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⑨ Chiruno.
Bare Bone Facts Straight to the point.
Magical Link of Mystery. Where does it go?
Battle Masteries Posts relating to battle masteries.
Chapter One Two Three Four Five Six Seven Posts relating to certain chapters.
Combat Posts relating to actual combat.
FACT These posts are factual! Seriously! There's maths and stuff.
Flags Posts relating to easily missable content or relationship building.
Grindan Forever Where do you go for the most money?
Lol Opinions Every virus is entitled to his or her own opinion.
Pilots Posts relating to pilot growth and abilities.
Plot Shit Quick and gritty synopsis included in these posts.
Sub Missions Posts relating to sub missions.
Units Posts relating to in depth looks at units.
⑨ Chiruno.
Bare Bone Facts Straight to the point.
Magical Link of Mystery. Where does it go?
Monday, 22 June 2009
Simulation 5 "RAPE RAPE RAPE"
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Oh dear god this simulation level is pure rape. Clearing Chapter 5 gives us another pirate simulator to get our teeth into but the sheer weight of numbers and upgrades all round make Simulator 5 pretty dangerous...
In Depth: Stana and S.E.A.S Levels 1-10
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Stana ObalStarting Level: 8
Terrain Modifiers: Air- A Ground- B Water- C Space- A
SP Commands: Flash 15, Concentrate 15
Passive Abilities: Potential, Helper Lvl 1
Weapon Preference: Everything and anything.
Notes: A micro Jean or a slightly improved Keeruu Stana is another great all rounder with nice high modifiers. Her reflex compared to everyone else will end up second worse just a little ahead of Ray's but is defensivly offset by a generally higher evasion growth.
Her total accuracy calculation will actually work out just a little higher than Keeruu's, the second lowest on the team, but thanks to the awesome capabilities of the ERX-75 you won't really notice this. As the V-Team continue to get progressive upgrades Stana may eventually be outpaced by everyone else.
She also has the highest available SP pool so don't be afraid to burn the majoritory of it away early in fights.
Stana has Potential, another new passive ability we haven't had the chance to properly look at. Potential kicks in when Stana's at 25% hit points and less when it does she'll have a permanant Concentrate effect on her. That's a 30% bonus to evasion and accuracy that'll stack with Concentrate.
Other than the usual upgrade to Helper at level 10 Stana won't pick up another passive ability until level 12.
Stana's SP Commands are your typical real robot pilot listing with Concentrate and Flash available to her at the start and at level 10 she'll pick up Great Effort to let her really milk a great deal of experience from anything she kills.
Character Notes: Stana Obal is a weird combination of original character do not steal that's somewhat tethered down a little by some source material. Based off the female pilot introduced in the Arrow Flash shoot 'em up game on the Sega Genesis Stana brings along with her an additional story line that's fleshed out a little better than the original game from which she kind of comes from.
Mixed in with the rest of the group she brings along the loli factor into the party whilst somehow managing to stay a little more mature compared to the other girls. Dem eyes.
S.E.A.S
SP Commands: Analyse 1
Notes: S.E.A.S is our first real support AI system that has a place holder for it's character icon. As it's a support AI it has no stats of it's own short of an SP pool and is unable to pilot units on it's own in anyway. It's level will be based of the pilot it is supporting so it's command list and SP pool will be based entirely off whoever's at the controls.
S.E.A.S will always have Analyse, a cheap SP Command that's only advantage is the ability to scan and see the exact specifications of any enemy target, somewhat useless.
It will however pick up Accelerate at level 10 giving whoever is being supported by it a +3 movement command for 10 SP, something it can pull off 7 times with a level 10 SP Pool.
Terrain Modifiers: Air- A Ground- B Water- C Space- A
SP Commands: Flash 15, Concentrate 15
Passive Abilities: Potential, Helper Lvl 1
Weapon Preference: Everything and anything.
Notes: A micro Jean or a slightly improved Keeruu Stana is another great all rounder with nice high modifiers. Her reflex compared to everyone else will end up second worse just a little ahead of Ray's but is defensivly offset by a generally higher evasion growth.
Her total accuracy calculation will actually work out just a little higher than Keeruu's, the second lowest on the team, but thanks to the awesome capabilities of the ERX-75 you won't really notice this. As the V-Team continue to get progressive upgrades Stana may eventually be outpaced by everyone else.
She also has the highest available SP pool so don't be afraid to burn the majoritory of it away early in fights.
Stana has Potential, another new passive ability we haven't had the chance to properly look at. Potential kicks in when Stana's at 25% hit points and less when it does she'll have a permanant Concentrate effect on her. That's a 30% bonus to evasion and accuracy that'll stack with Concentrate.
Other than the usual upgrade to Helper at level 10 Stana won't pick up another passive ability until level 12.
Stana's SP Commands are your typical real robot pilot listing with Concentrate and Flash available to her at the start and at level 10 she'll pick up Great Effort to let her really milk a great deal of experience from anything she kills.
Character Notes: Stana Obal is a weird combination of original character do not steal that's somewhat tethered down a little by some source material. Based off the female pilot introduced in the Arrow Flash shoot 'em up game on the Sega Genesis Stana brings along with her an additional story line that's fleshed out a little better than the original game from which she kind of comes from.
Mixed in with the rest of the group she brings along the loli factor into the party whilst somehow managing to stay a little more mature compared to the other girls. Dem eyes.
S.E.A.S
SP Commands: Analyse 1
Notes: S.E.A.S is our first real support AI system that has a place holder for it's character icon. As it's a support AI it has no stats of it's own short of an SP pool and is unable to pilot units on it's own in anyway. It's level will be based of the pilot it is supporting so it's command list and SP pool will be based entirely off whoever's at the controls.
S.E.A.S will always have Analyse, a cheap SP Command that's only advantage is the ability to scan and see the exact specifications of any enemy target, somewhat useless.
It will however pick up Accelerate at level 10 giving whoever is being supported by it a +3 movement command for 10 SP, something it can pull off 7 times with a level 10 SP Pool.
Saturday, 20 June 2009
In Depth: Verein First Type
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Verein First TypeMass Production M.I.V.S Mecha...
First Deployed: Chapter 5
Fixed Weapons:
- Energy Saber
Hardpoints:
-1 x Melee Weapon (Empty)
-2 x Ranged Weapons (Empty, Empty)
-1 x Special Weapons (Empty, Empty)
Adjustable Features:
-1 x Armor Slot (Empty)
-1 x Parts Slot (Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-1 x Food Slot (Empty)
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: None so far.
Notes: An upgrade that will fall flat on it's face when you're introduced it, potentially skewing your perception of it for forever thanks to the combination of it's introductory level being set in space, it's starting pilots being cringeworthy space pilots suited for ground operations and horrible terrain modifiers worse than an original Verein Unit.
The First Type gets a fractional numerical increase on it's mobility and armor but with the wrong pilot at the controls this is completly moot as a dropped rank in terrain mastery will have a much more significant negative effect. For the next chapter you'll want to swap the current pilots, John and Yohko who are both C rank in space, to someone with at least an A rank so that the unit will cruise along with a total B thus bringing it in line with the rest of the Vereins. You've got four options here, Ikarane, Keeru, Bruno or Hotariko can draw out the best potential for the First Type in space.
Other than having to sort out those stupid terrain modifications, the first can be a pretty sassy combat unit with an extended inventory off offensive options in the form of an extra ranged slot and an inbuilt melee weapon the Energy Saber.
The Energy Saber is a point blank post-movement melee attack which requires the pilot be at 110 morale. It'll drain off 15 energy per swing and is your atypical beam melee weapons capable of slashing away projectiles and melee attacks, steal on critical hits and put out some good solid damage with a base attack of 200. It's got some accuracy bonuses and a critical chace on the same level as a beam saber which means a beam axe can still reguarly outpace it for the same energy costs, the Energy Saber does however have a dramatic kill effect. Nice.
We do lose a consumable slot as well but the ability to have two sets of ranged weapons means ammunition shouldn't be too much of a problem so instead the slot can be soley dedicated to a booster or a repair crate.
Other then having to fix the terrain modifier problems by jigging around the pilot assignments the First type can be a powerful replacement for standard V-Unit pilots as long as you use it correctly. Also DRAGONAR.
Friday, 19 June 2009
In Depth: ERX-75 Lechiffon
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ERX-75 Lechiffon
Transforming Space Fighter of Sheer AWESOME...
Obtained Where: Complete Chapter 5
Fixed Weapons:
Fighter Mode
- Ripple Arc Laser
- Homing Missile
- Arrow Flash[Charge]
Robot Mode
- Penetration Laser
- Wide Scope Laser
- Arrow Flash[Beam]
Hardpoints:
- None!
Adjustable Features:
-1 x Powerup (Empty)
-1 x Armor Slot (Quick Silver Layer)
-1 x Shielding Slot(Empty)
-1 x Engine Slot (Quantum Driver)
-1 x Computer Slot (S.E.A.S)
-1 x Booster Slot (Ion Thruster)
-2 x Misc Slot (Brooch of the Hunter, Empty)
-1 x Consumable Slot (Empty)
-3 x Food Slot (Empty, Empty, Empty)
Terrain Features: Full flight in Fighter mode. Flight Pack in Robot mode.
Additional Features:
- Transformation. Unit can freely transform between fighter mode and robot mode.
- Flash Barrier. Nulifies any damage lower than 100.
Piloting Restrictions: Stana only.
Notes: Our first real transforming unit that's really useful (Sorry Anderson). The ERX-75 Lechiffon is based of the old shoot em up Arrow Flash on the sega Genesis, just given a little more 'original' treatment to help shore up it's plotline a little.
It's fragile in both forms with it's low hit point pool meaning armor should be it's top prioritory but it forutnatly comes with Quick Silver Layer plating that provides it a TON of abilities, 300 extra hitpoints, a 5 armor bonus, a single square of movement, +15 to mobility AND +50 to energy. Some may be tempted to remove this of the Lechiffon and place it onto another unit in which case replace it with one of the armors you can pick up from Chapter 5's Battle Mastery.
The Engine slot is wasted by the Quantum Driver considering how much of an energy hog the Lechiffon is. Swap it around with a reactor that will provide a bigger energy pool and percentile recharge rate so that you can really milk the Arrow Flash attacks. Save the Quantum Driver and it's ability to ignore enemy units during movement for a new unit we'll get a chance to outfit in Chapter 6.
Gracing the computer slot is S.E.A.S our first Artificial Support Pilot. S.E.A.S provides no real obvious bonus as a computer slot item but during battle S.E.A.S has it's own SP pool and SP Commands to choose from, seperate from the unit's original pilot. S.E.A.S will have the same level as it's pilot and will unlock new abilities at level 10 and 20, giving it a little more than just a somewhat useless analyze ability. You can freely switch S.E.A.S around to whoever you think might need an +3 movement boost as an additional SP Command but it's easy for her to stay onboard the Lechiffon so you can constantly milk the Ion Thruster's impressive mobility bonus without sacrificing movement squares.
Two Misc slots also means Two Brooches of the Overlord. That's a total of +10 to Evasion and +10 to reflexes to further boost evasion sky high along with all the extra statistics to squeeze out a little more damage.
The fighter mode's Ripple Arc Laser is an energy hog, draining 30 energy from the unit to fire off. It has a post-movement range of 1-4 and is a healthy combination of beam and sound thrown into the mix which might give us a few offensive options later on in the game. At only 150 base attack power it's easy to miss why this attack has been given a stupidly high energy cost, the Ripple Arc Laser also reduces the accuracy and evasion ratio of anything it hits by half for 2 turns that's why it costs so much. A potential life saving ability in chapter 6.
The Lechiffon's Homing Missiles are a world better than the Aer frame with a base damage of 230 with a range of 2-6. It's only got a B rank in space but it can still outpace the damage alot better. It's highly accurate and considered a homing attack so it's unaffected by distance in the hit chance calculation. Like the Aer frame however it's plagued by a low ammunition capacity with just 6 rounds and it can also be intercepted or slashed away by skilled opponents.
Arrow Flash[Charge] is Stana's only melee option that requires her to be at 120 morale. It has a post movement range of 1-3, is very accurate and has an incredible critical chance. If the enemy attempts to throw up a shield to reduce damage taken from the attack it will be pierced. It will also knock back the target a square on a successful hit. With a base damage of 435 this will be your most powerful attack available to you at this stage. It'll drain 40 energy and take a full turn to recharge after letting this one off.
The Penetration Laser is a ranged post-movement 1-3 beam based attack with the ability to penetrate enemy targets thus ignoring a small amount of their armor during damage calculation. It's relativley cheap to fire off a shot at just 5 energy and it's pretty powerful as well with a base attack power of 170. Although it's got a slight accuraccy penalty the Penetration Laser is recommended as your bread and butter attack. Because of it's penetration capabilities it's ideal for dealing with high armor units and can help some with the upcoming chapter 6.
Wide Scope Laser is your weapon of choice when it comes to counter attacks from ranges 3-6 as you won't be able to fire it off whilst on the move. It's got a good solid accuracy bonus, terrain modifiers and it doesn't drain too much energy with just a light cost of 10. Very solid for a beam weapon.
The robot mode variation of Arrow Flash is a post movement beam based map attack with a rather unique looking map attack block. It will sweep forwards from the Lechiffon five squares and will also hit a big 3x3 block right in the middle of the blast. The beam will also spread out when firing, meaning anything at close range will take maximum damage but anything a few squares away will take noticiably less damage but have a greater chance of being hit. Arrow Flash[Beam] requires Stana to be at 120 morale and drains 40 energy from the unit but it's base attack power of 355 can really put on the hurt. The beam will also require a turn after firing to recharge.
In both modes the Lechiffon will have a Flash Barrier which will completley ignore any attack that fails to break a magical threshold of 100 damage. In the fighter mode this costs nothing to the unit but in robot mode any attack successfully absorbed will cost 5 energy.
Overall the Lechiffon is an incredible unit that can initially be glossed over as a little useless if you don't pay attention to energy management. A few rounds in the simulator, getting an idea how the "Lechi" works can really help. It can play both the highly aggressive sweeper role and for a change can be an evasion decoy together with Stana's concentration abilities, and we need both roles to pull of Chapter 6 successfully.
In Depth: Zaku I Early Type
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Zaku I Early TypeMass Production General Purpose Mobile Suit...
Obtained Where: Unit Survives Chapter 5
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Empty)
-2 x Ranged Weapon (Empty, Empty)
Adjustable Features:
-1 x Armor Slot (Empty)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-1 x Food Slot (Empty)
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: None so far.
Notes: It's the Zaku I but horrible. It's missing a movement square, it's got Zaku II terrain modifiers, horrible speed and horrible armor. That energy pool as well is tiny limiting the use of beam weapons.
Normally it'd be easy to look over the Zaku I ET but with the upcoming Chapter 6 and it's BALLS TO THE WALL requirement for damage output to secure all of the optional objectives means this unit is a viable option if you're finding Chapter 6 difficult.
Since the Covenant are going to be pretty much hitting us anyway unless you expend SP like crazy the ET can help cut losses by bringing more Medium sized Hand Cannons and close combat weapons to the field for taking out those pesky Battlecruisers.
Again no Beam weakness, so that's worth taking into account should we run into any beam based weaponry later on.
In Depth: Zaku Flipper
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Zaku FlipperMass Production Reconnaissance Mobile Suit...
Obtained Where: Unit Survives Chapter 5
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Empty)
-2 x Ranged Weapon (Empty, Empty)
-1 x Special Weapon (Empty)
Adjustable Features:
-1 x Armor Slot (Empty)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Empty, Empty)
-1 x Food Slot (Empty)
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: None so far.
Notes: I love this thing, I really do. In my opinion this is a good solid upgrade to the Zaku I if you're using it reguarly and perhaps even a pretty good upgrade for a Zaku II. On it's own it's also a good medium classification unit capable of bringing a little more to the battle than what looks to be a pretty standard stat line.
The Flipper sees a reduction in it's mobilty compared to the Zaku II or Zaku I but mounts an armor rating in the middle of the two. It also manages to push out a full 4 square movement letting it keep up with the rest of our Verein units without lagging behind and comes with the full McCoy of customization options.
An additional consumable slot along with the impressive hardpoint selection of a melee weapon two ranged weapons AND a Special Weapon gives the Flipper a ton of ranged options especially for Beam Shooter snipers like Emma or Bruno.
It also lacks the inherrent beam weakness often found on Gundam 0079 suits, a minor slip up or intentional? Either way that means it'll last longer should we run aground of beam weapons.
I find that mounting Stana's Quick Silver Layer on the Flipper to be absolutely awesome, especially if you plan on using the Beam Shooter on this unit, otherwise mounting any of the armor you picked up from Chapter 5's battle mastery and outfitting the Flipper with Cerberus Hand Cannons and a Boomerang will really help for Chapter 6.
Wednesday, 17 June 2009
Ch 5 Combat 2 "The Not So Long Haul"
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Although things in the second part of Chapter 5's combat scenario ultimately play out and result in the same basic events, depending on what you did for Chapter 2 can modify some of these events and possibly make things a little more difficult if you didn't prepare yourself for this second part.
With the area secured and any remaining pirates in a full blown retreat it looks like the Task Force have completed the contract with flying colors. Looks like the SDA was man made by this big floating metal hulk the pirates called their base. It's got nothing on the Tessaract, or engines, or any real charm since we blasted it's ECM thingy so maybe there might be something on board worth taking.
If you picked up the two flags associtacted with Mifska then Anderson will request that Tenea find out more about Mifska, thinking she might be more closely associated to the pirates or even one of their four generals.
Jean will also follow up with this request if your relationship is high enough with her own playful jealousy that gets the Albino Maid all worked up but ends up hurting herself a little. Oh Anderson, will you ever get the hint you blockhead?
With the readings all clear the Tessaract picks up a new signal approaching the former SDA site. A Principality of Zeon Musai arrives on the scene and it's pretty snappy in deploying it's mobile suits on arrival in the South East.
Two Zaku I Early Types (poor bastards), a Zaku Flipper (YES!), a Zaku II (Yay), a Zaku II High Mobility Test Type (HELL YES!) and a Zudah (I came) make up the Musai's full mobile suit complement (Must be a refitted one to carry that extra suit). Judging from the age of the mobile suits, especially with those Zaku Early Types flying about the unit deployed here might not be your standard up to scratch Zeon team but with everything we've been through so far they might be a challenge.
If you worked for Zeon
The pilot of the Zudah wastes no time and opens fire on Anderson only to be halted by one of the pilots under her command. The Zeon team recognises your forces as the C.A.G mobile force that assisted the legendary Red Comet in the attack on Side 7.
Any friend of Char is a friend of Zeon and the new arrivals are quick to open up a communication channel with the Task Force.
After an apology from the Zudah pilot the Zeon unit reveal that they too were dispatched to clear the SDA from the area by high command, just a shame they arrived a little too late to help us sweep the pirates away. Judging from the levels of the unit, other than the Zudah it seems the rest of the team are wet behind the ears greenhorns. Maybe Zeon didn't dwell too much on the SDA but at least the pilots have their hearts set in the right place, for the good of the local colonies!
If you gave Char the Gundam parts in any form instead of using them to upgrade to the Verein Geves or keep the Learning Computer and alloys then one of the pilots will mention Char went and built himself a new mobile suit thanks to us. That's right. Char's got a Gundam. Giving him the parts really screws the Federation.
Things are interupted by the arrival of a new force. A formation of one capital ship class enemy and eight fighters drop in on the little get together right smack dab in the middle of the map. The Zeon forces have no idea who they are and only Natalie can shed some light on the situation, they ain't local and they've got far superior technology compared to us.
The capital ship will open up on the Musai and destroy it in a single shot. We're terribly outclassed here but the combined efforts of an exhausted mercenary unit and fresh faced Zaku and Zudah pilots might be able to handle this new enemy.
Destroying one of the enemy units will result in the next set of events.
If you worked for the Federation
The Zekes aren't too happy to see us around here in the SDA. Any attempts to communicate to them are instally brushed aside. They want to play and they want to play rough with the forces that halted their attack on Side 7.
Before we can get the party started the unknown fleet jumps into the middle of the combat just as if we were friends with the Zekes and destroy the Musai in a single shot and open fire on the Tessaract as well.
We're caught up in a three way brawl with Zakus shooting fighters and us and the unknown fleet shooting at us and the Zekes. It's recommended you ignore the Zeon forces completly and work on destroying the unknowns to trigger the next event.

Engaging
If the Zakus hate you ignore them completly. They'll be going on the Neutral phase so it'll take a while to get to them. If you deployed the Tessaract ontop of their deployment zone then they'll be too busy shooting at Natalie should it come to their phase or the real enemy on map will engage the Tessaract instead of the rookie Zeon pilots.
We've got two primary threats in the area and one set of Fodder.
The Seraph fighters are medium sized units that are probably the first set of fighters introduced in CF that are actually pretty deadly for our forces. Fortunately those piloted by Grunts are much more manageable compared to those with a Blue Elite at the controls and can be considered fodder.
Seraphs combine both insane mobility with their equipped thrusters, most skimming the 100 mark as well as being covered in a nice thick 40 armor rating and move 5. That 300 hit points of theirs can last for a surpising while especially with a whole size rank higher than a majority of our units.
They're loaded with three types of weapons, a range 1-5 post movement pulse laser with great accuracy and a mild critical boost which'll be it's weakest attack. Thanks to it's Medium size the Seraph can still hit pretty hard with this attack.
It's Heavy Plasma Cannon is usually it's optimum choice for counter attacks with a stat line that almost matches that of the Pulse Laser in it's accuracy and critical ratio bonus but it hits much harder with a range of only 1-3.
It also comes loaded with a map attack as it's best weapon but fortune smiles on us today as it can only be used on ground based targets and we're all in space.
Ideally it's best to engage at 4 squares or to beam snipe the Seraphs at maximum range to avoid taking on a great deal of damage.
Priority should be given to whitling down the Blue Elites as they're pretty good at chewing up Zakus and Vereins alike whilst the Grunts aren't as maor a threat.
Also in the area is a CCC class Battlecruiser and this thing has a good set of equipment and stats to backup it's oneshot of a Musai. The Battlecruiser has a Gold Elite and it's control staff at the helm of the ship making it INSANELY accurate with pretty much all it's weapons, and despite having a low armor rating it's Large classification and massive hitpoint pool can keep it in the fight despite the gravest of hits.
The Battlecruiser's primary anti-suit armanaent conists of a smaller ranged post-movement 1-2 Pulse Laser as found on the Seraph but it gains an additional +40 to it's base damage and with the Large classifcation it's going to be shearing off armor plates quite rapidly.
It also mounts Plasma Turrets with a range of 1-5 capable of ignoring all barriers and shielding on any target it fires against. The Turrets have a small reduction in accuracy but thanks to the command crew under the Gold Elite this reduction is pretty much negligible. With a base attack power of Large 280 expect a ton of hurt.
Finally it's primary anti-ship armanent is rounded out by a Plasma Torpedo launcher. The launcher comes loaded with just 3 rounds and requires the Gold Elite to be at 115 morale to fire off but has a maximum range of up to 7 squares with a deadzone at point blank. Again just like the Plasma Turret despite having a massive accuracy reduction the Gold Elite and it's command crew are able to score impressive hits with this thing. With a base attack power of Large 400 this used to pretty much one shot some of the Zaku Pilots or come very close until the chapter 6 update rolled around.
If the Battlecruiser is at high enough morale you'll want to drain all three of it's torpedo rounds by sniping with Beam Shooters at maximum range just to protect the Zeon forces or maybe even dodge a round meant for you in the Covenant attack phase.
Protecting the Zeon Forces
There's a small bonus here weather the Zeon forces hate you or love you. If you can keep the Zaku Flipper and/or any of the Zaku I Early Types you recieve them as potential suits. They don't have the greatest statline in the world but they can provide aditional valuble options for later on thanks to their Medium size category and better terrain modifiers.
If the Zeon forces are on your side you have about a two to three turn limit if you can catch the Covenant attention before the Flipper or the Early Types start getting themselves in trouble.
If the Zeon forces hate you and have the Tessaract on their deployment zone then you can squeeze a few more turns out of them for as long as Natallie can hold out by Trusting herself.
The next event is easily triggered but sometimes an early trigger might not help the Zakus at all and instead will hamper their chances for survival. If you're finding it hard to keep these units alive allow your damage to spread throughout the entire enemy fleet for a turn so that the Covenant can pull further away from the Zeon forces.
Event 1
Destroying one of the Covenant units will result in either one or two things happening depending on wether the Zeon forces are allied or not.
Having shot down one of the fighters the Task Force will get a visual of a corpse floating through the wreckage of the destroyed Seraph. If there's any doubts before there aren't any now, these guys have come a very long way away to say 'hi'. The Zeon forces will also have a few things to say if they're fighting along side you.
Another ship jumps into the area but thankfully this one wants to talk. Enter stage left the United Nations Space Command's "Pillar Of Autumn". Maybe the UN sent out a ship to check on us considering we're probably late as hell reaching Earth but as the conversation continues between our loveable commander and their loveable commander it all becomes clear that they're here by mistake as well. Great.
If the Zeon forces were shooting at you before they'll have a turn of heart and realize their own old suits aren't up to scratch for dealing with this and will now join forces with you. They'll be AI controlled but will stop wasting ammunition trying to shoot you down.
Jean will have a few things to say as well if she's hungry for Anderson, like how AWESOME Gaiablade is for a name and things about her mercenary blog up on Global Cortex.
The Pillar will also launch some of the best allied help deployed in game so far in the form of three Longsword Interceptors that can go toe to toe with Seraphs and put some pretty impressive hurt on the Battlecruiser.
We're on the home stretch and the enemy forces are now caught up in a three way pincer.
Event 2
With the Battlecruiser and it's escorts eliminated it looks like we've finally got ourselves a well deserved break...which lasts about 5 seconds. We barely have enough time to brofist the Zeons on a job well done for getting through this massacre when Cortana will pip in with jump signatures all over the place cropping up.
Five more formations of Covenant battlecruisers and their escorts arrive in the area at full alert conditions. Everyone's exhausted at this point and low on ammunition and the possiblity of dragging the nearby colony in this conflict is growing ever imminent.
There's nothing that can be done other than to make a hasty retreat and lead the pursuing Covenant away from Earth. It takes a little convincing to get the Zeon forces to come along with us, though I would have thought having no Capital Ship would have made things impossibly hard trying to get back home.
With no jumpdrive to speak of the Tessaract will piggy back off the Autum, getting dragged along into the jump sphere techno babel thingy and despite the Zudah breaking down at the most crucial moment everyone's able to slip away in time.
Reward
We're not getting the reward from the contract but there's lots of optional rewards you can pick up. Venesia's recovered metals are freakin' awesome.
Battle Mastery Rewards
- Electrically Charged Armor (HP 350 Armor 15. Slash Resist. Beam, Explosion Weaknesses)
- 2 x Reactive Armor (HP 250 Armor 10. Slash Resist. Beam, Explosion Weaknesses)
Unit Survival Rewards
- New Unit Zaku Flipper
- New Unit Zaku I Early Type
- New Unit Zaku I Early Type
With the area secured and any remaining pirates in a full blown retreat it looks like the Task Force have completed the contract with flying colors. Looks like the SDA was man made by this big floating metal hulk the pirates called their base. It's got nothing on the Tessaract, or engines, or any real charm since we blasted it's ECM thingy so maybe there might be something on board worth taking.
If you picked up the two flags associtacted with Mifska then Anderson will request that Tenea find out more about Mifska, thinking she might be more closely associated to the pirates or even one of their four generals.
Jean will also follow up with this request if your relationship is high enough with her own playful jealousy that gets the Albino Maid all worked up but ends up hurting herself a little. Oh Anderson, will you ever get the hint you blockhead?
With the readings all clear the Tessaract picks up a new signal approaching the former SDA site. A Principality of Zeon Musai arrives on the scene and it's pretty snappy in deploying it's mobile suits on arrival in the South East.
Two Zaku I Early Types (poor bastards), a Zaku Flipper (YES!), a Zaku II (Yay), a Zaku II High Mobility Test Type (HELL YES!) and a Zudah (I came) make up the Musai's full mobile suit complement (Must be a refitted one to carry that extra suit). Judging from the age of the mobile suits, especially with those Zaku Early Types flying about the unit deployed here might not be your standard up to scratch Zeon team but with everything we've been through so far they might be a challenge.
If you worked for Zeon
The pilot of the Zudah wastes no time and opens fire on Anderson only to be halted by one of the pilots under her command. The Zeon team recognises your forces as the C.A.G mobile force that assisted the legendary Red Comet in the attack on Side 7.
Any friend of Char is a friend of Zeon and the new arrivals are quick to open up a communication channel with the Task Force.
After an apology from the Zudah pilot the Zeon unit reveal that they too were dispatched to clear the SDA from the area by high command, just a shame they arrived a little too late to help us sweep the pirates away. Judging from the levels of the unit, other than the Zudah it seems the rest of the team are wet behind the ears greenhorns. Maybe Zeon didn't dwell too much on the SDA but at least the pilots have their hearts set in the right place, for the good of the local colonies!
If you gave Char the Gundam parts in any form instead of using them to upgrade to the Verein Geves or keep the Learning Computer and alloys then one of the pilots will mention Char went and built himself a new mobile suit thanks to us. That's right. Char's got a Gundam. Giving him the parts really screws the Federation.
Things are interupted by the arrival of a new force. A formation of one capital ship class enemy and eight fighters drop in on the little get together right smack dab in the middle of the map. The Zeon forces have no idea who they are and only Natalie can shed some light on the situation, they ain't local and they've got far superior technology compared to us.
The capital ship will open up on the Musai and destroy it in a single shot. We're terribly outclassed here but the combined efforts of an exhausted mercenary unit and fresh faced Zaku and Zudah pilots might be able to handle this new enemy.
Destroying one of the enemy units will result in the next set of events.
If you worked for the Federation
The Zekes aren't too happy to see us around here in the SDA. Any attempts to communicate to them are instally brushed aside. They want to play and they want to play rough with the forces that halted their attack on Side 7.
Before we can get the party started the unknown fleet jumps into the middle of the combat just as if we were friends with the Zekes and destroy the Musai in a single shot and open fire on the Tessaract as well.
We're caught up in a three way brawl with Zakus shooting fighters and us and the unknown fleet shooting at us and the Zekes. It's recommended you ignore the Zeon forces completly and work on destroying the unknowns to trigger the next event.

Engaging
If the Zakus hate you ignore them completly. They'll be going on the Neutral phase so it'll take a while to get to them. If you deployed the Tessaract ontop of their deployment zone then they'll be too busy shooting at Natalie should it come to their phase or the real enemy on map will engage the Tessaract instead of the rookie Zeon pilots.
We've got two primary threats in the area and one set of Fodder.
The Seraph fighters are medium sized units that are probably the first set of fighters introduced in CF that are actually pretty deadly for our forces. Fortunately those piloted by Grunts are much more manageable compared to those with a Blue Elite at the controls and can be considered fodder.
Seraphs combine both insane mobility with their equipped thrusters, most skimming the 100 mark as well as being covered in a nice thick 40 armor rating and move 5. That 300 hit points of theirs can last for a surpising while especially with a whole size rank higher than a majority of our units.
They're loaded with three types of weapons, a range 1-5 post movement pulse laser with great accuracy and a mild critical boost which'll be it's weakest attack. Thanks to it's Medium size the Seraph can still hit pretty hard with this attack.
It's Heavy Plasma Cannon is usually it's optimum choice for counter attacks with a stat line that almost matches that of the Pulse Laser in it's accuracy and critical ratio bonus but it hits much harder with a range of only 1-3.
It also comes loaded with a map attack as it's best weapon but fortune smiles on us today as it can only be used on ground based targets and we're all in space.
Ideally it's best to engage at 4 squares or to beam snipe the Seraphs at maximum range to avoid taking on a great deal of damage.
Priority should be given to whitling down the Blue Elites as they're pretty good at chewing up Zakus and Vereins alike whilst the Grunts aren't as maor a threat.
Also in the area is a CCC class Battlecruiser and this thing has a good set of equipment and stats to backup it's oneshot of a Musai. The Battlecruiser has a Gold Elite and it's control staff at the helm of the ship making it INSANELY accurate with pretty much all it's weapons, and despite having a low armor rating it's Large classification and massive hitpoint pool can keep it in the fight despite the gravest of hits.
The Battlecruiser's primary anti-suit armanaent conists of a smaller ranged post-movement 1-2 Pulse Laser as found on the Seraph but it gains an additional +40 to it's base damage and with the Large classifcation it's going to be shearing off armor plates quite rapidly.
It also mounts Plasma Turrets with a range of 1-5 capable of ignoring all barriers and shielding on any target it fires against. The Turrets have a small reduction in accuracy but thanks to the command crew under the Gold Elite this reduction is pretty much negligible. With a base attack power of Large 280 expect a ton of hurt.
Finally it's primary anti-ship armanent is rounded out by a Plasma Torpedo launcher. The launcher comes loaded with just 3 rounds and requires the Gold Elite to be at 115 morale to fire off but has a maximum range of up to 7 squares with a deadzone at point blank. Again just like the Plasma Turret despite having a massive accuracy reduction the Gold Elite and it's command crew are able to score impressive hits with this thing. With a base attack power of Large 400 this used to pretty much one shot some of the Zaku Pilots or come very close until the chapter 6 update rolled around.
If the Battlecruiser is at high enough morale you'll want to drain all three of it's torpedo rounds by sniping with Beam Shooters at maximum range just to protect the Zeon forces or maybe even dodge a round meant for you in the Covenant attack phase.
Protecting the Zeon Forces
There's a small bonus here weather the Zeon forces hate you or love you. If you can keep the Zaku Flipper and/or any of the Zaku I Early Types you recieve them as potential suits. They don't have the greatest statline in the world but they can provide aditional valuble options for later on thanks to their Medium size category and better terrain modifiers.
If the Zeon forces are on your side you have about a two to three turn limit if you can catch the Covenant attention before the Flipper or the Early Types start getting themselves in trouble.
If the Zeon forces hate you and have the Tessaract on their deployment zone then you can squeeze a few more turns out of them for as long as Natallie can hold out by Trusting herself.
The next event is easily triggered but sometimes an early trigger might not help the Zakus at all and instead will hamper their chances for survival. If you're finding it hard to keep these units alive allow your damage to spread throughout the entire enemy fleet for a turn so that the Covenant can pull further away from the Zeon forces.
Event 1
Destroying one of the Covenant units will result in either one or two things happening depending on wether the Zeon forces are allied or not.
Having shot down one of the fighters the Task Force will get a visual of a corpse floating through the wreckage of the destroyed Seraph. If there's any doubts before there aren't any now, these guys have come a very long way away to say 'hi'. The Zeon forces will also have a few things to say if they're fighting along side you.
Another ship jumps into the area but thankfully this one wants to talk. Enter stage left the United Nations Space Command's "Pillar Of Autumn". Maybe the UN sent out a ship to check on us considering we're probably late as hell reaching Earth but as the conversation continues between our loveable commander and their loveable commander it all becomes clear that they're here by mistake as well. Great.
If the Zeon forces were shooting at you before they'll have a turn of heart and realize their own old suits aren't up to scratch for dealing with this and will now join forces with you. They'll be AI controlled but will stop wasting ammunition trying to shoot you down.
Jean will have a few things to say as well if she's hungry for Anderson, like how AWESOME Gaiablade is for a name and things about her mercenary blog up on Global Cortex.
The Pillar will also launch some of the best allied help deployed in game so far in the form of three Longsword Interceptors that can go toe to toe with Seraphs and put some pretty impressive hurt on the Battlecruiser.
We're on the home stretch and the enemy forces are now caught up in a three way pincer.
Event 2
With the Battlecruiser and it's escorts eliminated it looks like we've finally got ourselves a well deserved break...which lasts about 5 seconds. We barely have enough time to brofist the Zeons on a job well done for getting through this massacre when Cortana will pip in with jump signatures all over the place cropping up.
Five more formations of Covenant battlecruisers and their escorts arrive in the area at full alert conditions. Everyone's exhausted at this point and low on ammunition and the possiblity of dragging the nearby colony in this conflict is growing ever imminent.
There's nothing that can be done other than to make a hasty retreat and lead the pursuing Covenant away from Earth. It takes a little convincing to get the Zeon forces to come along with us, though I would have thought having no Capital Ship would have made things impossibly hard trying to get back home.
With no jumpdrive to speak of the Tessaract will piggy back off the Autum, getting dragged along into the jump sphere techno babel thingy and despite the Zudah breaking down at the most crucial moment everyone's able to slip away in time.
Reward
We're not getting the reward from the contract but there's lots of optional rewards you can pick up. Venesia's recovered metals are freakin' awesome.
Battle Mastery Rewards
- Electrically Charged Armor (HP 350 Armor 15. Slash Resist. Beam, Explosion Weaknesses)
- 2 x Reactive Armor (HP 250 Armor 10. Slash Resist. Beam, Explosion Weaknesses)
Unit Survival Rewards
- New Unit Zaku Flipper
- New Unit Zaku I Early Type
- New Unit Zaku I Early Type
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Deployment
- 5 x Units of your choice
Enemy Forces
Randomly Deployed
- 8 x Leoships
--- Space Vikings Level 9
- 6 x Snakefish
--- Space Vikings Level 10
- 4 x Armardens
--- Pirate Captain Level 12
Engaging
It's those loveable Leoships from before except this time they're a little more vicious and backed up by their bigger brothers and a few capital ships. To make matters worse we're dumped dead center in the map and there's no terrain features to take advantage of which can potential shaft us right in the beginning.
All enemy units in the area are spawned with an extra 100 hitpoints, a higher damage potential and are much more evasive than we're used to making the Leoships and Snakefish much more deadly. It doesn't help that it's incredibly difficult to one shot them now with their boost in hitpoints.
I'd recommend making a fast escape to one corner of the map and remaining in a tight formation to draw from as many bonuses as possible, leadership, helper even relationships boosts will help out here if you plan on lasting the entire mission, failing that map attacks to clear out all the fodder will help.
Your main experience earners here will be the Armardens, characters can confidently work their way up to level 13 or even 14 by picking up Armarden kills or even Level 15 for those with Great Effort. Clearing out all the level 9 and 10 scrubs with Anderson and Stana whilst everyone blitzes the capital ships is a good, tried and tested methord to build up experience whilst sacrificing some cash reward or just simply ignoring them and blowing up Armardens and quitting after a few kills is a good methord as well.
Waves
As always there's three waves of enemies, each consisting of 3 more Leoships, 2 more Snakefish and another Armarden. Due to the more difficult nature of sweeping out the little units numbers will probably start to build up very very fast.
Rewards
- 32,900 cash