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                              FRONT MISSION 4 JP
                              BATTLE SKILLS LIST
                                 VERSION 0.80
                      NEO COMBATTLER ([email protected])

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Created: February 09, 2004
Last Updated: February 09, 2004


UPDATE HISTORY:

Version 0.50 (Feb 09, 2004) - Faq created.

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INTRODUCTION


Hi, Welcome to my first FAQ. I never write any FAQ and never intend to, but
since I believe that this skills list might become handy to some of you, I
decided to write it. My English is not that good, so I apologize if this FAQ
have many grammatical error. Anyway, I posted similar battle skills on FM4
board but in order to preserve it, I decide to post a FAQ instead of letting
people bumped the topic, so people can now have easy access to this list. I
got this skill list from a Chinese website, translated, modified and checked
it according to my knowledge and people contribution over the FM-4 board.
Thus, I presented you the easier Skills List to read and contains relevant
information in it. However, I do make some mistakes and it is your chance to
help me and fellow gamers by making corrections to this FAQ.

I tried my best to update this FAQ, but since I'm a full time students, I
can't update this FAQ as often as you want me to do. I apologize for that.
Please keep in mind that my e-mail address up there is not my primary e-mail
address since I'm tired of receiving junk mail. So if you didn't get my
reply, please do not re-send your mail within 2 - 3 days. As the matter of
fact, I often reading the board than checking this e-mail account. So it
would be best if we can communicate on the board than thru emails. Anyway,
it doesn't mean I will not check my e-mail. So if you have something to add
for this FAQ, please send me an email with the subject (FM4 or something like
that) and put your name and email address for proper credit. All suggestion
are subject to verification.

Please do not send advertisements to my email.

Okay, enough for the chit-chat and enjoy the skills list :)


*   BASED ON JAPANESE VERSION OF FM-4.
**  Question mark " ? " means I'm not sure about this.
*** Not sorted but grouped in series manner.

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SKILL NAME           ---                DESCRIPTION
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Anti-Skill --- Prevent enemies to use their skills when they do link attack.

Defense I  --- Defends +50%
Defense II --- Defends 2 times (100%) ?

First I  --- Attack first, defense -20%
First II --- Attack first, defense -50%, enemy slow-reacting

Rush --- Units within the link will attack first, but unit defense -20%
Hold --- Units within the link will attack later, but unit defense +50%

AP Cost: -4 --- AP expense -4
AP Cost: -8 --- AP expense -8
AP Cost:  0 --- AP expense is nullified (0)

Feint I   --- Evasion rate +50%
Feint II  --- Evasion rate +70%
Feint III --- Evasion rate +100%

Full Defense --- Unit have all three-armor type
                (resist to Impact, Pierce & Fire attack)

Terror Shot I   --- Upon hit, enemy evasion rate is decreased by 50%
Terror Shot II  --- Upon hit, enemy evasion rate is decreased by 67%
Terror Shot III --- Upon hit, enemy evasion rate is decreased by 75%

Panic Shot I   --- Upon hit, enemy hit rate is decreased by 50%
Panic Shot II  --- Upon hit, enemy hit rate is decreased by 67%
Panic Shot III --- Upon hit, enemy hit rate is decreased by 75%

Minus Shot I   --- Upon hit, enemy weapon skill is decreased by 1
Minus Shot II  --- Upon hit, enemy weapon skill is decreased by 2
Minus Shot III --- Upon hit, enemy weapon skill is decreased to 0

Defend Body --- When body receive hit, it transfer the damage to arm part

Block DMG 10 --- Each shot that inflict 10 damage or below is counted as 0
Block DMG 30 --- Each shot that inflict 30 damage or below is counted as 0
Block DMG 50 --- Each shot that inflict 50 damage or below is counted as 0

Fix DMG 100 --- Fix damage to 100 when unit received damage between 100 - 200
Fix DMG 200 --- Fix damage to 200 when unit received damage between 200 - 300
Fix DMG 300 --- Fix damage to 300 when unit received damage between 300 - 400

Anti-Break --- Any parts that supposed to be destroyed will remain with HP 1

Auto Machine I  --- Unit is able to counter-attack despite of EMP
                   (e.g attack down, system down)

Auto Machine II --- Unit is able to counter-attack despite of EMP +
                   status completely removed after the attack

Revenge: Body   --- When unit’s part is destroyed (arms or legs), it will
                   counter-attack and concentrate to hit enemy’s body with
                   triple damage

Revenge: Mirror --- When unit’s part is destroyed, it will counter-attack to
                   the same parts and inflict 2x the damage received

Revenge I   --- Upon part destroyed, counter-attack damage is increased by 20%
Revenge II  --- Upon part destroyed, counter-attack damage is increased by 50%
Revenge III --- Upon part destroyed, counter-attack damage is increased by 2x

Double Punch I  --- Combo, if the unit equipped with the same melee weapons
Double Punch II --- Combo, if the unit equipped with different melee weapons

Switch I  --- Combo, if the unit is equipped with the same range weapons
Switch II --- Combo, if the unit is equipped with different range weapons

Double Assault --- Combo, if the unit is equipped with melee and range weapons

Barrage --- Damage all other units that is in your target’s link
           (within your weapon range)

Last Stand --- Activated when HP below half. The lower HP you got, the more
              chances it will activate and the more damage it will inflict

Tackle I   --- Body weight attack (calculated by weight difference 1 time)?
Tackle II  --- Body weight attack (calculated by weight difference 1.2 times)?
Tackle III --- Body weight attack (calculated by weight difference 1.5 times)?

Shield Bash I   --- When the arm that hold weapon is destroyed, shield will be
                   used to counter-attack. Damage is depend on shield HP. The
                   lower, the greater.
Shield Bash II  --- When the arm that hold weapon is destroyed, shield will be
                   used to counter-attack. Damage is depend on shield HP. The
                   lower, the greater.
Shield Bash III --- When the arm that hold weapon is destroyed, shield will be
                   used to counter-attack. Damage is depend on shield HP. The
                   lower, the greater.

Speed I   --- Rate of fire (ammo fired) is increased by 1.2x
Speed II  --- Rate of fire (ammo fired) is increased by 1.5x
Speed III --- Rate of fire (ammo fired) is increased by 2.0x

Boost I   --- Increase pilot’s weapon skill by 1
Boost II  --- Increase pilot’s weapon skill by 2
Boost III --- Increase pilot’s weapon skill by 3

Charge I   --- Increase melee damage by 20%
Charge II  --- Increase melee damage by 50%
Charge III --- Increase melee damage by 2x

Zoom I   --- Increase unit’s accuracy by 2x ?
Zoom II  --- Increase unit’s accuracy by 3x ?
Zoom III --- Increase unit’s accuracy by 4x ?

Blast Strike I  --- Upon hit, the enemy is unable to counter-attack.
                   (Melee only)

Blast Strike II --- Upon hit, the enemy is unable to counter-attack
                   + AP nullified (Melee only)

Blast Shot I  --- Upon hit, the enemy is unable to counter-attack.
                 (Range only)

Blast Shot II --- Upon hit, the enemy is unable to counter-attack
                 + AP nullified (Range only)

Impact Shot   --- Add Impact type of damage to range weapon
Fire Shot     --- Add Fire type of damage to range weapon
Piercing Shot --- Add Pierce type of damage to range weapon
Perfect Shot  --- Add Impact, Fire and Pierce type of damage to range weapon

Fire Strike     --- Add Fire type of damage to melee weapon
Piercing Strike --- Add Pierce type of damage to melee weapon
Perfect Strike  --- Add Impact, Fire and Pierce type of damage to melee weapon

Piercing Missile --- Add Pierce type of damage to missile weapon
Impact Missle    --- Add Impact type of damage to missile weapon
Perfect Missile  --- Add Impact, Fire and Pierce type of damage to missile

Escape I  --- Escape before receiving any attack from the enemy
             (only for one VS one)

Escape II --- Escape before receiving any attack from the enemy

EP Plus --- When equipped, total obtained EP increased by 20%

Chain UP I  --- When activated, it increase the chance of chain attack by 10%
               (only active when this particular unit does not have any link
               to other unit)

Chain UP II --- When activated, it increase the chance of chain attack by 10%
               (stack)

Skill UP I  --- When activated, it increase all unit (in the link) skill
               activation rate by 5% (only active when this particular unit
               does not have any link to other unit)

Skill UP II --- When activated, it increase all unit (in the link) skill
               activation rate by 5% (stack)

Skill Down I  ---  When activated, it decrease all enemy unit (in the link)
                  skill activation rate by 5% (only active when your unit
                  does not have any link to other unit)

Skill Down II --- When activated, it decrease all enemy unit (in the link)
                 skill activation rate by 5% (stack)

AP Bonus I  --- When activated, all units (in the link) got AP expense -1
               (only active when this particular unit does not have any
               link to other unit)

AP Bonus II --- When activated, all units (in the link) got AP expense -1
               (stack)

AP Damage I  --- When activated, all enemy unit (in the link) loss 1 AP (only
                active when your unit does not have any link to other unit)

AP Damage II --- When activated, all enemy unit (in the link) loss 1 AP
                (stack)

Hit Plus I  --- When activated, it increases all units (in the link) hit rate
               by 5% (only active when this particular unit does not have
               any link to other unit)

Hit Plus II --- When activated, it increases all units (in the link) hit rate
               by 5% (stack)

Repair Plus I   --- Repair +20% (stack)
Repair Plus II  --- Repair +20% (stack)
Repair Plus III --- Repair +20% (stack)

Move+1 I   --- Mobility (move) +1 (stack)
Move+1 II  --- Mobility (move) +1 (stack)
Move+1 III --- Mobility (move) +1 (stack)

Last Dash --- When the total of unit HP is below 30%, mobility (move) +3

Focus Up    --- Concentrate to hit the upper part of the Wanzer (Body)
Focus Down  --- Concentrate to hit the lower part of the Wanzer (Legs)
Focus Left  --- Concentrate to hit the left part of the Wanzer (L. arm)
Focus Right --- Concentrate to hit the right part of the Wanzer (R. arm)

Aim   --- Increase the hit rate by doing the sniping posture. In addition, the
         enemy cannot evade the attack. However, this unit can't counter-
         attack due to its sniping posture.

Snipe --- Able to choose which part of the enemy wanzer to shoot by doing the
         sniping posture. However, this unit cannot counter-attack due to its
         sniping posture.

Alertness I  --- Increase reaction speed to enemy attack
Alertness II --- React immediately when attacked

Sensor Plus I  --- Sensor range increase 1
Sensor Plus II --- Sensor range increase 2


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CREDITS SECTION

Thanks to:

- Cao Gang for the original Battle Skills List on Chinese language.
 http://www.fireemblem.net/cjb/research/r-00-fm4skill-01.htm

- lsl7994 for pointing this URL on FM-4 board.

- EtoneX, Icpeng, moogon, TLM, Angelfish and lsl7994 for their contribution
 on FM-4 board. Your contribution helped me a lot in the progress of making
 this Skills List.

- Square-Enix (www.square-enix.co.jp) for making this great game.

- GameFAQs (www.gamefaqs.com) for providing space for this FAQ.

- Any people, website or company that I forgot to mention here.

- You, for reading this FAQ.

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LEGAL NOTE

Feel free to distribute this FAQ as long as you fully credited my name and
did not altered or changed any parts of this FAQ. This FAQ is intended for
personal use only. Please do not use this FAQ for commercial purpose.

Copyright © NEO COMBATTLER 2004 FRONT MISSION 4 JP: BATTLE SKILLS LIST

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