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 | Burst Rifle | BAWS | 105,000 | |
02 | LR-036 CURTIS | Linear Rifle | Balam Industries | 65,000 | |
03 | LR-037 HARRIS | Linear Rifle | Balam Industries | 135,000 | |
04 | RF-024 TURNER | Assault Rifle | Balam Industries | Left: 55,000 Right: N/A | |
05 | RF-025 SCUDDER | Assault Rifle | Balam Industries | 205,000 | |
06 | MA-J-201 RANSETSU-AR | Burst Assault Rifle | BAWS | 111,000 | |
07 | MG-014 LUDLOW | Machine Gun | Balam Industries | 45,000 | |
08 | DF-MG-02 CHANG-CHEN | Machine Gun | Dafeng Core Industry | 120,000 | |
09 | WR-0555 ATTACHE | Heavy Machine Gun | RaD | 169,000 | |
10 | MA-E-210 ETSUJIN | Burst Machine Gun | BAWS | 74,000 | |
11 | DF-GA-08 HU-BEN | Gatling Gun | Dafeng Core Industry | 170,000 | |
12 | SG-026 HALDEMAN | Shotgun | Balam Industries | 75,000 | |
13 | SG-027 ZIMMERMAN | Shotgun | Balam Industries | 115,000 | |
14 | WR-0777 SWEET SIXTEEN | Shotgun | RaD | 49,000 | |
15 | HG-003 COQUILLETT | Handgun | Balam Industries | 35,000 | |
16 | HG-004 DUCKETT | Handgun | Balam Industries | 112,000 | |
17 | MA-E-211 SAMPU | Burst Handgun | BAWS | 73,000 | |
18 | EL-PW-00 VIENTO | Needle Gun | Elcano Foundry | 148,000 | |
19 | VP-66EG | Stun Gun | Arquebus Corporation | 129,000 | |
20 | DF-BA-06 XUAN-GE | Bazooka | Dafeng Core Industry | 70,000 | |
21 | MAJESTIC | Bazooka | Melinite | 121,000 | |
22 | LITTLE GEM | Bazooka | Melinite | 163,000 | |
23 | 44-141 JVLN ALPHA | Detonating Bazooka | ALLMIND | 210,000 | |
24 | DF-GR-07 GOU-CHEN | Grenade Launcher | Dafeng Core Industry | 140,000 | |
25 | DIZZY | Grenade Launcher | Melinite | 260,000 | |
26 | IRIDIUM | Grenade Launcher | Melinite | 214,000 | |
27 | MA-T-222 KYORAI | Napalm Bomb Launcher | BAWS | 91,000 | |
28 | MA-T-223 KYORIKU | Jamming Bomb Launcher | BAWS | 103,000 | |
29 | WS-1200 THERAPIST | Stun Bomb Launcher | RaD | 138,000 | |
30 | WB-0000 BAD COOK | Flamethrower | RaD | 49,000 | |
31 | VP-66LR | Laser Rifle | Arquebus Corporation | 98,000 | |
32 | VE-66LRA | Laser Rifle | Arquebus ADD | 180,000 | |
33 | VE-66LRB | Laser Rifle | Arquebus ADD | 235,000 | |
34 | VP-66LS | Laser Shotgun | Arquebus Corporation | 105,000 | |
35 | WUERGER/66E | Laser Shotgun | Schneider | 147,000 | |
36 | VP-66LH | Laser Handgun | Arquebus Corporation | 92,000 | |
37 | Vvc-760PR | Plasma Rifle | VCPL | 202,000 | |
38 | IA-C01W1: NEBULA | Plasma Rifle | Rubicon Research Institute | 185,000 | |
39 | IA-C01W6: NB-REDSHIFT | Coral Rifle | Rubicon Research Institute | 312,000 | |
40 | IB-C03W1: WLT 011 | Coral Rifle | Rubicon Research Institute | 335,000 | |
41 | 44-142 KRSV | Multi Energy Rifle | ALLMIND | 377,000 | |
42 | HI-16: GU-Q1 | Pulse Gun | Takigawa Harmonics | 90,000 | |
43 | HI-18: GU-A2 | Pulse Gun | Takigawa Harmonics | 159,000 | |
44 | HML-G2/P19MLT-04 | Missile Launcher | Furlong Dynamics | 80,000 | |
45 | HML-G3/P08SPL-06 | Split Missile Launcher | Furlong Dynamics | 127,000 | |
46 | WS-5000 APERITIF | Siege Missile Launcher | RaD | 168,000 | |
47 | 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 | Pile Bunker | Balam Industries | 185,000 | |
02 | DF-ET-09 TAI-YANG-SHOU | Explosive Thrower | Dafeng Core Industry | 215,000 | |
03 | WB-0010 DOUBLE TROUBLE | Chainsaw | RaD | 69,000 | |
04 | VP-67EB | Stun Baton | Arquebus Corporation | 94,000 | |
05 | VP-67LD | Laser Dagger | Arquebus Corporation | 135,000 | |
06 | Vvc-770LB | Laser Blade | VCPL | 210,000 | |
07 | Vvc-774LS | Laser Slicer | VCPL | 339,000 | |
08 | VE-67LLA | Laser Lance | Arquebus ADD | 270,000 | |
09 | 44-143 HMMR | Plasma Thrower | ALLMIND | 172,000 | |
10 | HI-32: BU-TT/A | Pulse Blade | Takigawa Harmonics | N/A | |
11 | IA-C01W2: MOONLIGHT | Light Wave Blade | Rubicon Research Institute | 270,000 | |
12 | IA-C01W7: ML-REDSHIFT | Coral Oscillator | Rubicon Research Institute | 343,000 | |
13 | 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) |
---|---|---|---|---|---|
01 | DF-GA-09 SHAO-WEI | Gatling Cannon | Dafeng Core Industry | 220,000 | |
02 | SB-033M MORLEY | Spread Bazooka | Balam Industries | 225,000 | |
03 | EARSHOT | Grenade Launcher | Melinite | 303,000 | |
04 | SONGBIRDS | Grenade Cannon | Melinite | 182,000 | |
05 | VE-60SNA | Stun Needle Launcher | Arquebus ADD | 283,000 | |
06 | VP-60LCS | Laser Cannon | Arquebus Corporation | 147,000 | |
07 | VE-60LCA | Laser Cannon | Arquebus ADD | 333,000 | |
08 | VE-60LCB | Laser Cannon | Arquebus ADD | 318,000 | |
09 | VP-60LCD | Diffuse Laser Cannon | Arquebus Corporation | 215,000 | |
10 | FASAN/60E | Plasma Cannon | Schneider | 217,000 | |
11 | KRANICH/60Z | Pulse Cannon | Schneider | 177,000 | |
12 | EULE/60D | Pulse Shield Launcher | Schneider | 243,000 | |
13 | IA-C01W3: AURORA | Light Wave Cannon | Rubicon Research Institute | Left: 340,000 Right: N/A | |
14 | BML-G1/P20MLT-04 | Missile Launcher | Furlong Dynamics | Left: 74,000 Right: N/A | |
15 | BML-G2/P03MLT-06 | Missile Launcher | Furlong Dynamics | 111,000 | |
16 | BML-G2/P05MLT-10 | Missile Launcher | Furlong Dynamics | 165,000 | |
17 | BML-G2/P19SPL-12 | Split Missile Launcher | Furlong Dynamics | 123,000 | |
18 | BML-G2/P16SPL-08 | Split Missile Launcher | Furlong Dynamics | 85,000 | |
19 | BML-G2/P17SPL-16 | Split Missile Launcher | Furlong Dynamics | 160,000 | |
20 | BML-G1/P31DUO-02 | Dual Missile Launcher | Furlong Dynamics | 144,000 | |
21 | BML-G1/P32DUO-03 | Dual Missile Launcher | Furlong Dynamics | 180,000 | |
22 | BML-G2/P08DUO-03 | Dual Missile Launcher | Furlong Dynamics | 228,000 | |
23 | BML-G1/P01VTC-04 | Vertical Missile Launcher | Furlong Dynamics | 85,000 | |
24 | BML-G1/P03VTC-08 | Vertical Missile Launcher | Furlong Dynamics | 112,000 | |
25 | BML-G1/P07VTC-12 | Vertical Missile Launcher | Furlong Dynamics | 188,000 | |
26 | BML-G3/P04ACT-01 | Active Homing Missile Launcher | Furlong Dynamics | 98,000 | |
27 | BML-G3/P05ACT-02 | Active Homing Missile Launcher | Furlong Dynamics | 145,000 | |
28 | BML-G1/P29CNT | Container Missile Launcher | Furlong Dynamics | 250,000 | |
29 | WR-0999 DELIVERY BOY | Cluster Missile Launcher | RaD | 298,000 | |
30 | WS-5001 SOUP | Scatter Missile Launcher | RaD | 326,000 | |
31 | 45-091 JVLN BETA | Detonating Missile Launcher | ALLMIND | 210,000 | |
32 | EL-PW-01 TRUENO | Needle Missile Launcher | Elcano Foundry | 271,000 | |
33 | Vvc-703PM | Plasma Missile Launcher | VCPL | 202,000 | |
34 | Vvc-706PM | Plasma Missile Launcher | VCPL | 310,000 | |
35 | Vvc-70VPM | Plasma Missile Launcher | VCPL | 96,000 | |
36 | IB-C03W3: NGI 006 | Coral Missile Launcher | Rubicon Research Institute | 380,000 | |
37 | BO-044 HUXLEY | Bullet Orbit | Balam Industries | 305,000 | |
38 | 45-091 ORBT | Laser Orbit | ALLMIND | 280,000 | |
39 | VP-60LT | Laser Turret | Arquebus Corporation | 194,000 | |
40 | 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 | Pulse Shield | Arquebus Corporation | 123,000 | |
02 | SI-24: SU-Q5 | Pulse Shield | Takigawa Harmonics | 43,000 | |
03 | SI-27: SU-R8 | Pulse Shield | Takigawa Harmonics | 100,000 | |
04 | VP-61PB | Pulse Buckler | Arquebus Corporation | 76,000 | |
05 | SI-29: SU-TT/C | Pulse Buckler | Takigawa Harmonics | 62,000 | |
06 | VE-61PSA | Pulse Scutum | Arquebus ADD | 197,000 | |
07 | 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 | BAWS | 61,000 | |
02 | AH-J-124/RC JAILBREAK | BAWS | N/A | |
03 | HD-011 MELANDER | Balam Industries | 75,000 | |
04 | HD-033M VERRILL | Balam Industries | 205,000 | |
05 | HD-012 MELANDER C3 | Balam Industries | N/A | |
06 | DF-HD-08 TIAN-QIANG | Dafeng Core Industry | 58,000 | |
07 | VP-44S | Arquebus Corporation | 124,000 | |
08 | VP-44D | Arquebus Corporation | 231,000 | |
09 | NACHTREIHER/44E | Schneider | 84,000 | |
10 | KASUAR/44Z | Schneider | 210,000 | |
11 | LAMMERGEIER/44F | Schneider | 155,000 | |
12 | VE-44A | Arquebus ADD | 275,000 | |
13 | VE-44B | Arquebus ADD | 306,000 | |
14 | HC-2000 FINDER EYE | RaD | N/A | |
15 | HC-2000/BC SHADE EYE | RaD | 147,000 | |
16 | HC-3000 WRECKER | RaD | 59,000 | |
17 | HS-5000 APPETIZER | RaD | 199,000 | |
18 | EL-TH-10 FIRMEZA | Elcano Foundry | 177,000 | |
19 | EL-PH-00 ALBA | Elcano Foundry | 208,000 | |
20 | 20-081 MIND ALPHA | ALLMIND | 223,000 | |
21 | 20-082 MIND BETA | ALLMIND | 261,000 | |
22 | IA-C01H: EPHEMERA | Rubicon Research Institute | 237,000 | |
23 | 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 | BAWS | 166,000 | |
02 | AC-J-120/RC JAILBREAK | BAWS | N/A | |
03 | BD-011 MELANDER | Balam Industries | 195,000 | |
04 | BD-012 MELANDER C3 | Balam Industries | N/A | |
05 | DF-BD-08 TIAN-QIANG | Dafeng Core Industry | 390,000 | |
06 | VP-40S | Arquebus Corporation | 354,000 | |
07 | NACHTREIHER/40E | Schneider | 275,000 | |
08 | LAMMERGEIER/40F | Schneider | 395,000 | |
09 | VE-40A | Arquebus ADD | 570,000 | |
10 | CC-2000 ORBITER | RaD | N/A | |
11 | CC-3000 WRECKER | RaD | 158,000 | |
12 | CS-5000 MAIN DISH | RaD | 519,000 | |
13 | EL-TC-10 FIRMEZA | Elcano Foundry | 452,000 | |
14 | EL-PC-00 ALBA | Elcano Foundry | 531,000 | |
15 | 07-061 MIND ALPHA | ALLMIND | 553,000 | |
16 | IA-C01C: EPHEMERA | Rubicon Research Institute | 590,000 | |
17 | 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 | BAWS | 81,000 | |
02 | AA-J-123/RC JAILBREAK | BAWS | N/A | |
03 | AR-011 MELANDER | Balam Industries | 95,000 | |
04 | AR-012 MELANDER C3 | Balam Industries | N/A | |
05 | DF-AR-08 TIAN-QIANG | Dafeng Core Industry | 200,000 | |
06 | DF-AR-09 TIAN-LAO | Dafeng Core Industry | 310,000 | |
07 | VP-46S | Arquebus Corporation | 177,000 | |
08 | VP-46D | Arquebus Corporation | 258,000 | |
09 | NACHTREIHER/46E | Schneider | 138,000 | |
10 | LAMMERGEIER/46F | Schneider | 195,000 | |
11 | VE-46A | Arquebus ADD | 286,000 | |
12 | AC-2000 TOOL ARM | RaD | N/A | |
13 | AC-3000 WRECKER | RaD | 79,000 | |
14 | AS-5000 SALAD | RaD | 249,000 | |
15 | EL-TA-10 FIRMEZA | Elcano Foundry | 227,000 | |
16 | EL-PA-00 ALBA | Elcano Foundry | 266,000 | |
17 | 04-101 MIND ALPHA | ALLMIND | 272,000 | |
18 | IA-C01A: EPHEMERA | Rubicon Research Institute | 296,000 | |
19 | 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 | Bipedal | BAWS | 141,000 | |
02 | AL-J-121/RC JAILBREAK | Bipedal | BAWS | N/A | |
03 | LG-011 MELANDER | Bipedal | Balam Industries | 175,000 | |
04 | LG-012 MELANDER C3 | Bipedal | Balam Industries | N/A | |
05 | DF-LG-08 TIAN-QIANG | Bipedal | Dafeng Core Industry | 350,000 | |
06 | VP-422 | Bipedal | Arquebus Corporation | 313,000 | |
07 | NACHTREIHER/42E | Bipedal | Schneider | 243,000 | |
08 | VE-42A | Bipedal | Arquebus ADD | 504,000 | |
09 | 2C-2000 CRAWLER | Bipedal | RaD | N/A | |
10 | 2C-3000 WRECKER | Bipedal | RaD | 139,000 | |
11 | 2S-5000 DESSERT | Bipedal | RaD | 439,000 | |
12 | EL-TL-10 FIRMEZA | Bipedal | Elcano Foundry | 400,000 | |
13 | EL-PL-00 ALBA | Bipedal | Elcano Foundry | 469,000 | |
14 | 06-041 MIND ALPHA | Bipedal | ALLMIND | 482,000 | |
15 | IA-C01L: EPHEMERA | Bipedal | Rubicon Research Institute | 521,000 | |
16 | IB-C03L: HAL 826 | Bipedal | Rubicon Research Institute | 563,000 | |
17 | KASUAR/42Z | Reverse-Joint | Schneider | 192,000 | |
18 | RC-2000 SPRING CHICKEN | Reverse-Joint | RaD | 419,000 | |
19 | 06-042 MIND BETA | Reverse-Joint | ALLMIND | 521,000 | |
20 | LG-033M VERRILL | Tetrapod | Balam Industries | 465,000 | |
21 | VP-424 | Tetrapod | Arquebus Corporation | 313,000 | |
22 | LAMMERGEIER/42F | Tetrapod | Schneider | 415,000 | |
23 | LG-022T BORNEMISSZA | Tank | Balam Industries | 280,000 | |
24 | VE-42B | Tank | Arquebus ADD | 490,000 | |
25 | 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 | BAWS | 53,000 | |
02 | BST-G1/P10 | Furlong Dynamics | N/A | |
03 | BST-G2/P04 | Furlong Dynamics | 72,000 | |
04 | BST-G2/P06SPD | Furlong Dynamics | 133,000 | |
05 | ALULA/21E | Schneider | 60,000 | |
06 | FLUEGEL/21Z | Schneider | 202,000 | |
07 | BUERZEL/21D | Schneider | 151,000 | |
08 | BC-0600 12345 | RaD | 84,000 | |
09 | BC-0400 MULE | RaD | 88,000 | |
10 | BC-0200 GRIDWALKER | RaD | 169,000 | |
11 | IA-C01B: GILLS | Rubicon Research Institute | 296,000 | |
12 | 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 | Furlong Dynamics | N/A | |
02 | FCS-G2/P05 | Furlong Dynamics | 67,000 | |
03 | FCS-G2/P10SLT | Furlong Dynamics | 96,000 | |
04 | FCS-G2/P12SML | Furlong Dynamics | 141,000 | |
05 | FC-006 ABBOT | Balam Industries | 135,000 | |
06 | FC-008 TALBOT | Balam Industries | 155,000 | |
07 | VE-21A | Arquebus ADD | 228,000 | |
08 | VE-21B | Arquebus ADD | 315,000 | |
09 | IA-C01F: OCELLUS | Rubicon Research Institute | 367,000 | |
10 | 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 | BAWS | N/A | |
02 | AG-E-013 YABA | BAWS | 240,000 | |
03 | AG-T-005 HOKUSHI | BAWS | 312,000 | |
04 | DF-GN-02 LING-TAI | Dafeng Core Industry | 90,000 | |
05 | DF-GN-06 MING-TANG | Dafeng Core Industry | 170,000 | |
06 | DF-GN-08 SAN-TAI | Dafeng Core Industry | 300,000 | |
07 | VP-20S | Arquebus Corporation | 126,000 | |
08 | VP-20C | Arquebus Corporation | 229,000 | |
09 | VP-20D | Arquebus Corporation | 416,000 | |
10 | VE-20A | Arquebus ADD | 206,000 | |
11 | VE-20B | Arquebus ADD | 324,000 | |
12 | VE-20C | Arquebus ADD | 405,000 | |
13 | IA-C01G: AORTA | Rubicon Research Institute | 460,000 | |
14 | 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 | 1 | |
02 | PULSE ARMOR | 3 | |
03 | PULSE PROTECTION | 2 | |
04 | 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, Mission: "Destroy the Ice Worm"
- ↑ 2.000 2.001 2.002 2.003 2.004 2.005 2.006 2.007 2.008 2.009 2.010 2.011 2.012 2.013 2.014 2.015 2.016 2.017 2.018 2.019 2.020 2.021 2.022 2.023 2.024 2.025 2.026 2.027 2.028 2.029 2.030 2.031 2.032 2.033 2.034 2.035 2.036 2.037 2.038 2.039 2.040 2.041 2.042 2.043 2.044 2.045 2.046 2.047 2.048 2.049 2.050 2.051 2.052 2.053 2.054 2.055 2.056 2.057 2.058 2.059 2.060 2.061 2.062 2.063 2.064 2.065 2.066 2.067 2.068 2.069 2.070 2.071 2.072 2.073 2.074 2.075 2.076 2.077 2.078 2.079 2.080 2.081 2.082 2.083 2.084 2.085 2.086 2.087 2.088 2.089 2.090 2.091 2.092 2.093 2.094 2.095 2.096 2.097 2.098 2.099 2.100 2.101 2.102 2.103 2.104 2.105 2.106 Assembly menu, Contextual Help in-game descriptions for stats
- ↑ "『ARMORED CORE VI』4分の実機プレイ映像" by IGN Japan