FRONT MISSION 5: SCARS OF THE WAR ARENA FAQ VERSION FINAL(2.00) By Angelo Pineda([email protected]) VERSION HISTORY --------------- 24-9-2009 - Clean-up to reflect fan translation changes. 12-6-2007 - All data entries for all teams complete. Tweaked data on the current team entries and made some corrections. Guide complete. 19-5-2007 - All data entries for notable teams complete. Next update may have data on the remaining teams. TABLE OF CONTENTS ----------------- ------------------------------------------------------------------------------ Sections Search Codes ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ 2. ARENA [AREN] ------------------------------------------------------------------------------ Basics [BASE] Frequently Asked Questions(FAQ) [TFAQ] Rival Teams [RIVA] Rival Teams: Front Mission Combatants [RTFM] ------------------------------------------------------------------------------ 3. 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]. AUTHOR'S NOTE ------------- For the many who have been craving to play Front Mission 5, I hope my guides have helped out. They are now complete and all information and details about each portion of the game have been documented. If there is anything I missed, please send an email by all means. I have worked tirelessly to provide the best Western coverage of the game and I thank all of you who have sent me positive comments about my work. Enjoy! ------------------------------------------------------------------------------ 1. INTRODUCTION [INTR] ------------------------------------------------------------------------------ This is an Arena guide for Front Mission 5: Scars of the War, released only in Japan on the Sony PlayStation 2. This is a specific guide only for the game's unique gameplay feature, the Arena. This will not document any material pertaining to the game's missions and whatnot so please don't send any questions to my e-mail address about that. Go to GameFAQs if you are looking for walkthroughs of the game. ------------------------------------------------------------------------------ 2. ARENA [AREN] ------------------------------------------------------------------------------ This quick section will discuss details regarding the Arena and its features. For the teams, skip to Rival Teams or Rival Teams: Front Mission Combatants. ------------------------------------------------------------------------------ BASICS [BASE] ------------------------------------------------------------------------------ The Arena is your moneymaker when funds are low or if you are not playing a mission. Available fairly early on in the game, you can participate in a 1-on-1 battle at the beginning. With more battles, you can choose to be in a 2-on-2 battle and eventually a 3-on-3 battle. The AI controls the pilot and wanzer you wish to use in combat. All that is needed is to bet a certain amount, choose a suitable opponent, and hope for the best. 20 victories in the 1-on-1 are needed to unlock the 2-on-2 and 20 more on that option are needed to unlock the 3-on-3. Keep in mind that you can opt to use one combatant to take on a team of 2 or 3, vice versa. Arena Changes Guide: ------------------------------------------------------------------------------ Change ------------------------------------------------------------------------------ Player weapons deal x 1.50 damage. A primary weapon must be selected for each combatant prior to any fight. Backpacks and Job Specialty affect AI behavior. Fights end after 20 Player Phases and Enemy Phases. If a fight is not over in 20 turns, the team with the most overall HP wins. In regards to any changes in the Arena, there's only a few to pay attention to. Of the changes, the primary weapon will be used in counterattacks at all times when possible. The other notable change is with the factors behind the AI behavior. Although it has a tendency to act randomly, it is affected by two factors. It's a bit complicated, but here's an example of sticking within the defined Job roles. Job Specialty and Backpack AI Behavior Guide: ------------------------------------------------------------------------------ Job Specialty Backpack Type AI Behavior Tendency ------------------------------------------------------------------------------ Assault Item Uses items stored in Item BP. Gunner Item Uses items stored in Item BP. Jammer Sensor/EMP Uses Sensor/EMP BP often. Launcher Item Uses items equipped in Item BP. Mechanic Repair Uses Repair BP often. Striker Turbo No change, attacks more often. Basically, using the appropriate Backpack type for a specific Job role will result in the AI behaving the way a certain Job role should be. Jammers are not into attacking as much as they with disabling wanzers. Don't give them a Sensor or EMP and they will be attacking much more often. Likewise, give a Striker a Repair and they won't be attacking as much. The AI will still tend to act randomly, but you can control it to an extent. For attacking purposes, equip a Turbo or Item BP. You'll have better results this way. The amount of CP gained is based on the Odds factor. This can go from 1.00 to 9.98 depending on various factors(see the Arena guide for more). As far as the maximum bet amount goes, it is based on the number of combatants(both you and the rival combatant/team) in an Arena fight. Bet Amount Guide: ------------------------------------------------------------------------------ Combatants Max Arena Options ------------------------------------------------------------------------------ 2 2000 1-on-1 3 4000 1-on-2 4 6000 1-on-3, 2-on-2 5 8000 2-on-3 6 9999 3-on-3 To reliably win against the combatant/team, pay attention to the Odds and take a look at their wanzer composition. If the Odds are reasonable and the combatant/team's composition doesn't seem that difficult, then you should fight. Higher Odds may not always mean a difficult fight, but since the AI acts randomly, you should take that into account. AI is affected by pilot type to an extent as Attack type pilots attack more frequently and waste less time doing nothing. The possible combatants depends on how far you are into the game. Weaker teams are replaced by stronger ones, while some teams simply get upgrades as time passes. The incentive for doing the Arena is really about the past Front Mission cameos and fanservice on which Front Mission character is the better fighter(or weaker). They are not easy teams to beat but generally offer high Odds. The following is the Arena interface: *scroll through different pilots with L2 and R2 if not fighting 1-on-1* ----------------------- ----------------------------- |Rival Teams | |Wanzer Name |Pictu| ----------------------- |Pilot Name |Pictu| |Team | |Weight/Power Output |Pictu| |Team | |*********************|Pictu| |Team | ----------------------------- |Team | |Team | WWWW W WWW W WWWW |Team | WWWWWWWWWWWWWWWWWWWWWWW |Team | WWWW WWWWWWWWW WWWW ----------------------- WW WWWWW WW |Team Status | WW WWWWW WW ----------------------- WW WWWWWWW WW |Melee | WWWWWWWWW MG |Short Range | WWWWWWWWW MG |Long Range | WWW WWW MG |Support Fire | WWWWW WWWWW MG ----------------------- WWWWW WWWWW |Odds | WWW WWW ----------------------- Arena Guide: Melee - the strength of equipped Striker weapons. Damage displayed is the base multiplied by the Power bonus from Weight-Power Output ratio. Short Range - the strength of equipped Assault weapons. Damage displayed is equal to the amount of equipped Assault weapons. Long Range - the strength of equipped Gunner weapons. Damage displayed is double that of the weapon's base damage. Support Fire - the strength of equipped Launcher weapons. Damage displayed is the cumulative damage(total for a single round x total ammo) divided by 5. Odds - the chances of victory against the team. Odds are influenced by the ally team's Jobs, skills, level, and composition, same for the rival team. New Camouflage schemes are available for defeating the following Arena teams: 2-ON-2 ------ APOCALYPSE - #29 PUNISHERS - #27 WILDCATS - #26 TOXIC CHAIN - #25 ISLAND LOVERS - #34 3-ON-3 ------ CRIMSON WALL - #88 MUDDY OTTERS - #28 SMILING SPECTACLES - #66 IMAC - #77 GENTLE ARMY - #85 DURANDAL-ALPHA - #82 TRIPLE IMPULSE - #30 TRIPLE STINGERS - #31 HEROES - #83 NIGHTMARES - #90 ------------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS(FAQ) [TFAQ] ------------------------------------------------------------------------------ Q: How come the Odds change whenever I switch pilots? I always face the same team but I wonder why. A: As stated earlier, there are a number of criteria that factors into the Odds. Most noticeable are the Jobs a pilot specializes in. A Launcher will almost always have low Odds whereas a Striker is bound to have high Odds. Q: Do I have to win 20 battles for both the 1-on-1 and 2-on-2 to unlock the 2-on-2 and 3-on-3 respectively? A: Yes, those requirements must be met in order to unlock the 2-on-2 and 3-on-3 options. Q: Any suggestions on winning? The AI isn't exactly helping me out by doing nothing in some turns. A: Use Aggressive type pilots since their AI is usually acting each turn. Other than that, just prepare your pilots well in the event the AI decides to do nothing for a while. If all else fails, equip a Turbo Backpack to ensure the AI is acting as much as possible. Q: A lot of teams are carbon copies with just different weapons and Ranks! Are there any original teams that can be fought? A: The Front Mission teams all sport wanzers that are either similar or exactly the same as their designated setup in their respective games. There are also special teams that pay homage to certain elements from past Front Missions, such as CRIMSON WALL paying homage to Hell's Wall in 1st. These also provide high Odd rates as with the Front Mission teams. Q: Man, there are these Zenith units that can really take a pounding! If that wasn't bad enough, they also auto-heal! What are they and how do you beat them? A: You would be referring to the Zenith DV and Zeria units. Zeria is a step above Zenith, but Zenith DV is the most durable unit from the set. Its high HP makes it difficult to quickly destroy and Auto Repair 5% keeps it fighting longer. Strikers and Gunners are your best bet to neutralize these tanks as they are often equipped with powerful weaponry. Note that a lot of past Front Mission combatants use these machines so prepare accordingly when up against them. ------------------------------------------------------------------------------ RIVAL TEAMS [RIVA] ------------------------------------------------------------------------------ This section will detail the Arena combatants that are not cameos by older Front Mission characters or anyone important. Only visible data from each of the combatants are recorded below. For unit loadout, only the wanzer and weapons used will be noted. Weapon name is shown, but weapon type will not be. For more reference on the weapon types, check out the Wanzer Specs FAQ at GameFAQs. ------------------------------------------------------------------------------ 1-ON-1 ARENA COMBATANTS ------------------------------------------------------------------------------ AIR SICK ISAAC Lv: 4 Access: M2 to M4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/SN(Right) Melee Attack - 13 Short Range - 117 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CHEERFUL OWEN Lv: 7 Access: M2 to M10 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Melee Attack - 0 Short Range - 266 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ LYING DAVID Lv: 4 Access: M2 to M6 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Arms) Melee Attack - 172 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ DOG LOVER RENATO Lv: 4 Access: M2 to M6 Armor: Fire Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 18 Short Range - 117 Long Range - 0 Support Fire - 198 ------------------------------------------------------------------------------ AIRPLANE LOVER VICTOR Lv: 7 Access: M2 to M11 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 14 Short Range - 130 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CALM RONALD Lv: 4 Access: M2 to M10 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right) Melee Attack - 18 Short Range - 0 Long Range - 166 Support Fire - 0 ------------------------------------------------------------------------------ DREAMING JUDY Lv: 7 Access: M3 to M12 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) Melee Attack - 18 Short Range - 0 Long Range - 342 Support Fire - 0 ------------------------------------------------------------------------------ DROWSY GOWLAND Lv: 10 Access: M5 to M16 Armor: Impact Unit Loadout: Scintilla - Double Nail(Arms) Melee Attack - 186 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ ROBERT THE MACHINE Lv: 10 Access: M5 to M14 Armor: Piercing Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 18 Short Range - 117 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ COWARDLY BRUCE Lv: 14 Access: M8 to M19 Armor: None Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right) Melee Attack - 274 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ PATIENT PEYTON Lv: 14 Access: M8 to M18 Armor: Fire Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 98 Short Range - 0 Long Range - 0 Support Fire - 390 ------------------------------------------------------------------------------ HEROIC PATRICK Lv: 17 Access: M11 to M20 Armor: None Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right) Melee Attack - 0 Short Range - 339 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ MARLENE THE RACER Lv: 17 Access: M11 to M20 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/Double Nail(Right) Repair(Backpack) Melee Attack - 72 Short Range - 168 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ GAMBLING SELMAN Lv: 17 Access: M12 to M21 Armor: None Unit Loadout: Frost - Be-11(Left)/Cemetery(Right) Melee Attack - 0 Short Range - 132 Long Range - 472 Support Fire - 0 ------------------------------------------------------------------------------ WOLE THE BOOK Lv: 17 Access: M12 to M21 Armor: None Unit Loadout: Numsekar - Heavy Pile(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 110 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ STUBBORN ELLIOT Lv: 24 Access: M16 to M25 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right) Melee Attack - 112 Short Range - 200 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ WHINING SPIKE Lv: 24 Access: M16 to M25 Armor: Impact Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right) Donkey(Left Shoulder) Melee Attack - 18 Short Range - 0 Long Range - 748 Support Fire - 362 ------------------------------------------------------------------------------ ATTACKER GEORGE Lv: 27 Access: M16 to M26 Armor: None Unit Loadout: Luftrauber - Cemetery(Left)/Heat Rat(Right) Repair(Backpack) Melee Attack - 0 Short Range - 371 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ JEWEL LOVER SHIRLEY Lv: 20 Access: M17 to M25 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right) Melee Attack - 290 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ LAUREN THE ANIMAL Lv: 27 Access: M18 to M26 Armor: None Unit Loadout: Frost - Hot River(Left)/Warmer(Right) Melee Attack - 0 Short Range - 366 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CONFIDENT GERARD Lv: 24 Access: M18 to M26 Armor: None Unit Loadout: Crustacia - Cemetery(Left)/Iguchi Type 5(Right) Melee Attack - 0 Short Range - 156 Long Range - 324 Support Fire - 0 ------------------------------------------------------------------------------ DOCTOR HATER CHUCK Lv: 24 Access: M18 to M26 Armor: Piercing Unit Loadout: Vaje AP - Cemetery(Left)/Press Needle(Right) EMP(Backpack) Melee Attack - 107 Short Range - 156 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ DRIFTER GWYNETH Lv: 26 Access: M20 to M27 Armor: None Unit Loadout: Numsekar - Artassaut(Left)/Girino(Right) Melee Attack - 0 Short Range - 550 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ TRAINING WARREN Lv: 27 Access: M20 to M27 Armor: Piercing Unit Loadout: Vaje AP - SP06(Left)/Battle Tusk SD(Right) Melee Attack - 339 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ SECRETIVE HELEN Lv: 28 Access: M20 to M27 Armor: Piercing Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 18 Short Range - 0 Long Range - 536 Support Fire - 924 ------------------------------------------------------------------------------ JULIE THE MOTHER Lv: 30 Access: M20 to M27 Armor: Piercing Unit Loadout: Giza - Ogon(Arms) Repair(Backpack) Melee Attack - 358 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ GUN MANIAC WHOOPI Lv: 30 Access: M21 to M27 Armor: None Unit Loadout: Frost - Grave(Left)/Gale(Right) Melee Attack - 0 Short Range - 665 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ DASHING WENDELL Lv: 29 Access: M21 to M27 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Leosocial(Right) Melee Attack - 0 Short Range - 256 Long Range - 438 Support Fire - 0 ------------------------------------------------------------------------------ ICY MERYL Lv: 30 Access: M21 to M27 Armor: None Unit Loadout: Recson - Grom(Left)/Hard Blow(Right) Melee Attack - 18 Short Range - 0 Long Range - 676 Support Fire - 0 ------------------------------------------------------------------------------ DEVOUT JOHN Lv: 28 Access: M21 to M27 Armor: Impact Unit Loadout: Uisk - Bone Buster(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 131 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ GOSSIPING ELIA Lv: 30 Access: M21 to M27 Armor: Piercing Unit Loadout: Grille Sechs - Leosocial(Left)/Double Nail(Right) EMP(Backpack) Melee Attack - 141 Short Range - 276 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CRYING KATHERINE Lv: 29 Access: M22 to M27 Armor: None Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right) Melee Attack - 462 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ 2-ON-2 ARENA COMBATANTS ------------------------------------------------------------------------------ LITTLE CANCERS Access: M2 to M9 Isaac Lv: 4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Lauren Lv: 4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Melee Attack - 0 Short Range - 468 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ AITHON Access: M2 to M6 David Lv: 2 Armor: None Unit Loadout: Warlus - Kirishima 55(Arms) Katherine Lv: 2 Armor: None Unit Loadout: Scintilla - Ogon(Arms) Melee Attack - 152 Short Range - 224 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ EBONY HORSES Access: M2 to M5 Mary Lv: 2 Armor: None Unit Loadout: Warlus - Leosocial(Arms) Roger Lv: 4 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right) Melee Attack - 18 Short Range - 216 Long Range - 166 Support Fire - 0 ------------------------------------------------------------------------------ SILVER STALLIONS Access: M2 to M6 Katherine Lv: 2 Armor: None Unit Loadout: Scintilla - Heavy Pile(Arms) David Lv: 2 Armor: None Unit Loadout: Scintilla - Double Nail(Arms) Melee Attack - 282 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ RATI Access: M2 to M6 Otto Lv: 2 Armor: None Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right) William Lv: 2 Armor: None Unit Loadout: Enyo - Hard Blow(Arms) Sunowl(Shoulders) Melee Attack - 177 Short Range - 0 Long Range - 0 Support Fire - 174 ------------------------------------------------------------------------------ ZORIA Access: M2 to M6 Bruce Lv: 4 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Arms) Meryl Lv: 4 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right) Melee Attack - 190 Short Range - 0 Long Range - 166 Support Fire - 0 ------------------------------------------------------------------------------ CAMELOT Access: M2 to M7 Mike Lv: 4 Armor: Fire Unit Loadout: Enyo - Hot River(Arms) Sunowl(Shoulders) Peyton Lv: 4 Armor: Fire Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 74 Short Range - 198 Long Range - 0 Support Fire - 396 ------------------------------------------------------------------------------ MERCURY Access: M3 to M8 Isaac Lv: 4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Renato Lv: 4 Armor: Fire Unit Loadout: Enyo - Hard Blow(Arms) Sunowl(Shoulders) Melee Attack - 36 Short Range - 234 Long Range - 0 Support Fire - 198 ------------------------------------------------------------------------------ LAND SHARKS Access: M3 to M8 Patrick Lv: 7 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Victor Lv: 4 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 13 Short Range - 377 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ OUTSIDERS Access: M3 to M10 Lauryn Lv: 7 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Robert Lv: 4 Armor: Piercing Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 18 Short Range - 359 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ JACKALS Access: M3 to M13 Martin Lv: 14 Armor: None Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right) Stanley Lv: 7 Armor: Impact Unit Loadout: Zenith V - Hard Blow(Left)/Glowtusk(Right) Thunderbolt(Left Shoulder) Melee Attack - 292 Short Range - 0 Long Range - 220 Support Fire - 187 ------------------------------------------------------------------------------ SLOTHS Access: M3 to M11 Gowland Lv: 10 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Arms) Julie Lv: 4 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 227 Short Range - 117 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ BLACKSMITHS Access: M3 to M11 Otto Lv: 7 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Arms) Jean Lv: 14 Armor: Piercing Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 210 Short Range - 128 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ OIL DRINKERS Access: M3 to M10 Renato Lv: 7 Armor: Fire Unit Loadout: Enyo - Hard Blow(Arms) Sunowl(Shoulders) Selman Lv: 7 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) Melee Attack - 54 Short Range - 0 Long Range - 342 Support Fire - 300 ------------------------------------------------------------------------------ LADYBIRDS Access: M3 to M10 Selman Lv: 7 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) Chuck Lv: 7 Armor: Piercing Unit Loadout: Grille Sechs - Hot River(Arms) EMP(Backpack) Melee Attack - 18 Short Range - 216 Long Range - 342 Support Fire - 0 ------------------------------------------------------------------------------ MUD SNAILS Access: M4 to M12 Owen Lv: 14 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Peyton Lv: 10 Armor: Fire Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 19 Short Range - 460 Long Range - 0 Support Fire - 342 ------------------------------------------------------------------------------ VENUS Access: M4 to M12 Elliot Lv: 10 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Emilie Lv: 10 Armor: None Unit Loadout: Eldos - Hot River(Left)/Hard Blow(Right) Repair Light(Backpack) Melee Attack - 20 Short Range - 397 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ NEW MOON Access: M5 to M14 Owen Lv: 14 Armor: None Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right) Gwyneth Lv: 7 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Melee Attack - 0 Short Range - 580 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ DEAD ZONE Access: M5 to M17 Gowland Lv: 7 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Otto Lv: 7 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Arms) Melee Attack - 192 Short Range - 260 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ OIL FIZZ Access: M7 to M16 Mike Lv: 14 Armor: None Unit Loadout: Gust - Gale(Left)/Catsray(Right) Gerard Lv: 14 Armor: None Unit Loadout: Frost - Be-11(Left)/Cemetery(Right) Melee Attack - 0 Short Range - 407 Long Range - 420 Support Fire - 0 ------------------------------------------------------------------------------ LEAD WAVES Access: M7 to M17 Shirley Lv: 14 Armor: Impact Unit Loadout: Zenith V - Soul Buster SD(Left)/SP06(Right) Nadine Lv: 14 Armor: None Unit Loadout: Recson - Grom(Left)/Hard Blow(Right) Melee Attack - 204 Short Range - 0 Long Range - 400 Support Fire - 0 ------------------------------------------------------------------------------ STICKY BULLETS Access: M9 to M19 William Lv: 14 Armor: Piercing Unit Loadout: Grille Sechs - Leosocial(Arms) EMP(Backpack) Wendell Lv: 20 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) Melee Attack - 18 Short Range - 308 Long Range - 484 Support Fire - 0 ------------------------------------------------------------------------------ PAINKILLERS Access: M9 to M20 William Lv: 17 Armor: Piercing Unit Loadout: Vaje AP - Cemetery(Arms) Piz 3(Left Shoulder) Spike Lv: 17 Armor: Piercing Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 18 Short Range - 264 Long Range - 392 Support Fire - 686 ------------------------------------------------------------------------------ ZULFIQAR Access: M9 to M17 Spike Lv: 10 Armor: None Unit Loadout: Enyo - Covet(Left)/Leosocial(Right) Lazy Horn(Left Shoulder) Judy Lv: 17 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right) Melee Attack - 18 Short Range - 316 Long Range - 260 Support Fire - 189 ------------------------------------------------------------------------------ AVALANCHE Access: M10 to M21 Bruce Lv: 17 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right) Martin Lv: 17 Armor: None Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right) Melee Attack - 267 Short Range - 339 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ JUPITER Access: M10 to M21 Bruce Lv: 17 Armor: Piercing Unit Loadout: Vaje AP - SP06(Left)/Battle Tusk SD(Right) Chester Lv: 17 Armor: Piercing Unit Loadout: Giza - Double Nail(Arms) Repair(Backpack) Melee Attack - 393 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ BARONS Access: M10 to M20 Warren Lv: 24 Armor: None Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right) Selman Lv: 14 Armor: Piercing Unit Loadout: Kyojun - Gnautz(Arms) Melee Attack - 335 Short Range - 0 Long Range - 700 Support Fire - 0 ------------------------------------------------------------------------------ VAJRA Access: M10 to M21 Martin Lv: 27 Armor: Impact Unit Loadout: Zenith V - Soul Buster SD(Left)/SP06(Right) Dashiell Lv: 17 Armor: Piercing Unit Loadout: Schakal - Leosocial(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 230 Short Range - 168 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ FLAME PIKES Access: M12 to M25 Hans Lv: 27 Armor: None Unit Loadout: Giza - Grave(Left)/Ogon(Right) Julianne Lv: 17 Armor: Piercing Unit Loadout: Desmatz N - Battle Tusk SD(Left)/WS(Right) Thunderbolt(Left Shoulder) Melee Attack - 435 Short Range - 308 Long Range - 0 Support Fire - 240 ------------------------------------------------------------------------------ POISONOUS HORNETS Access: M12 to M21 Ronald Lv: 17 Armor: None Unit Loadout: Recson - Boa(Left)/Ibis(Right) John Lv: 17 Armor: Piercing Unit Loadout: Vaje AP - Cemetery(Left)/Press Needle(Right) EMP(Backpack) Melee Attack - 89 Short Range - 132 Long Range - 674 Support Fire - 0 ------------------------------------------------------------------------------ FIRE COMETS Access: M13 to M22 Patrick Lv: 20 Armor: None Unit Loadout: Frost - Hot River(Left)/Warmer(Right) Spike Lv: 20 Armor: Impact Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right) Donkey(Left Shoulder) Melee Attack - 18 Short Range - 306 Long Range - 684 Support Fire - 318 ------------------------------------------------------------------------------ KARLSNAUTR Access: M13 to M22 Lauren Lv: 20 Armor: None Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right) George Lv: 20 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/Double Nail(Right) Repair(Backpack) Melee Attack - 79 Short Range - 557 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CHATTERING ANTS Access: M13 to M22 Norman Lv: 27 Armor: None Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right) Wole Lv: 20 Armor: Piercing Unit Loadout: Vaje AP - Cemetery(Left)/Press Needle(Right) EMP(Backpack) Melee Attack - 98 Short Range - 517 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ PLUTO Access: M14 to M25 Patrick Lv: 20 Armor: None Unit Loadout: Frost - Leosocial(Left)/Kirishima 55(Right) Lauryn Lv: 20 Armor: None Unit Loadout: Gust - Gale(Left)/Catsray(Right) Melee Attack - 0 Short Range - 715 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ BULLFIGHTERS Access: M14 to M23 Judy Lv: 20 Armor: None Unit Loadout: Giza - Be-11(Left)/Press Needle(Right) Meryl Lv: 20 Armor: None Unit Loadout: Schakal - Hard Blow(Left)/Srab(Right) Donkey(Left Shoulder) Melee Attack - 129 Short Range - 0 Long Range - 744 Support Fire - 318 ------------------------------------------------------------------------------ PINAKA Access: M16 to M27 Shirley Lv: 28 Armor: None Unit Loadout: Giza - Grave(Left)/Ogon(Right) Hans Lv: 17 Armor: Impact Unit Loadout: Scintilla - Double Nail(Arms) Melee Attack - 437 Short Range - 333 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ WAP EATERS Access: M16 to M27 Warren Lv: 29 Armor: None Unit Loadout: Crustacia - Cemetery(Left)/Iguchi Type 5(Right) Alfred Lv: 28 Armor: None Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right) Melee Attack - 487 Short Range - 200 Long Range - 438 Support Fire - 0 ------------------------------------------------------------------------------ AEGIS Access: M16 to M27 Alfred Lv: 30 Armor: None Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right) Phillip Lv: 30 Armor: Fire Unit Loadout: Enyo - Hot River(Arms) Sunowl(Shoulders) Melee Attack - 504 Short Range - 456 Long Range - 0 Support Fire - 1348 ------------------------------------------------------------------------------ SLEIPNIR Access: M16 to M26 Shirley Lv: 24 Armor: Impact Unit Loadout: Scintilla - Ogon(Arms) Marlene Lv: 17 Armor: Piercing Unit Loadout: Giza - Ogon(Arms) Repair(Backpack) Melee Attack - 476 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ TOPAZ Access: M16 to M26 Hans Lv: 27 Armor: None Unit Loadout: Schakal - Battle Tusk SD(Left)/Iron Lump(Right) Michael Lv: 28 Armor: None Unit Loadout: Numsekar - Heavy Pile(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 534 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ FLAMING BUTTERFLIES Access: M16 to M22 Stanley Lv: 24 Armor: Fire Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right) Sunowl(Shoulders) Julie Lv: 17 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/Hard Blow(Right) Repair(Backpack) Melee Attack - 148 Short Range - 168 Long Range - 0 Support Fire - 724 ------------------------------------------------------------------------------ LOVEABLE TIGERS Access: M17 to M26 Elliot Lv: 28 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/SN(Right) Helen Lv: 28 Armor: Piercing Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 40 Short Range - 238 Long Range - 536 Support Fire - 924 ------------------------------------------------------------------------------ NEPTUNE Access: M17 to M26 Gwyneth Lv: 28 Armor: Piercing Unit Loadout: Vaje AP - Cemetery(Arms) Piz 3(Left Shoulder) Julie Lv: 20 Armor: Piercing Unit Loadout: Giza - Double Nail(Arms) Repair(Backpack) Melee Attack - 170 Short Range - 368 Long Range - 0 Support Fire - 504 ------------------------------------------------------------------------------ SUPERNOVAS Access: M18 to M27 Elliot Lv: 28 Armor: None Unit Loadout: Frost - Be-11(Left)/Cemetery(Right) Norman Lv: 20 Armor: None Unit Loadout: Grille Sechs - State(Left)/Hot River(Right) MGR(Left Shoulder) Melee Attack - 0 Short Range - 603 Long Range - 648 Support Fire - 264 ------------------------------------------------------------------------------ DRAGON TEETH Access: M19 to M27 Warren Lv: 29 Armor: None Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right) Linus Lv: 29 Armor: None Unit Loadout: Luftrauber - SN(Left)/Burgiba(Right) Repair Light(Backpack) Melee Attack - 487 Short Range - 0 Long Range - 810 Support Fire - 0 ------------------------------------------------------------------------------ MJOLNIR Access: M19 to M26 Katherine Lv: 20 Armor: Impact Unit Loadout: Scintilla - Double Nail(Arms) Roger Lv: 28 Armor: Piercing Unit Loadout: Kyojun - Leostun(Arms) Melee Attack - 270 Short Range - 0 Long Range - 1260 Support Fire - 0 ------------------------------------------------------------------------------ DEATH SCYTHES Access: M19 to M27 Alfred Lv: 28 Armor: Impact Unit Loadout: Scintilla - Ogon(Arms) Robert Lv: 24 Armor: Piercing Unit Loadout: Grille Sechs - Leosocial(Left)/Double Nail(Right) EMP(Backpack) Melee Attack - 606 Short Range - 200 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ GOLDFISH Access: M19 to M26 Julianne Lv: 27 Armor: None Unit Loadout: Desmatz N - Firebird(Left)/Warmer(Right) Donkey(Right Shoulder) Chester Lv: 27 Armor: None Unit Loadout: Eldos - Hot River(Left)/Hard Blow(Right) Repair Light(Backpack) Melee Attack - 20 Short Range - 366 Long Range - 506 Support Fire - 412 ------------------------------------------------------------------------------ JAVELIN THROWERS Access: M19 to M26 Mike Lv: 27 Armor: None Unit Loadout: Desmatz N - Firebird(Left)/Warmer(Right) Donkey(Right Shoulder) Roger Lv: 24 Armor: None Unit Loadout: Frost - Be-11(Left)/Cemetery(Right) Melee Attack - 0 Short Range - 339 Long Range - 1062 Support Fire - 412 ------------------------------------------------------------------------------ IRON GOLEMS Access: M20 to M27 Stanley Lv: 28 Armor: None Unit Loadout: Giza - Be-11(Left)/Press Needle(Right) Meryl Lv: 20 Armor: None Unit Loadout: Desmatz N - Firebird(Left)/Warmer(Right) Donkey(Right Shoulder) Melee Attack - 158 Short Range - 153 Long Range - 1052 Support Fire - 318 ------------------------------------------------------------------------------ MARS Access: M20 to M27 Whoopi Lv: 26 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right) Chuck Lv: 28 Armor: Piercing Unit Loadout: Grille Sechs - Hot River(Arms) EMP(Backpack) Melee Attack - 135 Short Range - 630 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CRESCENTS Access: M21 to M27 Otto Lv: 29 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Arms) Patrick Lv: 29 Armor: None Unit Loadout: Frost - Be-11(Left)/Cemetery(Right) Melee Attack - 340 Short Range - 600 Long Range - 694 Support Fire - 0 ------------------------------------------------------------------------------ HEDGEHOGS Access: M21 to M27 William Lv: 28 Armor: None Unit Loadout: Schakal - Hard Blow(Left)/Srab(Right) Donkey(Left Shoulder) Gerard Lv: 28 Armor: None Unit Loadout: Giza - Be-11(Left)/Press Needle(Right) Melee Attack - 176 Short Range - 0 Long Range - 968 Support Fire - 462 ------------------------------------------------------------------------------ CRAZY HORSES Access: M22 to M27 Lauren Lv: 28 Armor: None Unit Loadout: Frost - Hot River(Left)/Warmer(Right) Mary Lv: 30 Armor: None Unit Loadout: Schakal - Hard Blow(Left)/Srab(Right) Donkey(Left Shoulder) Melee Attack - 19 Short Range - 392 Long Range - 380 Support Fire - 674 ------------------------------------------------------------------------------ SATURN Access: M22 to M27 Lauryn Lv: 30 Armor: None Unit Loadout: Desmatz N - Catsray(Left)/Light Shield(Right) EMP(Backpack) Chester Lv: 28 Armor: Piercing Unit Loadout: Giza - Ogon(Arms) Repair(Backpack) Melee Attack - 406 Short Range - 210 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ SKINFAXI Access: M22 to M27 Julianne Lv: 28 Armor: Impact Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right) Donkey(Left Shoulder) Nadine Lv: 28 Armor: None Unit Loadout: Recson - Boa(Left)/Ibis(Right) Melee Attack - 18 Short Range - 0 Long Range - 1856 Support Fire - 462 ------------------------------------------------------------------------------ STORMBRINGERS Access: M22 to M27 Jane Lv: 30 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right) John Lv: 29 Armor: Piercing Unit Loadout: Grille Sechs - Leosocial(Arms) EMP(Backpack) Melee Attack - 20 Short Range - 788 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ ORLOV Access: M22 to M27 Phillip Lv: 30 Armor: Fire Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right) Sunowl(Shoulders) Marlene Lv: 24 Armor: None Unit Loadout: Luftrauber - SN(Left)/Burgiba(Right) Repair Light(Backpack) Melee Attack - 44 Short Range - 276 Long Range - 648 Support Fire - 1348 ------------------------------------------------------------------------------ SWEEPERS Access: M22 to M27 Roger Lv: 29 Armor: None Unit Loadout: Recson - Grom(Left)/Hard Blow(Right) Nadine Lv: 27 Armor: Piercing Unit Loadout: Kyojun - Leostun(Arms) Melee Attack - 18 Short Range - 0 Long Range - 1790 Support Fire - 0 ------------------------------------------------------------------------------ FANATIC FALCONS Access: M22 to M27 Patrick Lv: 27 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Leosocial(Right) Elia Lv: 27 Armor: Piercing Unit Loadout: Grille Sechs - Leosocial(Left)/Double Nail(Right) EMP(Backpack) Melee Attack - 111 Short Range - 440 Long Range - 362 Support Fire - 0 ------------------------------------------------------------------------------ SOUTHERN CROSS Access: M23 to M27 Phillip Lv: 28 Armor: None Unit Loadout: Frost - Grave(Left)/Gale(Right) Selman Lv: 28 Armor: None Unit Loadout: Crustacia - Cemetery(Left)/Iguchi Type 5(Right) Melee Attack - 0 Short Range - 762 Long Range - 400 Support Fire - 0 ------------------------------------------------------------------------------ TURBULENCE Access: M23 to M27 Stanley Lv: 30 Armor: Piercing Unit Loadout: Vaje AP - Cemetery(Arms) Piz 3(Left Shoulder) Wendell Lv: 30 Armor: Piercing Unit Loadout: Kyojun - Leostun(Arms) Melee Attack - 0 Short Range - 420 Long Range - 1444 Support Fire - 734 ------------------------------------------------------------------------------ 3-ON-3 ARENA COMBATANTS ------------------------------------------------------------------------------ INTERGALS Access: M2 to M13 Isaac Lv: 4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right) Elliot Lv: 2 Armor: None Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right) Victor Lv: 2 Armor: None Unit Loadout: Giza - Leosocial(Left)/Cemetery(Right) Repair(Backpack) Melee Attack - 59 Short Range - 542 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ FUSION Access: M2 to M13 Owen Lv: 2 Armor: None Unit Loadout: Warlus - Leosocial(Left)/SN(Right) Lauren Lv: 4 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Gwyneth Lv: 4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right) Melee Attack - 31 Short Range - 467 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ BUPRESTID Access: M2 to M13 Whoopi Lv: 4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right) William Lv: 4 Armor: Fire Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right) Sunowl(Shoulders) Marlene Lv: 4 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/Hard Blow(Right) Repair(Backpack) Melee Attack - 36 Short Range - 472 Long Range - 0 Support Fire - 198 ------------------------------------------------------------------------------ TRENCHERS Access: M3 to M17 Patrick Lv: 4 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Shirley Lv: 4 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right) Emilie Lv: 4 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 172 Short Range - 359 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ KILLER HOPPERS Access: M3 to M13 Lauren Lv: 4 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right) Roger Lv: 4 Armor: Piercing Unit Loadout: Kyojun - Leostun(Arms) Dashiell Lv: 4 Armor: Piercing Unit Loadout: Grille Sechs - Leosocial(Arms) EMP(Backpack) Melee Attack - 0 Short Range - 472 Long Range - 660 Support Fire - 0 ------------------------------------------------------------------------------ ANGRY TAPIRS Access: M6 to M23 David Lv: 7 Armor: Impact Unit Loadout: Scintilla - Double Nail(Arms) Spike Lv: 7 Armor: Fire Unit Loadout: Enyo - Hard Blow(Arms) Sunowl(Shoulders) Wole Lv: 7 Armor: Piercing Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 222 Short Range - 108 Long Range - 0 Support Fire - 300 ------------------------------------------------------------------------------ CLIFFS Access: M9 to M27 Elliot Lv: 10 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Gwyneth Lv: 10 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/SN(Right) George Lv: 10 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 31 Short Range - 568 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ DAHLIAS Access: M9 to M19 Jane Lv: 10 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/SN(Right) Whoopi Lv: 10 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right) Linus Lv: 10 Armor: Piercing Unit Loadout: Giza - Ogon(Arms) Repair(Backpack) Melee Attack - 194 Short Range - 424 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ WAGTAILS Access: M12 to M27 Lauren Lv: 14 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Lauryn Lv: 14 Armor: Piercing Unit Loadout: Warlus - Leosocial(Arms) Norman Lv: 17 Armor: Piercing Unit Loadout: Zenith - Leosocial(Left)/Hard Blow(Right) Repair Light(Backpack) Melee Attack - 18 Short Range - 784 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CHARIOTS Access: M12 to M23 David Lv: 14 Armor: Impact Unit Loadout: Scintilla - Ogon(Arms) Jane Lv: 10 Armor: Fire Unit Loadout: Enyo - Double Nail(Left)/Hard Blow(Right) Sunowl(Shoulders) Elia Lv: 14 Armor: Piercing Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 307 Short Range - 128 Long Range - 0 Support Fire - 342 ------------------------------------------------------------------------------ NIGHT RAID Access: M12 to M23 Owen Lv: 24 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right) Selman Lv: 24 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) Jean Lv: 24 Armor: Piercing Unit Loadout: Schakal - Hot River(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 56 Short Range - 328 Long Range - 408 Support Fire - 0 ------------------------------------------------------------------------------ PLEIADES Access: M16 to M27 Gowland Lv: 17 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Arms) Warren Lv: 17 Armor: Impact Unit Loadout: Scintilla - Double Nail(Arms) Katherine Lv: 17 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Left)/Double Nail(Right) Melee Attack - 768 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ GARDENIA Access: M16 to M27 Gowland Lv: 17 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/SN(Right) Stanley Lv: 17 Armor: Fire Unit Loadout: Enyo - Hard Blow(Arms) Iguchi Type 82(Shoulders) James Lv: 14 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 70 Short Range - 322 Long Range - 0 Support Fire - 480 ------------------------------------------------------------------------------ MIRAGES Access: M19 to M27 Bruce Lv: 20 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Left)/Hard Blow(Right) Repair Light(Backpack) Gerard Lv: 20 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right) Nadine Lv: 20 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) Melee Attack - 153 Short Range - 0 Long Range - 774 Support Fire - 0 ------------------------------------------------------------------------------ RED NOISE Access: M19 to M27 Renato Lv: 24 Armor: Fire Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right) Sunowl(Shoulders) Wendell Lv: 27 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Arms) Chuck Lv: 20 Armor: Piercing Unit Loadout: Schakal - Leosocial(Left)/Hard Blow(Right) EMP(Backpack) Melee Attack - 39 Short Range - 384 Long Range - 724 Support Fire - 724 ------------------------------------------------------------------------------ ALTAIR Access: M19 to M27 Peyton Lv: 24 Armor: Fire Unit Loadout: Enyo - Hard Blow(Arms) Sunowl(Shoulders) Mary Lv: 24 Armor: Fire Unit Loadout: Enyo - Hot River(Arms) Sunowl(Shoulders) Stanley Lv: 24 Armor: Fire Unit Loadout: Enyo - Hard Blow(Arms) Wildgoose(Shoulders) Melee Attack - 72 Short Range - 336 Long Range - 0 Support Fire - 2210 ------------------------------------------------------------------------------ PHOENIX Access: M19 to M27 Victor Lv: 17 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) George Lv: 17 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/Cemetery(Right) Repair(Backpack) Chester Lv: 28 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 38 Short Range - 706 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ KILLER WHALES Access: M19 to M26 Patrick Lv: 28 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Lauryn Lv: 28 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/SN(Right) Melvin Lv: 28 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 43 Short Range - 966 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ LITTLE FOX Access: M19 to M26 Elliot Lv: 24 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right) Julianne Lv: 20 Armor: Fire Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right) Sunowl(Shoulders) Howard Lv: 17 Armor: Piercing Unit Loadout: Giza - Ogon(Arms) Repair(Backpack) Melee Attack - 344 Short Range - 200 Long Range - 424 Support Fire - 636 ------------------------------------------------------------------------------ SIGNAL FORCE Access: M19 to M27 Gowland Lv: 28 Armor: None Unit Loadout: Grapple - Keen Saber(Left)/SN(Right) Martin Lv: 28 Armor: None Unit Loadout: Grapple - Crusader SD(Left)/SN(Right) Otto Lv: 28 Armor: None Unit Loadout: Grapple - Light Shield(Left)/Ogon(Right) Melee Attack - 793 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ GARGOYLES Access: M21 to M27 Gwyneth Lv: 29 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right) Norman Lv: 29 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right) Victor Lv: 27 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/Cemetery(Right) Repair(Backpack) Melee Attack - 146 Short Range - 1147 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ HUNGRY JAGUARS Access: M21 to M27 Gwyneth Lv: 27 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Kirishima 55(Right) Helen Lv: 24 Armor: Fire Unit Loadout: Enyo - Hard Blow(Arms) Iguchi Type 82(Shoulders) Julie Lv: 20 Armor: Piercing Unit Loadout: Giza - Leosocial(Left)/SN(Right) Repair(Backpack) Melee Attack - 54 Short Range - 629 Long Range - 0 Support Fire - 756 ------------------------------------------------------------------------------ ATOMIC ARMS Access: M22 to M27 Shirley Lv: 24 Armor: Impact Unit Loadout: Scintilla - Ogon(Arms) Warren Lv: 24 Armor: Impact Unit Loadout: Scintilla - Ogon(Arms) Otto Lv: 24 Armor: Impact Unit Loadout: Scintilla - Heavy Pile(Left)/Hard Blow(Right) Repair Light(Backpack) Melee Attack - 651 Short Range - 0 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ CLAIRVOYANCE Access: M25 to M27 Spike Lv: 20 Armor: Piercing Unit Loadout: Enyo - Gnautz(Left)/Hard Blow(Right) Sunowl(Shoulders) Mike Lv: 27 Armor: Fire Unit Loadout: Enyo - Ogon(Left)/Heavy Pile(Right) Sunowl(Shoulders) Julianne Lv: 28 Armor: Fire Unit Loadout: Enyo - Leosocial(Left)/Hard Blow(Right) Sunowl(Shoulders) Melee Attack - 329 Short Range - 238 Long Range - 424 Support Fire - 2384 ------------------------------------------------------------------------------ DRAUPNIR Access: M25 to M27 Ronald Lv: 27 Armor: Piercing Unit Loadout: Kyojun - Iguchi Type 5(Left)/Hard Blow(Right) Meryl Lv: 27 Armor: Piercing Unit Loadout: Kyojun - Gnautz(Left)/Hard Blow(Right) Selman Lv: 27 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) Melee Attack - 54 Short Range - 0 Long Range - 1438 Support Fire - 0 ------------------------------------------------------------------------------ AZALEA Access: M25 to M27 Lauryn Lv: 27 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Heavy Pile(Right) Nadine Lv: 27 Armor: Piercing Unit Loadout: Kyojun - Leostun(Left)/Hard Blow(Right) John Lv: 27 Armor: Piercing Unit Loadout: Schakal - Leosocial(Left)/Hard Blow(Right)/EMP(Backpack) Melee Attack - 159 Short Range - 440 Long Range - 578 Support Fire - 0 ------------------------------------------------------------------------------ EXECUTIONERS Access: M25 to M27 Jane Lv: 28 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/SN(Right) Norman Lv: 28 Armor: Piercing Unit Loadout: Warlus - Kirishima 55(Arms) Gwyneth Lv: 28 Armor: Piercing Unit Loadout: Warlus - Leosocial(Left)/Hard Blow(Right) Melee Attack - 42 Short Range - 966 Long Range - 0 Support Fire - 0 ------------------------------------------------------------------------------ JOKERS Access: M25 to M27 Lauryn Lv: 28 Armor: Piercing Unit Loadout: Grille Sechs - F1 Hand Rod(Left)/Last Stake(Right) Phillip Lv: 28 Armor: Impact Unit Loadout: Zenith DV - Hard Blow(Left)/Burchel(Right) Donkey(Left Shoulder) Michael Lv: 28 Armor: Piercing Unit Loadout: Schakal B - Battle Tusk SD(Left)/State(Right) Melee Attack - 672 Short Range - 345 Long Range - 882 Support Fire - 462 ------------------------------------------------------------------------------ RIVAL TEAMS: FRONT MISSION COMBATANTS [RTFM] ------------------------------------------------------------------------------ This is likely the section you have been waiting for. The section has a lot more detail on every Front Mission character that can be fought since they are special combatants. As these combatants tend to be a lot harder than your average team, a strategy will be given on how to best each combatant. ------------------------------------------------------------------------------ 1-ON-1 FRONT MISSION ARENA COMBATANTS ------------------------------------------------------------------------------ McCoy Melee Attack - 0 Short Range - 168 Long Range - 324 Support Fire - 206 Access: M7 to M16 Appearance: Front Mission: Alternative Strategy: While his high Output may indicate that he is a tough opponent, McCoy is not really that tough. His Glaux is rather weak and he rarely ever uses his more potent Chronik. Every now and then, McCoy will fire from his Albatross, which is the only weapon that really poses a threat. This is easily countered by a Repair Backpack or Repair items though. A Mechanic can outlast McCoy and win, provided they have a Chronik or similar weapon to counter when Glaux or Chronik are used. Team Composition ------------------------------------------------------------------------------ Earl McCoy in Crustacia AP: 19 MV: 4 Lv: 17 Weapon Loadout: Body - 871 (P) GG - 9 x 18, 1-6, 6 AP(Glaux) Arms - 419(L)460(R) (P) MG - 21 x 8, 1-5, 4 AP(Chronik) Legs - 612 (F) RK(2) - 515 x 1, 8-11, 15 AP(Albatross) Armor - None Skills: Barrage AP Cost 0 Boost I Defense II Boost II Speed II Speed III RK Burst ------------------------------------------------------------------------------ Vavilov Melee Attack - 352 Short Range - 0 Long Range - 0 Support Fire - 0 Access: M13 to M22 Appearance: Front Mission 4 Strategy: Vavilov's Charge II and Charge III can prove to be quite damaging and his Double Punch I is a killer if both RDs connect. Fortunately, his wanzer has rather low HP overall and should be taken down fairly quick. He suffers from no ranged weaponry so he loses there. Assaults and Gunners work well against our good friend Vavilov. Team Composition ------------------------------------------------------------------------------ Maksim Troadiev Vavilov in Desmatz N AP: 21 MV: 7 Lv: 20 Weapon Loadout: Body - 953 (I) RD - 112 x 1, 1, 1 AP(F1 Hand Rod) Arms - 624(L)694(R) (I) RD - 112 x 1, 1, 1 AP(F1 Hand Rod) Legs - 975 Armor - None Skills: Double Punch I Charge II Charge III Defense II Defense III ------------------------------------------------------------------------------ Sakata Melee Attack - 0 Short Range - 528 Long Range - 0 Support Fire - 0 Access: M19 to M26 Appearance: Front Mission 1st Strategy: See that armored and cooler looking Zenith with shoulder shields? That is no ordinary Zenith; it is a Zenith DV from Front Mission 2! Anyways, Sakata's Raptor is nothing special but the Grave MG is a serious threat with its combination of damage and range. The Auto Repair skill of the Zenith DV will keep him alive and its durability means it will not die easily. It is difficult to beat this unit without a strong weapon and an attempt to outlast it won't work. Stick with a Striker as they have a good chance of killing off the Zenith DV but it won't be easy. Team Composition ------------------------------------------------------------------------------ Ryuji Sakata in Zenith DV AP: 24 MV: 8 Lv: 27 Weapon Loadout: Body - 1962 (P) MG - 22 x 10, 1-4, 4 AP(Raptor) Arms - 1086 (P) MG - 28 x 11, 1-6, 4 AP(Grave) Legs - 1519 Armor - Impact Skills: Minus Shot II Panic Shot II Slice Shot II Terror Shot II Freeze Shot Auto Repair 5% ------------------------------------------------------------------------------ Olson Melee Attack - 19 Short Range - 0 Long Range - 672 Support Fire - 429 Access: M21 to M27 Appearance: Front Mission 1st Strategy: Olson uses a near-perfect copy of his base unit back in Front Mission 1st. For the uninitiated, Orson is a long-range fighter who prefers to fight from afar. His FV-24 is reasonably damaging, but the real danger lies in Olson's Magic Box. This one-hit-of-death style MS unit deals a tremendous amount of damage to a single part. With Inferno, it can outright destroy a part upon hit. Fortunately, Olson really needs all of his AP to use it and given that he has nothing strong up close, send a Striker for the kill. Team Composition ------------------------------------------------------------------------------ Guri B. Olson in Eldos A AP: 24 MV: 7 Lv: 29 Weapon Loadout: Body - 2114 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Arms - 1464(L)1157(R) (P) GG - 16 x 21, 1-6, 6 AP(FV-24) Legs - 1643 (F) MS(3) - 715 x 1, 6-8, 24 AP(Magic Box) Armor - None Skills: Blast Shot Terror Shot III Inferno Block DMG 60 Speed II Sensor Range + 1 Speed III Slice Shot I Terror Shot II ------------------------------------------------------------------------------ 2-ON-2 FRONT MISSION ARENA COMBATANTS ------------------------------------------------------------------------------ RISING SUN Melee Attack - 112 Short Range - 288 Long Range - 408 Support Fire - 0 Access: M4 to M8 Appearance: Front Mission 3(Kazuki and Ryogo) Strategy: Hey, it's our favorite hot-headed kid and the smooth talker from a certain Front Mission 3! As their team name implies, Kazuki and Ryogo show up really early on in the game. Due to this, it's not likely that you can beat them with their stronger setups. However, it is still doable. Kazuki's FV-24 is his only real damaging weapon and Ryogo can't do much outside of Girino. The tough part is keeping the Arms operating as GGs and SGs love to blow them off. Assaults and Mechanics can win this, though they better be prepared to do some Repairs. Team Composition ------------------------------------------------------------------------------ Kazuki Takemura in Strife AP: 18 MV: 7 Lv: 14 Weapon Loadout: Body - 870 (P) GG - 12 x 17, 1-6, 6 AP(FV-24) Arms - 460 (F) FT - 32 x 4, 1-2, 3 AP(Warmer) Legs - 643 Armor - Piercing Skills: Speed I Boost II Speed II Terror Shot III Freeze Shot Feint II ------------------------------------------------------------------------------ Ryogo Kusama in Strife AP: 18 MV: 7 Lv: 14 Weapon Loadout: Body - 719 (I) SG - 16 x 10, 1-4, 3 AP(Girino) Arms - 383 (I) RD - 93 x 1, 1, 1 AP(Keen Saber) Legs - 458 Armor - Piercing Skills: Boost II Speed II Speed III Charge II Defense II ------------------------------------------------------------------------------ ISOTOPES Melee Attack - 186 Short Range - 506 Long Range - 0 Support Fire - 240 Access: M6 to M16 Appearance: Front Mission Alternative(Bruce), Front Mission 1st(Natalie) Strategy: Same last names? That's right, both Blakewoods are indeed related! Anyways, this team is more than doable around its time of appearance. Bruce is the only real threat with his Battle Tusk SD. Natalie is a support for Bruce and can't do much by herself. Once Bruce is out, Natalie folds rather quickly. A Gunner and Mechanic can handle these two, provided the Gunner has some Repair items. ------------------------------------------------------------------------------ Bruce Blakewood in Schakal B AP: 21 MV: 7 Lv: 20 Weapon Loadout: Body - 1141 (P) PB - 129 x 1, 1, 1 AP(Battle Tusk SD) Arms - 694 (I) SG - 19 x 14, 1-4, 3 AP(State) Legs - 983 Armor - Piercing Skills: Double Assault Speed I Boost II Panic Shot I Terror Shot II Remove Shield Limit ------------------------------------------------------------------------------ Natalie F. Blakewood in Cheyenne TX AP: 19 MV: 7 Lv: 17 Weapon Loadout: Body - 841 (I) SD - 17 x 1, 1, 1 AP(SN) Arms - 500(L)552(R) (I) SG - 16 x 15, 1-4, 3 AP(State) Legs - 771 (F) RK(3) - 401 x 1, 8-10, 16 AP (Wildgoose) Armor - None Skills: Boost I Fix DMG III Boost II Defense I Defense II Defense III Block DMG 60 ------------------------------------------------------------------------------ TRUST Melee Attack - 0 Short Range - 496 Long Range - 540 Support Fire - 220 Access: M9 to M17 Appearance: Front Mission 4(Luis and Ines) Strategy: The La Alianza guerrillas from Front Mission 4 are back to play! The duo of Luis and Ines have some nice gear and use Storm wanzers, but really suck. Luis has some value with his Fujan GG but he often prefers to fire it close rather than far away, where it likely can't be countered. Ines has it worse, with Fire Ant being the only reasonable threat. If you faced McCoy's deadly Albatross or Natalie's Wildgoose already, Ines' Iguchi Type 82 is minor burn as opposed to an explosion. For CP gathering purposes, the duo has a rather high Odds rate. An easy kill is almost guaranteed and fighting them is recommended to farm CP effortlessly in the Arena. Team Composition ------------------------------------------------------------------------------ Luis Perez in Storm AP: 19 MV: 7 Lv: 17 Weapon Loadout: Body - 998 (P) MG - 14 x 12, 1-4, 4 AP(Leosocial) Arms - 551 (P) GG - 15 x 18, 1-8, 6 AP(Fujan) Legs - 776 Armor - None Skills: Minus Shot II Slice Shot III Defense I Feint II ------------------------------------------------------------------------------ Ines Torres in Storm AP: 18 MV: 7 Lv: 14 Weapon Loadout: Body - 826 (F) FT - 42 x 4, 1-3, 3 AP(Fire Ant) Arms - 457 (I) SG - 16 x 10, 1-3, 3 AP(Kirishima 55) Legs - 642 (F) GR(3) - 368 x 1, 4-6, 14 AP(Iguchi Type 82) Armor - None Skills: Minus Shot II Panic Shot II Terror Shot II GR Burst Defense II ------------------------------------------------------------------------------ BALMUNG Melee Attack - 0 Short Range - 846 Long Range - 0 Support Fire - 0 Access: M12 to M20 Appearance: Front Mission 4(Darril and Elsa) Strategy: Darril and Elsa from Front Mission 4 return to deliver doom and gloom in the Arena. Compared with the other teams at the time of availability, the duo easily are the hardest team to beat. Darril uses another Zenith DV while Elsa goes for the reasonably durable Blizzaia. Both use rather strong weaponry save Elsa's Cemetery MG. While neither have much in the way of skills, they don't need much to win. Darril's Switch II and Block DMG 60 are quite annoying, but Elsa is no slouch with Speed II and Minus Shot III. The key to winning is a Gunner and Mechanic that can weaken their units with less counters, provided long-range weaponry is used. Team Composition ------------------------------------------------------------------------------ Darril Traubel in Zenith DV AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1532 (P) MG - 20 x 10, 1-4, 4 AP(Leosocial) Arms - 849 (I) SG - 25 x 10, 1-4, 3 AP(Covet) Legs - 1186 Armor - Impact Skills: Switch II Boost II Block DMG 60 Auto Repair 5% ------------------------------------------------------------------------------ Elsa Eliane in Blizzaia AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1532 (P) MG - 24 x 10, 1-5, 4 AP(Artassaut) Arms - 849 (P) MG - 13 x 12, 1-4, 4 AP(Cemetery) Legs - 1186 Armor - None Skills: Speed II Slice Shot II Minus Shot III Defense II ------------------------------------------------------------------------------ PUNISHERS Melee Attack - 0 Short Range - 448 Long Range - 600 Support Fire - 242 Access: M16 to M19 Appearance: Front Mission 4(Bosch and Wagner) Strategy: Ah, the boys from E.C. Germany...except where's Dranz and Glaeser? As you may have noticed, Wagner has a really high Output for the time period they can be fought. Don't be scared since Wagner uses one of the highest Output Body parts along with a Turbo Backpack to beef it up. Both Bosch and Wagner can handle battles by themselves, but it's clear that Wagner is the better of the two. Apart from the Piz 3 MS, Bosch's attacks are nothing compared to what Wagner can do. A Mechanic is definitely recommended to Repair damage dealted by either combatant. Team Composition ------------------------------------------------------------------------------ Dieter Bosch in Vaje AP AP: 21 MV: 7 Lv: 20 Weapon Loadout: Body - 995 (P) MG - 12 x 11, 1-4, 4 AP(Cemetery) Arms - 583 (P) MG - 12 x 11, 1-4, 4 AP(Cemetery) Legs - 812 (F) MS(4) - 101 x 3, 6-8, 14 AP(Piz 3) Armor - Piercing Skills: Feint I Feint II Feint III Block DMG 30 ------------------------------------------------------------------------------ Rolf Wagner in Luftrauber AP: 23 MV: 7 Lv: 24 Weapon Loadout: Body - 1194 (F + I) BZ - 171 x 1 + 129, 3-7, 6 AP(Burgiba) Arms - 601(L)662(R) (P) MG - 23 x 8, 1-4, 4 AP(Raptor) Legs - 975 Armor - None Skills: Blast Shot Quick Draw Zoom Defense II Defense III ------------------------------------------------------------------------------ APOCALYPSE Melee Attack - 396 Short Range - 0 Long Range - 848 Support Fire - 0 Access: M17 to M27 Appearance: Front Mission 4(Vavilov and Ivanovna) Strategy: Wondering where Ivanovna went since Vavilov shows up in the 1-on-1? Not to worry, Ivanovna tags along with Vavilov to make the Arena more interesting. These villains from the U.S.N. side in Front Mission 4 are respectable opponents, but they have serious balancing issues. Vavilov is a pure Striker and Ivanovna has no means to counter close-range attacks since she only uses BZs. A Striker can take care of Ivanovna and an Assault can handle Vavilov with little difficulty. Their Odds rate is reasonably high so this is a good way to earn CP by the end of the game. Team Composition ------------------------------------------------------------------------------ Maksim Troadiev Vavilov in Desmatz N AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1143 (I) RD - 123 x 1, 1, 1 AP(F1 Hand Rod) Arms - 748(L)832(R) (I) RD - 123 x 1, 1, 1 AP(F1 Hand Rod) Legs - 1429 Armor - None Skills: Double Punch I Charge II Charge III Defense II Defense III ------------------------------------------------------------------------------ Anikza Ivanovna Aleksandrov in Grille Sechs AP: 21 MV: 4 Lv: 20 Weapon Loadout: Body - 1132 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(Boa) Arms - 624 (F + I) BZ - 120 x 1 + 92, 3-6, 6 AP(Gnautz) Legs - 880 Armor - None Skills: Blast Shot Defend Body Quick Draw Boost I AP Cost 0 Defense II Feint II ------------------------------------------------------------------------------ WILDCATS Melee Attack - 0 Short Range - 412 Long Range - 920 Support Fire - 0 Access: M19 to M22 Appearance: Front Mission 4(Elsa and Ivanovna) Strategy: It's Elsa and Ivanovna again! This time, Elsa uses a more familiar build resembling her initial Zenith fuselage from Front Mission 4. Elsa also has a large amount of skills to back her offensive capabilities. Her Zenith DV can be troublesome but a good Striker can take it down. Speaking of Strikers, Ivanovna is helpless against them as usual so use that to your advantage. Team Composition ------------------------------------------------------------------------------ Elsa Eliane in Zenith DV AP: 21 MV: 7 Lv: 20 Weapon Loadout: Body - 1270 (P) MG - 23 x 8, 1-4, 4 AP(Leosocial) Arms - 704 (I) SG - 19 x 12, 1-4, 3 AP(Covet) Legs - 983 Armor - Impact Skills: Switch II Slice Shot II Boost I Terror Shot II Speed II Slice Shot III Speed III Defense II Minus Shot II Auto Repair 5% Panic Shot II ------------------------------------------------------------------------------ Anizka Ivanovna Aleksandrov in Grille Sechs AP: 21 MV: 4 Lv: 20 Weapon Loadout: Body - 1358 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(Boa) Arms - 748 (F + I) BZ - 129 x 1 + 101, 3-6, 6 AP(Gnautz) Legs - 1055 Armor - None Skills: Blast Shot Defend Body Quick Draw Boost I AP Cost 0 Defense II Feint II ------------------------------------------------------------------------------ GREEDY VAMPIRES Melee Attack - 289 Short Range - 256 Long Range - 532 Support Fire - 303 Access: M22 to M27 Appearance: Front Mission 1st(Driscoll and Olson) Strategy: It's Driscoll! And there's Olson, but who cares about him? Driscoll pilots a similar build based on his original Type 11DS Raven, minus the legs. His new legs have very high Evasion, making it really hard to hit him. His Leosocial is rather weak, but the Dasler Claw is the one to watch out for. As you see, the damage is decent but it comes with Melee Critical. This wanzer part skill enables Critical hits, which means the damage is tripled if it activates. With the claw's high Accuracy, a wanzer can be easily killed from a few melees. Along with his insane Evasion, Driscoll is a one-man army who can beat you without taking much damage. Olson's just there for Link assistance really. Without a doubt, Driscoll is the bigger danger of the duo. Orson is a lot weaker in this fight than in his appearance alone, but the Magic Box is still nasty. He is nowhere near as deadly as Driscoll though. This is one team that you should have three pilots against. A Mechanic is a must and a Striker does some good here, since their skills can help against Driscoll. An Assault or Gunner as the third will do to soften up Driscoll or Orson. If you wish, go with a Launcher as your third unit. Launcher weapons always connect and that goes well against Driscoll. Armor them well to survive hits from the claw. Team Composition ------------------------------------------------------------------------------ Driscoll in Raven AP: 24 MV: 6 Lv: 30 Weapon Loadout: Body - 2393 (P) KN - 190 x 1, 1, 1 AP(Dasler Claw) Arms - 1531(L)1323(R) (P) MG - 32 x 8, 1-4, 4 AP(Leosocial) Legs - 1429 Armor - Impact Skills: Speed II Speed III Defense II Defense III Melee Critical 30% ------------------------------------------------------------------------------ Guri B. Olson in Eldos A AP: 23 MV: 7 Lv: 24 Weapon Loadout: Body - 1307 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Arms - 849(L)722(R) (P) GG - 14 x 19, 1-6, 6 AP(FV-24) Legs - 1016 (F) MS(3) - 505 x 1, 6-8, 18 AP(Magic Box) Armor - None Skills: Blast Shot Terror Shot III Inferno Block DMG 60 Speed II Sensor Range + 1 Speed III Slice Shot I Terror Shot II ------------------------------------------------------------------------------ TOXIC CHAIN Melee Attack - 217 Short Range - 593 Long Range - 0 Support Fire - 0 Access: M22 to M25 Appearance: Front Mission 1st(Driscoll and Karen) Strategy: Driscoll is back and joining him is Karen, who met an unfortunate fate in the Front Mission 1st. Driscoll is weaker in this battle and he does not have the lethal Melee Critical. Still a tough foe, but doable with only two pilots. Karen sports a Zeria, which is basically a weaker Zenith DV with the same annoying Auto Repair. Her weapon choice is horrible however and she will lose the range battle. The Mechanic and Striker combo works wonders against this duo. Karen can last longer as she is loaded with many defense skills. Team Composition ------------------------------------------------------------------------------ Driscoll in Raven AP: 24 MV: 6 Lv: 27 Weapon Loadout: Body - 1819 (P) KN - 162 x 1, 1, 1 AP(Dasler Claw) Arms - 1167(L)1007(R) (P) MG - 22 x 10, 1-4, 4 AP(Leosocial) Legs - 1071 Armor - Impact Skills: Speed II Speed III Defense II Defense III ------------------------------------------------------------------------------ Karen Meure in Zeria AP: 21 MV: 7 Lv: 20 Weapon Loadout: Body - 1270 (P) MG - 23 x 8, 1-4, 4 AP(Raptor) Arms - 704 (I) SG - 21 x 9, 1-3, 3 AP(Kirishima 55) Legs - 983 Armor - Impact Skills: Barrage Defense I Speed II Defense II Panic Shot II Defense III Freeze Shot Block DMG 60 Feint II Auto Repair 3% Feint III ------------------------------------------------------------------------------ ISLAND LOVERS Melee Attack - 0 Short Range - 1099 Long Range - 0 Support Fire - 0 Access: M25 to M27 Appearanc: Front Mission 1st(Roid and Karen) Strategy: It's him, THE Roid Clive of Front Mission 1st fame! It sure brings back memories...but back to the show. Roid uses Sakata's Zenith DV build except his skill set is so much better and he rarely ever uses the Raptor MG unless he can't use his Grave MG. Karen is back and a lot stronger as well. And as the two are sporting Auto Repair-capable units, Roid and Karen can really take a pounding. A Striker and Gunner will work nicely in countering this, but be sure the Gunner has some Repairs and the Striker has a durable wanzer. Team Composition ------------------------------------------------------------------------------ Roid Clive in Zenith DV AP: 24 MV: 8 Lv: 29 Weapon Loadout: Body - 2650 (P) MG - 32 x 8, 1-4, 4 AP(Raptor) Arms - 1464 (P) MG - 30 x 12, 1-6, 4 AP(Grave) Legs - 2051 Armor - Impact Skills: Barrage Terror Shot II Boost II Panic Shot III Speed II AP Cost 0 Speed III Feint II Panic Shot II Auto Repair 5% Slice Shot II ------------------------------------------------------------------------------ Karen Meure in Zeria AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 2162 (P) MG - 34 x 7, 1-4, 4 AP(Raptor) Arms - 1195 (I) SG - 35 x 7, 1-3, 3 AP(Kirishima 55) Legs - 1674 Armor - Impact Skills: Barrage Defense I Speed II Defense II Panic Shot II Defense III Freeze Shot Block DMG 60 Feint II Auto Repair 3% Feint III ------------------------------------------------------------------------------ 3-ON-3 FRONT MISSION ARENA COMBATANTS ------------------------------------------------------------------------------ MUDDY OTTERS Melee Attack - 18 Short Range - 1046 Long Range - 336 Support Fire - 264 Access: M12 to M23 Appearance: Front Mission 2(Ash, Joyca, and Amia) Strategy: Finally, some old faces from Front Mission 2! However, where's Lisa, Thomas, and the others? Regardless, Ash's crew are tough despite their low Rank wanzers. Ash uses a Numsekar with Zenith DV parts that looks like a Zenith. Joyce sports a Grapple with Zenith parts and Amia uses a pure Frost. All of them have reasonably strong weaponry at the time of their appearance and have a good skill set as well. Amia has the strongest Assault weaponry with dual State SGs and Ash isn't far behind with his Artassaut and Girino combo. Joyce has the weakest weaponry but he is merely a support unit for Links. Beating the Muddy Otters will require a similarly balanced team that can do similar functions but with a Mechanic. The other two can be the reliable duo of an Assault and Striker, or a Gunner and Striker. Either way, these three can't Repair themselves so you can eventually wear them down provided that you have a Mechanic on your side. Team Composition ------------------------------------------------------------------------------ Ash Faruk in Numsekar AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1505 (P) MG - 24 x 10, 1-5, 4 AP(Artassaut) Arms - 849 (I) SG - 19 x 12, 1-4, 3 AP(Girino) Legs - 1186 Armor - None Skills: Switch II Defense I Boost II Speed II Panic Shot I Minus Shot II Terror Shot II ------------------------------------------------------------------------------ Joyce S. Whitfield in Grapple AP: 21 MV: 7 Lv: 20 Weapon Loadout: Body - 1254 (F + I) BZ - 95 x 1 + 73, 3-6, 6 AP(Banish) Arms - 662 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 925 (F) MS(6) - 55 x 4, 6-8, 16 AP(MGR) Armor - None Skills: Inferno Zoom AP Cost 0 Defense II Block DMG 60 ------------------------------------------------------------------------------ Amia McCalum in Frost AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1433 (I) SG - 17 x 17, 1-4, 3 AP(State) Arms - 794 (I) SG - 17 x 17, 1-4, 3 AP(State) Legs - 1110 Armor - None Skills: Switch I Defense II Boost I Defense III Speed I Speed II Panic Shot I Feint II ------------------------------------------------------------------------------ TRINITY Melee Attack - 220 Short Range - 730 Long Range - 394 Support Fire - 340 Access: M12 to M18 Appearance: Front Mission 2(Joyce), Front Mission 1st(Sakata), and Front Mission 3(Ryogo) Strategy: Notice these three play the supporting male roles in their respective Front Mission appearances? Indeed they are. For their time of appearance, it is unlikely that they can be beaten. Joyce and Ryogo are using stronger versions of their wanzers, while Sakata uses a slightly weaker one. Still, they all have a lot of HP and can deal a lot of damage effortlessly. The biggest problems will come from both Sakata and Ryogo as their damage capabilities are higher than Joyce's. The trio of Assault, Mechanic, and Striker stand a good chance of winning if their wanzers are setup to handle their firepower. Just hope that the AI goes after Joyce first if you want to stand a chance here. Team Composition ------------------------------------------------------------------------------ Joyce S. Whitfield in Grapple AP: 24 MV: 8 Lv: 27 Weapon Loadout: Body - 1807 (F + I) BZ - 109 x 1 + 88, 3-6, 6 AP(Banish) Arms - 952 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 1332 (F) MS(6) - 71 x 4, 6-8, 20 AP(MGR) Armor - None Skills: Inferno Zoom AP Cost 0 Defense II Block DMG 60 ------------------------------------------------------------------------------ Ryuji Sakata in Zenith DV AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1532 (P) MG - 20 x 10, 1-4, 4 AP(Raptor) Arms - 849 (P) MG - 28 x 10, 1-6, 4 AP(Grave) Legs - 1186 Armor - Impact Skills: Barrage Boost I Speed II Freeze Shot Defense II Auto Repair 5% ------------------------------------------------------------------------------ Ryogo Kusama in Strife AP: 24 MV: 8 Lv: 27 Weapon Loadout: Body - 1847 (I) SG - 25 x 10, 1-4, 3 AP(Girino) Arms - 952 (I) RD - 148 x 1, 1, 1 AP(Keen Saber) Legs - 1140 Armor - Piercing Skills: Boost II Speed II Speed III Charge II Defense II ------------------------------------------------------------------------------ CRIMSON WALL Melee Attack - 276 Short Range - 376 Long Range - 0 Support Fire - 331 Access: M12 to M17 Appearance: Front Mission 5: Scars of the War(Katherine, Jane, and Mary) Strategy: Doesn't this look like a familiar scene from Front Mission 1st? If so, this team pays homage to the "Hell's Wall" unit seen in that game. They use Frost HWs, which stands for "Hell's Wall", along with the familiar red paint scheme...it feels nostalgic. Fortunately, these three are not as tough as the real deal that they are paying homage to. Jane and Mary are the only threats, mainly from Jane's Grave and Mary's Magic Box. Other than these two, any configuration with a Mechanic and Striker are suffice enough to win. Team Composition ------------------------------------------------------------------------------ Katherine in Frost HW AP: 18 MV: 7 Lv: 14 Weapon Loadout: Body - 870 (I) RD - 93 x 1, 1, 1 AP(F1 Hand Rod) Arms - 482 (P) PB - 108 x 1, 1, 1 AP(Battle Tusk SD) Legs - 674 Armor - None Skills: Double Punch II Charge II Remove Shield Limit ------------------------------------------------------------------------------ Jane in Frost HW AP: 21 MV: 7 Lv: 14 Weapon Loadout: Body - 870 (I) SG - 16 x 10, 1-3, 3 AP(Kirishima 55) Arms - 482 (P) MG - 18 x 12, 1-6, 4 AP(Grave) Legs - 674 Armor - None Skills: Switch II Speed I Speed II ------------------------------------------------------------------------------ Mary in Frost HW AP: 18 MV: 7 Lv: 14 Weapon Loadout: Body - 870 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Arms - 482 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 674 (F) MS(4) - 122 x 2, 6-8, 13 AP(Donkey) Armor - None (F) MS(2) - 342 x 1, 6-8, 13 AP(Magic Box) Skills: Inferno MS Burst Sensor Range + 1 ------------------------------------------------------------------------------ DURANDAL-ALPHA Melee Attack - 198 Short Range - 821 Long Range - 0 Support Fire - 659 Access: M16 to M27 Appearance: Front Mission 4(Elsa, Zead, Hermes) Strategy: It's the initial trio from the Durandal! And they're using setups virtually identical to their initial setups as well! For now, time to discuss what they can do. Elsa once again uses Zenith DV, but it's fully strengthened this time around. Zead uses Luftrauber with parts to resemble his Wildgoat, along with the dual missile launchers. Hermes is using his Giza, just with a Chronik MG this time. Of the three, Elsa is clearly the most dangerous as her Zenith DV takes a lot more time to kill apart from her strong weaponry. Zead is a good support, but he is doomed up close. Hermes may be able to Repair but his low HP wanzer means a few strong hits and it's over. The means to best this team is through eliminating Zead and Hermes first. As long as Hermes is around, Elsa is virtually invincible and Zead will keep firing missiles. Zead's missiles may not be dangerous, but they deal a good amount of damage. Either way, you need everyone striking Elsa to wear down her Zenith tank and eventually kill her. A Mechanic is definitely needed, but the other two pilots should be packing some powerful weaponry. A tough fight, but the Odds rate makes this worth it. Team Composition ------------------------------------------------------------------------------ Elsa Eliane in Zenith DV AP: 24 MV: 8 Lv: 30 Weapon Loadout: Body - 2994 (P) MG - 23 x 12, 1-4, 4 AP(Leosocial) Arms - 1653 (I) SG - 23 x 15, 1-4, 3 AP(Covet) Legs - 2317 Armor - Impact Skills: Switch II Slice Shot II Boost I Terror Shot II Speed II Slice Shot III Speed III Defense II Minus Shot II Auto Repair 5% Panic Shot II ------------------------------------------------------------------------------ Zead Elger in Luftrauber AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 1433 (P) PB - 101 x 1, 1, 1 AP(Heavy Pile) Arms - 832 (I) SD - 66 x 1, 1, 1 AP(Light Shield) Legs - 1171 (F) MS(5) - 181 x 2, 6-8, 18 AP(Donkey) Armor - None (F) MS(6) - 62 x 4, 6-8, 18 AP(MGR) Skills: Inferno Tackle Defense II Block DMG 60 ------------------------------------------------------------------------------ Hermes Sturges in Giza AP: 21 MV: 6 Lv: 20 Weapon Loadout: Body - 1018 (P) MG - 20 x 10, 1-5, 4 AP(Chronik) Arms - 567 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 792 Backpack: Repair Armor - None Skills: Boost I Speed I Defense II Defense III ------------------------------------------------------------------------------ GENTLE ARMY Melee Attack - 505 Short Range - 843 Long Range - 0 Support Fire - 303 Access: M16 to M25 Appearance: Front Mission 5: Scars of the War(Roland, Dennis, and Max) Strategy: Hey, don't these three look familiar? Of course they are, they're Walter's superiors! The relaxed Roland, respectful Dennis, and harsh Max...you likely were thinking what wanzers they would pilot. Roland uses a near-complete build of Zenith DV so no Auto Repair. Dennis uses a Desmatz N with higher Accuracy Arms and Max uses a Schakal with Scintilla parts. All three have at least one dangerous weapon; Roland has Magic Box, Dennis has State, and Max has Battle Tusk SD. Despite the somewhat low skill count, all three have an abnormally skill high activation rate. It's not surprising to see Dennis abusing Speed III or Max with Charge III. This is what makes the trio dangerous. As their damage dealing capabilities are high, it might be better to keep a Mechanic out of the battle and go for pure offense. With that said, go with an Assault, Gunner, and Striker to end things quick. Be sure to have your Striker equip Footwork if Max decides to deal with them first. For Roland, he is rather weak apart from Magic Box so nothing to worry about here. Dennis will definitely trouble you with his Speed skills abuse, so prepare by having parts with the Anti-Shock skill. Team Composition ------------------------------------------------------------------------------ Roland Briley in Zenith DV AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1532 (I) SG - 25 x 10, 1-4, 3 AP(Girino) Arms - 625(L)849(R) (I) SD - 66 x 1, 1, 1 AP(WS) Legs - 1186 (F) MS(3) - 505 x 1, 6-8, 18 AP(Magic Box) Armor - Impact Skills: Speed I Sensor Range + 1 Boost II Slice Shot II Terror Shot III Freeze Shot ------------------------------------------------------------------------------ Dennis Gifford in Desmatz N AP: 24 MV: 6 Lv: 27 Weapon Loadout: Body - 1371 (I) SG - 20 x 16, 1-4, 3 AP(State) Arms - 897 (I) SG - 21 x 13, 1-4, 3 AP(Covet) Legs - 1140 Armor - None Skills: Switch I Speed I Boost II Speed II Speed III ------------------------------------------------------------------------------ Max Vandam in Schakal AP: 24 MV: 8 Lv: 27 Weapon Loadout: Body - 1546 (P) PB - 155 x 1, 1, 1 AP(Battle Tusk SD) Arms - 998 (I) KN - 113 x 1, 1, 1 AP(Iron Lump) Legs - 1406 Armor - None Skills: Double Punch II Charge II Charge III Defense II Defense III Remove Shield Limit ------------------------------------------------------------------------------ SMILING SPECTACLES Melee Attack - 36 Short Range - 526 Long Range - 442 Support Fire - 155 Access: M16 to M20 Appearance: Front Mission 1st(Olson), Front Mission 4(Hermes and Thammond) Strategy: Olson and Hermes are back and Thammond's coming to tag along as well. You likely already know what the first two can do so let's talk Thammond. The old man uses a Gust with mixed parts and the two weakest SGs. A threat? Nope. How about Olson or Hermes? Also laughable in that their wanzers are a lot weaker than in their other showings, though Hermes isn't much of a drop. You can actually use just two pilots and win this one rather easily. Their Odds rate is rather low, but these guys are easy kills. Team Composition ------------------------------------------------------------------------------ Guri B. Olson in Eldos A AP: 19 MV: 6 Lv: 17 Weapon Loadout: Body - 896 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Arms - 583(L)500(R) (P) GG - 13 x 17, 1-6, 6 AP(FV-24) Legs - 698 (F) MS(2) - 389 x 1, 6-8, 14 AP(Magic Box) Armor - None Skills: Blast Shot Terror Shot III Inferno Block DMG 60 Speed II Sensor Range + 1 Speed III Slice Shot I Terror Shot II ------------------------------------------------------------------------------ Hermes Sturges in Giza AP: 19 MV: 6 Lv: 17 Weapon Loadout: Body - 848 (P) MG - 23 x 8, 1-5, 4 AP(Chronik) Arms - 472 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 660 Backpack: Repair Armor - None Skills: Boost I Speed I Defense II Defense III ------------------------------------------------------------------------------ Carl Thammond in Gust AP: 21 MV: 7 Lv: 20 Weapon Loadout: Body - 1132 (I) SG - 21 x 9, 1-3, 3 AP(Gale) Arms - 704(L)662(R) (I) SG - 17 x 9, 1-3, 3 AP(Catsray) Legs - 925 Armor - None Skills: Boost II Speed II Defense II Defense III ------------------------------------------------------------------------------ IMAC Melee Attack - 19 Short Range - 899 Long Range - 456 Support Fire - 772 Access: M18 to M26 Appearance: Front Mission: Alternative(McCoy, Furphy, and Bruce) Strategy: Finally, a real showing by the Front Mission Alternative crew! McCoy returns, Bruce gets a new rig, and Furphy's decided to join the gang! Furphy sports a weak Eldos with no real purpose outside of the Repair Light Backpack thanks to the crappy Cemetery MG. Bruce now uses a Grille Sechs 4-legger with the State SG, Hot River FT, and MGR missiles. Hot River and MGR are both made of crap, but State shouldn't be taken lightly. McCoy is back, but his Albatross this time is no threat with much higher HP wanzers at your disposal. The old but reliable combination of Assault, Mechanic, and Striker will do you some good. Make sure Furphy dies first or things will get ugly. Team Composition ------------------------------------------------------------------------------ Earl McCoy in Crustacia AP: 24 MV: 4 Lv: 27 Weapon Loadout: Body - 1806 (P) GG - 12 x 19, 1-6, 6 AP(Glaux) Arms - 867(L)952(R) (P) MG - 24 x 10, 1-5, 4 AP(Chronik) Legs - 1265 (F) RK(3) - 720 x 1, 8-12, 22 AP(Albatross) Armor - None Skills: Barrage AP Cost 0 Boost I Defense II Boost II Speed II Speed III RK Burst ------------------------------------------------------------------------------ Dal Furphy in Eldos AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1222 (P) MG - 13 x 12, 1-4, 4 AP(Cemetery) Arms - 794(L)722(R) (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 1171 Backpack: Repair Light Armor - None Skills: Minus Shot II Panic Shot II Defense I Defense II Defense III ------------------------------------------------------------------------------ Bruce Blakewood in Grille Sechs AP: 24 MV: 6 Lv: 27 Weapon Loadout: Body - 1629 (I) SG - 20 x 16, 1-4, 3 AP(State) Arms - 897 (F) FT - 61 x 3, 1-2, 3 AP(Hot River) Legs - 1071 (F) MG(6) - 71 x 4, 6-8, 20 AP(MGR) Armor - None Skills: Inferno Boost II Minus Shot II Block DMG 60 Defend Body ------------------------------------------------------------------------------ CANYON CROWS Melee Attack - 23 Short Range - 1120 Long Range - 494 Support Fire - 412 Access: M18 to M27 Appearance: Front Mission 1st(Roid, Natalie, and Sakata) Strategy: No Front Mission installment with nostalgia can forget about the mighty Canyon Crows. Roid and Natalie use the same builds and Sakata goes for yet another Zenith build, this time the RV variant. Fortunately, he is not using a true Zenith RV so no Auto Repair for him. Natalie is the only one that has a reasonable upgrade as Roid is pretty much the same. Basically, the Canyon Crows are an upgraded version of the Muddy Otters. A support backed by two trigger-happy fiends. Treat them as you would with the Muddy Otters, but you really need to focus on a strong offense. The sooner one of them drops, the better the outcome. Hope the AI focuses on Roid last or things will be hard. Team Composition ------------------------------------------------------------------------------ Roid Clive in Zenith DV AP: 24 MV: 8 Lv: 29 Weapon Loadout: Body - 2650 (P) MG - 32 x 8, 1-4, 4 AP(Raptor) Arms - 1464 (P) MG - 30 x 12, 1-6, 4 AP(Grave) Legs - 2051 Armor - Impact Skills: Barrage Terror Shot II Boost II Panic Shot III Speed II AP Cost 0 Speed III Feint II Panic Shot II Auto Repair 5% Slice Shot II ------------------------------------------------------------------------------ Natalie F. Blakewood in Cheyenne TX AP: 24 MV: 8 Lv: 27 Weapon Loadout: Body - 1473 (I) SD - 20 x 1, 1, 1 AP(SN) Arms - 867(L)952(R) (I) SG - 20 x 16, 1-4, 3 AP(State) Legs - 1332 (F) RK(4) - 515 x 1, 8-10, 22 AP (Wildgoose) Armor - None Skills: Boost I Fix DMG III Boost II Defense I Defense II Defense III Block DMG 60 ------------------------------------------------------------------------------ Ryuji Sakata in Zenith RV AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 2106 (P) GG - 13 x 19, 1-6, 6 AP(Glaux) Arms - 1165(L)1012(R) (P) MG - 23 x 8, 1-4, 4 AP(Cemetery) Legs - 1554 Armor - Impact Skills: Barrage Boost I Speed II Freeze Shot Defense II ------------------------------------------------------------------------------ DURANDAL-BETA Melee Attack - 281 Short Range - 542 Long Range - 0 Support Fire - 744 Access: M19 to M26 Appearance: Front Mission 4(Latona, Bosch, and Beck) Strategy: The Durandal's B-team and it makes sense since these three are nowhere near as nasty as the A-team. Latona sports Grille Sechs designed to look like her Stork build, Bosch is the same, and Beck uses Uisk II that resembles his old Zelt without the Radio Backpack. None of them save Bosch are damaging and Latona concentrates too much on EMP instead of her melees. Beck is a weaker Bosch so he shouldn't even be a concern. Like with Smiling Spectacles, this team can be beaten using only two pilots. Be sure to have parts that have the Resist Systems Down skill or Latona will really be annoying. Team Composition ------------------------------------------------------------------------------ Latona Rodiona Vasilev in Grille Sechs AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1358 (P) PB - 101 x 1, 1, 1 AP(Press Needle) Arms - 832 (P) PB - 101 x 1, 1, 1 AP(Press Needle) Legs - 1110 Backpack: EMP Armor - None Skills: Blast Strike Double Punch I Tackle Defense I Feint II ------------------------------------------------------------------------------ Dieter Bosch in Vaje AP AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1720 (P) MG - 19 x 9, 1-4, 4 AP(Cemetery) Arms - 1086 (P) MG - 19 x 9, 1-4, 4 AP(Cemetery) Legs - 1406 (F) MS(5) - 149 x 3, 6-8, 20 AP(Piz 3) Armor - Piercing Skills: Feint I Feint II Feint III Block DMG 30 ------------------------------------------------------------------------------ Beck Canova in Uisk II AP: 23 MV: 4 Lv: 24 Weapon Loadout: Body - 1377 (P) MG - 20 x 10, 1-4, 4 AP(Leosocial) Arms - 794(L)772(R) (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 1055 (F) MG(6) - 62 x 4, 6-8, 18 AP(MGR) Armor - None Skills: Inferno MS Burst AP Cost 0 Defense II ------------------------------------------------------------------------------ TRIPLE STINGERS Melee Attack - 312 Short Range - 898 Long Range - 0 Support Fire - 0 Access: M21 to M27 Appearance: Front Mission 5: Scars of the War(Norman, Katherine, and Emilie) Strategy: Although they are just merely a normal team, they do have a camouflage choice as a reward. So, they count as a special team. Norman, Katherine, and Emilie are using builds you should be very familiar with in the main game. They are lacking severely in skills as well, which makes them easier to kill. Go for pure offense here to end the battle early. Team Composition ------------------------------------------------------------------------------ Norman in Warlus AP: 25 MV: 8 Lv: 28 Weapon Loadout: Body - 2007 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial) Arms - 1110 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial) Legs - 1554 Armor - Piercing Skills: Switch I Speed II ------------------------------------------------------------------------------ Katherine in Scintilla AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 2107 (P) PB - 121 x 1, 1, 1 AP(Heavy Pile) Arms - 1164 (P) PB - 121 x 1, 1, 1 AP(Heavy Pile) Legs - 1641 Armor - Impact Skills: Double Punch II Charge I Feint I ------------------------------------------------------------------------------ Emilie in Giza AP: 24 MV: 6 Lv: 28 Weapon Loadout: Body - 1712 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial) Arms - 955 (P) MG - 23 x 8, 1-4, 4 AP(Cemetery) Legs - 1330 Armor - Piercing Skills: Speed II ------------------------------------------------------------------------------ TRIPLE IMPULSE Melee Attack - 696 Short Range - 490 Long Range - 0 Support Fire - 0 Access: M21 to M27 Appearance: Front Mission 5: Scars of the War(Whoopi, Otto, and George) Strategy: Same deal as Triple Stingers, except even easier as Otto and George use only Striker weapons. Pure offense with range will win this one easily. Team Composition ------------------------------------------------------------------------------ Whoopi in Warlus AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 2007 (I) SG - 35 x 7, 1-3, 3 AP(Kirishima 55) Arms - 1110 (I) SG - 35 x 7, 1-3, 3 AP(Kirishima 55) Legs - 1554 Armor - Piercing Skills: Switch II Boost II Terror Shot II ------------------------------------------------------------------------------ Otto in Scintilla AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 2107 (I) KN - 102 x 1, 1, 1 AP(Double Nail) Arms - 1164 (I) KN - 102 x 1, 1, 1 AP(Double Nail) Legs - 1641 Armor - Impact Skills: Double Punch II Charge I Feint I ------------------------------------------------------------------------------ George in Giza AP: 24 MV: 6 Lv: 28 Weapon Loadout: Body - 1712 (I) RD - 147 x 1, 1, 1 AP(Ogon) Arms - 955 (I) RD - 147 x 1, 1, 1 AP(Ogon) Legs - 1330 Armor - Piercing Skills: Charge I Defend Body ------------------------------------------------------------------------------ 332ND COMPANY Melee Attack - 37 Short Range - 758 Long Range - 560 Support Fire - 0 Access: M21 to M27 Appearance: Front Mission 4(Darril, Renges, and Chaeffer) Strategy: The mirror team to Durandal-Alpha, the 332nd Company is both formidable and deadly. Darril now uses his trademark Blizzaia L build and his buddies are also here. Renges uses a similar Recson build to his initial setup and Mr. Chaeffer's setup is identical to what Hermes uses. No surprise there since both used the same exact builds in Front Mission 4. While this team lacks a beast like the Zenith DV, they work better as a team than Durandal-Alpha. Renges is a big damage dealer while Darril and Chaeffer can contribute to the kills. Try to using a setup that can deal with Durandal-Alpha against them. To neutralize their damage capabilities, have parts with Anti-Piercing. Team Composition ------------------------------------------------------------------------------ Darril Traubel in Blizzaia L AP: 24 MV: 8 Lv: 30 Weapon Loadout: Body - 2564 (P) MG - 41 x 8, 1-5, 4 AP(Artassaut) Arms - 1417 (P) MG - 21 x 10, 1-4, 4 AP(Cemetery) Legs - 1982 Armor - None Skills: Switch I Boost I Speed I Slice Shot I Terror Shot II ------------------------------------------------------------------------------ Billy Renges in U-Recson AP: 24 MV: 4 Lv: 28 Weapon Loadout: Body - 1728 (P) RF - 280 x 1, 1-8, 6 AP(Firebird) Arms - 966 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Legs - 1338 Armor - None Skills: Blast Shot Quick Draw Zoom AP Cost 0 Defense II Pierce - 1 target ------------------------------------------------------------------------------ Phillip Chaeffer in Giza AP: 23 MV: 6 Lv: 24 Weapon Loadout: Body - 1222 (I) KN - 18 x 1, 1, 1 AP(Hard Blow) Arms - 681 (P) MG - 22 x 10, 1-5, 4 AP(Chronik) Legs - 950 Backpack: Repair Armor - None Skills: Barrage Speed I Defense II Block DMG 30 Defend Body ------------------------------------------------------------------------------ NIGHTMARES Melee Attack - 297 Short Range - 952 Long Range - 864 Support Fire - 669 Access: M25 to M27 Appearance: Front Mission 1st(Driscoll), Front Mission 3(Lukav), and Front Mission 4(Wagner) Strategy: What happens when you put a shady commander, man-made human, and a lame spy together? A nightmare of a team. Without a doubt, Nightmares is the hardest team in the entire Arena. Driscoll and Wagner are back with their familiar wanzers at maximum Rank. Lukav comes to join them with an identical Vaje AP build used by Bosch except much stronger. All three have a specific purpose and that's to destroy any team they fight. They all double-class pretty well; Driscoll is a Striker, Lukav is a Launcher, and Wagner is a Gunner. All are also Assaults as they have MGs for Links. Driscoll once again is the real danger, but his supports aren't dependent on him to score the kills. Defeating this team requires fully strengthened wanzers to stand a chance. Second, a Mechanic is a must to keep everyone fighting. Third, you really should consider using high Accuracy Arms in this fight. All of them have high Evasion and will dodge what you throw at them, especially Driscoll. Fourth, have any skill that can lower damage equipped as well. For pilot selection, a Striker and Gunner should definitely be used. A Striker can keep Driscoll busy if he goes after them first. For the Gunner, definitely have a BZ backed up with an MG or SG. The BZ is important against Driscoll as his Legs have low HP and BZs rule at leg breaking. A setup against them can be as follows: Gunner Body - H-Recson Right Arm - Blizzaia L Left Arm - Blizzaia L Legs - Coga R2 BP - Turbo Item Right Hand - Chronik 10 Left Hand - Grom Right Shoulder - None Left Shoulder - None Turbo Item storing: Repair 800 x 3 All Repair 200 x 3 Skills: Gunner Link L Assault Link R Quick Draw Hammer Down(if possible) Zoom Arm Breaker Leg Breaker Mechanic Body - Eldos A Right Arm - Scintilla Left Arm - Blizzaia L Legs - Coga R2 BP - Repair Right Hand - None Left Hand - Chronik 10 Right Shoulder - None Left Shoulder - None Skills: Assault Link L Weakpoint Full Defense(if possible) Slice Shot III Block DMG 60 Striker Body - Mungoss G Right Arm - Mungoss Left Arm - Mungoss Legs - Mungoss BP - Turbo Right Hand - Last Stake Left Hand - Keen Saber Right Shoulder - None Left Shoulder - None Skills: Striker Link L Striker Link R Double Punch II Hard Strike(if possible) Footwork Revenge Mirror Set primary weapons to: Gunner - Grom Mechanic - Chronik 10 Striker - Keen Saber Team Composition ------------------------------------------------------------------------------ Driscoll in Raven AP: 24 MV: 6 Lv: 30 Weapon Loadout: Body - 2680 (P) KN - 204 x 1, 1, 1 AP(Dasler Claw) Arms - 1713(L)1481(R) (P) MG - 23 x 12, 1-4, 4 AP(Leosocial) Legs - 1608 Armor - Impact Skills: Speed II Speed III Defense II Defense III Melee Critical 30% ------------------------------------------------------------------------------ Lukav Mineav in Vaje AP AP: 24 MV: 8 Lv: 29 Weapon Loadout: Body - 2294 (P) MG - 20 x 10, 1-4, 4 AP(Cemetery) Arms - 1464 (P) MG - 20 x 10, 1-4, 4 AP(Cemetery) Legs - 1876 (F) MS(6) - 186 x 3, 6-8, 24 AP(Piz 3) Armor - Piercing Skills: Inferno Speed III Slice Shot III Anti-Shot AP Cost 0 ------------------------------------------------------------------------------ Rolf Wagner in Luftrauber AP: 24 MV: 8 Lv: 30 Weapon Loadout: Body - 2581 (F + I) BZ - 235 x 1 + 197, 3-8, 6 AP(Burgiba) Arms - 1302(L)1426(R) (P) MG - 23 x 12, 1-4, 4 AP(Raptor) Legs - 2111 Armor - None Skills: Blast Shot Quick Draw Zoom Defense II Defense III ------------------------------------------------------------------------------ IRON ROSES Melee Attack - 0 Short Range - 1635 Long Range - 0 Support Fire - 0 Access: M25 to M27 Appearance: Front Mission 4(Elsa), Front Mission 2(Amia), and Front Mission 1st(Karen) Strategy: The heroines from older Front Mission installments decide to make one last stand to destroy you in this showing. Elsa, Amia, and Karen are back to make some mayhem. Elsa is actually weaker in her Zenith DV, Amia is unchanged, and Karen is stronger here. All three are pure Assaults and are also hard to crack thanks to a lot of defensive skills equipped, namely with Karen. Saddle up with a Zenith DV and Zeria and hence the name Iron Roses. Despite this, they do have a glaring weakness: range. None of their weapons extend past 4 square range, which can be easily exploited by longer range weaponry. Assaults with long-range MGs and Gunners can make quick work of these ladies. Team Composition ------------------------------------------------------------------------------ Elsa Eliane in Zenith DV AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 2306 (P) MG - 34 x 7, 1-4, 4 AP(Leosocial) Arms - 1275 (I) SG - 23 x 13, 1-4, 3 AP(Covet) Legs - 1785 Armor - Impact Skills: Switch II Slice Shot II Boost I Terror Shot II Speed II Slice Shot III Speed III Defense II Minus Shot II Auto Repair 5% Panic Shot II ------------------------------------------------------------------------------ Amia McCalum in Frost AP: 23 MV: 8 Lv: 24 Weapon Loadout: Body - 1433 (I) SG - 17 x 17, 1-4, 3 AP(State) Arms - 794 (I) SG - 17 x 17, 1-4, 3 AP(State) Legs - 1110 Armor - None Skills: Switch I Defense II Boost I Defense III Speed I Speed II Panic Shot I Feint II ------------------------------------------------------------------------------ Karen Meure in Zeria AP: 24 MV: 8 Lv: 29 Weapon Loadout: Body - 2447 (P) MG - 32 x 8, 1-4, 4 AP(Raptor) Arms - 1368 (I) SG - 24 x 11, 1-3, 3 AP(Kirishima 55) Legs - 1918 Armor - Impact Skills: Barrage Defense I Speed II Defense II Panic Shot II Defense III Freeze Shot Block DMG 60 Feint II Auto Repair 3% Feint III ------------------------------------------------------------------------------ HEROES Melee Attack - 0 Short Range - 1423 Long Range - 672 Support Fire - 0 Access: M25 to M27 Appearance: Front Mission 1st(Roid), Front Mission 2(Ash), and Front Mission 3 (Kazuki) Strategy: The team name should be very self-explanatory. Roid, Ash, and Kazuki are back for a heroic finish. It's amusing how both Ash and Kazuki's builds somewhat resemble their respective Zenith builds, even if the Body isn't the same. Anyways, these three are the trigger-happy fanatics of any team in the Arena. Their high amount of skills, with Speed skills included, means they'll be firing round after round against you. They don't have much in the way of an actual weakness, but Kazuki is easily the weak link of the team. Take him down and the battle becomes much easier. Take them down in whatever way you feel is necessary, but make sure to have a Mechanic around. Team Composition ------------------------------------------------------------------------------ Roid Clive in Zenith DV AP: 24 MV: 8 Lv: 30 Weapon Loadout: Body - 2994 (P) MG - 23 x 12, 1-4, 4 AP(Raptor) Arms - 1653 (P) MG - 35 x 11, 1-6, 4 AP(Grave) Legs - 2317 Armor - Impact Skills: Barrage Terror Shot II Boost II Panic Shot III Speed II AP Cost 0 Speed III Feint II Panic Shot II Auto Repair 5% Slice Shot II ------------------------------------------------------------------------------ Ash Faruk in Numsekar AP: 24 MV: 8 Lv: 28 Weapon Loadout: Body - 2107 (P) MG - 28 x 10, 1-5, 4 AP(Artassaut) Arms - 1275 (I) SG - 27 x 10, 1-4, 3 AP(Girino) Legs - 1785 Armor - None Skills: Switch II Defense I Boost II Speed II Panic Shot I Minus Shot II Terror Shot II ------------------------------------------------------------------------------ Kazuki Takemura in Strife AP: 24 MV: 8 Lv: 29 Weapon Loadout: Body - 2477 (P) GG - 16 x 21, 1-6, 6 AP(FV-24) Arms - 1268 (F) FT - 53 x 4, 1-2, 3 AP(Warmer) Legs - 1776 Armor - Piercing Skills: Speed I Boost II Speed II Terror Shot III Freeze Shot Feint II ------------------------------------------------------------------------------ 3. CREDITS [CRED] ------------------------------------------------------------------------------ Thanks to: - GameFAQs obviously - Square Enix for the Front Mission series - Fellow GameFAQs posters who contributed information, such as tihoa and WalterFeng This FAQ copyright 2009 to Angelo Pineda. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden.