Mobile Armor: Difference between revisions
m Added skill info on light weapons and some heavy weapons. |
Added more skill info on heavy weapons, function components and defense components. |
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| Anti-Armor Cannon || [[File:Component Anti-Armor Cannon.png|170px]] || || Armored Core: Deal 130% damage to the target position and all enemy units within a radius of 2.5. The higher the mobile armor's armor, the higher the damage it deals. Each armor point increases its damage by 1%. | | Anti-Armor Cannon || [[File:Component Anti-Armor Cannon.png|170px]] || || Armored Core: Deal 130% damage to the target position and all enemy units within a radius of 2.5. The higher the mobile armor's armor, the higher the damage it deals. Each armor point increases its damage by 1%. | ||
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| Cannon || [[File:Component Cannon.png|170px]] || || Rupturing Cannon: | | Cannon || [[File:Component Cannon.png|170px]] || || Rupturing Cannon: Fire and artillery shell at the target position, dealing 1000% damage to enemy units within a radius of 2.5. Counting from the first shot, fire and augmented shell after every 3 shots, dealing 200% damage to all enemy units along its trajectory and knocking them back. | ||
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| Grenade Launcher || [[File:Component Grenade Launcher.png|170px]] || || Categorized Discussion: Fire 3 grenades at the target position, dealing 80% damage to enemy units within a radius of 1.5. After every 3 attacks, fire an additional round that deals 200% damage. If the target is a boss, the special round deals damage that equals 5% of the target's current HP instead. If the target is an elite unit, the special round reduces its evasion and armor by 30%. If the target is a normal unit, the special round additionally creates a burning area that deals 20% damage every 0.33 seconds for 5 seconds. | | Grenade Launcher || [[File:Component Grenade Launcher.png|170px]] || || Categorized Discussion: Fire 3 grenades at the target position, dealing 80% damage to enemy units within a radius of 1.5. After every 3 attacks, fire an additional round that deals 200% damage. If the target is a boss, the special round deals damage that equals 5% of the target's current HP instead. If the target is an elite unit, the special round reduces its evasion and armor by 30%. If the target is a normal unit, the special round additionally creates a burning area that deals 20% damage every 0.33 seconds for 5 seconds. | ||
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| Impulse Cannon || [[File:Component Impulse Cannon.png|170px]] || || Focused Beam: | | Impulse Cannon || [[File:Component Impulse Cannon.png|170px]] || || Focused Beam: Deal 180% damage to enemy units within a distance of 8. The closer the unit, the higher the damage. Damage is capped at 480%. Gain 1 charge per second. Each charge increases damage by 50% stacking up to 3 charges. | ||
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| Laser Weapon || [[File:Component Laser Weapon.png|170px]] || || Furnace Meltdown: | | Laser Weapon || [[File:Component Laser Weapon.png|170px]] || || Furnace Meltdown: Deal 30% damage tothe first enemy unit along its trajectory every 0.33 seconds. The damage increases gradually, up to an increase of 100%. | ||
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| Missile Launcher MK1 || [[File:Component Missile Launcher MK1.png|170px]] || || Lightweight Missile: | | Missile Launcher MK1 || [[File:Component Missile Launcher MK1.png|170px]] || || Lightweight Missile: Fire 6 successive missiles, each dealing 60% damage to enemy units within a radius of 1.5. | ||
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| Missile Launcher MK2 || [[File:Component Missile Launcher MK2.png|170px]] || || Rupturing Missile: | | Missile Launcher MK2 || [[File:Component Missile Launcher MK2.png|170px]] || || Rupturing Missile: Fire a missile, dealing 140% damage to enemy units within a radius of 6. | ||
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| Small Mortar || [[File:Component Small Mortar.png|170px]] || || Riling Landslide: | | Small Mortar || [[File:Component Small Mortar.png|170px]] || || Riling Landslide: Deal 1.5x damage that scales with Dummy-Links (taking armor and evasion into account) and 1x shield damage to the target and all enemies within a radius of 4. Every 1 enemy unit(s) hit increases the Mobile Armor's damage and accuracy by 3% for 5 seconds, stacking up to 10 times. | ||
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| Railgun || [[File:Component Railgun.png|170px]] || || Charge Impulse: | | Railgun || [[File:Component Railgun.png|170px]] || || Charge Impulse: Deal 60% damage to enemy units along its trajectory, consuming 2 points of energy per second. Gain 20 points of energy at the start, then recover 1 point of energy every second. Also recover 1 point of energy for each target killed. | ||
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! colspan=7 | Functional Components | ! colspan=7 | Functional Components | ||
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! Name !! Image !! Stats !! Base Skill | ! Name !! Image !! Stats !! Base Skill | ||
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| Automotive Night Vision || [[File:Component Automotive Night Vision.png|170px]] || || Track and Trace: | | Automotive Night Vision || [[File:Component Automotive Night Vision.png|170px]] || || Track and Trace: Increase the Mobile Armor's night vision by 90%. Mark an enemy unit every 8 seconds. After taking 15 attacks, this unit's armor and evasion will be reduced by 60% for 5 seconds. | ||
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| Drone Compartment || [[File:Component Drone Compartment.png|170px]] || || Self-Smashing Zoom: | | Drone Compartment || [[File:Component Drone Compartment.png|170px]] || || Self-Smashing Zoom: Active: Release a drone on each side. Each drone can take 10 hits. After 4 seconds, the drones zoom towards the nearest enemy unit and deal 300 points of damage that scales with Dummy-Links in a radius of 2. | ||
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| Jammer || [[File:Component Jammer.png|170px]] || || Unstable Crosshairs: | | Jammer || [[File:Component Jammer.png|170px]] || || Unstable Crosshairs: Active: Cause interference to enemy units within a distance of 5 in front of self, reducing their damage and accuracy by 30% for 5 seconds. | ||
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| Jammer Gun || [[File:Component Jammer Gun.png|170px]] || || Short Circuit Reflection: | | Jammer Gun || [[File:Component Jammer Gun.png|170px]] || || Short Circuit Reflection: Active: Prioritize mechanical and high-HP enemy units and cause interference, reducing the target's rate of fire and move speed by 50% for 3 seconds. If the target is a mechanical unit, its stats are reduced by 80% instead. | ||
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| Laser Rangefinder || [[File:Component Laser Rangefinder.png|170px]] || || Laser Scale: | | Laser Rangefinder || [[File:Component Laser Rangefinder.png|170px]] || || Laser Scale: Passive: Increase precision of heavy weapons permanently by 50%. When a heavy weapon hits an enemy unit, their evasion and armor are reduced by 10% for 5 seconds, stacking up to 5 times. | ||
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| Laser Suppression System || [[File:Component Laser Suppression System.png|170px]] || || Pinpoint Suppression: | | Laser Suppression System || [[File:Component Laser Suppression System.png|170px]] || || Pinpoint Suppression: Passive: Increase Mobile Armor's precision and accuracy by 20%. Active: Supress the enemy unit with the highest HP with laser, reducing their accuracy by 70% for 5 seconds. | ||
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| Phased-Array Radar || [[File:Component Phased-Array Radar.png|170px]] || || Trace Lock: | | Phased-Array Radar || [[File:Component Phased-Array Radar.png|170px]] || || Trace Lock: Map Skill: Turn on visual scan. Select a node within a 2-node distance and gain field of vision across 3-node radius around the designated node for 2 rounds Passive: The Mobile Armor's accuracy increases by 50 for 99 seconds during battles. | ||
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| Signal Receiver || [[File:Component Signal Receiver.png|170px]] || || Command Amplification: | | Signal Receiver || [[File:Component Signal Receiver.png|170px]] || || Command Amplification: Active: Increase all allies' damage and accuracy by 20% for 5 seconds and clear a negative effect from self. | ||
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| Smoke Grenade Launcher || [[File:Component Smoke Grenade Launcher.png|170px]] || || Smoke Interference: | | Smoke Grenade Launcher || [[File:Component Smoke Grenade Launcher.png|170px]] || || Smoke Interference: Active: Launch a smoke grenade at an area of 1.5 beehind the closest enemy unit. Blinding the enemy units in the area and reducing their accuracy by 90%. The smokescreen lasts 5 seconds. | ||
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! colspan=7 | Protective Components | ! colspan=7 | Protective Components | ||
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! Name !! Image !! Stats !! Base Skill | ! Name !! Image !! Stats !! Base Skill | ||
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| Explosive Reactive Armor || [[File:Component Explosive Reactive Armor.png|170px]] || || Reactive Defense: | | Explosive Reactive Armor || [[File:Component Explosive Reactive Armor.png|170px]] || || Reactive Defense: Active: Gain immunity to all attacks that deal more damage than 5% of the Mobile armor's max HP for 2 seconds. Passive: Refresh defenses every 8 seconds. for the next 2 seconds, whenever an incoming attack deals more damage than 5% of the Mobile Armor's max HP, there is a 100% chance of triggering an additional evasion check. If it passes the check, gain immunity to the hit. | ||
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| Shield Generator || [[File:Component Shield Generator.png|170px]] || || Force Field Barrier: | | Shield Generator || [[File:Component Shield Generator.png|170px]] || || Force Field Barrier: Active: Immediately generate a barrier that reduces incoming damage by 50% for 6 seconds but does not stack. While the barrier exists, increase damage by 5% for every 1% of max HP lost. Damage increase is capped at 100%. Passive: At the start of the battle, then after every 12 seconds, reduce damage taken by 30% for 5 seconds. | ||
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| Automated Defense System || [[File:Component Automated Defense System.png|170px]] || || Regular Defense: | | Automated Defense System || [[File:Component Automated Defense System.png|170px]] || || Regular Defense: Active: Gain immunity to all attacks that deal less damage than 5% of the Mobile Armor's max HP for the next 2 seconds. Passive: Refresh defenses every 8 seconds. For the next 2 seconds, whenever an incoming attack deals less damage than 5% of the Mobile Armor's max HP, there is a 100% chance of triggering an additional evasion check. If it passes the check, gain imunity to the hit. | ||
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| Camouflage Netting || [[File:Component Camouflage Netting.png|170px]] || || Active Camouflage: | | Camouflage Netting || [[File:Component Camouflage Netting.png|170px]] || || Active Camouflage: Map Skill: Remain undetectable by enemies for 3 rounds. | ||
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| Slat Armor || [[File:Component Slat Armor.png|170px]] || || Disguise Concealment: | | Slat Armor || [[File:Component Slat Armor.png|170px]] || || Disguise Concealment: Passive: At the start of the battle, gain Concealed effect for 6 seconds. While Concealed, the Mobile Armor will not take more than 100 points of damage. Concealed effect dissapears after taking 20 hits. Active: Gain Concealed effect again. | ||
|} | |} | ||
====Universal Components==== | ====Universal Components==== | ||
Revision as of 20:11, 6 January 2026

Mobile Armor is a vehicle system added to Girls' Frontline with client version 3.03 on 21 September 2023. Vehicles are piloted by Dolls and have the ability to both attack from the map (any enemy which is 2 tiles from the vehicle, during this phase your vehicle will not be attacked, just like a HOC unit) and participate in direct combat (like assimilated Architect or assimilated Dreamer).
This system is unlocked after clearing chapter 11-6.
Facilities
Vehicles replace Heavy Ordnance Corps in the Garage screen. HOC systems are all assembled in the Intelligence Center.
- Workstation: Used to select the vehicle on display.
- Mobile Armor Platform: Used to view and modify the displayed vehicle.
- Energy Generator: Continuously creates energy points to move vehicles during battle.
- Armor Range: Used to pass the tutorial for the displayed vehicles and make test runs.
- Components Storage: Lists owned components.
- Research Station: Shortcut to vehicles tech trees.
The Garage is open to visit by other players like the main Dorm. Players can "interact" with the vehicles in friend dorms, by taping the corresponding button and receiving 10 friendship points. After a successful visit, a text will be displayed which can be read after getting back to your garage and pressing "visit" button.
Systems

Each vehicle must be unlocked by completing a set of objectives (such as destroying a specific enemy) and completing a tutorial for the vehicle.
Up to ten configuration presets can be saved per vehicle.
Crew
Each vehicle requires a certain number of Dolls to work. The commanding Doll is also displayed on the vehicle. A mech might only need one pilot, but a tank might need a commander, a gunner, a loader and a driver.
Some crew positions are limited by unit type: some can only be filled by standard units, while others can be filled by assimilated units and Heavy Ordnance Corps.
The Dummy-Link number and level of the crew affects the stats bonuses they grant to the vehicle.
Components
Each vehicle has a number of component slots for Main Components and Universal Components. Like Equipment, components come in 3, 4 and 5-stars rarities, and can be upgraded (with other components or
Component Processing Packages) or scrapped. They can be farmed in the hardest map of Gray Zone Exploration or obtained from Component Boxes.
Slots can accommodate heavy weapons, light weapons, defense components or function components. Some slots are unlocked by progressing in the vehicle's tech tree. Adding a component may add a stat to the vehicle's stats board, such as heavy/light firepower and penetration or night vision.
One of the component slots is the vehicle appearance. Vehicles can also receive new appearances by completing achievements or buying skins from the shop.
Main Components
Main Components provide an extra skill and set stats boosts. Each one also has three extra randomized “Entries” unlocked at levels 1, 3 and 10, which can be either another stat boost or passive skill.
Universal Components
Universal Components only grant a boost to certain stats depending on their type. Each one also two randomized Entries unlocked at level 3 and 10, providing another boost to a stat.
- Reload Chip: Increases Reload Speed
- Attack speed Chip: Increases Rate of fire
- Precision Chip: Increase Precision
- Accuracy Chip: Increases Accuracy
- Armor-Piercing Chip: Increases Armor-Piercing
- Evasion Chip: Increases Evasion
- Firepower Chip: Increases Light and Heavy Weapon Damage
- Full-Speed Chip: Increases Reload Speed and Rate of fire
- Eagle-Eyes Chip: Increases Precision and Accuracy
- Crit Chip: Increases Crit Rate and Crit Damage
- Defense Chip: Increases Armor and Evasion
- Heavy Weaponry Chip: Increases Heavy Weapon Damage
- Light Weaponry Chip: Increases Light Weapon Damage
Skills
Each vehicle has a set of base skills that can be upgraded or unlocked in the tech tree. More skills can be added by components.
In battle, some skills require aiming.
Tech tree
New component slots, skill upgrades and stats upgrades are unlocked by progressing in a vehicle's tech tree. Each node becomes available after accumulating proficiency and can then be unlocked with the four main resources.
Proficiency is only obtained by repeatedly using vehicles in battle.
Battle
Vehicles are deployed from heavy heliports and count toward the same deployment limit as HOCs.
Vehicles can engage in combat like normal echelons, or provide fire support from the map like HOCs do. They also expend ammo when acting and rations per turn like echelons and HOCs. They can retreat from heliports, but will forfeit all their ammo, rations and energy if they are not extracted from a heavy heliport.
Vehicles that are damaged in battle can be field-repaired at heliports (forfeiting the S-rank), but as long as they are not at 0 HP they will be fully repaired when the mission ends.
Energy
Vehicles spend
energy to move instead of Action Points. A deployed vehicle carries a maximum amount of energy, which is replenished each turn from the backup energy from the base if there is any.
Vehicles energy is produced in real-time at the Generator facility, like Fairy Commands. It can also be purchased with the four main resources.
Note: Unlike every other player unit, vehicles cannot swap place with other units on the map since they use their own movement system.
Mobile Armor units
Currently, there are 2 obtainable Mobile Armor units. More may be added in the future.
Tactical Mech

The Tactical Mech can only attack enemies in direct combat. It is manned by one T-Doll (not Assimilated or HOC unit).
In order to get the Tactical Mech the requirements are:
- Kill AA-02 Sinner once (the game recommends Normal 13-6 but this enemy can also be encountered at Chapter 5, mission "Observable Limits III" of Polarized Light, one is on yellow command post and two on neighboring heliports),
- Obtain a total of 50 gold medals,
- Possess two level 100 Fire Support Units,
- Complete the Tactical Mech tutorials in the Mobile Armor Range.
Starting skills:
- High-Energy Particle Beam: Fire a laser dealing 80% damage that scales with Dummy-Links to enemies along its trajectory.
- Tactical Weapon: Switches between melee and ranged modes.
- In melee, wields a tachi, reduce attack speed by 50%, execute a 3-hit attack dealing 120%, 120% and 160% damage to the nearest target, increase armor-piercing by 100 points and critical rate by 40%.
- In ranged, wields a machine gun, prioritize attaching the enemy unit with the highest HP, dealing 2 instances of 100% normal damage.
- EMP Grenade: Throw an EMP grenade at the target, dealing 250% light weapon damage that can crit in a radius of 4 and electrocuting a unit within the target area every 3 seconds for 15 seconds. The electrocuted unit takes 200% light weapon damage that can crit, is stunned for 0.5 seconds, and is given an EM marker, stacking up to 5 times.
This vehicle has four Universal Components slots and five Main Components slots: 2 Light Weapon Slot, 1 Heavy or Light Weapon Slot, 1 Defense or Functional slot (unlocked at 53700 proficiency) and 1 Functional Slot (unlocked at 137100 proficiency).
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TCW48-A3 Steel Claw.
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Universal Type - Urban.
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Universal Type - Desert.
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AA-02M Redeemer.
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Year 64 - Milky Way.
Main Battle Tank


The Main Battle Tank can both attack enemies in direct combat and provide fire support. It is manned by a Tank Commander (T-Doll only), a Gunner (HOC only), a Loader (HOC only) and a Driver (T-Doll, Assimilated unit or HOC).
In order to get MBT the requirements are as follows:
- Reach commander level 50,
- Obtain a total of 120 medals,
- Possess ten level 100 T-Dolls or Assimilated units,
- Complete MBT tutorials in the Mobile Armor Range.
Starting skills:
- Heavy Artillery: Fire a large-caliber shell at enemy units, dealing 80% heavy weapon damage in a radius of 2.5.
- Coaxial Machine Guns: 2 machine gun turrets each fire and deal 60% damage to enemy units that come within range while prioritizing the closest unit.
- Heavy Artillery: Fire a large-caliber shell, perform an accuracy check and deal 100% heavy weapon damage to enemy units within a radius of 2.5.
This vehicle has four Universal Components slots and five Main Components slots: 1 Heavy Weapon Slot, 1 Heavy or Light Weapon Slot, 1 Defense or Functional slot, 1 Light Weapon slot (unlocked at 53700 proficiency) and 1 Functional Slot (unlocked at 137100 proficiency).
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Verdict - Woodland.
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Verdict - Desert Yellow.
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Verdict - Snow.
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Verdict - Feldgrau Design.
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KV-2 - Snow Camouflage.
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KV-2 - Megalodon Design.
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Universal Type - Urban.
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Universal Type - Desert.
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Qilin Design.
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Pegasus Design.
Gallery
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Here, you can assign your crew members.
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Vehicle score after clearing a battle with a said vehicle (direct combat).
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This is what player sees when friendly echelon is attacked (or attacks an enemy) and a vehicle is present near that echelon.
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Screen from which you can install equipment on your vehicle, perform proficiency increase, change crew and equip chips.
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Vehicle deployed with two friendly echelons.
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Screen displaying available resources.
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Chip equip screen for the mech.
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Mech requires only one tdoll to pilot.
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Mech deployed in the grey zone.
Trivia
- As explained in promo materials, Griffin & Kryuger received permission from StateSec to use armored vehicles, which were provided by IOP.
- The vehicles system was teased in 2018, but it took five years before it was announced during Slow Shock's introduction stream, five months before client version 3.03.

