Front Mission 3

Front Mission 3

12.10.2013 11:11:47
~B

Front Mission 3
List of Battle Skills
Version 0.2
Happy Matt (happy_matt@msn.com)

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CONTENTS:

- Revision history
- Introduction
- How to learn the skills
- Skill management
- Obtaining wanzer parts
- Note on wanzer parts
- Note on weapons
- Skill list
- Credits
- Legal note

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REVISION HISTORY:

Version 0.00 - 19 November 1999
- Created.

Version 0.01 - 23 November 1999
- Updated on secret wanzer tip.
- Updated on Battle Skill "Anti Break".

Version 0.2 - 15 April 2000
- Updated on translations of names so that they should now be consistent
with the NA English version.
- Skills are now arranged in alphabetical order according to their
English names.
- Slight change in formatting.

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INTRODUCTION:

Welcome to my first personal FAQ. I have never written one before, so
feel free to comment. Any positive feedbacks are welcomed. If you notice
any incorrect information, please inform me, and I shall try my best to
fix it. Credits will be given fully and accordingly.

Let's assume that you know the basic control and terminology of the game
when you are reading this document. [This document is written based on
the Japanese version of the game, and things may be different when the
game is translated. In addition, I have given up on translating the
names, so I have included Japanese characters in this document. In order
to read this doument properly, you will need a browser / word processor /
text editor that has the ability to read Japanese text.]

OK, I have translated the names so that they are consistent with the NA
English version. I guess I'll have to give my thanks to various sources
from the Internet, including all the other guides that are posted to
GameFAQs. Why? Because I have not really played the English version of
the game at all. I only manage to translate this guide by using these
sources as references.

Please note: even though the names for the skills may now be consistent
with the NA English version, this guide is still written according to the
Japanese version and things may not be the same if you are playing a
translated version.

For more background information, please read my review of the game. It is
also posted to GameFAQs (http://www.gamefaqs.com). The most updated
version of this guide will always be posted to GameFAQs.

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HOW TO LEARN THE SKILLS:

In Front Mission 3, characters can learn Battle skills from the parts of
the wanzer mecha giant robots. Each wanzer part in the game has a unique
skill waiting to be unlocked. Once learnt, a character will keep his /
her own set of Battle Skills. So, in theory, one can compile a perfect
skill list for each character.

As the name suggests, Battle Skills can only be learnt during battles. It
can be normal event battles or simulation battles on the Network. To
learn a particular Battle Skill, the character must be using the
particular wanzer part that contains the skill. (This will be listed in a
later section.) Each skill also has a triggering condition. You will need
to meet these conditions during a battle if you want to have a chance of
learning the skill at all. If the condition is right, there will be a
finite chance that the Battle Skill will be triggered. The chance is
determined by the game and it is completely random. However, if the pilot
is equipped with the computer COMG10, then the chance for learning Battle
Skills will be increased. (This computer, however, is the most expensive
one in the game. It costs 1300 money unit and it won't be available until
about half way through the game.)

For example, if you want to learn the skill "Tackle I", then your
character will need to be riding in a wanzer that uses the body part of
ƒ[ƒjƒXƒŒƒ” (Zenislev). The wanzer will also need to have a melee weapon
equipped. During battle, if you attack or counter attack with a melee
weapon, then you will have a finite chance of triggering this skill.

When you obtain a wanzer part, you can read its information by using the
Set Up menu or by going to the Shop. Select the appropriate part and
press the menu button, you should be in the secondary status screen of
the part. The secondary status screen contains information on the
Modifier Levels of the part, and it also contains information of the
available battle skill that can be learnt from this part. If you have not
learnt a skill from this part, the screen will show a tip on how the skill
is triggered, but the name of the skill will be ????. When you have
triggered the skill at least once, the name will be known and ???? will be
replaced by a proper name.

Tip: Put pilots in different wanzers in every battles, so that they can
learn a variety of Battle Skills. Read the triggering information
provided by the game (or by this guide) and set up your wanzers
accordingly if you want to learn the skills efficiently.

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SKILL MANAGEMENT:

Once you have triggered a skill, the game will prompt you to register the
skill in the pilot's personal computer. If it is not registered, the
skill will remain in the pilot's battle skill pool. It will then be
available in the main skill pool after the battle. You will need to have
enough slots in the pilot's computer if you want to register the newly
learnt skill. With the exception of COM4 and COM5, all personal computers
have 6 slots. The least powerful skill will usually occupy 1 slot, but the
most powerful ones can occupy up to 5 slots. The number of slots required
by a skill is shown by a "slot bar" underneath its name. Each little green
bar represents one slot. You can also register your skills during Inter
Mission by using the Set Up Menu. The full skill pool will be available
during Inter Missions.

There are two advantages of registering the skills on the computers.
Firstly, registered skills will be triggered more often, with or without
the required wanzer part that you learnt the skill from. In addition, you
will be able to link learnt skills into combos. Note: you can learn the
same skill more than once. The number of times you have learnt a skill is
registered in the skill pool. Combos occurs by random. When the
conditions are all correct, registered skills can sometimes be triggered
one after the other. Count yourself lucky when you manage to trigger a
combo. Plan your skills carefully if you want to increase the chance of
seeing a combo being triggered. Some weak skills can be extremely useful
in this sense. For example, Alisa has learnt "Zoom I" 4 times and "Panic
Shot" 3 times. Both are single-slot skills. So, I was able to put 4
"Zoom I" and 2 "Panic Shot" in her computer. Later in the battle, I
managed to trigger a combo and she was able to attack 6 times in a single
round before the enemy could counter attack. (Well, the enemy didn't
counter at all, because it has already lost both arms!)

Here is a list of all computers:

Name Slots Cost Special Effects
COM4 4 200 - None -
COM5 5 400 - None -
COM6 6 600 - None -
COMC754 6 1000 *Trigger much decreased, combo much increased
COMB652 6 1000 *Trigger much increased, combo much decreased
COMB654 6 1000 *Trigger decreased, combo increased
COMB603 6 1000 *Trigger increased, combo decreased
COMC554 6 1000 *Trigger slightly decreased, combo slightly increased
COMB554 6 1000 *Trigger slightly increased, combo slightly decreased
COMG10 6 1300 Learning rate increased

* "Trigger" means trigger rate. It is the rate in which a registered
skill will be triggered. "Combo" means combo triggering rate. It is the
rate in which the registered skills are triggered together.

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OBTAINING WANZER PARTS:

Almost all wanzer parts can be obtained in one of the three ways: 1) from
new characters, 2) purchase from shops and 3) from enemies in event
battles.

When you get a new playable character, he / she will always come with a
fully equipped wanzer. However, the new wanzer is usually not set up
properly and its parts are probably not upgraded to the current maxiumum.
So, be sure to upgrade and set up the wanzer before using the new wanzer
in battle.

You can also obtain new wanzer parts from shops. Personally, I do not
recommend this method unless you have lots of extra cash. While the parts
are quite cheap on their own, all their modifiers are at level 1. It will
require much money to upgrade the new parts. Use the simulation battles
for extra cash if you run out of money.

Getting new wanzer parts from event battles is by far the most efficient.
In fact, some of the best wanzers / wanzer parts can only be obtained
this way. There are two methods to obtain new wanzers from battles. Both
will require some luck. (Note: these methods only works on event battles.
It does not work on simulation battles.)

The first and the most obvious method is to force an enemy pilot to
surrender before destroying the wanzer's body. (Note: this method does
not work with wanzers piloted by special NPCs.) In many cases, after
suffering from a large damage, an enemy pilot will usually lose his / her
will to fight ("Low Morale Status"). While an enemy is suffering from
this status, you should attack him / her again and the pilot should
surrender if you do not kill the wanzer. Surrendered wanzer will turn
grey and if you leave it alone, it will be yours after you have won the
battle.

The second method requires the death of enemy pilots. If you are lucky,
an enemy pilot will be forced out of his / her wanzer after being
attacked. (Unfortunately, the same may sometimes happen to your units.)
This is called the "Forced Ejection" status. The wanzer will turn grey,
now that the pilot is out of it. If you kill the pilot before he / she
can manage to get back onto it, the wanzer will become yours after you
have won the battle. (Note: the Battle Skill "Eject Punch" will cause
the Forced Ejection status.)

Also, in some rare occasions, (or if you have managed to trigger one of
the "Pilot Damage" Battle Skills) you will be able to damage the pilot
while you are attacking the wanzer. If you manage to kill the pilot
before you destroy the wanzer body, the wanzer will turn grey, as if the
pilot has surrendered.

Parts obtained from battles can be stocked or sold. If stocked, they can
be used as a whole or be broken into parts, just like any other wanzers
in stock. If sold, they can usually be sold for lots of money. It is
because the parts are usually upgraded to comparable levels to the
current maximum. (This is the most efficient way to make lots of money,
in my opinion.)

Tip: There is a secret wanzer in the game that cannot be obtained by any
of the above methods. I got it in the last game, but I have not noted
down the details properly. So from my memory, here is how you can get it
(at least in Emir's scenario): You should be back in Japan for some time.
Check the Forum Armoredkin (OTHER/JAPAN) on the Network and obtain the
telephone number that is shown on BBS3. Go to the site Auspend in
Australia (Other/Australia). When you enter the site, you should be
prompted to enter the phone number that you have obtained earlier. Enter
the phone number and you should get an event. After the event, the parts
of 112Ž®–@t (Hoshun MK112) and the weapon "Strong Particle Beam" will
all be in your inventory. Use the Set Up menu to create the strongest
wanzer in the game. Oh, don't forget upgrade all its parts.

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NOTE ON WANZER PARTS:

A wanzer has four parts: body, left arm, right arm and leg. Each part can
be upgraded separately for HP and other effects. There are 7 levels for
HP upgrade and 4 levels for the other effects. Of course, it is
increasingly more expensive when upgrading to higher levels. (Note: once
upgraded, you cannot downgrade your wanzer parts.)

Special effect upgrades are slightly different from HP upgrades. HP
upgrades will increase the HP of the wanzer permanently, but special
effect upgrades will usually require you to assign AP from the pilot's
maximum. For example, if the wanzer body has upgraded its "Defense Class
Modifier" to level 4, you will be able to assign 1 - 4 AP from
the pilot's maximum, so that the defense against a particular "weapon
class" is increased by a certain percentage. (Note: this percentage
varies with different wanzers.) Obviously, the percentage increases with
more AP. Assignment of AP to a special effect upgrade can be done in the
Set Up menu or before a battle.

The body is the main part of the wanzer. The whole wanzer explodes when
the HP of the body becomes zero. For the same reason, the body is usually
the tougest part of the wanzer. The body also has the "Engine Power"
attribute. This attribute determines the amount of load the wanzer can
carry. This can be very important, because some of the most powerful
weapons are extremely heavy. As well as HP, the body can be upgraded for
the "Defense Class Modifier". This has the effect of reducing the damage
done by a particular "weapon class" and it also increases the defense
against all negative statuses. You can choose the particular "element"
that your wanzer is going to be strong against and the amount of AP
assigned. A bigger percentage will be shown when more AP is assigned.
This represents the amount of damage reduced when the wanzer is attacked
by the particular weapon class. (See next section for a better
description of "weapon class".)

Both arms are essentially the same, except that you will require both
left and right to make a wanzer! The arms are for equipping weapons. They
are very important because your wanzer will be rendered completely if
both arms are broken. Each arm can be upgraded for its own HP and for a
"Hit Rate Modifier". The latter is used to modify the "Hit Rate" of the
weapon equipped by the particular arm. Different amount of AP can be
assigned to this modifier. Assigning more AP will give a bigger boost to
the Hit Rate.

The leg is responsible for movement and evading enemy attacks. It does
not seem to be very important at first glance, but your wanzer will
become completely defenseless when the leg is broken. It has two special
upgrades apart from HP. The first upgrade is for the "Evade Rate
Modifier". This modifier increases the evasive rate of the wanzer so that
the wanzer is less vulnerable to attacks. AP can be assigned to this
modifier to give a bigger boost to the Evade Rate. The other special
upgrade is called "Rolling and Barrier" upgrade. This upgrade increases
the ability for the wanzer to go up or down a barrier. It also increases
the "rolling dash" ability of a wanzer. Rolling Dash is a special
movement ability in Front Mission 3. On flat terrain, it allows the
wanzer to roll forward in a single direction. For wanzers with very
limited normal movements, this ability can be particularly imporatant.
"Rolling and Barrier" upgrade is independent of AP assignement.

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NOTE ON WEAPONS:

There are 9 types of weapons: melee, shot gun, machine gun, rifle,
missile, grenade, flame thrower, beam and shield. With the exception of
beam, each weapon is associated with an class: Impact, Pierce and
Flame. A character keeps his / her own proficiency levels for each weapon.
The lowest level is A, then A*, A**, A***, B, B*, ... (I think the best
level is F, but I have not bothered training my characters to such a
level.)

Melee weapons are close range weapons that always have slower initiatives
than gun arms. With the exception of shields, melee weapons are the least
heavy weapons in the game. Melee weapons are single hit weapons. They
attack only one part of the target (randomly determined by the game).
They have the best hit rates and are usually the strongest. All melee
weapons consume 1AP. If an enemy is holding one of these, make sure you
get rid of this enemy as soon as possible. There are three types of melee
weapons: knuckles, poles and clubs. All knuckles are associated with the
class Impact. Knuckles are the strongest amongst melee weapons, but they
are heavier and have slightly lower hit rates (100%). Poles are Pierce
weapons. They are weaker than knuckles, but their hit rates are higher
(110%). They usually tend to be quite cheap. Clubs are Impact weapons.
They have the best hit rates (120%), but is about the same as poles in
terms of power and weight.

All shotguns are Impact weapons. Shotguns have average hit rates (75%)
and all of them will do 12 hits that are distributed to all parts of the
target in a single burst. They are medium range weapons (1-3). Attacking
with a shotgun requires 3AP. Shotguns are very useful in the game,
especially for non-wanzer enemies that only have one or two parts. They
are also very useful in situations when an enemy has only a few HP left
in one of its parts - and you want to be sure that the part is broken.

Machine guns are Pierce weapons. They have good hit rates (80%) and all
will do 10 hits randomly on any part of the target. They are medium range
weapons (1-4) with ranges slightly better than shotguns. Attacking with a
machine gun requires 5AP. Machine guns are less powerful than shotguns
but are probably as useful in most situations, especially when a
character has very high proficiency level of it.

Rifles are also Pierce weapons. They have average hit rates (75%). Rifles
are single hit shooting weapons. Their ranges are quite long (1-6) and
they require a reasonable 4 AP to use. Rifles are quite powerful, but
they are nowhere as powerful as melee weapons. While you can use it in
long range, it tends to miss a lot, until after you have obtained some of
the best wanzers in the game. I don't normally train my characters on
rifle until about half way through the game when better wanzer upgrades
become available. Rifles can be quite useful against shorter range
shooters and missile launchers.

Flame throwers are Flame weapons (obviously). They have rather low hit
rates (60%) and their ranges are quite short (1-2). Perhaps the most
interesting part of the flame thrower is that it has the ability to vary
its number of hits by varying the amount of AP usage. You can assign 4,
7 or 11 AP to a flame thrower for 4, 7 or 11 hits. Similar to machine
guns, flame thrower do a series of damage to random parts on the target.
The attacks of the flame throwers are quite powerful, but it tend to miss
a lot. Similar to the rifle, I do not normally train my characters on
flame thrower until about half way through the game when better wanzer
upgrades become available. Flame throwers should be used by wanzers that
have the best "Hit Rate Modifier". Equipped on such a wanzer, flame
thrower will become the most powerful weapon type in the game.

Missiles are also Flame weapons. They have good hit rates (80%) and
extremely long range (3-9). Unlike most other weapons, missile launchers
are equipped on shoulders. Launching a missile requires 10 AP. All
missiles will do damage to a single part of the target. Missiles are as
powerful as melee weapons, and the best part is that targets will not be
able to counter attack. They have two drawbacks, however. Firstly,
missile launchers are extremely heavy, and so not all wanzers can carry
them and the ones that can equip them usually have lower HP. Secondly, a
missile launcher can only carry 6 missiles at a time (although you can
recover them with items). Despite the drawbacks, missile launchers remain
one of my favourite weapon types. They are most effective in taking out
most enemies without having to suffer any damage. If there are enemy
missile launchers, be sure to disable them very quickly.

Grenades are also Flame weapons. They have rather poor hit rates (60%)
and medium to long ranges (3-6). Similar to missile launchers, grenade
launchers are equipped on shoulders. Launching a grenade requires 12 AP.
Grenades do multiple damage to all enemies in an area around the centre
target (2 panels in all directions). Grenades are slightly less powerful
than missiles, but they are as useful because they hit multiple targets
and that they are also free of counter attacks. Grenades launchers have
similar drawbacks as missile launchers. They are even heavier and the
launcher can only carry 4 grenades at a time. In addition, a grenade can
hit allies as well as enemies if they are inside its "area of effect".
Like rifles and flame throwers, grenades have poor hit rates, and are
probably only useful after you have got the better wanzers in the game.
Enemy grenade launchers are very bad, however. Treat them with the same
caution as missile launchers.

Shields are for defense only (unless you have triggered one of the
"Shield Attack" Battle Skills). Shields are the lightest equpiments and
require 2 AP to use. Shields will take all damage done to the wanzer, and
the amount will be reduced by 50% to 90% depending on the particular
shield. The game limits the number of times a shield can be used. Some
can only be used four times in a battle, but some can be used six times.
Shields are particularly useful against strong single hit weapons, such
as missiles. A perfect combination is to equip a shield in the opposite
arm to a missile launcher.

As far as I know, there is only one (playable) beam weapon in the game,
and it comes with the secret wanzer. It is called the "Strong Particle
Cannon". This weapon has the best range in the game (1-9) and it is more
powerful (250) than the best melee weapon (156). It is a single hit
weapon and has a pretty good hit rate (90%). Its drawbacks are its
weight (127, about the same as the missile launchers) and its 15AP cost.
At first glance, this weapon seems to be quite powerful, but I think it
is pretty useless because of its ridiculous AP consumption. Forget it and
use the normal weapons instead.

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SKILL LIST:

Note: The list is written in the following format:

[Name of skill (English version) Number of computer slots]
[Description including the triggering / learning conditions.]
[Name of Wanzer (English version) / Part.]

ƒXƒiƒCƒvAny (Aim) 3
This skill can be triggered when the unit attacks with a multi hit weapon
(i.e. shotguns and machine guns). All shots will target a (random) part
of the enemy when this skill is triggered.
ƒOƒŠƒŒƒ[ƒNƒX (Grezex) / Arm

ƒXƒiƒCƒvArm (Aim Arm) 3
This is similar to Aim. This time, all shots will target an arm of the
enemy.
ƒr[ƒlƒhƒ‰ƒC (Vinedrai) / Arm

ƒXƒiƒCƒvBody (Aim Body) 3
This is similar to Aim. This time, all shots will target an body of the
enemy.
u‰¤1Œ^ (Shunwang 1) / Arm

ƒXƒiƒCƒvLeg (Aim Leg) 3
This is similar to Aim. This time, all shots will target the enemy's leg.
“S‹R4Œ^ (Tieqi) / Arm

ArmƒuƒŒƒCƒN (Arm Smash) 4
This skill can be triggered when the unit attacks with a single hit
weapon (i.e. melees, rifles and missiles). It breaks the arm of an
enemy by inflicting an amount of damage that equals to its maximum HP.
ƒtƒH[ƒ‰M12A (Foura M12A) / Arm

AP3Š„Cut (AP -30%) 1
This skill can be triggered when a unit performs an action. It reduces
the cost of AP by 30%.
ƒLƒƒƒZƒ‹M2 (Kasel M2) / Leg

AP6Š„Cut (AP -60%) 2
This skill is similar to AP -30%. It reduces the cost of AP by 60%.
111Ž®t—z (Shunyo MK111) / Leg

APƒRƒXƒg0 (AP -0) 3
This skill is similar to AP -30%. Subsequent action will consume no AP.
112Ž®–@t (Hoshun MK112) / Leg

ƒfƒbƒhƒ}ƒVƒ“ (Auto Counter) 1
This skill can be triggered when a part of the unit is broken. The skill
delivers a counter attack to the enemy.
ƒW[ƒj (Genie) / Leg

ƒI[ƒgƒ}ƒVƒ“1 (Auto I) 1
When the unit is suffering from the Paralyse status, this skill can be
triggered. It attacks an enemy automatically consuming no AP.
109Ž®‰Š—z (Enyo MK109) / Body

ƒI[ƒgƒ}ƒVƒ“2 (Auto II) 2
This is similar to Auto I, but the unit will also recover from Paralyse
status after the attack.
PAW2ƒvƒƒEƒu (Prov PAW2) / Body

ƒAƒ“ƒ`DMG20 (Avoid 20) 1
This skill can be triggered when the unit is being attacked. It ignores
attacks that do less than 20 points of damage.
“V“®3Œ^ (Tiandong 3) / Leg

ƒAƒ“ƒ`DMG40 (Avoid 40) 2
This skill is similar to Avoid Damage 20, but it ignores attacks that do
less than 40 points of damage.
ƒ‰ƒIƒyƒtƒB[ƒA (Lanze) / Leg

ƒAƒ“ƒ`DMG80 (Avoid 80) 3
This skill is similar to Avoid Damage 20, but it ignores attacks that do
less than 80 points of damage.
‰iÇ3Œ^ (Yongsai 3) / Leg

ŽË‰‡Œì—v¿ (Backup Fire) 3
This skill can be triggered when the defending enemy is being surrounded
by the unit and one other ally. The ally needs to have gun arms equipped
and it must be within attack range. The ally will then shoot the target
once.
ƒŒƒNƒ\ƒ“M4F (Rekson M4F) / Arm

Ši‰‡Œì—v¿ (Backup Melee) 3
This skill can be triggered when the defending enemy is being surrounded
by the unit and one other ally. The ally needs to have melee weapon
equipped and it must be within attack range. The ally will then attack
the target once.
‰iÇ3Œ^ (Yongsai 3) / Body

ƒAƒ“ƒ`ƒXƒLƒ‹ (Blackout) 1
This skill can be triggered when the unit is being attacked. Enemy pilot
will not be able to use Battle skill during the combat round.
–¾“V1Œ^ (Mingtian 1) / Leg

BodyƒuƒŒƒCƒN (Body Smash) 5
This skill can be triggered when the unit attacks with a single hit
weapon (i.e. melees, rifles and missiles). It breaks the body of an
enemy by inflicting an amount of damage that equals to its maximum HP.
(Hence, this skill is an instant death attack.)
112Ž®–@t (Hoshun MK112) / Arm

Œ˜ŽçŒãU1 (Brace I) 1
This skill can be triggered when the unit has the initiative. It reverses
the initiative to let the enemy attack first. Damage done by the enemy is
reduced by 50%.
107Ž®‹­‚ (Kyojun MK107) / Leg

Œ˜ŽçŒãU2 (Brace II) 2
This skill is similar to Brace I, but damage done by the enemy is reduced
by 80%.
“S‹R4Œ^ (Tieqi) / Leg

ƒ`ƒƒƒt (Chaff) 1
This skill can be triggered when the unit is being attacked by a missile.
The skill will cause the missile to miss.
ƒhƒŒ[ƒOM2C (Drake M2C) / Body

DMGFix100 (Damage Fix 100) 1
This skill can be triggered when the unit is attacked. Damages from 101 -
200 points will all become 100 points.
108Ž®‹­Œx (Kyokei MK108) / Leg

DMGFix200 (Damage Fix 200) 1
This skill is similar to Damage Fix 100. Damages from 201 - 400 will all
become 200 points.
Šï•º0Œ^ (Qibing 0) / Leg

DMGFix400 (Damage Fix 400) 1
This skill is similar to Damage Fix 100. Damages from 401 - 800 will all
become 400 points.
111Ž®t—z (Shunyo MK111) / Body

‘®–h1 (Defense Class I) 1
This skill can be triggered when the unit is attacked. The Defense Class
Modifier (for all elements) of the unit is increased by 1 level.
ƒW[ƒj (Genie) / Body

‘®–h2 (Defense Class II) 2
This skill is similar to Defense Class I, but the Defense Class Modifier
of the unit is increased by 2 levels.
—ˆŒ}1Œ^ (Laiying Type I) / Body

‘®–hMAX (Defense Class Max) 3
This skill is similar to Defense Class I, but the Defense Class Modifier
of the unit is increased to the maximum level.
–¾“V1Œ^ (Mingtian 1) / Body

ƒ_ƒuƒ‹ƒAƒTƒ‹ƒg (Double Assault) 2
This skill can be triggered when the unit is equipping a melee weapon in
one arm and a non-melee weapon in the other arm. When the skill is
triggered, the unit will be able to attack with both arms in the same
round. Unit must be within close range of the target.
ƒ[ƒjƒXƒŒƒ” (Zenislev) / Arm

ƒ_ƒuƒ‹ƒpƒ“ƒ`1 (Double Punch I) 2
This skill can be triggered when both arms are equipped with the same
melee weapons. When the skill is triggered, the unit will be able to
attack with both arms in the same action.
ƒOƒ‰ƒbƒvƒ‹M1 (Grapple M1) / Arm

ƒ_ƒuƒ‹ƒpƒ“ƒ`2 (Double Punch II) 2
This skill is similar to Double Punch I, but it requires the unit to have
a different type of melee weapon equipped in each arm.
•“¿3Œ^ (Wude 3) / Arm

ƒ_ƒuƒ‹ƒVƒ‡ƒbƒg1 (Double Shot I) 2
This skill is similar to Double Punch I, but both arms must be equipped
with the same type of gun arms.
PAW2ƒvƒƒEƒu (Prov PAW2) / Arm

ƒ_ƒuƒ‹ƒVƒ‡ƒbƒg2 (Double Shot II) 2
This skill is similar to Double Punch II, but the weapons must be gun arms
and both weapons must be within ranges.
ã’é1Œ^ (Shangdi 1) / Arm

ƒCƒWƒFƒNƒgƒpƒ“ƒ` (Eject Puch) 1
This skill can only be triggered by attacking with a melee weapon. It
causes "forced ejection" on the target.
“V“®3Œ^ (Tiandong 3) / Arm

“G–½’†1 (Enemy Accuracy I) 1
This skill can be triggered when an enemy attacks the unit. The skill
decreases the enemy's Hit Rate Modifier (temporarily) by 1 level.
PAW1ƒp[ƒŒƒC (Pare PAW1) / Body

“G–½’†2 (Enemy Accuracy II) 2
This skill is similar to Enemy Accuracy I, but the enemy's Hit Rate
Modifier is decreased by 2 levels.
•“¿3Œ^ (Wude 3) / Body

“G–½’†–³Œø (Enemy Accuracy Null) 3
This skill can be triggered when the unit is being attacked. The Hit Rate
Modifier of the enemy becomes void.
ã’é1Œ^ (Shangdi 1) / Body

“G‘®–h1 (Enemy Defense Class I) 1
This skill can be triggered when the unit attacks an enemy. The target's
Defense Class modifier is decreased by 1 level.
ƒƒŒƒfƒBƒ“M1 (Meledyne M1) / Body

“G‘®–h2 (Enemy Defense Class II) 2
This skill is similar to Enemy Defense Class I, but the target's Defense
Class Modifier is decreased by 2 levels.
“S‹R4Œ^ (Tieqi) / Body

“G‘®–h–³Œø (Enemy Defense Class Null) 3
This skill can be triggered when the unit attacks. The Defense Class
Modifier of the enemy becomes void.
ƒEƒBƒXƒN (Whisk) / Body

“G‰ñ”ð1 (Enemy Evade I) 1
This skill can be triggered when the unit attacks an enemy. The target
Evade modifier is decreased by 1 level.
ƒ[ƒƒX (Zeros) / Body

“G‰ñ”ð2 (Enemy Evade II) 2
This skill is similar to Enemy Evade I, but the target's Evade modifier
is decreased by 2 levels.
ƒr[ƒlƒhƒ‰ƒC (Vinedrai) / Body

“G‰ñ”𖳌ø (Enemy Evade Null) 3
This skill can be triggered when the unit attacks. The Evade Modifier of
the enemy becomes void.
u‰¤1Œ^ (Shunwang 1) / Body

“Gn—û1 (Enemy Skill I) 1
The skill can be triggered if the unit has a chance of being attacked. It
decreases the Weapon Proficiency of the the enemy by 1 level.
ƒŒƒNƒ\ƒ“M4F (Rekson M4F) / Leg

“Gn—û2 (Enemy Skill II) 2
This skill is similar to Enemy Skill I, but it decreases the Weapon
Proficiency of the enemy by 2 levels.
ƒQƒCƒeƒB (Getty) / Leg

“Gn—û3 (Enemy Skill III) 3
This skill is similar to Enemy Skill I, but it decreases the Weapon
Proficiency of the enemy by 3 levels.
•“¿3Œ^ (Wude 3) / Leg

ƒGƒXƒP[ƒv (Escape) 1
This skill can be triggered when a part of the unit is broken. The unit
will try and escape from the battle.
ƒtƒH[ƒ‰M12A (Foura M12A) / Leg

‰ñ”ð1 (Evade I) 1
This skill can be triggered if the unit has a chance of being attacked.
Evade Modifier of unit is increased by 1 Level.
PAW1ƒp[ƒŒƒC (Pare PAW1) / Leg

‰ñ”ð2 (Evade II) 2
This skill is similar to Evade I but the Evade Modifier of unit is
increased by 2 Levels.
ƒEƒBƒXƒN (Whisk) / Leg

‰ñ”ðMAX (Evade Max) 3
This skill is similar to Evade I but the Evade Modifier of unit is
increased to the maximum level.
u‰¤1Œ^ (Shunwang 1) / Leg

ŒoŒ±’l2”{ (Experience x2) 1
This skill can be triggered after an action. The pilot will gain twice the
amount of the usual experience points for his / her Weapon Proficiency Level.
ƒhƒŒ[ƒOM2C (Drake M2C) / Leg

ŒoŒ±’l3”{ (Experience x3) 2
This skill is similar to Experience x2, but the pilot will gain three
times the experience.
ã’é1Œ^ (Shangdi 1) / Leg

ŒoŒ±’l4”{ (Experience x4) 3
This skill is similar to Experience x2, but the pilot will gain four
times the experience.
ƒr[ƒlƒhƒ‰ƒC (Vinedrai) / Leg

Hit & Away (Fast Attack) 2
This skill can be triggered when the unit has the initiative in an
attack. The unit will try and run away from the counter attack from the
enemy.
110Ž®w—z (Jinyo MK110) / Leg

•ïˆÍŽËŒ‚ (Firing Squad) 3
This skill can be triggered when the defending enemy is being surrounded
by at least two other allies. All allies need to have gun arms equipped
and they must be within their attack range. Each ally will then shoot the
target once.
ƒQƒCƒeƒB (Getty) / Arm

•ïˆÍŠi“¬ (Gang Beating) 3
This is similar to Firing Squad, but all the allies need to have melee
weapons equipped and all of them need to be in closed range.
—â‰Í1Œ^ (Lenghe 1) / Leg

BodyƒK[ƒh (Guard Body) 1
This skill can be triggered when the unit is attacked. All attacks to the
body will be taken by the arms.
PAW2ƒvƒƒEƒu (Prov PAW2) / Leg

•mŽ€UŒ‚ (Hard Knocks) 1
When the unit is at "critical" conditions, the Weapon Proficiency Levels
of the pilot will increase temporarily.
ƒOƒŠƒŒƒ[ƒNƒX (Grezex) / Leg

ALL or NO (Hit or Miss) 1
The skill can be triggered when the unit attacks with a multi hit weapon
(i.e. shotguns or machine guns). Either all bullets will hit the target
or none will score a hit.
108Ž®‹­Œx (Kyokei MK108) / Arm

â‘ΐæU1 (Initiative I) 1
This skill can be triggered when the enemy has the initiative in an
attack. This skill reverses the initiative, but the consequent damage
from the enemy will increase by 1.4 times.
ƒ[ƒjƒXƒŒƒ” (Zenislev) / Leg

â‘ΐæU2 (Initiative II) 2
This skill is similar to Initiative I, but the consequent damage from the
enemy will only increase by 1.2 times.
ƒ[ƒƒX (Zeros) / Leg

â‘ΐæU3 (Initiative III) 3
This skill is similar to Initiative I, but the consequent damage from the
enemy will remain the same.
—â‰Í1Œ^ (Lenghe 1) / Body

LegƒuƒŒƒCƒN (Leg Smash) 4
This skill can be triggered when the unit attacks with a single hit
weapon (i.e. melees, rifles and missiles). It breaks the leg of an
enemy by inflicting an amount of damage that equals to its maximum HP.
109Ž®‰Š—z (Enyo MK109) / Arm

Ši“¬—ÍUP1 (Melee I) 1
This skill can only be triggered by attacking with a melee weapon. The
power of the melee weapon is incresed by 1.2 times with this skill.
108Ž®‹­Œx (Kyokei MK108) / Body

Ši“¬—ÍUP2 (Melee II) 2
The skill is similar to Melee I, but the power is increased by
1.5 times.
ƒLƒƒƒZƒ‹M2 (Kasel M2) / Body

Ši“¬—ÍUP3 (Melee III) 3
The skill is similar to Melee I, but the power is doubled.
ƒOƒ‰ƒbƒvƒ‹M1 (Grapple M1) / Body

ƒpƒjƒbƒNƒVƒ‡ƒbƒg (Panic Shot) 1
This skill can be triggered by attacking with a gun arm. It causes the
Confuse status to the target.
ƒƒŒƒfƒBƒ“M1 (Meledyne M1) / Arm

lŠÔDMG1 (Pilot Damage 1) 1
This skill can be triggered when the unit attacks. It damages the pilot of
the enemy unit. The damage is about a quarter of the pilot's maximum HP
(usually 5 points).
ƒhƒŒ[ƒOM2C (Drake M2C) / Arm

lŠÔDMG2 (Pilot Damage 2) 2
This skill is similar to Pilot Damage I, but the damage is bigger,
usually about half of the pilot's maximum HP.
—ˆŒ}1Œ^ (Laiying Type I) / Arm

lŠÔDMG3 (Pilot Damage 3) 3
This skill is similar to Pilot Damage I, but the damage is much bigger,
usually about three quarters of the pilot's maximum HP.
ƒW[ƒj (Genie) / Arm

‹Ù‹}”ñ“ï (Pilot Eject) 1
This skill can be triggered when the body of a unit is broken. The pilot
will try to escape through "Forced Ejection".
ƒtƒH[ƒ‰M12A (Foura M12A) / Body

ƒAƒ“ƒ`ƒuƒŒƒCƒN (Prevnt Loss) 1
This skill can be triggered when an enemy is about to break a part of
the unit using a skill such as "Random Smash". This skill reduces the
damage of the Break attack such that the part will have 1 HP left after
the attack.
109Ž®‰Š—z (Enyo MK109) / Leg

ƒ‰ƒ“ƒ_ƒ€ƒuƒŒƒCƒN (Random Smash) 4
This skill can be triggered when the unit attacks with a single hit
weapon (i.e. melees, rifles and missiles). It breaks a random part of an
enemy by inflicting an amount of damage that equals to its maximum HP.
–¾“V1Œ^ (Mingtian 1) / Arm

’e”UP1 (Rate of Fire Up I) 1
This skill can be triggered by attacking with a multi-hit weapon (i.e.
shotguns and machine guns). The number of shots is increased by 1.2
times.
107Ž® ‹­‚ (Kyojun MK107) / Arm

’e”UP2 (Rate of Fire Up II) 2
This is similar to Rate of Fire Up I, but the number of shots is
increased by 1.5 times.
110Ž®w—z (Jinyo MK110) / Arm

’e”UP3 (Rate of Fire Up III) 3
This is similar to Rate of Fire Up I, but the number of shots is doubled.
‰iÇ3Œ^ (Yongsai 3) / Arm

ƒŠƒxƒ“ƒWBody (Revenge Body) 4
This skill can be triggered when the body of the unit is destroyed. The
enemy's body will be destroyed in turn.
112Ž®–@t (Hoshun MK112) / Body

ƒŠƒxƒ“ƒW1 (Revenge I) 1
This can be triggered when the unit is being attacked. The skill allows
the unit to perform a counter attack with damage equals to 1.2 times the
damage done by the original attack.
110Ž®w—z (Jinyo MK110) / Body

ƒŠƒxƒ“ƒW2 (Revenge II) 2
This is similar to Revenge I, but the damage is 1.5 times the original.
Šï•º0Œ^ (Qibing 0) / Body

ƒŠƒxƒ“ƒW3 (Revenge III) 3
This is similar to Revenge I, but the damage is twice the original.
ƒQƒCƒeƒB (Getty) / Body

ƒŠƒxƒ“ƒWƒZƒCƒ€ (Revenge Same) 3
This is similar to Revenge I, but it does the same amount of damage to
the same parts of the enemy.
111Ž®t—z (Shunyo MK111) / Arm

ƒ~ƒTƒCƒ‹—Œ‚ (Salvo) 1
The skill can be triggered when the unit attacks with a missile launcher.
All remaining missiles will be fired on the current target.
ƒEƒBƒXƒN (Whisk) / Arm

ƒV[ƒ‹ƒhAtk1 (Shield Attack I) 1
This skill can only be triggered when the unit is at a close range from
the enemy. Attacks with equipped shield.
ƒ[ƒƒX (Zeros) / Arm

ƒV[ƒ‹ƒhAtk2 (Shield Attack II) 2
This is similar to Shield Attack I, but the damage is bigger.
ƒ‰ƒIƒyƒtƒB[ƒA (Lanze) / Arm

ƒV[ƒ‹ƒhAtk3 (Shield Attack III) 3
This is similar to Shield Attack I, but the damage is much bigger.
—â‰Í1Œ^ (Lenghe 1) / Arm

n—û1 (Skill +1) 1
This skill can be triggered when the unit attacks a target. It increases
the unit's Weapon Proficiency (temporarily) by 1 level.
ƒƒŒƒfƒBƒ“M1 (Meledyne M1) / Leg

n—û2 (Skill +2) 2
This skill is similar to Skill +1, but the unit's Weapon Proficiency is
increased by 2 levels.
ƒOƒ‰ƒbƒvƒ‹M1 (Grapple M1) / Leg

n—û3 (Skill +3) 3
This skill is similar to Skill +1, but the unit's Weapon Proficiency is
increased by 3 levels.
—ˆŒ}1Œ^ (Laiying Type I) / Leg

ƒXƒ^ƒ“ƒpƒ“ƒ` (Stun Punch) 1
This skill can only be triggered by attacking with melee weapon. It
causes "paralyse" on the target.
ƒLƒƒƒZƒ‹M2 (Kasel M2) / Arm

ƒ^ƒbƒNƒ‹1 (Tackle I) 1
This is another melee skill that can only be triggered by attacking with
a melee weapon. The skill increases the damage by adding the body weight
to the attack.
ƒ[ƒjƒXƒŒƒ” (Zenislev) / Body

ƒ^ƒbƒNƒ‹2 (Tackle II) 2
This skill is similar to Tackle I, but the damage is bigger.
“V“®3Œ^ (Tiandong 3) / Body

ƒ^ƒbƒNƒ‹3 (Tackle III) 3
This skill is similar to Tackle I, but the damage is much bigger.
ƒ‰ƒIƒyƒtƒB[ƒA (Lanze) / Body

fallƒpƒ“ƒ` (Topple Punch) 2
This skill can be triggered when the unit attacks with a melee weapon.
The enemy will fall down and its AP is reduced to zero for the rest of
the combat round.
Šï•º0Œ^ (Qibing 0) / Arm

fallƒVƒ‡ƒbƒg (Topple Shot) 1
This skill can be triggered when the unit attacks with a gun arm. The
enemy will fall down and its AP is reduced to zero for the rest of the
combat round.
PAW1ƒp[ƒŒƒC (Pare PAW1) / Arm

ƒY[ƒ€1 (Zoom 1) 1
This skill can be triggered when the unit attacks. The hit rate is
increased by 1.2 times.
107Ž®‹­‚ (Kyojun MK107) / Body

ƒY[ƒ€2 (Zoom 2) 2
This is similar to Zoom I, but the hit rate is increased by 1.5 times.
ƒŒƒNƒ\ƒ“M4F (Rekson M4F) / Body

ƒY[ƒ€3 (Zoom 3) 3
This is similar to Zoom I, but the hit rate is doubled.
ƒOƒŠƒŒƒ[ƒNƒX (Grezex) / Body

-------------------------------------------------------------------------

CREDITS:

- Thanks to Square Japan (http://web.square.co.jp) for producing good
games all the time.
- Thanks to SCEI (http://www.scei.co.jp) for producing an evil grey box
called PlayStation.
- Thanks to GameFAQs (http://www.gamefaqs.com) for providing a place for
this document.
- Thanks to all the other (NA) authors who have posted their guides to
GameFAQs. I only manage to translate this guide by referencing many of
their works.
- Thanks to YOU for reading.

:-) Matt

-------------------------------------------------------------------------

LEGAL NOTE:

This document is intended for personal reference only. This document can
be distributed freely so long as I am fully credited and that none of the
parts are changed.

DO NOT USE THIS DOCUMENT FOR ANY COMMERCIAL PURPOSE. Please do your own
home work if you want to make money. Life is tough.

"PlayStation" and "DUAL SHOCK" are trademarks of Sony Computer
Entertainment Inc. Front Mission 3 is a trademark of Squaresoft.

Copyright (c) 1999 - 2000 Happy Matt. All rights reserved.

-------------------------------------------------------------------------








 
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