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AC Core

A Core in the first Armored Core game

The most essential unit of an Armored Core, the Core contains most of the AP of an AC and also comes with many features.

Overview[]

The Core is the 'torso' of the mech (anatomically speaking, a Core piece is roughly analogous to the human upper torso, or its "chest"). It is the 'Armored Core' from which the mech and the game series take their name. The human pilot sits inside the core.

The Core holds all AC parts together. Thus, unlike a destroyed Head, Arm, or Leg which only reduce an AC's performance upon destruction and will not result in a mission failure, the destruction of the Core would lead to the AC's complete destruction and a mission failed. On all Armored Core timelines, a rigid and complete standard has been set on Cores' connection technology.

This has made the Cores come in different weights to suit different styles of ACs; the lighter ones are less well protected but more suitable for more mobile ACs. Similarly, there are highly defensive heavyweight cores.

Cores contain a number of slots into which Optional Parts can be placed to improve AC operation. Also, some cores have built-in anti-missile systems. These come in the form of a single-barrel situated at the front center of the core that fires a guided beam of energy that shoots down incoming missiles. Generator, FCS, and prime booster are also placed in a core.

Features[]

  • Missile interceptor guns (Armored Core to Last Raven): The aforementioned anti-missile system consists of a gun turret installed in the front of the Core that automatically intercepts any missiles that have approached it the front direction. Missile interceptor guns are the most basic form of missile defense: they do not consume any energy of Generators and have an unlimited ammo, but in turn have specifically limited coverage range and exhibit the least probability of capturing a missile compared to the dedicated defense systems (such as the Extension anti-missile launchers). Missile interceptor guns are installed in every Core of PS1 trilogy games, Emeraude's Cores and Crest Industries's Cores.
  • Over Boost (Armored Core 2 to For Answer): A high-powered booster system that operates in combination with the external or leg based booster of an AC. When activated, it allows the AC to move at amazingly high speeds, but can only be used to move forward, left, right, or diagonally left or right at a forward angle; backward movement is impossible. While it offers a tremendous amount of extra speed, Over Boost both drains energy very quickly and causes a massive increase in the Core's heat level when initially used (solely the original Armored Core 2 version of the Over Boost does not generate waste heat of its own). These two factors heavily limit the amount of time an Over Boost function can be used. As of Armored Core 4, Over Boosters have become a separate, equipable part for every AC rather than a feature of certain Cores.
  • Exceed Orbit (Armored Core 3 to Last Raven): Exceed Orbit (EO) Cores contain one or more orbital pods that can be deployed to hover above and behind the AC and retracted at will. They automatically target and shoot enemies. The rate of fire, power, and field of vision for EO pods varies from model to model. For EO pods with energy weapons, the ammunition supply gradually regenerates when not in use. Two important factors that limit Exceed Orbit usage are the small amounts of added heat that occur whenever an EO pod is deployed, as well as the energy drain from the pod firing. In addition, Exceed Orbits generally do not track targets as well as the other AC weapons. EO Cores with solid ammo do not suffer from an energy drain while firing but their ammo cannot be replenished once depleted. EO's are not featured in Armored Core 4 onwards.
  • Hanger Unit (Armored Core: Nexus onward): Any Core with this feature can hold one spare piece of equipment for each hand. Only small weapons can be stored inside this unit, for example, a hand gun is a light weapon and grenade launchers are not. Some Cores are equipped with both Over Boost and Hanger functions but there are no Exceed Orbit cores with Hangers. In Armored Core 4, all ACs are equipped with a hanger function, and it is suggested that the weapons are actually stored in the legs. This is because while the "small weapons" rule still applies to most leg types, the large, tank type legs are able to store any arm weapon. The Hanger Unit is renamed as the Weapon Bay since Armored Core V; any handheld weapon can be stored at and changed from the AC's shoulders.
  • Primal Armor/Pulse Armor (Armored Core 4, For Answer, and VI FIRES OF RUBICON): An energy shield powered by Kojima Particles (KP). Called PA for short, it reduces the damage that most weapons inflict on an AC. It is most effective at longer ranges and against shell weapons, since energy weapons have a greater ability to penetrate PA (PA piercing). However, solid weapons cause much more damage to KP (PA reduction), and can destroy PA shields (PA breaking), which leaves an AC with greatly reduced defensive capability. Beyond solid weapons breaking technique, and energy weapons piercing technique, there is a class of weapon known as Kojima weapons. There both pierce and reduce PA, and can destroy an AC in a single shot, but they need time to charge up, and draw energy from the PA of the AC wielding them, which can hurt defense. A similar ability has previously been seen on the Airborne Pulverizer in Armored Core: Last Raven. The waste emitted by Kojima Particles is a chemical and radiological hazard. In ARMORED CORE VI FIRES OF RUBICON, Primal Armor is renamed as Pulse Armor and emits a pulse or Coral (if the AC has a Coral generator installed) force field instead.
  • Quick Boost (Armored Core 4 onward): Also known as QB, this system is a function of normal boosters, that greatly increases their power and energy drain for brief moments. QB is mainly used for avoiding attacks, but it can also be used to move quickly through an area. Combined with Over Boost, ACs can reach speeds approaching Mach 1.5. This ability was allowed previously only via an Extension part, which also limited sudden boosts to basic directions such as forward, backward, left/right, left/right (strafe), and in whichever direction the Core faces when activated.
  • Assault Armor (Armored Core: For Answer and VI FIRES OF RUBICON: An offensive barrier system. It is a last resort "suicide attack" that weaponizes a NEXT's Primal Armor by compressing Kojima energy in a NEXT's Over Boost unit and then releasing it to create a large scale Kojima shockwave. It is often powerful enough to destroy most enemies in its blast radius. In a 1-on-1 NEXT battle however, it should only be used as a last resort unless the opponent has such low maximum health that it is likely she/he will be disabled by a single attack, in which case one should make sure to have enough generator KP to regain full PA strength as soon as possible should the attack fail. Assault Amplifiers are also a good choice, should they be available. However, Assault Armor made its first appearance in Armored Core 4 as it is used by the 00-ARETHA In ARMORED CORE VI FIRES OF RUBICON, Assault Armor emits a blast of pulse energy or Coral (if the AC has a Coral generator installed) instead.
  • Normal Boost (Armored Core V to Verdict Day); Normal Boost is a default booster function which allows an AC to traverse terrain faster than walking. This boost takes no energy, and while airborne, an AC will stay aloft for a short period of time, slowing floating back to the ground. Because of its slow nature, it's not particularly useful for dodging, but allows an AC the ability to quietly maneuver in tight spaces.
  • Hi-Boost (Armored Core V to Verdict Day): A very quick multi-directional burst of acceleration which replaces the Quick Boost of the Fourth Generation but is slower to reuse. This can range from a short and controlled burst to a powerful and long lasting one, moving a unit over huge distances.
  • Glide Boost (Armored Core V to Verdict Day): Similar to the Over Boost of previous generations, Glide Boost is a cruise mode that allows an AC to travel at a fixed height but with the flexibility to move almost 360 degrees on a horizontal plane. It can be combined with Hi-Boost to increase speed for short periods of time. Its main limitation is that it can only be activated on a flat surface, and not in the air.
  • Boost Charge (Armored Core V to Verdict Day): In essence a melee attack reinforced with boosters (a kick or a full unit tackle). It is an extended Hi-Boost, and will still move an AC a significant distance, albeit slower.
  • Boost Drive (Armored Core V to Verdict Day): Tthe ability to jump off building to gain more height or suddenly change directions. Its low energy usage and versatility gives ACs an edge in combat, allowing them to overtake or flank enemy units almost instantly.
  • Assault Boost (ARMORED CORE VI FIRES OF RUBICON): An Over Boost-like feature that essentially serves as the AC's cruise mode, allowing them to cross vast distances at high speed. Unlike the simple open-plate design of Over Boost, Assault Boost causes several parts in the rear portion of the AC to reconfigure while exposing its main heat sink component.
  • Core Expansion (ARMORED CORE VI FIRES OF RUBICON): Chips that can be unlocked by OST Chips in the OS Tuning menu. Core Expansions have 4 types: Assault Armor that emits a pule blast, Pulse Armor that creates a barrier of pulse energy around the AC, Pulse Protection that creates a pulse barrier at a fixed location, and Terminal Armor that gives an AC and its pilot a last chance to survive by creating a pulse energy around the AC and leaving 1 AP. When using each Core Expansion, the AC's Core will be overheated and needs to cool down, although it can still use Assault Boost. All Core Expansions can also change from pulse to Coral if the AC has a Coral generator installed.

Cockpit[]

Pilot Core ACV

The internal core layout of an Armored Core V-era AC

Pilot Core LR

The internal core layout of an Armored Core 3 to Armored Core Last Raven-era AC

The Core of an AC usually contains the pilot's cockpit, although this space is presumably replaced with a computer system in unmanned ACs.

In all ACs prior to Armored Core V, the cockpit lacks a way for the pilot to abandon his craft in an emergency. As a result, the pilot usually went down with his AC when an engagement goes awry. From Armored Core V onward, the cockpit comes equipped with an emergency jet-pack and a personal sidearm.

List of Cores[]

A list of Core parts by organized game

Armored Core[]

Armored Core: Project Phantasma[]

Armored Core: Master of Arena[]

Armored Core 2[]

Armored Core 3[]

Part ID Price Weight EN Drain Unlocked Notes
CCM-00-STO 61,000C 1105 1043 Starting Part Crest's general purpose model.
MCM-MX/002 80,000C 1016 1100 Shop Mirage's standard, high-AP model.
CCL-01-NER 88,000C 788 1310 Shop Powerful OB thrust, but lacks defense.
MCL-SS/ORCA 114,000C 890 1553 Shop Many option slots and very expandable.
CCH-0V-IKS 139,000C 1502 879 Shop Provides exceptional AP and DEF.
MCH-MX/GRP 72,000C 1378 992 Shop Heavy model stressing AP and DEF.

Silent Line: Armored Core[]

Part ID Price Weight EN Drain Unlocked Notes
CCM-00-STO 61,000C 1105 1043 Starting Part Crest's general purpose model.
MCM-MX/002 80,000C 1016 1100 Shop Mirage's standard, high-AP model.
MCM-MI/008 115,000C 1000 1255 All Mirage Missions Moderate OB energy consumption.
CCM-0V-AXE 78,000C 1297 1120 Destroy AI Prototype Rigged with a solid ammo EO function.
CCL-01-NER 88,000C 788 1310 Shop Powerful OB thrust, but lacks defense.
MCL-SS/ORCA 114,000C 890 1095 Shop Many option slots and very expandable.
MCL-SS/RAY 94,000C 822 1273 Arena - Shade Exceptional OB speed performance.
CCL-02-E1 102,000C 910 1449 All Crest Missions Streamlined offensive model core.
CCH-0V-IKS 139,000C 1502 992 Shop Provides exceptional AP and DEF.
MCH-MX/GRP 72,000C 1378 779 Shop Heavy model stressing AP and DEF.
MCH-MX/GROA 90,000C 1322 973 Accompany Air Transports Well-rounded, heavy-armor model.
CCH-04-EOC 84,000C 1492 889 Attack Unexplored Region Long-range EO attack capability.

Armored Core: Nexus[]

Armored Core: Nine Breaker[]

Armored Core Last Raven[]

Part ID Price Weight EN Drain Unlocked Notes
CR-C69U Free 874 1094 Default First generation model. Weapon storage capability provided.
C01-GAEA 62200c 1388 1371 Shop First generation Mirage model with built-in energy EO.
CR-C75U2 67500c 1035 925 Shop Excellently balanced core model with built-in weapon storage.
RAKAN 87770c 833 1091 Shop Kisaragi core design featuring a high power OB function.
C04-ATLAS 128000c 1182 1205 Shop Core design that includes both OB and weapon storage functions.
CR-C89E 139300c 1405 1082 Shop Core model equipped with a solid round EO function.
CR-C90U3 169900c 1116 1124 Shop Fourth generation basic core design. Weapon storage provided.
CR-C06U5 170000c 1231 1482 Shutdown Internecine Core model with high DEF ratings and weapon storage capability.
CR-YC03U4 122000c 1109 1368 Destroy The Internecine End result of Crest's redesign of the CR-C06U5 core model.
C02-URANUS 70000c 1095 1342 Shop Second generation core design. Energy-based EO function.
C03-HELIOS 80000c 945 1344 Shop Core model specially designed for highly mobile combat.
CR-C84O/UL 131000c 989 1183 Shop Lightweight OB model with built-in weapon storage.
YC07-CRONUS 160000c 760 1191 Shop Lightweight core model with weapon storage capability.
CR-C98E2 188000c 1113 1221 Shop State-of-the-art design based on the C89E core model.
CR-YC99UL 88000c 809 192 Destroy The Control Towers Prototype model with a low equip weight and respectable stats.
CR-YC010/UL2 89000c 897 1294 VR Arena (Rank 1) Core part specifically designed to reduce OB energy consumption.
YC08-ICURUS 110000c 1002 1404 Destroy Transport Convoy Prototype OB model designed to balance DEF and mobility stats.
CR-C77O/U 85000c 1321 923 Shop Heavily armored, multi-function core design.
CR-C83UA 99000c 1245 786 Shop Heavily armored core model with excellent AP and defense.
C05-SELENA 145000c 1622 935 Shop Third generation model equipped with a high power EO function.
C06-EOS 150000c 1404 878 Shop Heavy armor core type. Equips a high power OB function.

Armored Core 4[]

Part ID Price Weight EN Drain Unlocked Notes
047AN01 545000c 2870 2470 Shop Middleweight part with a focus on defense.
C01-TELLUS 575000c 3360 2150 Shop Heavyweight EN-efficient part with good EN defense.
SALAUX-CORE 540000c 2070 2230 Shop Lightest weight core on the market, designed for melee.
GAN01-SS-C 530000c 3580 2380 Shop Solid, heavy-armor part known for resistance to ammunition.
CR-HOGIRE 540000c 2610 2670 Shop Middleweight part with impressive, balanced specs.
03-ALIYA/C 575000c 2280 2940 Shop Lightweight part for PA use designed for speedy combat.

Armored Core: For Answer[]

Part ID Price Weight EN Drain Unlocked Part Description
GAN02-NSS-C 200000c 3135 2387 Shop NEW-SUNSHINE's core part. Often called GA's masterpiece.
047AN01 300000c 2872 2470 Shop Middleweight part with a focus on defense.
063AN01 400000c 2921 2455 Shop BFF's latest core part designed for offensive ACs. Provides good defense.
C01-TELLUS 160000c 3364 2150 Shop Heavyweight EN-efficient part with good EN defense.
CR-HOGIRE 240000c 2612 2670 Shop Middleweight part with impressive, balanced specs.
CR-LANCEL 120000c 2361 2615 Shop New standard core parts drawing from HOGIRE. Lighter than old models.
EKHAZAR-CORE 120000c 2272 2324 Shop Middleweight part designed for three dimensional combat.
03-AALIYAH/C 500000c 2282 2940 Shop Lightweight part for PA use designed for speedy combat.
WHITE-GLINT/CORE 700000c 2229 2357 Defend Line Ark Designed by a genius architect. Switches to fly mode when using OB.
C11-LATONA 400000c 2143 1993 Shop Lightweight part developed on the TELLUS concept.
CR-LAHIRE 500000c 1851 2596 Shop Old Rayleonard technology. Omer's latest part. Boasts excellent air power.
SOLUH-CORE 120000c 2068 2230 Shop Lightweight part for mobile close range combat. Old, but a good rep.
XCR-SOBRERO 600000c 2015 2683 Shop Core part designed for air combat. Used in Aspine's craft, SOBRERO.
GAN01-SS-C 200000c 3577 2380 Shop Solid, heavy armor part known for resistance to ammunition.
SOLDNER-G8C 160000c 3655 2418 Shop Aldra's first original frame. An extremely heavy armored core part.
ARGYROS/C 500000c 3668 2538 Shop TORUS' prototype frame. Employs Kojima technology from Sol Dios.

Armored Core V[]

Part ID Price Weight EN Drain Unlocked Notes
D/UCR-10 Free 722 805 Default KE resist type.
OSTARA CR113 76000Au 681 699 --- KE resist type.
UCR-10/I 82000Au 688 762 --- KE resist type.
JOTUN CR113-2 112000Au 803 886 --- KE resist type.
SURT CR114 125000Au 724 688 --- KE resist type.
WODAN CR110 128000Au 576 678 --- KE resist type.
UCR-10/A 133000Au 764 854 --- KE resist type.
UCR-10/L AGNI 105000Au 613 711 --- KE resist type.
D/CR210 Free 1002 1003 Default CE resist type.
ARES CR211 70000Au 881 948 --- CE resist type.
KT-303/YINGLONG 70000Au 1038 891 --- CE resist type.
ZEUS CR210 120000Au 961 921 --- CE resist type.
HERMES CR212 120000Au 718 1082 --- CE resist type.
KT-302 120000Au 1439 881 --- CE resist type.
KT-304/XIEZHI 120000Au 836 848 --- CE resist type.
D/KT-103 Free 1253 873 Default TE resist type.
KT-103 80000Au 1158 901 --- TE resist type.
UCR-25/A DURGA 74000Au 1362 822 --- TE resist type.
KT-104/PERUN 120000Au 1098 815 --- TE resist type.
KT-106/DAZHBOG 126000Au 1212 846 --- TE resist type.
KT-105 123000Au 1328 976 --- TE resist type.
UCR-25 110800Au 1636 898 --- TE resist type.
UCR-25/D RATRI 130000Au 1307 782 --- TE resist type.

Armored Core: Verdict Day[]

Part ID Price Weight EN Drain Unlocked Notes
CA-215 ? 764 854 ? KE resist type.
CB-209 ? 883 936 ? KE resist type.

ARMORED CORE VI FIRES OF RUBICON[]

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