Weapon Guide by SkunkHunter

Version: 2.1 | Updated: 03/01/10 | Printable Version


version 2.1 - March 1, 2010				by SkunkHunter

SPOILER WARNING: Folks differ on what they consider a spoiler, so in an
abundance of caution, I’m saying there may be spoilers. There are no plot 
elements disclosed, but I do list every weapon you can get, including those 
that are awards and those you can capture and I tell you where to get them. 
So, if you don’t want to hear that, don’t read on.

[CRV] - Credits and Version History

[COM] - General Comments

[INT] - Introduction

[SCE] - Scouts and Engineers

[SHT] - Shock Troopers

[SNP] - Snipers

[LNC] - Lancers

[CLO] - Closing Remarks

A huge thank you to Busard, for mastering the Expert Skirmishes (referred to
pre-release as "Extra Hard" mode) and being generous enough to share the
information relating to the weapons unlocked for each Skirmish and what
their statistics are. Also for catching an error in version 2.0 on the clip
size of the ZM MP X3(g).

I also want to thank the folks on the Gamefaqs(R) Board who have kept the VC
Board going with interesting challenges, debates, tips, and plenty of help for
folks new to the game. You've all enhanced my enjoyment of this game and your
efforts only help in making the game more popular. Thank you all very much.

If you want to reach me about something in this Guide, my email is

Version 1.0 - April 16, 2009 was the original FAQ

Version 1.1 - April 20, 2009 I revised an error I made on Lancer reloading, 
included the Aim column for the MGs that I mistakenly left out, and
added the weapon information for the weapons available in two of the first
set of DLC - Extra Hard Skirmishes and Behind Her Blue Flame.

Version 2.0 - February 28, 2010 I added in the weapons available from the
latest DLC - Challenges of the Edy Detachment, and cleaned things up a bit,
trying to make it a bit easier to use. I also made edits based upon my 
experience playing the game and in light of threads I've seen on the Board, 
trying to make this Guide more useful to newer players in particular.

Version 2.1 - March 1, 2010 I corrected the clip size for the ZM MP X3(g)
after Busard pointed out that I had the clip size wrong in v2.0.

I really enjoy this game, and I hope you will, too. I know of no source (other
than playing through the game) that accurately compiles the data on various 
weapons that the infantry units use in it, however. So, I made my own.
I wanted to put everything into a single table for each weapon type, but I
couldn’t make that fit. So, each weapon type is broken into two tables. The
first table lists the weapons and pertinent statistics, and the second table 
explains how you can get that weapon, when it becomes available, and what it 
costs, in terms of DCT, to develop it (for those you can develop).

Those of you who have a spreadsheet program or even word processing software 
that handles tables should be able to copy and paste it into a single more 
useful table that you can also sort any way you like. I sorted the tables by 
time, in terms of when each weapon becomes available, which I found also to 
be useful for comparing different upgrades that you can get.

You’ll see lots of topics on GameFaqs(R) about what weapons are “best,” 
including which development paths to pursue, etc. I've offered my opinions 
on some of that below not to preach a particular philosophy or claim to 
knowing the "best" way to play this game (there isn't one, in my view), but 
more to hopefully help newer players understand what the trade-offs are and
why at least one person thinks particular weapons and/or development paths
are suited to a given play style.

I hope you find this guide a useful tool to enhance your enjoyment of the game.
I know I'm not alone in feeling that trying to get an A ranking (or S in Japan)
on all missions on your first run-through isn't advisable for lots of reasons.
Even if you are a completionist, please know that you will have to play the
game through twice, and start a third game, to get all of the medals.

When you start your second game, you will get a New Game+, which means you
start with your troops trained at the level they finished at, with all of
their equipment as well. And in your second and subsequent playthroughs, you
can replay any Chapter you have reached as many times as you like. That makes
getting A ranks on your second playthrough FAR easier. So, it is my perhaps
vain hope that this Guide will also encourage you to consider playing through
the first time without worrying unduly about getting A ranks. At least,
you'll see how much better the equipment you'll have in your second
playthrough will be.

The information in the tables should be readily-understandable to folks playing
the game. If you’re new or fairly new, the “Aim” statistic reflects how big the
aiming circle is, which shows where your shot could potentially hit (if you 
miss hitting right in the crosshairs). A is the best (smallest); E is the worst.
For weapons that aren’t area of effect, aiming is a big deal. You want your 
Scouts, Snipers, Engineers, and Shock Troopers to hit folks in the head most 
times, and the more accurately you do that, the easier it is to kill enemies. 
The Aim and Range statistics also dictate how far away from an enemy you can do
that, which might spare you or at least reduce the amount of interception fire
you’re subjected to.  Aiming and range are important for your Lancers as well.
The further they can be from a tank or turret and still hit it, the better.

Early on, accuracy can be frustrating. That's based on several factors. First,
each character has a personal accuracy, which goes up as the class level.
Level 1 characters have accuracy from 0 (no kidding) to about 16. That stat
triples or quadruples as they level up. Busard posted a thread that gives
damage calculations and the stats (at Level 20) for the characters:

Second, the early weapons have poor range and low Aim, meaning the aiming
circles are huge unless you're really close. Combined, that means your units
are unlikely to make a shot hit in the crosshairs and the area a missed shot
might hit is big, meaning a shot that misses the crosshairs will likely miss
the head and quite possibly miss altogether. Don't get frustrated. Your units
get much more accurate, and so do their weapons. And it's also why I recommend
upgrading range and accuracy early on, where you can.

“Shots” is how many rounds the unit will fire in a single action (1CP), until 
and unless they get a potential for double actions or shots, etc.

“Ammo” is how many times a unit can fire in a given phase, without somehow
being reloaded (by an Engineer or Order). In that field, "Inf." means you have
infinite ammunition.

“Efct” is an aspect of certain weapons in the game that have a poison that will
affect the unit hit with it. Later on, the Imperial troops will frequently be 
using these weapons to shoot your folks, and they’re a real pain. Although you 
can develop your own, as you’ll see, I think they’re pretty useless.

"Def Dwn" for rifles decreases the effected unit's defense, but you should
just eliminate the unit and/or destroy its cover. “Atk Dwn” for your MGs
decreases the Attack power of the unit hit, but I recommend using the T-MAG
and just killing them; that REALLY decreases their attack power. Similarly, you
can develop “Aim Dwn” for your Sniper, but you should be using your Sniper to
hit folks in the head for a OHKO, in which case how they would have aimed if
they were still alive becomes moot. Finally, you can develop “HP Dwn” for the
flamethrower, which would cause the unit hit to lose HP if and when it moved
during its Phase. Although that’s very annoying when some enemy ShockT hits YOU
with it, you should use your Flamethrower to burn folks up completely. The ones
you can develop and/or capture do that in one burn usually, and sometimes two.

“How” indicates how you get the weapon, which is one of three ways: 
“R&D” means you have to develop it at the R&D Facility at Headquarters; 
“Award” means that you can get it as an award from Princess Cordelia in the 
Audience Hall (accessed through Headquarters); and
“Ace” means that you get the weapon by killing the enemy Ace wielding it.

You’ll see a lot of topics on Awards. Based upon my playthroughs, awards are
pretty random. You get them for achieving a high rank on the relevant 
Chapter(s). It seems that A rank gets you 3-4 types of weapons, B rank gets 
2-3, and C rank 1-2, but even that seems a bit unpredictable to me. What 
weapons you get is random. If you save after a battle and then go to
the Audience Hall, you will be able to reload if you don’t like what the 
Princess gives you; she’ll give you something different if you reload and 
go back to her again. Finally, the number of each type of weapon she gives you 
also varies a bit, in no way I’ve been able to predict. So, if somebody has 
the Award thing figured out, please let me know.

“Development” simply lists what the R&D development is that you need to pay 
for to get the upgrade.  Some information on that: when you get an upgrade in 
R&D, the relevant troops in your squad who are not equipped with a particular 
Royal or Ace weapon will all automatically be equipped with whatever the 
computer thinks is the latest and greatest version that you have. That’s fine
for non-branching development paths, but it can create problems when you have
a branching development tree (like for Rifles) and you simply buy all upgrades
that are available. For example, you might buy upgrades for your Shock Troopers
of Firepower Boost 5, Added Effect 5, and Clip Size Up 5. The computer will 
equip your troops with Added Effect 5 guns (the MAJ-X M2), so you need to go 
to the Squad Barracks and ensure your troops have the weapons you actually 
want if you upgrade evenly.

That brings up a question as to whether, if you do not buy an upgrade when it
initially becomes available, does it delay development of the next upgrade 
below it. For example, if you delay buying Firepower Boost 5 and Added 
Effect 5 (perhaps in part because you don’t want your Shock Troopers somehow 
getting equipped with Added Effects weapons when you want them equipped with
Clip Size Up ones), does it delay the time you could develop Firepower Boost 6
and Added Effect 6? The answer is NO, it does not. I’ve tested it. You can 
always go back later and buy all the upgrades. So I recommend you upgrade the
path you're interested in using, and save the others until you want to buy
everything at the end to get the medal for that (Excellence in Armament).

Probably enough introduction, so . . .


Your Scouts and Engineers can use the same rifles (I’m not saying that they 
should, but they can).

Like the MGs and Sniper Rifles, the Rifles that you can capture have poor
range and accuracy, but much higher damage. If you're using Scouts to get 
head shots from beyond the range of enemy ShockT's, or even Scouts, the
Royals and what you can develop are better, in my opinion. But if you're
in confined quarters and/or using a Scout to defend a base or a tank with
interception fire, the Imperial Rifles from the DLC are awesome.

To make everything fit, I abbreviated “Gallian” as “Gal’n” in some cases.
Rifles don’t have area effects, so I didn’t use a column for Area (as you’ll
see in their stats if you look in the game). Here are the Rifle statistics:

Rifles	          Aim	Range  vsPers vsArmor	Efct	Shots	Ammo
Gallian-1	   C	350	17	40	-	5	Inf.
ZM Kar 1(g)	   E	180	36	46	-	5	Inf.
Gallian-2	   C	350	22	40	-	5	Inf.
Gallian-3	   C	360	23	45	-	5	Inf.
Gallian-4	   C	360	24	45	-	5	Inf.
ZM Kar 2(g)	   D	180	39	51	-	5	Inf.
Gallian-S1	   C	380	25	50	-	5	Inf.
Gallian-X1	   D	350	20	48	DefDwn	5	Inf.
Gallian-A1	   C	360	26	51	-	5	Inf.
Gallian-S2	   B	380	26	52	-	5	Inf.
Gallian-X2	   D	350	21	48	DefDwn	5	Inf.
Gallian-A2	   C	360	28	53	-	5	Inf.
Gallian-S3	   B	380	27	52	-	5	Inf.
Gallian-X3	   D	350	22	48	DefDwn	5	Inf.
Gallian-A3	   C	360	30	53	-	5	Inf.
Gallian-1R	   B	350	32	60	-	5	Inf.
ZM Kar 3(g)	   D	180	43	54	-	5	Inf.
Gal'n-S10	   B	400	27	56	-	5	Inf.
Gal'n-X10	   D	360	25	54	DefDwn	5	Inf.
Gal'n-A10	   C	380	34	57	-	7	Inf.
Gallian-3R	   B	350	35	62	-	5	Inf.
ZM Kar 4(g)	   D	200	51	60	-	5	Inf.
Gal'n-S11	   B	400	29	56	-	5	Inf.
Gal'n-X11	   D	350	26	54	DefDwn	5	Inf.
Gal'n-A11	   C	380	36	58	-	7	Inf.
Gal'n-S12	   B	400	31	56	-	5	Inf.
Gal'n-X12	   D	360	27	54	DefDwn	5	Inf.
Gal'n-A12	   C	380	38	58	-	7	Inf.
Gal'n-S1R	   B	350	37	64	-	5	Inf.
ZM Kar 5(g)	   C	220	60	65	-	5	Inf.
Gal'n-S10R	   A	350	40	67	-	5	Inf.
Gal'n-S20	   A	420	40	57	-	5	Inf.
Gal'n-X20	   D	380	35	55	DefDwn	5	Inf.
Gal'n-A20	   C	400	42	60	-	7	Inf.
Gal'n-S20R	   A	350	45	70	-	5	Inf.
ZM Kar 6(g)	   D	220	72	70	-	7	Inf.
ZM Kar 7(g)	   D	220	92	95	-	7	Inf.
ZM Kar 8(g)        D    220    100      95      -       7       Inf.
ZM Kar 9(g)        D    225    105     100      -       7       Inf.

Here's how you acquire the Rifles available in VC (please note
that "Ex. Sk." stands for Expert Skirmish, and "Edy Sk." stands for
Edy Detachment Challenge Skirmish, both of which are available as
downloadable content, or DLC):

Rifles		How?	When	   Development		R&D cost
Gallian-1	Auto	At start		
ZM Kar 1(g)	Ace	Ch. 2		
Gallian-2	R&D	Ch. 3	   Accuracy Boost 1	500
Gallian-3	R&D	Ch. 4	   Accuracy Boost 2	2000
Gallian-4	R&D	Ch. 6	   Accuracy Boost 3	4500
ZM Kar 2(g)	Ace	Ch. 7		
Gallian-S1	R&D	Ch. 8	   Accuracy Boost 4	8000
Gallian-X1	R&D	Ch. 8	   Added Effect 4	8000
Gallian-A1	R&D	Ch. 8	   Firepower Boost 4	8000
Gallian-S2	R&D	Ch. 9	   Accuracy Boost 5	12500
Gallian-X2	R&D	Ch. 9	   Added Effect 5	12500
Gallian-A2	R&D	Ch. 9	   Firepower Boost 5	12500
Gallian-S3	R&D	Ch. 10	   Accuracy Boost 6	18000
Gallian-X3	R&D	Ch. 10	   Added Effect 6	18000
Gallian-A3	R&D	Ch. 10	   Firepower Boost 6	18000
Gallian-1R	Award	Ch.s 10-11		
ZM Kar 3(g)	Ace	Ch. 10(a)		
Gal'n-S10	R&D	Ch. 12	   Accuracy Boost 7	24500
Gal'n-X10	R&D	Ch. 12	   Added Effect 7	24500
Gal'n-A10	R&D	Ch. 12	   Firepower Boost 7	24500
Gallian-3R	Award	Ch.s 12-14		
ZM Kar 4(g)	Ace	Ch. 13		
Gal'n-S11	R&D	Ch. 14	   Accuracy Boost 8	32000
Gal'n-X11	R&D	Ch. 14	   Added Effect 8	32000
Gal'n-A11	R&D	Ch. 14	   Firepower Boost 8	32000
Gal'n-S12	R&D	Ch. 15	   Accuracy Boost 9	40500
Gal'n-X12	R&D	Ch. 15	   Added Effect 9	40500
Gal'n-A12	R&D	Ch. 15	   Firepower Boost 9	40500
Gal'n-S1R	Award	Ch. 15		
ZM Kar 5(g)	Ace	Ch. 15(a)		
Gal'n-S10R	Award	Ch.s 16-17		
Gal'n-S20	R&D	Ch. 17	   Accuracy Boost 10	50000
Gal'n-X20	R&D	Ch. 17	   Added Effect 10	50000
Gal'n-A20	R&D	Ch. 17	   Firepower Boost 10	50000
Gal'n-S20R	Award	Ch. 18		
ZM Kar 6(g)	Ace	Ex. Sk. 1&7		
ZM Kar 7(g)	Ace	Ex. Sk. 5		
ZM Kar 8(g)     Ace     Ed. Sk. 1
ZM Kar 9(g)     Ace     Ed. Sk. 4

Scouts and Engineers also use grenades, but a bit differently.  
Scouts only have 1 grenade per Phase that they can use.
Engineers have 3 grenades that they can use. Hence, in the table the
indication “S1 / E3,” showing that difference.

Note that, similar to Lancers as explained below, Engineers start
with 3 grenades but absent being reloaded, they only regain 1
grenade per phase, unless they're in a friendly base (in which
case they are fully reloaded). Hence, if you use all three of your
Engineer's grenades in one Phase, it will begin the next Phase with
only one (unless somehow reloaded).  Unlike some of the Lancers, no
Engineer has a Potential that can give it an extra round, so 
reloading must be done by the Resupply order or another Engineer.

Another difference between the way Scouts use grenades and the way
that Engineers use them is that when your Scouts reach Elite status,
they can fire a rifle grenade (Engineers can’t). Rifle grenades
just have greater range than normal grenades, as you can see.
The stats are:

Grenade                Aim	Range  vsPers  vsArmor	Ammo
B-Type Grenade M1	C	90	250	300	S1 / E3
B-Type Grenade M2	C	90	275	325	S1 / E3
B-Type Grenade M3	C	90	300	350	S1 / E3
B-Type Grenade M4	C	90	350	375	S1 / E3
B-Type Grenade M5	C	90	400	400	S1 / E3
Randgrizer M1		D	250	250	300	1
Randgrizer M2		D	250	275	325	1
Randgrizer M3		D	250	300	350	1
Randgrizer M4		D	250	350	375	1
Randgrizer M5		D	250	400	400	1

As mentioned, only Elite Scouts will have rifle grenades, so that is
reflected in the table below.  Also, once your Scouts have that
ability, they will simply equip the best grenade you’ve developed
as their rifle grenade. There is no separate development or cost. 
Here’s how you obtain the grenades:

Grenade            How?  When?             Development	    R&D cost
B-Type Grenade M1  Auto  At start		
B-Type Grenade M2  R&D   Ch. 5             Grenade Upgrade 1  300*
B-Type Grenade M3  R&D   Ch. 9             Grenade Upgrade 2  1900*
B-Type Grenade M4  R&D   Ch. 13            Grenade Upgrade 3  5300*
B-Type Grenade M5  R&D   Ch. 19            Grenade Upgrade 4  11100*
Randgrizer M1	   Auto  Elite Scouts		
Randgrizer M2	   R&D   Ch. 5 (if Elite)  *comes w/ GU2	M2
Randgrizer M3	   R&D   Ch. 9 (if Elite)  *comes w/ GU3	M3
Randgrizer M4	   R&D   Ch. 13 (if Elite) *comes w/ GU4	M4
Randgrizer M5	   R&D   Ch. 19 (if Elite) *comes w/ GU5	M5


Shock Troopers use Machine Guns. None of their guns have area effects, so I
didn’t use a column for Area.

Depending upon how you use your ShockTs, I think this is an area where you can,
if you have to, skimp on DCT. The enemy Ace MGs are good for close work, and
the Royals are decent, too (in fact, the Mags M30R is my favorite, aside from 
DLC weapons). If and when you upgrade, I like Ammo Clip Up. Having extra shots
is nice for single kills, and very useful when you line up a few enemies.
Here are the Machine Gun statistics:

MG	   Aim	Range vs Pers vs Armor	Efct	Shots	Ammo
Mags M1	    D	200	20	40	-	20	Inf.
Mags M2	    D	200	21	40	-	20	Inf.
ZM MP 1(g)  E	80	31	55	-	20	Inf.
Mags M3	    D	200	22	45	-	20	Inf.
ZM MP 2(g)  E	80	33	57	-	20	Inf.
Mags M4	    D	200	23	45	-	20	Inf.
MAJ-X M1    D	180	20	47	AtkDwn	15	Inf.
Mags M10    D	200	25	50	-	20	Inf.
ZM MP 3(g)  D	120	35	58	-	20	Inf.
MAJ-X M2    D	180	21	48	AtkDwn	15	Inf.
T-MAG 1	    D	200	21	49	-	25	Inf.
Mags M11    D	200	26	51	-	20	Inf.
Mags M1R    D	200	28	58	-	20	Inf.
MAJ-X M3    D	180	22	49	AtkDwn	15	Inf.
T-MAG 2	    D	200	22	50	-	25	Inf.
Mags M12    D	200	27	52	-	20	Inf.
Mags M3R    D	200	31	59	-	20	Inf.
MAJ-X M10   D	180	25	51	AtkDwn	15	Inf.
T-MAG 10    D	200	22	52	-	30	Inf.
Mags M20    D	200	30	54	-	20	Inf.
ZM MP 4(g)  D	120	40	59	-	20	Inf.
MAJ-X M11   D	180	26	52	AtkDwn	15	Inf.
T-MAG 11    D	200	23	53	-	30	Inf.
Mags M21    D	200	32	55	-	20	Inf.
MagsM10R    D	200	33	60	-	20	Inf.
MAJ-X M12   D	180	27	52	AtkDwn	15	Inf.
T-MAG 12    D	200	25	54	-	30	Inf.
Mags M22    D	200	34	56	-	20	Inf.
MagsM20R    C	220	36	61	-	20	Inf.
ZM MP 5(g)  D	150	45	60	-	20	Inf.
MAJ-X M20   D	180	30	54	AtkDwn	15	Inf.
T-MAG 20    D	200	25	56	-	35	Inf.
Mags M30    D	200	37	58	-	20	Inf.
MagsM30R    C	240	40	63	-	20	Inf.
ZM MP 6(g)  D	150	47	60	-	25	Inf.
Ruhm        A   540     35      75      -       20      Inf.
ZM MPX3(g)  E   150     75      60      -       25      Inf.

Here’s how you get the Machine Guns (please note that "Ex. Sk." stands for
Expert Skirmish, and "Edy Sk." stands for Edy Challenge Skirmish, both of
which are available as DLC; separately available as DLC are the 
"Behind Her Blue Flame" missions, which if you A-rank will unlock the
amazing Ruhm, as indicated):

MG	   How?	   When?	        Development	        R&D cost
Mags M1	   Auto	   At Start		
Mags M2	   R&D	   Chapter 2       	Firepower Boost 1	500
ZM MP 1(g) Ace	   Chapter 3		
Mags M3	   R&D	   Chapter 5       	Firepower Boost 2	2000
ZM MP 2(g) Ace	   Chapter 5		
Mags M4	   R&D	   Chapter 7       	Firepower Boost 3	4500
MAJ-X M1   R&D	   Chapter 8       	Added Effect 4		8000
Mags M10   R&D	   Chapter 8       	Firepower Boost 4	8000
ZM MP 3(g) Ace	   Chapter 8(a)		
MAJ-X M2   R&D	   Chapter 10       	Added Effect 5		12500
T-MAG 1	   R&D	   Ch. 10 (if Elite)	Clip Size Up 5		12500
Mags M11   R&D	   Chapter 10       	Firepower Boost 5	12500
Mags M1R   Award   Chapters 10-11		
MAJ-X M3   R&D	   Chapter 11       	Added Effect 6		18000
T-MAG 2	   R&D	   Ch. 11 (if Elite)	Clip Size Up 6		18000
Mags M1R   R&D	   Chapter 11       	Firepower Boost 6	18000
Mags M3R   Award   Chapters 12-14		
MAJ-X M10  R&D	   Chapter 13       	Added Effect 7		24500
T-MAG 10   R&D	   Ch. 13 (if Elite)	Clip Size Up 7		24500
Mags M20   R&D	   Chapter 13       	Firepower Boost 7	24500
ZM MP 4(g) Ace	   Chapter 14		
MAJ-X M11  R&D	   Chapter 15       	Added Effect 8		32000
T-MAG 11   R&D	   Ch. 15 (if Elite)	Clip Size Up 8		32000
Mags M21   R&D	   Chapter 15       	Firepower Boost 8	32000
MagsM10R   Award   Chapter 15		
MAJ-X M12  R&D	   Chapter 16       	Added Effect 9		40500
T-MAG 12   R&D	   Ch. 16 (if Elite)	Clip Size Up 9		40500
Mags M22   R&D	   Chapter 16       	Firepower Boost 9	40500
MagsM20R   Award   Chapters 16-17		
ZM MP 5(g) Ace	   Chapter 17		
MAJ-X M20  R&D	   Chapter 18       	Added Effect 10		50000
T-MAG 20   R&D	   Ch. 18 (if Elite)	Clip Size Up 10		50000
Mags M30   R&D	   Chapter 18       	Firepower Boost 10	50000
MagsM30R   Award   Chapter 18		
ZM MP 6(g) Ace	   Ex. Sk. 3
Ruhm       A-rank  Behind Her Blue Flame DLC		
ZM MPX3(g) Ace     Edy Sk. 5

Once your Shock Troopers reach Elite status, they can equip a flamethrowing 
attachment on their machine guns.  Although it has a short range, it burns 
everything in an arc when you fire it, and is unaffected by whether an enemy 
is crouching behind sandbags, hiding in the grass or in other cover.  They are 
therefore great at burning folks out of cover.  Aimed relatively low, they will 
also damage units who duck and evade. Ouch.

All Flamethrowers are area of effect weapons, so I left out the “Area” column
from the table. Their stats:

Flamer	   Aim	Range  vsPers vsArmor	Efct	Shots	Ammo
FF-I	   B	90	130	44	-	1	Inf.
FoG 01	   B	90	130	46	HP Dwn	1	Inf.
FF-2	   B	90	150	50	-	1	Inf.
FoG 02	   B	90	157	46	HP Dwn	1	Inf.
FF-3	   B	90	200	52	-	1	Inf.
FoG 03	   B	90	185	47	HP Dwn	1	Inf.
FF-4	   B	90	250	52	-	1	Inf.
VB FW 1(g) B	90	380	60	-	1	Inf.
VB FW 2(g) B	90	500	70	-	1	Inf.
FoG 04	   B	90	212	47	HP Dwn	1	Inf.
FF-5	   B	90	300	52	-	1	Inf.
FoG 05	   B	90	240	49	HP Dwn	1	Inf.
FF-6	   B	90	350	52	-	1	Inf.
FoG 06	   B	90	267	49	HP Dwn	1	Inf.
FF-7	   B	90	400	52	-	1	Inf.
FoG 07	   B	90	350	54	HP Dwn	1	Inf.
FF-8	   B	90	450	57	-	1	Inf.
VB FW XX   B	90	380    1000	-	1	Inf.

Your Shock Troopers automatically equip the first flamethrower, the FF-1, once
they reach Elite status. for free. Others you have to develop or capture.  
One thing I don’t know is whether you could equip the flamethrowers you 
capture by killing the enemy Aces if you WEREN’T Elite status. It wouldn’t be 
easy, at least for the VB FW 2(g) that my pal Fujmolt the Edge wields in 
Rosie’s Report, but I would think you could. If anybody knows for sure, 
please let me know. 

Anyway, here’s how you get them  (please note that "Ex. Sk." stands for 
Expert Skirmish, which is available as downloadable content, or DLC):

Flamer	   How?	When?          		Development		R&D cost
FF-I	   Auto	Elite Status		
FoG 01	   R&D	Ch. 8 (if Elite)	Added Effect 1		10500
FF-2	   R&D	Ch. 8 (if Elite)	Firepower Boost 1	10500
FoG 02	   R&D	Ch. 10 (if Elite)	Added Effect 2		15400
FF-3	   R&D	Ch. 10 (if Elite)	Firepower Boost 2	15400
FoG 03	   R&D	Ch. 11 (if Elite)	Added Effect 3		21000
FF-4	   R&D	Ch. 11 (if Elite)	Firepower Boost 3	21000
VB FW 1(g) Ace	Chapter 11		
VB FW 2(g) Ace	Rosie's Rpt.		
FoG 04	   R&D	Ch. 14 (if Elite)	Added Effect 4		27300
FF-5	   R&D	Ch. 14 (if Elite)	Firepower Boost 4	27300
FoG 05	   R&D	Ch. 15 (if Elite)	Added Effect S		34300
FF-6	   R&D	Ch. 15 (if Elite)	Firepower Boost 5	34300
FoG 06	   R&D	Ch. 16 (if Elite)	Added Effect 6		41900
FF-7	   R&D	Ch. 16 (if Elite)	Firepower Boost 6	41900
FoG 07	   R&D	Ch. 18 (if Elite)	Added Effect 7		50100
FF-8	   R&D	Ch. 18 (if Elite)	Firepower Boost 7	50100
VB FW XX   Ace  Ex. Sk. 9

[SNP]			     SNIPERS

Your Snipers use Sniper Rifles. Throughout the game, a hit to the head of 
any infantry unit not in cover is nearly always a one-hit kill. Accordingly,
Accuracy (Aim) and Range are the key statistics, in my opinion. If you look 
at the tables, you'll notice that you're going to go a long time before you 
can get a better Sniper Rifle, either from an enemy Ace or the Princess, than 
you can develop on your own.

Early on, as mentioned above, your snipers have poor personal accuracy stats.
That, combined with the poor Aim and Range stats of the early Sniper rifles,
lead many folks to abandon snipers early on as useless, or save and reload 
the game repeatedly to try to make a shot. Don't do either. Spend early DCT on
improving the range and accuracy of your sniper rifles, and your snipers will
fairly quickly begin to shine.

To make everything fit, I abbreviated “Brondel” as “Br’l” in some cases. Sniper 
Rifles really don’t have area effects, so I didn’t use a column for Area.

Here are the Sniper Rifle statistics:

Sniper R  Aim	Range  vsPers vsArmor	Efct	Shots	Ammo
GSR-1	   C	1000	70	50	-	1	3
GSR-2	   C	1000	75	55	-	1	3
GSR-3	   C	1100	80	65	-	1	3
GSR-4	   C	1100	85	65	-	1	3
ZM SG 1(g) D	450	152	55	-	1	3
GSR-10	   B	1200	90	70	-	1	3
Br'l M101X C	700	80	60	Aim Dwn	1	3
Brondel M1 C	1000	100	72	-	1	3
ZM SG 2(g) D	500	155	70	-	1	3
GSR-11	   B	1200	95	72	-	1	3
Br'l M102X C	700	82	62	Aim Dwn	1	3
Brondel M2 C	1000	105	75	-	1	3
GSR-1R	   C	1250	135	92	-	1	3
ZM SG 3(g) D	500	158	75	-	1	3
GSR-12	   B	1200	100	74	-	1	3
Br'l M103X C	700	85	64	Aim Dwn	1	3
Brondel M3 C	1000	110	78	-	1	3
GSR-3R	   B	1500	140	94	-	1	3
ZM SG 4(g) D	700	161	86	-	1	3
GSR-20	   A	1500	110	79	-	1	3
Br'l M110X C	1000	95	69	Aim Dwn	1	3
Br'l M10   C	1200	130	85	-	1	3
GSR-21	   A	1500	115	81	-	1	3
Br'l M111X C	1000	99	71	Aim Dwn	1	3
Br'l M11   C	1200	135	88	-	1	3
GSR-10R	   B	1500	145	96	-	1	3
GSR-22	   A	1500	120	83	-	1	3
Br'l M112X C	1000	102	73	Aim Dwn	1	3
Br'l M12   C	1200	140	91	-	1	3
GSR-20R	   A	1800	150	98	-	1	3
ZM SG 5(g) D	780	183	91	-	1	3
GSR-30	   A	1800	130	86	-	1	3
Br'l M120X C	1200	115	76	Aim Dwn	1	3
Br'l M20   B	1500	160	95	-	1	3
GSR-30R	   A	1800	170	100	-	1	3
ZM SG 6(g) D	780	190	91	-	1	3
ATR-X1     E	780	70	800	-	1	3
ZM SG 7(g) D    780     215     95      -       1       3
ATR-X3     D    900     65      1000    -       1       3

As mentioned above, because you're going to be using your snipers to get
one-hit headshot kills most of the time, Aim and Range are the big 
statistics - damage doesn't really matter all that much. Notice, then, that
by investing in Accuracy, you can get the GSR-10 at Chapter 8. It has B Aim 
and 1200 Range. That's better Aim and essentially the same range as the first
Sniper Rifle the Princess gives you (the GSR-1R, with C Aim and 1250 Range),
and nearly as good as the second one (the GSR-2R, with B Aim and 1500 Range).
Eventually, as with other weapons, the final Royal Sniper rifle is the best
available, other than DLC weapons (and as a pure sniper rifle, better than
those, too, in my opinion).

Enemy Ace Sniper Rifles have massive damage, but horrible Aim, so what you
develop is always better, in my opinion. There are also two Snipers you can 
capture in the DLC that are anti-armor; great for taking out turrets or tanks 
you have a shot at the radiator of; they're fun, so try them out. Here’s how 
you get the Sniper Rifles ("Ex. Sk." stands for Expert Skirmish, and "Edy Sk." 
stands for EdycDetachment Skirmish, both of which are available as DLC):

Sniper R   How?	  When?		Development		R&D cost
GSR-1	   Auto	  At Start		
GSR-2	   R&D	  Ch. 3		Accuracy Boost 1	500
GSR-3	   R&D	  Ch. 4		Accuracy Boost 2	2000
GSR-4	   R&D	  Ch. 6		Accuracy Boost 3	4500
ZM SG 1(g) Ace	  Ch. 6		
GSR-10	   R&D	  Ch. 8		Accuracy Boost 4	8000
Br'l M101X R&D	  Ch. 8		Added Effect 4		8000
Brondel M1 R&D	  Ch. 8		Firepower Boost 4	8000
ZM SG 2(g) Ace	  Ch. 8(b)		
GSR-11	   R&D	  Ch. 10	Accuracy Boost 5	12500
Br'l M102X R&D	  Ch. 10	Added Effect 5		12500
Brondel M2 R&D	  Ch. 10	Firepower Boost 5	12500
GSR-1R	   Award  Ch.s 10-11		
ZM SG 3(g) Ace	  Ch. 10(b)		
GSR-12	   R&D	  Ch. 11	Accuracy Boost 6	18000
Br'l M103X R&D	  Ch. 11	Added Effect 6		18000
Brondel M3 R&D	  Ch. 11	Firepower Boost 6	18000
GSR-3R	   Award  Ch.s 12-14		
ZM SG 4(g) Ace	  Ch. 12		
GSR-20	   R&D	  Ch. 13	Accuracy Boost 7	24500
Br'l M110X R&D	  Ch. 13	Added Effect 7		24500
Br'l M10   R&D	  Ch. 13	Firepower Boost 7	24500
GSR-21	   R&D	  Ch. 15	Accuracy Boost 8	32000
Br'l M111X R&D	  Ch. 15	Added Effect 8		32000
Br'l M11   R&D	  Ch. 15	Firepower Boost 8	32000
GSR-10R	   Award  Ch. 15		
GSR-22	   R&D	  Ch. 16	Accuracy Boost 9	40500
Br'l M112X R&D	  Ch. 16	Added Effect 9		40500
Br'l M12   R&D	  Ch. 16	Firepower Boost 9	40500
GSR-20R	   Award  Ch.s 16-17		
ZM SG 5(g) Ace	  Ch. 16		
GSR-30	   R&D	  Ch. 18	Accuracy Boost 10	50000
Br'l M120X R&D	  Ch. 18	Added Effect 10		50000
Br'l M20   R&D	  Ch. 18	Firepower Boost 10	50000
GSR-30R	   Award  Ch. 18		
ZM SG 6(g) Ace	  Ex. Sk. 2&4
ATR-X1     Ace    Ex. Sk. 6		
ZM SG 7(g) Ace    Edy Sk. 3
ATR-X3     Ace    Edy Sk. 6

[LNC]			     LANCERS

Your Lancers use, you guessed it, Lances. 

Once your Lancers get to Elite status, you can research and develop “Mortar”
type lances. As you can see from the table below, the Mortar-type lances 
(the Lancaar-SH series) do much less damage against armor than the anti-armor,
but they do a lot more damage against infantry targets and they have an 
explosive area effect.

You’ll notice that the mortars have a much greater range than a thrown grenade
(200 vs. 90), but not quite as much as a rifle grenade (200 vs. 250). However,
the Mortar lances do a lot more damage. You’ll find in many cases as the game
progresses that whereas a grenade will not kill most enemies in one hit (enemy
ShockT’s and Scouts have just a few too many HP), a Mortar usually will kill 
them. Because Lancer armor has Anti-blast properties, grenades and mortars 
aren’t a good choice to go after them with at any point.

Mortars are very useful because they damage troops crouching behind sandbags
and also can blow up the sandbags (or other barriers). They're great for 
attacking grouped ShockTs behind sandbags. Also, although they’re
much worse against armor head on, a mortar hit to the radiator is still a
one-hit kill on any tank. If you’re going to try that, you have to be a ways
away, so that you can get the aiming arc to hit the radiator.

In any event, the “Area” field here indicates that the mortar lances have an
area effect, whereas the strictly anti-armor ones don’t. Consider having at
least one of your available Lancers equipped with the mortar type; they can
come in handy. 

To make everything fit, I abbreviated “Lancaar” as “Ln’r” and “Theimer” as 
“Th’r.” You’ll also notice that I put an asterisk by the Ammo. Lancers start 
with 3 Lances. Absent a Potential (like Mooch or Extra Shot, which give them 
one additional round the Phase it activates), Order (Resupply, which gives 
them 3 again), or being reloaded by an Engineer (which also reloads three 
rounds), Lancers will get one more round to fire the next Phase. Unless 
they're in a friendly base, in which case they'll have 3 again.
Okay, enough of the pitch, here are the stats:

Lance	   Aim	Range  vsPers vsArmor	Area	Shots	Ammo
Ln'r M1	   D	600	120	850	X	1	3*	
Ln'r M2	   D	600	125	900	X	1	3*	  
Ln'r M3	   D	600	130	950	X	1	3*	  
Ln'r M4	   D	600	150	1000	X	1	3*	   
Th'r M01   D	600	150	1100	X	1	3*	   
Ln'rSHM1   C	200	320	300	O	1	3*	   
Th'r M02   D	600	155	1150	X	1	3*	   
Ln'r M1R   D	620	150	1000	X	1	3*	   
Ln'rSHM2   C	200	340	325	O	1	3*	   
Th'r M03   D	600	160	1200	X	1	3*	   
Ln'r M3R   C	620	200	1150	X	1	3*	   
Ln'rSHM10  C	200	375	350	O	1	3*	   
Th'r M10   D	600	190	1300	X	1	3*	   
Ln'rSHM11  C	200	410	375	O	1	3*	   
Th'r M11   D	600	195	1350	X	1	3*	   
Th'r M01R  C	620	225	1300	X	1	3*	   
Th'r M10R  C	620	250	1450	X	1	3*	   
Ln'rSHM12  C	200	450	400	O	1	3*	   
Th'r M12   D	600	195	1400	X	1	3*	   
Ln'rSHM20  C	200	500	450	O	1	3*	   
Th'r M20   D	600	225	1500	X	1	3*	   
Th'r M20R  C	650	300	1600	X	1	3*	   
VB PL XX   B	500	120	850	X	1	3*
vB PL X3   B    700     120     1000    X       1       3*	   

Lances are another weapon where the stuff you develop is generally equal to or
better than what the Princess gives you early on. The only enemy Ace Lances are
in the DLC, and the Princess doesn't give you any Mortar-type lances. 
So, you're going to want to invest in R&D for your Lances, particularly early.

The final few anti-tank Lances that the Princess gives you are much better 
than what you can develop: Royal Lances are the only anti-tank Lances in the 
game with C Aim, which is much better than D, and they also deal more damage 
than the ones you can develop.

The enemy Ace Lances, the VB PL XX and X3, available through the DLC, are the
only Lances with B Aim, but note that you sacrifice a lot of damage. They're
great for taking out turrets and tanks you can get behind.

Here’s how you get the Lances (please note that "Ex. Sk." stands for Expert
Skirmish, and "Edy Sk." stands for Edy Detachment Skirmish, both of which
are available as downloadable content, or DLC):

Lance	   How?	   When?          	Development		R&D cost
Ln'r M1	   Auto	   At Start		
Ln'r M2	   R&D	   Ch. 3         	Firepower Boost 1	700
Ln'r M3	   R&D	   Ch. 5         	Firepower Boost 2	2450
Ln'r M4	   R&D	   Ch. 7         	Firepower Boost 3	5110
Th'r M01   R&D	   Ch. 8         	Firepower Boost 4	8600
Ln'rSHM1   R&D	   Ch. 10 (if Elite)	Enhanced Mortar 5	12900
Th'r M02   R&D	   Ch. 10       	Firepower Boost 5	12900
Ln'r M1R   Award   Ch.s 10-11		
Ln'rSHM2   R&D	   Ch. 12 (if Elite)	Enhanced Mortar 6	17900
Th'r M03   R&D	   Ch. 12       	Firepower Boost 6	17900
Ln'r M3R   Award   Ch.s 12-14		
Ln'rSHM10  R&D	   Ch. 14 (if Elite)	Enhanced Mortar 7	23700
Th'r M10   R&D	   Ch. 14       	Firepower Boost 7	23700
Ln'rSHM11  R&D	   Ch. 15 (if Elite)	Enhanced Mortar 8	30200
Th'r M11   R&D	   Ch. 15       	Firepower Boost 8	30200
Th'r M01R  Award   Ch. 15		
Th'r M10R  Award   Ch.s 16-17		
Ln'rSHM12  R&D	   Ch. 17 (if Elite)	Enhanced Mortar 9	37300
Th'r M12   R&D	   Ch. 17       	Firepower Boost 9	37300
Ln'rSHM20  R&D	   Ch. 18 (if Elite)	Enhanced Mortar 10	45200
Th'r M20   R&D	   Ch. 18       	Firepower Boost 10	45200
Th'r M20R  Award   Ch. 18		
VB PL XX   Ace     Ex. Sk. 8		
VB PLX3(g) Ace     Edy Sk. 2

That's it for now. I hope you found this guide useful. Thanks again to Busard
for the information on the DLC weapons and correction, and to the folks on the
Board who keep it going (y'all know who you are).