.
CLUSTER BOMB - CB (ENEMY ONLY)
------------------------------
Weapon Class: Fire + Impact
Weapon Range: 2-3
Bullet Capacity: 1
Description:
Cluster Bombs are essentially Grenade Launchers packing a tremendous amount
of destructive power. That's all there is to know for this enemy-exclusive
weapon really.
------------------------------------------------------------------------------
TUTORIALS [TUTO]
------------------------------------------------------------------------------
When anyone plays a game, it is always helpful to have some tutorials of the
sort to explain what goes on. Fortunately, Front Mission 2 does not skip on
this fact and delivers a large amount of tutorials on every major factor in
the game. All tutorials are accessed through the Main Menu. The following is
a list of all tutorials in the game. Given the high difficulty of Front
Mission 2, you will benefit from actually going through the tutorials.
Basic Tutorial List:
Attacks & Counters
AP System 1
AP System 2
Weapon Data
Basic Items
Pilot Data
Status Damage
Operations
Tactics Tutorial List:
Shield Rule
AP System 3
Weapon & Armor Types
Anti-Aircraft
Geo Effect
Honor Skill
Move & Move Cost
Other Items
Mobility
------------------------------------------------------------------------------
FREQUENTLY ASKED QUESTIONS(FAQ) [BFAQ]
------------------------------------------------------------------------------
Q: What is the maximum amount of AP in the game?
A: The maximum amount of AP is 15 for both player and enemy units. The
exception is a single enemy unit that has an AP total of 20.
Q: What is the maximum amount of Move that can be attained in the game?
A: The maximum amount of Move that can be attained is 17. This is equal to
eight squares of movement with a Move cost of 2 per square.
Q: What is the maximum amount of Mobile that can be attained in the game?
A: The maximum amount of Mobile that can be attained is 67.
Q: What is the maximum amount of damage that can be inflicted in a single
attack?
A: The maximum amount of damage that can be inflicted is 9,999.
Q: What are the bare minimums and maximums of Geo Effect?
A: The bare minimum for Geo Effect is 0%, but this is only for Arena matches
and some mission play exceptions. Normally, it's 5%. The maximum is 65%.
Q: What is the maximum amount of money that can be gotten in the game?
A: The maximum amount of money that can be gotten is 9,999,999.
Q: Working with the Action Points System is hard when I only have 7 AP to
work with. Things will get better as I progress through the game right?
A: Yes, the amount of AP available to your units will increase provided
that their Total Level increases. You have to pay attention to how Honor
mechanics affect AP to make the most out of them during the beginning of the
game.
Q: I'm trying to understand how Honor mechanics work. I know AP is affected
by default, but there are no Honor Skills for it. I take it that the Honor
skills only affect units if they are equipped?
A: Yes, Honor Skills must be equipped for them to affect both friend and foe
in mission play. Make sure that units are standing within the eight-square
radius around the user that has the Honor Skill equipped for them to work.
Q: I'm trying to understand how all of the factors affect accuracy and
evasion, but it's all too complicated for me. Which ones should I focus on
for beating the game?
A: Focus on Action Points, Honor mechanics regarding Action Points, a
weapon's Hitting Property, the pilot's specialty, and the unit's Mobile
parameter. These are the most vital factors that affect accuracy and
evasion in the game.
Q: If I have parts with armor coating against all three attack elements, do
I get defense against all three attack elements?
A: Yes, you will gain defense against all three attack elements. The caveat
is that this defense is specific to the parts that have the armor coating.
Q: What types of weapons should I use? I have played Front Mission 1st and
only used Machine Guns, Vulcans, Missile Launchers, and Rocket Launchers.
None of the other weapons were really effective.
A: All weapons are equally good in battle due to the numerous changes made to
the battle system and the new Hitting Property mechanic. Long weapons are far
less useful for offensive purposes and should only be considered as a support
weapon. Fight weapons are far more useful for offensive purposes and not
using them is a stupid mistake.
Q: I'm stuck on some mission and even with your helpful beginner's guide, I
just can't get out of it alive! The game is certainly hard, no doubt, but
this is insane! Do you have any suggestions on what to do?
A: Unlock and use the free parts that are available through the Network. See
my main guide on GameFAQs for more details. These will make every mission a
lot easier unless you are at the end of the game.
------------------------------------------------------------------------------
4. WANZER SETUP [WSET]
------------------------------------------------------------------------------
This section details the mechanics and features behind the customization and
creation of wanzers. Reading information about the Battle System is highly
recommended as information here goes hand-in-hand with the aforementioned
section.
------------------------------------------------------------------------------
WANZER DESIGN [WDES]
------------------------------------------------------------------------------
Designing wanzers is a daunting task if you are new to Front Mission 2. This
is where Front Mission really stands out of the strategy RPG crowd and thus,
it has its own section. Designing a wanzer will be broken down into sections
as to ensure that you understand the process behind wanzer configuration.
FRAME PARTS
-----------
The wanzer frame consists of the parts that make up the actual wanzer. This
consists of a Body, a Right Arm, a Left Arm, and the Legs. A unit cannot be
created unless the wanzer frame is complete. Two new parameters present in
all frame parts are the Running Cost and Defense Type. Basically, you have to
pay maintenance costs to use parts in battle. Running Cost values increase
as you gain access to better equipment throughout the game. Defense Type is
simply armor coating against one of the three attack elements new to Front
Mission 2.
The Body part is top priority over the Arms and Legs for a good reason.
Special to the Body is the Power parameter, which is essentially the lifeblood
of any wanzer. Every part has a Weight parameter that is subtracted from the
Power parameter. The overall Weight value of a wanzer must be always be equal
to or lower than the Power value or it cannot be used in battles. Therefore,
choosing the right Body is key to creating a powerful wanzer.
Next in terms of design priority are the Right and Left Arms. A wanzer's only
means of attacking are through its Arms and without them, it is helpless. An
Arm without a hand-mounted weapon can be used as a Fight weapon under the
Punch class. With the absence of an Accuracy parameter, all Arms are viable
for combat purposes.
The last part in designing a wanzer is the Legs. The only purpose of the Legs
is to allow the wanzer to traverse over various terrain and elevation. 2 Leg
types will suffice for the entire game, though 4 Leg, Treads, Tires, and Hover
Leg types have their uses on certain terrain.
SUPPORT PARTS
-------------
After a wanzer frame has been fully assembled, support parts can be equipped
to boost the effectiveness of the wanzer. Backpacks are parts mounted onto a
wanzer's back and offer support capabilities. Backpacks are now classified
under two main types: Item and Turbo. Item Backpacks only store items and
increase the range of support items, but do not provide extra Power. Turbo
Backpacks are only used to provide additional Power to a wanzer, but do not
offer item storage capabilities.
The second support part that a wanzer can be equipped with are Computers,
which should be familiar to anyone who played Front Mission 1st. Information
on them can be found in the Computers section.
ATTACKING PARTS
---------------
Now that the wanzer has been equipped with its frame and support parts, it's
time to give it some firepower. A wanzer can equip up to four weapons: two on
the Hands and two on the Shoulders. New to Front Mission 2 are Body parts
with built-in weaponry, thus allowing a wanzer to equip up to five weapons.
Knowing what weapon to equip depends on the pilot who will use the wanzer and
their Job specialty. Hand weapons are generally lighter than the shoulder
weapons so they should be your first concern. For Long specialists, shoulder
weapons should be their top priority.
While it is possible to fully load a wanzer with weapons, this is bad wanzer
design in most cases. No more than two weapons should be equipped on any
wanzer for optimal performance. More often than not, you will have to settle
for lower quality parts to fully load a wanzer with weapons.
Wanzer Design priority:
1. Body
2. Arms
3. Legs
4. Backpack
5. Computer
6. Hand Weapons
7. Shoulder Weapons
If you feel that designing wanzers is too complicated, Front Mission 2 now
has full wanzer sets up for purchase. They are designed to fulfill a certain
role in battle and will help you understand how wanzers are created.
SHOP
----
When you're ready to design wanzers, head to the Shop at the location you are
in. The options at the Shop are the same as it was in Front Mission 1st, but
don't worry if you are new to Front Mission. The following is a description
of the Shop interface found in Front Mission 2.
Shop Interface:
--------------
| Location |
--------------
| Setup |
| Parts |
| Computer |
| Weapon |
| Item |
| Talk |
| Exit |
--------------
----------------------
| Money | xxxxxxx ||
----------------------
------------------------------------------------------------------------------
|Help Text |
| |
| |
------------------------------------------------------------------------------
Guide:
Location - current location.
Setup - goes into Wanzer Setup. (see below for more) A pilot must be selected
prior to proceeding to Wanzer Setup.
Parts - goes into Parts menu. Parts may be bought or sold, but they are not
equipped onto wanzers.
Computer - goes into Computer menu. Computers may be bought, sold, or can be
upgraded with the Clock Up option. They are not equipped onto wanzers.
Weapon - goes into Weapon menu. Weapons may be bought or sold, but they are
not equipped onto wanzers.
Item - goes into Item menu. Items may be bought or sold. Items bought can be
equipped onto any wanzer's Backpack if desired.
Talk - talk with the Shop owner.
Exit - exit the Shop.
Money - the current amount of money in possession.
Help Text - text that details information about the selected option. Changes
when a new option is selected.
Wanzer Setup Interface:
-------------- ----------------------
| Setup | | Wanzer Name |
-------------- ----------------------
| Weapon | |Total xxx|
| Parts | |Fight xxx|
| Item | |Short xxx|
| Computer | |Long xxx|
| Full Set | |MV xx|
-------------- |Mob xx|
|R.C xxxx|
|HP xxx|
|------------|
| | | | |
|------------|
|W/P |
| xxx / xxx|
|------------|
||||||| |
--------------
----------------------
| Money | xxxxxxx ||
----------------------
------------------------------------------------------------------------------
|Help Text |
| |
| |
------------------------------------------------------------------------------
Guide:
Weapon - goes into Weapon menu. Weapons may be bought and can also be
equipped onto wanzers.
Parts - goes into Parts menu. Parts may be bought and can also be equipped
onto wanzers.
Item - goes into Item menu. Items bought are automatically equipped onto a
wanzer's Backpack.
Computer - goes into Computer menu. Computers may be bought and can be
upgraded with the Clock Up option. They can be equipped onto wanzers.
Full Set - goes into Full Set menu. Full wanzer sets can be purchased and its
data is available for viewing with the Check Details option. Parts, Weapon,
and the Computer data for the wanzer can be viewed. A wanzer can be viewed
using the View option, which goes into View Mode.
Wanzer Name - the name of the wanzer.
Total - the total value of the wanzer's Fight/Short/Long specialties. The
higher it is, the wanzer's overall performance improves.
Fight - the value of the wanzer's Fight specialty. The higher it is, the
wanzer's Fight performance improves.
Short - the value of the wanzer's Short specialty. The higher it is, the
wanzer's Short performance improves.
Long - the value of the wanzer's Long specialty. The higher it is, the
wanzer's Long performance improves.
MV - the wanzer's Move value. The higher it is, the more spaces a wanzer can
move.
Mob - the wanzer's Mobile value. The higher it is, the more likely a wanzer
will evade attacks and when using Fight or Short weapons, hit their targets.
R.C - the wanzer's Running Cost value. The higher it is, more money is needed
to account for its usage in missions.
HP - the wanzer's overall HP value. This includes all part HP and the small
bar below shows the HP differences between each part.
W/P - the wanzer's Weight/Power difference, depicted by the small bar below.
The Weight of a wanzer must not exceed its Power value at all times.
Money - the current amount of money in possession.
Help Text - text that details information about the selected option. Changes
when a new option is selected.
------------------------------------------------------------------------------
COMPUTERS [COMP]
------------------------------------------------------------------------------
Computers in Front Mission 2 operate differently from those found in Front
Mission 1st. Computers operate through the concept of Modes, which strengthens
different roles that a unit may play in battle. Each computer has four basic
Modes and a fifth Mode that unlocks the computer's potential to the fullest.
A computer's abilities improve with each upgrade, which can be accessed by
using the Clock Up option at Shops. The final upgrade can be accessed using
the Network and visiting company web pages. Each computer allocates points to
all four categories differently: Fight, Short, Long, and Skill.
The Modes on a computer are designated according to how much points it has
and what Mode is being used. Mode 1 is designed for all-purpose roles while
Modes 2, 3, and 4 are designed for Fight, Short, and Long roles respectively.
Mode 5 does not focus on any of the aforementioned roles for obvious reasons.
For example, Mode 2 allocates plenty of points to Fight but often ignores
Short or Long in the process. Mode 5 prioritizes points on Skill at the cost
of lower points for Fight, Short, and Long. Whenever a Mode allocates points
to Skill, that Mode will always have a computer Skill equipped.
Computer Skills are passive skills designed to strengthen a Mode's role and
are always active. They are found on Modes 2, 3, 4, and 5; Mode 1 does not
have Computer Skills. Computer Skills on Modes 2, 3, and 4 are generic and
can be found on numerous parts. Computer Skills on Mode 5 are unique and
offer many advantages over the generic Computer Skills. Some Computer Skills
offer completely radical improvements that make them worth using despite
lower values for Fight, Short, and Long.
Computer Skills Guide:
------------------------------------------------------------------------------
Skill -Name Mode Data
------------------------------------------------------------------------------
Shock Absorb 2 Grants immunity to Stun.
Balance Up 3 Prevents Danger state from occurring when hit.
Detect Mine 3 Detects nearby mines on the battlefield.
Energy Save 4 Decreases Running Cost value.
Power Down (F) 2 Disables enemy's Fight computer.
Power Down (S) 3 Disables enemy's Short computer.
Power Down (L) 4 Disables enemy's Long computer.
Satellite 5 Reduces enemy's Geo Effect value to 0%.
Learning System 5 Multiplies experience value by 2.
Move Plus 5 Increases Move value.
Range Plus 5 Increases Range value.
Auto Repair 5 Recovers set amount of HP to one part per turn.
Auto Repair All 5 Recovers set amount of HP to all parts per turn.
SDP System 5 Adds Piercing to attacks and negates damage below 'x'.
DDP System 5 Parts remain at 1 HP if destroyed from damage taken.
DMP System 5 Adds Fire to attacks and sets damage to 'x'.
Auto Defense 5 Decreases cost to use Evade command.
Auto Sight (S) 5 Decreases cost to use Short weapons.
Auto Sight (L) 5 Decreases cost to use Long weapons.
Notes:
Detect Mine shows mines, seen as blinking bombs, within the user's movement
range only. Other units will not be able to see the mines unless they have
Detect Mine equipped on their computer. The Power Down skills reduce an enemy
unit's values under the Fight, Short, and Long Job classes to 0. Learning
System only doubles experience for damaging and destroying enemy units. It
does not apply to Honor points. Range Plus only increases the range of Long
weapons equipped; Fight and Short weapons do not apply. Auto Repair only
works for the part with the highest HP. If more than one part has the same
HP values, it will recover the one with the highest HP percentage-wise.
------------------------------------------------------------------------------
Skill Name Increments
------------------------------------------------------------------------------
Shock Absorb None
Balance Up None
Detect Mine None
Energy Save - 20/50%
Power Down (F) None
Power Down (S) None
Power Down (L) None
Satellite None
Learning System None
Move Plus + 1/2
Range Plus + 1/2
Auto Repair + 5/10%
Auto Repair All + 5/10%
SDP System < 10/20 = 0
DDP System > 100 = 100
DMP System None
Auto Defense - 1/= 0
Auto Sight (S) - 1/= 0
Auto Sight (L) - 1/3
Computer Modes Guide:
------------------------------------------------------------------------------
Mode Role Point Allocation
------------------------------------------------------------------------------
1 All-purpose Balance towards Fight, Short, and Long. No skills.
2 Fight Focus on Fight, Short and Long ignored. Generic skills.
3 Short Focus on Short, Fight and Long ignored. Generic skills.
4 Long Focus on Long, Fight and Short ignored. Generic skills.
5 Special Fight, Short, and Long ignored. Special skills.
------------------------------------------------------------------------------
WANZER PARAMETERS [WPAR]
------------------------------------------------------------------------------
Wanzer parameters for all parts will be documented here and split into the
appropriate sections.
(Commonly Shared Parameters)
HP - the HP parameter. High HP values result in greater part durability.
Weight - the Weight parameter. Low Weight values result in extra Move points.
Running Cost - the Running Cost parameter. High Running Cost values indicate
the usage of high quality frame parts.
DF - the Defense parameter. High Defense values result in reduced damage.
DF. Type - the Defense Type parameter. Defense Type may or may not offer
armor coating against one of the attack elements.
(Body)
Engine (Power) - the Power parameter. High values result in more design
flexibility.
Weapon - weapons integrated into the Body part (built-in weapons).
(Arms)
Weapon - weapons integrated into the Arm part (built-in weapons).
(Legs)
MV - the Move parameter. Values set to 0 are normal while values higher than
0 indicate extra Move points.
(Computers)
Fight - the Fight parameter. Raises pilot's proficiency in the Fight class.
Short - the Short parameter. Raises pilot's proficiency in the Short class.
Long - the Long parameter. Raises pilot's proficiency in the Long class.
Skill - the Skill parameter. Points allocated to Skill indicate that the
Mode has a Computer Skill equipped.
(Backpacks)
Item - the Item parameter. Raises the maximum amount of equipped items.
Engine (Power) - the Power parameter. Values are added onto the Body's Power
value to offer more design flexibility.
Range - the Range parameter. Raises the maximum range of support items.
(Weapons)
AT - the Attack parameter. High values result in greater damage potential.
Hit - the Hit parameter. High values result in less attacks missing.
Range - the Range parameter. Dictates the minimum and maximum weapon range.
Bullet - the Bullet parameter. Bullet are replenished by using Ammo items.
(Shields)
Size - the Size parameter. Dictates how often the Shield will be used to
guard against an attack when electing to use it in battle sequences.
Ad - the Auto Defense parameter. Dictates how often a Shield will be used
to guard against an attack without electing to use it in battle sequences.
(Overall)
Total - the wanzer's overall potency in all classes.
Fight - the wanzer's potency in the Fight class.
Short - the wanzer's potency in the Short class.
Long - the wanzer's potency in the Long class.
MV - the wanzer's Move value.
Mob - the wanzer's Mobile value.
R.C. - the wanzer's total Running Cost value.
W/P - the difference between the wanzer's Weight/Power values.
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WANZER TYPES [WANT]
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Assuming that you have read the Wanzer Design and Wanzer Parameter sections,
it's time to learn about viable wanzer builds that can be used.
STRIKER
-------
Striker builds are designed for Fight specialists. The basic idea behind a
Striker build is having a wanzer geared for close-range combat and to act as
a tank unit. Parameters that a Striker build focuses on are HP and Defense
mainly since they attack last against ranged enemy units. The combination of
high HP and Defense makes a Striker build hard to kill, which allows them to
operate as tanks. Striker builds are well suited for destroying wanzers and
any damaged units in the way, but keep them out of fights against mobile
weapons and aircraft. Lastly, Strikers should have a high Mobile to better
evade enemy attacks and move around more freely on the battlefield.
When shopping for new parts, go for ones with high Defense since they are
easy to identify. For weapons, always equip Knuckles and Rods since their
attack power is added onto an Arm's Hard Blow attack power. Knuckles can be
used with every Fight skill while Rods are statistically better but cannot be
used with all Fight skills. Finally, a Shield should always be equipped on
Striker builds for more durability.
Build checklist:
Frame - HP, Defense, and Mobile.
Support - Turbo Backpack and Mode 2 computer.
Attacking - Knuckle/Rod x 2 on Hand. Shield on Shoulder.
Sample build:
Body - Zenith X
Left Arm - Zenith X
Right Arm - Zenith X
Legs - Zenith X
Backpack - AG-1000S
Computer - Guanaco 5, Mode 2
L. Hand - Bear Claw
R. Hand - Crazy Hammer
L. Shoulder - SN-120
R. Shoulder - None
ASSAULT
-------
Assault builds are designed for Short specialists. The basic idea behind an
Assault build is having a wanzer geared for close-range combat and act as
the main attacking unit. Parameters that an Assault build focuses on are Hit
and HP for hit-and-run tactics with enemy units. A high Mobile value is also
key to an Assault build too. Short weapons with high Hit are preferred due
to the accuracy mechanics of the game. Assault builds have uses against all
enemy types so having parts with high HP helps. They are best used against
mobile weapons and any damaged wanzers.
When shopping for new parts, choose a balanced Body to suit the needs of an
Assault build. Buy Arms with balanced ratings since they do not have a true
accuracy parameter. For the Legs, stick with 2 Leg types to get the most
mileage out of them. A multiple-round weapon with a Rifle is a good weapon
choice for most of the game. Top it off with a Shield for defense.
Build checklist:
Frame - Hit, HP, and Mobile.
Support - Turbo Backpack and Mode 3 computer.
Attacking - Machine Gun/Shotgun/Flamethrower and Rifle on Hand. Shield on
Shoulder.
Sample build:
Body - Zeal B1
Left Arm - Zeal B1
Right Arm - Zeal B1
Legs - Zeal B1
Backpack - AG-1000S
Computer - Guanaco 5, Mode 3
L. Hand - Type 98 Rifle B
R. Hand - Girino
L. Shoulder - SN-120
R. Shoulder - None
GUNNER
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Gunner builds are designed for Long specialists. The basic idea behind a
Gunner build is having a wanzer geared for distance combat and acting as
a support unit. Parameters that a Gunner build focuses on are Hit and
Power above all else. The weapons designated for a Gunner build are the
heaviest of all weapons so Power is vital to these builds. Gunners are best
used to soften or finish off enemy units from afar. As long as they are not
forced into a fight at close range, take advantage of their weaponry.
When shopping for new parts, go for the Body with the highest Power rating.
Follow the same guidelines for Attackers when searching for Arms. The Legs
don't matter to a Gunner build so do whatever you want with them. As for the
weapons, load both Shoulders with one ground and one anti-aircraft weapon.
If you are not facing aircraft in an upcoming mission, then substitute the
anti-aircraft weapon for something like a Grenade Launcher so you have a
tool for crowd control.
Build checklist:
Frame - Hit and Power.
Support - Item Backpack and Mode 4 computer.
Attacking - Missile Launcher/Grenade Launcher/Rocket Launcher and
Anti-Aircraft Missile/Rocket Launcher on Shoulder.
Sample build:
Body - Giza 5S
Left Arm - Giza 5S
Right Arm - Giza 5S
Legs - Giza 5S
Backpack - BP-T3E
Computer - Holism 5, Mode 4
L. Hand - None
R. Hand - None
L. Shoulder - Bull Thrush
R. Shoulder - Plaver S6
HYBRID
------
Hybrid builds consist of fusions between two of the three builds or all three
builds combined. Hybrid builds may seem attractive due to their all-purpose
capabilities, but these builds are the hardest to make. Balancing all of the
parts to have an effective hybrid build takes a lot of number-crunching and
analysis of the parts available. It is doable to create hybrid builds but
you will have to spend some time searching for the right parts.
Build checklist:
Frame - Balance.
Support - Turbo Backpack and Mode 1 computer.
Attacking - 1 Fight and 1 Short on Hand. 1 Long on Shoulder.
Sample build:
Body - Schakal B
Left Arm - Giaour G3
Right Arm - Type 102C
Legs - Igel Zwei
Backpack - AG-640S
Computer - Holism 5, Mode 1
L. Hand - Chronik 25
R. Hand - Venus
L. Shoulder - None
R. Shoulder - Wuerger
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FREQUENTLY ASKED QUESTIONS(FAQ) [WFAQ]
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Q: Why should I follow the wanzer design priority list? I've already made a
few wanzers and it seems that I'm doing things right.
A: The wanzer design priority list is a guideline on how to successfully
create wanzers in the easiest way possible. Logically, a player will start
off with the frame parts and leave the attacking parts for last. The wanzer
design priority breaks these steps down to its simplest steps. You don't have
to follow it, but it helps out a lot if you're new to Front Mission.
Q: When I try to equip a part on my wanzer, the game tells me that I can't
equip it! What am I doing wrong?
A: The most common issue is that your wanzer's Weight value exceeds that of
its Power value. You can easily solve this by equipping lighter parts and
weapons. The second issue is that you are trying to equip a Hand weapon on an
Arm with built-in weapons. Hand weapons cannot be equipped onto these types
of Arms no matter what you do. Shoulder weapons, however, may be equipped
onto these Arms depending on their size.
Q: How do I access the final version of computers? I went to the Network and
accessed one of the company web pages for the final upgrade. Still, I can't
seem to upgrade my fourth version computer! Do you know what's wrong?
A: The final computer upgrade can only be accessed when you have a fourth
version computer part in stock. That means the computer must be not equipped
by anyone if you want to upgrade it. If you have the computer equipped on a
pilot, buy another computer and load it. You can sell the new computer after
accessing the final upgrade or upgrade it in the same manner.
Q: Any reason to use Mode 5 on computers? I like to get the most performance
out of my units and the other four Modes seem better to use.
A: Mode 5 has many uses as unique Computer Skills are equipped on this Mode
only. It's up to you which computer has a Mode 5 skill that's worth using in
battle.
Q: Can you explain what the range on a Backpack stands for? I'm clueless on
what is affected by the Backpack's Range parameter.
A: The Range on a Backpack is basically the launch range of support items,
namely Chaff and Smoke. Support items don't play much of a role in battle,
but the boosted Range can make a difference at times. If a group of your units
are about to get hit by melee weapons, ranged weapons, or missiles, being able
to toss Chaff or Smoke from a distance can work wonders.
Q: Is there any benefit to creating a wanzer frame made up of the same parts?
I could get better performance by mixing parts up instead of sticking with a
pure wanzer frame.
A: There is no benefit to creating a pure wanzer frame unless you like to
use pure wanzers. Do whatever you need to make a good wanzer. There are some
exceptions to the rule though...
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5. CREDITS [CRED]
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Thanks to:
- GameFAQs obviously
- Front Mission: World Historica book for certain items and such
- Square Enix for the Front Mission series
This FAQ copyright 2013 to Angelo Pineda. Redistribution in any form,
including reprinting in electronic or print media, without express permission
of the author is strictly forbidden.