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1%%
2%% Currently under construction!
3%%
4%% There is no correct reason to put the name of a trope in spoiler tags. If the name of the trope constitutes a spoiler, either don't add it to begin with or pothole it from a related trope entry. The point of this page is to convey information; an entry that is completely spoilered out does not achieve this. See Administrivia/HandlingSpoilers for further details.
5%%
6%%
7[[WMG:[[center:[-''VideoGame/ArmoredCoreVIFiresOfRubicon'' '''[[Characters/ArmoredCoreVIFiresOfRubicon Main Character Index]]'''\
8[[Characters/ArmoredCoreVIMainCharacters Main Characters]] | [[Characters/ArmoredCoreVICorporations The Corporations]] | [[Characters/ArmoredCoreVISecondaryCharactersAndFactions Secondary Characters and Factions]] | '''Enemies and Bosses'''-]]]]]
9
10This page details the Enemies and Bosses of ''VideoGame/ArmoredCoreVIFiresOfRubicon''. '''Unmarked spoilers ahead.'''
11
12----
13[[foldercontrol]]
14
15!Enemies
16!!Belius Applied Weapons Systems
17[[folder:Artillery]]
18!!Artillery
19[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004090727.jpg]]
20----
21* BoringButPractical: Artillery pieces have the reach and firepower to threaten an AC, since their turrets have been upscaled to fight mechas.
22* GatlingGood: Some artillery pieces are four gigantic Gatling guns strapped together. Their combined firepower is enough to shred even [=ACs=] in seconds.
23* LuckilyMyShieldWillProtectMe: Some artillery pieces have riot shield-esque protection on the front which are completely immune to damage, necessitating explosives or attacking them from a different direction.
24[[/folder]]
25
26[[folder:[=CD-E-086=]]]
27!![=CD-E-086=]
28[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004085433.jpg]]
29
30----
31* ActionBomb: In "Survey the Uninhabited Floating City" there are drones with massive bombs hanging from them that will try to explode if in close enough proximity.
32* ZergRush: Typically, they appear in numbers.
33[[/folder]]
34
35[[folder:[=CD-J-098=]]]
36!![=CD-J-098=]
37[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004091713.jpg]]
38----
39* DropShip: These things can deploy a single MT, and they're usually deployed in groups to make the most of this.
40[[/folder]]
41
42[[folder:[=CH-T-025=]]]
43!![=CH-T-025=]
44[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004090624.jpg]]
45
46Regular helicopters not really meant for fighting [=ACs=], they do provide some supporting fire when deployed en-masse.
47----
48* HellishCopter: They are helicopter mooks that can be downed easily. This will happen frequently.
49* {{Mook}}: Nothing more than easily-shot down distractions.
50[[/folder]]
51
52[[folder:[=CV-T-020=]]]
53!![=CV-T-020=]
54[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004092324.jpg]]
55
56Regular tanks meant for dealing with infantry, rather than anything as advanced as an MT, let alone an AC.
57----
58* CannonFodder: In a game where the most basic enemies are {{Chicken Walker}}s, tanks mostly exist to get shot at, and not much else.
59* OvershadowedByAwesome: Those tanks are not made to fight an AC, more regular infantry, and some light [=MTs=].
60* TanksForNothing: Regular tanks don't hold a candle against [=ACs=].
61[[/folder]]
62
63[[folder:[=TH-E-012=]]]
64!![=TH-E-012=]
65[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004092203.jpg]]
66
67Transport helicopters that usually bring in [=MTs=] into battle in many missions.
68----
69* DefenselessTransports: When it carries [=MTs=] or has to be destroyed as an objective, it is harmless.
70* DropShip: Their main purpose on the battlefield is to bring in up to four [=MTs=] and deploy them into the combat zone.
71* NonActionGuy: They don't have any weapons to speak of.
72[[/folder]]
73
74[[folder:[=MT-T-026=]]]
75!![=MT-T-026=]
76[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004084417.jpg]]
77
78Mass-produced guard mechs lacking much armor or firepower, these are deployed as front-line cannon fodder by just about every faction on Rubicon 3.
79----
80* ChickenWalker: They stomp around on reverse-jointed legs.
81* TheGoomba: These chicken-walkers are barely any threat and mostly exist for target practice.
82* {{Mooks}}: The "giant robot" equivalent of such.
83* WaddlingHead: Downplayed, but a Guard Mech typically consists of the cockpit, a pair of legs, and a hull-mounted weapon. In mecha terms, they're pretty close to this trope.
84* ZergRush: The only way a Guard Mech is any threat is in numbers.
85[[/folder]]
86
87[[folder:[=MT-E-104=]]]
88!![=MT-E-104=]
89[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004084555.jpg]]
90
91Mass-produced [=MTs=] employed by every faction on Rubicon 3. These boxy, humanoid mech suits are nowhere near as powerful as an AC but are much more mobile than Guard Mechs, and can be equipped with several weapon loadouts. As these are factory-line productions, they can be built quicker and cheaper than [=ACs=], and thus tend to be seen in groups.
92----
93* ColorCodedForYourConvenience: Since every faction in the game utilizes these mechs, each faction paints their [=MTs=] a different color.
94** Balam: Green.
95** Arquebus: Black.
96** Rubicon Liberation Front: Brown.
97** Reuse and Development: Yellow.
98** Coyotes: Magenta.
99* {{Mooks}}: The ''other'' type of enemy seen in large groups. While easy enough to take down for the most part, the weapons they carry can at least cause heavy damage to an AC, especially if they're shooting from multiple directions.
100* ShieldBearingMook: Some [=MTs=] carry shields, repelling most direct gunfire. Melee weapons or vertical missiles circumvent that.
101[[/folder]]
102
103[[folder:[=MT-J-084=]]]
104!![=MT-J-084=]
105[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004095548.jpg]]
106
107Heavy-grade Tetrapod [=MTs=] larger than [=ACs=]. Heavily-armored and with firepower to match, these hulking war machines often guard key choke points in a region's defense.
108----
109* BossInMookClothing: Between their thick armor and powerful weapons, Tetrapods are always mini-bosses, even when they don't have a health bar displayed at the top of the screen.
110* DualBoss: Two can be fought simultaneously in an optional encounter in the "Infiltrate Grid 086" mission.
111* MightyGlacier: While their heavy armor slows them down compared to other enemies, their high-powered grenade cannons and massive laser blades give them plenty of range and firepower.
112* OptionalBoss: In the early mission, "Destroy the Transport Helicopters," Walter advises to ignore the Tetrapod MT. That said, it possesses a combat log for progressing the Hunter rank.
113* SpiderTank: Mass-produced versions of such a mech.
114* WarmupBoss: Tetrapod [=MTs=] are not pushovers, but they are far from the hardest encounters. They are predictable, and reward good punishes.
115[[/folder]]
116
117!!Planetary Closure Administration
118%%
119%%[[folder:[=AM01=] REPAIRER]]
120%%!![=AM01=] REPAIRER
121%%[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004112752.jpg]]
122%%[[quoteright:1000:[[labelnote:Electric Variant]]https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004112909.jpg]]
123%%[[/labelnote]]
124%%
125%%----
126%%
127%%[[/folder]]
128
129%%[[folder:[=AM06=] WATHCER]]
130%%!![=AM06=] WATHCER
131%%
132%%
133%%----
134%%
135%%[[/folder]]
136%%
137
138[[folder:[=AM14=] SENTRY]]
139!![=AM14=] SENTRY
140[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004102713.jpg]]
141
142Subject Guard [=MTs=] that are far more advanced than those made by BAWS.
143----
144* EnergyWeapon: Their main sidearm tends to be a laser gun.
145* FireBreathingWeapon: Subject Guard [=MTs=] in later missions have flamethrowers similar that put pressure by dousing the area in flames.
146* HotBlade: Some of these Subject Guard [=MTs=] are equipped with glowing orange thermal machetes that unfold at the elbow as melee weapons.
147* UndergroundMonkey: Functionally, they're a slight upgrade from BAWS [=MTs=] thanks to having boosters for better mobility and much more advanced weaponry.
148[[/folder]]
149
150[[folder:[=AA18=] LIGHT CAVALRY]]
151!!Light Cavalry (LC)
152[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004120503.jpg]]
153
154The PCA's response to [=ACs=], the [=LCs=] combine high mobility with a versatile number of weapon loadouts. They come in various configurations, with one of their most notable versions being the '''[=AA18A=] LC HM''', which are equipped with flight packs that let them stay airborne for prolonged periods while engaging enemy forces.
155----
156* AirborneMook: LC HM configurations come equipped with wing-shaped flight boosters that let them fly around the battlefield, dodging the attacks while returning fire.
157* EliteMook: Despite being mass-produced in terms of design, [=LCs=] are far more dangerous than Subject Guard [=MTs=], and should be engaged as if they were rival [=ACs=].
158* EvilIsBigger: Antagonistic, as opposed to outright evil, but the point remains that they're taller than the [=ACs=].
159* LongRangeFighter: Sniper [=LCs=] sacrifice boosters and armor for long-range combat. This leaves them vulnerable to those that can close the distance.
160* LuckilyMyShieldWillProtectMe: Enforcement Officer [=LCs=] use a sturdy shield that repels gunfire.
161[[/folder]]
162
163[[folder:[=AA22=] HEAVY CAVALRY]]
164!!Heavy Cavalry (HC)
165[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_11_28_122404_6.png]]
166With cutting-edge weaponry and the latest advances in defense and mobility, [=HCs=] are reserved for the commanders of the [=PCA's=] attack squads.
167----
168* ClimaxBoss: [=HCs=] are only encountered a handful of times, but each time occurs at the climax or turning point of a given mission.
169* DualBoss: In the "Prevent Corporate Salvage of New Tech" mission, if neither the HC or the [=LCs=] are dealt quickly enough, the other will fly in to help out.
170* EnergyWeapons: [=HCs=] weaponry are exclusively laser or plasma-based.
171* EvilIsBigger: [=HCs=] are larger than the standard AC, and they'll always be encountered as a hostile force.
172* LightningBruiser: An HC is always far more armed, armored and dangerous than anything that isn't a specialized AC. Its boosters also allow it to dodge gunfire and melee attacks.
173* LuckilyMyShieldWillProtectMe: An HC combines this with DeflectorShields to put up a solid defense against a frontal assault.
174[[/folder]]
175
176!!Reuse and Development ([=RaD=])
177[[folder:[=MB-0100=] CLUTCH]]
178!![=MB-0100=] CLUTCH
179[[quoteright:729:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_11_28_124250.png]]
180One of the signature creations of [=RaD=], these autonomous multi-legged drones serve as security for the operations of various Doser factions. They come in two varieties -- mobile attackers and stationary security.
181----
182* CrosshairAware: In the "Eliminate Honest Brute" mission, the path to the emponymous [=RaD=] traitor is blocked by Spider [=MTs=] which deploy laser sights. Cross one of the beams, and the dormant drones will all activate at once to attack from all directions.
183* SpiderTank: Their arachnid locomotion and relative size to humans makes them this, even if they barely come up to an [=AC's=] knees.
184* ZergRush: Where you see one Clutch, there's bound to be several more nearby.
185[[/folder]]
186
187[[folder:[=MB-0202=] TOYBOX]]
188!![=MB-0202=] TOYBOX
189[[quoteright:618:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_11_28_122715.png]]
190An [=RaD=] production, these unmanned combat mechs are best known for their arrival in spherical containers, from which they emerge in a hail of gunfire. Their design philosophy, as dictated by "Cinder" Carla, is to hand out a massive amount of damage in a short time, a task at which they excel on an unwary target.
191%%Not an Expy of the Droideka, as you can see in the Expy cleanup thread: https://tvtropes.org/pmwiki/posts.php?discussion=13983140170A37263400&page=44#comment-1099
192----
193* AchillesHeel: Their entry pods may be sturdy, but a TOYBOX mech is vulnerable when emerging.
194* DeflectorShields: During the "Eliminate Honest Brute" mission, the approach to Brute's hideout is stymied by the presence of a customized TOYBOX equipped with a pulse shield projector big enough to protect both itself and its backup from long-range bombardment, forcing an approach.
195* GatlingGood: Their main weapons are the multiple miniguns built into their arms.
196* GlassCannon: TOYBOX mechs are not sturdy, but their considerable firepower will let them tear a big chunk of health out if they aren't dealt with due diligence.
197* MacrossMissileMassacre: Part of a TOYBOX's arsenal happens to be shoulder-mounted micro-missile launchers.
198* MeaningfulName: Most likely intentional on "Cinder" Carla's part. They appear in spherical boxes and come packing a lot of guns.
199* MoreDakka: They have ''eight'' miniguns... on ''each arm.'' In addition to the sixteen miniguns, each TOYBOX has multiple gun batteries built into their torsos.
200* RollingAttack: One of their recurring strategies is to tuck into a ball and roll into a target. They follow it up with a full barrage from the myriad of gun barrels built into their chests.
201* SphereFactor: They're dropped into a combat zone in spherical shells, from which they burst out in a spray of gunfire.
202[[/folder]]
203
204!!Rubicon Research Institute
205[[folder:[=IA-24=] KITE]]
206!![=IA-24=] KITE
207
208A line of unmanned mechs that are first seen guarding the Floating City of Xylem.
209----
210* AirborneMook: Their main gimmick is that they can actually soar through the skies, unlike other Institute mechs.
211* FragileSpeedster: It doesn't take too many attacks to bring one down. Problem is, once they're In the air, they're insanely maneuverable.
212* MeaningfulName: Their shape and airborne attack patterns are certainly reminiscent of kites.
213* RammingAlwaysWorks: One of their chief attacks is to charge straight at you while in the air, generating laser blades from their wings for good measure.
214[[/folder]]
215
216[[folder:[=IA-27=] GHOST]]
217!![=IA-27=] GHOST
218[[quoteright:620:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_11_28_124055.png]]
219A humanoid line of unmanned mechs designed by the Rubicon Research Institute as part of their private armies and security systems. Equipped with advanced cloaking technology, these machines specialize in stealth combat, infiltrating a region and taking their target by surprise with their formidable energy weaponry. As these machines are still active in a time when the Institute is long gone, it's unclear who these machines answer to.
220----
221* DeflectorShields: Ghosts with a melee loadout can sometimes come equipped with pulse shields, protecting the actual mech until they're broken.
222* GlassCannon: Sniper Ghost mechs are relatively fragile once they're outed. The problem is, they still wield high-yield laser rifles, and they can shoot from any direction.
223* InvisibilityCloak: Their signature piece of equipment, which renders them invisible to basic sensors and the naked eye. This can be circumvented with Scan Mode, which renders them visible (and, more importantly, targetable).
224* LightningLash: The main weapon of any Ghost tooled out for melee combat is a multi-segmented plasma whip.
225* MeaningfulName: "Ghost" seems pretty appropriate for a mech that can vanish into thin air and attack without warning.
226* NothingIsScarier: No one knows who the Ghosts answer to, and their EnemyChatter is just a bunch of quiet static. They just show up and cause trouble without warning. [[spoiler:It's implied that they answer to ALLMIND herself]].
227* RedEyesTakeWarning: Their sensors and optics glow a menacing red, fitting for such a mysterious and dangerous variety of minion-class enemy.
228* TinCanRobot: Downplayed, but while they have arms and legs, a Ghost's torso is basically a big sensor dish, and they don't have a proper head.
229[[/folder]]
230
231[[folder:[=IA-05=] WEEVIL]]
232!![=IA-05=] WEEVIL
233[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004094854.jpg]]
234
235Coral-powered [=MTs=] created by the Institute in their heyday, these machines combine the Coral's destructive power and the standard [=MTs=]' mass-production value to create a truly formidable obstacle for any AC pilot to overcome.
236----
237* BossInMookClothing: These drones may look like bigger and bulkier versions of the standard [=MTs=], but they hit harder and move faster than most [=ACs=].
238* FluffyTheTerrible: Weevils are a common sort of beetle, making this an unassuming name for a very powerful enemy.
239* GetBackHereBoss: Part of the problem when it comes to fighting these things is that they don't stay still.
240* TheWorfEffect: In the NG++ mission [[spoiler:"Escort the Weaponized Mining Ship", two of these inflict this on the STRIDER before 621's arrival. It was implied to be so fast that they already took out the shields and destroyed the Eye with minimal effort on their end. Without needing to take out a leg just to keep it from going further.]]
241[[/folder]]
242
243[[folder:[=IE-09=] HELIANTHUS]]
244!![=IE-09=] HELIANTHUS
245[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/armored_core_vi_fires_of_rubicon_20231004095116.jpg]]
246Autonomous grinder wheel-like mechs designed by the Institute.
247----
248* FireBreathingWeapon: They have the ability to fire flames out of their centers.
249* FluffyTheTerrible: ''Helianthus'' is a genus of flowers more commonly known as sunflowers. A fairly mundane name for massive buzzsaw-like grinder wheels.
250* MacrossMissileMassacre: They're also equipped with missile launchers to fire at airborne targets.
251* PerpetualMotionMonster: In the "Coral Convergence" mission, Ayre brings up how these machines are still active despite dating back to the days of the Institute. She chalks it up to their use of Coral as a power source, and reflects on how this sort of long-lasting power source is very lucrative to the corporations.
252* RollingAttack: Given their design, it's no surprise that their main attack is to peel out towards you.
253[[/folder]]
254
255!Bosses
256!!Planetary Closure Administration
257[[folder:[=AH12=] HC HELICOPTER]]
258!![=AH12=] HC HELICOPTER
259
260[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_helicopter.jpg]]
261[[caption-width-right:1000:The first hurdle to be cleared on Rubicon]]
262
263A PCA heavy combat helicopter that is seen attacking RLF forces when C4-621 lands on Rubicon 3. While C4-621 is searching for an identification from destroyed [=ACs=] to use, [=AH12=] encounters them, initiating a fight.
264----
265* AchillesHeel: The [=AH12=] is completely unable to target anything that can remain directly underneath it for any extended period of time, though it's maneuverable enough to mitigate this problem.
266* BaitAndSwitchBoss: [[spoiler:In NG++, the HC helicopter appears and is summarily taken out in a single hit by Thumb Dolmayan, who replaces it as the final opponent of the mission.]]
267* EarlyBirdBoss: What makes [=AH12=] a challenging boss is that it's encountered early, before access to AC customization. Even if the mission is replayed, Only the default LOADER 4 AC can be used for this mission, so there's no way to make it any easier, and OS Tuning doesn't apply for this mission either.
268* HellishCopter: Inevitable, considering it is the first boss that C4-621 fights.
269* RecurringBoss: [[spoiler:A second HELICOPTER makes a surprise appearance at the end of "Survey the Uninhabited Floating City", alongside some backup. Thankfully, 621 and Ayre can also hack into the inactive drones in Xylem to get help of their own.]]
270* WakeupCallBoss: In true From Software fashion, being the first real boss doesn't mean this thing can't rip you apart if you're not careful.
271* TheWorfEffect: [[spoiler:In the NG++ version of "Survey the Uninhabited Floating City", it gets unceremoniously destroyed in one blow by Thumb Dolmayan.]]
272[[/folder]]
273
274[[folder:[=AAP07=] BALTEUS]]
275[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_balteus.jpg]]
276[[caption-width-right:1000:Separating the best from the rest]]
277
278An autonomous PCA attack craft, menacing C4-621 after the attack on the Watchpoint.
279----
280* AchillesHeel: Its shields take increased damage from pulse weapons, which are unlocked before fighting it - this goes double since breaking its shields staggers it, leaving it vulnerable to Direct Fire Adjustment. Secondly, while its missile attacks are effective, it needs to come to a full stop to launch them, giving a good window of opportunity to blast it with heavier weapons.
281* AttackDrone: The BALTEUS is an autonomous combat craft.
282* BrokenArmorBossBattle: A good part of the fight is destroying its [[DeflectorShields Phase armor]] to cause actual damage.
283* DeflectorShields: It's protected by Pulse Armor, and needs to be broken before the actual craft can be harmed.
284* LightningBruiser: It's ''fast'', to the point where even high-speed [=ACs=] can struggle to keep up with it, and it can and will turn an AC to scrap in seconds.
285* MacrossMissileMassacre: Emphasis on "massacre," with it capable of launching both a tight cloud of homing missiles or an orb-shaped sphere of heat-seeking death.
286* MeaningfulName: A ''balteus'' is a belt Roman soldiers hung their swords from. Likewise, The BALTEUS is encircled with weapon racks that fire this ''at minimum''.
287* MechaExpansionPack: The BALTEUS is an AC suspended in a large, flight-capable weapons platform.
288* TurnsRed: At roughly half health, it unleashes an [[SphereOfDestruction Assault Armor burst]], and then breaks out its flamethrowers, changing up its attack patterns with swipes of hot fiery wrath.
289* WalkingArmory: It's packed to the gills with hot leaden death, including [[MacrossMissileMassacre clouds of missiles]], a heavy artillery cannon, shotgun blasts, a rapid-fire autocannon, and dual flame emitters that double as [[FlamingSword flaming blades]] or a [[FireBreathingWeapon massive flamethrower.]]
290* WakeUpCallBoss: The last boss of Chapter 1. It's aggressive, relentless in its attacks, and has a pulse shield to break through. The only way through it is to not only unlock parts, but master the ins and outs of high-mobility AC combat.
291[[/folder]]
292
293[[folder:[=AS07=] HEAVY WARSHIP]]
294
295[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_heavywarship.jpg]]
296[[caption-width-right:1000: "Warning to all illegal combatants: disarm now, or face immediate and indiscriminate termination."]]
297
298The main battleships used by the Planetary Closure Administration, serving as heavy bombarment platforms to lay siege to particularly entrenched resistance forces or high-priority targets.
299----
300* AchillesHeel:
301** The warships encountered have firepower and altitude on their side, but other than their gun batteries, it doesn't have much protection once those are circumvented, leaving the bridge vulnerable to attack.
302** In addition, its main laser batteries are designed for sweeping ground targets or approaching threats on the same level as the battleship. They weren't built to target anything approaching from above.
303* AttackDrone: The first warship deploys an armada of autonomous drones with laser weaponry to defend itself in its final phase.
304* BattleshipRaid: Any fight with one of the [=PCA's=] warships quickly becomes this.
305* DeathFromAbove: The favorite tactic of a PCA warship is to fly into range, issue a warning for all dissidents to surrender, and then open fire from above.
306* DefeatEqualsExplosion: Whenever one is destroyed in-flight, it'll begin to slowly plummet from the sky as small explosions ripple across its hull, then disintegrate in one final, massive fireball.
307* DegradedBoss: Fighting one of these monsters serves as the ClimaxBoss of the "Steal the Survey Data" mission. Afterward, more battleships will show up in later missions, but they won't have ''quite'' the same fanfare as the first, nor the AttackDrones that made approaching the first one so dangerous. [[spoiler:In fact, in "Breach the Kármán Line", ''an entire batallion'' of these ships are massacred like standard enemies in order to clear the way for the Xylem.]]
308* EnergyWeapon: The main weapon of the PCA warships is a fan of laser batteries mounted along the bow. These lasers can sweep across an entire battlefield, searing anything unfortunate enough to be beneath the warship.
309[[/folder]]
310
311[[folder:[=AAS03=] EKDROMOI]]
312
313[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/s2gj5kmcm2whnapbs4bvcb_1200_80_2.jpg]]
314[[caption-width-right:1000:(Left) EKDROMOI EP (Right) EKDROMOI PC]]
315
316The PCA's special forces units, designed for termination of high priority targets.
317----
318* DualBoss: The EKDROMOI are fought in pairs. The EKDROMOI EP uses its energy blade and bigger health bar to fight at close range, while the EKDROMOI PC hangs at the back and prefers to support its fellow EKDROMOI with suppressing fire.
319* {{Foreshadowing}}: If you lose to the pair in "Attack the Refueling Base" they will notify the System of a contradiction on previous combat log. It's easy to dismiss as a game over taunt, but it is also the first mention that the Raven they marked for termination isn't 621.
320* MeaningfulName: Ekdromoi were hoplites that could leave the phalanx and fight outside of it if necessity arose. Special forces, in other words.
321* RecurringBoss: Aside from these two as the bosses of "Attack the Refueling Base", [[spoiler:two more EKDROMOI, together with a CATAPHRACT, serve as the bosses of "Obstruct the Mandatory Inspection"]].
322* UnusableEnemyEquipment: While their weaponry looks like things that could be mounted on an AC, the EKDROMOI are also ''much'' larger than regular [=ACs=], so they cannot be equipped as is.
323[[/folder]]
324
325[[folder:[=AAS02=] CATAPHRACT]]
326
327[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_cataphract_4.jpg]]
328[[caption-width-right:1000: [[CripplingOverspecialization When a weapons loadout pack goes too far]]]]
329
330A piloted PCA Special Forces weapon designed for land warfare. The RLF requests its destruction to prevent it from falling into Corporate hands.
331----
332* AttackItsWeakPoint: Its thick armor makes it impervious everywhere, except the MT that controls the whole thing. But considering it can only be hit from the front, the PCA likely considered that an acceptable risk, reasoning that no enemy would be [[CrazyEnoughToWork crazy enough to attack the CATAPHRACT head-on.]] Even then, it'll tend to reorient itself so that its front is pointed firmly ''away'' from you unless it's trying to run you down, effectively forcing the you to play chicken with it to do any damage.
333* DidntSeeThatComing: The PCA Captain [[OhCrap realizes too late]] that 621 ''isn't'' the same Raven, meaning they can't be predicted.
334-->'''PCA Captain:''' Code 44. Send me what you got on priority target Raven. The combat simulator has misled me. ''Who are you?'' ... Code 18. Whoever this is, it's ''not'' Raven.
335* EarlyBirdCameo: Appeared as a prominent foe in both the Reveal and Story Trailers, though with more emphasis in the latter.
336* FaceDeathWithDignity: Upon defeat, the Captain's last action is to try and send his Combat Log back to the PCA to ensure his death isn't in vain.
337* GameplayAndStoryIntegration: The Story Trailer shows the CATAPHRACT being completely stopped in its place by 617 ramming into it and then going full GatlingGood until their AC near-entirely failed. While it can't be held still, it ''can'' be staggered ''really'' easily with the right weapons; even beyond the gatling gun, high ACS damage weapons (like shotguns and melee in particular) utterly decimate its Attitude Stability and leave it vulnerable in no time.
338* GatlingGood: The CATAPHRACT has four rotary guns on its chassis -- two forward-facing and mounted on the protruding treads, and two attached to its turret.
339* JumpJetPack: Is also equipped with jump jets, mostly for short hops or to reorient itself.
340* LightningBruiser: Despite its hulking size, it zips around the ice fields like a hot rod doing wheelies.
341* MeaningfulName: A cataphract was form of heavy cavalry that existed in ancient Persia, Eurasia, and Northern Africa, making it an appropriate description for the PCA's latest tank, especially since it's an MT "riding" a huge weapons platform.
342* MetaMecha: The tank unit is actually built around basic bipedal MT, though the briefing indicates that the two are connected by the latter's shoulder sockets, meaning it can't be casually removed.
343* MultiTrackDrifting: Is fast enough to do donuts across the battlefield and maneuverable enough to do a 180 in seconds.
344* NoodleIncident: The pilot, confusing 621 for the original Raven, claims that the latter is to blame for the PCA losing its grip on Rubicon-3 due to some sort of leak, which allowed the Corporations to invade the planet.
345* OptionalBoss: Despite its prominence in the Reveal and Story trailers and marketing for the game, fighting it in regular playthroughs is unnecessary. [[spoiler:This changes in NG++, where if the NG++ exclusive mission "Escort the Weaponized Mining Ship" was chosen before, a CATAPHRACT will become a mandatory boss for the story path; one makes an appearance at the end of "Obstruct the Mandatory Inspection" together with a pair of EKDROMOI.]]
346* TankGoodness: It's a gigantic tank with insane speed, agility, and a ridiculous collection of weaponry.
347* TurnsRed: Once damaged enough, it changes its movement and attack patterns to keep 621 from getting a clean shot at its front.
348* WalkingArmory: It has four rotary guns, a missile launcher, and an energy cannon with close and long-range settings, and can also just run over anything in its way.
349* WolfpackBoss: [[spoiler:The first time 621 encounters a CATAPHRACT, it will engage 621 alone in a one-on-one boss battle. However, if following the "Alea Iacta Est" route, 621 will encounter a CATAPHRACT backed up a by two of the PCA's special forces mechs, the EKDROMOI. Fortunately, 621 will get some help of their own from a friendly AC pilot to turn a three-on-one dog pile into a much more manageable three-on-two.]]
350[[/folder]]
351
352[[folder:[=AB08=] NEPENTHES]]
353!![=AB08=] NEPENTHES
354[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_nepenthes.jpg]]
355[[caption-width-right:1000: Six shots at a time; one alone is enough.]]
356
357The automated heavy particle cannon that serves as Watchpoint Alpha's first line of defense against any intruders. Installed at the bottom of Depth 1, the main elevator shaft that leads into the facility proper, this gigantic defense turret discourages any would-be treasure hunters via a staggering display of firepower.
358----
359* BenevolentArchitecture: If not for the scaffolding platforms along the sides of the elevator shaft, there would be nowhere to hide from NEPENTHES' massive lasers.
360* CorridorCubbyholeRun: What the major challenge of the fight amounts to -- 621 has to drop down the shaft until it sees the turret charging up, then quickly land on one of the scaffolding platforms to use as a shield against its particle beams.
361* CripplingOverspecialization: The NEPENTHES is meant to keep any intruder out from a distance from below. Should said intruder make it all the way to the base of NEPENTHES, however, it's vulnerable.
362* LevelInBossClothing: While the NEPENTHES itself exists as something to destroy, the real challenge lies in the vertical drop between 621 and the cannon, finding cover along the way.
363* MacrossMissileMassacre: At the halfway point to NEPENTHES, it alternates between its six particle cannons and a jaw-dropping hailstorm of seeker missiles.
364* WaveMotionGun: Its primary method of attack is to fire ''six'' of these, one shot after another.
365[[/folder]]
366
367[[folder:[=AAP03=] ENFORCER]]
368
369[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_enforcer.jpg]]
370[[caption-width-right:1000: Termination Mode activated]]
371
372An autonomous, AI-controlled craft roaming around the caverns of Depth 2 that serves as Watchpoint Alpha's second line of defense, tasked with guarding the underground facilities of Depth 3.
373----
374* AlphaStrike: As soon as combat starts, its first move is to open fire with a charged shot from its pulse cannon.
375* BayonetYa:Its {{BFG}}'s laser emitter pulls double duty by serving as the focus for its LaserBlade.
376* {{BFG}}: Its main gun, a laser cannon, is so huge it's the only gun in the game used with two hands.
377* DeadlyLunge: One of its attacks when it TurnsRed is to launch itself at you, laser blade first. If it hits, you'll receive a nasty one-two strike from that blade.
378* FightsLikeANormal: It moves and fights similarly to an AC despite being so much larger. Most giant enemies aren't nearly so agile and versatile.
379* JackOfAllStats: As far as ''Armored Core'' bosses go, the ENFORCER is pretty run-of-the-mill. It's good at ranged and melee, but has no special gimmicks to look out for. On the flipside, there are no gimmicks that can be exploited.
380* LaserBlade: It has one of these in addition to a {{BFG}}. It might be even more dangerous.
381* LightningBruiser: Not only does it hit like a freight train, it's almost as agile as an enemy AC.
382* LuckilyMyShieldWillProtectMe: It has a pulse shield to help it withstand a frontal assault.
383* MacrossMissileMassacre: One of its attacks while in Defense Mode is to spray multiple missiles at approaching intruders. It still keeps these in Termination Mode, but tends to rely on its laser cannon more.
384* ShockwaveStomp: Once it TurnsRed, one of its new attacks is to leap into the air and do a SwordPlant with its laser blade that sends a shockwave of energy bursting out from around it. [[spoiler:You can avoid it by taking to the air, or navigating around to the ENFORCER's rear.]]
385* TransformingMecha: When you first encounter it blowing away Balam's soldiers, the ENFORCER's in "Defense Mode," a configuration that makes it resemble a SpiderTank. When you finally corner it at the end of the stage, it transforms into a more humanoid "Termination Mode" to do battle with you.
386[[/folder]]
387
388!!Rubicon Liberation Front
389[[folder:[=EB-0309=] STRIDER]]
390
391[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_strider.jpg]]
392[[caption-width-right:1000:Cornerstone of the RLF's arsenal]]
393
394The "crowning glory" of the Rubicon Liberation Front's militarization efforts, the STRIDER is a gigantic mining and resource base that's been weaponized, particularly with the installation of the Eye, a large laser cannon.
395----
396* AchillesHeel: One of the STRIDER's legs as its wiring exposed and can be destroyed to completely immobilize the machine for a long period of time.
397* AttackItsWeakPoint: The STRIDER is broken down into five soft spots that have to be destroyed before taking on the Eye itself: one of its legs and four sub-generators that power the Eye's DeflectorShields.
398* AwesomeButImpractical: While the STRIDER ''looks'' imposing and has a fearsome long-range gun, it's still an industrial craft trying to do something it's not built to do. It's slow, full of obvious weak spots, and its main weapon is easily dodged by a brain-fried AC pilot. It's telling that 621 can momentarily cripple the gigantic vehicle merely by shooting ''one'' of its legs, thanks to its poor condition.
399* BaseOnWheels: The STRIDER is what you get when you upsize a SpiderTank until it becomes a battleship with turrets of all shapes and sizes.
400* ColossusClimb: After causing the rearmost section of the STRIDER to crash, 621 jumps aboard and starts jumping around its sides to reach its sub-generators while the rest of it keeps walking acros the desert.
401* CorridorCubbyholeRun: While traversing the STRIDER's body, the Eye is still actively targeting and firing, meaning it must be avoided while destroying its shielding.
402* ImprovisedWeapon: The RLF are trying to turn a civilian mining base into a weapons platform, to mixed results.
403* LevelInBossClothing: Given how huge it is, the STRIDER's body is more of a platforming challenge that builds up to the actual boss fight against the Eye, which contains most of the STRIDER's health pool.
404* MortonsFork: The STRIDER is always fated to be destroyed. This happens whether 621 does it, [[spoiler:or it gets destroyed by stray C-Weapons right before the escort mission starts. The mission objective switches to destroying these rogue weapons. For understandable reasons, the RLF cannot pay for what is objectively a failed mission, so Walter is implied to reimbursed what you were supposed get.]]
405* PaperTiger: The fight against the STRIDER illustrates how out of their depth the RLF is. Their most impressive weapon is treated with contempt by Arquebus, who mainly consider it a nuisance to their Coral surveys. 621, a single no-name mercenary, destroys it before they've even finished half of Chapter 1. Walter snarks that it was built to fail.
406[[/folder]]
407
408[[folder:[=HA-T-102=] JUGGERNAUT]]
409[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_juggernaut.jpg]]
410[[caption-width-right:1000:The Wall's last line of defense]]
411
412A gargantuan mobile weapons platform and the primary objective of Operation Wallclimber.
413----
414* AttackItsWeakPoint: True to its name, JUGGERNAUT's thick frontal armor makes head-on attacks ineffective, instead forcing attacks to the sides or rear.
415* BackgroundBoss: It's actually visible at the start of the level- it's the "artillery piece" perched at the very top of the wall lobbing explosive shells at you as you approach the wall.
416* CripplingOverspecialization: JUGGERNAUT carries lots and lots of ranged weapons and makes standing in its front arc very dangrous, but it has almost nothing for close-in defense, meaning that it's almost incapable of attacking anything that's standing directly on top of it.
417* LightningBruiser: It's the size of a building but is very capable of keeping up with an AC, thanks to its rocket boosters.
418* MacrossMissileMassacre: One of its weapons is a swarm of missiles aimed right at you.
419* NitroBoost: Is covered in rocket thrusters that it will use to not only charge enemies, but also to quickly reverse or turn around.
420* PlayerNudge: V.IV Rusty [[GuestStarPartyMember helps out]] early in the fight, and tells 621 to hit the JUGGERNAUT's sides and rear while he plays bait. After he's called away, that strategy will have to be done without a decoy.
421* RammingAlwaysWorks: JUGGERNAUT will use its weight, armored prow, and rocket boosters to charge down.
422* TankGoodness: JUGGERNAUT's a tracked vehicle that stands twice as tall as an AC.
423* TurnsRed: In its second phase, the JUGGERNAUT starts dropping land mines around it.
424[[/folder]]
425
426!!Reuse and Development ([=RaD=])
427[[folder:[=EC-0804=] SMART CLEANER]]
428[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_smart_cleaner.jpg]]
429[[caption-width-right:1000:Rubicon-grade waste disposal]]
430
431An autonomous industrial robot built for large-scale structural disassembly and scrap recycling, repurposed by [=RaD=] into a formidable combat unit.
432----
433* AttackItsWeakpoint: The SMART CLEANER's only unarmored parts are the large furnace on its top or the opening at its front.
434* ImprovisedWeapon: Much like the rest of [=RaD=]'s handiwork, the SMART CLEANER is an industrial machine converted for combat, albeit without much in the way of extra weaponry other than its furnace and scrap crushers.
435* IronicNickname: Almost certainly one of Cinder Carla's in-jokes, its name makes it sound like a glorified Roomba... which it basically is, if that Roomba was the size of a 20-story building and designed to "clean" the carcasses of long-abandoned megastructures.
436* KillItWithFire: Being a mobile scrap recycling plant complete with an onboard furnace, some of its attacks involve dispensing fiery death in your direction.
437* MightyGlacier: It's armored with the same metal used to build the Grids, making it damn near indestructible from the outside, but also heavy enough to be by far the most sluggish mech in the game.
438* RecurringBoss: [[spoiler:The SMART CLEANER reappears on the Xylem during the Liberator of Rubicon story branch.]]
439* ThisIsADrill: Somewhere between this and ChainsawGood, its main weapons are the two gigantic red-hot scrap crushers on its arms.
440[[/folder]]
441
442!!Rubicon Research Institute
443[[folder:[=IA-13=] SEA SPIDER]]
444
445[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_seaspider.jpg]]
446[[caption-width-right:1000:"Guess you just can't beat the Institute..."]]
447
448A relic from before the Fire of Ibis, the SEA SPIDER is a "C-Weapon" that was developed by the Rubicon Research Institute. It suddenly appears to attack C4-621 while they try to board a cargo launcher to reach the Ice Fields across the ocean.
449
450----
451* AchillesHeel:
452** Its size in a relatively small arena makes easy to bombard it with attacks and build its stagger meter.
453** In its second phase it can rain death from above on you, but barely can do anything that's actually on its elevation or above it.
454* CripplingOverspecialization: Phase two has immense air-to-ground capabilities, but barely any air to air combat. If an AC is stays airborne (whether from hovering or [[ColossusClimb landing on top of the C-Weapon itself]]), the SEA SPIDER can't really do much.
455* DeathFromAbove: In its second phase it switches to a completely airborne mode, raining laser strikes below. Standing on the ground during that phase can be a death sentence as the explosions happening below can wipe a large chunk of your AP.
456* {{Foreshadowing}}: An Institute's weapon that suddenly appears to attack 621 once they managed to evade the firing range of the PCA Outer Shell Security laser satellites, with Carla wondering what is one doing here. It's the first hint that the PCA have direct control of several C-Weapons that they will use to eliminate problematic individuals, like the ICE WORM later on that is also sicced on 621.
457* LostSuperWeapon: It's a C-Weapon created by the defunct Institute, and it runs on Coral, giving it dangerous energy projectiles.
458* SpiderTank: An unmanned version. Its second phase has it adopt a completely airborne form.
459* SpinAttack: In its second form, one of its attacks is to project blades from its leg jets and then spin like a top around the arena.
460* RecurringBoss: [[spoiler:During the final boss fight of the GoldenEnding, ALLMIND summons two second phase SEA SPIDERS to assist it.]]
461[[/folder]]
462
463[[folder:[=IA-02=] ICE WORM]]
464[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_ice_worm.jpg]]
465 [[caption-width-right:1000:[[Literature/{{Dune}} Walk without rhythm...]] or [[StatingTheSimpleSolution just use your boosters.]]]]
466
467Another Coral-powered C-Weapon left behind by the Institute, the ICE WORM is a gigantic tunneling machine that suddenly appears after 621 and Rusty just took down the PCA's berthed warship fleet. It serves as the Final Boss of Chapter 3.
468----
469* AttackItsWeakpoint: Its giant maw is the only spot you can target to actually deal damage. Hitting it is laughably easy once it is exposed. ''Exposing'' it in the first place, though... that's a whole different can of worms.
470* ClimaxBoss: The ICE WORM is a titanic, worm-like behemoth of a machine that's fought in an epic battle against you and your allied [=ACs=], it's fought at least 2/3rds through the game, and its defeat results in [[spoiler:Ayre [[TheReveal revealing]] that The Coral are not just [[StarfishAliens an alien species]]; she is one of them.]]
471* DeflectorShields: The ICE WORM's body is completely impervious to damage, and its sole weakpoint - its maw - is covered by two layers of shielding that can only be broken with specialized weaponry, and even then only for a brief time.
472* DigAttack: Although it can attack with missile spam and electric discharges, its main threat is its massive bulk simply smashing you to pieces when it suddenly bursts from the ground right in front of you.
473* ExactlyWhatItSaysOnTheTin: It's a gigantic robotic worm encountered drilling through an icefield.
474* GodzillaThreshold: Once 621 managed to wipe out all the PCA's berthed warships at the Old Bertram Spaceport, then take out the reinforcements of more warships and [[DualBoss HC and LC units]] and is identified as a threat to planetary closure, the ICE WORM is authorized for use and sicced on 621 to eliminate them once and for all.
475* HijackedByGanon: Unleashed as a last ditch attempt by the PCA to kill 621, it suddenly stop dead in its tracks, deactivate, and reactivate while changing its behavioral pattern and leaving 621 alone to move to somewhere else, to answer a greater imperative to protect the convergence as Ayre said, [[spoiler:heavily implying it was taken over by the Coral within it to defend the entrance of Watchpoint Alpha to protect the remaining Coral located at Institute City.]]
476* ImprobableAimingSkills: It's the target of them, courtesy of Rusty [[spoiler:shooting it repeatedly with a humongous stationary cannon that's installed ''on another continent'']]. This would be impressive already against a stationary target, but the ICE WORM is of course moving around the whole time, most of it underground, making this a downright superhuman feat of marksmanship.
477* LostSuperWeapon: Also like the Sea Spider, this thing was built by the Institute long ago, specifically to [[spoiler:keep anyone from accessing Watchpoint Alpha]]. Its sudden appearance throws a massive wrench in pretty much everyone's plans on Rubicon 3.
478* SandWorm: A robotic version that burrows through ice instead of sand, but otherwise embodies this trope to a T.
479* TimeLimitBoss: While there's no explicit timer, Rusty's railgun only has a limited number of shots, and the ICE WORM is capable of recovering its Coral shield even after the last one. If you haven't killed it by the time it does so, [[NonStandardGameOver the mission fails,]] since there's no way to bring it back down.
480[[/folder]]
481
482[[folder:[=IA-C01=] EPHEMERA]]
483[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_ephemera.jpg]]
484[[caption-width-right:1000:Watchpoint Alpha's last resort]]
485Watchpoint Alpha's final line of defense and the PCA Enforcement System's physical avatar.
486----
487* AIIsACrapshoot: Averted; EPHEMERA's doing exactly what it's programmed to do -- protect the facility from intruders. You just so happen to ''be'' such an intruder.
488* BattleAmongstTheFlames: EPHEMERA engages you just after you've dealt critical damage to Watchpoint Alpha's power generator, and the security hub's on the verge of exploding. As such, the chamber you face off in is falling apart, and fires are breaking out all over the place.
489* ClimaxBoss: You fight this A.I.-controlled mech in the heart of the Watchpoint Alpha facility, just prior to reaching the source of the strongest Coral signal on Rubicon.
490* DuelBoss: As opposed to the hulking ENFORCER that you faced in a previous mission, this fight boils down to you facing another AC in single combat.
491* GlassCannon: Fragile stat-wise, disregarding its repair kits, but possesses powerful energy weaponry, including the [[RecurringElement MOONLIGHT Light Wave Blade]].
492* SwordBeam: Its Moonlight Light-Wave Blade allows it to unleash sweeping crescents of pulse energy that can hit you from a distance.
493* TimeLimitBoss: Part of the danger that EPHEMERA poses is thanks to blocking 621's escape path after destroying the laser grid's power source.
494[[/folder]]
495
496[[folder:[=IB-01=] CEL 240]]
497[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_ib_cel.jpg]]
498[[caption-width-right:1000:Guardian of the Coral Convergence]]
499
500An ultra-advanced, AI-controlled Ibis-series AC that protects the Coral Convergence [[spoiler:in the Institute City]].
501----
502* AIIsACrapshoot: Averted. Its AI might not even be ''online'' anymore -- its second phase starts with the Coral taking it over as a last line of defense for themselves.
503* AttackDrone: Equipped with twelve Coral-powered drones to rain down a barrage of laser beams upon you. [[BeamSpam Which escalates when it revives itself, since it will also revive and summon countless other deactivated drones in the lake to utterly drown the entire screen in a storm of beams to overwhelm you.]]
504* BattleThemeMusic: [[https://youtu.be/kmxM5VvBldc Coral Guardian]]
505* BeamSpam: Like most Coral-powered mechas in the game, CEL 240 will fill your screen with ruby death beams any chance it gets.
506* FiveSecondForeshadowing: Both being foreshadowed and foreshadowing something. You learn of the Ibis in a log hunting mission from Ayre. The fact that it is a super powerful, highly aggressive C-Weapon rather than an emergency shutdown system is [[spoiler:a clue that the Fires of Ibis was not an accident, which you soon learn after putting it down.]]
507* FragileSpeedster: Extremely mobile and extremely aggressive, but as brittle as it looks. There are some AC bosses that can actually soak up more punishment. It's also noticeably easy to stagger and stays vulnerable for quite a long time...the problem is of course that you have to actually hit it first.
508* GlassCannon: Its AP pool is very low for a non-AC boss, but it can dish out absurd levels of damage if its attacks are not avoided properly.
509* HauntedTechnology: Possibly. Ayre speculates that it's actually being controlled and empowered by the Coral convergence itself as a last line of defence. [[spoiler:This may have been what inspired her to try piloting an AC herself in two of the three endings.]]
510* {{Homage}}: Its design takes obvious inspiration from the [[Anime/MobileSuitZetaGundam AMX-004 Qubeley]], including heavy use of conical attack drones, color scheme (save replacing purple with red), pointy fingers, and [[ShouldersOfDoom enormous triangular shoulders]]. The main difference is that the Ibis' lower parts are much thinner.
511* ItCanThink: Smart enough to use drones to create suppression fire to either cover itself or pin you down for its other attacks, and it will also track your movement speed and direction to lead its sword beams into your path or dodges, requiring you to dodge to the opposite side or at the very last second to avoid taking a direct hit.
512* LastDitchMove: When its second phase is brought down to about 30% AP, CEL 240 turns into an utterly ''massive'' energy blade in an attempt to kill 621, launching three passes that can easily eviscerate even the tankiest builds that it only uses once.
513* NonMaliciousMonster: Being a non-sentient machine (as far as we know), it holds no personal grudge against you. Killing you is simply what it was programmed to do.
514* RevivingEnemy: It comes back for a second round after you defeat it the first time.
515* SwordBeam: Its main form of offense, extremely damaging and wide reaching sword slashes of Coral energy.
516* TurnsRed: Almost literally, thanks to being Coral-powered. After you take it down the first time, it revives in a spectacular red light show and breaks out the really nasty tricks in its arsenal.
517* WaveMotionGun: Can unleash a massive beam of Coral energy as one of its more powerful attacks, but which also leaves it a sitting duck for a good hit with the brief pause it takes to recover from firing.
518* WhiteAndRedAndEerieAllOver: The CEL 240's color scheme is predominantly white, highlighted by the coral's bright red energy. There's a certain eeriness not just by how clean and elegant it looks, but how it darts across the battlefield in startling ease.
519[[/folder]]
520
521!!Arquebus Corporation
522[[folder:The Retrofitted Special Craft '''(SPOILERS)''']]
523!![=AAP07A=] ARQUEBUS BALTEUS/V.II Snail
524[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_arquebus_balteus.jpg]]
525[[caption-width-right:1000:Once more, with hard feelings.]]
526The peniultimate threat on the Liberator of Rubicon path. The BALTEUS has been recovered by the Arquebus Corporation and retro-fitted with the company's signature energy weapons technology. With the Xylem on a collision course with the stockpiled Coral, this new-and-improved weapons platform has been dispatched to deal with it, along with 621. This time, however, it's manned by V.II Snail.
527----
528* BossBanter: VII Snail's behind the controls, and he spends half the fight ranting at you about how much he's gotten sick of 621's interference.
529* BulletHell: Given the sheer amount of hard-to-dodge weaponry the BALTEUS has, the fight with it quickly turns into this.
530* ClimaxBoss: This is the second-to-last boss you face in the Liberator of Rubicon path, and it provides you the chance to settle the score with VII Snail.
531* DefeatEqualsExplosion: This time, it sticks.
532* DiscardAndDraw: The BALTEUS has lost its missiles and flamethrower arms from the previous encounter...and instead, it now has nigh-impossible-to-dodge plasma cannons and pulse weaponry.
533* FinalExamBoss: The final bosses all require speed, skill, and a good weapons loadout to overcome; the fight with Arquebus BALTEUS will ensure that you're versed in all three before the final battle.
534* GetBackHereBoss: Half the fight will be spent just trying to catch up with the damn thing.
535* LightningBruiser: The BALTEUS' extreme speed has been pushed to new levels and retains its destructive firepower.
536[[/folder]]
537
538!!'''''FINAL BOSSES'''''
539'''WARNING: The following characters are Administrivia/SpoilersOff.'''
540[[folder:[=IB-07=] SOL 644]]
541!![=IB-07=] SOL 644/Ayre
542[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_sol644.jpg]]
543[[caption-width-right:1000:The last thing between you and destruction.]]
544->''"Raven. I will stop you. You will ''never'' burn Rubicon."''
545
546The FinalBoss of the Fires of Raven path. It is an extrasolar Ibis-series special craft. Ayre pilots it to stop 621 from igniting a second Fires of Ibis, which would result in the deaths of millions and the extinction of her entire species.
547----
548* ApologeticAttacker: Ayre's combat dialogue makes it very clear that she does not want to fight 621, but has no other choice.
549* BattleThemeMusic: [[https://youtu.be/LVQsS6AWLXY Cries of Coral]]
550* DoppelgangerAttack: As the fight goes on, it gains attacks where it leaves copies of itself to rush you with a blade or divebomb you.
551* ExtraEyes: Has a cluster of red, spider-like eyes on its faceplate, adding to its alien appearance.
552* FightingYourFriend: Ayre pilots the SOL 644 in the hopes of stopping 621 from destroying the Coral and creating a second Fire. She makes it very clear that she doesn't want to fight 621, but she also knows they won't stop until they've fulfilled Walter's last wish and resolves herself to kill them.
553* FlashStep: It can teleport around the arena.
554* LastGraspAtLife: Performs one of these toward 621 as she dies.
555* LightIsGood: A gleaming white machine piloted by a HeroAntagonist trying to stop you from doing something absolutely horrible.
556* LightningBruiser: While it's just as agile as the first Ibis you fight, it's significantly sturdier, thanks to thicker plating and powerful re-summonable Pulse Armor. Your only saving grace is that it doesn't get up after you down it the first time.
557* MythologyGag: It has the ability to transform into a birdlike configuration, similar to [[VideoGame/ArmoredCoreMasterOfArena Nineball Seraph]].
558* SwordBeam: It wields a Coral Oscillator, an endgame melee weapon that can project a devastating, long-ranged energy beam in a wide arc in front of it.
559* TurnsRed: Gets even faster and more dangerous once brought down to half health, in exchange for losing the Pulse Armor that made it so difficult to ''get'' it to half health. One way or another, this phase of the fight tends to be over very quickly.
560* WeUsedToBeFriends: This Ibis-series AC is piloted by Ayre, the only character in the game who had been nothing but nice and supportive of 621 from the moment you met. While she respects and understands 621's decision to fulfill Walter's wishes, she refuses to stand idly by and allow them to commit a second Fires of Ibis.
561[[/folder]]
562
563[[folder:[=IB-C03=] HAL 826]]
564!![=IB-C03=] HAL 826/Handler Walter
565[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_hal826.jpg]]
566[[caption-width-right:1000:The last thing between you and liberation.]]
567->''"...621. Is that... is that you? They... 621... I have to... ''dispose of you.''"''
568The FinalBoss of the Liberator of Rubicon path. It is the only one of the Ibis-series Cores stored beneath Watchpoint Alpha to be designed to accommodate a human pilot, meaning that it ends up as Handler Walter's personal machine - either as a BrainwashedAndCrazy puppet of Arquebus in the Liberator of Rubicon route, or as his normal WellIntentionedExtremist self in Alea Iacta Est after the chaos you and ALLMIND created gave him and the rest of OVERSEER a clear shot at the Institute's treasures.
569----
570* BattleThemeMusic: [[https://youtu.be/_UsaSsydPRE The Man Who Passed the Torch]]
571* BeamSpam: Armed entirely with Coral-powered energy weaponry including a devastating, SwordBeam-launching melee weapon, most of its attacks involve blasting you with red energy beams of various flavors.
572* DefeatMeansPlayable: The HAL 826 parts are a reward for beating it for the first time. However, its weapons and internals need to either be found in secret chests, obtained via the Loghunt program, or as Arena rewards.
573* DuelBoss: Unlike SOL 644, HAL 826 is an actual AC boss enemy with a couple of unique pieces of equipment.
574* EvilMentor: The pilot controlling this monster is none other than Handler Walter, though thanks to Arquebus' "re-education," it's not entirely by choice.
575* GettingSmiliesPaintedOnYourSoul: Moments before chapter 5 starts, Walter gets captured by the Arquebus Group for re-education. When you fight him in the Liberator of Rubicon ending, whatever Arquebus did to him, he's not entirely himself anymore and his motivations tend to switch between worshipping Arquebus and wanting to honor the legacy of his friends.
576* HeroKiller: While not confirmed on-screen, as the last major Arquebus unit on the Xylem after 621 takes out V.II Snail, Walter was probably the one responsible for [[DroppedABridgeOnHim cheap-shooting Rusty]] right after Snail's death.
577* InfinityPlusOneSword: The HAL 826 is a well-rounded AC with medium-to-high specs and no noteworthy shortcomings, making it the single most powerful frame outside of highly specialized MinMaxing builds.
578* JackOfAllStats: Excluding additional parts like generators, weapons, etc., the IB-C03 HAL 826 has even stats all across the board.
579* PostClimaxConfrontation: In the "Liberator of Rubicon" route, V.II Snail piloting Arquebus's rebuilt Balteus mech serves as the final obstacle in 621's mission to divert the Xylem before it crashes into the extractor. While the disaster the crash would have caused is ultimately avoided after Snail's defeat with 621 finishing off the Xylem's engines, it's Walter showing up to stop your escape as the ship burns during re-entry that makes the latter the proper FinalBoss of the route.
580* RedAndBlackAndEvilAllOver: Regardless of its pilot's intent, it ''is'' the FinalBoss of one story branch, wrapped in a red-and-black AC suit of tremendous power.
581* SuperPrototype: Stated to be the only model of the Institute-developed, Coral-powered Ibis AC series that was specifically designed for use with a human pilot. Considering the incredibly power of the Ibis series in general, it makes the HAL 826 one of the game's most powerful [=ACs=].
582* UnwillingRoboticisation: Handler Walter fights you after being captured by V.II Snail. His demeanor during the fight indicates that it's done a number on his mind, with Walter noticeably having trouble forming full sentences.
583* TheWorfEffect: In Alea Iacta Est, ALLMIND [[CurbStompBattle crushes him]] just before the final battle, as you can see the remains of the HAL 826 at MIND GAMMA's feet.
584[[/folder]]
585
586[[folder:'''TRUE FINAL BOSS''']]
587!!ALLMIND
588[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_sol644allmind.jpg]]
589[[caption-width-right:1000:The last thing between you and absolution.]]
590->'''ALLMIND:''' ''"Look. The Coral siphoned by the corporations is beginning to resonate. Augmented human C4-621--Raven. Your role has come to an end."''
591->'''Iguazu:''' ''"Well, well... I've been waiting for this, freelancer. I became part of this monster so I could crush you. This time... you will die."''
592The FinalBoss of the Alea Iacta Est path and the only final boss who cannot be fought on the first playthrough. In the first phase, ALLMIND fights with the MIND GAMMA AC, backed by four other ALLMIND [=ACs=], using Iguazu's subsumed mind to fight 621. After MIND GAMMA's defeat, ALLMIND unveils a heavily modified SOL 644, backed by two modified SEA SPIDERS.
593----
594* AceCustom: It's all but outright stated that this hulking mech is the SOL 644, used by Ayre in the "Fires of Raven" route, heavily modified by ALLMIND. It trades the missiles, pulse armor, DoppelgangerAttack, and ability to transform into a birdlike configuration and fly around the arena for a beefed-up moveset, massive WolverineClaws, the ability to fire massive lasers, and the support of two modified SEA SPIDERS.
595* BattleThemeMusic: [[https://youtu.be/7qcPU3mgZNI ALLMIND]]
596* CurbStompBattle: If the sheer speed of their shock at its arrival and how fast ALLMIND responds that both have been dealt with mere seconds after C4-621 regains control of the ship they commandeered is any indication, then this machine inflicted this on both "Cinder" Carla and Walter's HAL 826, which is noteworthy as the HAL 826 is the Final Boss in the "Liberator of Rubicon" ending and is no slouch in a fight himself.
597* DarkIsEvil: Instead of the gleaming white of the original SOL 644 and even the slightly darker silver of its predecessors, the modified SOL 644 here is a very dark grey that almost borders on black in some shots. And while "evil" is a ''huge'' stretch and [[WellIntentionedExtremist may not even be applicable to ALLMIND]], the bloodlusted and enraged GreenEyedMonster Iguazu ''definitely'' qualifies, especially when he pulls a VillainOverride on ALLMIND in the later stage of their boss fight.
598* TheDeterminator: While being controlled by Iguazu, it tries one last time to attack 621 with its WolverineClaws even though it's completely defeated and critically damaged, but only succeeds in overloading itself entirely.
599* EvilKnockoff: Ayre calls it a modified version of the SOL 644 in cut dialogue and doesn't use Coral energy. This does ''not'' make it any weaker than the original SOL 644 as both ALLMIND and Iguazu can control multiple units simultaneously while engaging in combat, including two SEA SPIDERS, which ''are'' C-Weapons.
600* ExtraEyes: Initially appearing faceless when it drops down to flatten the MIND GAMMA you just defeated, it opens its face to reveal seven bluish-green eyes spaced evenly around the center, similar to its original counterpart.
601* GoodColorsEvilColors: [[InvertedTrope Inverted]]. Though the original SOL 644 also utilizes [[LightIsGood white]] in its primary colors, it glows bright ''red'' (usually a ''villainous'' color) and uses red energy in all of its attacks. However, it is controlled by your [[InnocentAliens innocent]] and [[WideEyedIdealist idealistic]] former friend Ayre [[HeroAntagonist trying to stop you from condemning all of Rubicon, humans and Coral alike, to fiery destruction.]] Meanwhile, despite the modified SOL 644 utilizing [[DarkIsEvil black]] in its primary colors, it replaces the red with bright ''blue'' or bluish ''green'' (which are usually ''heroic'' colors) and yet it is piloted by far less heroic individuals, either the ruthlessly pragmatic rogue A.I. [[WellIntentionedExtremist ALLMIND]] or the deranged and near insane former convict [[GreenEyedMonster Iguazu]], and either way it serves as a vehicle for far more nefarious purposes.
602* GoodWeaponEvilWeapon: [[DownplayedTrope Downplayed]]. When controlled by [[HeroAntagonist Ayre]], it uses a [[HeroesPreferSwords sword]] for melee options. ALLMIND's modified version still uses the sword in the earlier stage of its fight, but after [[HijackedByGanon Iguazu takes over]], it ditches the sword for sinister-looking [[WolverineClaws claws]].
603* LightningBruiser: Exactly as hulking and powerful as the original SOL 644 and exactly as agile, too. At least it doesn't have the Pulse Armor this time around, but that's hardly a consolation with its beefed-up moveset and the two SEA SPIDERS that fight alongside it.
604* SwordBeam: It retains the Coral Oscillator from its original self, now colored blue, but ditches it in the second phase of its fight in exchange for WolverineClaws.
605* TurnsRed: After getting knocked down to half health, Iguazu unleashes a massive energy wave that disables both Ayre's ECHO and ALLMIND's control over the main machine in addition to shutting down the SEA SPIDERS it summoned for the fight, and then goes ''absolutely bonkers'' on you, trying to charge at you and tear you to shreds with its massive WolverineClaws, as an indication of how tortured and crazed his mental state is at this point.
606* WolfpackBoss: It is assisted by two second-phase SEA SPIDERS at the beginning of the fight, though thankfully you have your own ally in Ayre and they get disabled when Iguazu forces ALLMIND out of the SOL 644.
607* WolverineClaws: Its most defining feature is the three massive energy blades it unfolds from each hand in the later stage of its fight, which it slashes rapidly at you in a manner very reminiscent of the claws of an animal. They can also reconfigure into a straight three-pronged formation to resemble a trident of sorts.
608* VillainousValour: In direct contrast to Ayre's LastGraspAtLife at the end of the battle, Iguazu attempts a last ditch effort to kill you by lunging at you with his claw active, only to be denied by the SOL 644's destruction as he admits that he ultimately envied the freelancer.
609[[/folder]]

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