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* WeaksauceWeakness: Using “pop up” tactics by using high-damage, long reload weapons such as the Bazooka or the later grenade launcher, as well as the eight cell missile launchers and standing on a side platform will allow you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.

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* WeaksauceWeakness: Using WeakSauceWeakness: [[spoiler:Using “pop up” tactics by using high-damage, long reload weapons such as the Bazooka or the later grenade launcher, as well as the eight cell missile launchers and standing on a side platform will allow you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.]]



* FutileHandReach: Performs one of these towards the player as it dies.



* LastGraspAtLife: Performs one of these towards the player as it dies.



* DefiantToTheEnd: In direct contrast to Ayre's FutileHandReach 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.

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* DefiantToTheEnd: In direct contrast to Ayre's FutileHandReach 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.
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* WeakSauceWeakness: [[spoiler:Using “pop up” tactics by using high-damage, long reload weapons such as the Bazooka or the later grenade launcher, as well as the eight cell missile launchers and standing on a side platform will allow you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.]]

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* WeakSauceWeakness: [[spoiler:Using WeaksauceWeakness: Using “pop up” tactics by using high-damage, long reload weapons such as the Bazooka or the later grenade launcher, as well as the eight cell missile launchers and standing on a side platform will allow you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.]]
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* DefiantToTheEnd: In direct contrast to Ayre's FutileHandReach 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.
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* Recurring Element: The EKDROMOI are the latest in a long line of [[DualBoss dual boss]] fights with opponents that complement each other's strengths and weaknesses that was started all the way back in ''[[VideoGame/DarkSouls Dark Souls]]'' with Ornstein and Smough. The EKDROMOI EP uses its energy blade and bigger health bar to fight you at close range, while the EKDROMOI PC hangs at the back and prefers to support its fellow EKDROMOI with suppressing fire.

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* Recurring Element: RecurringElement: The EKDROMOI are the latest in a long line of [[DualBoss dual boss]] fights with opponents that complement each other's strengths and weaknesses that was started all the way back in ''[[VideoGame/DarkSouls Dark Souls]]'' with Ornstein and Smough. The EKDROMOI EP uses its energy blade and bigger health bar to fight you at close range, while the EKDROMOI PC hangs at the back and prefers to support its fellow EKDROMOI with suppressing fire.
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* Recurring Element: The EKDROMOI are the latest in a long line of [[DualBoss dual boss]] fights with opponents that complement each other's strengths and weaknesses that was started all the way back in ''[[VideoGame/DarkSouls]]'' with Ornstein and Smough. The EKDROMOI EP uses its energy blade and bigger health bar to fight you at close range, while the EKDROMOI PC hangs at the back and prefers to support its fellow EKDROMOI with suppressing fire.

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* Recurring Element: The EKDROMOI are the latest in a long line of [[DualBoss dual boss]] fights with opponents that complement each other's strengths and weaknesses that was started all the way back in ''[[VideoGame/DarkSouls]]'' ''[[VideoGame/DarkSouls Dark Souls]]'' with Ornstein and Smough. The EKDROMOI EP uses its energy blade and bigger health bar to fight you at close range, while the EKDROMOI PC hangs at the back and prefers to support its fellow EKDROMOI with suppressing fire.
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[[folder:[=AH12=] HC Helicopter]]
!![=AH12=] HC Helicopter

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[[folder:[=AH12=] HC Helicopter]]
HELICOPTER]]
!![=AH12=] HC Helicopter
HELICOPTER



* 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.]]

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* RecurringBoss: [[spoiler:A second Helicopter 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.]]



[[folder:[=AAP07=] Balteus]]

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[[folder:[=AAP07=] Balteus]]
BALTEUS]]



* AttackDrone: The Balteus is an autonomous combat craft.

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* AttackDrone: The Balteus BALTEUS is an autonomous combat craft.



* RecurringBoss: [[spoiler:After the fight, the Balteus's wreck is salvaged by Arquebus, who begin rebuilding it into the manned AC [=AAP07A=] Arquebus Balteus; the finished product is fought during the "Liberator of Rubicon" ending path, where it's manned by V.II Snail and trades its conventional weaponry for Arquebus' energy weaponry, thus sporting a new moveset (notably lacking its missile racks and flamethrower).]]

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* RecurringBoss: [[spoiler:After the fight, the Balteus's BALTEUS's wreck is salvaged by Arquebus, who begin rebuilding it into the manned AC [=AAP07A=] Arquebus Balteus; ARQUEBUS BALTEUS; the finished product is fought during the "Liberator of Rubicon" ending path, where it's manned by V.II Snail and trades its conventional weaponry for Arquebus' energy weaponry, thus sporting a new moveset (notably lacking its missile racks and flamethrower).]]



* MeaningfulName: "Balteus" is the plural form for a belt Roman soldiers hung their swords from. The Balteus likewise is encircled with weapon racks that fire {{Macross Missile Massacre}}s ''at minimum''.
* MechaExpansionPack: The Balteus is an AC suspended in a large, flight-capable weapons platform.

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* MeaningfulName: "Balteus" is the plural form for a belt Roman soldiers hung their swords from. The Balteus BALTEUS likewise is encircled with weapon racks that fire {{Macross Missile Massacre}}s ''at minimum''.
* MechaExpansionPack: The Balteus BALTEUS is an AC suspended in a large, flight-capable weapons platform.



[[caption-width-right:1000:When the PCA really wants you dead]]

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[[caption-width-right:1000:When the PCA really wants you dead]]
[[caption-width-right:1000:(Left) EKDROMOI EP (Right) EKDROMOI PC]]



* RecurringBoss: Aside from their appearance as the bosses of "Attack the Refueling Base", [[spoiler:a pair of those, together with a CATAPHRACT, serve as the bosses of "Obstruct the Mandatory Inspection"]].

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* RecurringBoss: Aside from their appearance these two as the bosses of "Attack the Refueling Base", [[spoiler:a pair of those, [[spoiler:two more EKDROMOI, together with a CATAPHRACT, serve as the bosses of "Obstruct the Mandatory Inspection"]].
* Recurring Element: The EKDROMOI are the latest in a long line of [[DualBoss dual boss]] fights with opponents that complement each other's strengths and weaknesses that was started all the way back in ''[[VideoGame/DarkSouls]]'' with Ornstein and Smough. The EKDROMOI EP uses its energy blade and bigger health bar to fight you at close range, while the EKDROMOI PC hangs at the back and prefers to support its fellow EKDROMOI with suppressing fire.



[[folder:[=AAP03=] Enforcer]]

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[[folder:[=AAP03=] Enforcer]]
ENFORCER]]



* HumongousMecha: In a game full of ten-metre-tall humanoid combat robots, the Enforcer stands out by being at least twice the size of anything the player can field.
* JackOfAllStats: As far as ''Armored Core'' bosses go, the Enforcer is pretty run-of-the-mill. It has access to a decent selection of ranged and melee attacks, but has no special gimmicks to look out for. On the flipside, it leaves few glaring flaws in its design that can be easily exploited by the player.
* LightningBruiser: Not only does it hit like a freight train, it's almost as agile as an enemy AC (though nowhere near as fast as the Balteus).
* 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.]]
* TransformingMecha: When you first encounter it blowing away Balam's soldiers, the Enforcer's in a configuration that makes it resemble a SpiderTank. When you finally corner it at the end of the stage, it transforms into "Termination Mode" to do battle with you.

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* HumongousMecha: In a game full of ten-metre-tall humanoid combat robots, the Enforcer ENFORCER stands out by being at least twice the size of anything the player can field.
* JackOfAllStats: As far as ''Armored Core'' bosses go, the Enforcer ENFORCER is pretty run-of-the-mill. It has access to a decent selection of ranged and melee attacks, but has no special gimmicks to look out for. On the flipside, it leaves few glaring flaws in its design that can be easily exploited by the player.
* LightningBruiser: Not only does it hit like a freight train, it's almost as agile as an enemy AC (though nowhere near as fast as the Balteus).
BALTEUS).
* 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 ENFORCER's rear.]]
* TransformingMecha: When you first encounter it blowing away Balam's soldiers, the Enforcer's ENFORCER's in a configuration that makes it resemble a SpiderTank. When you finally corner it at the end of the stage, it transforms into "Termination Mode" to do battle with you.



[[folder:[=EB-0309=] Strider]]

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[[folder:[=EB-0309=] Strider]]
STRIDER]]



The "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.

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The "crowning glory" of the Rubicon Liberation Front's militarization efforts, the Strider STRIDER is a gigantic mining and resource base that's been weaponized, particularly with the installation of the Eye, a large laser cannon.



* 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.
* 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 is able to momentarily cripple the gigantic vehicle merely by shooting ''one'' of its legs thanks to how poor its condition is.
* BaseOnWheels: The Strider is what you get when you upsize a SpiderTank until it becomes a battleship with turrets of all shapes and sizes.
* ColossusClimb: After causing the rearmost section of the Strider to crash, 621 jumps aboard and starts jumping around its sides in order to reach its sub-generators while the rest of it keeps walking acros the desert.
* CorridorCubbyholeRun: While traversing the Strider's body, the Eye is still actively targeting and firing on you, forcing players to find cover to avoid getting their AP melted away while trying to reach each sub-generator.
* {{Expy}}: With its design as a giant walking weapons platform, along with an initial approach sequence where the player has to dodge incoming fire, the Strider comes across as a poor man's version of [[VideoGame/ArmoredCoreForAnswer The Spirit of Motherwill]].

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* AttackItsWeakPoint: The Strider 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.
* AwesomeButImpractical: While the Strider 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 is able to momentarily cripple the gigantic vehicle merely by shooting ''one'' of its legs thanks to how poor its condition is.
* BaseOnWheels: The Strider STRIDER is what you get when you upsize a SpiderTank until it becomes a battleship with turrets of all shapes and sizes.
* ColossusClimb: After causing the rearmost section of the Strider STRIDER to crash, 621 jumps aboard and starts jumping around its sides in order to reach its sub-generators while the rest of it keeps walking acros the desert.
* CorridorCubbyholeRun: While traversing the Strider's STRIDER's body, the Eye is still actively targeting and firing on you, forcing players to find cover to avoid getting their AP melted away while trying to reach each sub-generator.
* {{Expy}}: With its design as a giant walking weapons platform, along with an initial approach sequence where the player has to dodge incoming fire, the Strider STRIDER comes across as a poor man's version of [[VideoGame/ArmoredCoreForAnswer The Spirit of Motherwill]].



* LevelInBossClothing: Given how huge it is, the majority of the Strider's body is more of a platforming challenge that builds up to the actual boss fight against the Eye itself, which contains most of the Strider's health pool.

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* LevelInBossClothing: Given how huge it is, the majority of the Strider's STRIDER's body is more of a platforming challenge that builds up to the actual boss fight against the Eye itself, which contains most of the Strider's STRIDER's health pool.



* 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 mostly 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.

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* PaperTiger: The fight against the Strider STRIDER illustrates how out of their depth the RLF is. Their most impressive weapon is treated with contempt by Arquebus, who mostly 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.



[[folder:[=HA-T-102=] Juggernaut]]

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[[folder:[=HA-T-102=] Juggernaut]]
JUGGERNAUT]]



* AttackItsWeakPoint: True to its name, Juggernaut's thick frontal armor makes head-on attacks ineffective, requiring the player to get around it.

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* AttackItsWeakPoint: True to its name, Juggernaut's JUGGERNAUT's thick frontal armor makes head-on attacks ineffective, requiring the player to get around it.



* PlayerNudge: V.IV Rusty [[GuestStarPartyMember helps out]] early in the fight, and tells the player to hit Juggernaut's sides and rear while he plays bait. After he's called away, the player has to then use that strategy without a decoy.
* RammingAlwaysWorks: Juggernaut will take advantage of its weight, armored prow, and rocket boosters to charge down your AC.
* TankGoodness: Juggernaut's a tracked vehicle that stands twice as tall as an AC.
* TurnsRed: Damage Juggernaut enough and it starts dropping land mines around it.
* WeaksauceWeakness: 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. Jumping on top of it, then using your pulse sword to greatly damage its ACS system in two strikes and firing away as its damage will allow you to beat him, as the pulse sword’s following system will allow you to track the boss even if it fires jet thrusters.

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* PlayerNudge: V.IV Rusty [[GuestStarPartyMember helps out]] early in the fight, and tells the player to hit Juggernaut's JUGGERNAUT's sides and rear while he plays bait. After he's called away, the player has to then use that strategy without a decoy.
* RammingAlwaysWorks: Juggernaut JUGGERNAUT will take advantage of its weight, armored prow, and rocket boosters to charge down your AC.
* TankGoodness: Juggernaut's JUGGERNAUT's a tracked vehicle that stands twice as tall as an AC.
* TurnsRed: Damage Juggernaut JUGGERNAUT enough and it starts dropping land mines around it.
* WeaksauceWeakness: Juggernaut 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. Jumping on top of it, then using your pulse sword to greatly damage its ACS system in two strikes and firing away as its damage will allow you to beat him, as the pulse sword’s following system will allow you to track the boss even if it fires jet thrusters.



[[folder:[=EC-0804=] Smart Cleaner]]

to:

[[folder:[=EC-0804=] Smart Cleaner]]
SMART CLEANER]]



* AttackItsWeakpoint: The Smart Cleaner's only unarmored parts are the large furnace on its top or the opening at its front.
* 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.

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* AttackItsWeakpoint: The Smart Cleaner's SMART CLEANER's only unarmored parts are the large furnace on its top or the opening at its front.
* ImprovisedWeapon: Much like the rest of [=RaD=]'s handiwork, the Smart Cleaner 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.



* RecurringBoss: [[spoiler:A second Smart Cleaner appears on the Xylem during the Liberator of Rubicon story branch.]]

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* RecurringBoss: [[spoiler:A second Smart Cleaner SMART CLEANER appears on the Xylem during the Liberator of Rubicon story branch.]]



* {{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.

to:

* {{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 ICE WORM later on that is also sicced on 621.



[[folder:[=IA-02=] Ice Worm]]
Another 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.

to:

[[folder:[=IA-02=] Ice Worm]]
ICE WORM]]
Another Coral-powered C-Weapon left behind by the Institute, the Ice Worm 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.



* 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.]]
* 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.

to:

* ClimaxBoss: The Ice Worm 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.]]
* DeflectorShields: The Ice Worm's 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.



* 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.

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* 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 ICE WORM is authorized for use and sicced on 621 to eliminate them once and for all.



* 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.

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* 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 ICE WORM is of course moving around the whole time, most of it underground, making this a downright superhuman feat of marksmanship.



* 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.

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* TimeLimitBoss: While there's no explicit timer, Rusty's railgun only has a limited number of shots, and the Ice Worm 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.
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As per Sinkhole, chained sinkholes are not allowed.


* GoodColorsEvilColors: [[InvertedTrope A rare inversion]]. The original SOL 644 glows bright red, usually a ''villainous'' color, and uses red energy in all of its attacks, but it is controlled by your former friend [[HeroAntagonist Ayre]] and tries to stop you from condemning all of Rubicon, humans and Coral alike, to fiery destruction. The modified SOL 644 instead utilizes bright blue or bluish green, which are usually ''heroic'' colors, but is piloted by either the rogue A.I. [[WellIntentionedExtremist ALLMIND]] [[DeathOfPersonality trying to assimilate you]] or the violent and near insane [[GreenEyedMonster Iguazu]] [[TheBerserker trying to rip you to shreds]], and tries to dispose of you either way.

to:

* GoodColorsEvilColors: [[InvertedTrope A rare inversion]]. The original SOL 644 glows bright red, usually a ''villainous'' color, and uses red energy in all of its attacks, but it is controlled by your former friend [[HeroAntagonist Ayre]] and tries to stop you from condemning all of Rubicon, humans and Coral alike, to fiery destruction. The modified SOL 644 instead utilizes bright blue or bluish green, which are usually ''heroic'' colors, but is piloted by either the rogue A.I. [[WellIntentionedExtremist ALLMIND]] [[DeathOfPersonality ALLMIND trying to assimilate you]] or the violent and near insane [[GreenEyedMonster Iguazu]] [[TheBerserker Iguazu trying to rip you to shreds]], and tries to dispose of you either way.
Is there an issue? Send a MessageReason:
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* GoodWeaponEvilWeapon: [[InvertedTrope A rare inversion]]. The original SOL 644 glows bright red, usually a ''villainous'' color, and uses red energy in all of its attacks, but it is controlled by your former friend [[HeroAntagonist Ayre]] and tries to stop you from condemning all of Rubicon, humans and Coral alike, to fiery destruction. The modified SOL 644 instead utilizes bright blue or bluish green, which are usually ''heroic'' colors, but is piloted by either the rogue A.I. [[WellIntentionedExtremist ALLMIND]] [[DeathOfPersonality trying to assimilate you]] or the violent and near insane [[GreenEyedMonster Iguazu]] [[TheBerserker trying to rip you to shreds]], and tries to dispose of you either way.

to:

* GoodWeaponEvilWeapon: GoodColorsEvilColors: [[InvertedTrope A rare inversion]]. The original SOL 644 glows bright red, usually a ''villainous'' color, and uses red energy in all of its attacks, but it is controlled by your former friend [[HeroAntagonist Ayre]] and tries to stop you from condemning all of Rubicon, humans and Coral alike, to fiery destruction. The modified SOL 644 instead utilizes bright blue or bluish green, which are usually ''heroic'' colors, but is piloted by either the rogue A.I. [[WellIntentionedExtremist ALLMIND]] [[DeathOfPersonality trying to assimilate you]] or the violent and near insane [[GreenEyedMonster Iguazu]] [[TheBerserker trying to rip you to shreds]], and tries to dispose of you either way.

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* AceCustom: It's all but outright stated that this hulking AC is actually the SOL 644, the FinalBoss of the “Fires of Raven” route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a result of being controlled by It sacrifices a lot of its abilities in that route, such as its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot of new ones here, such as souped up blast attacks, massive WolverineClaws, the ability to control other machines outside of it (hence the two SEA SPIDERS), and the ability to fire massive lasers.
* 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, ALLMIND 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.
* 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.

to:

* AceCustom: It's all but outright stated that this hulking AC is actually the SOL 644, the FinalBoss of the “Fires "Fires of Raven” Raven" route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a result of being controlled by It sacrifices a lot of its abilities in that route, such as its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot of new ones here, such as souped up blast attacks, massive WolverineClaws, the ability to control other machines outside of it (hence the two SEA SPIDERS), and the ability to fire massive lasers.
* 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, ALLMIND 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.
* 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” "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.



* LightningBrusier: 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.

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* LightningBrusier: GoodWeaponEvilWeapon: [[InvertedTrope A rare inversion]]. The original SOL 644 glows bright red, usually a ''villainous'' color, and uses red energy in all of its attacks, but it is controlled by your former friend [[HeroAntagonist Ayre]] and tries to stop you from condemning all of Rubicon, humans and Coral alike, to fiery destruction. The modified SOL 644 instead utilizes bright blue or bluish green, which are usually ''heroic'' colors, but is piloted by either the rogue A.I. [[WellIntentionedExtremist ALLMIND]] [[DeathOfPersonality trying to assimilate you]] or the violent and near insane [[GreenEyedMonster Iguazu]] [[TheBerserker trying to rip you to shreds]], and tries to dispose of you either way.
* 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.
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!!ALLMIND

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!!ALLMIND!![=IB-07=] SOL 644 / ALLMIND
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[[folder:[=IA-13=] Sea Spider]]

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[[folder:[=IA-13=] Sea Spider]]
SEA SPIDER]]



A 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.

to:

A relic from before the Fire of Ibis, the Sea Spider 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.



* RecurringBoss: [[spoiler:During the final boss fight of the GoldenEnding, ALLMIND summons two second phase Sea Spiders to assist it.]]

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* RecurringBoss: [[spoiler:During the final boss fight of the GoldenEnding, ALLMIND summons two second phase Sea Spiders SEA SPIDERS to assist it.]]



* GoodWeaponEvilWeapon: Playing the role of a HeroAntagonist, it uses a [[HeroesPreferSwords sword]] for melee options. [[spoiler: While piloted by Iguazu and ALLMIND, it instead uses the sinister-looking [[WolverineClaws claws]] and a pitchfork-like trident.]]

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* GoodWeaponEvilWeapon: Playing the role of a HeroAntagonist, [[DownplayedTrope Downplayed]]. When controlled by [[HeroAntagonist Ayre]], it uses a [[HeroesPreferSwords sword]] for melee options. [[spoiler: While piloted by Iguazu and ALLMIND, it instead 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]] and a pitchfork-like trident.]]claws]].



The FinalBoss of the Alea Iacta Est path. After defeating MIND GAMMA in the first phase, ALLMIND calls in three heavily modified C-Weapons, one of which was originally SOL 644.

to:

The FinalBoss of the Alea Iacta Est path. It is the SOL 644 after ALLMIND salvages it and recycles it into its personal machine. After defeating the MIND GAMMA in the first phase, ALLMIND calls it drops in three to fight you, backed by two heavily modified C-Weapons, one SEA SPIDERS and bringing a whole new arsenal of which was originally SOL 644.weapons to bear.



* AceCustom: It's all but outright stated that the mech ALLMIND uses in the second phase is heavily a modified SOL 644. It has different abilities such as souped-up blast attacks, massive WolverineClaws, two Sea Spiders backing it up, and the ability to fire massive lasers.

to:

* AceCustom: It's all but outright stated that this hulking AC is actually the mech ALLMIND uses in SOL 644, the second phase is heavily FinalBoss of the “Fires of Raven” route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a modified SOL 644. result of being controlled by It has different sacrifices a lot of its abilities in that route, such as souped-up its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot of new ones here, such as souped up blast attacks, massive WolverineClaws, the ability to control other machines outside of it (hence the two Sea Spiders backing it up, SEA SPIDERS), and the ability to fire massive lasers.



* DarkIsEvil: ALLMIND's mechs sport a very dark grey that almost borders on black in some shots. [[WellIntentionedExtremist Well-intentionedness]] of ALLMIND aside, Iguazu ''definitely'' qualifies, especially when he pulls a VillainOverride on ALLMIND in a later stage of their boss fight.

to:

* DarkIsEvil: ALLMIND's mechs sport 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 Well-intentionedness]] of ALLMIND aside, may not even be applicable to ALLMIND]], the bloodlusted and enraged GreenEyedMonster Iguazu ''definitely'' qualifies, especially when he pulls a VillainOverride on ALLMIND in a the later stage of their boss fight.



* ExtraEyes: Initially appearing faceless when first encountered, it opens its face to reveal seven bluish-green eyes spaced evenly around the center, similar to its original counterpart.
* LightningBruiser: As hulking and powerful as the original SOL 644 and as agile. Though, unlike

to:

* ExtraEyes: Initially appearing faceless when first encountered, 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.
* LightningBruiser: As LightningBrusier: Exactly as hulking and powerful as the original SOL 644 and exactly as agile. Though, unlikeagile, 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.



* 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 it in addition to 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 Iguazu's current mental state.
* WolfpackBoss: It is assisted by two second-phase Sea Spiders at the beginning of the fight, though thankfully you have your ally in Ayre and they get disabled when Iguazu forces ALLMIND out of SOL.
* WolverineClaws: Its most defining feature is the three massive energy blades it unfolds from each hand in the later stage of its fight, which slashes rapidly at you in a manner very reminiscent of the claws of an animal.

to:

* 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 it the main machine in addition to shutting down the Sea Spiders 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 Iguazu's current how tortured and crazed his mental state.
state is at this point.
* WolfpackBoss: It is assisted by two second-phase Sea Spiders 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 SOL.
the SOL 644.
* 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.animal. They can also reconfigure into a straight three-pronged formation to resemble a trident of sorts.
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* GoodWeaponEvilWeapon: Playing the role of a HeroAntagonist, it uses a [[HeroesPreferSwords sword]] for melee options. [[spoiler: While piloted by Iguazu and ALLMIND, it instead uses the sinister-looking [[WolverineClaws claws]] and a pitchfork-like trident.]]

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Added a couple tropes to the Ekdromoi's entry.



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* MeaningfulName: Ekdromoi were hoplites that could leave the phalanx and fight outside of it if necessity arose. Special forces, in other words.
* RecurringBoss: Aside from their appearance as the bosses of "Attack the Refueling Base", [[spoiler:a pair of those, together with a CATAPHRACT, serve as the bosses of "Obstruct the Mandatory Inspection"]].
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[[folder:'''The Final Boss''']]

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[[folder:'''The [[folder:'''True Final Boss''']]
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[[folder:[=AAS03=] EKDROMOI]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/s2gj5kmcm2whnapbs4bvcb_1200_80_2.jpg]]
[[caption-width-right:1000:When the PCA really wants you dead]]

The PCA's special forces units, designed for termination of high priority targets.
----

[[/folder]]
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* 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, ALLMIND 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.

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* CurbStompBattle: [If 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, ALLMIND 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.
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Wrong number.


* TheWorfEffect: In Alea Iacta Est, ALLMIND [[CurbStompBattle crushes him]] just before the final battle, as you can see the remains of the HAL 625 at MIND GAMMA's feet.

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* TheWorfEffect: In Alea Iacta Est, ALLMIND [[CurbStompBattle crushes him]] just before the final battle, as you can see the remains of the HAL 625 826 at MIND GAMMA's feet.

Added: 942

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Took the spoilers off and added subtitles for SOL and HAL to make them consistent with ALLMIND.


The FinalBoss of the [[spoiler:Fires of Raven]] path. It is [[spoiler:an extrasolar and even more advanced Ibis-series AC that Ayre directly pilots against you to stop you from igniting a second Fires of Ibis, which would result in the deaths of millions and the extinction of her entire species.]]

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!![=IB-07=] SOL 644 / Ayre

The FinalBoss of the [[spoiler:Fires Fires of Raven]] Raven path. It is [[spoiler:an an extrasolar and even more advanced Ibis-series AC that Ayre directly pilots against you to stop you from igniting a second Fires of Ibis, which would result in the deaths of millions and the extinction of her entire species.]]



* ApologeticAttacker: Its combat dialogue makes it very clear that it does not want to fight you, but has no other choice.

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* ApologeticAttacker: Its Ayre's combat dialogue makes it very clear that it she does not want to fight you, but has no other choice.



* LightningBruiser: While it's just as agile as the first Ibis you fight, it's significantly sturdier, thanks to thicker plating and powerful resummonable Pulse Armor. Your only saving grace is that it doesn't get up after you down it the first time.

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* LightningBruiser: While it's just as agile as the first Ibis you fight, it's significantly sturdier, thanks to thicker plating and powerful resummonable re-summonable Pulse Armor. Your only saving grace is that it doesn't get up after you down it the first time.



* WeUsedToBeFriends: This Ibis-series AC is piloted by [[spoiler:Ayre, the only character in the game that had been nothing but nice and supportive of you from the moment you met. And you betrayed her, forcing her to commandeer an AC to try and stop you personally from wiping out her entire species.]]

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* WeUsedToBeFriends: This Ibis-series AC is piloted by [[spoiler:Ayre, Ayre, the only character in the game that had been nothing but nice and supportive of you from the moment you met. And you betrayed her, forcing her to commandeer an AC to try and stop you personally from wiping out her entire species.]]



The FinalBoss of the [[spoiler:Liberator of Rubicon]] path. It is [[spoiler: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.]]

to:

!![=IB-C03=] HAL 826 / Handler Walter

The FinalBoss of the [[spoiler:Liberator Liberator of Rubicon]] Rubicon path. It is [[spoiler:the 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.]]



* EvilMentor: [[spoiler:The pilot controlling this monster is none other than Handler Walter.]]
* GettingSmiliesPaintedOnYourSoul: [[spoiler:Mere moments before chapter 5 stars, Walter gets captured by Arquebus Group for re-education. When you fight him in the Liberator of Rubicon ending, it's obvious that 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. Somewhat {{Downplayed}} given the ending that he's fought in has the player explicitly go against that legacy, meaning Walter would have had reason to oppose the player regardless.]]

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* EvilMentor: [[spoiler:The The pilot controlling this monster is none other than Handler Walter.]]
Walter, though thanks to Arquebus' "re-education," it's not entirely by choice.
* GettingSmiliesPaintedOnYourSoul: [[spoiler:Mere Mere moments before chapter 5 stars, Walter gets captured by Arquebus Group for re-education. When you fight him in the Liberator of Rubicon ending, it's obvious that 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. Somewhat {{Downplayed}} given the ending that he's fought in has the player explicitly go against that legacy, meaning Walter would have had reason to oppose the player regardless.]]



* UnusableEnemyEquipment: The AC isn't available until NewGamePlus after completing [[spoiler:the "Liberator of Rubicon" path]]. Although weaker in comparison to its boss battle, the HAL 826 has great stats across the board and is otherwise one of the best units you can craft in the game barring meta and MinMaxing builds.
* UnwillingRoboticisation: [[spoiler:Handler Walter fights you after being captured by VII. Snail (whose Arena description helpfully informs the player that Snail likes to constantly tweak his augmentations and test them out on others). His demeanor during the fight indicates that it's done a number on his mind, with Walter noticably having trouble forming full sentences.]]

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* UnusableEnemyEquipment: The AC isn't available until NewGamePlus after completing [[spoiler:the the "Liberator of Rubicon" path]].path. Although weaker in comparison to its boss battle, the HAL 826 has great stats across the board and is otherwise one of the best units you can craft in the game barring meta and MinMaxing builds.
* UnwillingRoboticisation: [[spoiler:Handler Handler Walter fights you after being captured by VII. Snail (whose Arena description helpfully informs the player that Snail likes to constantly tweak his augmentations and test them out on others). His demeanor during the fight indicates that it's done a number on his mind, with Walter noticably having trouble forming full sentences.]]sentences.
* TheWorfEffect: In Alea Iacta Est, ALLMIND [[CurbStompBattle crushes him]] just before the final battle, as you can see the remains of the HAL 625 at MIND GAMMA's feet.
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!!Reuse and Development (RaD)

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!!Reuse and Development (RaD)([=RaD=])

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!!Planetary Closure Administration



[[folder:[=EB-0309=] Strider]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_strider.jpg]]
[[caption-width-right:1000:Cornerstone of the RLF's arsenal]]

The "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.

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[[folder:[=EB-0309=] Strider]]

[[folder:[=AAP07=] Balteus]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_strider.org/pmwiki/pub/images/ac6_balteus.jpg]]
[[caption-width-right:1000:Cornerstone of [[caption-width-right:1000:Separating the RLF's arsenal]]

The "crowning glory" of
best from the Rubicon Liberation Front's militarization efforts, rest]]
[[quoteright:1000:[[labelnote:[[spoiler:Second appearance.]]]]https://static.tvtropes.org/pmwiki/pub/images/ac6_arquebus_balteus.jpg [[/labelnote]]]]

An autonomous PCA attack craft, menacing C4-621 after
the Strider is a gigantic mining and resource base that's been weaponized, particularly with attack on the installation of the Eye, a large laser cannon.Watchpoint.



* 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.
* 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 is able to momentarily cripple the gigantic vehicle merely by shooting ''one'' of its legs thanks to how poor its condition is.
* BaseOnWheels: The Strider is what you get when you upsize a SpiderTank until it becomes a battleship with turrets of all shapes and sizes.
* ColossusClimb: After causing the rearmost section of the Strider to crash, 621 jumps aboard and starts jumping around its sides in order to reach its sub-generators while the rest of it keeps walking acros the desert.
* CorridorCubbyholeRun: While traversing the Strider's body, the Eye is still actively targeting and firing on you, forcing players to find cover to avoid getting their AP melted away while trying to reach each sub-generator.
* {{Expy}}: With its design as a giant walking weapons platform, along with an initial approach sequence where the player has to dodge incoming fire, the Strider comes across as a poor man's version of [[VideoGame/ArmoredCoreForAnswer The Spirit of Motherwill]].
* ImprovisedWeapon: The RLF are trying to turn a civilian mining base into a weapons platform, to mixed results.
* LevelInBossClothing: Given how huge it is, the majority of the Strider's body is more of a platforming challenge that builds up to the actual boss fight against the Eye itself, which contains most of the Strider's health pool.
* MortonsFork: If you agree to destroy it, it... [[ShapedLikeItself gets destroyed]]. [[spoiler:If you agree to defend it, it gets destroyed even faster (before you even reach it), your mission objective switches to finding out just who or what took it down, and [[BlamedForBeingRailroaded you get hit with a massive fine for failing your contract]].]]
* 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 mostly 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.
* WeakSauceWeakness: [[spoiler:Using “pop up” tactics by using high-damage, long reload weapons such as the Bazooka or the later grenade launcher, as well as the eight cell missile launchers and standing on a side platform will allow you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.]]

to:

* AttackItsWeakPoint: The Strider is broken down into five soft spots that have to be destroyed AchillesHeel: Its shields take increased damage from pulse weapons, which you unlock before taking fighting it - this goes double since breaking its shields puts it in a staggered mode letting you capitalize on the Eye itself: one of damage. Secondly, while its legs missile attacks are effective - it needs to come to a full stop to launch them therefore giving you a good window of opportunity to blast it with heavier weapons.
* AttackDrone: The Balteus is an autonomous combat craft.
* BrokenArmorBossBattle: A good part of the fight is destroying its [[DeflectorShields Phase armor]] to cause actual damage.
* DeflectorShields: It's protected by Pulse Armor, requiring you to break it before you can work on its health bar.
* LightningBruiser: It's ''fast'', to the point where even high-speed [=ACs=] can struggle to keep up with it,
and four sub-generators that power it can and will turn an AC to scrap in seconds.
* RecurringBoss: [[spoiler:After
the Eye's DeflectorShields.
* AwesomeButImpractical: While
fight, the Strider ''looks'' imposing and has a fearsome long-range gun, Balteus's wreck is salvaged by Arquebus, who begin rebuilding it into the manned AC [=AAP07A=] Arquebus Balteus; the finished product is fought during the "Liberator of Rubicon" ending path, where it's still an industrial craft trying to do something it's not built to do. It's slow, full of obvious weak spots manned by V.II Snail and trades its main weapon is easily dodged by conventional weaponry for Arquebus' energy weaponry, thus sporting a brain-fried AC pilot. It's telling that 621 is able to momentarily cripple the gigantic vehicle merely by shooting ''one'' of new moveset (notably lacking its legs thanks to how poor its condition is.
* BaseOnWheels: The Strider is what you get when you upsize a SpiderTank until it becomes a battleship with turrets of all shapes
missile racks and sizes.
* ColossusClimb: After causing the rearmost section of the Strider to crash, 621 jumps aboard and starts jumping around its sides in order to reach its sub-generators while the rest of it keeps walking acros the desert.
* CorridorCubbyholeRun: While traversing the Strider's body, the Eye is still actively targeting and firing on you, forcing players to find cover to avoid getting their AP melted away while trying to reach each sub-generator.
* {{Expy}}: With its design as a giant walking weapons platform, along with an initial approach sequence where the player has to dodge incoming fire, the Strider comes across as a poor man's version of [[VideoGame/ArmoredCoreForAnswer The Spirit of Motherwill]].
* ImprovisedWeapon: The RLF are trying to turn a civilian mining base into a weapons platform, to mixed results.
* LevelInBossClothing: Given how huge it is, the majority of the Strider's body is more of a platforming challenge that builds up to the actual boss fight against the Eye itself, which contains most of the Strider's health pool.
* MortonsFork: If you agree to destroy it, it... [[ShapedLikeItself gets destroyed]]. [[spoiler:If you agree to defend it, it gets destroyed even faster (before you even reach it), your mission objective switches to finding out just who or what took it down, and [[BlamedForBeingRailroaded you get hit with a massive fine for failing your contract]].
flamethrower).]]
* PaperTiger: The fight against 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.
* MeaningfulName: "Balteus" is
the Strider illustrates how out of plural form for a belt Roman soldiers hung their depth the RLF is. Their most impressive swords from. The Balteus likewise is encircled with weapon racks that fire {{Macross Missile Massacre}}s ''at minimum''.
* MechaExpansionPack: The Balteus
is treated an AC suspended in a large, flight-capable weapons platform.
* TurnsRed: At roughly half health, it unleashes an [[SphereOfDestruction Assault Armor burst]], and then breaks out its flamethrowers, changing up its attack patterns
with contempt by Arquebus, who mostly consider it a nuisance swipes of hot fiery wrath.
* WalkingArmory: It's packed
to their Coral surveys. 621, the gills with hot leaden death, including [[MacrossMissileMassacre clouds of missiles]], a single no-name mercenary, destroys it before they've even finished half heavy artillery cannon, shotgun blasts, a rapid-fire autocannon, and dual flame emitters that double as [[FlamingSword flaming blades]] or a [[FireBreathingWeapon massive flamethrower.]]
* WakeUpCallBoss: The boss
of Chapter 1.
* WeakSauceWeakness: [[spoiler:Using “pop up” tactics by using high-damage, long reload weapons such as
1, and it ''will'' make sure that you know the Bazooka or ins and outs of the later grenade launcher, as well as the eight cell missile launchers and standing on a side platform will allow game cold before you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.]]go any further.



[[folder:[=HA-T-102=] Juggernaut]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_juggernaut.jpg]]
[[caption-width-right:1000:The Wall's last line of defense]]

A gargantuan mobile weapons platform and the primary objective of Operation Wallclimber.

to:

[[folder:[=HA-T-102=] Juggernaut]]

[[folder:[=AA-602=] CATAPHRACT]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_juggernaut.org/pmwiki/pub/images/ac6_cataphract.jpg]]
[[caption-width-right:1000:The Wall's last line of defense]]

A gargantuan mobile
[[caption-width-right:1000:When a weapons platform and the primary objective of Operation Wallclimber.loadout pack goes too far]]

A piloted PCA Special Operations weapon designed for land warfare. The RLF requests its destruction to prevent it from falling into Corporate hands.



* AttackItsWeakPoint: True to its name, Juggernaut's thick frontal armor makes head-on attacks ineffective, requiring the player to get around it.
* 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.
* LightningBruiser: It's the size of a building but is very capable of keeping up with an AC, thanks to its rocket boosters.
* MacrossMissileMassacre: one of its weapons is a swarm of missiles aimed right at you.
* NitroBoost: Is covered in rocket thrusters that it will use to not only charge enemies, but also to quickly reverse or turn around.
* PlayerNudge: V.IV Rusty [[GuestStarPartyMember helps out]] early in the fight, and tells the player to hit Juggernaut's sides and rear while he plays bait. After he's called away, the player has to then use that strategy without a decoy.
* RammingAlwaysWorks: Juggernaut will take advantage of its weight, armored prow, and rocket boosters to charge down your AC.
* TankGoodness: Juggernaut's a tracked vehicle that stands twice as tall as an AC.
* TurnsRed: Damage Juggernaut enough and it starts dropping land mines around it.
* WeaksauceWeakness: 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. Jumping on top of it, then using your pulse sword to greatly damage its ACS system in two strikes and firing away as its damage will allow you to beat him, as the pulse sword’s following system will allow you to track the boss even if it fires jet thrusters.

to:

* AttackItsWeakPoint: True to its name, Juggernaut's Its thick frontal armor makes head-on attacks ineffective, requiring it impervious everywhere, except the player to get around it.
* BackgroundBoss: It's actually visible at
MT that controls the start of whole thing. But considering it can only be hit from the level- front, the PCA likely considered that an acceptable risk, reasoning that no enemy would be [[CrazyEnoughToWork crazy enough to attack the CATAPHRACT head-on.]]
* DidntSeeThatComing: The PCA Captain [[OhCrap realizes too late]] that 621 ''isn't'' the same Raven, meaning they can't be predicted.
-->'''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.
* DidntThinkThisThrough: The developers of CATAPHRACT probably thought no one would be insane enough to attack it head-on because that would leave them exposed to
the "artillery piece" perched at enormous amount of front-facing weaponry it possesses. Unfortunately, 621 is, and destroys it handily, showing they didn't think about what would happen if somebody could weave through all that firepower.
* EarlyBirdCameo: Appeared as a prominent foe in both
the very top of Reveal and Story Trailers, though with more emphasis in the wall lobbing explosive shells at latter.
* 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.
* 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
you as you approach can't hold it still, it can be staggered ''really easily'' with the wall.
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.
* 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.
* JumpJetPacK: Is also equipped with jump jets, mostly for short hops or to reorient itself.
* LightningBruiser: It's Despite its hulking size, it zips around the size ice fields like a hot rod doing wheelies.
* MeaningfulName: A cataphract was form
of a building but is very capable of keeping up with an AC, thanks to its rocket boosters.
* MacrossMissileMassacre: one of its weapons is a swarm of missiles aimed right at you.
* NitroBoost: Is covered in rocket thrusters
heavy cavalry that existed in ancient Persia, Eurasia, and Northern Africa, making it will use to not only charge enemies, but also to quickly reverse or turn around.
* PlayerNudge: V.IV Rusty [[GuestStarPartyMember helps out]] early in
an appropriate description for the fight, and tells PCA's latest tank.
* MetaMecha: The tank unit is actually built around basic bipedal MT, though
the player to hit Juggernaut's sides and rear while he plays bait. After he's called away, the player has to then use briefing indicates that strategy without a decoy.
the two are connected by the latter's shoulder sockets, meaning it can't be casually removed.
* RammingAlwaysWorks: Juggernaut will take advantage of MultiTrackDrifting: Is fast enough to do donuts across the battlefield, which is probably helped by it being battled on snow and ice.
* NoodleIncident: The pilot, confusing 621 for the original Raven, claims that the latter is to blame for the PCA losing
its weight, armored prow, and rocket boosters grip on Rubicon-3 due to charge down your AC.
some sort of leak, which allowed the Corporations to invade the planet.
* TankGoodness: Juggernaut's It's a tracked vehicle that stands twice as tall as an AC.
gigantic tank with insane speed, agility, and a ridiculous collection of weaponry.
* TurnsRed: Damage Juggernaut enough Once damaged enough, it changes up its movement and attack patterns to keep 621 from getting a clean shot at its front.
* ViolationOfCommonSense: The primary design flaw of [[DidntThinkThisThrough shooting
it starts dropping land mines around it.
* WeaksauceWeakness: Juggernaut carries lots
head-on]] into the blaze of bullets, missiles and lots of ranged weapons and makes standing lasers is something no average, life-preserving combatant would ever consider trying to do unless they know damn well what they're doing, or they've got no other choice, like 617's near-sacrifice in its front arc very dangrous, but it has almost nothing for close-in defense, meaning that the Story Trailer to disable a CATAPHRACT. For 621, it's almost incapable of attacking the job or nothing and they have no compunctions about rushing straight into danger, so violating common sense is effectively your primary option to do anything that's standing directly on top of it. Jumping on top of it, then using your pulse sword worth a damn to greatly damage the machine.
* 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 ACS system in two strikes and firing away as its damage way.
* WolfpackBoss: [[spoiler:The first time 621 encounters a CATAPHRACT, it
will allow you to beat him, as engage 621 alone in a one-on-one boss battle. However, if the pulse sword’s following system player follows the Alea Iacta Est story missions, 621 will allow you to track encounter a CATAPHRACT backed up a by two of the boss even if it fires jet thrusters.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.]]



[[folder:[=AAP07=] Balteus]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_balteus.jpg]]
[[caption-width-right:1000:Separating the best from the rest]]
[[quoteright:1000:[[labelnote:[[spoiler:Second appearance.]]]]https://static.tvtropes.org/pmwiki/pub/images/ac6_arquebus_balteus.jpg [[/labelnote]]]]

An autonomous PCA attack craft, menacing C4-621 after the attack on the Watchpoint.

to:

[[folder:[=AAP07=] Balteus]]

[[folder:[=AAP03=] Enforcer]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_balteus.org/pmwiki/pub/images/ac6_enforcer.jpg]]
[[caption-width-right:1000:Separating [[caption-width-right:1000: Termination Mode activated]]

An autonomous, AI-controlled AC tasked with guarding
the best from the rest]]
[[quoteright:1000:[[labelnote:[[spoiler:Second appearance.]]]]https://static.tvtropes.org/pmwiki/pub/images/ac6_arquebus_balteus.jpg [[/labelnote]]]]

An autonomous PCA attack craft, menacing C4-621 after the attack on the Watchpoint.
underground facilities of Depth 3.



* AchillesHeel: Its shields take increased damage from pulse weapons, which you unlock before fighting it - this goes double since breaking its shields puts it in a staggered mode letting you capitalize on the damage. Secondly, while its missile attacks are effective - it needs to come to a full stop to launch them therefore giving you a good window of opportunity to blast it with heavier weapons.
* AttackDrone: The Balteus is an autonomous combat craft.
* BrokenArmorBossBattle: A good part of the fight is destroying its [[DeflectorShields Phase armor]] to cause actual damage.
* DeflectorShields: It's protected by Pulse Armor, requiring you to break it before you can work on its health bar.
* 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.
* RecurringBoss: [[spoiler:After the fight, the Balteus's wreck is salvaged by Arquebus, who begin rebuilding it into the manned AC [=AAP07A=] Arquebus Balteus; the finished product is fought during the "Liberator of Rubicon" ending path, where it's manned by V.II Snail and trades its conventional weaponry for Arquebus' energy weaponry, thus sporting a new moveset (notably lacking its missile racks and flamethrower).]]
* 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.
* MeaningfulName: "Balteus" is the plural form for a belt Roman soldiers hung their swords from. The Balteus likewise is encircled with weapon racks that fire {{Macross Missile Massacre}}s ''at minimum''.
* MechaExpansionPack: The Balteus is an AC suspended in a large, flight-capable weapons platform.
* 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.
* 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.]]
* WakeUpCallBoss: The boss of Chapter 1, and it ''will'' make sure that you know the ins and outs of the game cold before you go any further.

to:

* AchillesHeel: {{BFG}}: Its shields take increased damage from main gun, a pulse weapons, which you unlock before fighting cannon, is so huge it's the only AC gun in the game that is actually used with two hands like a rifle.
* FightsLikeANormal: One of the most disconcerting things about
it - this goes double since breaking is that it moves and fights almost exactly like an ordinary AC despite being so much larger. Most giant enemies aren't nearly so agile and versatile.
* DeadlyLunge: One of
its shields puts it in a staggered mode letting you capitalize on the damage. Secondly, while its missile attacks are effective - when it needs to come to a full stop TurnsRed is to launch them therefore giving you itself at you, laser blade first. If it hits, you're going to receive a good window nasty one-two strike from that blade.
* HumongousMecha: In a game full
of opportunity to blast it with heavier weapons.
* AttackDrone: The Balteus is an autonomous
ten-metre-tall humanoid combat craft.
* BrokenArmorBossBattle: A good part of
robots, the fight Enforcer stands out by being at least twice the size of anything the player can field.
* JackOfAllStats: As far as ''Armored Core'' bosses go, the Enforcer
is destroying pretty run-of-the-mill. It has access to a decent selection of ranged and melee attacks, but has no special gimmicks to look out for. On the flipside, it leaves few glaring flaws in its [[DeflectorShields Phase armor]] to cause actual damage.
* DeflectorShields: It's protected by Pulse Armor, requiring you to break it before you
design that can work on its health bar.
be easily exploited by the player.
* LightningBruiser: It's ''fast'', to the point where even high-speed [=ACs=] can struggle to keep up with it, and Not only does it can and will turn an AC to scrap in seconds.
* RecurringBoss: [[spoiler:After the fight, the Balteus's wreck is salvaged by Arquebus, who begin rebuilding it into the manned AC [=AAP07A=] Arquebus Balteus; the finished product is fought during the "Liberator of Rubicon" ending path, where
hit like a freight train, it's manned by V.II Snail almost as agile as an enemy AC (though nowhere near as fast as the Balteus).
* ShockwaveStomp: Once it TurnsRed, one of its new attacks is to leap into the air
and trades do a SwordPlant with its conventional weaponry for Arquebus' laser blade that sends a shockwave of energy weaponry, thus sporting a new moveset (notably lacking its missile racks and flamethrower).bursting out from around it. [[spoiler:You can avoid it by taking to the air, or navigating around to the Enforcer's rear.]]
* MacrossMissileMassacre: Emphasis on "massacre," with TransformingMecha: When you first encounter it capable of launching both a tight cloud of homing missiles or an orb-shaped sphere of heat-seeking death.
* MeaningfulName: "Balteus" is
blowing away Balam's soldiers, the plural form for Enforcer's in a belt Roman soldiers hung their swords from. The Balteus likewise is encircled with weapon racks configuration that fire {{Macross Missile Massacre}}s ''at minimum''.
* MechaExpansionPack: The Balteus is an AC suspended in a large, flight-capable weapons platform.
* TurnsRed: At roughly half health,
makes it unleashes an [[SphereOfDestruction Assault Armor burst]], and then breaks out its flamethrowers, changing up its attack patterns with swipes of hot fiery wrath.
* WalkingArmory: It's packed to
resemble a SpiderTank. When you finally corner it at 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.]]
* WakeUpCallBoss: The boss of Chapter 1, and it ''will'' make sure that you know the ins and outs
end of the game cold before you go any further. stage, it transforms into "Termination Mode" to do battle with you.



[[folder:[=EC-0804=] Smart Cleaner]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_smart_cleaner.jpg]]
[[caption-width-right:1000:When trash disposal involves mechas]]

An autonomous industrial robot built for large-scale structural disassembly and scrap recycling, repurposed by [=RaD=] into a formidable combat unit.

to:

[[folder:[=EC-0804=] Smart Cleaner]]

!!Rubicon Liberation Front
[[folder:[=EB-0309=] Strider]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_smart_cleaner.org/pmwiki/pub/images/ac6_strider.jpg]]
[[caption-width-right:1000:When trash disposal involves mechas]]

An autonomous industrial robot built for large-scale structural disassembly
[[caption-width-right:1000:Cornerstone of the RLF's arsenal]]

The "crowning glory" of the Rubicon Liberation Front's militarization efforts, the Strider is a gigantic mining
and scrap recycling, repurposed by [=RaD=] into resource base that's been weaponized, particularly with the installation of the Eye, a formidable combat unit.large laser cannon.



* AttackItsWeakpoint: The Smart Cleaner's only unarmored parts are the large furnace on its top or the opening at its front.
* 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.
* 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.
* KillItWithFire: Being a mobile scrap recycling plant complete with an onboard furnace, some of its attacks involve dispensing fiery death in your direction.
* RecurringBoss: [[spoiler:A second Smart Cleaner appears on the Xylem during the Liberator of Rubicon story branch.]]
* ThisIsADrill: Somewhere between this and ChainsawGood, its main weapons are the two gigantic red-hot scrap crushers on its arms.

to:

* AttackItsWeakpoint: AttackItsWeakPoint: The Smart Cleaner's only unarmored parts are Strider is broken down into five soft spots that have to be destroyed before taking on the large furnace on Eye itself: one of its top or legs and four sub-generators that power the opening at Eye's DeflectorShields.
* 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 front.
main weapon is easily dodged by a brain-fried AC pilot. It's telling that 621 is able to momentarily cripple the gigantic vehicle merely by shooting ''one'' of its legs thanks to how poor its condition is.
* BaseOnWheels: The Strider is what you get when you upsize a SpiderTank until it becomes a battleship with turrets of all shapes and sizes.
* ColossusClimb: After causing the rearmost section of the Strider to crash, 621 jumps aboard and starts jumping around its sides in order to reach its sub-generators while the rest of it keeps walking acros the desert.
* CorridorCubbyholeRun: While traversing the Strider's body, the Eye is still actively targeting and firing on you, forcing players to find cover to avoid getting their AP melted away while trying to reach each sub-generator.
* {{Expy}}: With its design as a giant walking weapons platform, along with an initial approach sequence where the player has to dodge incoming fire, the Strider comes across as a poor man's version of [[VideoGame/ArmoredCoreForAnswer The Spirit of Motherwill]].
* ImprovisedWeapon: Much like The RLF are trying to turn a civilian mining base into a weapons platform, to mixed results.
* LevelInBossClothing: Given how huge it is,
the rest majority of [=RaD=]'s handiwork, the Smart Cleaner Strider's body is an industrial machine converted for combat, albeit without much in more of a platforming challenge that builds up to the way of extra weaponry other than its furnace and scrap crushers.
* IronicNickname: Almost certainly one of Cinder Carla's in-jokes, its name makes it sound like a glorified Roomba...
actual boss fight against the Eye itself, which it basically is, if that Roomba was contains most of the size of a 20-story building Strider's health pool.
* MortonsFork: If you agree to destroy it, it... [[ShapedLikeItself gets destroyed]]. [[spoiler:If you agree to defend it, it gets destroyed even faster (before you even reach it), your mission objective switches to finding out just who or what took it down,
and designed to "clean" the carcasses of long-abandoned megastructures.
* KillItWithFire: Being a mobile scrap recycling plant complete
[[BlamedForBeingRailroaded you get hit with an onboard furnace, some of its attacks involve dispensing fiery death in a massive fine for failing your direction.
* RecurringBoss: [[spoiler:A second Smart Cleaner appears on the Xylem during the Liberator of Rubicon story branch.
contract]].]]
* ThisIsADrill: Somewhere between this and ChainsawGood, its main 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 mostly 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.
* WeakSauceWeakness: [[spoiler:Using “pop up” tactics by using high-damage, long reload
weapons are such as the two gigantic red-hot scrap crushers Bazooka or the later grenade launcher, as well as the eight cell missile launchers and standing on its arms.a side platform will allow you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.]]



[[folder:[=IA-13=] Sea Spider]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_seaspider.jpg]]
[[caption-width-right:1000:[[MemeticMutation "Guess you just can't beat the Institute..."]]]]

A 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.

to:

[[folder:[=IA-13=] Sea Spider]]

[[folder:[=HA-T-102=] Juggernaut]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_seaspider.org/pmwiki/pub/images/ac6_juggernaut.jpg]]
[[caption-width-right:1000:[[MemeticMutation "Guess you just can't beat [[caption-width-right:1000:The Wall's last line of defense]]

A gargantuan mobile weapons platform and
the Institute..."]]]]

A relic from before the Fire
primary objective 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.
Operation Wallclimber.



* AchillesHeel: The sheer size of it - especially in a fairly small arena - means it's ridiculously easy to hit with heavy weapons and stagger it time after time as long as you keep your camera in its general direction. 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, meaning that tetrapod legs can simply hover around it and avoid most of its most devastating attacks.
* DeathFromAbove: In its second phase it switches to a completely airborne mode, raining laser strikes on the player 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.
* {{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.
* LogicalWeakness: Phase two has immense air to ground capabilities, but barely any air to air combat. If running a tetrapod Armored Core or other aerial builds, players might as well have won unless the first phase really put them through the wringer.
* LostSuperWeapon: It's a C-Weapon created by the defunct Institute, and it runs on Coral, giving it dangerous energy projectiles.
* SpiderTank: An unmanned version. Its second phase has it adopt a completely airborne form.
* 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.
* RecurringBoss: [[spoiler:During the final boss fight of the GoldenEnding, ALLMIND summons two second phase Sea Spiders to assist it.]]

to:

* AchillesHeel: The sheer size AttackItsWeakPoint: True to its name, Juggernaut's thick frontal armor makes head-on attacks ineffective, requiring the player to get around it.
* BackgroundBoss: It's actually visible at the start
of it - especially in a fairly small arena - means the level- it's ridiculously easy the "artillery piece" perched at the very top of the wall lobbing explosive shells at you as you approach the wall.
* LightningBruiser: It's the size of a building but is very capable of keeping up with an AC, thanks to its rocket boosters.
* MacrossMissileMassacre: one of its weapons is a swarm of missiles aimed right at you.
* NitroBoost: Is covered in rocket thrusters that it will use to not only charge enemies, but also to quickly reverse or turn around.
* PlayerNudge: V.IV Rusty [[GuestStarPartyMember helps out]] early in the fight, and tells the player
to hit with heavy Juggernaut's sides and rear while he plays bait. After he's called away, the player has to then use that strategy without a decoy.
* RammingAlwaysWorks: Juggernaut will take advantage of its weight, armored prow, and rocket boosters to charge down your AC.
* TankGoodness: Juggernaut's a tracked vehicle that stands twice as tall as an AC.
* TurnsRed: Damage Juggernaut enough and it starts dropping land mines around it.
* WeaksauceWeakness: Juggernaut carries lots and lots of ranged
weapons and stagger it time after time as long as you keep your camera makes standing in its general direction. In its second phase it can rain death from above on you, front arc very dangrous, but barely can do it has almost nothing for close-in defense, meaning that it's almost incapable of attacking anything that's actually standing directly on top of it. Jumping on top of it, then using your pulse sword to greatly damage its elevation or above it, meaning that tetrapod legs can simply hover around it and avoid most of its most devastating attacks.
* DeathFromAbove: In its second phase it switches to a completely airborne mode, raining laser
ACS system in two strikes on the player below. Standing on the ground during that phase can be a death sentence and firing away as its damage will allow you to beat him, as the explosions happening below can wipe a large chunk of your AP.
* {{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
pulse sword’s following system will use allow you to eliminate problematic individuals, like track the Ice Worm later on that is also sicced on 621.
* LogicalWeakness: Phase two has immense air to ground capabilities, but barely any air to air combat. If running a tetrapod Armored Core or other aerial builds, players might as well have won unless the first phase really put them through the wringer.
* LostSuperWeapon: It's a C-Weapon created by the defunct Institute, and it runs on Coral, giving it dangerous energy projectiles.
* SpiderTank: An unmanned version. Its second phase has it adopt a completely airborne form.
* 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.
* RecurringBoss: [[spoiler:During the final
boss fight of the GoldenEnding, ALLMIND summons two second phase Sea Spiders to assist it.]]even if it fires jet thrusters.



[[folder:[=AA-602=] CATAPHRACT]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_cataphract.jpg]]
[[caption-width-right:1000:When a weapons loadout pack goes too far]]

A piloted PCA Special Operations weapon designed for land warfare. The RLF requests its destruction to prevent it from falling into Corporate hands.

to:

[[folder:[=AA-602=] CATAPHRACT]]

!!Reuse and Development (RaD)
[[folder:[=EC-0804=] Smart Cleaner]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_cataphract.org/pmwiki/pub/images/ac6_smart_cleaner.jpg]]
[[caption-width-right:1000:When a weapons loadout pack goes too far]]

A piloted PCA Special Operations weapon designed
trash disposal involves mechas]]

An autonomous industrial robot built
for land warfare. The RLF requests its destruction to prevent it from falling large-scale structural disassembly and scrap recycling, repurposed by [=RaD=] into Corporate hands.a formidable combat unit.



* 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.]]
* DidntSeeThatComing: The PCA Captain [[OhCrap realizes too late]] that 621 ''isn't'' the same Raven, meaning they can't be predicted.
-->'''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.
* DidntThinkThisThrough: The developers of CATAPHRACT probably thought no one would be insane enough to attack it head-on because that would leave them exposed to the enormous amount of front-facing weaponry it possesses. Unfortunately, 621 is, and destroys it handily, showing they didn't think about what would happen if somebody could weave through all that firepower.
* EarlyBirdCameo: Appeared as a prominent foe in both the Reveal and Story Trailers, though with more emphasis in the latter.
* 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.
* 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 you can't hold it 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.
* 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.
* JumpJetPacK: Is also equipped with jump jets, mostly for short hops or to reorient itself.
* LightningBruiser: Despite its hulking size, it zips around the ice fields like a hot rod doing wheelies.
* 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.
* 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.
* MultiTrackDrifting: Is fast enough to do donuts across the battlefield, which is probably helped by it being battled on snow and ice.
* 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.
* TankGoodness: It's a gigantic tank with insane speed, agility, and a ridiculous collection of weaponry.
* TurnsRed: Once damaged enough, it changes up its movement and attack patterns to keep 621 from getting a clean shot at its front.
* ViolationOfCommonSense: The primary design flaw of [[DidntThinkThisThrough shooting it head-on]] into the blaze of bullets, missiles and lasers is something no average, life-preserving combatant would ever consider trying to do unless they know damn well what they're doing, or they've got no other choice, like 617's near-sacrifice in the Story Trailer to disable a CATAPHRACT. For 621, it's the job or nothing and they have no compunctions about rushing straight into danger, so violating common sense is effectively your primary option to do anything worth a damn to the machine.
* 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.
* WolfpackBoss: [[spoiler:The first time 621 encounters a CATAPHRACT, it will engage 621 alone in a one-on-one boss battle. However, if the player follows the Alea Iacta Est story missions, 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.]]

to:

* AttackItsWeakPoint: Its thick armor AttackItsWeakpoint: The Smart Cleaner's only unarmored parts are the large furnace on its top or the opening at its front.
* 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.
* IronicNickname: Almost certainly one of Cinder Carla's in-jokes, its name
makes it impervious everywhere, except the MT sound like a glorified Roomba... which it basically is, if that controls Roomba was the whole thing. But considering it can only be hit from size of a 20-story building and designed to "clean" the front, carcasses of long-abandoned megastructures.
* KillItWithFire: Being a mobile scrap recycling plant complete with an onboard furnace, some of its attacks involve dispensing fiery death in your direction.
* RecurringBoss: [[spoiler:A second Smart Cleaner appears on
the PCA likely considered that an acceptable risk, reasoning that no enemy would be [[CrazyEnoughToWork crazy enough to attack Xylem during the CATAPHRACT head-on.Liberator of Rubicon story branch.]]
* DidntSeeThatComing: The PCA Captain [[OhCrap realizes too late]] that 621 ''isn't'' the same Raven, meaning they can't be predicted.
-->'''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
ThisIsADrill: Somewhere between this is, it's ''not'' Raven.
* DidntThinkThisThrough: The developers of CATAPHRACT probably thought no one would be insane enough to attack it head-on because that would leave them exposed to the enormous amount of front-facing weaponry it possesses. Unfortunately, 621 is,
and destroys it handily, showing they didn't think about what would happen if somebody could weave through all that firepower.
* EarlyBirdCameo: Appeared as a prominent foe in both the Reveal and Story Trailers, though with more emphasis in the latter.
* 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.
* GameplayAndStoryIntegration: The Story Trailer shows the CATAPHRACT being completely stopped in
ChainsawGood, its place by 617 ramming into it and then going full GatlingGood until their AC near-entirely failed. While you can't hold it still, it can be staggered ''really easily'' with the right weapons; even beyond the gatling gun, high ACS damage main weapons like shotguns and melee in particular utterly decimate its Attitude Stability and leave it vulnerable in no time.
* 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.
* JumpJetPacK: Is also equipped with jump jets, mostly for short hops or to reorient itself.
* LightningBruiser: Despite its hulking size, it zips around the ice fields like a hot rod doing wheelies.
* 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.
* MetaMecha: The tank unit is actually built around basic bipedal MT, though the briefing indicates that
are the two are connected by the latter's shoulder sockets, meaning it can't be casually removed.
* MultiTrackDrifting: Is fast enough to do donuts across the battlefield, which is probably helped by it being battled on snow and ice.
* 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.
* TankGoodness: It's a
gigantic tank with insane speed, agility, and a ridiculous collection of weaponry.
* TurnsRed: Once damaged enough, it changes up
red-hot scrap crushers on its movement and attack patterns to keep 621 from getting a clean shot at its front.
* ViolationOfCommonSense: The primary design flaw of [[DidntThinkThisThrough shooting it head-on]] into the blaze of bullets, missiles and lasers is something no average, life-preserving combatant would ever consider trying to do unless they know damn well what they're doing, or they've got no other choice, like 617's near-sacrifice in the Story Trailer to disable a CATAPHRACT. For 621, it's the job or nothing and they have no compunctions about rushing straight into danger, so violating common sense is effectively your primary option to do anything worth a damn to the machine.
* 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.
* WolfpackBoss: [[spoiler:The first time 621 encounters a CATAPHRACT, it will engage 621 alone in a one-on-one boss battle. However, if the player follows the Alea Iacta Est story missions, 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.]]
arms.



[[folder:[=IA-02=] Ice Worm]]
Another 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.

to:

[[folder:[=IA-02=] Ice Worm]]
Another Coral-powered C-Weapon left behind
!!Rubicon Research Institute
[[folder:[=IA-13=] Sea Spider]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_seaspider.jpg]]
[[caption-width-right:1000:[[MemeticMutation "Guess you just can't beat the Institute..."]]]]

A relic from before the Fire of Ibis, the Sea Spider is a "C-Weapon" that was developed
by the Institute, the Ice Worm is a gigantic tunneling machine that Rubicon Research Institute. It suddenly appears after 621 and Rusty just took down to attack C4-621 while they try to board a cargo launcher to reach the PCA's berthed warship fleet. It serves as Ice Fields across the Final Boss of Chapter 3.ocean.



* AchillesHeel: The sheer size of it - especially in a fairly small arena - means it's ridiculously easy to hit with heavy weapons and stagger it time after time as long as you keep your camera in its general direction. 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, meaning that tetrapod legs can simply hover around it and avoid most of its most devastating attacks.
* DeathFromAbove: In its second phase it switches to a completely airborne mode, raining laser strikes on the player 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.
* {{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.
* LogicalWeakness: Phase two has immense air to ground capabilities, but barely any air to air combat. If running a tetrapod Armored Core or other aerial builds, players might as well have won unless the first phase really put them through the wringer.
* LostSuperWeapon: It's a C-Weapon created by the defunct Institute, and it runs on Coral, giving it dangerous energy projectiles.
* SpiderTank: An unmanned version. Its second phase has it adopt a completely airborne form.
* 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.
* RecurringBoss: [[spoiler:During the final boss fight of the GoldenEnding, ALLMIND summons two second phase Sea Spiders to assist it.]]
[[/folder]]

[[folder:[=IA-02=] Ice Worm]]
Another 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.
----



[[folder:[=AAP03=] Enforcer]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_enforcer.jpg]]
[[caption-width-right:1000: Termination Mode activated]]

An autonomous, AI-controlled AC tasked with guarding the underground facilities of Depth 3.

to:

[[folder:[=AAP03=] Enforcer]]

[[folder:[=IB-01=] CEL 240]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_enforcer.org/pmwiki/pub/images/ac6_ib_cel.jpg]]
[[caption-width-right:1000: Termination Mode activated]]

[[caption-width-right:1000:Guardian of the Coral Convergence]]

An autonomous, ultra-advanced, AI-controlled Ibis-series AC tasked with guarding that protects [[spoiler:the Coral Convergence in the underground facilities of Depth 3.Institute City]].



* {{BFG}}: Its main gun, a pulse cannon, is so huge it's the only AC gun in the game that is actually used with two hands like a rifle.
* FightsLikeANormal: One of the most disconcerting things about it is that it moves and fights almost exactly like an ordinary AC despite being so much larger. Most giant enemies aren't nearly so agile and versatile.
* DeadlyLunge: One of its attacks when it TurnsRed is to launch itself at you, laser blade first. If it hits, you're going to receive a nasty one-two strike from that blade.
* HumongousMecha: In a game full of ten-metre-tall humanoid combat robots, the Enforcer stands out by being at least twice the size of anything the player can field.
* JackOfAllStats: As far as ''Armored Core'' bosses go, the Enforcer is pretty run-of-the-mill. It has access to a decent selection of ranged and melee attacks, but has no special gimmicks to look out for. On the flipside, it leaves few glaring flaws in its design that can be easily exploited by the player.
* LightningBruiser: Not only does it hit like a freight train, it's almost as agile as an enemy AC (though nowhere near as fast as the Balteus).
* 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.]]
* TransformingMecha: When you first encounter it blowing away Balam's soldiers, the Enforcer's in a configuration that makes it resemble a SpiderTank. When you finally corner it at the end of the stage, it transforms into "Termination Mode" to do battle with you.

[[/folder]]

[[folder:[=IB-01=] CEL 240]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_ib_cel.jpg]]
[[caption-width-right:1000:Guardian of the Coral Convergence]]

An ultra-advanced, AI-controlled Ibis-series AC that protects [[spoiler:the Coral Convergence in the Institute City]].
----

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It'll likely be brought up in its artbook leave it


[[folder:[=IB-07=] SOL 644 ('''MAJOR SPOILERS''')]]

to:

!!'''''SPOILER BOSSES'''''

'''WARNING: The following characters are Administrivia/SpoilersOff.'''
[[folder:[=IB-07=] SOL 644 ('''MAJOR SPOILERS''')]]644]]



[[folder:[=IB-C03=] HAL 826 ('''MAJOR SPOILERS''')]]

to:

[[folder:[=IB-C03=] HAL 826 ('''MAJOR SPOILERS''')]]826]]



[[folder:'''The Final Boss''' ('''MAJOR SPOILERS''')]]

to:

[[folder:'''The Final Boss''' ('''MAJOR SPOILERS''')]]Boss''']]



The FinalBoss of the [[spoiler:Alea Iacta Est]] path. It is [[spoiler:the SOL 644 after ALLMIND salvages and recycles it into its personal machine. It shows up to fight you after you defeat the MIND GAMMA in the first phase, bringing a whole new arsenal of weapons to bear.]]

to:

The FinalBoss of the [[spoiler:Alea Alea Iacta Est]] Est path. It is [[spoiler:the SOL 644 after ALLMIND salvages and recycles it into its personal machine. It shows up to fight you after you defeat the After defeating MIND GAMMA in the first phase, bringing a whole new arsenal ALLMIND calls in three heavily modified C-Weapons, one of weapons to bear.]]which was originally SOL 644.



* AceCustom: [[spoiler:It's all but outright stated that the mech ALLMIND uses in the second phase is heavily a modfied SOL 644. It sacrifices a lot of its abilities in that route in favor of souped-up blast attacks, massive WolverineClaws, two Sea Spiders backing it up, and the ability to fire massive lasers.]]
* CurbStompBattle: [[spoiler: 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 the MIND DELTA has effectively 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.]]
* DarkIsEvil: [[spoiler:Instead of the gleaming white of the original SOL 644 and even the slightly darker silver of its predecessors, MIND DELTA is a very dark grey that almost borders on black in some shots. [[WellIntentionedExtremist Well-intentionedness]] of ALLMIND aside, Iguazu ''definitely'' qualifies, especially when he pulls a VillainOverride on ALLMIND in a later stage of their boss fight.]]
* TheDeterminator: [[spoiler:While being controlled by by Iguazu, it tries one last time to attack 621 with its WolverineClaws even as it's completely defeated and critically damaged, but only succeeds in overloading itself entirely.]]
* ExtraEyes: Initially appearing to be faceless when first encountered, it opens up its face to reveal seven bluish green eyes spaced evenly around the center, similar to its original counterpart.
* LightningBruiser: Exactly as hulking and powerful as [[spoiler:the original SOL 644]] and exactly as agile, too. [[spoiler:At least it doesn't have the Pulse Armor this time around.]]
* SwordBeam: It retains the Coral Oscillator from [[spoiler:its original self]], now colored blue this time around, but ditches it in the later stage of its fight, in exchange for its WolverineClaws.
* TurnsRed: [[spoiler:After getting knocked down to half health, MIND DELTA unleashes a massive energy wave that disables both Ayre's ECHO and ALLMIND's control over it in addition to 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 Iguazu's current mental state.]]
* WolfpackBoss: [[spoiler: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 MIND DELTA.]]
* 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.

to:

* AceCustom: [[spoiler:It's It's all but outright stated that the mech ALLMIND uses in the second phase is heavily a modfied modified SOL 644. It sacrifices a lot of its has different abilities in that route in favor of such as souped-up blast attacks, massive WolverineClaws, two Sea Spiders backing it up, and the ability to fire massive lasers.]]
lasers.
* CurbStompBattle: [[spoiler: If [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 the MIND DELTA has effectively ALLMIND 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.]]
himself.
* DarkIsEvil: [[spoiler:Instead of the gleaming white of the original SOL 644 and even the slightly darker silver of its predecessors, MIND DELTA is ALLMIND's mechs sport a very dark grey that almost borders on black in some shots. [[WellIntentionedExtremist Well-intentionedness]] of ALLMIND aside, Iguazu ''definitely'' qualifies, especially when he pulls a VillainOverride on ALLMIND in a later stage of their boss fight.]]
fight.
* TheDeterminator: [[spoiler:While While being controlled by by Iguazu, it tries one last time to attack 621 with its WolverineClaws even as though it's completely defeated and critically damaged, but only succeeds in overloading itself entirely.]]
entirely.
* ExtraEyes: Initially appearing to be faceless when first encountered, it opens up its face to reveal seven bluish green bluish-green eyes spaced evenly around the center, similar to its original counterpart.
* LightningBruiser: Exactly as As hulking and powerful as [[spoiler:the the original SOL 644]] 644 and exactly as agile, too. [[spoiler:At least it doesn't have the Pulse Armor this time around.]]
agile. Though, unlike
* SwordBeam: It retains the Coral Oscillator from [[spoiler:its its original self]], self, now colored blue this time around, blue, but ditches it in the later stage second phase of its fight, fight in exchange for its WolverineClaws.
* TurnsRed: [[spoiler:After After getting knocked down to half health, MIND DELTA Iguazu unleashes a massive energy wave that disables both Ayre's ECHO and ALLMIND's control over it in addition to 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 Iguazu's current mental state.]]
state.
* WolfpackBoss: [[spoiler:It 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 MIND DELTA.]]
SOL.
* 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.
Is there an issue? Send a MessageReason:
No need for an unofficial name, just say ALLMIND.


!![=51-004 K=] MIND DELTA[[note]]unofficial and may be subject to change[[/note]]

to:

!![=51-004 K=] MIND DELTA[[note]]unofficial and may be subject to change[[/note]]!!ALLMIND



* AceCustom: It's heavily implied that [[spoiler:through virtue of its extremely similar appearance and style of movement, MIND DELTA is actually the SOL 644, the FinalBoss of the “Fires of Raven” route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a result, it sacrifices a lot of its abilities in that route, such as its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot of new ones here, such as souped up blast attacks, massive WolverineClaws, two Sea Spiders backing it up, and the ability to fire massive lasers.]]

to:

* AceCustom: It's [[spoiler:It's all but outright stated that the mech ALLMIND uses in the second phase is heavily implied that [[spoiler:through virtue of its extremely similar appearance and style of movement, MIND DELTA is actually the a modfied SOL 644, the FinalBoss of the “Fires of Raven” route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a result, it 644. It sacrifices a lot of its abilities in that route, such as its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot route in favor of new ones here, such as souped up souped-up blast attacks, massive WolverineClaws, two Sea Spiders backing it up, and the ability to fire massive lasers.]]



* DarkIsEvil: [[spoiler:Instead of the gleaming white of the original SOL 644 and even the slightly darker silver of its predecessors, MIND DELTA 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.]]

to:

* DarkIsEvil: [[spoiler:Instead of the gleaming white of the original SOL 644 and even the slightly darker silver of its predecessors, MIND DELTA 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 Well-intentionedness]] of ALLMIND aside, Iguazu ''definitely'' qualifies, especially when he pulls a VillainOverride on ALLMIND in the a later stage of their boss fight.]]
Is there an issue? Send a MessageReason:
None


* CurbStompBattle: [[spoiler: 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 the MIND DELTA has effectively 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.

to:

* CurbStompBattle: [[spoiler: 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 the MIND DELTA has effectively 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.]]
Is there an issue? Send a MessageReason:
None


* AceCustom: It's heavily implied that [[spoiler:through virtue of its extremely similar appearance and style of movement, MIND DELTA is actually the SOL 644, the FinalBoss of the “Fires of Raven” route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a result, it sacrifices a lot of its abilities in that route, such as its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot of new ones here, such as souped up blast attacks, massive WolverineClaws, two SEA SPIDERs backing it up, and the ability to fire massive lasers.]]

to:

* AceCustom: It's heavily implied that [[spoiler:through virtue of its extremely similar appearance and style of movement, MIND DELTA is actually the SOL 644, the FinalBoss of the “Fires of Raven” route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a result, it sacrifices a lot of its abilities in that route, such as its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot of new ones here, such as souped up blast attacks, massive WolverineClaws, two SEA SPIDERs Sea Spiders backing it up, and the ability to fire massive lasers.]]
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None

Added DiffLines:

* CurbStompBattle: [[spoiler: 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 the MIND DELTA has effectively 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.

Changed: 236

Removed: 222

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* TurnsRed: [[spoiler:After getting knocked down to half health, MIND DELTA unleashes a massive energy wave that disables both Ayre's ECHO and ALLMIND's control over it in addition to 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 Iguazu's current mental state.]]
* TheLastOfTheseisNotLikeTheOthers:
* WolfpackBoss: [[spoiler: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 MIND DELTA.]]

to:

* TurnsRed: [[spoiler:After getting knocked down to half health, MIND DELTA unleashes a massive energy wave that disables both Ayre's ECHO and ALLMIND's control over it in addition to the SEA SPIDERs 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 Iguazu's current mental state.]]
* TheLastOfTheseisNotLikeTheOthers:
* WolfpackBoss: [[spoiler:It is assisted by two second-phase SEA SPIDERs 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 MIND DELTA.]]

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The FinalBoss of the [[spoiler:Fires of Raven]] path. [[spoiler:An ALLMIND-controlled version also appears in the Alea Iacta Est path.]]

to:

The FinalBoss of the [[spoiler:Fires of Raven]] path. [[spoiler:An ALLMIND-controlled version also appears It is [[spoiler:an extrasolar and even more advanced Ibis-series AC that Ayre directly pilots against you to stop you from igniting a second Fires of Ibis, which would result in the Alea Iacta Est path.deaths of millions and the extinction of her entire species.]]


Added DiffLines:


[[folder:'''The Final Boss''' ('''MAJOR SPOILERS''')]]
!![=51-004 K=] MIND DELTA[[note]]unofficial and may be subject to change[[/note]]
The FinalBoss of the [[spoiler:Alea Iacta Est]] path. It is [[spoiler:the SOL 644 after ALLMIND salvages and recycles it into its personal machine. It shows up to fight you after you defeat the MIND GAMMA in the first phase, bringing a whole new arsenal of weapons to bear.]]
----
* AceCustom: It's heavily implied that [[spoiler:through virtue of its extremely similar appearance and style of movement, MIND DELTA is actually the SOL 644, the FinalBoss of the “Fires of Raven” route, after heavy modification and refurbishment to suit ALLMIND's tastes. As a result, it sacrifices a lot of its abilities in that route, such as its missiles, pulse armor, DoppelgangerAttack, and the ability to transform into a birdlike configuration and fly around the arena, but gains a lot of new ones here, such as souped up blast attacks, massive WolverineClaws, two SEA SPIDERs backing it up, and the ability to fire massive lasers.]]
* DarkIsEvil: [[spoiler:Instead of the gleaming white of the original SOL 644 and even the slightly darker silver of its predecessors, MIND DELTA 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.]]
* TheDeterminator: [[spoiler:While being controlled by by Iguazu, it tries one last time to attack 621 with its WolverineClaws even as it's completely defeated and critically damaged, but only succeeds in overloading itself entirely.]]
* ExtraEyes: Initially appearing to be faceless when first encountered, it opens up its face to reveal seven bluish green eyes spaced evenly around the center, similar to its original counterpart.
* LightningBruiser: Exactly as hulking and powerful as [[spoiler:the original SOL 644]] and exactly as agile, too. [[spoiler:At least it doesn't have the Pulse Armor this time around.]]
* SwordBeam: It retains the Coral Oscillator from [[spoiler:its original self]], now colored blue this time around, but ditches it in the later stage of its fight, in exchange for its WolverineClaws.
* TurnsRed: [[spoiler:After getting knocked down to half health, MIND DELTA unleashes a massive energy wave that disables both Ayre's ECHO and ALLMIND's control over it in addition to 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 Iguazu's current mental state.]]
* TheLastOfTheseisNotLikeTheOthers:
* WolfpackBoss: [[spoiler: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 MIND DELTA.]]
* 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.
[[/folder]]
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!![[center:[-''VideoGame/ArmoredCoreVIFiresOfRubicon'' '''[[Characters/ArmoredCoreVIFiresOfRubicon Main Character Index]]'''\\
[[Characters/ArmoredCoreVIMainCharacters Main Characters]] | [[Characters/ArmoredCoreVICorporations The Corporations]] | [[Characters/ArmoredCoreVISecondaryCharactersAndFactions Secondary Characters and Factions]] | '''Enemies and Bosses'''-]]]

to:

!![[center:[-''VideoGame/ArmoredCoreVIFiresOfRubicon'' [[WMG:[[center:[-''VideoGame/ArmoredCoreVIFiresOfRubicon'' '''[[Characters/ArmoredCoreVIFiresOfRubicon Main Character Index]]'''\\
[[Characters/ArmoredCoreVIMainCharacters Main Characters]] | [[Characters/ArmoredCoreVICorporations The Corporations]] | [[Characters/ArmoredCoreVISecondaryCharactersAndFactions Secondary Characters and Factions]] | '''Enemies and Bosses'''-]]]
Bosses'''-]]]]]

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This page details the Enemies and Bosses of ''VideoGame/ArmoredCoreVIFiresOfRubicon''. Head back through [[Characters/ArmoredCoreVIFiresOfRubicon here]] for other character pages. '''Unmarked spoilers ahead.'''

to:

!![[center:[-''VideoGame/ArmoredCoreVIFiresOfRubicon'' '''[[Characters/ArmoredCoreVIFiresOfRubicon Main Character Index]]'''\\
[[Characters/ArmoredCoreVIMainCharacters Main Characters]] | [[Characters/ArmoredCoreVICorporations The Corporations]] | [[Characters/ArmoredCoreVISecondaryCharactersAndFactions Secondary Characters and Factions]] | '''Enemies and Bosses'''-]]]

This page details the Enemies and Bosses of ''VideoGame/ArmoredCoreVIFiresOfRubicon''. Head back through [[Characters/ArmoredCoreVIFiresOfRubicon here]] for other character pages. '''Unmarked spoilers ahead.'''
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%% 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.
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This page details the Enemies and Bosses of ''VideoGame/ArmoredCoreVIFiresOfRubicon''. Head back through [[Characters/ArmoredCoreVIFiresOfRubicon here]] for other character pages. '''Unmarked spoilers ahead.'''

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[[foldercontrol]]

[[folder:[=AH12=] HC Helicopter]]
!![=AH12=] HC Helicopter

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_helicopter.jpg]]
[[caption-width-right:1000:The first hurdle to be cleared on Rubicon]]

A 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.
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* AchillesHeel: The [=AH12=] is completely unable to target anything that can remain directly underneath it for any extended period of time, though its maneuverable enough to mitigate this problem somewhat.
* EarlyBirdBoss: What makes [=AH12=] a challenging boss is that it's encountered early, before you even have access to AC customization. Even if you replay the mission, you're restricted to using the starting AC and equipment, so there's no way to make it any easier.
* HellishCopter: Inevitable, considering it is the first boss that C4-621 fights.
* 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.]]
* TheWorfEffect: [[spoiler:In the NG++ version of "Survey the Uninhabited Floating City", it gets unceremoniously destroyed in one blow by Thumb Dolmayan.]]
[[/folder]]

[[folder:[=EB-0309=] Strider]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_strider.jpg]]
[[caption-width-right:1000:Cornerstone of the RLF's arsenal]]

The "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.
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* 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.
* 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 is able to momentarily cripple the gigantic vehicle merely by shooting ''one'' of its legs thanks to how poor its condition is.
* BaseOnWheels: The Strider is what you get when you upsize a SpiderTank until it becomes a battleship with turrets of all shapes and sizes.
* ColossusClimb: After causing the rearmost section of the Strider to crash, 621 jumps aboard and starts jumping around its sides in order to reach its sub-generators while the rest of it keeps walking acros the desert.
* CorridorCubbyholeRun: While traversing the Strider's body, the Eye is still actively targeting and firing on you, forcing players to find cover to avoid getting their AP melted away while trying to reach each sub-generator.
* {{Expy}}: With its design as a giant walking weapons platform, along with an initial approach sequence where the player has to dodge incoming fire, the Strider comes across as a poor man's version of [[VideoGame/ArmoredCoreForAnswer The Spirit of Motherwill]].
* ImprovisedWeapon: The RLF are trying to turn a civilian mining base into a weapons platform, to mixed results.
* LevelInBossClothing: Given how huge it is, the majority of the Strider's body is more of a platforming challenge that builds up to the actual boss fight against the Eye itself, which contains most of the Strider's health pool.
* MortonsFork: If you agree to destroy it, it... [[ShapedLikeItself gets destroyed]]. [[spoiler:If you agree to defend it, it gets destroyed even faster (before you even reach it), your mission objective switches to finding out just who or what took it down, and [[BlamedForBeingRailroaded you get hit with a massive fine for failing your contract]].]]
* 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 mostly 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.
* WeakSauceWeakness: [[spoiler:Using “pop up” tactics by using high-damage, long reload weapons such as the Bazooka or the later grenade launcher, as well as the eight cell missile launchers and standing on a side platform will allow you to easily annihilate by simply popping up with your jets, firing off a salvo, and then ducking into cover as it fires back.]]
[[/folder]]

[[folder:[=HA-T-102=] Juggernaut]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_juggernaut.jpg]]
[[caption-width-right:1000:The Wall's last line of defense]]

A gargantuan mobile weapons platform and the primary objective of Operation Wallclimber.
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* AttackItsWeakPoint: True to its name, Juggernaut's thick frontal armor makes head-on attacks ineffective, requiring the player to get around it.
* 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.
* LightningBruiser: It's the size of a building but is very capable of keeping up with an AC, thanks to its rocket boosters.
* MacrossMissileMassacre: one of its weapons is a swarm of missiles aimed right at you.
* NitroBoost: Is covered in rocket thrusters that it will use to not only charge enemies, but also to quickly reverse or turn around.
* PlayerNudge: V.IV Rusty [[GuestStarPartyMember helps out]] early in the fight, and tells the player to hit Juggernaut's sides and rear while he plays bait. After he's called away, the player has to then use that strategy without a decoy.
* RammingAlwaysWorks: Juggernaut will take advantage of its weight, armored prow, and rocket boosters to charge down your AC.
* TankGoodness: Juggernaut's a tracked vehicle that stands twice as tall as an AC.
* TurnsRed: Damage Juggernaut enough and it starts dropping land mines around it.
* WeaksauceWeakness: 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. Jumping on top of it, then using your pulse sword to greatly damage its ACS system in two strikes and firing away as its damage will allow you to beat him, as the pulse sword’s following system will allow you to track the boss even if it fires jet thrusters.
[[/folder]]

[[folder:[=AAP07=] Balteus]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_balteus.jpg]]
[[caption-width-right:1000:Separating the best from the rest]]
[[quoteright:1000:[[labelnote:[[spoiler:Second appearance.]]]]https://static.tvtropes.org/pmwiki/pub/images/ac6_arquebus_balteus.jpg [[/labelnote]]]]

An autonomous PCA attack craft, menacing C4-621 after the attack on the Watchpoint.
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* AchillesHeel: Its shields take increased damage from pulse weapons, which you unlock before fighting it - this goes double since breaking its shields puts it in a staggered mode letting you capitalize on the damage. Secondly, while its missile attacks are effective - it needs to come to a full stop to launch them therefore giving you a good window of opportunity to blast it with heavier weapons.
* AttackDrone: The Balteus is an autonomous combat craft.
* BrokenArmorBossBattle: A good part of the fight is destroying its [[DeflectorShields Phase armor]] to cause actual damage.
* DeflectorShields: It's protected by Pulse Armor, requiring you to break it before you can work on its health bar.
* 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.
* RecurringBoss: [[spoiler:After the fight, the Balteus's wreck is salvaged by Arquebus, who begin rebuilding it into the manned AC [=AAP07A=] Arquebus Balteus; the finished product is fought during the "Liberator of Rubicon" ending path, where it's manned by V.II Snail and trades its conventional weaponry for Arquebus' energy weaponry, thus sporting a new moveset (notably lacking its missile racks and flamethrower).]]
* 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.
* MeaningfulName: "Balteus" is the plural form for a belt Roman soldiers hung their swords from. The Balteus likewise is encircled with weapon racks that fire {{Macross Missile Massacre}}s ''at minimum''.
* MechaExpansionPack: The Balteus is an AC suspended in a large, flight-capable weapons platform.
* 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.
* 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.]]
* WakeUpCallBoss: The boss of Chapter 1, and it ''will'' make sure that you know the ins and outs of the game cold before you go any further.
[[/folder]]

[[folder:[=EC-0804=] Smart Cleaner]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_smart_cleaner.jpg]]
[[caption-width-right:1000:When trash disposal involves mechas]]

An autonomous industrial robot built for large-scale structural disassembly and scrap recycling, repurposed by [=RaD=] into a formidable combat unit.
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* AttackItsWeakpoint: The Smart Cleaner's only unarmored parts are the large furnace on its top or the opening at its front.
* 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.
* 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.
* KillItWithFire: Being a mobile scrap recycling plant complete with an onboard furnace, some of its attacks involve dispensing fiery death in your direction.
* RecurringBoss: [[spoiler:A second Smart Cleaner appears on the Xylem during the Liberator of Rubicon story branch.]]
* ThisIsADrill: Somewhere between this and ChainsawGood, its main weapons are the two gigantic red-hot scrap crushers on its arms.
[[/folder]]

[[folder:[=IA-13=] Sea Spider]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_seaspider.jpg]]
[[caption-width-right:1000:[[MemeticMutation "Guess you just can't beat the Institute..."]]]]

A 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.

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* AchillesHeel: The sheer size of it - especially in a fairly small arena - means it's ridiculously easy to hit with heavy weapons and stagger it time after time as long as you keep your camera in its general direction. 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, meaning that tetrapod legs can simply hover around it and avoid most of its most devastating attacks.
* DeathFromAbove: In its second phase it switches to a completely airborne mode, raining laser strikes on the player 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.
* {{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.
* LogicalWeakness: Phase two has immense air to ground capabilities, but barely any air to air combat. If running a tetrapod Armored Core or other aerial builds, players might as well have won unless the first phase really put them through the wringer.
* LostSuperWeapon: It's a C-Weapon created by the defunct Institute, and it runs on Coral, giving it dangerous energy projectiles.
* SpiderTank: An unmanned version. Its second phase has it adopt a completely airborne form.
* 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.
* RecurringBoss: [[spoiler:During the final boss fight of the GoldenEnding, ALLMIND summons two second phase Sea Spiders to assist it.]]
[[/folder]]

[[folder:[=AA-602=] CATAPHRACT]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_cataphract.jpg]]
[[caption-width-right:1000:When a weapons loadout pack goes too far]]

A piloted PCA Special Operations weapon designed for land warfare. The RLF requests its destruction to prevent it from falling into Corporate hands.
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* 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.]]
* DidntSeeThatComing: The PCA Captain [[OhCrap realizes too late]] that 621 ''isn't'' the same Raven, meaning they can't be predicted.
-->'''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.
* DidntThinkThisThrough: The developers of CATAPHRACT probably thought no one would be insane enough to attack it head-on because that would leave them exposed to the enormous amount of front-facing weaponry it possesses. Unfortunately, 621 is, and destroys it handily, showing they didn't think about what would happen if somebody could weave through all that firepower.
* EarlyBirdCameo: Appeared as a prominent foe in both the Reveal and Story Trailers, though with more emphasis in the latter.
* 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.
* 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 you can't hold it 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.
* 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.
* JumpJetPacK: Is also equipped with jump jets, mostly for short hops or to reorient itself.
* LightningBruiser: Despite its hulking size, it zips around the ice fields like a hot rod doing wheelies.
* 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.
* 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.
* MultiTrackDrifting: Is fast enough to do donuts across the battlefield, which is probably helped by it being battled on snow and ice.
* 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.
* TankGoodness: It's a gigantic tank with insane speed, agility, and a ridiculous collection of weaponry.
* TurnsRed: Once damaged enough, it changes up its movement and attack patterns to keep 621 from getting a clean shot at its front.
* ViolationOfCommonSense: The primary design flaw of [[DidntThinkThisThrough shooting it head-on]] into the blaze of bullets, missiles and lasers is something no average, life-preserving combatant would ever consider trying to do unless they know damn well what they're doing, or they've got no other choice, like 617's near-sacrifice in the Story Trailer to disable a CATAPHRACT. For 621, it's the job or nothing and they have no compunctions about rushing straight into danger, so violating common sense is effectively your primary option to do anything worth a damn to the machine.
* 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.
* WolfpackBoss: [[spoiler:The first time 621 encounters a CATAPHRACT, it will engage 621 alone in a one-on-one boss battle. However, if the player follows the Alea Iacta Est story missions, 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.]]
[[/folder]]

[[folder:[=IA-02=] Ice Worm]]
Another 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.
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* 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 [[JustForPun worms]].
* 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.]]
* 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.
* 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.
* ExactlyWhatItSaysOnTheTin: It's a gigantic robotic worm encountered drilling through an icefield.
* 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.
* 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.]]
* 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.
* 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.
* SandWorm: A robotic version that burrows through ice instead of sand, but otherwise embodies this trope to a T.
* 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.
[[/folder]]

[[folder:[=AAP03=] Enforcer]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_enforcer.jpg]]
[[caption-width-right:1000: Termination Mode activated]]

An autonomous, AI-controlled AC tasked with guarding the underground facilities of Depth 3.
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* {{BFG}}: Its main gun, a pulse cannon, is so huge it's the only AC gun in the game that is actually used with two hands like a rifle.
* FightsLikeANormal: One of the most disconcerting things about it is that it moves and fights almost exactly like an ordinary AC despite being so much larger. Most giant enemies aren't nearly so agile and versatile.
* DeadlyLunge: One of its attacks when it TurnsRed is to launch itself at you, laser blade first. If it hits, you're going to receive a nasty one-two strike from that blade.
* HumongousMecha: In a game full of ten-metre-tall humanoid combat robots, the Enforcer stands out by being at least twice the size of anything the player can field.
* JackOfAllStats: As far as ''Armored Core'' bosses go, the Enforcer is pretty run-of-the-mill. It has access to a decent selection of ranged and melee attacks, but has no special gimmicks to look out for. On the flipside, it leaves few glaring flaws in its design that can be easily exploited by the player.
* LightningBruiser: Not only does it hit like a freight train, it's almost as agile as an enemy AC (though nowhere near as fast as the Balteus).
* 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.]]
* TransformingMecha: When you first encounter it blowing away Balam's soldiers, the Enforcer's in a configuration that makes it resemble a SpiderTank. When you finally corner it at the end of the stage, it transforms into "Termination Mode" to do battle with you.

[[/folder]]

[[folder:[=IB-01=] CEL 240]]

[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ac6_ib_cel.jpg]]
[[caption-width-right:1000:Guardian of the Coral Convergence]]

An ultra-advanced, AI-controlled Ibis-series AC that protects [[spoiler:the Coral Convergence in the Institute City]].
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* AIIsACrapshoot: Averted. Its AI might not even be ''online'' anymore, it's second phase starts with the Coral taking it over as a last defense of themselves.
* AttackDrone: Equipped with twelve Coral-powered drones to rain down a barrage of laser beams upon you. [[BeamSpam Which escalates when it revive itself, since it will also revives and summons countless other deactivated drones in the lake to utterly drown the entire screen in a storm of beams to overwhelm you.]]
* BeamSpam: Like most Coral-powered mechas in the game, CEL 240 will fill your screen with ruby death beams any chance it gets.
* 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.
* GlassCannon: It's AP pool is very low for a non-AC boss but it can dish out absurd levels of damage if it's attacks are not avoided properly.
* 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.]]
* 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.
* 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.
* 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.
* RevivingEnemy: It comes back for a second round after you defeat it the first time.
* SwordBeam: Its main form of offense, extremely damaging and wide reaching sword slashes of Coral energy.
* 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.
* WaveMotionGun: Can unleash a massive beam of Coral energy as one of its more powerful attack, but also leave it a leaving duck for a good hit with the brief pause it take to recover from firing.
* TheWorfEffect: The fact that it's widely considered one of the hardest bosses in the game has made it a popular punching bag for showcasing particularly broken AC builds.
[[/folder]]

[[folder:[=IB-07=] SOL 644 ('''MAJOR SPOILERS''')]]
The FinalBoss of the [[spoiler:Fires of Raven]] path. [[spoiler:An ALLMIND-controlled version also appears in the Alea Iacta Est path.]]
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* ApologeticAttacker: Its combat dialogue makes it very clear that it does not want to fight you, but has no other choice.
* DoppelgangerAttack: As the fight goes on, it gains attacks where it leaves copies of itself to rush you with a blade or divebomb you.
* ExtraEyes: Has a cluster of red, spider-like eyes on its faceplate, adding to its alien appearance.
* FlashStep: It can teleport around the arena.
* FutileHandReach: Performs one of these towards the player as it dies.
* LightIsGood: A gleaming white machine piloted by a HeroAntagonist trying to stop you from doing something absolutely horrible.
* LightningBruiser: While it's just as agile as the first Ibis you fight, it's significantly sturdier, thanks to thicker plating and powerful resummonable Pulse Armor. Your only saving grace is that it doesn't get up after you down it the first time.
* MythologyGag: It has the ability to transform into a birdlike configuration, similar to [[VideoGame/ArmoredCoreMasterOfArena Nineball Seraph]].
* 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.
* 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.
* WeUsedToBeFriends: This Ibis-series AC is piloted by [[spoiler:Ayre, the only character in the game that had been nothing but nice and supportive of you from the moment you met. And you betrayed her, forcing her to commandeer an AC to try and stop you personally from wiping out her entire species.]]
[[/folder]]

[[folder:[=IB-C03=] HAL 826 ('''MAJOR SPOILERS''')]]
The FinalBoss of the [[spoiler:Liberator of Rubicon]] path. It is [[spoiler: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.]]
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* 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.
* DefeatMeansPlayable: An unusual case in where its Frame parts are given to the player upon beating it for the first time - albeit missing its weapons and Internal parts, all of which are found in secret chests, obtained via the Loghunt program, or as Arena rewards.
* DuelBoss: Unlike SOL 644, HAL 826 is an actual AC boss enemy, with a couple of unique pieces of equipment.
* EvilMentor: [[spoiler:The pilot controlling this monster is none other than Handler Walter.]]
* GettingSmiliesPaintedOnYourSoul: [[spoiler:Mere moments before chapter 5 stars, Walter gets captured by Arquebus Group for re-education. When you fight him in the Liberator of Rubicon ending, it's obvious that 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. Somewhat {{Downplayed}} given the ending that he's fought in has the player explicitly go against that legacy, meaning Walter would have had reason to oppose the player regardless.]]
* InfinityPlusOneSword: The version available to the player is a well-rounded AC with medium-to-high specs across the board and no noteworthy shortcomings, making it the single most powerful chassis outside of highly specialized MinMaxing builds.
* JackOfAllStats: Excluding additional parts like generators, weapons, etc., the IB-C03 HAL 826 has even stats all across the board.
* 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.
* 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=].
* UnusableEnemyEquipment: The AC isn't available until NewGamePlus after completing [[spoiler:the "Liberator of Rubicon" path]]. Although weaker in comparison to its boss battle, the HAL 826 has great stats across the board and is otherwise one of the best units you can craft in the game barring meta and MinMaxing builds.
* UnwillingRoboticisation: [[spoiler:Handler Walter fights you after being captured by VII. Snail (whose Arena description helpfully informs the player that Snail likes to constantly tweak his augmentations and test them out on others). His demeanor during the fight indicates that it's done a number on his mind, with Walter noticably having trouble forming full sentences.]]
[[/folder]]
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