GUIDE TO THE INFANTRY WEAPONS OF VALKYRIA CHRONICLES

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version 2.1 - March 1, 2010                             by SkunkHunter
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SPOILER WARNING: Folks differ on what they consider a spoiler, so in an
abundance of caution, I’m saying there may be spoilers. There are no plot
elements disclosed, but I do list every weapon you can get, including those
that are awards and those you can capture and I tell you where to get them.
So, if you don’t want to hear that, don’t read on.

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[TOC]                     TABLE OF CONTENTS
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[CRV] - Credits and Version History

[COM] - General Comments

[INT] - Introduction

[SCE] - Scouts and Engineers

[SHT] - Shock Troopers

[SNP] - Snipers

[LNC] - Lancers

[CLO] - Closing Remarks


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[CRV]                   CREDITS AND VERSION HISTORY
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A huge thank you to Busard, for mastering the Expert Skirmishes (referred to
pre-release as "Extra Hard" mode) and being generous enough to share the
information relating to the weapons unlocked for each Skirmish and what
their statistics are. Also for catching an error in version 2.0 on the clip
size of the ZM MP X3(g).

I also want to thank the folks on the Gamefaqs(R) Board who have kept the VC
Board going with interesting challenges, debates, tips, and plenty of help for
folks new to the game. You've all enhanced my enjoyment of this game and your
efforts only help in making the game more popular. Thank you all very much.

If you want to reach me about something in this Guide, my email is
[email protected].

Version 1.0 - April 16, 2009 was the original FAQ

Version 1.1 - April 20, 2009 I revised an error I made on Lancer reloading,
included the Aim column for the MGs that I mistakenly left out, and
added the weapon information for the weapons available in two of the first
set of DLC - Extra Hard Skirmishes and Behind Her Blue Flame.

Version 2.0 - February 28, 2010 I added in the weapons available from the
latest DLC - Challenges of the Edy Detachment, and cleaned things up a bit,
trying to make it a bit easier to use. I also made edits based upon my
experience playing the game and in light of threads I've seen on the Board,
trying to make this Guide more useful to newer players in particular.

Version 2.1 - March 1, 2010 I corrected the clip size for the ZM MP X3(g)
after Busard pointed out that I had the clip size wrong in v2.0.

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[COM]                        COMMENTS
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I really enjoy this game, and I hope you will, too. I know of no source (other
than playing through the game) that accurately compiles the data on various
weapons that the infantry units use in it, however. So, I made my own.
I wanted to put everything into a single table for each weapon type, but I
couldn’t make that fit. So, each weapon type is broken into two tables. The
first table lists the weapons and pertinent statistics, and the second table
explains how you can get that weapon, when it becomes available, and what it
costs, in terms of DCT, to develop it (for those you can develop).

Those of you who have a spreadsheet program or even word processing software
that handles tables should be able to copy and paste it into a single more
useful table that you can also sort any way you like. I sorted the tables by
time, in terms of when each weapon becomes available, which I found also to
be useful for comparing different upgrades that you can get.

You’ll see lots of topics on GameFaqs(R) about what weapons are “best,”
including which development paths to pursue, etc. I've offered my opinions
on some of that below not to preach a particular philosophy or claim to
knowing the "best" way to play this game (there isn't one, in my view), but
more to hopefully help newer players understand what the trade-offs are and
why at least one person thinks particular weapons and/or development paths
are suited to a given play style.

I hope you find this guide a useful tool to enhance your enjoyment of the game.
I know I'm not alone in feeling that trying to get an A ranking (or S in Japan)
on all missions on your first run-through isn't advisable for lots of reasons.
Even if you are a completionist, please know that you will have to play the
game through twice, and start a third game, to get all of the medals.

When you start your second game, you will get a New Game+, which means you
start with your troops trained at the level they finished at, with all of
their equipment as well. And in your second and subsequent playthroughs, you
can replay any Chapter you have reached as many times as you like. That makes
getting A ranks on your second playthrough FAR easier. So, it is my perhaps
vain hope that this Guide will also encourage you to consider playing through
the first time without worrying unduly about getting A ranks. At least,
you'll see how much better the equipment you'll have in your second
playthrough will be.

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[INT]                        INTRODUCTION
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The information in the tables should be readily-understandable to folks playing
the game. If you’re new or fairly new, the “Aim” statistic reflects how big the
aiming circle is, which shows where your shot could potentially hit (if you
miss hitting right in the crosshairs). A is the best (smallest); E is the worst.
For weapons that aren’t area of effect, aiming is a big deal. You want your
Scouts, Snipers, Engineers, and Shock Troopers to hit folks in the head most
times, and the more accurately you do that, the easier it is to kill enemies.
The Aim and Range statistics also dictate how far away from an enemy you can do
that, which might spare you or at least reduce the amount of interception fire
you’re subjected to.  Aiming and range are important for your Lancers as well.
The further they can be from a tank or turret and still hit it, the better.

Early on, accuracy can be frustrating. That's based on several factors. First,
each character has a personal accuracy, which goes up as the class level.
Level 1 characters have accuracy from 0 (no kidding) to about 16. That stat
triples or quadruples as they level up. Busard posted a thread that gives
damage calculations and the stats (at Level 20) for the characters:
http://www.gamefaqs.com/boards/genmessage.php?board=942165&topic=50848418

Second, the early weapons have poor range and low Aim, meaning the aiming
circles are huge unless you're really close. Combined, that means your units
are unlikely to make a shot hit in the crosshairs and the area a missed shot
might hit is big, meaning a shot that misses the crosshairs will likely miss
the head and quite possibly miss altogether. Don't get frustrated. Your units
get much more accurate, and so do their weapons. And it's also why I recommend
upgrading range and accuracy early on, where you can.

“Shots” is how many rounds the unit will fire in a single action (1CP), until
and unless they get a potential for double actions or shots, etc.

“Ammo” is how many times a unit can fire in a given phase, without somehow
being reloaded (by an Engineer or Order). In that field, "Inf." means you have
infinite ammunition.

“Efct” is an aspect of certain weapons in the game that have a poison that will
affect the unit hit with it. Later on, the Imperial troops will frequently be
using these weapons to shoot your folks, and they’re a real pain. Although you
can develop your own, as you’ll see, I think they’re pretty useless.

"Def Dwn" for rifles decreases the effected unit's defense, but you should
just eliminate the unit and/or destroy its cover. “Atk Dwn” for your MGs
decreases the Attack power of the unit hit, but I recommend using the T-MAG
and just killing them; that REALLY decreases their attack power. Similarly, you
can develop “Aim Dwn” for your Sniper, but you should be using your Sniper to
hit folks in the head for a OHKO, in which case how they would have aimed if
they were still alive becomes moot. Finally, you can develop “HP Dwn” for the
flamethrower, which would cause the unit hit to lose HP if and when it moved
during its Phase. Although that’s very annoying when some enemy ShockT hits YOU
with it, you should use your Flamethrower to burn folks up completely. The ones
you can develop and/or capture do that in one burn usually, and sometimes two.

“How” indicates how you get the weapon, which is one of three ways:
“R&D” means you have to develop it at the R&D Facility at Headquarters;
“Award” means that you can get it as an award from Princess Cordelia in the
Audience Hall (accessed through Headquarters); and
“Ace” means that you get the weapon by killing the enemy Ace wielding it.

You’ll see a lot of topics on Awards. Based upon my playthroughs, awards are
pretty random. You get them for achieving a high rank on the relevant
Chapter(s). It seems that A rank gets you 3-4 types of weapons, B rank gets
2-3, and C rank 1-2, but even that seems a bit unpredictable to me. What
weapons you get is random. If you save after a battle and then go to
the Audience Hall, you will be able to reload if you don’t like what the
Princess gives you; she’ll give you something different if you reload and
go back to her again. Finally, the number of each type of weapon she gives you
also varies a bit, in no way I’ve been able to predict. So, if somebody has
the Award thing figured out, please let me know.

“Development” simply lists what the R&D development is that you need to pay
for to get the upgrade.  Some information on that: when you get an upgrade in
R&D, the relevant troops in your squad who are not equipped with a particular
Royal or Ace weapon will all automatically be equipped with whatever the
computer thinks is the latest and greatest version that you have. That’s fine
for non-branching development paths, but it can create problems when you have
a branching development tree (like for Rifles) and you simply buy all upgrades
that are available. For example, you might buy upgrades for your Shock Troopers
of Firepower Boost 5, Added Effect 5, and Clip Size Up 5. The computer will
equip your troops with Added Effect 5 guns (the MAJ-X M2), so you need to go
to the Squad Barracks and ensure your troops have the weapons you actually
want if you upgrade evenly.

That brings up a question as to whether, if you do not buy an upgrade when it
initially becomes available, does it delay development of the next upgrade
below it. For example, if you delay buying Firepower Boost 5 and Added
Effect 5 (perhaps in part because you don’t want your Shock Troopers somehow
getting equipped with Added Effects weapons when you want them equipped with
Clip Size Up ones), does it delay the time you could develop Firepower Boost 6
and Added Effect 6? The answer is NO, it does not. I’ve tested it. You can
always go back later and buy all the upgrades. So I recommend you upgrade the
path you're interested in using, and save the others until you want to buy
everything at the end to get the medal for that (Excellence in Armament).

Probably enough introduction, so . . .


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[SCE]                        SCOUTS AND ENGINEERS
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RIFLES, GRENADES, AND RIFLE GRENADES

Your Scouts and Engineers can use the same rifles (I’m not saying that they
should, but they can).

Like the MGs and Sniper Rifles, the Rifles that you can capture have poor
range and accuracy, but much higher damage. If you're using Scouts to get
head shots from beyond the range of enemy ShockT's, or even Scouts, the
Royals and what you can develop are better, in my opinion. But if you're
in confined quarters and/or using a Scout to defend a base or a tank with
interception fire, the Imperial Rifles from the DLC are awesome.

To make everything fit, I abbreviated “Gallian” as “Gal’n” in some cases.
Rifles don’t have area effects, so I didn’t use a column for Area (as you’ll
see in their stats if you look in the game). Here are the Rifle statistics:

Rifles            Aim   Range  vsPers vsArmor   Efct    Shots   Ammo
--------------------------------------------------------------------
Gallian-1          C    350     17      40      -       5       Inf.
ZM Kar 1(g)        E    180     36      46      -       5       Inf.
Gallian-2          C    350     22      40      -       5       Inf.
Gallian-3          C    360     23      45      -       5       Inf.
Gallian-4          C    360     24      45      -       5       Inf.
ZM Kar 2(g)        D    180     39      51      -       5       Inf.
Gallian-S1         C    380     25      50      -       5       Inf.
Gallian-X1         D    350     20      48      DefDwn  5       Inf.
Gallian-A1         C    360     26      51      -       5       Inf.
Gallian-S2         B    380     26      52      -       5       Inf.
Gallian-X2         D    350     21      48      DefDwn  5       Inf.
Gallian-A2         C    360     28      53      -       5       Inf.
Gallian-S3         B    380     27      52      -       5       Inf.
Gallian-X3         D    350     22      48      DefDwn  5       Inf.
Gallian-A3         C    360     30      53      -       5       Inf.
Gallian-1R         B    350     32      60      -       5       Inf.
ZM Kar 3(g)        D    180     43      54      -       5       Inf.
Gal'n-S10          B    400     27      56      -       5       Inf.
Gal'n-X10          D    360     25      54      DefDwn  5       Inf.
Gal'n-A10          C    380     34      57      -       7       Inf.
Gallian-3R         B    350     35      62      -       5       Inf.
ZM Kar 4(g)        D    200     51      60      -       5       Inf.
Gal'n-S11          B    400     29      56      -       5       Inf.
Gal'n-X11          D    350     26      54      DefDwn  5       Inf.
Gal'n-A11          C    380     36      58      -       7       Inf.
Gal'n-S12          B    400     31      56      -       5       Inf.
Gal'n-X12          D    360     27      54      DefDwn  5       Inf.
Gal'n-A12          C    380     38      58      -       7       Inf.
Gal'n-S1R          B    350     37      64      -       5       Inf.
ZM Kar 5(g)        C    220     60      65      -       5       Inf.
Gal'n-S10R         A    350     40      67      -       5       Inf.
Gal'n-S20          A    420     40      57      -       5       Inf.
Gal'n-X20          D    380     35      55      DefDwn  5       Inf.
Gal'n-A20          C    400     42      60      -       7       Inf.
Gal'n-S20R         A    350     45      70      -       5       Inf.
ZM Kar 6(g)        D    220     72      70      -       7       Inf.
ZM Kar 7(g)        D    220     92      95      -       7       Inf.
ZM Kar 8(g)        D    220    100      95      -       7       Inf.
ZM Kar 9(g)        D    225    105     100      -       7       Inf.


Here's how you acquire the Rifles available in VC (please note
that "Ex. Sk." stands for Expert Skirmish, and "Edy Sk." stands for
Edy Detachment Challenge Skirmish, both of which are available as
downloadable content, or DLC):

Rifles          How?    When       Development          R&D cost
--------------------------------------------------------------------
Gallian-1       Auto    At start
ZM Kar 1(g)     Ace     Ch. 2
Gallian-2       R&D     Ch. 3      Accuracy Boost 1     500
Gallian-3       R&D     Ch. 4      Accuracy Boost 2     2000
Gallian-4       R&D     Ch. 6      Accuracy Boost 3     4500
ZM Kar 2(g)     Ace     Ch. 7
Gallian-S1      R&D     Ch. 8      Accuracy Boost 4     8000
Gallian-X1      R&D     Ch. 8      Added Effect 4       8000
Gallian-A1      R&D     Ch. 8      Firepower Boost 4    8000
Gallian-S2      R&D     Ch. 9      Accuracy Boost 5     12500
Gallian-X2      R&D     Ch. 9      Added Effect 5       12500
Gallian-A2      R&D     Ch. 9      Firepower Boost 5    12500
Gallian-S3      R&D     Ch. 10     Accuracy Boost 6     18000
Gallian-X3      R&D     Ch. 10     Added Effect 6       18000
Gallian-A3      R&D     Ch. 10     Firepower Boost 6    18000
Gallian-1R      Award   Ch.s 10-11
ZM Kar 3(g)     Ace     Ch. 10(a)
Gal'n-S10       R&D     Ch. 12     Accuracy Boost 7     24500
Gal'n-X10       R&D     Ch. 12     Added Effect 7       24500
Gal'n-A10       R&D     Ch. 12     Firepower Boost 7    24500
Gallian-3R      Award   Ch.s 12-14
ZM Kar 4(g)     Ace     Ch. 13
Gal'n-S11       R&D     Ch. 14     Accuracy Boost 8     32000
Gal'n-X11       R&D     Ch. 14     Added Effect 8       32000
Gal'n-A11       R&D     Ch. 14     Firepower Boost 8    32000
Gal'n-S12       R&D     Ch. 15     Accuracy Boost 9     40500
Gal'n-X12       R&D     Ch. 15     Added Effect 9       40500
Gal'n-A12       R&D     Ch. 15     Firepower Boost 9    40500
Gal'n-S1R       Award   Ch. 15
ZM Kar 5(g)     Ace     Ch. 15(a)
Gal'n-S10R      Award   Ch.s 16-17
Gal'n-S20       R&D     Ch. 17     Accuracy Boost 10    50000
Gal'n-X20       R&D     Ch. 17     Added Effect 10      50000
Gal'n-A20       R&D     Ch. 17     Firepower Boost 10   50000
Gal'n-S20R      Award   Ch. 18
ZM Kar 6(g)     Ace     Ex. Sk. 1&7
ZM Kar 7(g)     Ace     Ex. Sk. 5
ZM Kar 8(g)     Ace     Ed. Sk. 1
ZM Kar 9(g)     Ace     Ed. Sk. 4


Scouts and Engineers also use grenades, but a bit differently.
Scouts only have 1 grenade per Phase that they can use.
Engineers have 3 grenades that they can use. Hence, in the table the
indication “S1 / E3,” showing that difference.

Note that, similar to Lancers as explained below, Engineers start
with 3 grenades but absent being reloaded, they only regain 1
grenade per phase, unless they're in a friendly base (in which
case they are fully reloaded). Hence, if you use all three of your
Engineer's grenades in one Phase, it will begin the next Phase with
only one (unless somehow reloaded).  Unlike some of the Lancers, no
Engineer has a Potential that can give it an extra round, so
reloading must be done by the Resupply order or another Engineer.

Another difference between the way Scouts use grenades and the way
that Engineers use them is that when your Scouts reach Elite status,
they can fire a rifle grenade (Engineers can’t). Rifle grenades
just have greater range than normal grenades, as you can see.
The stats are:

Grenade                Aim      Range  vsPers  vsArmor  Ammo
--------------------------------------------------------------------
B-Type Grenade M1       C       90      250     300     S1 / E3
B-Type Grenade M2       C       90      275     325     S1 / E3
B-Type Grenade M3       C       90      300     350     S1 / E3
B-Type Grenade M4       C       90      350     375     S1 / E3
B-Type Grenade M5       C       90      400     400     S1 / E3
Randgrizer M1           D       250     250     300     1
Randgrizer M2           D       250     275     325     1
Randgrizer M3           D       250     300     350     1
Randgrizer M4           D       250     350     375     1
Randgrizer M5           D       250     400     400     1


As mentioned, only Elite Scouts will have rifle grenades, so that is
reflected in the table below.  Also, once your Scouts have that
ability, they will simply equip the best grenade you’ve developed
as their rifle grenade. There is no separate development or cost.
Here’s how you obtain the grenades:

Grenade            How?  When?             Development      R&D cost
--------------------------------------------------------------------
B-Type Grenade M1  Auto  At start
B-Type Grenade M2  R&D   Ch. 5             Grenade Upgrade 1  300*
B-Type Grenade M3  R&D   Ch. 9             Grenade Upgrade 2  1900*
B-Type Grenade M4  R&D   Ch. 13            Grenade Upgrade 3  5300*
B-Type Grenade M5  R&D   Ch. 19            Grenade Upgrade 4  11100*
Randgrizer M1      Auto  Elite Scouts
Randgrizer M2      R&D   Ch. 5 (if Elite)  *comes w/ GU2        M2
Randgrizer M3      R&D   Ch. 9 (if Elite)  *comes w/ GU3        M3
Randgrizer M4      R&D   Ch. 13 (if Elite) *comes w/ GU4        M4
Randgrizer M5      R&D   Ch. 19 (if Elite) *comes w/ GU5        M5


-------------------------------------------------------------------------------
[SHT]                        SHOCK TROOPERS
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MACHINE GUNS AND FLAMETHROWERS

Shock Troopers use Machine Guns. None of their guns have area effects, so I
didn’t use a column for Area.

Depending upon how you use your ShockTs, I think this is an area where you can,
if you have to, skimp on DCT. The enemy Ace MGs are good for close work, and
the Royals are decent, too (in fact, the Mags M30R is my favorite, aside from
DLC weapons). If and when you upgrade, I like Ammo Clip Up. Having extra shots
is nice for single kills, and very useful when you line up a few enemies.
Here are the Machine Gun statistics:

MG         Aim  Range vs Pers vs Armor  Efct    Shots   Ammo
-------------------------------------------------------------------------------
Mags M1     D   200     20      40      -       20      Inf.
Mags M2     D   200     21      40      -       20      Inf.
ZM MP 1(g)  E   80      31      55      -       20      Inf.
Mags M3     D   200     22      45      -       20      Inf.
ZM MP 2(g)  E   80      33      57      -       20      Inf.
Mags M4     D   200     23      45      -       20      Inf.
MAJ-X M1    D   180     20      47      AtkDwn  15      Inf.
Mags M10    D   200     25      50      -       20      Inf.
ZM MP 3(g)  D   120     35      58      -       20      Inf.
MAJ-X M2    D   180     21      48      AtkDwn  15      Inf.
T-MAG 1     D   200     21      49      -       25      Inf.
Mags M11    D   200     26      51      -       20      Inf.
Mags M1R    D   200     28      58      -       20      Inf.
MAJ-X M3    D   180     22      49      AtkDwn  15      Inf.
T-MAG 2     D   200     22      50      -       25      Inf.
Mags M12    D   200     27      52      -       20      Inf.
Mags M3R    D   200     31      59      -       20      Inf.
MAJ-X M10   D   180     25      51      AtkDwn  15      Inf.
T-MAG 10    D   200     22      52      -       30      Inf.
Mags M20    D   200     30      54      -       20      Inf.
ZM MP 4(g)  D   120     40      59      -       20      Inf.
MAJ-X M11   D   180     26      52      AtkDwn  15      Inf.
T-MAG 11    D   200     23      53      -       30      Inf.
Mags M21    D   200     32      55      -       20      Inf.
MagsM10R    D   200     33      60      -       20      Inf.
MAJ-X M12   D   180     27      52      AtkDwn  15      Inf.
T-MAG 12    D   200     25      54      -       30      Inf.
Mags M22    D   200     34      56      -       20      Inf.
MagsM20R    C   220     36      61      -       20      Inf.
ZM MP 5(g)  D   150     45      60      -       20      Inf.
MAJ-X M20   D   180     30      54      AtkDwn  15      Inf.
T-MAG 20    D   200     25      56      -       35      Inf.
Mags M30    D   200     37      58      -       20      Inf.
MagsM30R    C   240     40      63      -       20      Inf.
ZM MP 6(g)  D   150     47      60      -       25      Inf.
Ruhm        A   540     35      75      -       20      Inf.
ZM MPX3(g)  E   150     75      60      -       25      Inf.


Here’s how you get the Machine Guns (please note that "Ex. Sk." stands for
Expert Skirmish, and "Edy Sk." stands for Edy Challenge Skirmish, both of
which are available as DLC; separately available as DLC are the
"Behind Her Blue Flame" missions, which if you A-rank will unlock the
amazing Ruhm, as indicated):

MG         How?    When?                Development             R&D cost
-------------------------------------------------------------------------------
Mags M1    Auto    At Start
Mags M2    R&D     Chapter 2            Firepower Boost 1       500
ZM MP 1(g) Ace     Chapter 3
Mags M3    R&D     Chapter 5            Firepower Boost 2       2000
ZM MP 2(g) Ace     Chapter 5
Mags M4    R&D     Chapter 7            Firepower Boost 3       4500
MAJ-X M1   R&D     Chapter 8            Added Effect 4          8000
Mags M10   R&D     Chapter 8            Firepower Boost 4       8000
ZM MP 3(g) Ace     Chapter 8(a)
MAJ-X M2   R&D     Chapter 10           Added Effect 5          12500
T-MAG 1    R&D     Ch. 10 (if Elite)    Clip Size Up 5          12500
Mags M11   R&D     Chapter 10           Firepower Boost 5       12500
Mags M1R   Award   Chapters 10-11
MAJ-X M3   R&D     Chapter 11           Added Effect 6          18000
T-MAG 2    R&D     Ch. 11 (if Elite)    Clip Size Up 6          18000
Mags M1R   R&D     Chapter 11           Firepower Boost 6       18000
Mags M3R   Award   Chapters 12-14
MAJ-X M10  R&D     Chapter 13           Added Effect 7          24500
T-MAG 10   R&D     Ch. 13 (if Elite)    Clip Size Up 7          24500
Mags M20   R&D     Chapter 13           Firepower Boost 7       24500
ZM MP 4(g) Ace     Chapter 14
MAJ-X M11  R&D     Chapter 15           Added Effect 8          32000
T-MAG 11   R&D     Ch. 15 (if Elite)    Clip Size Up 8          32000
Mags M21   R&D     Chapter 15           Firepower Boost 8       32000
MagsM10R   Award   Chapter 15
MAJ-X M12  R&D     Chapter 16           Added Effect 9          40500
T-MAG 12   R&D     Ch. 16 (if Elite)    Clip Size Up 9          40500
Mags M22   R&D     Chapter 16           Firepower Boost 9       40500
MagsM20R   Award   Chapters 16-17
ZM MP 5(g) Ace     Chapter 17
MAJ-X M20  R&D     Chapter 18           Added Effect 10         50000
T-MAG 20   R&D     Ch. 18 (if Elite)    Clip Size Up 10         50000
Mags M30   R&D     Chapter 18           Firepower Boost 10      50000
MagsM30R   Award   Chapter 18
ZM MP 6(g) Ace     Ex. Sk. 3
Ruhm       A-rank  Behind Her Blue Flame DLC
ZM MPX3(g) Ace     Edy Sk. 5


Once your Shock Troopers reach Elite status, they can equip a flamethrowing
attachment on their machine guns.  Although it has a short range, it burns
everything in an arc when you fire it, and is unaffected by whether an enemy
is crouching behind sandbags, hiding in the grass or in other cover.  They are
therefore great at burning folks out of cover.  Aimed relatively low, they will
also damage units who duck and evade. Ouch.

All Flamethrowers are area of effect weapons, so I left out the “Area” column
from the table. Their stats:

Flamer     Aim  Range  vsPers vsArmor   Efct    Shots   Ammo
-------------------------------------------------------------------------------
FF-I       B    90      130     44      -       1       Inf.
FoG 01     B    90      130     46      HP Dwn  1       Inf.
FF-2       B    90      150     50      -       1       Inf.
FoG 02     B    90      157     46      HP Dwn  1       Inf.
FF-3       B    90      200     52      -       1       Inf.
FoG 03     B    90      185     47      HP Dwn  1       Inf.
FF-4       B    90      250     52      -       1       Inf.
VB FW 1(g) B    90      380     60      -       1       Inf.
VB FW 2(g) B    90      500     70      -       1       Inf.
FoG 04     B    90      212     47      HP Dwn  1       Inf.
FF-5       B    90      300     52      -       1       Inf.
FoG 05     B    90      240     49      HP Dwn  1       Inf.
FF-6       B    90      350     52      -       1       Inf.
FoG 06     B    90      267     49      HP Dwn  1       Inf.
FF-7       B    90      400     52      -       1       Inf.
FoG 07     B    90      350     54      HP Dwn  1       Inf.
FF-8       B    90      450     57      -       1       Inf.
VB FW XX   B    90      380    1000     -       1       Inf.


Your Shock Troopers automatically equip the first flamethrower, the FF-1, once
they reach Elite status. for free. Others you have to develop or capture.
One thing I don’t know is whether you could equip the flamethrowers you
capture by killing the enemy Aces if you WEREN’T Elite status. It wouldn’t be
easy, at least for the VB FW 2(g) that my pal Fujmolt the Edge wields in
Rosie’s Report, but I would think you could. If anybody knows for sure,
please let me know.

Anyway, here’s how you get them  (please note that "Ex. Sk." stands for
Expert Skirmish, which is available as downloadable content, or DLC):

Flamer     How? When?                   Development             R&D cost
-------------------------------------------------------------------------------
FF-I       Auto Elite Status
FoG 01     R&D  Ch. 8 (if Elite)        Added Effect 1          10500
FF-2       R&D  Ch. 8 (if Elite)        Firepower Boost 1       10500
FoG 02     R&D  Ch. 10 (if Elite)       Added Effect 2          15400
FF-3       R&D  Ch. 10 (if Elite)       Firepower Boost 2       15400
FoG 03     R&D  Ch. 11 (if Elite)       Added Effect 3          21000
FF-4       R&D  Ch. 11 (if Elite)       Firepower Boost 3       21000
VB FW 1(g) Ace  Chapter 11
VB FW 2(g) Ace  Rosie's Rpt.
FoG 04     R&D  Ch. 14 (if Elite)       Added Effect 4          27300
FF-5       R&D  Ch. 14 (if Elite)       Firepower Boost 4       27300
FoG 05     R&D  Ch. 15 (if Elite)       Added Effect S          34300
FF-6       R&D  Ch. 15 (if Elite)       Firepower Boost 5       34300
FoG 06     R&D  Ch. 16 (if Elite)       Added Effect 6          41900
FF-7       R&D  Ch. 16 (if Elite)       Firepower Boost 6       41900
FoG 07     R&D  Ch. 18 (if Elite)       Added Effect 7          50100
FF-8       R&D  Ch. 18 (if Elite)       Firepower Boost 7       50100
VB FW XX   Ace  Ex. Sk. 9


-------------------------------------------------------------------------------
[SNP]                        SNIPERS
-------------------------------------------------------------------------------
SNIPER RIFLES

Your Snipers use Sniper Rifles. Throughout the game, a hit to the head of
any infantry unit not in cover is nearly always a one-hit kill. Accordingly,
Accuracy (Aim) and Range are the key statistics, in my opinion. If you look
at the tables, you'll notice that you're going to go a long time before you
can get a better Sniper Rifle, either from an enemy Ace or the Princess, than
you can develop on your own.

Early on, as mentioned above, your snipers have poor personal accuracy stats.
That, combined with the poor Aim and Range stats of the early Sniper rifles,
lead many folks to abandon snipers early on as useless, or save and reload
the game repeatedly to try to make a shot. Don't do either. Spend early DCT on
improving the range and accuracy of your sniper rifles, and your snipers will
fairly quickly begin to shine.

To make everything fit, I abbreviated “Brondel” as “Br’l” in some cases. Sniper
Rifles really don’t have area effects, so I didn’t use a column for Area.

Here are the Sniper Rifle statistics:

Sniper R  Aim   Range  vsPers vsArmor   Efct    Shots   Ammo
-------------------------------------------------------------------------------
GSR-1      C    1000    70      50      -       1       3
GSR-2      C    1000    75      55      -       1       3
GSR-3      C    1100    80      65      -       1       3
GSR-4      C    1100    85      65      -       1       3
ZM SG 1(g) D    450     152     55      -       1       3
GSR-10     B    1200    90      70      -       1       3
Br'l M101X C    700     80      60      Aim Dwn 1       3
Brondel M1 C    1000    100     72      -       1       3
ZM SG 2(g) D    500     155     70      -       1       3
GSR-11     B    1200    95      72      -       1       3
Br'l M102X C    700     82      62      Aim Dwn 1       3
Brondel M2 C    1000    105     75      -       1       3
GSR-1R     C    1250    135     92      -       1       3
ZM SG 3(g) D    500     158     75      -       1       3
GSR-12     B    1200    100     74      -       1       3
Br'l M103X C    700     85      64      Aim Dwn 1       3
Brondel M3 C    1000    110     78      -       1       3
GSR-3R     B    1500    140     94      -       1       3
ZM SG 4(g) D    700     161     86      -       1       3
GSR-20     A    1500    110     79      -       1       3
Br'l M110X C    1000    95      69      Aim Dwn 1       3
Br'l M10   C    1200    130     85      -       1       3
GSR-21     A    1500    115     81      -       1       3
Br'l M111X C    1000    99      71      Aim Dwn 1       3
Br'l M11   C    1200    135     88      -       1       3
GSR-10R    B    1500    145     96      -       1       3
GSR-22     A    1500    120     83      -       1       3
Br'l M112X C    1000    102     73      Aim Dwn 1       3
Br'l M12   C    1200    140     91      -       1       3
GSR-20R    A    1800    150     98      -       1       3
ZM SG 5(g) D    780     183     91      -       1       3
GSR-30     A    1800    130     86      -       1       3
Br'l M120X C    1200    115     76      Aim Dwn 1       3
Br'l M20   B    1500    160     95      -       1       3
GSR-30R    A    1800    170     100     -       1       3
ZM SG 6(g) D    780     190     91      -       1       3
ATR-X1     E    780     70      800     -       1       3
ZM SG 7(g) D    780     215     95      -       1       3
ATR-X3     D    900     65      1000    -       1       3


As mentioned above, because you're going to be using your snipers to get
one-hit headshot kills most of the time, Aim and Range are the big
statistics - damage doesn't really matter all that much. Notice, then, that
by investing in Accuracy, you can get the GSR-10 at Chapter 8. It has B Aim
and 1200 Range. That's better Aim and essentially the same range as the first
Sniper Rifle the Princess gives you (the GSR-1R, with C Aim and 1250 Range),
and nearly as good as the second one (the GSR-2R, with B Aim and 1500 Range).
Eventually, as with other weapons, the final Royal Sniper rifle is the best
available, other than DLC weapons (and as a pure sniper rifle, better than
those, too, in my opinion).

Enemy Ace Sniper Rifles have massive damage, but horrible Aim, so what you
develop is always better, in my opinion. There are also two Snipers you can
capture in the DLC that are anti-armor; great for taking out turrets or tanks
you have a shot at the radiator of; they're fun, so try them out. Here’s how
you get the Sniper Rifles ("Ex. Sk." stands for Expert Skirmish, and "Edy Sk."
stands for EdycDetachment Skirmish, both of which are available as DLC):

Sniper R   How?   When?         Development             R&D cost
-------------------------------------------------------------------------------
GSR-1      Auto   At Start
GSR-2      R&D    Ch. 3         Accuracy Boost 1        500
GSR-3      R&D    Ch. 4         Accuracy Boost 2        2000
GSR-4      R&D    Ch. 6         Accuracy Boost 3        4500
ZM SG 1(g) Ace    Ch. 6
GSR-10     R&D    Ch. 8         Accuracy Boost 4        8000
Br'l M101X R&D    Ch. 8         Added Effect 4          8000
Brondel M1 R&D    Ch. 8         Firepower Boost 4       8000
ZM SG 2(g) Ace    Ch. 8(b)
GSR-11     R&D    Ch. 10        Accuracy Boost 5        12500
Br'l M102X R&D    Ch. 10        Added Effect 5          12500
Brondel M2 R&D    Ch. 10        Firepower Boost 5       12500
GSR-1R     Award  Ch.s 10-11
ZM SG 3(g) Ace    Ch. 10(b)
GSR-12     R&D    Ch. 11        Accuracy Boost 6        18000
Br'l M103X R&D    Ch. 11        Added Effect 6          18000
Brondel M3 R&D    Ch. 11        Firepower Boost 6       18000
GSR-3R     Award  Ch.s 12-14
ZM SG 4(g) Ace    Ch. 12
GSR-20     R&D    Ch. 13        Accuracy Boost 7        24500
Br'l M110X R&D    Ch. 13        Added Effect 7          24500
Br'l M10   R&D    Ch. 13        Firepower Boost 7       24500
GSR-21     R&D    Ch. 15        Accuracy Boost 8        32000
Br'l M111X R&D    Ch. 15        Added Effect 8          32000
Br'l M11   R&D    Ch. 15        Firepower Boost 8       32000
GSR-10R    Award  Ch. 15
GSR-22     R&D    Ch. 16        Accuracy Boost 9        40500
Br'l M112X R&D    Ch. 16        Added Effect 9          40500
Br'l M12   R&D    Ch. 16        Firepower Boost 9       40500
GSR-20R    Award  Ch.s 16-17
ZM SG 5(g) Ace    Ch. 16
GSR-30     R&D    Ch. 18        Accuracy Boost 10       50000
Br'l M120X R&D    Ch. 18        Added Effect 10         50000
Br'l M20   R&D    Ch. 18        Firepower Boost 10      50000
GSR-30R    Award  Ch. 18
ZM SG 6(g) Ace    Ex. Sk. 2&4
ATR-X1     Ace    Ex. Sk. 6
ZM SG 7(g) Ace    Edy Sk. 3
ATR-X3     Ace    Edy Sk. 6


-------------------------------------------------------------------------------
[LNC]                        LANCERS
-------------------------------------------------------------------------------
LANCES

Your Lancers use, you guessed it, Lances.

Once your Lancers get to Elite status, you can research and develop “Mortar”
type lances. As you can see from the table below, the Mortar-type lances
(the Lancaar-SH series) do much less damage against armor than the anti-armor,
but they do a lot more damage against infantry targets and they have an
explosive area effect.

You’ll notice that the mortars have a much greater range than a thrown grenade
(200 vs. 90), but not quite as much as a rifle grenade (200 vs. 250). However,
the Mortar lances do a lot more damage. You’ll find in many cases as the game
progresses that whereas a grenade will not kill most enemies in one hit (enemy
ShockT’s and Scouts have just a few too many HP), a Mortar usually will kill
them. Because Lancer armor has Anti-blast properties, grenades and mortars
aren’t a good choice to go after them with at any point.

Mortars are very useful because they damage troops crouching behind sandbags
and also can blow up the sandbags (or other barriers). They're great for
attacking grouped ShockTs behind sandbags. Also, although they’re
much worse against armor head on, a mortar hit to the radiator is still a
one-hit kill on any tank. If you’re going to try that, you have to be a ways
away, so that you can get the aiming arc to hit the radiator.

In any event, the “Area” field here indicates that the mortar lances have an
area effect, whereas the strictly anti-armor ones don’t. Consider having at
least one of your available Lancers equipped with the mortar type; they can
come in handy.

To make everything fit, I abbreviated “Lancaar” as “Ln’r” and “Theimer” as
“Th’r.” You’ll also notice that I put an asterisk by the Ammo. Lancers start
with 3 Lances. Absent a Potential (like Mooch or Extra Shot, which give them
one additional round the Phase it activates), Order (Resupply, which gives
them 3 again), or being reloaded by an Engineer (which also reloads three
rounds), Lancers will get one more round to fire the next Phase. Unless
they're in a friendly base, in which case they'll have 3 again.
Okay, enough of the pitch, here are the stats:

Lance      Aim  Range  vsPers vsArmor   Area    Shots   Ammo
-------------------------------------------------------------------------------
Ln'r M1    D    600     120     850     X       1       3*
Ln'r M2    D    600     125     900     X       1       3*
Ln'r M3    D    600     130     950     X       1       3*
Ln'r M4    D    600     150     1000    X       1       3*
Th'r M01   D    600     150     1100    X       1       3*
Ln'rSHM1   C    200     320     300     O       1       3*
Th'r M02   D    600     155     1150    X       1       3*
Ln'r M1R   D    620     150     1000    X       1       3*
Ln'rSHM2   C    200     340     325     O       1       3*
Th'r M03   D    600     160     1200    X       1       3*
Ln'r M3R   C    620     200     1150    X       1       3*
Ln'rSHM10  C    200     375     350     O       1       3*
Th'r M10   D    600     190     1300    X       1       3*
Ln'rSHM11  C    200     410     375     O       1       3*
Th'r M11   D    600     195     1350    X       1       3*
Th'r M01R  C    620     225     1300    X       1       3*
Th'r M10R  C    620     250     1450    X       1       3*
Ln'rSHM12  C    200     450     400     O       1       3*
Th'r M12   D    600     195     1400    X       1       3*
Ln'rSHM20  C    200     500     450     O       1       3*
Th'r M20   D    600     225     1500    X       1       3*
Th'r M20R  C    650     300     1600    X       1       3*
VB PL XX   B    500     120     850     X       1       3*
vB PL X3   B    700     120     1000    X       1       3*


Lances are another weapon where the stuff you develop is generally equal to or
better than what the Princess gives you early on. The only enemy Ace Lances are
in the DLC, and the Princess doesn't give you any Mortar-type lances.
So, you're going to want to invest in R&D for your Lances, particularly early.

The final few anti-tank Lances that the Princess gives you are much better
than what you can develop: Royal Lances are the only anti-tank Lances in the
game with C Aim, which is much better than D, and they also deal more damage
than the ones you can develop.

The enemy Ace Lances, the VB PL XX and X3, available through the DLC, are the
only Lances with B Aim, but note that you sacrifice a lot of damage. They're
great for taking out turrets and tanks you can get behind.

Here’s how you get the Lances (please note that "Ex. Sk." stands for Expert
Skirmish, and "Edy Sk." stands for Edy Detachment Skirmish, both of which
are available as downloadable content, or DLC):

Lance      How?    When?                Development             R&D cost
-------------------------------------------------------------------------------
Ln'r M1    Auto    At Start
Ln'r M2    R&D     Ch. 3                Firepower Boost 1       700
Ln'r M3    R&D     Ch. 5                Firepower Boost 2       2450
Ln'r M4    R&D     Ch. 7                Firepower Boost 3       5110
Th'r M01   R&D     Ch. 8                Firepower Boost 4       8600
Ln'rSHM1   R&D     Ch. 10 (if Elite)    Enhanced Mortar 5       12900
Th'r M02   R&D     Ch. 10               Firepower Boost 5       12900
Ln'r M1R   Award   Ch.s 10-11
Ln'rSHM2   R&D     Ch. 12 (if Elite)    Enhanced Mortar 6       17900
Th'r M03   R&D     Ch. 12               Firepower Boost 6       17900
Ln'r M3R   Award   Ch.s 12-14
Ln'rSHM10  R&D     Ch. 14 (if Elite)    Enhanced Mortar 7       23700
Th'r M10   R&D     Ch. 14               Firepower Boost 7       23700
Ln'rSHM11  R&D     Ch. 15 (if Elite)    Enhanced Mortar 8       30200
Th'r M11   R&D     Ch. 15               Firepower Boost 8       30200
Th'r M01R  Award   Ch. 15
Th'r M10R  Award   Ch.s 16-17
Ln'rSHM12  R&D     Ch. 17 (if Elite)    Enhanced Mortar 9       37300
Th'r M12   R&D     Ch. 17               Firepower Boost 9       37300
Ln'rSHM20  R&D     Ch. 18 (if Elite)    Enhanced Mortar 10      45200
Th'r M20   R&D     Ch. 18               Firepower Boost 10      45200
Th'r M20R  Award   Ch. 18
VB PL XX   Ace     Ex. Sk. 8
VB PLX3(g) Ace     Edy Sk. 2


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[CLO]                        CLOSING REMARKS
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That's it for now. I hope you found this guide useful. Thanks again to Busard
for the information on the DLC weapons and correction, and to the folks on the
Board who keep it going (y'all know who you are).