FRONT MISSION 5: SCARS OF THE WAR
ARENA FAQ
VERSION FINAL(2.05)
By Angelo Pineda(
[email protected])
VERSION HISTORY
---------------
26-4-2012 - Minor fixes.
30-8-2010 - Some minor changes on the wanzer names.
24-9-2009 - Clean-up to reflect fan translation changes.
12-6-2007 - All data entries for all teams complete. Tweaked data on the
current team entries and made some corrections. Guide complete.
19-5-2007 - All data entries for notable teams complete. Next update may
have data on the remaining teams.
TABLE OF CONTENTS
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Sections Search Codes
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1. INTRODUCTION [INTR]
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2. ARENA [AREN]
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Basics [BASE]
Frequently Asked Questions(FAQ) [TFAQ]
Rival Teams [RIVA]
Rival Teams: Front Mission Combatants [RTFM]
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3. 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
-------------
For the many who have been craving to play Front Mission 5, I hope my guides
have helped out. They are now complete and all information and details about
each portion of the game have been documented. If there is anything I missed,
please send an email by all means. I have worked tirelessly to provide the
best Western coverage of the game and I thank all of you who have sent me
positive comments about my work. Enjoy!
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1. INTRODUCTION [INTR]
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This is an Arena guide for Front Mission 5: Scars of the War, released only
in Japan on the Sony PlayStation 2. This is a specific guide only for the
game's unique gameplay feature, the Arena. 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.
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2. ARENA [AREN]
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This quick section will discuss details regarding the Arena and its features.
For the teams, skip to Rival Teams or Rival Teams: Front Mission Combatants.
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BASICS [BASE]
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The Arena is your moneymaker when funds are low or if you are not playing a
mission. Available fairly early on in the game, you can participate in a
1-on-1 battle at the beginning. With more battles, you can choose to be in
a 2-on-2 battle and eventually a 3-on-3 battle. The AI controls the pilot
and wanzer you wish to use in combat. All that is needed is to bet a certain
amount, choose a suitable opponent, and hope for the best. 20 victories in
the 1-on-1 are needed to unlock the 2-on-2 and 20 more on that option are
needed to unlock the 3-on-3. Keep in mind that you can opt to use one
combatant to take on a team of 2 or 3, vice versa.
Arena Changes Guide:
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Change
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Player weapons deal x 1.50 damage.
A primary weapon must be selected for each combatant prior to any fight.
Backpacks and Job Specialty affect AI behavior.
Fights end after 20 Player Phases and Enemy Phases.
If a fight is not over in 20 turns, the team with the most overall HP wins.
In regards to any changes in the Arena, there's only a few to pay attention
to. Of the changes, the primary weapon will be used in counterattacks at all
times when possible. The other notable change is with the factors behind the
AI behavior. Although it has a tendency to act randomly, it is affected by
two factors. It's a bit complicated, but here's an example of sticking within
the defined Job roles.
Job Specialty and Backpack AI Behavior Guide:
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Job Specialty Backpack Type AI Behavior Tendency
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Assault Item Uses items stored in Item BP.
Gunner Item Uses items stored in Item BP.
Jammer Sensor/EMP Uses Sensor/EMP BP often.
Launcher Item Uses items equipped in Item BP.
Mechanic Repair Uses Repair BP often.
Striker Turbo No change, attacks more often.
Basically, using the appropriate Backpack type for a specific Job role will
result in the AI behaving the way a certain Job role should be. Jammers are
not into attacking as much as they with disabling wanzers. Don't give them
a Sensor or EMP and they will be attacking much more often. Likewise, give
a Striker a Repair and they won't be attacking as much. The AI will still
tend to act randomly, but you can control it to an extent. For attacking
purposes, equip a Turbo or Item BP. You'll have better results this way.
The amount of CP gained is based on the Odds factor. This can go from 1.00
to 9.98 depending on various factors(see the Arena guide for more). As far
as the maximum bet amount goes, it is based on the number of combatants(both
you and the rival combatant/team) in an Arena fight.
Bet Amount Guide:
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Combatants Max Arena Options
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2 2000 1-on-1
3 4000 1-on-2
4 6000 1-on-3, 2-on-2
5 8000 2-on-3
6 9999 3-on-3
To reliably win against the combatant/team, pay attention to the Odds and
take a look at their wanzer composition. If the Odds are reasonable and the
combatant/team's composition doesn't seem that difficult, then you should
fight. Higher Odds may not always mean a difficult fight, but since the AI
acts randomly, you should take that into account. AI is affected by pilot
type to an extent as Attack type pilots attack more frequently and waste
less time doing nothing.
The possible combatants depends on how far you are into the game. Weaker
teams are replaced by stronger ones, while some teams simply get upgrades
as time passes. The incentive for doing the Arena is really about the past
Front Mission cameos and fanservice on which Front Mission character is the
better fighter(or weaker). They are not easy teams to beat, but generally
offer high Odds.
The following is the Arena interface:
*scroll through different pilots with L2 and R2 if not fighting 1-on-1*
----------------------- -----------------------------
|Rival Teams | |Wanzer Name |Pictu|
----------------------- |Pilot Name |Pictu|
|Team | |Weight/Power Output |Pictu|
|Team | |*********************|Pictu|
|Team | -----------------------------
|Team |
|Team | WWWW W WWW W WWWW
|Team | WWWWWWWWWWWWWWWWWWWWWWW
|Team | WWWW WWWWWWWWW WWWW
----------------------- WW WWWWW WW
|Team Status | WW WWWWW WW
----------------------- WW WWWWWWW WW
|Melee | WWWWWWWWW MG
|Short Range | WWWWWWWWW MG
|Long Range | WWW WWW MG
|Support Fire | WWWWW WWWWW MG
----------------------- WWWWW WWWWW
|Odds | WWW WWW
-----------------------
Arena Guide:
Melee - the strength of equipped Striker weapons. Damage displayed is the
base multiplied by the Power bonus from Weight-Power Output ratio.
Short Range - the strength of equipped Assault weapons. Damage displayed
is equal to the amount of equipped Assault weapons.
Long Range - the strength of equipped Gunner weapons. Damage displayed is
double that of the weapon's base damage.
Support Fire - the strength of equipped Launcher weapons. Damage displayed
is the cumulative damage(total for a single round x total ammo) divided
by 5.
Odds - the chances of victory against the team. Odds are influenced by the
ally team's Jobs, skills, level, and composition, same for the rival team.
New Camouflage schemes are available for defeating the following Arena teams:
2-ON-2
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APOCALYPSE - #29
PUNISHERS - #27
WILDCATS - #26
TOXIC CHAIN - #25
ISLAND LOVERS - #34
3-ON-3
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CRIMSON WALL - #88
MUDDY OTTERS - #28
SMILING SPECTACLES - #66
IMAC - #77
GENTLE ARMY - #85
DURANDAL-ALPHA - #82
TRIPLE IMPULSE - #30
TRIPLE STINGERS - #31
HEROES - #83
NIGHTMARES - #90
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FREQUENTLY ASKED QUESTIONS(FAQ) [TFAQ]
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Q: How come the Odds change whenever I switch pilots? I always face the same
team but I wonder why.
A: As stated earlier, there are a number of criteria that factors into the
Odds. Most noticeable are the Jobs a pilot specializes in. A Launcher will
almost always have low Odds whereas a Striker is bound to have high Odds.
Q: Do I have to win 20 battles for both the 1-on-1 and 2-on-2 to unlock the
2-on-2 and 3-on-3 respectively?
A: Yes, those requirements must be met in order to unlock the 2-on-2 and
3-on-3 options.
Q: Any suggestions on winning? The AI isn't exactly helping me out by doing
nothing in some turns.
A: Use Aggressive type pilots since their AI is usually acting each turn.
Other than that, just prepare your pilots well in the event the AI decides
to do nothing for a while. If all else fails, equip a Turbo Backpack to
ensure the AI is acting as much as possible.
Q: A lot of teams are carbon copies with just different weapons and Ranks!
Are there any original teams that can be fought?
A: The Front Mission teams all sport wanzers that are either similar or
exactly the same as their designated setup in their respective games. There
are also special teams that pay homage to certain elements from past Front
Missions, such as CRIMSON WALL paying homage to Hell's Wall in Front Mission
1st. These also provide high Odd rates as with the Front Mission teams.
Q: Man, there are these Zenith units that can really take a pounding! If
that wasn't bad enough, they also auto-heal! What are they and how do you
beat them?
A: You would be referring to the Zenith DV and Zeria units. Zeria is a step
above Zenith, but Zenith DV is the most durable unit from the set. Its high
HP makes it difficult to quickly destroy and Auto Repair 5% keeps it fighting
longer. Strikers and Gunners are your best bet to neutralize these tanks as
they are often equipped with powerful weaponry. Note that a lot of past
Front Mission combatants use these machines so prepare accordingly when up
against them.
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RIVAL TEAMS [RIVA]
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This section will detail the Arena combatants that are not cameos by older
Front Mission characters or anyone important. Only visible data from each of
the combatants are recorded below. For unit loadout, only the wanzer and
weapons used will be noted. Weapon name is shown, but weapon type will not
be. For more reference on the weapon types, check out the Wanzer Specs FAQ at
GameFAQs.
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1-ON-1 ARENA COMBATANTS
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AIR SICK ISAAC
Lv: 4 Access: Mission 02 to Mission 04 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
Melee Attack - 13
Short Range - 117
Long Range - 0
Support Fire - 0
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CHEERFUL OWEN
Lv: 7 Access: Mission 02 to Mission 10 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Melee Attack - 0
Short Range - 266
Long Range - 0
Support Fire - 0
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LYING DAVID
Lv: 4 Access: Mission 02 to Mission 06 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Arms)
Melee Attack - 172
Short Range - 0
Long Range - 0
Support Fire - 0
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DOG LOVER RENATO
Lv: 4 Access: Mission 02 to Mission 06 Armor: Fire
Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 18
Short Range - 117
Long Range - 0
Support Fire - 198
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AIRPLANE LOVER VICTOR
Lv: 7 Access: Mission 02 to Mission 11 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 14
Short Range - 130
Long Range - 0
Support Fire - 0
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CALM RONALD
Lv: 4 Access: Mission 02 to Mission 10 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right)
Melee Attack - 18
Short Range - 0
Long Range - 166
Support Fire - 0
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DREAMING JUDY
Lv: 7 Access: Mission 03 to Mission 12 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
Melee Attack - 18
Short Range - 0
Long Range - 342
Support Fire - 0
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DROWSY GOWLAND
Lv: 10 Access: Mission 05 to Mission 16 Armor: Impact
Unit Loadout: Scintilla - Double Nail(Arms)
Melee Attack - 186
Short Range - 0
Long Range - 0
Support Fire - 0
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ROBERT THE MACHINE
Lv: 10 Access: Mission 05 to Mission 14 Armor: Piercing
Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 18
Short Range - 117
Long Range - 0
Support Fire - 0
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COWARDLY BRUCE
Lv: 14 Access: Mission 08 to Mission 19 Armor: None
Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right)
Melee Attack - 274
Short Range - 0
Long Range - 0
Support Fire - 0
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PATIENT PEYTON
Lv: 14 Access: Mission 08 to Mission 18 Armor: Fire
Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 98
Short Range - 0
Long Range - 0
Support Fire - 390
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HEROIC PATRICK
Lv: 17 Access: Mission 11 to Mission 20 Armor: None
Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right)
Melee Attack - 0
Short Range - 339
Long Range - 0
Support Fire - 0
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MARLENE THE RACER
Lv: 17 Access: Mission 11 to Mission 20 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/Double Nail(Right)
Repair(Backpack)
Melee Attack - 72
Short Range - 168
Long Range - 0
Support Fire - 0
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GAMBLING SELMAN
Lv: 17 Access: Mission 12 to Mission 21 Armor: None
Unit Loadout: Frost - Be-11(Left)/Cemetery(Right)
Melee Attack - 0
Short Range - 132
Long Range - 472
Support Fire - 0
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WOLE THE BOOK
Lv: 17 Access: Mission 12 to Mission 21 Armor: None
Unit Loadout: Numsekar - Heavy Pile(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 110
Short Range - 0
Long Range - 0
Support Fire - 0
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STUBBORN ELLIOT
Lv: 24 Access: Mission 16 to Mission 25 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right)
Melee Attack - 112
Short Range - 200
Long Range - 0
Support Fire - 0
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WHINING SPIKE
Lv: 24 Access: Mission 16 to Mission 25 Armor: Impact
Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right)
Donkey(Left Shoulder)
Melee Attack - 18
Short Range - 0
Long Range - 748
Support Fire - 362
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ATTACKER GEORGE
Lv: 27 Access: Mission 16 to Mission 26 Armor: None
Unit Loadout: Luftrauber - Cemetery(Left)/Heat Rat(Right)
Repair(Backpack)
Melee Attack - 0
Short Range - 371
Long Range - 0
Support Fire - 0
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JEWEL LOVER SHIRLEY
Lv: 20 Access: Mission 17 to Mission 25 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right)
Melee Attack - 290
Short Range - 0
Long Range - 0
Support Fire - 0
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LAUREN THE ANIMAL
Lv: 27 Access: Mission 18 to Mission 26 Armor: None
Unit Loadout: Frost - Hot River(Left)/Warmer(Right)
Melee Attack - 0
Short Range - 366
Long Range - 0
Support Fire - 0
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CONFIDENT GERARD
Lv: 24 Access: Mission 18 to Mission 26 Armor: None
Unit Loadout: Crustacia - Cemetery(Left)/Iguchi Type 5(Right)
Melee Attack - 0
Short Range - 156
Long Range - 324
Support Fire - 0
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DOCTOR HATER CHUCK
Lv: 24 Access: Mission 18 to Mission 26 Armor: Piercing
Unit Loadout: Vaje AP - Cemetery(Left)/Press Needle(Right)
EMP(Backpack)
Melee Attack - 107
Short Range - 156
Long Range - 0
Support Fire - 0
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DRIFTER GWYNETH
Lv: 26 Access: Mission 20 to Mission 27 Armor: None
Unit Loadout: Numsekar - Artassaut(Left)/Girino(Right)
Melee Attack - 0
Short Range - 550
Long Range - 0
Support Fire - 0
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TRAINING WARREN
Lv: 27 Access: Mission 20 to Mission 27 Armor: Piercing
Unit Loadout: Vaje AP - SP06(Left)/Battle Tusk SD(Right)
Melee Attack - 339
Short Range - 0
Long Range - 0
Support Fire - 0
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SECRETIVE HELEN
Lv: 28 Access: Mission 20 to Mission 27 Armor: Piercing
Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 18
Short Range - 0
Long Range - 536
Support Fire - 924
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JULIE THE MOTHER
Lv: 30 Access: Mission 20 to Mission 27 Armor: Piercing
Unit Loadout: Giza - Ogon(Arms)
Repair(Backpack)
Melee Attack - 358
Short Range - 0
Long Range - 0
Support Fire - 0
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GUN MANIAC WHOOPI
Lv: 30 Access: Mission 21 to Mission 27 Armor: None
Unit Loadout: Frost - Grave(Left)/Gale(Right)
Melee Attack - 0
Short Range - 665
Long Range - 0
Support Fire - 0
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DASHING WENDELL
Lv: 29 Access: Mission 21 to Mission 27 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Leosocial(Right)
Melee Attack - 0
Short Range - 256
Long Range - 438
Support Fire - 0
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ICY MERYL
Lv: 30 Access: Mission 21 to Mission 27 Armor: None
Unit Loadout: Recson - Grom(Left)/Hard Blow(Right)
Melee Attack - 18
Short Range - 0
Long Range - 676
Support Fire - 0
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DEVOUT JOHN
Lv: 28 Access: Mission 21 to Mission 27 Armor: Impact
Unit Loadout: Uisk - Bone Buster(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 131
Short Range - 0
Long Range - 0
Support Fire - 0
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GOSSIPING ELIA
Lv: 30 Access: Mission 21 to Mission 27 Armor: Piercing
Unit Loadout: Grille Sechs - Leosocial(Left)/Double Nail(Right)
EMP(Backpack)
Melee Attack - 141
Short Range - 276
Long Range - 0
Support Fire - 0
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CRYING KATHERINE
Lv: 29 Access: Mission 22 to Mission 27 Armor: None
Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right)
Melee Attack - 462
Short Range - 0
Long Range - 0
Support Fire - 0
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2-ON-2 ARENA COMBATANTS
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LITTLE CANCERS
Access: Mission 02 to Mission 09
Isaac Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Lauren Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Melee Attack - 0
Short Range - 468
Long Range - 0
Support Fire - 0
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AITHON
Access: Mission 02 to Mission 06
David Lv: 2 Armor: None
Unit Loadout: Warlus - Kirishima 55(Arms)
Katherine Lv: 2 Armor: None
Unit Loadout: Scintilla - Ogon(Arms)
Melee Attack - 152
Short Range - 224
Long Range - 0
Support Fire - 0
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EBONY HORSES
Access: Mission 02 to Mission 05
Mary Lv: 2 Armor: None
Unit Loadout: Warlus - Leosocial(Arms)
Roger Lv: 4 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right)
Melee Attack - 18
Short Range - 216
Long Range - 166
Support Fire - 0
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SILVER STALLIONS
Access: Mission 02 to Mission 06
Katherine Lv: 2 Armor: None
Unit Loadout: Scintilla - Heavy Pile(Arms)
David Lv: 2 Armor: None
Unit Loadout: Scintilla - Double Nail(Arms)
Melee Attack - 282
Short Range - 0
Long Range - 0
Support Fire - 0
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RATI
Access: Mission 02 to Mission 06
Otto Lv: 2 Armor: None
Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right)
William Lv: 2 Armor: None
Unit Loadout: Enyo - Hard Blow(Arms)
Sunowl(Shoulders)
Melee Attack - 177
Short Range - 0
Long Range - 0
Support Fire - 174
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ZORIA
Access: Mission 02 to Mission 06
Bruce Lv: 4 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Arms)
Meryl Lv: 4 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right)
Melee Attack - 190
Short Range - 0
Long Range - 166
Support Fire - 0
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CAMELOT
Access: Mission 02 to Mission 07
Mike Lv: 4 Armor: Fire
Unit Loadout: Enyo - Hot River(Arms)
Sunowl(Shoulders)
Peyton Lv: 4 Armor: Fire
Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 74
Short Range - 198
Long Range - 0
Support Fire - 396
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MERCURY
Access: Mission 03 to Mission 08
Isaac Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Renato Lv: 4 Armor: Fire
Unit Loadout: Enyo - Hard Blow(Arms)
Sunowl(Shoulders)
Melee Attack - 36
Short Range - 234
Long Range - 0
Support Fire - 198
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LAND SHARKS
Access: Mission 03 to Mission 08
Patrick Lv: 7 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Victor Lv: 4 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 13
Short Range - 377
Long Range - 0
Support Fire - 0
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OUTSIDERS
Access: Mission 03 to Mission 10
Lauryn Lv: 7 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Robert Lv: 4 Armor: Piercing
Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 18
Short Range - 359
Long Range - 0
Support Fire - 0
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JACKALS
Access: Mission 03 to Mission 13
Martin Lv: 14 Armor: None
Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right)
Stanley Lv: 7 Armor: Impact
Unit Loadout: Zenith V - Hard Blow(Left)/Glowtusk(Right)
Thunderbolt(Left Shoulder)
Melee Attack - 292
Short Range - 0
Long Range - 220
Support Fire - 187
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SLOTHS
Access: Mission 03 to Mission 11
Gowland Lv: 10 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Arms)
Julie Lv: 4 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 227
Short Range - 117
Long Range - 0
Support Fire - 0
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BLACKSMITHS
Access: Mission 03 to Mission 11
Otto Lv: 7 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Arms)
Jean Lv: 14 Armor: Piercing
Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 210
Short Range - 128
Long Range - 0
Support Fire - 0
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OIL DRINKERS
Access: Mission 03 to Mission 10
Renato Lv: 7 Armor: Fire
Unit Loadout: Enyo - Hard Blow(Arms)
Sunowl(Shoulders)
Selman Lv: 7 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
Melee Attack - 54
Short Range - 0
Long Range - 342
Support Fire - 300
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LADYBIRDS
Access: Mission 03 to Mission 10
Selman Lv: 7 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
Chuck Lv: 7 Armor: Piercing
Unit Loadout: Grille Sechs - Hot River(Arms)
EMP(Backpack)
Melee Attack - 18
Short Range - 216
Long Range - 342
Support Fire - 0
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MUD SNAILS
Access: Mission 04 to Mission 12
Owen Lv: 14 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Peyton Lv: 10 Armor: Fire
Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 19
Short Range - 460
Long Range - 0
Support Fire - 342
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VENUS
Access: Mission 04 to Mission 12
Elliot Lv: 10 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Emilie Lv: 10 Armor: None
Unit Loadout: Eldos - Hot River(Left)/Hard Blow(Right)
Repair Light(Backpack)
Melee Attack - 20
Short Range - 397
Long Range - 0
Support Fire - 0
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NEW MOON
Access: Mission 05 to Mission 14
Owen Lv: 14 Armor: None
Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right)
Gwyneth Lv: 7 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Melee Attack - 0
Short Range - 580
Long Range - 0
Support Fire - 0
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DEAD ZONE
Access: Mission 05 to Mission 17
Gowland Lv: 7 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Otto Lv: 7 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Arms)
Melee Attack - 192
Short Range - 260
Long Range - 0
Support Fire - 0
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OIL FIZZ
Access: Mission 07 to Mission 16
Mike Lv: 14 Armor: None
Unit Loadout: Gust - Gale(Left)/Catsray(Right)
Gerard Lv: 14 Armor: None
Unit Loadout: Frost - Be-11(Left)/Cemetery(Right)
Melee Attack - 0
Short Range - 407
Long Range - 420
Support Fire - 0
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LEAD WAVES
Access: Mission 07 to Mission 17
Shirley Lv: 14 Armor: Impact
Unit Loadout: Zenith V - Soul Buster SD(Left)/SP06(Right)
Nadine Lv: 14 Armor: None
Unit Loadout: Recson - Grom(Left)/Hard Blow(Right)
Melee Attack - 204
Short Range - 0
Long Range - 400
Support Fire - 0
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STICKY BULLETS
Access: Mission 09 to Mission 19
William Lv: 14 Armor: Piercing
Unit Loadout: Grille Sechs - Leosocial(Arms)
EMP(Backpack)
Wendell Lv: 20 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
Melee Attack - 18
Short Range - 308
Long Range - 484
Support Fire - 0
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PAINKILLERS
Access: Mission 09 to Mission 20
William Lv: 17 Armor: Piercing
Unit Loadout: Vaje AP - Cemetery(Arms)
Piz 3(Left Shoulder)
Spike Lv: 17 Armor: Piercing
Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 18
Short Range - 264
Long Range - 392
Support Fire - 686
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ZULFIQAR
Access: Mission 09 to Mission 17
Spike Lv: 10 Armor: None
Unit Loadout: Enyo - Covet(Left)/Leosocial(Right)
Lazy Horn(Left Shoulder)
Judy Lv: 17 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right)
Melee Attack - 18
Short Range - 316
Long Range - 260
Support Fire - 189
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AVALANCHE
Access: Mission 10 to Mission 21
Bruce Lv: 17 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right)
Martin Lv: 17 Armor: None
Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right)
Melee Attack - 267
Short Range - 339
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
JUPITER
Access: Mission 10 to Mission 21
Bruce Lv: 17 Armor: Piercing
Unit Loadout: Vaje AP - SP06(Left)/Battle Tusk SD(Right)
Chester Lv: 17 Armor: Piercing
Unit Loadout: Giza - Double Nail(Arms)
Repair(Backpack)
Melee Attack - 393
Short Range - 0
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
BARONS
Access: Mission 10 to Mission 20
Warren Lv: 24 Armor: None
Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right)
Selman Lv: 14 Armor: Piercing
Unit Loadout: Kyojun - Gnautz(Arms)
Melee Attack - 335
Short Range - 0
Long Range - 700
Support Fire - 0
------------------------------------------------------------------------------
VAJRA
Access: Mission 10 to Mission 21
Martin Lv: 27 Armor: Impact
Unit Loadout: Zenith V - Soul Buster SD(Left)/SP06(Right)
Dashiell Lv: 17 Armor: Piercing
Unit Loadout: Schakal - Leosocial(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 230
Short Range - 168
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
FLAME PIKES
Access: Mission 12 to Mission 25
Hans Lv: 27 Armor: None
Unit Loadout: Giza - Grave(Left)/Ogon(Right)
Julianne Lv: 17 Armor: Piercing
Unit Loadout: Desmatz N - Battle Tusk SD(Left)/WS(Right)
Thunderbolt(Left Shoulder)
Melee Attack - 435
Short Range - 308
Long Range - 0
Support Fire - 240
------------------------------------------------------------------------------
POISONOUS HORNETS
Access: Mission 12 to Mission 21
Ronald Lv: 17 Armor: None
Unit Loadout: Recson - Boa(Left)/Ibis(Right)
John Lv: 17 Armor: Piercing
Unit Loadout: Vaje AP - Cemetery(Left)/Press Needle(Right)
EMP(Backpack)
Melee Attack - 89
Short Range - 132
Long Range - 674
Support Fire - 0
------------------------------------------------------------------------------
FIRE COMETS
Access: Mission 13 to Mission 22
Patrick Lv: 20 Armor: None
Unit Loadout: Frost - Hot River(Left)/Warmer(Right)
Spike Lv: 20 Armor: Impact
Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right)
Donkey(Left Shoulder)
Melee Attack - 18
Short Range - 306
Long Range - 684
Support Fire - 318
------------------------------------------------------------------------------
KARLSNAUTR
Access: Mission 13 to Mission 22
Lauren Lv: 20 Armor: None
Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right)
George Lv: 20 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/Double Nail(Right)
Repair(Backpack)
Melee Attack - 79
Short Range - 557
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
CHATTERING ANTS
Access: Mission 13 to Mission 22
Norman Lv: 27 Armor: None
Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right)
Wole Lv: 20 Armor: Piercing
Unit Loadout: Vaje AP - Cemetery(Left)/Press Needle(Right)
EMP(Backpack)
Melee Attack - 98
Short Range - 517
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
PLUTO
Access: Mission 14 to Mission 25
Patrick Lv: 20 Armor: None
Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right)
Lauryn Lv: 20 Armor: None
Unit Loadout: Gust - Gale(Left)/Catsray(Right)
Melee Attack - 0
Short Range - 715
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
BULLFIGHTERS
Access: Mission 14 to Mission 23
Judy Lv: 20 Armor: None
Unit Loadout: Giza - Be-11(Left)/Press Needle(Right)
Meryl Lv: 20 Armor: None
Unit Loadout: Schakal - Hard Blow(Left)/Srab(Right)
Donkey(Left Shoulder)
Melee Attack - 129
Short Range - 0
Long Range - 744
Support Fire - 318
------------------------------------------------------------------------------
PINAKA
Access: Mission 16 to Mission 27
Shirley Lv: 28 Armor: None
Unit Loadout: Giza - Grave(Left)/Ogon(Right)
Hans Lv: 17 Armor: Impact
Unit Loadout: Scintilla - Double Nail(Arms)
Melee Attack - 437
Short Range - 333
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
WAP EATERS
Access: Mission 16 to Mission 27
Warren Lv: 29 Armor: None
Unit Loadout: Crustacia - Cemetery(Left)/Iguchi Type 5(Right)
Alfred Lv: 28 Armor: None
Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right)
Melee Attack - 487
Short Range - 200
Long Range - 438
Support Fire - 0
------------------------------------------------------------------------------
AEGIS
Access: Mission 16 to Mission 27
Alfred Lv: 30 Armor: None
Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right)
Phillip Lv: 30 Armor: Fire
Unit Loadout: Enyo - Hot River(Arms)
Sunowl(Shoulders)
Melee Attack - 504
Short Range - 456
Long Range - 0
Support Fire - 1348
------------------------------------------------------------------------------
SLEIPNIR
Access: Mission 16 to Mission 26
Shirley Lv: 24 Armor: Impact
Unit Loadout: Scintilla - Ogon(Arms)
Marlene Lv: 17 Armor: Piercing
Unit Loadout: Giza - Ogon(Arms)
Repair(Backpack)
Melee Attack - 476
Short Range - 0
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
TOPAZ
Access: Mission 16 to Mission 26
Hans Lv: 27 Armor: None
Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right)
Michael Lv: 28 Armor: None
Unit Loadout: Numsekar - Heavy Pile(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 534
Short Range - 0
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
FLAMING BUTTERFLIES
Access: Mission 16 to Mission 22
Stanley Lv: 24 Armor: Fire
Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Julie Lv: 17 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/Hard Blow(Right)
Repair(Backpack)
Melee Attack - 148
Short Range - 168
Long Range - 0
Support Fire - 724
------------------------------------------------------------------------------
LOVEABLE TIGERS
Access: Mission 17 to Mission 26
Elliot Lv: 28 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
Helen Lv: 28 Armor: Piercing
Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 40
Short Range - 238
Long Range - 536
Support Fire - 924
------------------------------------------------------------------------------
NEPTUNE
Access: Mission 17 to Mission 26
Gwyneth Lv: 28 Armor: Piercing
Unit Loadout: Vaje AP - Cemetery(Arms)
Piz 3(Left Shoulder)
Julie Lv: 20 Armor: Piercing
Unit Loadout: Giza - Double Nail(Arms)
Repair(Backpack)
Melee Attack - 170
Short Range - 368
Long Range - 0
Support Fire - 504
------------------------------------------------------------------------------
SUPERNOVAS
Access: Mission 18 to Mission 27
Elliot Lv: 28 Armor: None
Unit Loadout: Frost - Be-11(Left)/Cemetery(Right)
Norman Lv: 20 Armor: None
Unit Loadout: Grille Sechs - State(Left)/Hot River(Right)
MGR(Left Shoulder)
Melee Attack - 0
Short Range - 603
Long Range - 648
Support Fire - 264
------------------------------------------------------------------------------
DRAGON TEETH
Access: Mission 19 to Mission 27
Warren Lv: 29 Armor: None
Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right)
Linus Lv: 29 Armor: None
Unit Loadout: Luftrauber - SN(Left)/Burgiba(Right)
Repair Light(Backpack)
Melee Attack - 487
Short Range - 0
Long Range - 810
Support Fire - 0
------------------------------------------------------------------------------
MJOLNIR
Access: Mission 19 to Mission 26
Katherine Lv: 20 Armor: Impact
Unit Loadout: Scintilla - Double Nail(Arms)
Roger Lv: 28 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Arms)
Melee Attack - 270
Short Range - 0
Long Range - 1260
Support Fire - 0
------------------------------------------------------------------------------
DEATH SCYTHES
Access: Mission 19 to Mission 27
Alfred Lv: 28 Armor: Impact
Unit Loadout: Scintilla - Ogon(Arms)
Robert Lv: 24 Armor: Piercing
Unit Loadout: Grille Sechs - Leosocial(Left)/Double Nail(Right)
EMP(Backpack)
Melee Attack - 606
Short Range - 200
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
GOLDFISH
Access: Mission 19 to Mission 26
Julianne Lv: 27 Armor: None
Unit Loadout: Desmatz N - Firebird(Left)/Warmer(Right)
Donkey(Right Shoulder)
Chester Lv: 27 Armor: None
Unit Loadout: Eldos - Hot River(Left)/Hard Blow(Right)
Repair Light(Backpack)
Melee Attack - 20
Short Range - 366
Long Range - 506
Support Fire - 412
------------------------------------------------------------------------------
JAVELIN THROWERS
Access: Mission 19 to Mission 26
Mike Lv: 27 Armor: None
Unit Loadout: Desmatz N - Firebird(Left)/Warmer(Right)
Donkey(Right Shoulder)
Roger Lv: 24 Armor: None
Unit Loadout: Frost - Be-11(Left)/Cemetery(Right)
Melee Attack - 0
Short Range - 339
Long Range - 1062
Support Fire - 412
------------------------------------------------------------------------------
IRON GOLEMS
Access: Mission 20 to Mission 27
Stanley Lv: 28 Armor: None
Unit Loadout: Giza - Be-11(Left)/Press Needle(Right)
Meryl Lv: 20 Armor: None
Unit Loadout: Desmatz N - Firebird(Left)/Warmer(Right)
Donkey(Right Shoulder)
Melee Attack - 158
Short Range - 153
Long Range - 1052
Support Fire - 318
------------------------------------------------------------------------------
MARS
Access: Mission 20 to Mission 27
Whoopi Lv: 26 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right)
Chuck Lv: 28 Armor: Piercing
Unit Loadout: Grille Sechs - Hot River(Arms)
EMP(Backpack)
Melee Attack - 135
Short Range - 630
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
CRESCENTS
Access: Mission 21 to Mission 27
Otto Lv: 29 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Arms)
Patrick Lv: 29 Armor: None
Unit Loadout: Frost - Be-11(Left)/Cemetery(Right)
Melee Attack - 340
Short Range - 600
Long Range - 694
Support Fire - 0
------------------------------------------------------------------------------
HEDGEHOGS
Access: Mission 21 to Mission 27
William Lv: 28 Armor: None
Unit Loadout: Schakal - Hard Blow(Left)/Srab(Right)
Donkey(Left Shoulder)
Gerard Lv: 28 Armor: None
Unit Loadout: Giza - Be-11(Left)/Press Needle(Right)
Melee Attack - 176
Short Range - 0
Long Range - 968
Support Fire - 462
------------------------------------------------------------------------------
CRAZY HORSES
Access: Mission 22 to Mission 27
Lauren Lv: 28 Armor: None
Unit Loadout: Frost - Hot River(Left)/Warmer(Right)
Mary Lv: 30 Armor: None
Unit Loadout: Schakal - Hard Blow(Left)/Srab(Right)
Donkey(Left Shoulder)
Melee Attack - 19
Short Range - 392
Long Range - 380
Support Fire - 674
------------------------------------------------------------------------------
SATURN
Access: Mission 22 to Mission 27
Lauryn Lv: 30 Armor: None
Unit Loadout: Desmatz N - Catsray(Left)/Light Shield(Right)
EMP(Backpack)
Chester Lv: 28 Armor: Piercing
Unit Loadout: Giza - Ogon(Arms)
Repair(Backpack)
Melee Attack - 406
Short Range - 210
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
SKINFAXI
Access: Mission 22 to Mission 27
Julianne Lv: 28 Armor: Impact
Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right)
Donkey(Left Shoulder)
Nadine Lv: 28 Armor: None
Unit Loadout: Recson - Boa(Left)/Ibis(Right)
Melee Attack - 18
Short Range - 0
Long Range - 1856
Support Fire - 462
------------------------------------------------------------------------------
STORMBRINGERS
Access: Mission 22 to Mission 27
Jane Lv: 30 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right)
John Lv: 29 Armor: Piercing
Unit Loadout: Grille Sechs - Leosocial(Arms)
EMP(Backpack)
Melee Attack - 20
Short Range - 788
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
ORLOV
Access: Mission 22 to Mission 27
Phillip Lv: 30 Armor: Fire
Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Marlene Lv: 24 Armor: None
Unit Loadout: Luftrauber - SN(Left)/Burgiba(Right)
Repair Light(Backpack)
Melee Attack - 44
Short Range - 276
Long Range - 648
Support Fire - 1348
------------------------------------------------------------------------------
SWEEPERS
Access: Mission 22 to Mission 27
Roger Lv: 29 Armor: None
Unit Loadout: Recson - Grom(Left)/Hard Blow(Right)
Nadine Lv: 27 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Arms)
Melee Attack - 18
Short Range - 0
Long Range - 1790
Support Fire - 0
------------------------------------------------------------------------------
FANATIC FALCONS
Access: Mission 22 to Mission 27
Patrick Lv: 27 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Leosocial(Right)
Elia Lv: 27 Armor: Piercing
Unit Loadout: Grille Sechs - Leosocial(Left)/Double Nail(Right)
EMP(Backpack)
Melee Attack - 111
Short Range - 440
Long Range - 362
Support Fire - 0
------------------------------------------------------------------------------
SOUTHERN CROSS
Access: Mission 23 to Mission 27
Phillip Lv: 28 Armor: None
Unit Loadout: Frost - Grave(Left)/Gale(Right)
Selman Lv: 28 Armor: None
Unit Loadout: Crustacia - Cemetery(Left)/Iguchi Type 5(Right)
Melee Attack - 0
Short Range - 762
Long Range - 400
Support Fire - 0
------------------------------------------------------------------------------
TURBULENCE
Access: Mission 23 to Mission 27
Stanley Lv: 30 Armor: Piercing
Unit Loadout: Vaje AP - Cemetery(Arms)
Piz 3(Left Shoulder)
Wendell Lv: 30 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Arms)
Melee Attack - 0
Short Range - 420
Long Range - 1444
Support Fire - 734
------------------------------------------------------------------------------
3-ON-3 ARENA COMBATANTS
------------------------------------------------------------------------------
INTERGALS
Access: Mission 02 to Mission 13
Isaac Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right)
Elliot Lv: 2 Armor: None
Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right)
Victor Lv: 2 Armor: None
Unit Loadout: Giza - Leosocial(Left)/Cemetery(Right)
Repair(Backpack)
Melee Attack - 59
Short Range - 542
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
FUSION
Access: Mission 02 to Mission 13
Owen Lv: 2 Armor: None
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
Lauren Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Gwyneth Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right)
Melee Attack - 31
Short Range - 467
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
BUPRESTID
Access: Mission 02 to Mission 13
Whoopi Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right)
William Lv: 4 Armor: Fire
Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Marlene Lv: 4 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/Hard Blow(Right)
Repair(Backpack)
Melee Attack - 36
Short Range - 472
Long Range - 0
Support Fire - 198
------------------------------------------------------------------------------
TRENCHERS
Access: Mission 03 to Mission 17
Patrick Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Shirley Lv: 4 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right)
Emilie Lv: 4 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 172
Short Range - 359
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
KILLER HOPPERS
Access: Mission 03 to Mission 13
Lauren Lv: 4 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right)
Roger Lv: 4 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Arms)
Dashiell Lv: 4 Armor: Piercing
Unit Loadout: Grille Sechs - Leosocial(Arms)
EMP(Backpack)
Melee Attack - 0
Short Range - 472
Long Range - 660
Support Fire - 0
------------------------------------------------------------------------------
ANGRY TAPIRS
Access: Mission 06 to Mission 23
David Lv: 7 Armor: Impact
Unit Loadout: Scintilla - Double Nail(Arms)
Spike Lv: 7 Armor: Fire
Unit Loadout: Enyo - Hard Blow(Arms)
Sunowl(Shoulders)
Wole Lv: 7 Armor: Piercing
Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 222
Short Range - 108
Long Range - 0
Support Fire - 300
------------------------------------------------------------------------------
CLIFFS
Access: Mission 09 to Mission 27
Elliot Lv: 10 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Gwyneth Lv: 10 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
George Lv: 10 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 31
Short Range - 568
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
DAHLIAS
Access: Mission 09 to Mission 19
Jane Lv: 10 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
Whoopi Lv: 10 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right)
Linus Lv: 10 Armor: Piercing
Unit Loadout: Giza - Ogon(Arms)
Repair(Backpack)
Melee Attack - 194
Short Range - 424
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
WAGTAILS
Access: Mission 12 to Mission 27
Lauren Lv: 14 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Lauryn Lv: 14 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Arms)
Norman Lv: 17 Armor: Piercing
Unit Loadout: Zenith - Leosocial(Left)/Hard Blow(Right)
Repair Light(Backpack)
Melee Attack - 18
Short Range - 784
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
CHARIOTS
Access: Mission 12 to Mission 23
David Lv: 14 Armor: Impact
Unit Loadout: Scintilla - Ogon(Arms)
Jane Lv: 10 Armor: Fire
Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Elia Lv: 14 Armor: Piercing
Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 307
Short Range - 128
Long Range - 0
Support Fire - 342
------------------------------------------------------------------------------
NIGHT RAID
Access: Mission 12 to Mission 23
Owen Lv: 24 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right)
Selman Lv: 24 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
Jean Lv: 24 Armor: Piercing
Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 56
Short Range - 328
Long Range - 408
Support Fire - 0
------------------------------------------------------------------------------
PLEIADES
Access: Mission 16 to Mission 27
Gowland Lv: 17 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Arms)
Warren Lv: 17 Armor: Impact
Unit Loadout: Scintilla - Double Nail(Arms)
Katherine Lv: 17 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right)
Melee Attack - 768
Short Range - 0
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
GARDENIA
Access: Mission 16 to Mission 27
Gowland Lv: 17 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
Stanley Lv: 17 Armor: Fire
Unit Loadout: Enyo - Hard Blow(Arms)
Iguchi Type 82(Shoulders)
James Lv: 14 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 70
Short Range - 322
Long Range - 0
Support Fire - 480
------------------------------------------------------------------------------
MIRAGES
Access: Mission 19 to Mission 27
Bruce Lv: 20 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Left)/Hard Blow(Right)
Repair Light(Backpack)
Gerard Lv: 20 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right)
Nadine Lv: 20 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
Melee Attack - 153
Short Range - 0
Long Range - 774
Support Fire - 0
------------------------------------------------------------------------------
RED NOISE
Access: Mission 19 to Mission 27
Renato Lv: 24 Armor: Fire
Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Wendell Lv: 27 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Arms)
Chuck Lv: 20 Armor: Piercing
Unit Loadout: Schakal - Leosocial(Left)/Hard Blow(Right)
EMP(Backpack)
Melee Attack - 39
Short Range - 384
Long Range - 724
Support Fire - 724
------------------------------------------------------------------------------
ALTAIR
Access: Mission 19 to Mission 27
Peyton Lv: 24 Armor: Fire
Unit Loadout: Enyo - Hard Blow(Arms)
Sunowl(Shoulders)
Mary Lv: 24 Armor: Fire
Unit Loadout: Enyo - Hot River(Arms)
Sunowl(Shoulders)
Stanley Lv: 24 Armor: Fire
Unit Loadout: Enyo - Hard Blow(Arms)
Wildgoose(Shoulders)
Melee Attack - 72
Short Range - 336
Long Range - 0
Support Fire - 2210
------------------------------------------------------------------------------
PHOENIX
Access: Mission 19 to Mission 27
Victor Lv: 17 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
George Lv: 17 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/Cemetery(Right)
Repair(Backpack)
Chester Lv: 28 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 38
Short Range - 706
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
KILLER WHALES
Access: Mission 19 to Mission 26
Patrick Lv: 28 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Lauryn Lv: 28 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
Melvin Lv: 28 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 43
Short Range - 966
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
LITTLE FOX
Access: Mission 19 to Mission 26
Elliot Lv: 24 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right)
Julianne Lv: 20 Armor: Fire
Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Howard Lv: 17 Armor: Piercing
Unit Loadout: Giza - Ogon(Arms)
Repair(Backpack)
Melee Attack - 344
Short Range - 200
Long Range - 424
Support Fire - 636
------------------------------------------------------------------------------
SIGNAL FORCE
Access: Mission 19 to Mission 27
Gowland Lv: 28 Armor: None
Unit Loadout: Grapple - Keen Saber(Left)/SN(Right)
Martin Lv: 28 Armor: None
Unit Loadout: Grapple - Crusader SD(Left)/SN(Right)
Otto Lv: 28 Armor: None
Unit Loadout: Grapple - Light Shield(Left)/Ogon(Right)
Melee Attack - 793
Short Range - 0
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
GARGOYLES
Access: Mission 21 to Mission 27
Gwyneth Lv: 29 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right)
Norman Lv: 29 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right)
Victor Lv: 27 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/Cemetery(Right)
Repair(Backpack)
Melee Attack - 146
Short Range - 1147
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
HUNGRY JAGUARS
Access: Mission 21 to Mission 27
Gwyneth Lv: 27 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right)
Helen Lv: 24 Armor: Fire
Unit Loadout: Enyo - Hard Blow(Arms)
Iguchi Type 82(Shoulders)
Julie Lv: 20 Armor: Piercing
Unit Loadout: Giza - Leosocial(Left)/SN(Right)
Repair(Backpack)
Melee Attack - 54
Short Range - 629
Long Range - 0
Support Fire - 756
------------------------------------------------------------------------------
ATOMIC ARMS
Access: Mission 22 to Mission 27
Shirley Lv: 24 Armor: Impact
Unit Loadout: Scintilla - Ogon(Arms)
Warren Lv: 24 Armor: Impact
Unit Loadout: Scintilla - Ogon(Arms)
Otto Lv: 24 Armor: Impact
Unit Loadout: Scintilla - Heavy Pile(Left)/Hard Blow(Right)
Repair Light(Backpack)
Melee Attack - 651
Short Range - 0
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
CLAIRVOYANCE
Access: Mission 25 to Mission 27
Spike Lv: 20 Armor: Piercing
Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Mike Lv: 27 Armor: Fire
Unit Loadout: Enyo - Ogon(Left)/Heavy Pile(Right)
Sunowl(Shoulders)
Julianne Lv: 28 Armor: Fire
Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right)
Sunowl(Shoulders)
Melee Attack - 329
Short Range - 238
Long Range - 424
Support Fire - 2384
------------------------------------------------------------------------------
DRAUPNIR
Access: Mission 25 to Mission 27
Ronald Lv: 27 Armor: Piercing
Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right)
Meryl Lv: 27 Armor: Piercing
Unit Loadout: Kyojun - Gnautz(Left)/Hard Blow(Right)
Selman Lv: 27 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
Melee Attack - 54
Short Range - 0
Long Range - 1438
Support Fire - 0
------------------------------------------------------------------------------
AZALEA
Access: Mission 25 to Mission 27
Lauryn Lv: 27 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right)
Nadine Lv: 27 Armor: Piercing
Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right)
John Lv: 27 Armor: Piercing
Unit Loadout: Schakal - Leosocial(Left)/Hard Blow(Right)/EMP(Backpack)
Melee Attack - 159
Short Range - 440
Long Range - 578
Support Fire - 0
------------------------------------------------------------------------------
EXECUTIONERS
Access: Mission 25 to Mission 27
Jane Lv: 28 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/SN(Right)
Norman Lv: 28 Armor: Piercing
Unit Loadout: Warlus - Kirishima 55(Arms)
Gwyneth Lv: 28 Armor: Piercing
Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right)
Melee Attack - 42
Short Range - 966
Long Range - 0
Support Fire - 0
------------------------------------------------------------------------------
JOKERS
Access: Mission 25 to Mission 27
Lauryn Lv: 28 Armor: Piercing
Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right)
Phillip Lv: 28 Armor: Impact
Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right)
Donkey(Left Shoulder)
Michael Lv: 28 Armor: Piercing
Unit Loadout: Schakal B - Battle Tusk SD(Left)/State(Right)
Melee Attack - 672
Short Range - 345
Long Range - 882
Support Fire - 462
------------------------------------------------------------------------------
RIVAL TEAMS: FRONT MISSION COMBATANTS [RTFM]
------------------------------------------------------------------------------
This is likely the section you have been waiting for. The section has a lot
more detail on every Front Mission character that can be fought since they
are special combatants. As these combatants tend to be a lot harder than
your average team, a strategy will be given on how to best each combatant.
------------------------------------------------------------------------------
1-ON-1 FRONT MISSION ARENA COMBATANTS
------------------------------------------------------------------------------
McCoy
Melee Attack - 0
Short Range - 168
Long Range - 324
Support Fire - 206
Access: Mission 07 to Mission 16
Appearance: Front Mission Alternative
Strategy:
While his high Output may indicate that he is a tough opponent, Front Mission
Alternative's McCoy is not really that tough. His Glaux is rather weak and he
rarely ever uses his more potent Chronik. Every now and then, McCoy will fire
from his Albatross, which is the only weapon that really poses a threat. This
is easily countered by a Repair Backpack or Repair items. A Mechanic can
outlast McCoy and win, provided they have a Chronik or similar weapon to
counter when Glaux or Chronik are used.
Team Composition
------------------------------------------------------------------------------
Earl McCoy in Crustacia
AP: 19 MV: 4 Lv: 17 Weapon Loadout:
Body - 871 (P) GG - 9 x 18, 1-6, 6 AP(Glaux)
Arms - 419(L)460(R) (P) MG - 21 x 8, 1-5, 4 AP(Chronik)
Legs - 612 (F) RK(2) - 515 x 1, 8-11, 15 AP(Albatross)
Armor - None
Skills:
Barrage AP Cost 0
Boost I Defense II
Boost II
Speed II
Speed III
RK Burst
------------------------------------------------------------------------------
Vavilov
Melee Attack - 352
Short Range - 0
Long Range - 0
Support Fire - 0
Access: Mission 13 to Mission 22
Appearance: Front Mission 4
Strategy:
Vavilov's Charge II and Charge III can prove to be quite damaging and his
Double Punch I is a killer if both RDs connect. Fortunately, his wanzer has
rather low HP overall and should be taken down fairly quick. He suffers from
no ranged weaponry so he loses there. Assaults and Gunners work well against
our good friend from Front Mission 4.
Team Composition
------------------------------------------------------------------------------
Maksim Troadiev Vavilov in Desmatz N
AP: 21 MV: 7 Lv: 20 Weapon Loadout:
Body - 953 (I) RD - 112 x 1, 1, 1 AP(F1 Hand Rod)
Arms - 624(L)694(R) (I) RD - 112 x 1, 1, 1 AP(F1 Hand Rod)
Legs - 975
Armor - None
Skills:
Double Punch I
Charge II
Charge III
Defense II
Defense III
------------------------------------------------------------------------------
Sakata
Melee Attack - 0
Short Range - 528
Long Range - 0
Support Fire - 0
Access: Mission 19 to Mission 26
Appearance: Front Mission 1st
Strategy:
See that armored and cool looking Zenith with shoulder shields? That is no
ordinary Zenith - it's a Zenith DV from Front Mission 2! Anyways, Sakata's
Raptor is nothing special but the Grave MG is a serious threat with its
combination of damage and range. The Auto Repair skill of the Zenith DV will
keep Sakata alive and its durability means it will not die easily. It is
difficult to beat this unit without a strong weapon and an attempt to
outlast it won't work. Stick with a Striker as they have a good chance of
killing off the Zenith DV but it won't be simple taking out this face from
Front Mission 1st.
Team Composition
------------------------------------------------------------------------------
Ryuji Sakata in Zenith DV/Shrike
AP: 24 MV: 8 Lv: 27 Weapon Loadout:
Body - 1962 (P) MG - 22 x 10, 1-4, 4 AP(Raptor)
Arms - 1086 (P) MG - 28 x 11, 1-6, 4 AP(Grave)
Legs - 1519
Armor - Impact
Skills:
Minus Shot II
Panic Shot II
Slice Shot II
Terror Shot II
Freeze Shot
Auto Repair 5%
------------------------------------------------------------------------------
Olson
Melee Attack - 19
Short Range - 0
Long Range - 672
Support Fire - 429
Access: Mission 21 to Mission 27
Appearance: Front Mission 1st
Strategy:
Olson uses a near-perfect copy of his base unit back in Front Mission 1st.
For the uninitiated, Olson is a long-range fighter who prefers to fight from
afar. His FV-24 is reasonably damaging, but the real danger lies in Olson's
Magic Box. This one-hit-of-death style MS unit deals a tremendous amount of
damage to a single part. With Inferno, it can outright destroy a part upon
hit. Fortunately, Olson really needs all of his AP to use it and given that
he has nothing strong up close, send a Striker for the kill.
Team Composition
------------------------------------------------------------------------------
Guri B. Olson in Eldos A/Eldos
AP: 24 MV: 7 Lv: 29 Weapon Loadout:
Body - 2114 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Arms - 1464(L)1157(R) (P) GG - 16 x 21, 1-6, 6 AP(FV-24)
Legs - 1643 (F) MS(3) - 715 x 1, 6-8, 24 AP(Magic Box)
Armor - None
Skills:
Blast Shot Terror Shot III
Inferno Block DMG 60
Speed II Sensor Range + 1
Speed III
Slice Shot I
Terror Shot II
------------------------------------------------------------------------------
2-ON-2 FRONT MISSION ARENA COMBATANTS
------------------------------------------------------------------------------
RISING SUN
Melee Attack - 112
Short Range - 288
Long Range - 408
Support Fire - 0
Access: Mission 04 to Mission 08
Appearance: Front Mission 3(Kazuki and Ryogo)
Strategy:
Hey, it's our favorite hot-headed kid and the smooth talker from a certain
Front Mission 3! As their team name implies, Kazuki and Ryogo show up really
early on in the game. Due to this, it's not likely that you can beat them
with their stronger setups. However, it is still doable. Kazuki's FV-24 is
his only real damaging weapon and Ryogo can't do much outside of Girino. The
tough part is keeping the Arms operating as GGs and SGs love to blow them
off. Assaults and Mechanics can win this, though they better be prepared to
do some Repairs.
Team Composition
------------------------------------------------------------------------------
Kazuki Takemura in Strife
AP: 18 MV: 7 Lv: 14 Weapon Loadout:
Body - 870 (P) GG - 12 x 17, 1-6, 6 AP(FV-24)
Arms - 460 (F) FT - 32 x 4, 1-2, 3 AP(Warmer)
Legs - 643
Armor - Piercing
Skills:
Speed I
Boost II
Speed II
Terror Shot III
Freeze Shot
Feint II
------------------------------------------------------------------------------
Ryogo Kusama in Strife
AP: 18 MV: 7 Lv: 14 Weapon Loadout:
Body - 719 (I) SG - 16 x 10, 1-4, 3 AP(Girino)
Arms - 383 (I) RD - 93 x 1, 1, 1 AP(Keen Saber)
Legs - 458
Armor - Piercing
Skills:
Boost II
Speed II
Speed III
Charge II
Defense II
------------------------------------------------------------------------------
ISOTOPES
Melee Attack - 186
Short Range - 506
Long Range - 0
Support Fire - 240
Access: Mission 06 to Mission 16
Appearance: Front Mission Alternative(Bruce), Front Mission 1st(Natalie)
Strategy:
Same last names? That's right, both Blakewoods from Front Mission Alternative
and Front Mission 1st are indeed related! Anyways, this team is more than
doable around its time of appearance. Bruce is the only real threat with his
Battle Tusk SD. Natalie is a support for Bruce and can't do much by herself.
Once Bruce is out, Natalie folds rather quickly. A Gunner and Mechanic can
handle these two, provided the Gunner has some Repair items.
------------------------------------------------------------------------------
Bruce Blakewood in Schakal B
AP: 21 MV: 7 Lv: 20 Weapon Loadout:
Body - 1141 (P) PB - 129 x 1, 1, 1 AP(Battle Tusk SD)
Arms - 694 (I) SG - 19 x 14, 1-4, 3 AP(State)
Legs - 983
Armor - Piercing
Skills:
Double Assault
Speed I
Boost II
Panic Shot I
Terror Shot II
Remove Shield Limit
------------------------------------------------------------------------------
Natalie F. Blakewood in Cheyenne TX/Primrose
AP: 19 MV: 7 Lv: 17 Weapon Loadout:
Body - 841 (I) SD - 17 x 1, 1, 1 AP(SN)
Arms - 500(L)552(R) (I) SG - 16 x 15, 1-4, 3 AP(State)
Legs - 771 (F) RK(3) - 401 x 1, 8-10, 16 AP(Wildgoose)
Armor - None
Skills:
Boost I Fix DMG III
Boost II
Defense I
Defense II
Defense III
Block DMG 60
------------------------------------------------------------------------------
TRUST
Melee Attack - 0
Short Range - 496
Long Range - 540
Support Fire - 220
Access: Mission 9 to Mission 17
Appearance: Front Mission 4(Luis and Ines)
Strategy:
The La Alianza guerrillas from Front Mission 4 are back to play! The duo of
Luis and Ines have some nice gear and use Storm wanzers, but really suck.
Luis has some value with his Fujan GG but he often prefers to fire it close
rather than far away, where it likely can't be countered. Ines has it worse,
with Fire Ant being the only reasonable threat. If you faced McCoy's deadly
Albatross or Natalie's Wildgoose already, Ines' Iguchi Type 82 is minor burn
as opposed to an explosion. For CP gathering purposes, the duo has a rather
high Odds rate. An easy kill is almost guaranteed and fighting them is
recommended to farm CP effortlessly in the Arena.
Team Composition
------------------------------------------------------------------------------
Luis Perez in Storm/Tierra
AP: 19 MV: 7 Lv: 17 Weapon Loadout:
Body - 998 (P) MG - 14 x 12, 1-4, 4 AP(Leosocial)
Arms - 551 (P) GG - 15 x 18, 1-8, 6 AP(Fujan)
Legs - 776
Armor - None
Skills:
Minus Shot II
Slice Shot III
Defense I
Feint II
------------------------------------------------------------------------------
Ines Torres in Storm/Guardia
AP: 18 MV: 7 Lv: 14 Weapon Loadout:
Body - 826 (F) FT - 42 x 4, 1-3, 3 AP(Fire Ant)
Arms - 457 (I) SG - 16 x 10, 1-3, 3 AP(Kirishima 55)
Legs - 642 (F) GR(3) - 368 x 1, 4-6, 14 AP(Iguchi Type 82)
Armor - None
Skills:
Minus Shot II
Panic Shot II
Terror Shot II
GR Burst
Defense II
------------------------------------------------------------------------------
BALMUNG
Melee Attack - 0
Short Range - 846
Long Range - 0
Support Fire - 0
Access: Mission 12 to Mission 20
Appearance: Front Mission 4(Darril and Elsa)
Strategy:
Darril and Elsa from Front Mission 4 return to deliver doom and gloom in the
Arena. Compared with the other teams at the time of availability, the duo
easily are the hardest team to beat. Darril uses another Zenith DV while Elsa
goes for the reasonably durable Blizzaia. Both use rather strong weaponry
save Elsa's Cemetery MG. While neither have much in the way of skills, they
don't need much to win. Darril's Switch II and Block DMG 60 are quite
annoying, but Elsa is no slouch with Speed II and Minus Shot III. The key to
winning is a Gunner and Mechanic that can weaken their units with less
counters, provided long-range weaponry is used.
Team Composition
------------------------------------------------------------------------------
Darril Traubel in Zenith DV
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1532 (P) MG - 20 x 10, 1-4, 4 AP(Leosocial)
Arms - 849 (I) SG - 25 x 10, 1-4, 3 AP(Covet)
Legs - 1186
Armor - Impact
Skills:
Switch II
Boost II
Block DMG 60
Auto Repair 5%
------------------------------------------------------------------------------
Elsa Eliane in Blizzaia
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1532 (P) MG - 24 x 10, 1-5, 4 AP(Artassaut)
Arms - 849 (P) MG - 13 x 12, 1-4, 4 AP(Cemetery)
Legs - 1186
Armor - None
Skills:
Speed II
Slice Shot II
Minus Shot III
Defense II
------------------------------------------------------------------------------
PUNISHERS
Melee Attack - 0
Short Range - 448
Long Range - 600
Support Fire - 242
Access: Mission 16 to Mission 19
Appearance: Front Mission 4(Bosch and Wagner)
Strategy:
Ah, the Germans from Front Mission 4...except where's Dranz and Glaeser? As
you may have noticed, Wagner has a really high Output for the time period
they can be fought. Don't be scared though; Wagner uses one of the highest
Output Body parts along with a Turbo Backpack to beef it up. Both Bosch and
Wagner can handle battles by themselves, but it's clear that Wagner is the
better of the two. Apart from the Piz 3 MS, Bosch's attacks are nothing
compared to what Wagner can do. A Mechanic is definitely recommended to
Repair damage dealt by either combatant.
Team Composition
------------------------------------------------------------------------------
Dieter Bosch in Vaje AP/Nachtauge
AP: 21 MV: 7 Lv: 20 Weapon Loadout:
Body - 995 (P) MG - 12 x 11, 1-4, 4 AP(Cemetery)
Arms - 583 (P) MG - 12 x 11, 1-4, 4 AP(Cemetery)
Legs - 812 (F) MS(4) - 101 x 3, 6-8, 14 AP(Piz 3)
Armor - Piercing
Skills:
Feint I
Feint II
Feint III
Block DMG 30
------------------------------------------------------------------------------
Rolf Wagner in Luftrauber
AP: 23 MV: 7 Lv: 24 Weapon Loadout:
Body - 1194 (F + I) BZ - 171 x 1 + 129, 3-7, 6 AP(Burgiba)
Arms - 601(L)662(R) (P) MG - 23 x 8, 1-4, 4 AP(Raptor)
Legs - 975
Armor - None
Skills:
Blast Shot
Quick Draw
Zoom
Defense II
Defense III
------------------------------------------------------------------------------
APOCALYPSE
Melee Attack - 396
Short Range - 0
Long Range - 848
Support Fire - 0
Access: Mission 17 to Mission 27
Appearance: Front Mission 4(Vavilov and Ivanovna)
Strategy:
Wondering where Ivanovna went since Vavilov shows up in the 1-on-1? Not to
worry, Ivanovna tags along with Vavilov to make the Arena more interesting.
These villains from the U.S.N. scenario in Front Mission 4 are respectable
opponents, but they have serious balancing issues. Vavilov is a pure Striker
and Ivanovna has no means to counter close-range attacks since she only uses
BZs. A Striker can take care of Ivanovna and an Assault can handle Vavilov
with little difficulty. Their Odds rate is reasonably high so this is a good
way to earn CP by the end of the game.
Team Composition
------------------------------------------------------------------------------
Maksim Troadiev Vavilov in Desmatz N
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1143 (I) RD - 123 x 1, 1, 1 AP(F1 Hand Rod)
Arms - 748(L)832(R) (I) RD - 123 x 1, 1, 1 AP(F1 Hand Rod)
Legs - 1429
Armor - None
Skills:
Double Punch I
Charge II
Charge III
Defense II
Defense III
------------------------------------------------------------------------------
Anikza Ivanovna Aleksandrov in Grille Sechs
AP: 21 MV: 4 Lv: 20 Weapon Loadout:
Body - 1132 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(Boa)
Arms - 624 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(Gnautz)
Legs - 880
Armor - None
Skills:
Blast Shot Defend Body
Quick Draw
Boost I
AP Cost 0
Defense II
Feint II
------------------------------------------------------------------------------
WILDCATS
Melee Attack - 0
Short Range - 412
Long Range - 920
Support Fire - 0
Access: Mission 19 to Mission 22
Appearance: Front Mission 4(Elsa and Ivanovna)
Strategy:
It's Elsa and Ivanovna again! This time, Elsa uses a more familiar build
resembling her initial Zenith fuselage from Front Mission 4. Elsa also has a
large amount of skills to back her offensive capabilities. Her Zenith DV can
be troublesome but a good Striker can take it down. Speaking of Strikers,
Ivanovna is helpless against them as usual so use that to your advantage.
Team Composition
------------------------------------------------------------------------------
Elsa Eliane in Zenith DV/Verseau
AP: 21 MV: 7 Lv: 20 Weapon Loadout:
Body - 1270 (P) MG - 23 x 8, 1-4, 4 AP(Leosocial)
Arms - 704 (I) SG - 19 x 12, 1-4, 3 AP(Covet)
Legs - 983
Armor - Impact
Skills:
Switch II Slice Shot II
Boost I Terror Shot II
Speed II Slice Shot III
Speed III Defense II
Minus Shot II Auto Repair 5%
Panic Shot II
------------------------------------------------------------------------------
Anizka Ivanovna Aleksandrov in Grille Sechs
AP: 21 MV: 4 Lv: 20 Weapon Loadout:
Body - 1358 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(Boa)
Arms - 748 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(Gnautz)
Legs - 1055
Armor - None
Skills:
Blast Shot Defend Body
Quick Draw
Boost I
AP Cost 0
Defense II
Feint II
------------------------------------------------------------------------------
GREEDY VAMPIRES
Melee Attack - 289
Short Range - 256
Long Range - 532
Support Fire - 303
Access: Mission 22 to Mission 27
Appearance: Front Mission 1st(Driscoll and Olson)
Strategy:
It's Driscoll! And there's Olson, but who cares about him? Driscoll pilots a
similar build based on his original Type 11DS Raven, minus the legs. His new
legs have very high Evasion, making it really hard to hit him. His Leosocial
is rather weak, but the Dasler Claw is the one to watch out for. As you see,
the damage is decent but it comes with Melee Critical. This wanzer part skill
enables Critical hits, which means the damage is tripled if it activates.
With the claw's high Accuracy, a wanzer can be easily killed from a few
melees. Along with his insane Evasion, Driscoll is a one-man army who can
beat you without taking much damage. Olson's just here for Link assistance
really.
Without a doubt, Driscoll is the bigger danger of the duo. Olson is a lot
weaker in this fight than in his appearance alone, but the Magic Box is still
nasty. He is nowhere near as deadly as Driscoll though. This is one team that
you should have three pilots against. A Mechanic is a must and a Striker does
some good here, since their skills can help against Driscoll. An Assault or
Gunner as the third will do to soften up Driscoll or Olson. If you wish, go
with a Launcher as your third unit. Launcher weapons always connect and that
goes well against Driscoll. Armor them well to survive hits from the claw.
Team Composition
------------------------------------------------------------------------------
Driscoll in Zenith RV/Raven
AP: 24 MV: 6 Lv: 30 Weapon Loadout:
Body - 2393 (P) KN - 190 x 1, 1, 1 AP(Dasler Claw)
Arms - 1531(L)1323(R) (P) MG - 32 x 8, 1-4, 4 AP(Leosocial)
Legs - 1429
Armor - Impact
Skills:
Speed II
Speed III
Defense II
Defense III
Melee Critical 30%
------------------------------------------------------------------------------
Guri B. Olson in Eldos A/Eldos
AP: 23 MV: 7 Lv: 24 Weapon Loadout:
Body - 1307 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Arms - 849(L)722(R) (P) GG - 14 x 19, 1-6, 6 AP(FV-24)
Legs - 1016 (F) MS(3) - 505 x 1, 6-8, 18 AP(Magic Box)
Armor - None
Skills:
Blast Shot Terror Shot III
Inferno Block DMG 60
Speed II Sensor Range + 1
Speed III
Slice Shot I
Terror Shot II
------------------------------------------------------------------------------
TOXIC CHAIN
Melee Attack - 217
Short Range - 593
Long Range - 0
Support Fire - 0
Access: Mission 22 to Mission 25
Appearance: Front Mission 1st(Driscoll and Karen)
Strategy:
Driscoll is back and joining him is Karen, who met an unfortunate fate in the
Front Mission 1st. Driscoll is weaker in this battle and he does not have the
lethal Melee Critical. Still a tough foe, but doable with only two pilots.
Karen sports a Zeria, which is basically a weaker Zenith DV with the same
annoying Auto Repair. Her weapon choice is horrible however, as she will lose
the range battle. The Mechanic and Striker combo works wonders against this
duo. Karen can last longer as she is loaded with many defense skills.
Team Composition
------------------------------------------------------------------------------
Driscoll in Zenith RV/Raven
AP: 24 MV: 6 Lv: 27 Weapon Loadout:
Body - 1819 (P) KN - 162 x 1, 1, 1 AP(Dasler Claw)
Arms - 1167(L)1007(R) (P) MG - 22 x 10, 1-4, 4 AP(Leosocial)
Legs - 1071
Armor - Impact
Skills:
Speed II
Speed III
Defense II
Defense III
------------------------------------------------------------------------------
Karen Meure in Zeria/Danger Lady
AP: 21 MV: 7 Lv: 20 Weapon Loadout:
Body - 1270 (P) MG - 23 x 8, 1-4, 4 AP(Raptor)
Arms - 704 (I) SG - 21 x 9, 1-3, 3 AP(Kirishima 55)
Legs - 983
Armor - Impact
Skills:
Barrage Defense I
Speed II Defense II
Panic Shot II Defense III
Freeze Shot Block DMG 60
Feint II Auto Repair 3%
Feint III
------------------------------------------------------------------------------
ISLAND LOVERS
Melee Attack - 0
Short Range - 1099
Long Range - 0
Support Fire - 0
Access: Mission 25 to Mission 27
Appearanc: Front Mission 1st(Royd and Karen)
Strategy:
It's him, THE Royd Clive of Front Mission 1st fame! It sure brings back
memories...but back to the show. Royd uses Sakata's Zenith DV build except
his skill set is so much better and he rarely ever uses the Raptor MG unless
he can't use his Grave MG. Karen is back and a lot stronger as well. And as
the two are sporting Auto Repair-capable units, Royd and Karen can really
take a pounding. A Striker and Gunner will work nicely in countering this,
but be sure the Gunner has some Repairs and the Striker has a durable wanzer.
Team Composition
------------------------------------------------------------------------------
Royd Clive in Zenith DV/Shrike
AP: 24 MV: 8 Lv: 29 Weapon Loadout:
Body - 2650 (P) MG - 32 x 8, 1-4, 4 AP(Raptor)
Arms - 1464 (P) MG - 30 x 12, 1-6, 4 AP(Grave)
Legs - 2051
Armor - Impact
Skills:
Barrage Terror Shot II
Boost II Panic Shot III
Speed II AP Cost 0
Speed III Feint II
Panic Shot II Auto Repair 5%
Slice Shot II
------------------------------------------------------------------------------
Karen Meure in Zeria/Danger Lady
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 2162 (P) MG - 34 x 7, 1-4, 4 AP(Raptor)
Arms - 1195 (I) SG - 35 x 7, 1-3, 3 AP(Kirishima 55)
Legs - 1674
Armor - Impact
Skills:
Barrage Defense I
Speed II Defense II
Panic Shot II Defense III
Freeze Shot Block DMG 60
Feint II Auto Repair 3%
Feint III
------------------------------------------------------------------------------
3-ON-3 FRONT MISSION ARENA COMBATANTS
------------------------------------------------------------------------------
MUDDY OTTERS
Melee Attack - 18
Short Range - 1046
Long Range - 336
Support Fire - 264
Access: Mission 12 to Mission 23
Appearance: Front Mission 2(Ash, Joyca, and Amia)
Strategy:
Finally, some faces from Front Mission 2! However, where's Lisa, Thomas, and
all the others? Regardless, Ash's crew are tough despite armed with low Rank
wanzers. Ash uses a Numsekar with Zenith DV parts that looks like a Zenith.
Joyce sports a Grapple with Zenith parts and Amia uses a pure Frost. All of
them have reasonably strong weaponry at the time of their appearance and have
a good skill set as well. Amia has the strongest Assault weaponry with dual
State SGs and Ash isn't far behind with his Artassaut and Girino combo. Joyce
has the weakest weaponry but he is merely a support unit for Links.
Beating the Muddy Otters will require a similarly balanced team that can do
similar functions but with a Mechanic. The other two can be the reliable duo
of an Assault and Striker, or a Gunner and Striker. Either way, these three
can't Repair themselves so you can eventually wear them down provided that
you have a Mechanic on your side.
Team Composition
------------------------------------------------------------------------------
Ash Faruk in Numsekar/Bounder
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1505 (P) MG - 24 x 10, 1-5, 4 AP(Artassaut)
Arms - 849 (I) SG - 19 x 12, 1-4, 3 AP(Girino)
Legs - 1186
Armor - None
Skills:
Switch II Defense I
Boost II
Speed II
Panic Shot I
Minus Shot II
Terror Shot II
------------------------------------------------------------------------------
Joyce S. Whitfield in Grapple/Dusk Man
AP: 21 MV: 7 Lv: 20 Weapon Loadout:
Body - 1254 (F + I) BZ - 95 x 1 + 73, 3-6, 6 AP(Banish)
Arms - 662 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 925 (F) MS(6) - 55 x 4, 6-8, 16 AP(MGR)
Armor - None
Skills:
Inferno
Zoom
AP Cost 0
Defense II
Block DMG 60
------------------------------------------------------------------------------
Amia McCalum in Frost/Cute Bird
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1433 (I) SG - 17 x 17, 1-4, 3 AP(State)
Arms - 794 (I) SG - 17 x 17, 1-4, 3 AP(State)
Legs - 1110
Armor - None
Skills:
Switch I Defense II
Boost I Defense III
Speed I
Speed II
Panic Shot I
Feint II
------------------------------------------------------------------------------
TRINITY
Melee Attack - 220
Short Range - 730
Long Range - 394
Support Fire - 340
Access: Mission 12 to Mission 18
Appearance: Front Mission 2(Joyce), Front Mission 1st(Sakata), and Front
Mission 3(Ryogo)
Strategy:
Notice these three play the supporting male roles in their respective Front
Mission appearances? Indeed they are. For their time of appearance, it is
unlikely that they can be beaten. Joyce and Ryogo are using stronger versions
of their wanzers, while Sakata uses a slightly weaker one. Still, they all
have a lot of HP and can deal a lot of damage effortlessly. The biggest
problems will come from both Sakata and Ryogo as their damage capabilities
are higher than Joyce's. The trio of Assault, Mechanic, and Striker stand a
good chance of winning if their wanzers are setup to handle their firepower.
Just hope that the AI goes after Joyce first if you want to stand a chance
here.
Team Composition
------------------------------------------------------------------------------
Joyce S. Whitfield in Grapple/Dusk Man
AP: 24 MV: 8 Lv: 27 Weapon Loadout:
Body - 1807 (F + I) BZ - 109 x 1 + 88, 3-6, 6 AP(Banish)
Arms - 952 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 1332 (F) MS(6) - 71 x 4, 6-8, 20 AP(MGR)
Armor - None
Skills:
Inferno
Zoom
AP Cost 0
Defense II
Block DMG 60
------------------------------------------------------------------------------
Ryuji Sakata in Zenith DV/Shrike
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1532 (P) MG - 20 x 10, 1-4, 4 AP(Raptor)
Arms - 849 (P) MG - 28 x 10, 1-6, 4 AP(Grave)
Legs - 1186
Armor - Impact
Skills:
Barrage
Boost I
Speed II
Freeze Shot
Defense II
Auto Repair 5%
------------------------------------------------------------------------------
Ryogo Kusama in Strife
AP: 24 MV: 8 Lv: 27 Weapon Loadout:
Body - 1847 (I) SG - 25 x 10, 1-4, 3 AP(Girino)
Arms - 952 (I) RD - 148 x 1, 1, 1 AP(Keen Saber)
Legs - 1140
Armor - Piercing
Skills:
Boost II
Speed II
Speed III
Charge II
Defense II
------------------------------------------------------------------------------
CRIMSON WALL
Melee Attack - 276
Short Range - 376
Long Range - 0
Support Fire - 331
Access: Mission 12 to Mission 17
Appearance: Front Mission 5: Scars of the War(Katherine, Jane, and Mary)
Strategy:
Doesn't this look like a familiar scene from Front Mission 1st? If so, this
team pays homage to the "Hell's Wall" unit seen in that game. They use Frost
HWs, which stands for "Hell's Wall", along with the familiar crimson red paint
scheme...it feels nostalgic. Fortunately, these three are not as tough as the
real deal that they are paying homage to. Jane and Mary are the only threats,
mainly from Jane's Grave and Mary's Magic Box. Other than these two, any
configuration with a Mechanic and Striker are suffice enough to win.
Team Composition
------------------------------------------------------------------------------
Katherine in Frost HW
AP: 18 MV: 7 Lv: 14 Weapon Loadout:
Body - 870 (I) RD - 93 x 1, 1, 1 AP(F1 Hand Rod)
Arms - 482 (P) PB - 108 x 1, 1, 1 AP(Battle Tusk SD)
Legs - 674
Armor - None
Skills:
Double Punch II
Charge II
Remove Shield Limit
------------------------------------------------------------------------------
Jane in Frost HW
AP: 21 MV: 7 Lv: 14 Weapon Loadout:
Body - 870 (I) SG - 16 x 10, 1-3, 3 AP(Kirishima 55)
Arms - 482 (P) MG - 18 x 12, 1-6, 4 AP(Grave)
Legs - 674
Armor - None
Skills:
Switch II
Speed I
Speed II
------------------------------------------------------------------------------
Mary in Frost HW
AP: 18 MV: 7 Lv: 14 Weapon Loadout:
Body - 870 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Arms - 482 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 674 (F) MS(4) - 122 x 2, 6-8, 13 AP(Donkey)
Armor - None (F) MS(2) - 342 x 1, 6-8, 13 AP(Magic Box)
Skills:
Inferno
MS Burst
Sensor Range + 1
------------------------------------------------------------------------------
DURANDAL-ALPHA
Melee Attack - 198
Short Range - 821
Long Range - 0
Support Fire - 659
Access: Mission 16 to Mission 27
Appearance: Front Mission 4(Elsa, Zead, Hermes)
Strategy:
It's the initial trio from the Durandal! And they're using setups virtually
identical to their initial setups as well! For now, time to discuss what they
can do. Elsa once again uses Zenith DV, but it's fully strengthened this time
around. Zead uses Luftrauber with parts to resemble his Wildgoat, along with
the dual missile launchers. Hermes is using his Giza, just with a Chronik
MG this time. Of the three, Elsa is clearly the most dangerous as her Zenith
DV takes a lot more time to kill apart from her strong weaponry. Zead is a
good support, but he is doomed up close. Hermes may be able to Repair but his
low HP wanzer means a few strong hits and it's over.
The means to best this team is through eliminating Zead and Hermes first. As
long as Hermes is around, Elsa is virtually invincible and Zead will keep
firing missiles. Zead's missiles may not be dangerous, but they deal a good
amount of damage. Either way, you need everyone striking Elsa to wear down
her Zenith tank and eventually kill her. A Mechanic is definitely needed,
but the other two pilots should be packing some powerful weaponry. A tough
fight, but the Odds rate makes this worth it.
Team Composition
------------------------------------------------------------------------------
Elsa Eliane in Zenith DV/Verseau
AP: 24 MV: 8 Lv: 30 Weapon Loadout:
Body - 2994 (P) MG - 23 x 12, 1-4, 4 AP(Leosocial)
Arms - 1653 (I) SG - 23 x 15, 1-4, 3 AP(Covet)
Legs - 2317
Armor - Impact
Skills:
Switch II Slice Shot II
Boost I Terror Shot II
Speed II Slice Shot III
Speed III Defense II
Minus Shot II Auto Repair 5%
Panic Shot II
------------------------------------------------------------------------------
Zead Elger in Luftrauber/Squire
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 1433 (P) PB - 101 x 1, 1, 1 AP(Heavy Pile)
Arms - 832 (I) SD - 66 x 1, 1, 1 AP(Light Shield)
Legs - 1171 (F) MS(5) - 181 x 2, 6-8, 18 AP(Donkey)
Armor - None (F) MS(6) - 62 x 4, 6-8, 18 AP(MGR)
Skills:
Inferno
Tackle
Defense II
Block DMG 60
------------------------------------------------------------------------------
Hermes Sturges in Giza/Charon
AP: 21 MV: 6 Lv: 20 Weapon Loadout:
Body - 1018 (P) MG - 20 x 10, 1-5, 4 AP(Chronik)
Arms - 567 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 792 Backpack: Repair
Armor - None
Skills:
Boost I
Speed I
Defense II
Defense III
------------------------------------------------------------------------------
GENTLE ARMY
Melee Attack - 505
Short Range - 843
Long Range - 0
Support Fire - 303
Access: Mission 16 to Mission 25
Appearance: Front Mission 5: Scars of the War(Roland, Dennis, and Max)
Strategy:
Hey, don't these three look familiar? Of course they are, they're Walter's
superiors! The relaxed Roland, respectful Dennis, and harsh Max...you likely
were thinking what wanzers they would pilot. Roland uses a near-complete
build of Zenith DV so no Auto Repair. Dennis uses a Desmatz N with higher
Accuracy Arms and Max uses a Schakal with Scintilla parts. All three have at
least one dangerous weapon; Roland has Magic Box, Dennis has State, and Max
has Battle Tusk SD. Despite the somewhat low skill count, all three have an
abnormally skill high activation rate. It's not surprising to see Dennis
abusing Speed III or Max with Charge III. This is what makes the trio
dangerous and deadly.
As their damage dealing capabilities are high, it might be better to keep a
Mechanic out of the battle and go for pure offense. With that said, go with
an Assault, Gunner, and Striker to end things quick. Be sure to have your
Striker equip Footwork if Max decides to deal with them first. For Roland, he
is rather weak apart from Magic Box so nothing to worry about here. Dennis
will definitely trouble you with his Speed skills abuse, so prepare by having
parts with the Anti-Shock skill.
Team Composition
------------------------------------------------------------------------------
Roland Briley in Zenith DV
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1532 (I) SG - 25 x 10, 1-4, 3 AP(Girino)
Arms - 625(L)849(R) (I) SD - 66 x 1, 1, 1 AP(WS)
Legs - 1186 (F) MS(3) - 505 x 1, 6-8, 18 AP(Magic Box)
Armor - Impact
Skills:
Speed I Sensor Range + 1
Boost II
Slice Shot II
Terror Shot III
Freeze Shot
------------------------------------------------------------------------------
Dennis Gifford in Desmatz N
AP: 24 MV: 6 Lv: 27 Weapon Loadout:
Body - 1371 (I) SG - 20 x 16, 1-4, 3 AP(State)
Arms - 897 (I) SG - 21 x 13, 1-4, 3 AP(Covet)
Legs - 1140
Armor - None
Skills:
Switch I
Speed I
Boost II
Speed II
Speed III
------------------------------------------------------------------------------
Max Vandam in Schakal
AP: 24 MV: 8 Lv: 27 Weapon Loadout:
Body - 1546 (P) PB - 155 x 1, 1, 1 AP(Battle Tusk SD)
Arms - 998 (I) KN - 113 x 1, 1, 1 AP(Iron Lump)
Legs - 1406
Armor - None
Skills:
Double Punch II
Charge II
Charge III
Defense II
Defense III
Remove Shield Limit
------------------------------------------------------------------------------
SMILING SPECTACLES
Melee Attack - 36
Short Range - 526
Long Range - 442
Support Fire - 155
Access: Mission 16 to Mission 20
Appearance: Front Mission 1st(Olson), Front Mission 4(Hermes and Thammond)
Strategy:
Olson and Hermes are back and Thammond's coming to tag along as well. You
likely already know what the first two can do so let's talk Thammond. The old
man uses a Gust with mixed parts and the two weakest SGs. A threat? Nope. How
about Olson or Hermes? Also laughable in that their wanzers are a lot weaker
than in their other showings, though Hermes isn't much of a drop. You can
actually use just two pilots and win this one rather easily. Their Odds rate
is rather low, but these guys are easy kills.
Team Composition
------------------------------------------------------------------------------
Guri B. Olson in Eldos A/Eldos
AP: 19 MV: 6 Lv: 17 Weapon Loadout:
Body - 896 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Arms - 583(L)500(R) (P) GG - 13 x 17, 1-6, 6 AP(FV-24)
Legs - 698 (F) MS(2) - 389 x 1, 6-8, 14 AP(Magic Box)
Armor - None
Skills:
Blast Shot Terror Shot III
Inferno Block DMG 60
Speed II Sensor Range + 1
Speed III
Slice Shot I
Terror Shot II
------------------------------------------------------------------------------
Hermes Sturges in Giza/Charon
AP: 19 MV: 6 Lv: 17 Weapon Loadout:
Body - 848 (P) MG - 23 x 8, 1-5, 4 AP(Chronik)
Arms - 472 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 660 Backpack: Repair
Armor - None
Skills:
Boost I
Speed I
Defense II
Defense III
------------------------------------------------------------------------------
Carl Thammond in Gust/Abominator
AP: 21 MV: 7 Lv: 20 Weapon Loadout:
Body - 1132 (I) SG - 21 x 9, 1-3, 3 AP(Gale)
Arms - 704(L)662(R) (I) SG - 17 x 9, 1-3, 3 AP(Catsray)
Legs - 925
Armor - None
Skills:
Boost II
Speed II
Defense II
Defense III
------------------------------------------------------------------------------
IMAC
Melee Attack - 19
Short Range - 899
Long Range - 456
Support Fire - 772
Access: Mission 18 to Mission 26
Appearance: Front Mission Alternative(McCoy, Furphy, and Bruce)
Strategy:
Finally, a real showing by the Front Mission Alternative crew! McCoy returns,
Bruce gets a new rig, and Furphy's decided to join the gang! Furphy sports a
weak Eldos with no real purpose outside of the Repair Light Backpack thanks
to the crappy Cemetery MG. Bruce now uses a Grille Sechs 4-legger with the
State SG, Hot River FT, and MGR missiles. Hot River and MGR are both made of
crap, but State shouldn't be taken lightly. McCoy is back, but his Albatross
this time is no threat with much higher HP wanzers at your disposal. The old
but reliable combination of Assault, Mechanic, and Striker will do you some
good. Make sure Furphy dies first or things will get ugly.
Team Composition
------------------------------------------------------------------------------
Earl McCoy in Crustacia
AP: 24 MV: 4 Lv: 27 Weapon Loadout:
Body - 1806 (P) GG - 12 x 19, 1-6, 6 AP(Glaux)
Arms - 867(L)952(R) (P) MG - 24 x 10, 1-5, 4 AP(Chronik)
Legs - 1265 (F) RK(3) - 720 x 1, 8-12, 22 AP(Albatross)
Armor - None
Skills:
Barrage AP Cost 0
Boost I Defense II
Boost II
Speed II
Speed III
RK Burst
------------------------------------------------------------------------------
Dal Furphy in Eldos
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1222 (P) MG - 13 x 12, 1-4, 4 AP(Cemetery)
Arms - 794(L)722(R) (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 1171 Backpack: Repair Light
Armor - None
Skills:
Minus Shot II
Panic Shot II
Defense I
Defense II
Defense III
------------------------------------------------------------------------------
Bruce Blakewood in Grille Sechs
AP: 24 MV: 6 Lv: 27 Weapon Loadout:
Body - 1629 (I) SG - 20 x 16, 1-4, 3 AP(State)
Arms - 897 (F) FT - 61 x 3, 1-2, 3 AP(Hot River)
Legs - 1071 (F) MG(6) - 71 x 4, 6-8, 20 AP(MGR)
Armor - None
Skills:
Inferno
Boost II
Minus Shot II
Block DMG 60
Defend Body
------------------------------------------------------------------------------
CANYON CROWS
Melee Attack - 23
Short Range - 1120
Long Range - 494
Support Fire - 412
Access: Mission 18 to Mission 27
Appearance: Front Mission 1st(Royd, Natalie, and Sakata)
Strategy:
No Front Mission installment with nostalgia can forget about the mighty
Canyon Crows. Royd and Natalie use the same builds and Sakata goes for yet
another Zenith build, this time the RV variant. Fortunately, he is not using
a true Zenith RV so no Auto Repair for him. Natalie is the only one that has
a reasonable upgrade as Royd is pretty much the same. Basically, the Canyon
Crows are an upgraded version of the Muddy Otters. A support backed by two
trigger-happy fiends. Treat them as you would with the Muddy Otters, but you
really need to focus on a strong offense. The sooner one of them drops, the
better the outcome. Hope the AI focuses on Royd last or things will be hard.
Team Composition
------------------------------------------------------------------------------
Royd Clive in Zenith DV/Shrike
AP: 24 MV: 8 Lv: 29 Weapon Loadout:
Body - 2650 (P) MG - 32 x 8, 1-4, 4 AP(Raptor)
Arms - 1464 (P) MG - 30 x 12, 1-6, 4 AP(Grave)
Legs - 2051
Armor - Impact
Skills:
Barrage Terror Shot II
Boost II Panic Shot III
Speed II AP Cost 0
Speed III Feint II
Panic Shot II Auto Repair 5%
Slice Shot II
------------------------------------------------------------------------------
Natalie F. Blakewood in Cheyenne TX/Primrose
AP: 24 MV: 8 Lv: 27 Weapon Loadout:
Body - 1473 (I) SD - 20 x 1, 1, 1 AP(SN)
Arms - 867(L)952(R) (I) SG - 20 x 16, 1-4, 3 AP(State)
Legs - 1332 (F) RK(4) - 515 x 1, 8-10, 22 AP(Wildgoose)
Armor - None
Skills:
Boost I Fix DMG III
Boost II
Defense I
Defense II
Defense III
Block DMG 60
------------------------------------------------------------------------------
Ryuji Sakata in Zenith RV/Raioh
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 2106 (P) GG - 13 x 19, 1-6, 6 AP(Glaux)
Arms - 1165(L)1012(R) (P) MG - 23 x 8, 1-4, 4 AP(Cemetery)
Legs - 1554
Armor - Impact
Skills:
Barrage
Boost I
Speed II
Freeze Shot
Defense II
------------------------------------------------------------------------------
DURANDAL-BETA
Melee Attack - 281
Short Range - 542
Long Range - 0
Support Fire - 744
Access: Mission 19 to Mission 26
Appearance: Front Mission 4(Latona, Bosch, and Beck)
Strategy:
The Durandal's B-team and it makes sense since these three are nowhere near
as nasty as the A-team. Latona sports Grille Sechs designed to look like her
Stork build, Bosch is the same, and Beck uses Uisk II that resembles his old
Zelt without the Radio Backpack. None of them save Bosch are damaging and
Latona concentrates too much on EMP instead of her melees. Beck is a weaker
Bosch so he shouldn't even be a concern. Like with Smiling Spectacles, this
team can be beaten using only two pilots. Be sure to have parts that have the
Resist Systems Down skill or Latona will really be annoying.
Team Composition
------------------------------------------------------------------------------
Latona Rodiona Vasilev in Grille Sechs/Koroleva
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1358 (P) PB - 101 x 1, 1, 1 AP(Press Needle)
Arms - 832 (P) PB - 101 x 1, 1, 1 AP(Press Needle)
Legs - 1110 Backpack: EMP
Armor - None
Skills:
Blast Strike
Double Punch I
Tackle
Defense I
Feint II
------------------------------------------------------------------------------
Dieter Bosch in Vaje AP/Nachtauge
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1720 (P) MG - 19 x 9, 1-4, 4 AP(Cemetery)
Arms - 1086 (P) MG - 19 x 9, 1-4, 4 AP(Cemetery)
Legs - 1406 (F) MS(5) - 149 x 3, 6-8, 20 AP(Piz 3)
Armor - Piercing
Skills:
Feint I
Feint II
Feint III
Block DMG 30
------------------------------------------------------------------------------
Beck Canova in Uisk II/Prodezza
AP: 23 MV: 4 Lv: 24 Weapon Loadout:
Body - 1377 (P) MG - 20 x 10, 1-4, 4 AP(Leosocial)
Arms - 794(L)772(R) (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 1055 (F) MG(6) - 62 x 4, 6-8, 18 AP(MGR)
Armor - None
Skills:
Inferno
MS Burst
AP Cost 0
Defense II
------------------------------------------------------------------------------
TRIPLE STINGERS
Melee Attack - 312
Short Range - 898
Long Range - 0
Support Fire - 0
Access: Mission 21 to Mission 27
Appearance: Front Mission 5: Scars of the War(Norman, Katherine, and Emilie)
Strategy:
Although they are just merely a normal team, they do have a camouflage choice
as a reward. So, they count as a special team. Norman, Katherine, and Emilie
are using builds you should be very familiar with in the main game. They are
lacking severely in skills as well, which makes them easier to kill. Go for
pure offense here to end the battle early.
Team Composition
------------------------------------------------------------------------------
Norman in Warlus
AP: 25 MV: 8 Lv: 28 Weapon Loadout:
Body - 2007 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial)
Arms - 1110 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial)
Legs - 1554
Armor - Piercing
Skills:
Switch I
Speed II
------------------------------------------------------------------------------
Katherine in Scintilla
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 2107 (P) PB - 121 x 1, 1, 1 AP(Heavy Pile)
Arms - 1164 (P) PB - 121 x 1, 1, 1 AP(Heavy Pile)
Legs - 1641
Armor - Impact
Skills:
Double Punch II
Charge I
Feint I
------------------------------------------------------------------------------
Emilie in Giza
AP: 24 MV: 6 Lv: 28 Weapon Loadout:
Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial)
Arms - 955 (P) MG - 23 x 8, 1-4, 4 AP(Cemetery)
Legs - 1330
Armor - Piercing
Skills:
Speed II
------------------------------------------------------------------------------
TRIPLE IMPULSE
Melee Attack - 696
Short Range - 490
Long Range - 0
Support Fire - 0
Access: Mission 21 to Mission 27
Appearance: Front Mission 5: Scars of the War(Whoopi, Otto, and George)
Strategy:
Same deal as Triple Stingers, except even easier as Otto and George use only
Striker weapons. Pure offense with range will win this one easily.
Team Composition
------------------------------------------------------------------------------
Whoopi in Warlus
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 2007 (I) SG - 35 x 7, 1-3, 3 AP(Kirishima 55)
Arms - 1110 (I) SG - 35 x 7, 1-3, 3 AP(Kirishima 55)
Legs - 1554
Armor - Piercing
Skills:
Switch II
Boost II
Terror Shot II
------------------------------------------------------------------------------
Otto in Scintilla
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 2107 (I) KN - 102 x 1, 1, 1 AP(Double Nail)
Arms - 1164 (I) KN - 102 x 1, 1, 1 AP(Double Nail)
Legs - 1641
Armor - Impact
Skills:
Double Punch II
Charge I
Feint I
------------------------------------------------------------------------------
George in Giza
AP: 24 MV: 6 Lv: 28 Weapon Loadout:
Body - 1712 (I) RD - 147 x 1, 1, 1 AP(Ogon)
Arms - 955 (I) RD - 147 x 1, 1, 1 AP(Ogon)
Legs - 1330
Armor - Piercing
Skills:
Charge I
Defend Body
------------------------------------------------------------------------------
332ND COMPANY
Melee Attack - 37
Short Range - 758
Long Range - 560
Support Fire - 0
Access: Mission 21 to Mission 27
Appearance: Front Mission 4(Darril, Renges, and Chaeffer)
Strategy:
The mirror team to Durandal-Alpha, the 332nd Company is both formidable and
deadly. Darril now uses his trademark Blizzaia L build and his buddies are
also here. Renges uses a similar Recson build to his initial setup and Mr.
Chaeffer's setup is identical to what Hermes uses. No surprise there since
both used the same exact builds in Front Mission 4. While this team lacks a
beast like the Zenith DV, they work better as a team than Durandal-Alpha.
Renges is a big damage dealer while Darril and Chaeffer can contribute to
the kills. Try to using a setup that can deal with Durandal-Alpha against
them. To neutralize their damage capabilities, have parts with Anti-Piercing.
Team Composition
------------------------------------------------------------------------------
Darril Traubel in Blizzaia L/Infernal
AP: 24 MV: 8 Lv: 30 Weapon Loadout:
Body - 2564 (P) MG - 41 x 8, 1-5, 4 AP(Artassaut)
Arms - 1417 (P) MG - 21 x 10, 1-4, 4 AP(Cemetery)
Legs - 1982
Armor - None
Skills:
Switch I
Boost I
Speed I
Slice Shot I
Terror Shot II
------------------------------------------------------------------------------
Billy Renges in U-Recson/Mundane
AP: 24 MV: 4 Lv: 28 Weapon Loadout:
Body - 1728 (P) RF - 280 x 1, 1-8, 6 AP(Firebird)
Arms - 966 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Legs - 1338
Armor - None
Skills:
Blast Shot
Quick Draw
Zoom
AP Cost 0
Defense II
Pierce - 1 target
------------------------------------------------------------------------------
Phillip Chaeffer in Giza/Celestial
AP: 23 MV: 6 Lv: 24 Weapon Loadout:
Body - 1222 (I) KN - 18 x 1, 1, 1 AP(Hard Blow)
Arms - 681 (P) MG - 22 x 10, 1-5, 4 AP(Chronik)
Legs - 950 Backpack: Repair
Armor - None
Skills:
Barrage
Speed I
Defense II
Block DMG 30
Defend Body
------------------------------------------------------------------------------
NIGHTMARES
Melee Attack - 297
Short Range - 952
Long Range - 864
Support Fire - 669
Access: Mission 25 to Mission 27
Appearance: Front Mission 1st(Driscoll), Front Mission 3(Lukav), and Front
Mission 4(Wagner)
Strategy:
What happens when you put a shady commander, man-made human, and a lame spy
together? A nightmare of a team. Without a doubt, Nightmares is the hardest
team in the entire Arena. Driscoll and Wagner are back with their familiar
wanzers at maximum Rank. Lukav comes to join them with an identical Vaje AP
build used by Bosch except much stronger. All three have a specific purpose
and that's to destroy any team they fight. They all double-class pretty well;
Driscoll is a Striker, Lukav is a Launcher, and Wagner is a Gunner. All are
also Assaults as they have MGs for Links. Driscoll once again is the real
danger, but his supports aren't dependent on him to score the kills.
Defeating this team requires fully strengthened wanzers to stand a chance.
Second, a Mechanic is a must to keep everyone fighting. Third, you really
should consider using high Accuracy Arms in this fight. All of them have high
Evasion and will dodge what you throw at them, especially Driscoll. Fourth,
have any skill that can lower damage equipped as well. For pilot selection,
a Striker and Gunner should definitely be used. A Striker can keep Driscoll
busy if he goes after them first. For the Gunner, definitely have a BZ
backed up with an MG or SG. The BZ is important against Driscoll as his Legs
have low HP and BZs rule at leg breaking.
A setup against them can be as follows:
Gunner
Body - H-Recson
Right Arm - Blizzaia L
Left Arm - Blizzaia L
Legs - Coga R2
BP - Turbo Item
Right Hand - Chronik 10
Left Hand - Grom
Right Shoulder - None
Left Shoulder - None
Turbo Item storing:
Repair 800 x 3
All Repair 200 x 3
Skills:
Gunner Link L
Assault Link R
Quick Draw
Hammer Down(if possible)
Zoom
Arm Breaker
Leg Breaker
Mechanic
Body - Eldos A
Right Arm - Scintilla
Left Arm - Blizzaia L
Legs - Coga R2
BP - Repair
Right Hand - None
Left Hand - Chronik 10
Right Shoulder - None
Left Shoulder - None
Skills:
Assault Link L
Weakpoint
Full Defense(if possible)
Slice Shot III
Block DMG 60
Striker
Body - Mungoss G
Right Arm - Mungoss
Left Arm - Mungoss
Legs - Mungoss
BP - Turbo
Right Hand - Last Stake
Left Hand - Keen Saber
Right Shoulder - None
Left Shoulder - None
Skills:
Striker Link L
Striker Link R
Double Punch II
Hard Strike(if possible)
Footwork
Revenge Mirror
Set primary weapons to:
Gunner - Grom
Mechanic - Chronik 10
Striker - Keen Saber
Team Composition
------------------------------------------------------------------------------
Driscoll in Zenith RV/Raven
AP: 24 MV: 6 Lv: 30 Weapon Loadout:
Body - 2680 (P) KN - 204 x 1, 1, 1 AP(Dasler Claw)
Arms - 1713(L)1481(R) (P) MG - 23 x 12, 1-4, 4 AP(Leosocial)
Legs - 1608
Armor - Impact
Skills:
Speed II
Speed III
Defense II
Defense III
Melee Critical 30%
------------------------------------------------------------------------------
Lukav Mineav in Vaje AP
AP: 24 MV: 8 Lv: 29 Weapon Loadout:
Body - 2294 (P) MG - 20 x 10, 1-4, 4 AP(Cemetery)
Arms - 1464 (P) MG - 20 x 10, 1-4, 4 AP(Cemetery)
Legs - 1876 (F) MS(6) - 186 x 3, 6-8, 24 AP(Piz 3)
Armor - Piercing
Skills:
Inferno
Speed III
Slice Shot III
Anti-Shot
AP Cost 0
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Rolf Wagner in Luftrauber
AP: 24 MV: 8 Lv: 30 Weapon Loadout:
Body - 2581 (F + I) BZ - 235 x 1 + 197, 3-8, 6 AP(Burgiba)
Arms - 1302(L)1426(R) (P) MG - 23 x 12, 1-4, 4 AP(Raptor)
Legs - 2111
Armor - None
Skills:
Blast Shot
Quick Draw
Zoom
Defense II
Defense III
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IRON ROSES
Melee Attack - 0
Short Range - 1635
Long Range - 0
Support Fire - 0
Access: Mission 25 to Mission 27
Appearance: Front Mission 4(Elsa), Front Mission 2(Amia), and Front
Mission 1st(Karen)
Strategy:
The heroines from these Front Mission installments decide to make one last
stand to destroy you in this showing. Elsa, Amia, and Karen are back to make
some mayhem. Elsa is actually weaker in her Zenith DV, Amia is unchanged,
and Karen is stronger here. All three are pure Assaults and are also hard
to crack thanks to plethora of defensive skills equipped, namely with Karen.
Saddle up with a Zenith DV and Zeria and hence the name Iron Roses. Despite
this, they do have a glaring weakness: range. None of their weapons extend
past 4 square range, which can be easily exploited by longer range weaponry.
Assaults with long-range MGs and Gunners can make quick work of these ladies.
Team Composition
------------------------------------------------------------------------------
Elsa Eliane in Zenith DV/Verseau
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 2306 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial)
Arms - 1275 (I) SG - 23 x 13, 1-4, 3 AP(Covet)
Legs - 1785
Armor - Impact
Skills:
Switch II Slice Shot II
Boost I Terror Shot II
Speed II Slice Shot III
Speed III Defense II
Minus Shot II Auto Repair 5%
Panic Shot II
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Amia McCalum in Frost/Cute Bird
AP: 23 MV: 8 Lv: 24 Weapon Loadout:
Body - 1433 (I) SG - 17 x 17, 1-4, 3 AP(State)
Arms - 794 (I) SG - 17 x 17, 1-4, 3 AP(State)
Legs - 1110
Armor - None
Skills:
Switch I Defense II
Boost I Defense III
Speed I
Speed II
Panic Shot I
Feint II
------------------------------------------------------------------------------
Karen Meure in Zeria/Danger Lady
AP: 24 MV: 8 Lv: 29 Weapon Loadout:
Body - 2447 (P) MG - 32 x 8, 1-4, 4 AP(Raptor)
Arms - 1368 (I) SG - 24 x 11, 1-3, 3 AP(Kirishima 55)
Legs - 1918
Armor - Impact
Skills:
Barrage Defense I
Speed II Defense II
Panic Shot II Defense III
Freeze Shot Block DMG 60
Feint II Auto Repair 3%
Feint III
------------------------------------------------------------------------------
HEROES
Melee Attack - 0
Short Range - 1423
Long Range - 672
Support Fire - 0
Access: Mission 25 to Mission 27
Appearance: Front Mission 1st(Royd), Front Mission 2(Ash), and Front Mission
3 (Kazuki)
Strategy:
The team name should be very self-explanatory. Royd, Ash, and Kazuki are back
for a heroic finish. It's amusing how both Ash and Kazuki's builds somewhat
resemble their respective Zenith builds, even if the Body isn't the same.
Anyways, these three are the trigger-happy fanatics of any team in the Arena.
Their high amount of skills, with Speed skills included, means they'll be
firing round after round against you. They don't have much in the way of an
actual weakness, but Kazuki is easily the weak link of the team. Take him
down and the battle becomes much easier. Take them down in whatever way you
feel is necessary, but make sure to have a Mechanic around.
Team Composition
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Royd Clive in Zenith DV/Shrike
AP: 24 MV: 8 Lv: 30 Weapon Loadout:
Body - 2994 (P) MG - 23 x 12, 1-4, 4 AP(Raptor)
Arms - 1653 (P) MG - 35 x 11, 1-6, 4 AP(Grave)
Legs - 2317
Armor - Impact
Skills:
Barrage Terror Shot II
Boost II Panic Shot III
Speed II AP Cost 0
Speed III Feint II
Panic Shot II Auto Repair 5%
Slice Shot II
------------------------------------------------------------------------------
Ash Faruk in Numsekar/Bounder
AP: 24 MV: 8 Lv: 28 Weapon Loadout:
Body - 2107 (P) MG - 28 x 10, 1-5, 4 AP(Artassaut)
Arms - 1275 (I) SG - 27 x 10, 1-4, 3 AP(Girino)
Legs - 1785
Armor - None
Skills:
Switch II Defense I
Boost II
Speed II
Panic Shot I
Minus Shot II
Terror Shot II
------------------------------------------------------------------------------
Kazuki Takemura in Strife
AP: 24 MV: 8 Lv: 29 Weapon Loadout:
Body - 2477 (P) GG - 16 x 21, 1-6, 6 AP(FV-24)
Arms - 1268 (F) FT - 53 x 4, 1-2, 3 AP(Warmer)
Legs - 1776
Armor - Piercing
Skills:
Speed I
Boost II
Speed II
Terror Shot III
Freeze Shot
Feint II
------------------------------------------------------------------------------
3. CREDITS [CRED]
------------------------------------------------------------------------------
Thanks to:
- GameFAQs obviously
- Square Enix for the Front Mission series
- Fellow GameFAQs posters who contributed information, such as tihoa and
WalterFeng
This FAQ copyright 2012 to Angelo Pineda. Redistribution in any form,
including reprinting in electronic or print media, without express permission
of the author is strictly forbidden.