------------------------------------------------------------------------- Front Mission 3 List of Battle Skills Version 0.3 Happy Matt (happy_matt@msn.com) ------------------------------------------------------------------------- CONTENTS: - Revision History - Introduction - A. How to Learn the Skills - B. Skill Management - C. Obtaining Wanzer Parts - D. Note on Wanzer Parts - E. Note on Weapons - F. Skill List - Credits - Legal Note ------------------------------------------------------------------------- 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" (Prevent Loss). Version 0.20 - 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. Version 0.25 - 21 April 2000 - Updated on "Introduction" section. - Updated on "Obtaining Wanzer Parts" section. Version 0.30 - 26 April 2000 - Updated on "Note on Weapons" section. - Change in formatting. ------------------------------------------------------------------------- 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. Please DO NOT send advertisements to my email address. I NEVER read them. Front Mission 3 is a Japanese styled strategy role playing game, developed and published by Squaresoft, Japan in 1999. The game features a single CD-ROM for the PlayStation and is compatible to the DUAL SHOCK analogue controller. Saving the game requires 2 blocks of memory but you may need up to six blocks because this game features multiple scenarios. This guide is written based on the original version published in Japan on 2 September 1999. Let's assume that you know the basic control and terminology of the game when you are reading this document. I shall not include details on basic control and battle system. At first, I have given up on translating the names of the wanzers / skills, so I have included Japanese characters in this document. In order to read this doument fully, you will need a browser / word processor / text editor that has the ability to read Japanese text. I have now translated the names so that they should be 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 wanzers / 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. This guide is posted to these locations: - GameFAQs (http://www.gamefaqs.com), - RPGamer (http://www.rpgamer.com) and - Video Game Strategies (http://vgstrategies.about.com). The most updated version is always posted to GameFAQs. For more background information, please read my review of the game. It is posted to GameFAQs (http://www.gamefaqs.com). ------------------------------------------------------------------------- SECTION A: 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. ------------------------------------------------------------------------- SECTION B: 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. ------------------------------------------------------------------------- SECTION C: 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.) While an enemy pilot has been forced out of his / her own wanzer, you can also try to board the greyed wanzer with your own pilot. Simply move one of your unit next to the greyed enemy wanzer and eject your pilot into it and the enemy wanzer will be yours. [This method is contributed by Daniel D_Lightful (angeldivine@innocent.com).] However, there is a risk with this method, because enemy pilots may try to board your now empty unit. This may / may not happen depending on the conditions of the empty unit. Enemy pilots will not usually board an empty unit if it has low HP in any parts, but they will definitely board your empty wanzer if it is a powerful wanzer in good conditions. 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. You have to be back in Japan for some time. (Hence, you won't be getting this wanzer until after you have travelled most of Southeast Asia. Please DO NOT send me email telling me that this tip does not work. It does work, in both scenarios. You MUST be back in Japan for some time for the event to occur.) 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 112Žฎ–@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 to upgrade all its parts. ------------------------------------------------------------------------- SECTION D: 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 "weapon class" 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 useless 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. ------------------------------------------------------------------------- SECTION E: 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*, ... , all the way to F**, F***, and S. [The information about the top levels was provided by Skol S." (zyfon@hotmail.com). Many thanks.] 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 extremely powerful, but I think it is pretty useless because of its ridiculous AP consumption. Unless you have infinite patience to train your characters on this weapon, you will not get anywhere. Forget it and use conventional weapons instead. ------------------------------------------------------------------------- SECTION F: SKILL LIST: *The list is written in the following format:* Name: [Name of skill (NA English version)] Slot: [Number of computer slots] Part: [Name of Wanzer (NA English version) / Part.] Use : [Description including the triggering / learning conditions.] Name: ƒXƒiƒCƒvAny (Aim) Slot: 3 Part: ƒOƒŠƒŒƒ[ƒNƒX (Grezex) / Arm Use : 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. Name: ƒXƒiƒCƒvArm (Aim Arm) Slot: 3 Part: ƒr[ƒlƒhƒ‰ƒC (Vinedrai) / Arm Use : This is similar to Aim. This time, all shots will target an arm of the enemy. Name: ƒXƒiƒCƒvBody (Aim Body) Slot: 3 Part: u‰ค1Œ^ (Shunwang 1) / Arm Use : This is similar to Aim. This time, all shots will target an body of the enemy. Name: ƒXƒiƒCƒvLeg (Aim Leg) Slot: 3 Part: “S‹R4Œ^ (Tieqi) / Arm Use : This is similar to Aim. This time, all shots will target the enemy's leg. Name: ArmƒuƒŒƒCƒN (Arm Smash) Slot: 4 Part: ƒtƒH[ƒ‰M12A (Foura M12A) / Arm Use : 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. Name: AP3Š„Cut (AP -30%) Slot: 1 Part: ƒLƒƒƒZƒ‹M2 (Kasel M2) / Leg Use : This skill can be triggered when a unit performs an action. It reduces the cost of AP by 30%. Name: AP6Š„Cut (AP -60%) Slot: 2 Part: 111Žฎt—z (Shunyo MK111) / Leg Use : This skill is similar to AP -30%. It reduces the cost of AP by 60%. Name: APƒRƒXƒg0 (AP -0) Slot: 3 Part: 112Žฎ–@t (Hoshun MK112) / Leg Use : This skill is similar to AP -30% but subsequent action will consume no AP. Name: ƒfƒbƒhƒ}ƒVƒ“ (Auto Counter) Slot: 1 Part: ƒW[ƒj (Genie) / Leg Use : This skill can be triggered when a part of the unit is broken. The skill delivers a counter attack to the enemy. Name: ƒI[ƒgƒ}ƒVƒ“1 (Auto I) Slot: 1 Part: 109Žฎ‰Š—z (Enyo MK109) / Body Use : When the unit is suffering from the Paralyse status, this skill can be triggered. It attacks an enemy automatically consuming no AP. Name: ƒI[ƒgƒ}ƒVƒ“2 (Auto II) Slot: 2 Part: PAW2ƒvƒƒEƒu (Prov PAW2) / Body Use : This is similar to Auto I, but the unit will also recover from Paralyse status after the attack. Name: ƒAƒ“ƒ`DMG20 (Avoid 20) Slot: 1 Part: “V“ฎ3Œ^ (Tiandong 3) / Leg Use : This skill can be triggered when the unit is being attacked. It ignores attacks that do less than 20 points of damage. Name: ƒAƒ“ƒ`DMG40 (Avoid 40) Slot: 2 Part: ƒ‰ƒIƒyƒtƒB[ƒA (Lanze) / Leg Use : This skill is similar to Avoid Damage 20, but it ignores attacks that do less than 40 points of damage. Name: ƒAƒ“ƒ`DMG80 (Avoid 80) Slot: 3 Part: ‰iว3Œ^ (Yongsai 3) / Leg Use : This skill is similar to Avoid Damage 20, but it ignores attacks that do less than 80 points of damage. Name: Žห‰‡Œ์—vฟ (Backup Fire) Slot: 3 Part: ƒŒƒNƒ\ƒ“M4F (Rekson M4F) / Arm Use : 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. Name: Ši‰‡Œ์—vฟ (Backup Melee) Slot: 3 Part: ‰iว3Œ^ (Yongsai 3) / Body Use : 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. Name: ƒAƒ“ƒ`ƒXƒLƒ‹ (Blackout) Slot: 1 Part: –พ“V1Œ^ (Mingtian 1) / Leg Use : 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. Name: BodyƒuƒŒƒCƒN (Body Smash) Slot: 5 Part: 112Žฎ–@t (Hoshun MK112) / Arm Use : 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.) Name: Œ˜Ž็ŒใU1 (Brace I) Slot: 1 Part: 107Žฎ‹ญ‚ (Kyojun MK107) / Leg Use : 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%. Name: Œ˜Ž็ŒใU2 (Brace II) Slot: 2 Part: “S‹R4Œ^ (Tieqi) / Leg Use : This skill is similar to Brace I, but damage done by the enemy is reduced by 80%. Name: ƒ`ƒƒƒt (Chaff) Slot: 1 Part: ƒhƒŒ[ƒOM2C (Drake M2C) / Body Use : This skill can be triggered when the unit is being attacked by a missile. The skill will cause the missile to miss. Name: DMGFix100 (Damage Fix 100) Slot: 1 Part: 108Žฎ‹ญŒx (Kyokei MK108) / Leg Use : This skill can be triggered when the unit is attacked. Damages from 101 - 200 points will all become 100 points. Name: DMGFix200 (Damage Fix 200) Slot: 1 Part: Š๏•บ0Œ^ (Qibing 0) / Leg Use : This skill is similar to Damage Fix 100. Damages from 201 - 400 will all become 200 points. Name: DMGFix400 (Damage Fix 400) Slot: 1 Part: 111Žฎt—z (Shunyo MK111) / Body Use : This skill is similar to Damage Fix 100. Damages from 401 - 800 will all become 400 points. Name: ‘ฎ–h1 (Defense Class I) Slot: 1 Part: ƒW[ƒj (Genie) / Body Use : 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. Name: ‘ฎ–h2 (Defense Class II) Slot: 2 Part: —ˆŒ}1Œ^ (Laiying Type I) / Body Use : This skill is similar to Defense Class I, but the Defense Class Modifier of the unit is increased by 2 levels. Name: ‘ฎ–hMAX (Defense Class Max) Slot: 3 Part: –พ“V1Œ^ (Mingtian 1) / Body Use : This skill is similar to Defense Class I, but the Defense Class Modifier of the unit is increased to the maximum level. Name: ƒ_ƒuƒ‹ƒAƒTƒ‹ƒg (Double Assault) Slot: 2 Part: ƒ[ƒjƒXƒŒƒ” (Zenislev) / Arm Use : 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. Name: ƒ_ƒuƒ‹ƒpƒ“ƒ`1 (Double Punch I) Slot: 2 Part: ƒOƒ‰ƒbƒvƒ‹M1 (Grapple M1) / Arm Use : 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. Name: ƒ_ƒuƒ‹ƒpƒ“ƒ`2 (Double Punch II) Slot: 2 Part: •“ฟ3Œ^ (Wude 3) / Arm Use : 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. Name: ƒ_ƒuƒ‹ƒVƒ‡ƒbƒg1 (Double Shot I) Slot: 2 Part: PAW2ƒvƒƒEƒu (Prov PAW2) / Arm Use : This skill is similar to Double Punch I, but both arms must be equipped with the same type of gun arms. Name: ƒ_ƒuƒ‹ƒVƒ‡ƒbƒg2 (Double Shot II) Slot: 2 Part: ใ’้1Œ^ (Shangdi 1) / Arm Use : This skill is similar to Double Punch II, but the weapons must be gun arms and both weapons must be within ranges. Name: ƒCƒWƒFƒNƒgƒpƒ“ƒ` (Eject Puch) Slot: 1 Part: “V“ฎ3Œ^ (Tiandong 3) / Arm Use : This skill can only be triggered by attacking with a melee weapon. It causes "forced ejection" on the target. Name: “G–ฝ’†1 (Enemy Accuracy I) Slot: 1 Part: PAW1ƒp[ƒŒƒC (Pare PAW1) / Body Use : This skill can be triggered when an enemy attacks the unit. The skill decreases the enemy's Hit Rate Modifier (temporarily) by 1 level. Name: “G–ฝ’†2 (Enemy Accuracy II) Slot: 2 Part: •“ฟ3Œ^ (Wude 3) / Body Use : This skill is similar to Enemy Accuracy I, but the enemy's Hit Rate Modifier is decreased by 2 levels. Name: “G–ฝ’†–ณŒ๘ (Enemy Accuracy Null) Slot: 3 Part: ใ’้1Œ^ (Shangdi 1) / Body Use : This skill can be triggered when the unit is being attacked. The Hit Rate Modifier of the enemy becomes void. Name: “G‘ฎ–h1 (Enemy Defense Class I) Slot: 1 Part: ƒƒŒƒfƒBƒ“M1 (Meledyne M1) / Body Use : This skill can be triggered when the unit attacks an enemy. The target's Defense Class modifier is decreased by 1 level. Name: “G‘ฎ–h2 (Enemy Defense Class II) Slot: 2 Part: “S‹R4Œ^ (Tieqi) / Body Use : This skill is similar to Enemy Defense Class I, but the target's Defense Class Modifier is decreased by 2 levels. Name: “G‘ฎ–h–ณŒ๘ (Enemy Defense Class Null) Slot: 3 Part: ƒEƒBƒXƒN (Whisk) / Body Use : This skill can be triggered when the unit attacks. The Defense Class Modifier of the enemy becomes void. Name: “G‰๑”๐1 (Enemy Evade I) Slot: 1 Part: ƒ[ƒƒX (Zeros) / Body Use : This skill can be triggered when the unit attacks an enemy. The target Evade modifier is decreased by 1 level. Name: “G‰๑”๐2 (Enemy Evade II) Slot: 2 Part: ƒr[ƒlƒhƒ‰ƒC (Vinedrai) / Body Use : This skill is similar to Enemy Evade I, but the target's Evade modifier is decreased by 2 levels. Name: “G‰๑”๐–ณŒ๘ (Enemy Evade Null) Slot: 3 Part: u‰ค1Œ^ (Shunwang 1) / Body Use : This skill can be triggered when the unit attacks. The Evade Modifier of the enemy becomes void. Name: “Gn—๛1 (Enemy Skill I) Slot: 1 Part: ƒŒƒNƒ\ƒ“M4F (Rekson M4F) / Leg Use : 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. Name: “Gn—๛2 (Enemy Skill II) Slot: 2 Part: ƒQƒCƒeƒB (Getty) / Leg Use : This skill is similar to Enemy Skill I, but it decreases the Weapon Proficiency of the enemy by 2 levels. Name: “Gn—๛3 (Enemy Skill III) Slot: 3 Part: •“ฟ3Œ^ (Wude 3) / Leg Use : This skill is similar to Enemy Skill I, but it decreases the Weapon Proficiency of the enemy by 3 levels. Name: ƒGƒXƒP[ƒv (Escape) Slot: 1 Part: ƒtƒH[ƒ‰M12A (Foura M12A) / Leg Use : This skill can be triggered when a part of the unit is broken. The unit will try and escape from the battle. Name: ‰๑”๐1 (Evade I) Slot: 1 Part: PAW1ƒp[ƒŒƒC (Pare PAW1) / Leg Use : This skill can be triggered if the unit has a chance of being attacked. Evade Modifier of unit is increased by 1 Level. Name: ‰๑”๐2 (Evade II) Slot: 2 Part: ƒEƒBƒXƒN (Whisk) / Leg Use : This skill is similar to Evade I but the Evade Modifier of unit is increased by 2 Levels. Name: ‰๑”๐MAX (Evade Max) Slot: 3 Part: u‰ค1Œ^ (Shunwang 1) / Leg Use : This skill is similar to Evade I but the Evade Modifier of unit is increased to the maximum level. Name: ŒoŒฑ’l2”{ (Experience x2) Slot: 1 Part: ƒhƒŒ[ƒOM2C (Drake M2C) / Leg Use : 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. Name: ŒoŒฑ’l3”{ (Experience x3) Slot: 2 Part: ใ’้1Œ^ (Shangdi 1) / Leg Use : This skill is similar to Experience x2, but the pilot will gain three times the experience. Name: ŒoŒฑ’l4”{ (Experience x4) Slot: 3 Part: ƒr[ƒlƒhƒ‰ƒC (Vinedrai) / Leg Use : This skill is similar to Experience x2, but the pilot will gain four times the experience. Name: Hit & Away (Fast Attack) Slot: 2 Part: 110Žฎw—z (Jinyo MK110) / Leg Use : 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. Name: •๏ˆอŽหŒ‚ (Firing Squad) Slot: 3 Part: ƒQƒCƒeƒB (Getty) / Arm Use : 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. Name: •๏ˆอŠi“ฌ (Gang Beating) Slot: 3 Part: —โ‰อ1Œ^ (Lenghe 1) / Leg Use : 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. Name: BodyƒK[ƒh (Guard Body) Slot: 1 Part: PAW2ƒvƒƒEƒu (Prov PAW2) / Leg Use : This skill can be triggered when the unit is attacked. All attacks to the body will be taken by the arms. Name: •mŽ€UŒ‚ (Hard Knocks) Slot: 1 Part: ƒOƒŠƒŒƒ[ƒNƒX (Grezex) / Leg Use : When the unit is at "critical" conditions, the Weapon Proficiency Levels of the pilot will increase temporarily. Name: ALL or NO (Hit or Miss) Slot: 1 Part: 108Žฎ‹ญŒx (Kyokei MK108) / Arm Use : 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. Name: โ‘ฮๆU1 (Initiative I) Slot: 1 Part: ƒ[ƒjƒXƒŒƒ” (Zenislev) / Leg Use : 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. Name: โ‘ฮๆU2 (Initiative II) Slot: 2 Part: ƒ[ƒƒX (Zeros) / Leg Use : This skill is similar to Initiative I, but the consequent damage from the enemy will only increase by 1.2 times. Name: โ‘ฮๆU3 (Initiative III) Slot: 3 Part: —โ‰อ1Œ^ (Lenghe 1) / Body Use : This skill is similar to Initiative I, but the consequent damage from the enemy will remain the same. Name: LegƒuƒŒƒCƒN (Leg Smash) Slot: 4 Part: 109Žฎ‰Š—z (Enyo MK109) / Arm Use : 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. Name: Ši“ฌ—อUP1 (Melee I) Slot: 1 Part: 108Žฎ‹ญŒx (Kyokei MK108) / Body Use : 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. Name: Ši“ฌ—อUP2 (Melee II) Slot: 2 Part: ƒLƒƒƒZƒ‹M2 (Kasel M2) / Body Use : The skill is similar to Melee I, but the power is increased by 1.5 times. Name: Ši“ฌ—อUP3 (Melee III) Slot: 3 Part: ƒOƒ‰ƒbƒvƒ‹M1 (Grapple M1) / Body Use : The skill is similar to Melee I, but the power is doubled. Name: ƒpƒjƒbƒNƒVƒ‡ƒbƒg (Panic Shot) Slot: 1 Part: ƒƒŒƒfƒBƒ“M1 (Meledyne M1) / Arm Use : This skill can be triggered by attacking with a gun arm. It causes the Confuse status to the target. Name: lŠิDMG1 (Pilot Damage 1) Slot: 1 Part: ƒhƒŒ[ƒOM2C (Drake M2C) / Arm Use : 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). Name: lŠิDMG2 (Pilot Damage 2) Slot: 2 Part: —ˆŒ}1Œ^ (Laiying Type I) / Arm Use : This skill is similar to Pilot Damage I, but the damage is bigger, usually about half of the pilot's maximum HP. Name: lŠิDMG3 (Pilot Damage 3) Slot: 3 Part: ƒW[ƒj (Genie) / Arm Use : This skill is similar to Pilot Damage I, but the damage is much bigger, usually about three quarters of the pilot's maximum HP. Name: ‹ู‹}”๑“๏ (Pilot Eject) Slot: 1 Part: ƒtƒH[ƒ‰M12A (Foura M12A) / Body Use : This skill can be triggered when the body of a unit is broken. The pilot will try to escape through "Forced Ejection". Name: ƒAƒ“ƒ`ƒuƒŒƒCƒN (Prevent Loss) Slot: 1 Part: 109Žฎ‰Š—z (Enyo MK109) / Leg Use : 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. Name: ƒ‰ƒ“ƒ_ƒ€ƒuƒŒƒCƒN (Random Smash) Slot: 4 Part: –พ“V1Œ^ (Mingtian 1) / Arm Use : 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. Name: ’e”UP1 (Rate of Fire Up I) Slot: 1 Part: 107Žฎ ‹ญ‚ (Kyojun MK107) / Arm Use : 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. Name: ’e”UP2 (Rate of Fire Up II) Slot: 2 Part: 110Žฎw—z (Jinyo MK110) / Arm Use : This is similar to Rate of Fire Up I, but the number of shots is increased by 1.5 times. Name: ’e”UP3 (Rate of Fire Up III) Slot: 3 Part: ‰iว3Œ^ (Yongsai 3) / Arm Use : This is similar to Rate of Fire Up I, but the number of shots is doubled. Name: ƒŠƒxƒ“ƒWBody (Revenge Body) Slot: 4 Part: 112Žฎ–@t (Hoshun MK112) / Body Use : This skill can be triggered when the body of the unit is destroyed. The enemy's body will be destroyed in turn. Name: ƒŠƒxƒ“ƒW1 (Revenge I) Slot: 1 Part: 110Žฎw—z (Jinyo MK110) / Body Use : 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. Name: ƒŠƒxƒ“ƒW2 (Revenge II) Slot: 2 Part: Š๏•บ0Œ^ (Qibing 0) / Body Use : This is similar to Revenge I, but the damage is 1.5 times the original. Name: ƒŠƒxƒ“ƒW3 (Revenge III) Slot: 3 Part: ƒQƒCƒeƒB (Getty) / Body Use : This is similar to Revenge I, but the damage is twice the original. Name: ƒŠƒxƒ“ƒWƒZƒCƒ€ (Revenge Same) Slot: 3 Part: 111Žฎt—z (Shunyo MK111) / Arm Use : This is similar to Revenge I, but it does the same amount of damage to the same parts of the enemy. Name: ƒ~ƒTƒCƒ‹—Œ‚ (Salvo) Slot: 1 Part: ƒEƒBƒXƒN (Whisk) / Arm Use : The skill can be triggered when the unit attacks with a missile launcher. All remaining missiles will be fired on the current target. Name: ƒV[ƒ‹ƒhAtk1 (Shield Attack I) Slot: 1 Part: ƒ[ƒƒX (Zeros) / Arm Use : This skill can only be triggered when the unit is at a close range from the enemy. Attacks with equipped shield. Name: ƒV[ƒ‹ƒhAtk2 (Shield Attack II) Slot: 2 Part: ƒ‰ƒIƒyƒtƒB[ƒA (Lanze) / Arm Use : This is similar to Shield Attack I, but the damage is bigger. Name: ƒV[ƒ‹ƒhAtk3 (Shield Attack III) Slot: 3 Part: —โ‰อ1Œ^ (Lenghe 1) / Arm Use : This is similar to Shield Attack I, but the damage is much bigger. Name: n—๛1 (Skill +1) Slot: 1 Part: ƒƒŒƒfƒBƒ“M1 (Meledyne M1) / Leg Use : This skill can be triggered when the unit attacks a target. It increases the unit's Weapon Proficiency (temporarily) by 1 level. Name: n—๛2 (Skill +2) Slot: 2 Part: ƒOƒ‰ƒbƒvƒ‹M1 (Grapple M1) / Leg Use : This skill is similar to Skill +1, but the unit's Weapon Proficiency is increased by 2 levels. Name: n—๛3 (Skill +3) Slot: 3 Part: —ˆŒ}1Œ^ (Laiying Type I) / Leg Use : This skill is similar to Skill +1, but the unit's Weapon Proficiency is increased by 3 levels. Name: ƒXƒ^ƒ“ƒpƒ“ƒ` (Stun Punch) Slot: 1 Part: ƒLƒƒƒZƒ‹M2 (Kasel M2) / Arm Use : This skill can only be triggered by attacking with melee weapon. It causes "paralyse" on the target. Name: ƒ^ƒbƒNƒ‹1 (Tackle I) Slot: 1 Part: ƒ[ƒjƒXƒŒƒ” (Zenislev) / Body Use : 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. Name: ƒ^ƒbƒNƒ‹2 (Tackle II) Slot: 2 Part: “V“ฎ3Œ^ (Tiandong 3) / Body Use : This skill is similar to Tackle I, but the damage is bigger. Name: ƒ^ƒbƒNƒ‹3 (Tackle III) Slot: 3 Part: ƒ‰ƒIƒyƒtƒB[ƒA (Lanze) / Body Use : This skill is similar to Tackle I, but the damage is much bigger. Name: fallƒpƒ“ƒ` (Topple Punch) Slot: 2 Part: Š๏•บ0Œ^ (Qibing 0) / Arm Use : 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. Name: fallƒVƒ‡ƒbƒg (Topple Shot) Slot: 1 Part: PAW1ƒp[ƒŒƒC (Pare PAW1) / Arm Use : 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. Name: ƒY[ƒ€1 (Zoom 1) Slot: 1 Part: 107Žฎ‹ญ‚ (Kyojun MK107) / Body Use : This skill can be triggered when the unit attacks. The hit rate is increased by 1.2 times. Name: ƒY[ƒ€2 (Zoom 2) Slot: 2 Part: ƒŒƒNƒ\ƒ“M4F (Rekson M4F) / Body Use : This is similar to Zoom I, but the hit rate is increased by 1.5 times. Name: ƒY[ƒ€3 (Zoom 3) Slot: 3 Part: ƒOƒŠƒŒƒ[ƒNƒX (Grezex) / Body Use : This is similar to Zoom I, but the hit rate is doubled. ------------------------------------------------------------------------- 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) and all the other websites for providing places 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 Daniel D_Lightful (angeldivine@innocent.com) for more tip on obtaining wanzer parts. - Thanks to Skol S. (zyfon@hotmail.com) for the information on weapon level. - Thanks to YOU for reading. :-) Matt - April 2000 ------------------------------------------------------------------------- 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 Square Co., Ltd. Copyright (c) 1999 - 2000 Happy Matt. All rights reserved. -------------------------------------------------------------------------