Learn how Battle Skills work in Front Mission 3 Remake, including activation conditions, pilot inventory, computer registration, and effective skill combinations for combat advantage.
Battle Skills in Front Mission 3 Remake are special abilities found in wanzer parts that can activate under specific conditions. These conditions can relate to equipped weapons (e.g., requiring specific weapon types like "Burst" or disallowing grenades) or situational triggers (like the Chaff skill activating when attacked by a missile).
When a Battle Skill activates randomly, a copy is transferred to the pilot's inventory. More activations add more copies, allowing pilots to register them in the wanzer's computer. Skills activated directly by the computer, rather than randomly by parts, are not added to the pilot's inventory. A pilot can only have six copies of a skill activated randomly; after that, it will no longer trigger for that pilot.
The wanzer's computer can store one or more Battle Skills to increase their activation chances. Registering multiple copies of the same skill further boosts the probability and enables "combos," where several registered skills activate sequentially. Once a skill is registered in the computer, the original wanzer part that activated it doesn't need to be equipped. However, only skills present in the wanzer's parts can be activated randomly.
Each registered skill occupies a certain amount of space (in blocks) in the computer's memory. More potent skills typically require more space. However, a combination of several smaller skills can be as effective as a single large one.
Later in the game, computers that influence skill activation rates become available. Utilizing these can significantly enhance skill effectiveness. For example, a powerful skill like Body Smash or Firing Squad could be registered in a computer with a low combo activation rate but a high trigger rate, ensuring frequent activation without needing combos, especially for skills that can instantly destroy or disable an enemy wanzer.
While a comprehensive list of Battle Skills is available in other FAQs, this guide offers strategies for combining skills within the computer:
- Kung-Fu Master: Combine Initiative skills (which grant first turn but risk counterattacks) with disabling attack skills like Eject Punch, Topple Punch, or Stun Punch to prevent enemy retaliation. This strategy is more theoretical, as ensuring both skills activate in sequence often requires specific computers and may not occur frequently enough to be practical.
- Turtle Fortress: Utilize Brace-I and Brace-II skills to minimize damage. Pair these with a range weapon that typically attacks first, and only engage when you have the advantage, using a shield to block other attacks. This approach significantly reduces damage taken. Brace-I is cost-effective, allowing room for additional attack skills.
- ULTRA COMBO!!!: Load the computer with a large number of small skills (e.g., those ending in "I") for a cascade of effects. Standard computers like COM6 or COMG10 are suitable, as even one or two skills activating can be beneficial.
- "For Free": Address the high AP cost of weapons like the Hoshun Mk112's beam weapon. The AP-0 skill is built-in, but Dbl Shot-II can allow the beam to fire without AP cost when used after an attack with another range weapon (like a rifle). Similarly, Dbl Assault can add a flamer burst "for free" after a melee attack.
- Two-Fisted: Skills like Dbl Shot, Dbl Punch, and Dbl Assault offer high damage for their cost. While sacrificing a shield makes the wanzer vulnerable, these skills allow for significant enemy takedowns. Registering three copies of the skill in the computer maximizes its potential.
- Heavy Hitter: Powerful skills such as Smash, Salvo, or Firing Squad become formidable when placed in a high-activation computer. Fill any remaining slots with defensive skills like Escape or Prevent Loss.
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