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In ARMORED CORE VI FIRES OF RUBICON, parts customization returns as a principal gameplay aspect that determines the playstyle and performance of an Armored Core (AC). There are four in-game part categories: Unit parts, which are weaponry equipped on an AC's arms or shoulders; Frame parts, the AC's body frame; Inner parts, which affect AC handling and usability; and Expansion, an optional new category granting abilities like Assault Armor.

Part manufacturers include ALLMIND, the Arquebus Corporation, the Arquebus Advanced Development Division (Arquebus ADD), Balam Industries, Belius Applied Weapon Systems (BAWS), Dafeng Core Industry, Elcano Foundry, Furlong Dynamics, Melinite, Reuse and Development (RaD), the Rubicon Research Institute, Schneider, Takigawa Harmonics, and Vice and Cohen Plasma Laboratory (VCPL).

Parts[]

Arranged according to in-game order.

Unit[]

Non-essential weapons.

Arm Units[]

Weapons equipped on the R-Arm Unit and L-Arm Unit slots, wielded by the AC's two arms.

Icon Name Type Manufacturer Price (COAM)
01 - MA-J-200 RANSETSU-RF
MA-J-200 RANSETSU-RF Burst Rifle BAWS 105,000
02 - LR-036 CURTIS
LR-036 CURTIS Linear Rifle Balam Industries 65,000
03 - LR-037 HARRIS
LR-037 HARRIS Linear Rifle Balam Industries 135,000
04 - RF-024 TURNER
RF-024 TURNER Assault Rifle Balam Industries Left: 55,000
Right: N/A
05 - RF-025 SCUDDER
RF-025 SCUDDER Assault Rifle Balam Industries 205,000
06 - MA-J-201 RANSETSU-AR
MA-J-201 RANSETSU-AR Burst Assault Rifle BAWS 111,000
07 - MG-014 LUDLOW
MG-014 LUDLOW Machine Gun Balam Industries 45,000
08 - DF-MG-02 CHANG-CHEN
DF-MG-02 CHANG-CHEN Machine Gun Dafeng Core Industry 120,000
WR-0555 ATTACHE
WR-0555 ATTACHE Heavy Machine Gun RaD 169,000
09 - MA-E-210 ETSUJIN
MA-E-210 ETSUJIN Burst Machine Gun BAWS 74,000
10 - DF-GA-08 HU-BEN
DF-GA-08 HU-BEN Gatling Gun Dafeng Core Industry 170,000
11 - SG-026 HALDEMAN
SG-026 HALDEMAN Shotgun Balam Industries 75,000
12 - SG-027 ZIMMERMAN
SG-027 ZIMMERMAN Shotgun Balam Industries 115,000
13 - WR-0777 SWEET SIXTEEN
WR-0777 SWEET SIXTEEN Shotgun RaD 49,000
14 - HG-003 COQUILLETT
HG-003 COQUILLETT Handgun Balam Industries 35,000
15 - HG-004 DUCKETT
HG-004 DUCKETT Handgun Balam Industries 112,000
16 - MA-E-211 Sampu
MA-E-211 SAMPU Burst Handgun BAWS 73,000
17 - EL-PW-00 VIENTO
EL-PW-00 VIENTO Needle Gun Elcano Foundry 148,000
Vp-66eg
VP-66EG Stun Gun Arquebus Corporation 129,000
19 - DF-BA-06 XUAN-GE
DF-BA-06 XUAN-GE Bazooka Dafeng Core Industry 70,000
20 - MAJESTIC
MAJESTIC Bazooka Melinite 121,000
21 - LITTLE GEM
LITTLE GEM Bazooka Melinite 163,000
22 - 44-141 JVLN ALPHA
44-141 JVLN ALPHA Detonating Bazooka ALLMIND 210,000
23 - DF-GR-07 GOU-CHEN
DF-GR-07 GOU-CHEN Grenade Launcher Dafeng Core Industry 140,000
24 - DIZZY
DIZZY Grenade Launcher Melinite 260,000
25 - IRIDIUM
IRIDIUM Grenade Launcher Melinite 214,000
26 - MA-T-222 KYORAI
MA-T-222 KYORAI Napalm Bomb Launcher BAWS 91,000
27 - MA-T-223 KYORIKU
MA-T-223 KYORIKU Jamming Bomb Launcher BAWS 103,000
28 - WS-1200 THERAPIST
WS-1200 THERAPIST Stun Bomb Launcher RaD 138,000
29 - WB-0000 BAD COOK
WB-0000 BAD COOK Flamethrower RaD 49,000
30 - VP-66LR
VP-66LR Laser Rifle Arquebus Corporation 98,000
31 - VE-66LRA
VE-66LRA Laser Rifle Arquebus ADD 180,000
32 - VE-66LRB
VE-66LRB Laser Rifle Arquebus ADD 235,000
34 - VP-66LS
VP-66LS Laser Shotgun Arquebus Corporation 105,000
33 - WUERGER-66E
WUERGER/66E Laser Shotgun Schneider 147,000
35 - VP-66LH
VP-66LH Laser Handgun Arquebus Corporation 92,000
36 - Vvc-760PR
Vvc-760PR Plasma Rifle VCPL 202,000
37 - IA-C01W1 NEBULA
IA-C01W1: NEBULA Plasma Rifle Rubicon Research Institute 185,000
38 - IA-C01W6 NB-REDSHIFT
IA-C01W6: NB-REDSHIFT Coral Rifle Rubicon Research Institute 312,000
39 - IB-C03W1 WLT 011
IB-C03W1: WLT 011 Coral Rifle Rubicon Research Institute 335,000
40 - 44-142 KRSV
44-142 KRSV Multi Energy Rifle ALLMIND 377,000
41 - HI-16 GU-Q1
HI-16: GU-Q1 Pulse Gun Takigawa Harmonics 90,000
42 - HI-18 GU-A2
HI-18: GU-A2 Pulse Gun Takigawa Harmonics 159,000
43 - HML-G2-P19MLT-04
HML-G2/P19MLT-04 Missile Launcher Furlong Dynamics 80,000
44 - HML-G3-P08SPL-06
HML-G3/P08SPL-06 Split Missile Launcher Furlong Dynamics 127,000
45 - WS-5000 APERITIF
WS-5000 APERITIF Siege Missile Launcher RaD 168,000
PFAU-66D
PFAU/66D Pulse Missile Launcher Schneider 210,000
L-Arm Units[]

Exclusive to the L-Arm Unit slot, and the L-Back Unit if the Weapon Bay upgrade is unlocked in OS Tuning.

Icon Name Type Manufacturer Price (COAM)
01 - PB-033M ASHMEAD
PB-033M ASHMEAD Pile Bunker Balam Industries 185,000
02 - DF-ET-09 TAI-YANG-SHOU
DF-ET-09 TAI-YANG-SHOU Explosive Thrower Dafeng Core Industry 215,000
03 - WB-0010 DOUBLE TROUBLE
WB-0010 DOUBLE TROUBLE Chainsaw RaD 69,000
04 - VP-67EB
VP-67EB Stun Baton Arquebus Corporation 94,000
05 - VP-67LD
VP-67LD Laser Dagger Arquebus Corporation 135,000
06 - Vvc-770LB
Vvc-770LB Laser Blade VCPL 210,000
07 - Vvc-774LS
Vvc-774LS Laser Slicer VCPL 339,000
08 - VE-67LLA
VE-67LLA Laser Lance Arquebus ADD 270,000
09 - 44-143 HMMR
44-143 HMMR Plasma Thrower ALLMIND 172,000
10 - HI-32 BU-TT A
HI-32: BU-TT/A Pulse Blade Takigawa Harmonics N/A
11 - IA-C01W2 MOONLIGHT
IA-C01W2: MOONLIGHT Light Wave Blade Rubicon Research Institute 270,000
12 - IA-C01W7 ML-REDSHIFT
IA-C01W7: ML-REDSHIFT Coral Oscillator Rubicon Research Institute 343,000
13 - IB-C03W2 WLT 101
IB-C03W2: WLT 101 Coral Oscillator Rubicon Research Institute 368,000

Back Units[]

Weapons equipped on the R-Back Unit and L-Back Unit slots, the two hardpoints on an AC's back. These are also alternatively referred to in-game as shoulder weapons.[1]

Icon Name Type Manufacturer Price (COAM)
DF-GA-09 SHAO-WEI
DF-GA-09 SHAO-WEI Gatling Cannon Dafeng Core Industry 220,000
01 - SB-033M MORLEY
SB-033M MORLEY Spread Bazooka Balam Industries 225,000
02 - EARSHOT
EARSHOT Grenade Launcher Melinite 303,000
03 - SONGBIRDS
SONGBIRDS Grenade Cannon Melinite 182,000
04 - VE-60SNA
VE-60SNA Stun Needle Launcher Arquebus ADD 283,000
05 - VP-60LCS
VP-60LCS Laser Cannon Arquebus Corporation 147,000
06 - VE-60LCA
VE-60LCA Laser Cannon Arquebus ADD 333,000
VE-60LCB
VE-60LCB Laser Cannon Arquebus ADD 318,000
07 - VP-60LCD
VP-60LCD Diffuse Laser Cannon Arquebus Corporation 215,000
08 - FASAN 60E
FASAN/60E Plasma Cannon Schneider 217,000
09 - KRANICH 60Z
KRANICH/60Z Pulse Cannon Schneider 177,000
10 - EULE 60D
EULE/60D Pulse Shield Launcher Schneider 243,000
11 - IA-C01W3 AURORA
IA-C01W3: AURORA Light Wave Cannon Rubicon Research Institute Left: 340,000
Right: N/A
12 - BML-G1 P20MLT-04
BML-G1/P20MLT-04 Missile Launcher Furlong Dynamics Left: 74,000
Right: N/A
13 - BML-G2 P03MLT-06
BML-G2/P03MLT-06 Missile Launcher Furlong Dynamics 111,000
14 - BML-G2 P05MLT-10
BML-G2/P05MLT-10 Missile Launcher Furlong Dynamics 165,000
15 - BML-G2 P19SPL-12
BML-G2/P19SPL-12 Split Missile Launcher Furlong Dynamics 123,000
16 - BML-G2 P16SPL-08
BML-G2/P16SPL-08 Split Missile Launcher Furlong Dynamics 85,000
17 - BML-G2 P17SPL-16
BML-G2/P17SPL-16 Split Missile Launcher Furlong Dynamics 160,000
18 - BML-G1 P31DUO-02
BML-G1/P31DUO-02 Dual Missile Launcher Furlong Dynamics 144,000
19 - BML-G1 P32DUO-03
BML-G1/P32DUO-03 Dual Missile Launcher Furlong Dynamics 180,000
20 - BML-G2 P08DUO-03
BML-G2/P08DUO-03 Dual Missile Launcher Furlong Dynamics 228,000
21 - BML-G1 P01VTC-04
BML-G1/P01VTC-04 Vertical Missile Launcher Furlong Dynamics 85,000
22 - BML-G1 P03VTC-08
BML-G1/P03VTC-08 Vertical Missile Launcher Furlong Dynamics 112,000
23 - BML-G1 P07VTC-12
BML-G1/P07VTC-12 Vertical Missile Launcher Furlong Dynamics 188,000
24 - BML-G3 P04ACT-01
BML-G3/P04ACT-01 Active Homing Missile Launcher Furlong Dynamics 98,000
25 - BML-G3 P05ACT-02
BML-G3/P05ACT-02 Active Homing Missile Launcher Furlong Dynamics 145,000
26 - BML-G1 P29CNT
BML-G1/P29CNT Container Missile Launcher Furlong Dynamics 250,000
27 - WR-0999 DELIVERY BOY
WR-0999 DELIVERY BOY Cluster Missile Launcher RaD 298,000
28 - WS-5001 SOUP
WS-5001 SOUP Scatter Missile Launcher RaD 326,000
29 - 45-091 JVLN BETA
45-091 JVLN BETA Detonating Missile Launcher ALLMIND 210,000
30 - EL-PW-01 TRUENO
EL-PW-01 TRUENO Needle Missile Launcher Elcano Foundry 271,000
31 - Vvc-703PM
Vvc-703PM Plasma Missile Launcher VCPL 202,000
32 - Vvc-706PM
Vvc-706PM Plasma Missile Launcher VCPL 310,000
33 - Vvc-70VMP
Vvc-70VPM Plasma Missile Launcher VCPL 96,000
34 - IB-C03W3 NGI 006
IB-C03W3: NGI 006 Coral Missile Launcher Rubicon Research Institute 380,000
35 - BO-044 HUXLEY
BO-044 HUXLEY Bullet Orbit Balam Industries 305,000
36 - 45-091 ORBT
45-091 ORBT Laser Orbit ALLMIND 280,000
37 - VP-60LT
VP-60LT Laser Turret Arquebus Corporation 194,000
38 - Vvc-700LD
Vvc-700LD Laser Drone VCPL 247,000
L-Back Units[]

Exclusive to the L-Back Unit slot.

Icon Name Type Manufacturer Price (COAM)
01 - VP-61PS
VP-61PS Pulse Shield Arquebus Corporation 123,000
02 - SI-24 SU-Q5
SI-24: SU-Q5 Pulse Shield Takigawa Harmonics 43,000
03 - SI-27 SU-R8
SI-27: SU-R8 Pulse Shield Takigawa Harmonics 100,000
04 - VP-61PB
VP-61PB Pulse Buckler Arquebus Corporation 76,000
05 - SI-29 SU-TT C
SI-29: SU-TT/C Pulse Buckler Takigawa Harmonics 62,000
06 - VE-61PSA
VE-61PSA Pulse Scutum Arquebus ADD 197,000
07 - IB-C03W4 NGI 028
IB-C03W4: NGI 028 Coral Shield Rubicon Research Institute 255,000

Frame[]

Essential parts that make up the body frame of an AC.

Heads[]

Main article: ARMORED CORE VI FIRES OF RUBICON/Parts/Heads
Icon Name Manufacturer Price (COAM)
01 - AH-J-124 BASHO
AH-J-124 BASHO BAWS 61,000
02 - AH-J-124 RC JAILBREAK
AH-J-124/RC JAILBREAK BAWS N/A
03 - HD-011 MELANDER
HD-011 MELANDER Balam Industries 75,000
04 - HD-033M VERRILL
HD-033M VERRILL Balam Industries 205,000
05 - HD-012 MELANDER C3
HD-012 MELANDER C3 Balam Industries N/A
06 - DF-HD-08 TIAN-QIANG
DF-HD-08 TIAN-QIANG Dafeng Core Industry 58,000
07 - VP-44S
VP-44S Arquebus Corporation 124,000
08 - VP-44D
VP-44D Arquebus Corporation 231,000
09 - NACHTREIHER 44E
NACHTREIHER/44E Schneider 84,000
10 - KASUAR 44Z
KASUAR/44Z Schneider 210,000
LAMMERGEIER-44F
LAMMERGEIER/44F Schneider 155,000
11 - VE-44A
VE-44A Arquebus ADD 275,000
12 - VE-44B
VE-44B Arquebus ADD 306,000
13 - HC-2000 FINDER EYE
HC-2000 FINDER EYE RaD N/A
14 - HC-2000 BC SHADE EYE
HC-2000/BC SHADE EYE RaD 147,000
15 - HC-3000 WRECKER
HC-3000 WRECKER RaD 59,000
16 - HS-5000 APPETIZER
HS-5000 APPETIZER RaD 199,000
17 - EL-TH-10 FIRMEZA
EL-TH-10 FIRMEZA Elcano Foundry 177,000
18 - EL-PH-00 ALBA
EL-PH-00 ALBA Elcano Foundry 208,000
19 - 20-081 MIND ALPHA
20-081 MIND ALPHA ALLMIND 223,000
20 - 20-082 MIND BETA
20-082 MIND BETA ALLMIND 261,000
21 - IA-C01H EPHEMERA
IA-C01H: EPHEMERA Rubicon Research Institute 237,000
22 - IB-C03H HAL 826
IB-C03H: HAL 826 Rubicon Research Institute 254,000

Core[]

Main article: ARMORED CORE VI FIRES OF RUBICON/Parts/Cores
Icon Name Manufacturer Price (COAM)
01 - AC-J-120 BASHO
AC-J-120 BASHO BAWS 166,000
02 - AC-J-120 RC JAILBREAK
AC-J-120/RC JAILBREAK BAWS N/A
03 - BD-011 MELANDER
BD-011 MELANDER Balam Industries 195,000
04 - BD-012 MELANDER C3
BD-012 MELANDER C3 Balam Industries N/A
05 - DF-BD-08 TIAN-QIANG
DF-BD-08 TIAN-QIANG Dafeng Core Industry 390,000
06 - VP-40S
VP-40S Arquebus Corporation 354,000
07 - NACHTREIHER 40E
NACHTREIHER/40E Schneider 275,000
LAMMERGEIER-40F
LAMMERGEIER/40F Schneider 395,000
08 - VE-40A
VE-40A Arquebus ADD 570,000
09 - CC-2000 ORBITER
CC-2000 ORBITER RaD N/A
10 - CC-3000 WRECKER
CC-3000 WRECKER RaD 158,000
Part icon ACVI CS-5000 MAIN DISH
CS-5000 MAIN DISH RaD 519,000
12 - EL-TC-10 FIRMEZA
EL-TC-10 FIRMEZA Elcano Foundry 452,000
13 - EL-PC-00 ALBA
EL-PC-00 ALBA Elcano Foundry 531,000
14 - 07-061 MIND ALPHA
07-061 MIND ALPHA ALLMIND 553,000
15 - IA-C01C EPHEMERA
IA-C01C: EPHEMERA Rubicon Research Institute 590,000
16 - IB-C03C HAL 826
IB-C03C: HAL 826 Rubicon Research Institute 663,000

Arms[]

Main article: ARMORED CORE VI FIRES OF RUBICON/Parts/Arms
Icon Name Manufacturer Price (COAM)
01 - AA-J-123 BASHO
AA-J-123 BASHO BAWS 81,000
02 - AA-J-123 RC JAILBREAK
AA-J-123/RC JAILBREAK BAWS N/A
03 - AR-011 MELANDER
AR-011 MELANDER Balam Industries 95,000
04 - AR-012 MELANDER C3
AR-012 MELANDER C3 Balam Industries N/A
05 - DF-AR-08 TIAN-QIANG
DF-AR-08 TIAN-QIANG Dafeng Core Industry 200,000
06 - DF-AR-09 TIAN-LAO
DF-AR-09 TIAN-LAO Dafeng Core Industry 310,000
07 - VP-46S
VP-46S Arquebus Corporation 177,000
08 - VP-46D
VP-46D Arquebus Corporation 258,000
09 - NACHTREIHER 46E
NACHTREIHER/46E Schneider 138,000
LAMMERGEIER-46F
LAMMERGEIER/46F Schneider 195,000
10 - VE-46A
VE-46A Arquebus ADD 286,000
11 - AC-2000 TOOL ARM
AC-2000 TOOL ARM RaD N/A
12 - AC-3000 WRECKER
AC-3000 WRECKER RaD 79,000
13 - AS-5000 SALAD
AS-5000 SALAD RaD 249,000
14 - EL-TA-10 FIRMEZA
EL-TA-10 FIRMEZA Elcano Foundry 227,000
15 - EL-PA-00 ALBA
EL-PA-00 ALBA Elcano Foundry 266,000
16 - 04-101 MIND ALPHA
04-101 MIND ALPHA ALLMIND 272,000
17 - IA-C01A EPHEMERA
IA-C01A: EPHEMERA Rubicon Research Institute 296,000
18 - IB-C03A HAL 826
IB-C03A: HAL 826 Rubicon Research Institute 322,000

Legs[]

Main article: ARMORED CORE VI FIRES OF RUBICON/Parts/Legs
Icon Name Type Manufacturer Price (COAM)
01 - AL-J-121 BASHO
AL-J-121 BASHO Bipedal BAWS 141,000
02 - AL-J-121 RC JAILBREAK
AL-J-121/RC JAILBREAK Bipedal BAWS N/A
03 - LG-011 MELANDER
LG-011 MELANDER Bipedal Balam Industries 175,000
04 - LG-012 MELANDER C3
LG-012 MELANDER C3 Bipedal Balam Industries N/A
05 - DF-LG-08
DF-LG-08 TIAN-QIANG Bipedal Dafeng Core Industry 350,000
06 - VP-422
VP-422 Bipedal Arquebus Corporation 313,000
07 - NACHTREIHER 42E
NACHTREIHER/42E Bipedal Schneider 243,000
08 - VE-42A
VE-42A Bipedal Arquebus ADD 504,000
09 - 2C-2000 CRAWLER
2C-2000 CRAWLER Bipedal RaD N/A
10 - 2C-3000 WRECKER
2C-3000 WRECKER Bipedal RaD 139,000
11 - 2S-5000 DESSERT
2S-5000 DESSERT Bipedal RaD 439,000
12 - EL-TL-10 FIRMEZA
EL-TL-10 FIRMEZA Bipedal Elcano Foundry 400,000
13 - EL-PL-00 ALBA
EL-PL-00 ALBA Bipedal Elcano Foundry 469,000
14 - 06-041 MIND ALPHA
06-041 MIND ALPHA Bipedal ALLMIND 482,000
15 - IA-C01L EPHEMERA
IA-C01L: EPHEMERA Bipedal Rubicon Research Institute 521,000
16 - IB-C03L HAL 826
IB-C03L: HAL 826 Bipedal Rubicon Research Institute 563,000
17 - KASUAR 42Z
KASUAR/42Z Reverse-Joint Schneider 192,000
19 - RC-2000 SPRING CHICKEN
RC-2000 SPRING CHICKEN Reverse-Joint RaD 419,000
18 - 06-042 MIND BETA
06-042 MIND BETA Reverse-Joint ALLMIND 521,000
20 - LG-033M VERRILL
LG-033M VERRILL Tetrapod Balam Industries 465,000
21 - VP-424
VP-424 Tetrapod Arquebus Corporation 313,000
LAMMERGEIER-42F
LAMMERGEIER/42F Tetrapod Schneider 415,000
22 - LG-022T BORNEMISSZA
LG-022T BORNEMISSZA Tank Balam Industries 280,000
23 - VE-42B
VE-42B Tank Arquebus ADD 490,000
24 - EL-TL-11 FORTALEZA
EL-TL-11 FORTALEZA Tank Elcano Foundry 385,000

Inner[]

Booster[]

Main article: ARMORED CORE VI FIRES OF RUBICON/Parts/Boosters
Icon Name Manufacturer Price (COAM)
01 - AB-J-137 KIKAKU
AB-J-137 KIKAKU BAWS 53,000
03 - BST-G1 P10
BST-G1/P10 Furlong Dynamics N/A
02 - BST-G2 P04
BST-G2/P04 Furlong Dynamics 72,000
04 - BST-G2 P06SPD
BST-G2/P06SPD Furlong Dynamics 133,000
05 - ALULA 21E
ALULA/21E Schneider 60,000
06 - FLUEGEL 21Z
FLUEGEL/21Z Schneider 202,000
07 - BUERZEL 21D
BUERZEL/21D Schneider 151,000
08 - BC-0600 12345
BC-0600 12345 RaD 84,000
09 - BC-0400 MULE
BC-0400 MULE RaD 88,000
10 - BC-0200 GRIDWALKER
BC-0200 GRIDWALKER RaD 169,000
11 - IA-C01B GILLS
IA-C01B: GILLS Rubicon Research Institute 296,000
12 - IB-C03B NGI 001
IB-C03B: NGI 001 Rubicon Research Institute 323,000

FCS[]

Main article: ARMORED CORE VI FIRES OF RUBICON/Parts/FCS
Icon Name Manufacturer Price (COAM)
01 - FCS-G1 P01
FCS-G1/P01 Furlong Dynamics N/A
02 - FCS-G2 P05
FCS-G2/P05 Furlong Dynamics 67,000
03 - FCS-G2 P10SLT
FCS-G2/P10SLT Furlong Dynamics 96,000
04 - FCS-G2 P12SML
FCS-G2/P12SML Furlong Dynamics 141,000
05 - FC-006 ABBOT
FC-006 ABBOT Balam Industries 135,000
06 - FC-008 TALBOT
FC-008 TALBOT Balam Industries 155,000
07 - VE-21A
VE-21A Arquebus ADD 228,000
08 - VE-21B
VE-21B Arquebus ADD 315,000
09 - IA-C01F OCELLUS
IA-C01F: OCELLUS Rubicon Research Institute 367,000
10 - IB-C03F WLT 001
IB-C03F: WLT 001 Rubicon Research Institute 400,000

Generators[]

Main article: ARMORED CORE VI FIRES OF RUBICON/Parts/Generators
Icon Name Manufacturer Price (COAM)
01 - AG-J-098 JOSO
AG-J-098 JOSO BAWS N/A
02 - AG-E-013 YABA
AG-E-013 YABA BAWS 240,000
03 - AG-T-005 HOKUSHI
AG-T-005 HOKUSHI BAWS 312,000
04 - DF-GN-02 LING-TAI
DF-GN-02 LING-TAI Dafeng Core Industry 90,000
05 - DF-GN-06 MING-TANG
DF-GN-06 MING-TANG Dafeng Core Industry 170,000
06 - DF-GN-08 SAN-TAI
DF-GN-08 SAN-TAI Dafeng Core Industry 300,000
07 - VP-20S
VP-20S Arquebus Corporation 126,000
08 - VP-20C
VP-20C Arquebus Corporation 229,000
09 - VP-20D
VP-20D Arquebus Corporation 416,000
10 - VE-20A
VE-20A Arquebus ADD 206,000
11 - VE-20B
VE-20B Arquebus ADD 324,000
12 - VE-20C
VE-20C Arquebus ADD 405,000
13 - IA-C01G AORTA
IA-C01G: AORTA Rubicon Research Institute 460,000
14 - IB-C03G NGI 000
IB-C03G: NGI 000 Rubicon Research Institute 510,000

Expansion[]

A new part category acquired via OS Tuning. They have no manufacturer and cannot be sold, and this slot can be left empty; "(NOTHING)" is written in-game in such a case.

Icon Name Price (OST Chip)
01 - ASSAULT ARMOR
ASSAULT ARMOR 1
02 - PULSE ARMOR
PULSE ARMOR 3
03 - PULSE PROTECTION
PULSE PROTECTION 2
04 - TERMINAL ARMOR
TERMINAL ARMOR 5

Glossary[]

Explanations for stats:

  • AB EN Consumption: EN consumed by Assault Boost.[2]
  • AB Thrust: Thrust of Assault Boost movement. Higher values correspond to swifter rush attacks.[2]
  • Accumulative Impact: Accumulative ACS overload performance. This corresponds to sustained ACS strain, which is alleviated over time.[2]
  • Ammunition Cost: Cost per round fired. At the end of each mission, the total number of rounds fired is used to calculate ammunition expenses.[2]
  • Anti-Energy Defense: Defense rating against energy damage.[2]
  • Anti-Explosive Defense: Defense rating against explosive/incendiary damage.[2]
  • Anti-Kinetic Defense: Defense rating against kinetic damage.[2]
    • When the overall defense rating of an AC is higher than 1000, AC takes less damage from energy/explosive/kinetic weapons. Incoming damage is increased if it is lower than 1000.
    • 1% reduced (or more) damage for every 10 points.
  • AP: Resilience of the part.[2]
  • Arms Load Limit: Maximum weight arms can carry without compromising on stable operating performance. Higher values make it easier to manipulate arm weapons, mitigating dips in target tracking and recoil control caused by overload.[2]
  • ATK Heat Buildup: Heat buildup when attacking. Overheat occurs when value exceeds the maximum tolerance.[2]
    • The maximum tolerance for all weapons is 1000.
    • This is hidden for melee weapons as they always overheat after being used, the actual number is 1000 but only 400 for punching.
    • There is a small alarm when the heat is over 700.
  • Attack Power: Damage-dealing performance. Damage output can decrease due to factors such as attenuation over distance, or when ricocheting occurs.[2]
  • Attitude Stability: The maximum load the ACS can support. The higher this value, the less likely the AC is to stagger.[2]
  • Blast Radius: Size of resulting explosions.[2]
  • Booster Efficiency Adj.: Adjustment to EN efficiency. The higher this value, the less EN consumed by Quick Boost.[2]
  • Charge Time: The time it takes to complete charging.[2]
  • Chg. Accum. Impact: Accumulative ACS overload performance for charge attacks. This corresponds to sustained ACS strain, which is alleviated over time.[2]
  • Chg. Ammo Consumption: Ammunition consumed by charge attacks.[2]
  • Chg. Attack Power: Damage-dealing performance for charge attacks. Damage output can decrease due to factors such as attenuation over distance, or when ricocheting occurs.[2]
  • Chg. Blast Radius: Size of explosions resulting from charge attacks.[2]
  • Chg. EN Load: EN load when charging. EN recovery slows when total load exceeds output.[2]
  • Chg. Heat Buildup: Heat buildup when using charge attacks. Overheat occurs when value exceeds the maximum tolerance.[2]
  • Chg. Impact: ACS overload performance for charge attacks. This corresponds to immediate ACS strain, which resets within a short period of time.[2]
  • Close-Range Assist: Aiming assistance performance at close range. Higher values improve aim when targeting enemies at close range (within 130 m).[2]
  • Consecutive Hits: Number of chain attacks possible with additional inputs.[2]
    • Only affects normal attack for melee weapons.
  • Cooling: Speed at which heat buildup is reduced when cooling weapon/shield.[2]
  • Damage Mitigation: Ability to mitigate incoming damage while performing a regular guard.[2]
  • Deployment Range: Area in which shield is capable of blocking attacks.[2]
  • Direct Hit Adjustment: Damage multiplier when attacking a staggered enemy.[2]
    • This stat is the percentage of direct hit damage, 200 means the weapon deals 200% (2.0x) damage when the target is staggered.
  • Dply. Heat Buildup: Heat buildup when deploying shield. Overheat occurs when value exceeds the maximum tolerance.[2]
  • Effective Range: Range at which attacks are effective. This is based on the armor of standard ACs and can vary depending on the defenses of the target.[2]
  • EN Capacity: Total amount of EN available for use. Higher values enable heavy use of EN-consuming actions.[2]
  • EN Load: EN load of the part.[2]
  • EN Output: Generator EN output. Higher values mean that the generator can support more high-burden parts, with the leftover output improving EN recovery speed.
  • EN Recharge: The ability of the generator to initiate EN recharge. The higher this value, the more quickly the generator commences recovery after an EN-consuming action.[2]
  • Energy Firearm Spec.: Efficiency of EN output diverted to ranged energy weapons. Higher values correspond to greater attack power and reduced charging time for weapons affected by this spec. This spec does not affect weapons with independent EN output systems, such as melee weapons or plasma missile launchers.[2]
    • When this is higher than 100, EN weapons gain increased damage and faster charging. Firepower and charge speed will be reduced if it is lower than 100.
    • 1% extra (or less) damage for every 2 points, 1% faster (or slower) charge speed for every point.
  • Firearm Specialization: Suitability for using firearms. Higher values improve target tracking performance.[2]
  • Full Chg. Accum. Impact: Accumulative ACS overload performance for full-charge attacks. This corresponds to sustained ACS strain, which is alleviated over time.[2]
  • Full Chg. Ammo Consump.: Ammunition consumed by full-charge attacks.[2]
  • Full Chg. Attack Power: Damage-dealing performance for full-charge attacks. Damage output can decrease due to factors such as attenuation over distance, or when ricocheting occurs.[2]
  • Full Chg. Blast Radius: Size of explosions resulting from full-charge attacks.[2]
  • Full Chg. Heat Buildup: Heat buildup when using full-charge attacks. Overheat occurs when value exceeds the maximum tolerance.[2]
  • Full Chg. Impact: ACS overload performance for full-charge attacks. This corresponds to immediate ACS strain, which resets within a short period of time.[2]
  • Full Chg. Time: The time it takes to reach full charge.[2]
  • Generator Output Adj.: Adjustment to generator EN output. The higher this value, the greater the final EN output of the generator.[2]
  • Generator Supply Adj.: Adjustment to generator EN supply performance. The higher this value, the more quickly the generator resumes after an EN-consuming action.[2]
  • Guidance: Tracking performance of missiles and other homing weapons.[2]
  • High-Speed Perf.: Speed while boost is engaged.[2]
  • Homing Lock Time: Time it takes to acquire lock-on for missiles and other homing weapons. Achieve optimal tracking performance by keeping enemies in your sights for this duration.[2]
  • Ideal Range: Range at which attack power is guaranteed without ricocheting. Applies regardless of the target’s defenses, with the exception of some special armor.[2]
  • Idle Damage Mitigation: Damage mitigation for attacks caught by guard while shield is in an idle state.[2]
  • Idle Impact Mitigation: ACS strain mitigation for attacks caught by guard while shield is in an idle state.[2]
  • Idle Time: Time until idle state ends.[2]
  • IG Damage Mitigation: Ability to mitigate incoming damage while performing an Initial Guard.[2]
  • IG Duration: Duration of the Initial Guard damage mitigation window.[2]
  • IG Impact Dampening: Ability to mitigate ACS strain while performing an Initial Guard.[2]
  • Impact: ACS overload performance. This corresponds to immediate ACS strain, which resets within a short period of time.[2]
  • Impact Dampening: Ability to mitigate incoming ACS burden while performing a regular guard.[2]
  • Jump Distance: Horizontal jumping performance. Higher values correspond to higher initial speed of Quick Boosts from the ground.[2]
  • Jump Height: Vertical jumping performance. Higher values correspond to higher maximum heights of jumps from the ground.[2]
  • Load Limit: Maximum weight legs can support. Higher values mean that the legs can support more heavy parts.[2]
  • Long-Range Assist: Aiming assistance performance at long range. Higher values improve aim when targeting enemies at long range (beyond 260 m).[2]
  • Magazine Rounds: Number of rounds loaded per magazine.[2]
  • Max. Lock Count: Maximum possible number of lock-ons for missiles and other homing weapons. Multi-lock is possible if this number is 2 or higher.[2]
  • Medium-Range Assist: Aiming assistance performance at medium range. Higher values improve aim when targeting enemies at medium range (130-260 m).[2]
  • Melee Atk. EN Consump.: EN consumed by movement resulting form use of melee weapon.[2]
  • Melee Attack Thrust: Thrust when homing in on enemies using melee weapons. Most melee weapons are capable of homing in on enemies within certain ranges. This value increases the speed of those homing attacks.[2]
  • Melee Specialization: Suitability for using melee weapons. Higher values correspond to greater attack power.[2]
    • When this is higher than 100, melee attacks (including punching) gain increased firepower. Less melee damage if it is lower than 100.
    • 1% extra (or less) damage for every 2 points.
  • Missile Lock Correction: Modifier for the time it takes to acquire lock-on for missiles and other homing weapons. The higher the value, the less time required to complete lock-on.[2]
    • When this is higher than 100, homing weapons will have faster lock-on speed. Slower lock-on if it is lower than 100.
    • Lock-on time is reduced (or increased) by 1% for every point.
  • Multi-Lock Correction: Modifier for the time it takes to acquire multiple lock-ons for missiles and other homing weapons. The higher the value, the less time required to complete lock-ons.[2]
  • PA Interference: Ability to interfere with enemy pulse barriers. The higher this value, the easier it is to break down pulse armor or shielding.[2]
    • When this is higher than 100, the weapon deals greater impact when the target is using pulse barrier.
    • 1% more impact for every point.
    • For most of weapon that doesn't have this, the actual number is 100.
  • Post-Recovery EN Supply: Amount of EN that is immediately recharged after generator EN supply has been restored. Higher values correspond to greater initial EN recharge after the generator recovers from complete EN depletion, enabling heavy use of EN-consuming actions following recovery.[2]
  • Price: Trade price set by the in-game Parts Shop. Parts that can be sold are priced using the in-game currency, COAM.
  • QB EN Consumption: EN consumed by Quick Boost.[2]
  • QB Jet Duration: Duration of Quick Boost jets. Higher values correspond to greater distance traveled.[2]
  • QB Reload Ideal Weight: Maximum tolerable AC weight before Quick Boost reload time is compromised. Higher values can support heavier ACs without suffering reduced performance.[2]
  • QB Reload Time: Reload time for Quick Boost. Lower values enable agile, consecutive usage.[2]
  • QB Thrust: Initial thrust of Quick Boost movement. Higher values correspond to greater initial speed.[2]
  • Rapid Fire: Speed of rapid fire. This is the number of rounds that can be fired within 1 second.[2]
  • Recoil: Recoil that occurs when firing.[2]
  • Recoil Control: Ability to absorb recoil. Higher values mitigate accuracy reduction incurred by rapid fire.[2]
  • Reload Time: Time from start to completion of reload.[2]
  • Scan Distance: Range within which scanning can detect enemies or part containers.[2]
  • Scan Effect Duration: Scan visibility duration after having detected enemies or part containers.[2]
  • Scan Standby Time: Wait time between scan usages.[2]
  • Supply Recovery: The ability of the generator to recover after interruption of EN supply. The higher this value, the more quickly the generator commences recovery after EN is fully depleted.[2]
  • System Recovery: Ability to detect system abnormalities and recover. Higher values correspond to lower vulnerability to system abnormalities.[2]
    • When this is over 100, the speed of filling the system abnormality gauge will be slower. AC will be easier to get additional effects when this is lower than 100.
    • 1% slower (or faster) for every point.
  • Thrust: Thrust of boost movement. Higher values correspond to greater movement speed.[2]
  • Total Rounds: Total number of rounds that can be fired.[2]
  • Travel Speed: Speed while boost is disengaged.[2]
  • Upward EN Consumption: EN consumed by ascending boost movement.[2]
  • Upward Thrust: Vertical thrust of boost movement. Higher values correspond to greater ascending speed.[2]
  • Weight: Weight of the part.[2]

Additional effects[]

  • ACS Failure: Interferes with the enemy's ACS, greatly reducing stability if tolerance is exceeded.[2]
  • Camera Disruption: Impairs enemy cameras, hindering lock-on capabilities.[2]
  • Shock: When the enemy's tolerance is exceeded, a forced discharge of electricity occurs, causing additional damage.[2]

Attack types[]

  • Coral: Inflicts Coral-based damage.[2]
  • Energy: Inflicts energy-based damage.[2]
  • Explosive: Inflicts explosive/incendiary damage.[2]
  • Kinetic: Inflicts physical damage.[2]

Reload types[]

  • Magazine: Reloading occurs when the magazine is consumed.[2]
  • Overheat: The weapon heats up with use, and overheat occurs when tolerance is exceeded.[2]
  • Single Shot: Reloading occurs every time a round is fired.[2]

Weapon types[]

  • Burst: Multiple rounds are fired each time the trigger is pulled.[2]
  • Charge: Behavior of rounds changes when the trigger is held down.[2]
  • Full-Auto: Rounds are continuously fired when the trigger is held down.[2]
  • Homing: Pull the trigger after lock-on completes to track the enemy.[2]
  • Melee: Pull the trigger to perform a melee attack.[2]
  • Semi-Auto: One round is fired each time the trigger is pulled.[2]
  • Shield: Hold down the trigger to deploy the shield.[2]

Gallery[]

Trivia[]

  • In previews, Generators' EN Recharge and Supply Recovery were Cooling Speed and Emergency Cool. Speed, respectively.[3]

References[]

ARMORED CORE VI FIRES OF RUBICON
Characters AyreC4-621 "Raven"Handler Walter
Branch: ChartreuseKingRavenRaven's Operator
RaD: "Chatty" Stick"Cinder" Carla"Honest" Brute"Invincible" Rummy
Redguns: G1 MichiganG2 NileG3 Wu HuahaiG4 VoltaG5 IguazuG6 RedG7 Hakra
Rubicon Liberation Front: ArshileIndex DunhamLittle ZiyiMiddle FlatwellRing FreddieRokumonsenThumb Dolmayan
Vespers: V.I FreudV.II SnailV.III O'KeeffeV.IV RustyV.V HawkinsV.VI MaeterlinckV.VII SwinburneV.VIII Pater
Others: ALLMIND (liaison)ColdcallDafeng Student PilotEnforcement SystemKate MarksonMonkey GordoNosaacSullaThomas Kirk
Game mechanics and systems AC Data presetsArenaAssault ArmorAssault BoostAttitude Control SystemData LogsEmblemsLOGHUNTMissionsNestNew Game PlusOS TuningPartsPulse ArmorPulse ProtectionQuick BoostStaggerSupply SherpaTerminal ArmorTips
Glossary CoralCoral CollapseCoral ReleaseCore TheoryC-WeaponDoserFires of Ibis
Enemies GhostsMuscle Tracers
Armored Cores: ASTER CROWNASTGHIKBARREN FLOWERBITTER PROMISEBURN PICKAXECANDLE RINGCANNON HEADCIRCUSDEADSLEDDEEP DOWNDUAL NATUREECHOENTANGLEFULL COURSEGUIDANCEHEAD BRINGERHERMITIA-C01: EPHEMERAIB-C03: HAL 826INFECTIONLIGER TAILLI LONGLOCKSMITHMAD STOMPMILK TOOTHMIND GAMMANIGHTFALLOPEN FAITHRECONFIGSHINOBISTEEL HAZESTEEL HAZE ORTUSTESTER ACTSUBASAUMBER OXYUE YU
Bosses: AAP03: ENFORCERAAP07: BALTEUSAAP07A: ARQUEBUS BALTEUSAAS02: CATAPHRACTAB08: NEPENTHESAH12: HC HELICOPTERAS07: HEAVY WARSHIPEB-0309 STRIDEREC-0804 SMART CLEANERHA-T-102 JUGGERNAUTIA-02: ICE WORMIA-13: SEA SPIDERIB-01: CEL 240IB-07: SOL 644
Locations Rubicon 3
Alean Ocean: Xylem, the Floating City
Belius: BAWS Arsenal No. 2Bona Dea DunesContaminated CityGallia Dam ComplexGrid 086Grid 135Upper Grid 086, Outer ShellThe WallWatchpoint Delta
Central Ice Field: Engebret TunnelHarlov Communications BaseHjalmar MineInstitute CityJorgen Refueling BaseOld Bertram Spaceport (Old Bertram Spaceport Environs) • Unobservable AreaWatchpoint Alpha
Contaminated Zone: Grid 012
Exosphere: LOC Station 31Vascular Plant
Organizations ALLMINDArquebus Corporation (Arquebus Advanced Development Division [Arquebus ADD], Vespers) • Balam Industries (Redguns) • Belius Applied Weapon Systems (BAWS)BranchDafeng Core IndustryElcano FoundryFurlong DynamicsJunker CoyotesMeliniteOverseerPlanetary Closure Administration (PCA)Reuse and Development (RaD)Rubicon Liberation Front (RLF)Rubicon Research Institute (RRI)SchneiderTakigawa HarmonicsVice and Cohen Plasma Laboratory
Others CreditsPatch NotesSoundtrack30 Minutes Mission
Parts in ARMORED CORE VI FIRES OF RUBICON
Arm Units Bazooka: DF-BA-06 XUAN-GELITTLE GEMMAJESTIC
Bazooka (Detonating): 44-141 JVLN ALPHA
Bomb Launcher (Jamming): MA-T-223 KYORIKU
Bomb Launcher (Napalm): MA-T-222 KYORAI
Bomb Launcher (Stun): WS-1200 THERAPIST
Flamethrower: WB-0000 BAD COOK
Gatling Gun: DF-GA-08 HU-BEN
Grenade Launcher: DF-GR-07 GOU-CHENDIZZYIRIDIUM
Handgun: HG-003 COQUILLETTHG-004 DUCKETT
Handgun (Burst): MA-E-211 SAMPU
Handgun (Laser): VP-66LH
Machine Gun: DF-MG-02 CHANG-CHENMG-014 LUDLOW
Machine Gun (Burst): MA-E-210 ETSUJIN
Machine Gun (Heavy): WR-0555 ATTACHE
Missile Launcher: HML-G2/P19MLT-04
Missile Launcher (Pulse): PFAU/66D
Missile Launcher (Siege): WS-5000 APERITIF
Missile Launcher (Split): HML-G3/P08SPL-06
Needle Gun: EL-PW-00 VIENTO
Pulse Gun: HI-16: GU-Q1HI-18: GU-A2
Rifle (Assault): RF-024 TURNERRF-025 SCUDDER
Rifle (Burst): MA-J-200 RANSETSU-RF
Rifle (Burst Assault): MA-J-201 RANSETSU-AR
Rifle (Coral): IA-C01W6: NB-REDSHIFTIB-C03W1: WLT 011
Rifle (Laser): VE-66LRAVE-66LRBVP-66LR
Rifle (Linear): LR-036 CURTISLR-037 HARRIS
Rifle (Plasma): IA-C01W1: NEBULAVvc-760PR
Shotgun: SG-026 HALDEMANSG-027 ZIMMERMANWR-0777 SWEET SIXTEEN
Shotgun (Laser): VP-66LSWUERGER/66E
Stun Gun: VP-66EG
Arm Units (Left-exclusive) Chainsaw: WB-0010 DOUBLE TROUBLE
Coral Oscillator: IA-C01W7: ML-REDSHIFTIB-C03W2: WLT 101
Explosive Thrower: DF-ET-09 TAI-YANG-SHOU
Laser Blade: Vvc-770LB
Laser Dagger: VP-67LD
Laser Lance: VE-67LLA
Laser Slicer: Vvc-774LS
Light Wave Blade: IA-C01W2: MOONLIGHT
Pile Bunker: PB-033M ASHMEAD
Plasma Thrower: 44-143 HMMR
Pulse Blade: HI-32: BU-TT/A
Stun Baton: VP-67EB
Arms 04-101 MIND ALPHAAA-J-123 BASHOAA-J-123/RC JAILBREAKAC-2000 TOOL ARMAC-3000 WRECKERAR-011 MELANDERAR-012 MELANDER C3AS-5000 SALADDF-AR-08 TIAN-QIANGDF-AR-09 TIAN-LAOEL-PA-00 ALBAEL-TA-10 FIRMEZAIA-C01A: EPHEMERAIB-C03A: HAL 826LAMMERGEIER/46FNACHTREIHER/46EVE-46AVP-46DVP-46S
Back Units Bazooka (Spread): SB-033M MORLEY
Cannon (Diffuse Laser): VP-60LCD
Cannon (Gatling): DF-GA-09 SHAO-WEI
Cannon (Grenade): EARSHOTSONGBIRDS
Cannon (Laser): VE-60LCAVE-60LCBVP-60LCS
Cannon (Light Wave): IA-C01W3: AURORA
Cannon (Plasma): FASAN/60E
Cannon (Pulse): KRANICH/60Z
Laser Drone: Vvc-700LD
Laser Turret: VP-60LT
Missile Launcher: BML-G1/P20MLT-04BML-G2/P03MLT-06BML-G2/P05MLT-10
Missile Launcher (Active Homing): BML-G3/P04ACT-01BML-G3/P05ACT-02
Missile Launcher (Cluster): WR-0999 DELIVERY BOY
Missile Launcher (Container): BML-G1/P29CNT
Missile Launcher (Coral): IB-C03W3: NGI 006
Missile Launcher (Detonating): 45-091 JVLN BETA
Missile Launcher (Dual): BML-G1/P31DUO-02BML-G1/P32DUO-03BML-G2/P08DUO-03
Missile Launcher (Needle): EL-PW-01 TRUENO
Missile Launcher (Plasma): Vvc-70VPMVvc-703PMVvc-706PM
Missile Launcher (Scatter): WS-5001 SOUP
Missile Launcher (Split): BML-G2/P16SPL-08BML-G2/P17SPL-16BML-G2/P19SPL-12
Missile Launcher (Vertical): BML-G1/P01VTC-04BML-G1/P03VTC-08BML-G1/P07VTC-12
Orbit (Bullet): BO-044 HUXLEY
Orbit (Laser): 45-091 ORBT
Pulse Shield Launcher: EULE/60D
Stun Needle Launcher: VE-60SNA
Back Units (Left-exclusive) Coral Shield: IB-C03W4: NGI 028
Pulse Buckler: SI-29: SU-TT/CVP-61PB
Pulse Scutum: VE-61PSA
Pulse Shield: SI-24: SU-Q5SI-27: SU-R8VP-61PS
Booster AB-J-137 KIKAKUALULA/21EBC-0200 GRIDWALKERBC-0400 MULEBC-0600 12345BST-G1/P10BST-G2/P04BST-G2/P06SPDBUERZEL/21DFLUEGEL/21ZIA-C01B: GILLSIB-C03B: NGI 001
Core 07-061 MIND ALPHAAC-J-120 BASHOAC-J-120/RC JAILBREAKBD-011 MELANDERBD-012 MELANDER C3CC-2000 ORBITERCC-3000 WRECKERCS-5000 MAIN DISHDF-BD-08 TIAN-QIANGEL-PC-00 ALBAEL-TC-10 FIRMEZAIA-C01C: EPHEMERAIB-C03C: HAL 826LAMMERGEIER/40FNACHTREIHER/40EVE-40AVP-40S
Expansion ASSAULT ARMORPULSE ARMORPULSE PROTECTIONTERMINAL ARMOR
FCS FC-006 ABBOTFC-008 TALBOTFCS-G1/P01FCS-G2/P05FCS-G2/P10SLTFCS-G2/P12SMLIA-C01F: OCELLUSIB-C03F: WLT 001VE-21AVE-21B
Generator AG-E-013 YABAAG-J-098 JOSOAG-T-005 HOKUSHIDF-GN-02 LING-TAIDF-GN-06 MING-TANGDF-GN-08 SAN-TAIIA-C01G: AORTAIB-C03G: NGI 000VE-20AVE-20BVE-20CVP-20CVP-20DVP-20S
Head 20-081 MIND ALPHA20-082 MIND BETAAH-J-124 BASHOAH-J-124/RC JAILBREAKDF-HD-08 TIAN-QIANGEL-PH-00 ALBAEL-TH-10 FIRMEZAHC-2000 FINDER EYEHC-2000/BC SHADE EYEHC-3000 WRECKERHD-011 MELANDERHD-012 MELANDER C3HD-033M VERRILLHS-5000 APPETIZERIA-C01H: EPHEMERAIB-C03H: HAL 826KASUAR/44ZLAMMERGEIER/44FNACHTREIHER/44EVE-44AVE-44BVP-44DVP-44S
Legs Bipedal: 2C-2000 CRAWLER2C-3000 WRECKER2S-5000 DESSERT06-041 MIND ALPHAAL-J-121 BASHOAL-J-121/RC JAILBREAKDF-LG-08 TIAN-QIANGEL-PL-00 ALBAEL-TL-10 FIRMEZAIA-C01L: EPHEMERAIB-C03L: HAL 826LG-011 MELANDERLG-012 MELANDER C3NACHTREIHER/42EVE-42AVP-422
Reverse-Joint: 06-042 MIND BETAKASUAR/42ZRC-2000 SPRING CHICKEN
Tank: EL-TL-11 FORTALEZALG-022T BORNEMISSZAVE-42B
Tetrapod: LAMMERGEIER/42FLG-033M VERRILLVP-424
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