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Follow the dark path or use the light
Front Mission Pack Shot

Front Mission


Beginner Guide

by LegaiaRules

By Angelo Pineda([email protected])


12-2-2009 - Cleaned up information. Added some details forgotten from the
previous update.
12-12-2007 - Minor grammar changes made and additional data on pilot and 
battle skills added.
26-11-2007 - Changes made according to the North American version. Added 
battle skills and differences between each level. Guide complete.
8-10-2007 - Beginner's Guide done. Will update material according to changes
in the North American version.


Sections							Search Codes
Front Mission History						[FHIS]
2. BASICS							[BASE]
Game Flow							[GAME]
Mission Play							[MISS]
Intermissions							[INMS]
Frequently Asked Questions(FAQ)					[TFAQ]
Battle Phases							[PHAS]
Wanzer Combat							[WCOM]
Wanzer Actions							[WACT]
Terrain Effects							[TERR]
Job Types							[JTYP]
Weapon Types							[WTYP]
Frequently Asked Questions(FAQ)					[BFAQ]
Wanzer Design							[WDES]
Wanzer Parameters						[WPAR]
Wanzer Types							[WANT]
Frequently Asked Questions(FAQ)					[WFAQ]
5. CREDITS							[CRED]

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].


Finally, the original Front Mission gets an official Western release after 
waiting for more than a decade since the Japanese release! To those who are
unfamiliar with Front Mission, this guide will get you up to speed! Any Front
Mission is not easy to get into and they tend to be confusing for newcomers.
Thus, I decided to make this guide with the sole purpose of explaining how 
the fundamentals of Front Mission work. Enjoy!

Sites allowed to post this guide:

I will consider allowing other sites to post this guide if I get an email on
the address shown above. I'm usually open to allowing other sites to post my
guides provided that I am credited for my work. I assume anyone reading this
is aware of the guide's purpose so I don't think I need to explain that. 
Also, don't try and pass this work of as your own. I've created this guide in
a certain way that allows me to identify if someone has plagiarized from my 
guide. Respect those who spend a great deal of time making guides to help out
other people. We don't do it just because guide writing is fun, you know!


This is a beginner's guide to Front Mission 1st, titled "Front Mission" for 
the game's North American release on the Nintendo DS. The guide will document
the foundation and game mechanics that are found in the game. This will not
document any material pertaining to the game's missions and whatnot so please
don't send any questions to my e-mail address about that. Go to GameFAQs if 
you are looking for walkthroughs of the game. This guide is written for those
who have never played Front Mission or this one in particular if you have 
already played other Front Mission installments before.

NOTE: The naming for some information may be changed for the North American 
version so expect a minor update when the game is released.


So what exactly is Front Mission? Well, it is Square Enix's first strategy
role-playing game(RPG) series developed by series visionary Toshiro Tsuchida. 
Although most tend to classify Front Mission under the aforementioned genre, 
it actually leans more towards the strategy side as opposed to the RPG side.
As of now, the series enjoys a reasonable level of popularity in its home
region, Japan. Front Mission, unfortunately, has not enjoy the same level of
success overseas as Front Mission 3 and 4 are the only installments that have
seen release outside of Japan. 

Front Mission 1st for the Nintendo DS, which was renamed as "Front Mission" 
by the developers for the North American release, will be the third game to be 
released outside of Japan. The game is actually a port of the Front Mission 
1st remake that only saw a release in Japan. This version of 1st has several 
new features, which will be detailed in the following sections to come. 
Interesting to note is that this is the first official Western release of 
Front Mission, considering that the original game was translated by a group of 
fans several years ago. You may or may not have played the fan translation, 
but this iteration of Front Mission is not the same as the original.

What defines Front Mission and sets it apart from similar entries? First, the
series takes place in modern-day settings as opposed to fantasy settings that
similar offerings provide. To be specific, Front Mission is inspired by real
life issues and incorporates them into the narratives. As a result, the main
themes of each installment focus on the facets of conflict and war. The games
focus on how these conflicts affect individuals and their way of life. Thus,
Front Mission narratives don't follow the typical save-the-world cliche and
opt for realism instead: plot elements are never truly resolved and there is
no true "good" or "bad" guy.

Mecha is another factor that defines Front Mission: the Wanderung Panzer
(German for a "walking tank") or the Wanzer. For the uninitiated, mecha is
the term for a bipedal machine that a human pilots to go and blow up stuff.
Most mecha are unrealistic in terms of real-life applications in that they
are portrayed as all-powerful machines that render other weapons platforms 
obsolete. Wanzers, however, are more grounded in realism in their design and
that they are assisted by other weapons platforms despite being a versatile
weapons platform themselves. The official term used to classify a wanzer is
Wanderung Armored Panzer, or WAP in short.

For anyone who wants to dip into more Front Mission offerings, the following
is a quick summary of the major Front Mission products released. Most of them
are in Japan so you likely will have to import any of these products:


Front Mission 2 - PlayStation. Front Mission 2 is Japan-only so importing is
your best option. This is very rare even on the net so consider yourself a
lucky one if you can get it.

Front Mission 3 - PlayStation. Front Mission 3 has been released overseas, 
but it is hard to find nowadays. You may need to search on the net if you 
can't find this in retail stores.

Front Mission 4 - PlayStation 2. Front Mission 4 has been released overseas
and is fairly easy to find nowadays. Game retail stores should still have a
copy or two lying around.

Front Mission 5: Scars of the War - PlayStation 2. Front Mission 5 is 
Japan-only so importing is your best option. Don't expect this to get a 
releases overseas since the PS2 is in its dying phase.


Front Mission: Gun Hazard - Super Nintendo. Front Mission: Gun Hazard is a
Japan-only release, but there is a fan translation available on the net. For
obvious reasons, I won't be detailing how you can play the fan translation.

Front Mission: Alternative - PlayStation. Front Mission: Alternative is 
Japan-only so importing is your best option. As with Front Mission 2, this is
a rare find so search hard if you want to play this.

Front Mission: Online - Playstation, PC. Front Mission: Online is Japan-only
and requires signing up for Square Enix's Japan-only Play Online service. 
This was recently discontinued so don't think you can play this one.

Front Mission 2089 - Mobile Phones. Front Mission 2089 is for Japan-only
mobile phones so any chance of playing this is out of the question.

Front Mission 2089-II - Mobile Phones. Front Mission 2089-II is the same as
2089 so you have no chance of playing it unless you live in Japan.

Front Mission 2089: Border of Madness - Nintendo DS. Front Mission 2089: 
Border of Madness is Japan-only, but at least it isn't on the mobile phones.


Front Mission History - PlayStation. This is a compilation that consists of
Front Mission 1st, Front Mission 2, and Front Mission 3. Front Mission 1st is
the PlayStation remake of the original, Front Mission 2 enables the ability
to skip scenes and battles, and Front Mission 3 is unchanged. As with most of
the Front Mission products, this is Japan-only. Since this one only had a 
print run of 20,000, this is arguably the rarest product out of the bunch to


Front Mission: The Drive - Manga(Japanese for "comics"). Front Mission: The
Drive is Japan-only and is very hard to find on the net. The only chance of
getting this is if you live in Japan.

Front Mission: Dog Life and Dog Style - Manga. Front Mission: Dog Life and
Dog Style are Japan-only and equally as hard to find as The Drive manga. The
same situation with The Drive applies to Dog Life and Dog Style.

Front Mission: World Historica - Artbook though it has a tremendous amount of
information as opposed to artwork. World Historica documents the entire world
of Front Mission in one giant book. This is Japan-only but it is a fairly
recent release so it can be imported without too much difficulty.

Original Soundtracks(OST) - All are Japan-only but many online gaming stores
carry these. Some like the Front Mission 2 or Front Mission: Gun Hazard OSTs
are very rare so you may have to search harder to find them.

2. BASICS							[BASE]

This section will detail how Front Mission works as a whole. If you are more
interested in learning specific mechanics about the game, please check the
other sections.


Front Mission progresses like any typical game: the player goes through a set
amount of missions before beating the game. In-between each mission, the 
player can manage their characters in preparation for the next mission. Event
scenes occur at certain periods of time before, during, or after a mission. 
These are plot-related events that reveal more about the topics covered in
the game and the characters themselves. The player travels to locations on a
point-and-click style of world map, which consist of battlefields, towns, and
cities. Although the game follows a linear path, the player is free to visit
past towns and cities to gather information and whatnot. 

Special in this version of Front Mission is the ability to choose between two
sides of the game from the start. The original side starting Royd Clive of 
the Canyon Crows is available, but the new side staring Kevin Greenfield of
the Black Hounds can be selected as well. This side made its appearance in 
the Front Mission 1st remake for the PlayStation and is a completely 
different experience from Royd's side. New to the DS version of 1st are the
inclusion of new missions on both sides that can be accessed at certain time
periods. Apart from these, this is how the game flows and progresses.

To recap game flow:

1. Play and complete missions.
2. Intermission: prepare and setup units at towns and cities.
3. Progress plot by watching scenes before, during, or after missions.
4. Repeat until the player beats the game.


Missions in Front Mission work similar to other strategy RPG offerings. Prior
to most missions, the player can see a basic briefing of the enemy forces and
the main threat or objective for the mission. The player can make adjustments
to their units accordingly before commencing the mission. Once in a mission,
the winning conditions must be met in order to complete the mission. At the
completion of any mission, the player is rewarded with monetary funds from 
military commission(if possible) and the amount of enemies destroyed. This is
subtracted from the repair costs, which are incurred for every unit destroyed
in battle.

Each mission has a limit to how many units can be deployed for the mission,
though Royd and Kevin are mandatory participants in every mission. Peewie, 
the supply truck driver on the Canyon Crows, is also automatically deployed 
in every mission. On several occasions, non-playable characters(NPC) fight in
missions although the AI controls all of their actions. As far as mission 
variety is concerned, most missions are involved with the destruction of all 
enemy units. Some missions have different conditions, such as protecting a
particular unit or destroying enemy units without the given time limit. This
covers the flow behind mission play in a nutshell. 

Briefing Screen interface:

|     TARGET        ||        BOSS DATA        |
||-----------------||| MELEE [************] xxx|
||PicturePicturePic||| SHORT [************] xxx|
||PicturePicturePic||| LONG  [************] xxx|
||PicturePicturePic||| DODGE [************] xxx|
||PicturePicturePic|||                         |
||PicturePicturePic||| TOTAL              xxxx |
||-----------------||  -------------------------
---------------------  |      ENEMY DATA       |
|      YOUR DATA      || NORMAL UNITS        xx|
|---------------------|| BOSS UNITS          xx|
| UNIT              xx|| SUPPLY TRUCKS       xx|
| AT [**********] xxxx|| AT [**********]   xxxx|
| DF [**********] xxxx|| DF [**********]   xxxx|
|      ACE PILOT      ||       ACE PILOT       |
| NAME        LV.   xx|| NAME        LV.     xx|

Briefing Screen guide:

TARGET - the main target for the mission.
Picture - the picture of the mission target.
MELEE - the boss unit's potency in the Melee class.
SHORT - the boss unit's potency in the Short class.
LONG - the boss unit's potency in the Long class.
DODGE - the boss unit's potency in the Dodge class.
TOTAL - the total potency of the boss unit in all classes.
UNIT - the amount of player units that can be used for the mission.
NORMAL UNITS - the amount of normal enemy units fought in the mission.
BOSS UNITS - the amount of special enemy units fought in the mission.
SUPPLY TRUCKS - the amount of supply truck units fought in the mission.
AT - the cumulative attacking potency for all of the player or enemy's units.
DF - the cumulative defense potency for all of the player or enemy's units.
ACE PILOT - the name of the player or enemy's best pilot and their levels.


Intermissions are sections of the game in which the player is currently not
participating in a mission. During an intermission, the player has access to
a few options. Normally after a mission ends, the player is returned to the
world map. The player's only option is to head for a town or city nearby the
area of operations. At any town or city, the player can access the following

Military Ward
Command Room
Pilot Status

The Shop or Hangar is where the player can buy or sell parts and items for 
mission play. This is the place to go for upgrading wanzers any time during 
the game. Plot progression and mission briefings take place at the Military
Ward and Command Room for the U.C.S scenario. The Barracks on the U.C.S.
scenario is where the player can speak with their teammates. The Bar is home 
to the common folk encountered in the game. Some folks offer helpful tips 
about playing the game or reveal more details about the game's backstory. 
Exclusive to Royd's side, certain individuals can be recruited at the Bar. 
This is possible if certain conditions are met.

If the player wants more funds, the Arena is a side feature that pits a 
player-controlled unit against the AI for the purpose of accumulating money.
A select few individuals can be recruited after beating them if playing Royd's 
side. Pilot Status is self-explanatory; the player can see the performance
parameters of all playable units. The Setup allows the player to configure or
create wanzers, as well as configure the battle skills for the pilots(more on
this later). Save/Load are both self-explanatory features and so is the Exit
option. One item to make note of is that you cannot leave a town or city in
most cases until you visit the Military Ward or Command Room.


Going back to the Arena, the player can choose from fighting an opponent in a
solo battle or another player through the Duel feature. When fighting in a
solo battle, the player must choose a unit to use for the fight. Next, the 
player must select from a list of opponents in a given town or city and fight
one of them. After selecting an opponent to fight, the player must choose an
fixed amount of money for the bet. If the player wins, they win an amount of
money equal to the bet multiplied by the Odds rate. If they lose, the amount
of money bet will be deducted from the player's total amount of funds. The
Odds rate fluctuates based on the unit's composition against the enemy's.

When a battle commences, the player gets to select what weapon their unit 
will use for the turn. After the action is completed, the player can choose
their next action and so on. The goal of the battle is to destroy or disable
the Arena combatant before your unit gets destroyed or disabled. Destroying a
wanzer is relatively simple, but you can opt to destroy the wanzer's Arms 
instead. To disable a wanzer means to eliminate their ability to attack with
their weapons so destroying their Arms is an alternative means to winning.
There is no draw; the player successfully defeats the Arena combatant or vice

On a final note, weapon priority plays a role in who acts first. Melee takes
priority over Long, but loses out to Short. Short takes priority over Melee,
but loses out to Long. Finally, Long takes priority over Short, but loses out
to Melee. If you can guess what weapon an enemy will use, you can use the 
information above to gain initiative when it comes to actions.

Arena Screen interface:

|     ENEMY     |	   -----------------
|---------------|	   | ODDS    XXX.XX|
|   COMBATANT   |	   -----------------
|   COMBATANT   |	  --------------------
|   COMBATANT   |	  |    VEHICLE DATA  |
|   COMBATANT   |	  |------------------|
|---------------|	  | NAME:            | 
-----------------         |                  |
                          | MELEE [*****] xxx|
                 	  | SHORT [*****] xxx|
---------------- 	  | LONG  [*****] xxx|
| FUNDS xxxxxxx|	  | DODGE [*****] xxx|
----------------          --------------------

Arena Screen guide:

COMBATANT - the name of the Arena combatant.
ODDS - the chance of victory against the Arena combatant. If the unit is more
powerful than the Arena combatant, the Odds rate will be low. High Odds rate
reflects a stronger Arena combatant and a weaker player unit.
NAME - the name of the WAP unit that the Arena combatant uses.
MELEE - the Arena combatant's potency in the Melee class.
SHORT - the Arena combatant's potency in the Short class.
LONG - the Arena combatant's potency in the Long class.
DODGE - the Arena combatant's potency in the Dodge class.
FUNDS - the amount of funds available to the player for usage.


Q: How do much of the game uses the stylus? Could I opt to use the regular
controls instead?

A: The stylus control is used for every menu and option in the game apart 
from using them in battle. Stylus usage is 100% optional, although it feels
more natural on the hands in terms of controlling the battles. It's up to you
whether or not you want to play the game with stylus or regular controls.

Q: I just completed a mission and went back to the nearest town. When I exit
the town, I can only access the same destinations! Any idea on how to get 
past this?

A: New destinations are only unlocked under the following criteria: the next
mission assignment is assigned, talk to a certain individual, or through plot
progression. For the most part, going to the Military Ward or Command Room 
unlocks a new destination. 

Q: I need help on a mission! I saw the briefing prior to the mission and made
preparations, but there are things the mission didn't go through! What gives?

A: The briefings are only designed to give the player a general idea of what
to expect in an upcoming mission. The missions themselves tend to have extra
factors to take note of that the briefings never detail. If you feel that you
aren't properly prepared for the mission, you can always make adjustments in
the Setup menu.

Q: During an Arena battle, I fought a combatant and for some reason, it was
over! I didn't even destroy the combatant so I'm not sure what happened. Can
you explain how I did this?

A: As stated earlier, there are two means of winning Arena battles. If you 
are not capable of destroying the combatant, you can disable them by taking
off their arms. Not that I'm saying this is an easy task to do, but it is an
option worth taking if necessary.

Q: How is money calculated through Odds in the Arena? I fought a combatant
at 1.01 Odds and barely got any money back!

A: The amount of money you earn is basically how much you bet multiplied by
the Odds rate. So if you bet 5000 and had an Odds rate of 1.50, you will get
7500. Subtract the 5000 you bet and 2500 is the amount won from that battle.


This section details the fundamental mechanics of Front Mission's battle
system. If you are looking for information on how the battles work, you are 
in the right section. Reading information on Wanzer Setup is also recommended 
as information here goes hand-in-hand with the aforementioned section.


Combat in Front Mission is different from the standard strategy RPG in that
it does not rely on a dexterity parameter to determine turn priority. Front
Mission uses the concept of Phases; the player's units go first and when they 
have finished acting, the AI-controlled enemy units act next. These Phases 
are appropriately titled as Player and Enemy Phases. A full turn, therefore,
is the combination of one Player and Enemy Phase. While the player-controlled
units act only in Player Phases, they can counter enemy attacks during Enemy 
Phases when the opportunity is possible. If the player does not need to act,
they can force a Player Phase to end. Thus, the general flow of a mission is 
as follows:

1. Player Phase.
2. Enemy Phase.
3. Repeat until the player wins or loses.


As the main fighting unit in any Front Mission, wanzers are unique in several
ways. Wanzers are compromised of four specific parts that have their own 
special purposes and durability parameters, known as Health Points(HP). The
Legs control the wanzer's ability to move around the battlefield. The Arms 
allow the wanzer to attack using hand and shoulder-equipped weapons. Finally, 
the Body keeps the wanzer unit operating on the battlefield. Attacks damage
parts on a random basis and do not focus on any specific part.

Destruction of any part severely cripples a wanzer's effectiveness in battle. 
Without the Legs, the wanzer's movement is cut in half and thus it becomes an 
easy target for the enemies. Destruction of an Arm is self-explanatory; 
weapons equipped on it cannot be used. Lastly, destruction of the Body is the
only way to eliminate a wanzer completely. Needless to say, the fastest way
to destroy a wanzer is by destroying their Body parts. Most of the time, this
isn't possible without taking out the Arms or Legs first.

This may sound confusing at first, but the wanzer mechanics are quite easy to
get into. Basically, as long as a wanzer's Body is functional, it has uses in
a mission. Even if a wanzer has nothing left except a Body, it can provide 
assistance to the other units in some way outside of attacking. Destroyed 
parts can be restored with a supply truck(more on this later) so no wanzer is
truly "dead weight" until they are eliminated for good. 


Wanzer mechanics aside, wanzers can do a variety of actions in mission play.
The most basic actions are moving, attacking, and using items. Movement and
attacks are self-explanatory, but attacks become unavailable if there is no
enemy within weapon range or both Arms are destroyed. Using items is more of
a support action as opposed to an offensive one. The basic purpose of items 
is being able to repair damaged parts, although they cannot restore any that
have been destroyed. There are special items that affect the performance of
player or enemy units. Their data is detailed in the following section:

Support Item Guide:

Name	       Range  Effect
B.A. Mine      0      Places a mine in the current location.
Flash Grenade  1-4    Stuns target.	
Smoke Grenade  1-4    Lowers target's accuracy. 	
Chaff Grenade  1-4    Protects against long-range attacks.	
Acid Bomb      1-4    Lowers target's defense.

B.A. Mines damage units that end their movement on a mine's current location.
This affects both ally and enemy units. Flash Grenades cause Stun status, 
which means that the unit is defenseless and all attacks have 100% accuracy
rates against them. Smoke Grenades lower the unit's weapon accuracy by 50%
for all weapons in the Melee and Short classes. Chaff Grenades decrease any
attacking unit's accuracy by 75% for weapons in the Long class. Acid Bombs
decrease the unit's Defense by a certain amount for the entire mission. All
three grenades have a 50% chance of recovery each turn.

In regards to special actions, the player can interact with Peewie's supply
truck in Royd's side. Interacting with the supply truck requires a wanzer to
stand one square adjacent to it. With the supply truck, the player can refill
weapons out of ammunition or change weapons if the situation demands it. The
supply truck is also the only unit in Royd's side that can restore destroyed
parts, which makes it a vital target to protect. If a wanzer does not move 
away from the supply truck, all parts will be repaired by 5% every turn. It
isn't the best method for repairs but it is helpful to use nonetheless.

The supply truck is a unit unique to Royd's side as there is no such unit for
Kevin's side. Kevin's side does have access to a part known as the Riff. This
part has the same restoration and ammunition reload features as the supply 
truck. The Riff also comes with a basic repair feature, which restores 50% of 
a wanzer's part HP. The drawback is that the unit with Riff cannot equip any 
backpacks in order to use the Riff.(more on this later) 

On a final note, the player can check the status of each unit on the top 
screen of the DS. In the original Front Mission, checking status of a machine 
and pilot were options. With the DS, unit status is displayed anytime a unit 
is selected on the bottom screen.

Unit Status Screen interface:

|           VEHICLE STATUS           ||             PILOT STATUS             |
| UNIT NAME:                         || PILOT NAME:                  LV.  xx |
|		    -NOW-  /  -MAX-  ||			-LEVEL-	    -EXP-    |
| BODY		    xxxx   /  xxxx   || MELEE		     xx	     xxxx    |
|		   [****************]|| SHORT		     xx      xxxx    |
| LEFT ARM          xxxx   /  xxxx   || LONG                 xx      xxxx    |
|		   [****************]|| DODGE 		     xx      xxxx    |
| RIGHT ARM         xxxx   /  xxxx   || TOTAL                       xxxxx    |
|                  [****************]||                                      |
| LEGS              xxxx   /  xxxx   || SKILL: ---                           |
|                  [****************]||        ---                           |
| MOVE: xx			     ||        ---                           |
| STATUS:  ---		---          ||        ---			     |
|          --- 		---	     ||        ---			     |
| UNIT NAME:			-NAME-	      	       -AMMO-	-RANGE-      |
| 	     BODY		BODY WEAPON	       xx / xx	  x - xx     |
|	     L. HAND		L. HAND WEAPON 	       xx / xx 	  x - xx     |
|	     R. HAND	   	R. HAND WEAPON	       xx / xx    x - xx     |
|	     L. SHOULDER	L. SHOULDER WEAPON     xx / xx    x - xx     |
|	     R. SHOULDER	R. SHOULDER WEAPON     xx / xx    x - xx     |

Unit Status Screen

(Vehicle Status)
VEHICLE STATUS - shows details of the selected unit's vehicle.
UNIT NAME - the name of the selected unit's vehicle.
NOW/MAX - the current/maximum HP values for the selected unit's vehicle.
BODY - the current/maximum HP values for the selected unit's Body.
LEFT ARM - the current/maximum HP values for the selected unit's Left Arm.
RIGHT ARM - the current/maximum HP values for the selected unit's Right Arm.
LEGS - the current/maximum HP values for the selected unit's Legs.
MOVE - the movement value of the selected unit's vehicle.
STATUS - the current status of the selected unit's vehicle.

(Pilot Status)
PILOT STATUS - shows details of the selected unit's pilot.
LV - the overall level of the selected unit's pilot.
LEVEL - the current amount of Job levels that the selected unit's pilot has.
EXP - the current amount of EXP that the selected unit's pilot has.
MELEE - the selected unit's pilot potency in the Melee class.
SHORT - the selected unit's pilot potency in the Short class.
LONG - the selected unit's pilot potency in the Long class.
DODGE - the selected unit's pilot potency in the Dodge class.
TOTAL - the total potency of the selected unit's pilot in all classes.
SKILL - the equipped skills of the selected unit's pilot.

(Equipment View)
UNIT NAME - the name of the selected unit's vehicle.
NAME - the name of the selected unit's weapons.
AMMO - the current/maximum amount of ammo for the selected unit's weapons.
RANGE - the minimum/maximum range values for the selected unit's weapons.
BODY - the weapon equipped into the selected unit's Body.
L. HAND - the weapon equipped onto the selected unit's Left Hand.
R. HAND - the weapon equipped onto the selected unit's Right Hand.
L. SHOULDER - the weapon equipped onto the selected unit's Left Shoulder.
R. SHOULDER - the weapon equipped onto the selected unit's Right Shoulder.


Unlike most strategy RPGs, Front Mission makes use of the terrain as a vital
part of any mission. Each square on a map has a geographical rating known as
Geo, which is renamed as "Cover" for the North American version. Basically,
Cover affects two parameters in regards to wanzer combat: the unit's movement
and weapon accuracy. A weapon's accuracy is deducted directly from the Cover
rating of the target's square. For example, a unit on forest terrain tends to
have a Cover rating of 20% or higher. Thus, the unit is hard to hit on this
terrain. In urban terrain, Cover ratings are generally around 5% so any units
on this terrain are easy to hit. 

The player can equip four unique Leg types for their wanzers: Normal, Hover, 
Treads, and Tires. All Leg types require a certain amount of Move to traverse 
one square on a map. Referring to the forest terrain example, Tires Leg types
expend 3 Move to traverse a square although Normal Leg types expend 4 Move 
for every square on this terrain. Elevation also plays a role in what terrain 
each Leg type can move on. So while Tires Leg types may seem great on flat 
surfaces, they can ascend or descend one elevation level at a time. Normal 
Leg types can ascend or descend two elevation levels at any given time.


A standard mechanic found in every strategy RPG, Front Mission incorporates
a Job class system. There are four Job classes found in Front Mission: Melee,
Short, Long, and Dodge. Melee is a class that specializes in melee weaponry
such as rods and a wanzer's arms. Short is a class that specializes in ranged
weaponry at close range such as machine guns, shotguns, flamethrowers, and
rifles. Long is a class that specializes in ranged weaponry at long range 
such as missile and rocket launchers. Finally, the Dodge class is simply a
class that specializes in defensive and evasive maneuvers. All pilots have a
specialty, although some specialize in more than one Job class.

In mission play, the player units gain experience towards any of the four Job
classes. Using weapons designated for the Melee, Short, and Long classes will
result in experience for those Job classes. To gain experience in the Dodge
class, a player unit has to be attacked by an enemy unit. Experience gained 
is directed towards a specific Job class depending on the action used. For
example, if Royd attacks an enemy with a Short weapon and EXP + 100 shows on
the battle screen, 100 EXP is added to the Short class. EXP amount fluctuates
based on enemy composition; stronger enemies yield large EXP gains. Extra EXP
is gained by destroying enemy parts, especially if the Body is destroyed.

At certain point values for each Job class, a pilot can learn Battle Skills.
Basically, they are pilot abilities that increase the potency of weapons used
in battle at random. There are seven Battle Skills in total that a pilot can
learn, but pilots are limited to five skills maximum. Likewise, not all 
pilots can learn all skills or have the five skills maximum. To learn skills,
a pilot must level up apart from meeting the point value requirement. Pilot
levels are increased up accumulating a certain amount of total EXP in all Job
classes. Bonus EXP is added to all Job classes during each level increase. If
a pilot reaches the maximum of 50 levels, they cannot learn any more skills. 

Most pilots have three point value intervals and thus three chances to learn
a skill from the Melee, Short, or Long Job classes. There are no skills for
the Dodge class unfortunately. The point value intervals vary depending on 
Job class and the pilot's specialties. A pilot that specializes in Melee will
get skills early whereas a Long specialist training in Melee takes more time
to learn skills. It is important to note that skills cannot be removed and if
the pilot's skill slots are full, no more skills can be obtained. 


1. Royd uses a Melee weapon and gains 55 EXP.
2. 55 EXP is added to Melee, which gives him over 700 in this class.
3. Royd gains a Pilot Level increase.
4. Royd is only at Pilot Level 40 and has two skill slots left so the skill
list for Melee appears.
5. Royd chooses to equip the Melee skill "Double".
6. If Royd does not choose to equip a Melee skill, the list appears whenever
Royd gains a Pilot Level increase and has one skill slot left.
7. Royd will not learn any more skills if he is at Pilot Level 50 and has no
more skill slots left. The Melee skill list does not appear in this case.

Battle skills start at Level 1, though a few characters can get their skills 
to start at Level 2. Constant usage of battle skills will increase its level 
and therefore increase its potency. The final level is known as "Max", which 
has an extremely low chance of happening. The chances of getting the "Max" 
level are 1/2000 so you really have to get lucky for this to appear.

Job Level Guide:

Level	Total EXP
9	0
10	256
11	512
12	768
13	1024
14	1280
15	1536
16	1792
17	2048
18	2304
19	2560
20	2816
21	3072
22	3328
23	3584
24	3840
25	4096
26	4352
27	4608
28	4864
29	5120
30	5376
31	5632
32	5888
33	6144
34	6400
35	6656
36	6912
37	7168
38	7424
39	7680
40	7936
41	8192
42	8448
43	8704
44	8960
45	9216
46	9472
47	9728
48	9984

Pilot Level Guide:

Pilot Level	Total EXP
1		0
2		200
3		400
4		700
5		1000
6		1300
7		1600
8		1900
9		2200
10		2500
11		2800
12		3100
13		3400
14		3700
15		4000
16		4400
17		4800
18		5200
19		5600
20		6000
21		6600
22		7200
23		7800
24		8400
25		9000
26		9600
27		10200
28		11000
29		11800
30		12600
31		13400
32		14200
33		15000
34		16000
35		17000
36		18000
37		19000
38		20000
39		21200
40		22400
41		23600
42		24800
43		26000
44		27400
45		28800
46		30200
47		31900
48		33600
49		35500
50		37500

Pilot Specialty Guide:

Pilot			Specialty		Skill Slots	
(O.C.U. Scenario)
Royd Clive		All-purpose		5
Ryuji Sakata		Short			5
Natalie F. Blakewood	Short			5
Keith Carabell		Short			5
J.J.(Joynas Jeriaska)	Short			5
Frederick Lancaster	Dodge			4
Meihua Yang		Melee			3
Paul C. Greiber		Long			4
Alder Weiss		Melee			3
Hans Goldwin		Long			3
Gregorio Maias		Melee			3
Molly O'Donnell		Dodge			4
Bobby Hopkins		Short			4
Porunga			Dodge			5
Yeehin Yang		Short			4
Ralph Dian		Melee			3
Gentz Weizer		All-purpose		2
Peewie Richberg Jr.	Short			1
(U.C.S. Scenario)
Kevin Greenfield	All-purpose		5
Johnny Sanders		Short			5
Matthew D. Lorenzo	Melee			5
Halle Fiennes		Dodge			4
Howard Wong		Long			4
Gina Davies		Short			3
Ghetta Cedric		Melee			3
Darril Traubel		Melee			5
Billy Renges		Long			5

Pilot Bonus EXP Guide:

Name			Range	Melee	Short	Long	Dodge
(O.C.U. Scenario)
Royd Clive		2-10	14	14	14	14
----------		11-20	18	18	18	18
----------		21-30	22	22	22	22
----------		31-40	26	26	26	26
----------		41-50	30	30	30	30
Ryuji Sakata		2-10	11	19	13	12
----------		11-20	12	28	16	14
----------		21-30	13	37	19	16
----------		31-40	14	46	22	18
----------		41-50	15	55	25	20
Natalie F. Blakewood	2-10	13	16	15	12
----------		11-20	16	22	20	14
----------		21-30	19	28	25	16
----------		31-40	22	34	30	18
----------		41-50	25	40	35	20
Keith Carabell		2-10	14	16	15	11
----------		11-20	18	22	20	12
----------		21-30	22	28	25	13
----------		31-40	26	34	30	14
----------		41-50	30	40	35	15
J.J.(Joynas Jeriaska)	2-10	12	17	15	12
----------		11-20	14	24	20	14
----------		21-30	16	31	25	16
----------		31-40	18	38	30	18
----------		41-50	20	45	35	20
Frederick Lancaster	4-10	13	12	13	19
----------		11-20	16	14	16	28
----------		21-30	19	16	19	37
----------		31-40	22	18	22	46
----------		41-50	25	20	25	55
Meihua Yang		6-10	17	15	11	13
----------		11-20	24	20	12	16
----------		21-30	31	25	13	19
----------		31-40	38	30	14	22
----------		41-50	45	35	15	25
Paul C. Greiber		7-10	12	12	19	13
----------		11-20	14	14	28	16
----------		21-30	16	16	37	19
----------		31-40	18	18	46	22
----------		41-50	20	20	55	25
Alder Weiss		8-10	16	16	13	11
----------		11-20	22	22	16	12
----------		21-30	28	28	19	13
----------		31-40	34	34	22	14
----------		41-50	40	40	25	15
Hans Goldwin		11-20	16	14	24	18
----------		21-30	19	16	31	22
----------		31-40	22	18	38	26
----------		41-50	25	20	45	30
Gregorio Maias		11-20	28	16	12	16
----------		21-30	37	19	13	19
----------		31-40	46	22	14	22
----------		41-50	55	25	15	25
Molly O'Donnell		6-10	13	12	12	16
----------		11-20	16	14	14	22
----------		21-30	19	16	16	28
----------		31-40	22	18	18	34
----------		41-50	25	20	20	40
Bobby Hopkins		15-20	14	22	22	14
----------		21-30	16	28	28	16
----------		31-40	18	34	34	18
----------		41-50	20	40	40	20
Porunga			15-20	18	18	16	20
----------		21-30	22	22	19	25
----------		31-40	26	26	22	30
----------		41-50	30	30	25	35
Yeehin Yang		17-20	16	22	20	14
----------		21-30	19	28	25	16
----------		31-40	22	34	30	18
----------		41-50	25	40	35	20
Ralph Dian		22-30	31	25	19	13
----------		31-40	38	30	22	14
----------		41-50	45	35	25	15
Gentz Weizer		18-20	18	18	18	18
----------		21-30	22	22	22	22
----------		31-40	26	26	26	26
----------		41-50	30	30	30	30
Peewie Richberg Jr.	6-10	12	16	12	16
----------		11-20	14	22	14	22
----------		21-30	16	28	16	28
----------		31-40	18	34	18	34
----------		41-50   20	40	20	40
(U.C.S. Scenario)
Kevin Greenfield	2-10	14	14	14	14
----------		11-20	18	18	18	18
----------		21-30	22	22	22	22
----------		31-40	26	26	26	26
----------		41-50	30	30	30	30
Johnny Sanders		2-10	13	17	13	12
----------		11-20	16	24	16	14
----------		21-30	19	31	19	16
----------		31-40	22	38	22	18
----------		41-50	25	45	25	20
Matthew D. Lorenzo	2-10	17	15	13	12
----------		11-20	24	20	16	14
----------		21-30	31	25	19	16
----------		31-40	38	30	22	18
----------		41-50	45	35	25	20
Halle Fiennes		4-10	14	13	13	16
----------		11-20	18	16	16	22
----------		21-30	22	19	19	28
----------		31-40	26	22	22	34
----------		41-50	30	25	25	40
Howard Wong		4-10	14	12	17	11
----------		11-20	18	14	24	12
----------		21-30	22	16	31	13
----------		31-40	26	18	38	14
----------		41-50	30	20	45	15
Gina Davies		15-20	12	28	14	14
----------		21-30	13	37	16	16
----------		31-40	14	46	18	18
----------		41-50	15	55	20	20
Ghetta Cedric		21-30	22	16	16	22
----------		31-40	26	18	18	26
----------		41-50	30	20	20	30
Darril Traubel		15-20	14	12	10	14
----------		21-30	16	13	10	16
----------		31-40	18	14	10	18
----------		41-50	20	15	10	20
Billy Renges		13-20	10	12	14	14
----------		21-30	10	13	16	16
----------		31-40	10	14	18	18
----------		41-50	10	15	20	20

Pilot Skills Guide:

Name			Melee		    Short		Long
(O.C.U. Scenario)
Royd Clive		Stun/Double/First   Duel/Speed/Switch   Guide
Ryuji Sakata		Stun/Double/First   Duel/Speed/Switch   Guide
Natalie F. Blakewood	Stun/Double	    Duel/Speed/Switch	Guide
Keith Carabell		Double		    Duel/Speed/Switch	Guide
J.J.(Joynas Jeriaska)	Stun/Double/First   Duel/Speed/Switch	Guide
Frederick Lancaster	Double/First	    Speed/Switch	Guide
Meihua Yang		Stun/Double*/First  Duel/Speed/Switch	Guide
Paul C. Greiber		Stun		    Duel/Switch		Guide
Alder Weiss		Stun*/First/Double  Duel/Switch		Guide
Hans Goldwin		None		    Duel/Speed/Switch   Guide
Gregorio Maias		Stun*/Double/First  None		None
Molly O'Donnell		Stun/Double/First   Duel/Switch		None
Bobby Hopkins		Stun/Double         Switch		Guide
Porunga			Stun/Double/First   Speed		None
Yeehin Yang		Stun/Double	    Speed		Guide
Ralph Dian		Stun*/Double*	    None		Guide
Gentz Weizer		Stun*		    Duel/Switch/Speed	Guide
Peewie Richberg Jr.	None		    None		None
(U.C.S. Scenario)
Kevin Greenfield	Stun/Double/First   Duel/Switch/Speed   Guide
Johnny Sanders          Stun/Double/First   Duel/Switch/Speed   Guide
Matthew D. Lorenzo      Stun/Double/First   Duel/Switch/Speed   Guide
Halle Fiennes           Stun/Double	    Switch/Speed        Guide
Howard Wong		Stun/Double/First   Speed               Guide
Gina Davies		Double		    Duel*/Switch/Speed  Guide
Ghetta Cedric		Stun*/Double/First  Duel		Guide
Darril Traubel		Stun*/Double/First  Duel/Switch/Speed	None
Billy Renges		Stun/Double/First   Duel*		None


* - pilot already has the skill equipped.
- Meihua's First starts at Level 2.
- Gregorio's First and Double both start at Level 2.

Pilot Skill EXP Requirements Guide:

Name			Melee		Short		Long
(O.C.U. Scenario)
Royd Clive		700/1900/3500	2000/5000/7000	1500/6000
Ryuji Sakata		1000/2300	2500/5500/8500	2000/7000
Natalie F. Blakewood	1000/2200/3600	3100/5000/7000	1900
Keith Carabell		1200/3000	2000/5000/7000	2000
J.J.(Joynas Jeriaska)	2000/3600	2000/5000/7000	2500
Frederick Lancaster	3000/9000	5000/7000	6000
Meihua Yang		1800/2800	3000/5000/7000	2200
Paul C. Greiber		3000/4000/5000	3000/5000	1500
Alder Weiss		1500		4000/7000	1700
Hans Goldwin		0		2900/5900/7900	900
Gregorio Maias		500/1800/3000	0		0
Molly O'Donnell		1200/5500	4000/6000	0
Bobby Hopkins		1300		2000/4000	1500
Porunga			900/2200	3000/6000	0
Yeehin Yang		2000/3500	4000/4500	2600
Ralph Dian		0		0		2000
Gentz Weizer		0		3000/5000/7000	2500
Peewie Richberg Jr.	0		0		0
(U.C.S. Scenario)
Kevin Greenfield	1000/2200/3500  1800/4800/7000  2000
Johnny Sanders		1100/2300/3800	1600/4500/6500  2000
Matthew D. Lorenzo	700/1900/3500	2100/5100/8000	2000
Halle Fiennes		1000/2200	3100/5100	1900
Howard Wong		800/2200	3500		1500
Gina Davies		3000		4800/6500	3000
Ghetta Cedric		2200/3500	5000		3000
Darril Traubel		2200		1800		0
Billy Renges		1000		0		0

Battle Skills Guide:

Name	Type	Description
Stun	Melee	Stuns target with a melee attack.
Double	Melee	Strikes target twice with melee attacks.
First	Melee	Grants first strike during battle.
Duel 	Short	Aim at selected wanzer parts.
Switch	Short   Attacks again with a different weapon.
Speed	Short	Adds extra attacks to burst weapons.
Guide	Long	Aim at selected wanzer parts.

Battle Skills Level Guide:

Name	Level	Potency
Stun	1	Stun status normally lasts for one turn. 40% activation.
Stun	2	Stun status normally lasts for two turns. 60% activation.
Stun	3	Stun status normally lasts for three turns. 80% activation.
Stun	Max	Stun status normally lasts for four turns. 90% activation.
Double  1	One extra attack is made. 40% activation.
Double  2	Up to two extra attacks are made. 60% activation.
Double  3	Up to three extra attacks are made. 80% activation.
Double  Max	Up to four extra attacks are made. 90% activation.
First	1	40% activation.
First	2	60% activation.
First	3	80% activation.
First 	Max	100% activation.
Duel	1	50% weapon accuracy. 100% activation.
Duel    2	70% weapon accuracy. 100% activation.
Duel	3	85% weapon accuracy. 100% activation.
Duel	Max	100% weapon accuracy. 100% activation.
Switch	1	One extra attack is made. 30% activation.
Switch	2	Up to two extra attacks are made. 50% activation.
Switch	3	Up to three extra attacks are made. 80% activation.
Switch	Max	Up to four extra attacks are made. 90% activation.
Speed	1	One extra round is fired. 50% activation.
Speed	2	Two extra rounds are fired. 60% activation.
Speed	3	Three extra rounds are fired. 70% activation.
Speed	Max	Four extra rounds are fired. 100% activation.
Guide	1	50% weapon accuracy. 100% activation.
Guide	2	70% weapon accuracy. 100% activation.
Guide	3	85% weapon accuracy. 100% activation.
Guide	Max	100% weapon accuracy. 100% activation.

Note: For Duel and Guide, there is a chance of the skill gaining a level even
if you choose not to use it.


No strategy RPG is complete without weapons and Front Mission does not forget
to include some weapons for the wanzers to use. The following sections will
detail all of the weapons that can be equipped and used by wanzers for the
purposes of mission play and Arena battling.


Weapon Types: Punch, Rod
Weapon Location: Hand
Weapon Range: 1

Melee weapons are single-hit weapons that deal a large amount of damage and
rarely miss. Melee weapons are last in the attack priority so expect to take
damage before being able to attack. This is balanced out by the fact that a
Melee weapon often hits the Body and therefore leads to easy kills. Rods are
self-explanatory but Punch refers to an Arm of the wanzer. If that Arm has no
Hand weapons equipped, it can be used as a Melee weapon.


Weapon Types: Machine Gun, Vulcan, Shotgun, Flamethrower, Rifle
Weapon Location: Hand
Weapon Range: 1

Short weapons are either multi-hit or single-hit weapons. Multi-hit weapons 
consist of Machine Guns and Vulcans, which have weak single round damage. 
These weapons do fire multiple rounds at random parts, however, which is 
useful on numerous occasions. Shotguns, Flamethrowers, and Rifles fall under 
the single-hit category. Single-hit Short weapons operate similarly to Melee 
weapons but have a higher attack priority. Shotguns have excellent accuracy
for lower damage, whereas Flamethrowers and Rifles have lower accuracy for 
greater damage. They are not concentrated on a particular part and generally 
are less accurate than Melee weapons with the exception of Shotguns.


Weapon Types: Missile Launcher, Rocket Launcher
Weapon Location: Shoulder
Weapon Range: varies, base 3-4

Long weapons are single-hit or multi-hit weapons that can be fired from a 
distance. The selling point of a Long weapon is that the enemy unit cannot
counterattack the user and thus, these weapons are essentially free damage.
Long weapons do have a minimum range and cannot be fired at point-blank 
ranges though. Long weapons are the only weapons that have ammunition limits
and must be reloaded when ammunition has been used up. There is no difference
between a Missile Launcher and Rocket Launcher as both have the same purpose.


Weapon Types: Shield
Weapon Location: Shoulder
Weapon Range: 0

Dodge weapons are purely for defensive purposes. They are used to raise a 
wanzer's Defense parameter and increase the damage tolerance when the wanzer
guards. Shields are useful in defending against attacks from Long or Hybrid
weapons. That's all there is to know about Dodge weapons.


Weapon Types: Bazooka, Grenade Launcher, Rifle
Weapon Location: Hand
Weapon Range: varies, base 1-4

Hybrid weapons are single-hit weapons that can be fired at point-blank or 
from a distance. These are advanatageous in that a unit can train their Short
And Long skills, apart from being free damage to an extent. These suffer from
low accuracy so they are not reliable damage dealers. This applies to the 
Bazookas and Grenade Launchers, which are the same in functionality. Some 
Rifles that operate as Hybrid weapons do have respectable accuracy for the
price of lower damage.


Weapon Types: Punch, Machine Gun, Shotgun, Flamethrower, Bazooka, Cannon
Weapon Location: Hand
Weapon Range: varies depending on weapon class

Built-in weapons are self-explanatory: weapons incorporated into a wanzer's
Arm parts. Built-in weapons tend to weigh less than equipping a normal Arm
and a Hand-specifc weapon, making them quite useful. These are balanced out
by the fact that the Arms tend to have low Defense and HP, making them easy
to destroy. Cannons are the same as Machine Guns and Vulcans; they are under
the Short class as multi-hit weapons.


Q: If I manually end the Player Phase, does that mean the Enemy Phase ends as

A: No, the Enemy Phase does not automatically end if you manually end the 
Player Phase. It continues as usual until all enemy units have made their 
actions. For the most part, manually ending the Player Phase is never a good

Q: One of my wanzers got both Arms destroyed! What am I going to do with a
unit that can't attack?

A: You several options in this case. The first is to restore the destroyed 
Arms via supply truck or Riff as soon as possible. The second is to keep the
unit's Body operating until your other units come to its aid. The last is to 
complete the mission before the damaged unit is eliminated.

Q: I want to access the supply truck in Royd's side to exchange my weapons 
but I don't see any commands about this. Is there something that I have to do
to access the supply truck?

A: Whenever you want to access the supply truck, one of your units must be 
one square adjacent from the supply truck. On the following turn, you can use
the supply truck to exchange your weapons. If you are already beside the 
supply truck and haven't acted, you can access it on your current turn. The 
option to interact with the supply truck disappears once the unit moves out 
of the supply truck's range.

Q: Every time I try to attack this unit in a mission, my shots keep missing!
I have Arms with a high accuracy parameter on my wanzer that's attacking it 
but that's not helping out! Why is this?

A: There are only two explanations for this. The first is that the enemy is 
on a terrain with a high Cover rating. Lure the enemy out of the terrain so
your attacks will connect instead of miss. The second is that your weapons
have low accuracy. While Arm accuracy augments the accuracy of the equipped
weapons, it is important to use weapons with high accuracy parameters. A 
weapon with low accuracy parameters will result in a lot of misses even with
high accuracy Arms.

Q: I have all of my pilots equipped with Short weapons but I notice that some
of them do more damage and get better accuracy rates than others. During the
level ups for pilots, some get more bonus EXP for Short. Is this expected or
am I missing out on something?

A: Pilots that specialize in a Job class outperform non-specialists and have
boosted damage and accuracy parameters. Specialists also have a higher chance
of their skills levelling up, with the exception of the "Max" level. Stick
with the specialties and your pilots will perform better in mission play.

Q: Is it possible to remove Battle Skills or am I stuck with what I chose?

A: Battle Skills cannot be removed once they are equipped. The only way to 
get them off is to play a new game file. Make sure you choose your skills 

Q: What weapon should I equip for my pilots? I know that each weapon falls in
one of the four classes but there's not much of a difference with each weapon
that I see.

A: It's personal preference really. If you want to train under a certain Job
class, you should consider equipping weapons designated for that class.


This section details the mechanics and features behind the customization and
creation of wanzers. Reading information about the Battle System is highly
recommended as information here goes hand-in-hand with the aforementioned 


Designing wanzers is a daunting task if you are new to Front Mission. This is
where Front Mission really stands out of the strategy RPG crowd and thus, it
has its own section. Designing a wanzer will be broken down into sections as
to ensure that you understand the process behind wanzer configuration.


The wanzer frame consists of the parts that make up the actual wanzer. This
consists of a Body, a Right Arm, a Left Arm, and the Legs. A unit cannot be
created unless the wanzer frame is complete. The Body part is top priority 
over the Arms and Legs for a good reason. Special to the Body is the Power
parameter, which is essentially the lifeblood of any wanzer. Every part has 
a Weight parameter that is subtracted from the Power parameter. The overall
Weight value of a wanzer must be always be equal to or lower than the Power
value or it cannot be used in battles. Therefore, choosing the right Body 
is key to creating a powerful wanzer.

Next in terms of design priority are the Right and Left Arms. A wanzer's only
means of attacking are through its Arms and without them, it is helpless. The
Hit parameter is special to Arm parts; it enhances the accuracy values of an
equipped weapon. A weapon that has low Hit values can benefit from an Arm 
with a high Hit value. An Arm without a hand-specific weapon can be used as
a Melee attack that has its own Attack and Hit values. Built-in weapon Arms
are viable options as they result in lower Weight values for a wanzer. Their
drawback lies in the fact that no hand-specific weapon can be equipped on 
Arms of this type.

The last part in designing a wanzer is the Legs. The only purpose of the Legs 
is to allow the wanzer to traverse over various terrain and elevation. The 
Move parameter is special to Legs only and dictates how much a wanzer can 
move of course. The amount of Move needed to traverse a square depends on the
Leg type and the square's terrain type. Some parts also raise the wanzer's
Power value, although these parts are rare. Normal Leg types will suffice for
the entire game, though Treads, Tires, and Hover Leg types have their uses in
certain terrain. 

One last notable detail to mention is that the Move value can be increased 
depending on a wanzer's Weight/Power difference. For every 10% of free Weight 
that a wanzer has, 1 point is added to its Move value. The Move parameter's
maximum is 25 points so if a wanzer has met that value, extra Move points are
not awarded. The most squares a wanzer can move is 12 so those extra Move 
points can make a difference.


After a wanzer frame has been fully assembled, support parts can be equipped
to boost the effectiveness of the wanzer. Backpacks are parts mounted onto a
wanzer's back that increase the following: item storage, Power value, and the 
range of support items such as chaff grenades. Backpacks have no drawbacks of
any kind and therefore should always be equipped onto a wanzer. A special 
Backpack exists for Kevin's side, which is the Riff. The Riff is the only way
for units to reload weapons and restore destroyed parts on wanzers in Kevin's
side. As a special Backpack, the Riff does not have the same features as the
normal Backpack.

The second support part that a wanzer can equip are computers. Computers are 
parts that raise a pilot's proficiency in all Job classes. Computers tend to
specialize towards one of the four Job classes, though there are ones that 
enhance all Job classes equally. Accuracy and damage are the most noticeable
enhancements, although computers with high Dodge values raise a wanzer's 
evasion as well. Thus, equipping the proper computer for the right pilot is 
an easy task to do.


Now that the wanzer has been equipped with its frame and support parts, it's
time to give it some firepower. A wanzer can equip up to four weapons: two on
the Hands and two on the Shoulders. Technically, a wanzer can have a fifth 
one in terms of a Body with built-in weapons, but this is exclusive to mobile
weapons. Knowing what weapon to equip depends on the pilot who will use the
wanzer and their Job specialty. Hand weapons are generally lighter than the
shoulder weapons so they should be your first concern. For Long specialists,
shoulder weapons should be their top priority. While it is possible to fully
load a wanzer with weapons, this is bad wanzer design in most cases. No more
than two weapons should be equipped on any wanzer for optimal performance.

Wanzer Design priority:

1. Body
2. Arms
3. Legs
4. Backpack
5. Computer
6. Hand Weapons
7. Shoulder Weapons


Wanzer parameters for all parts will be documented here and split into the
appropriate sections.

(Commonly Shared Parameters)

DF - the Defense parameter. High Defense values result in reduced damage.
HP - the HP parameter. High HP values result in greater part durability.
WEIGHT - the Weight parameter. Low Weight values result in extra Move points.
POWER - the Power parameter. High values result in more design flexibility.


INT. WEAPON - weapons integrated into the Body part(built-in weapons).
AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.


HIT - the Hit parameter. High values result in greater weapon Hit values.
INT. WEAPON - weapons integrated into the Arm part(built-in weapons).
AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.


MOVE - the Move parameter. High values result in greater movement distance.


MELEE - the Melee parameter. Raises pilot's proficiency in the Melee class.
SHORT - the Short parameter. Raises pilot's proficiency in the Short class.
LONG - the Long parameter. Raises pilot's proficiency in the Long class.
DODGE - the Dodge parameter. Raises pilot's proficiency in the Dodge class.


ITEM - the Item parameter. Raises the maximum amount of equipped items.
RANGE - the Range parameter. Raises the maximum range of support items.


AT - the Attack parameter. High values result in greater damage potential.
HIT - the Hit parameter. High values result in less attacks missing.
RANGE - the Range parameter. Dictates the minimum and maximum weapon range.
AMMO - the Ammo parameter. Ammo must be replenished by supply truck or Riff.
TYPE - the Type parameter. Classifies weapons under the Job classes.


MELEE - the wanzer's potency in the Melee class.
SHORT - the wanzer's potency in the Short class.
LONG - the wanzer's potency in the Long class.
DODGE - the wanzer's potency in the Dodge class.
TOTAL - the wanzer's overall potency in all classes.
MOVE - the wanzer's Move value.
W/P -  the difference between the wanzer's Weight/Power values.


Assuming that you have read the Wanzer Design and Wanzer Parameter sections,
it's time to learn about viable wanzer builds that can be used.


Fighter builds are designed for Melee specialists. The basic idea behind a
Fighter build is having a wanzer geared for close-range combat and to act as
a tank unit. Parameters that a Fighter build focuses on are HP and Defense
mainly since they attack last against ranged enemy units. The combination of
high HP and Defense makes a Fighter build hard to kill, which allows them to
operate as tanks. Fighter builds generally are used to finish off enemies due
to how Melee weapons operate in general. 

When shopping for new parts, go for ones with high Defense since they are 
easy to identify. Rods should be equipped for the most part, but they lack 
power later in the game. Arms with the highest Attack ratings for their Punch 
weapons should be used when that time comes. Fortunately, these Arms tend to 
have the highest Defense ratings so they're also easy to identify. Finally, 
two Shields should always be equipped on Fighter builds for more durability.

Build checklist:

Frame - HP and Defense.
Support - Backpack and Melee-specialty computer.
Attacking - Rod/Punch x 2 on Hand. Shield x 2 on Shoulder.

Sample build:

Body - Numsekar
Left Arm - Numsekar
Right Arm - Numsekar
Legs - Numsekar
Backpack - Bag Worm
Computer - Evolucion WW-87
L. Hand - Crusader
R. Hand - Crusader
L. Shoulder - WS-14B
R. Shoulder - WS-14B


Attacker builds are designed for Short specialists. The basic idea behind an
Attacker build is having a wanzer geared for close-range combat and act as
the main attacking unit. Parameters that an Attacker build focuses on are Hit
and Move for hit-and-run tactics with enemy units. Short weapons lack the 
accuracy that Melee weapons possess so an Arm with a high Hit value results
in more damage dealt. Attacker builds do most of the fighting so being able 
to reach enemy targets is key with a high Move value. 

When shopping for new parts, choose a balanced Body to suit the needs of an
Attacker build. Buy Arms with high Hit ratings for the purposes of better
accuracy. For the Legs, high Move is important but stick with Normal Leg
types to get the most mileage out of them. A Machine Gun or Vulcan paired
with a Shotgun, Flamethrower, or Rifle is a good balance of multi-hit and
single-hit weaponry. Top it off with a Shield and another one if you really
want to be safe.

Build checklist:

Frame - Hit and Move.
Support - Backpack and Short-specialty computer.
Attacking - Machine Gun/Vulcan and Shotgun/Flamethrower/Rifle on Hand.
Shield or Shield x 2 on Shoulder.

Sample build:

Body - Zenith V
Left Arm - Zenith V
Right Arm - Zenith V
Legs - Zenith V
Backpack - Bag Worm
Computer -  Yeata RG-0624z
L. Hand - FV-24B
R. Hand - Firebird
L. Shoulder - WS-14B
R. Shoulder - None


Missileer builds are designed for Long specialists. The basic idea behind a
Missileer build is having a wanzer geared for distance combat and acting as
a support unit. Parameters that a Missileer build focuses on are Hit and 
Power above all else. The weapons designated for a Missileer build are the
heaviest of all weapons so Power is vital to these builds. Missileers are 
best used to soften or finish off enemy units from afar. As long as they are
not forced into a fight at close range, take advantage of their weaponry.

When shopping for new parts, go for the Body with the highest Power rating.
Follow the same guidelines for Attackers when searching for Arms. The Legs 
don't matter to a Missileer build so do whatever you want with them. As for
the weapons, load both Shoulders with Missile and Rocket Launchers. If you 
still have Weight left over, equip a Bazooka or Grenade Launcher on one Arm.
In the event your Shoulder weapons have no ammo, you can still attack from a
distance with your Hand weapon.

Build checklist:

Frame - Hit and Power.
Support - Backpack and Long-specialty computer.
Attacking - Bazooka/Grenade Launcher on Hand. Missile Launcher/Rocket 
Launcher x 2 on Shoulder.

Sample build:

Body - Igel Eins H
Left Arm - Igel Eins H
Right Arm - Igel Eins H
Legs - Igel Eins H
Backpack - Bag Worm
Computer - Yeata RG-0624z
L. Hand - Rock Jack
R. Hand - None
L. Shoulder - Donkey DX2
R. Shoulder - Donkey DX2


Hybrid builds consist of fusions between two of the three builds or all three
builds combined. Hybrid builds may seem attractive due to their all-purpose
capabilities, but these builds are the hardest to make. Balancing all of the
parts to have an effective hybrid build takes a lot of number-crunching and
analysis of the parts available. It is doable to create hybrid builds but 
you will have to spend some time searching for the right parts.

Build checklist:

Frame - Balance.
Support - Backpack and balanced computer.
Attacking - 1 Melee and 1 Short on Hand. 1 Long on Shoulder.

Sample build:

Body - Phantom
Left Arm - Zenith V
Right Arm - Numsekar
Legs - Igel Eins H
Backpack - Bag Worm
Computer - Karen Device BD-6kr
L. Hand - FV-24B
R. Hand - Crusader
L. Shoulder - None
R. Shoulder - Donkey DX2


Q: Why should I follow the wanzer design priority list? I've already made a
few wanzers and it seems that I'm doing things right.

A: The wanzer design priority list is a guideline on how to successfully 
create wanzers in the easiest way possible. Logically, a player will start 
off with the frame parts and leave the attacking parts for last. The wanzer
design priority breaks these steps down to its simplest steps. You don't have
to follow it, but it helps out a lot if you're new to Front Mission.

Q: When I try to equip a part on my wanzer, the game tells me that I can't
equip it! What am I doing wrong?

A: The most common issue is that your wanzer's Weight value exceeds that of
its Power value. You can easily solve this by equipping lighter parts and 
weapons. The second issue is that you are trying to equip a Hand weapon on an
Arm with built-in weapons. Hand weapons cannot be equipped onto these types 
of Arms no matter what you do. Shoulder weapons, however, can be equipped 
onto these Arms.

Q: Can you explain what the range on a Backpack stands for? I'm clueless on
what is affected by the Backpack's Range parameter.

A: Range on a Backpack increases the maximum range of support items. Support
items don't play much of a role in battle so the boosted Range isn't that 

Q: Is there any benefit to creating a wanzer frame made up of the same parts?
I could get better performance by mixing parts up instead of sticking with a
pure wanzer frame.

A: There is no benefit to creating a pure wanzer frame unless you like to 
use pure wanzers. Do whatever you need to make a good wanzer.

5. CREDITS							[CRED]

Thanks to:

- GameFAQs obviously
- GameFAQs posters for pointing out several mistakes
- Front Mission: World Historica book for battle skill level differences
- Square Enix for the Front Mission series

This FAQ copyright 2009 to Angelo Pineda. Redistribution in any form,
including reprinting in electronic or print media, without express permission
of the author is strictly forbidden.