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    Special Weapon FAQ by alpha671

    Version: 2.0 | Updated: 08/29/07 | Search Guide | Bookmark Guide

    Incoming Transmission from Aurelian Air Force Command…
    Special Weapons Maintenance Guide
                                          For use for Aurelian Pilots and Engineers
    Table of Contents
    I.	Introduction
    II.	Version Information
    III.	Notice & Copyright Information
    IV.	Air-to-Air Special Weapons
    V.	Air-to-Ground Special Weapons
    VI.	Other Special Weapons
    VII.	Conclusion
    VIII.	Special Thanks
    I. Introduction
    This FAQ will show you how to wisely select your special weapons for Ace Combat
    X: Skies of Deception.  Please note that this is my first guide and that any
    help, errors, or etc. founded on this or other FAQs will be greatly appreciated
    and will have his/her name on the special thanks section.
    Why did I make this FAQ? I’ve completed Ace Combat X fifty times over and I 
    know the ins and outs of each aircraft (well, mostly). I’ve went through the 
    hassle of going to a mission where my armament isn’t good enough, and I had to
    change special weapons, or even planes in order to complete it with desired 
    rank. So, for comrade pilots to not experience the same trial and error, I’d 
    decided to make this little wiki on these special weapons. Please note that 
    this FAQ would be helpful to beginner-normal players that are starting this 
    game. There are some multiplayer tricks here for the intermediate and above.
    Again, any help or support would be really appreciated. All comments will be 
    accepted. Please email them to alpha671ofraz@aol.com. If changes are made I 
    will add your name (or E-mail) to the special thanks section. When emailing 
    about the guide, please include references to Ace Combat X Special Weapons 
    Guide, or it will be deleted.No attachments unless you have my permission.
    II. Version Information
    Initial Version (1.0) : This version includes all the goods. Mistakes are 
    Version 1.5: This version includes proofreading throughout the guide, added the
    confirmed origination of the ECMP.
    Version 2.0: Further proofreading, added confirmed origination of the FAEB.
    III. Notice, Copyright Information, and Other Notes
    Important Notice:
    ***This FAQ is not intended to degrade any aspect of the game***
    Copyright info-
    This guide is a quality product of my own two hands and may not be reproduced, 
    edited, or cited without my permission. Failure to do so, I’ll have to sue you
    and probably make an international conflict, or I’ll report so to gamefaqs to 
    do this for me. :D
    This FAQ may have any section reproduced for PRIVATE REASONS ONLY, but if it 
    isn’t private, your copy must include all aspect of this typing and must (if 
    for showcasing) be labeled, “NOT MINE” (and MINE is YOU). You must also have
    my permission.
    One last note, throughout the guide, I'll refer many times a phrase, saying
    "head-on engagements." HOEs (whoa, didn't know the acronym would be such a 
    word :p ) is when you first see an air target and you head directly at it and 
    it does the same to you. Example:
      ^                           ^                             ^
    You                     Flight Path(s)                    Enemy
    RMR= Reg. Missile Range
    Arrows shows the direction of the paths of the missile or plane.
    Once a player is within the RMRs, they are in range to fire a regular missile.
    This tactic is often used during single player and even multiplayers, so I'll 
    be refering to this phrase (not the acronym to avoid offenses) throughout the 
    I will refer to CHOEs though representing Close Head-On Engagements. This is 
    basically the same principal as the rule above but one thing, both aircrafts 
    involved are IN RANGE FOR A REGULAR MISSILE LAUNCH. Regular missiles and 
    Special Missiles are practically indistinguishable in this close fight. This is
    a nasty tactic in multiplayer, it's a do or die thing. Take caution. The one 
    with the better arnament (they do use special weapons in this close range) is
    the likely one to get out. Alive. Here's an example.
    -------RMR----->------------------<-------------RMR---- Flight path line
                   ^                  ^                    
                  You               Enemy
    It is very dangerous here, take caution if you decide to do this and don't 
    break your PSP if you lose.
    IV. Air-to-Air Special Weapons
    Quick manuever Air-to-Air Missile
    Description: This missile's advanced guidance system can stay locked onto a 
    target at your six o'clock.
    Pros: Really manueverable, great for head-on engagements and great for annoying
    the other players with the constant sounds of the missile alert.
    Cons: Credentials lowered from AC4.
    Damage: Approx. 2x Reg. Missiles
    You could really annoy your opponents in multiplayer with the annoying sounds
    of the missile alert, making it a good distraction unit though intended as a
    weapon. Since this missile appeared in Ace Combat 4 or maybe even earlier, this 
    missile is practically a fire and forget, since it is a 95% chance of hitting 
    in AC4. Here, however they lowered it's credentials, but that doesn't mean it 
    is useless. Use your imagination. Since it is manueverable, once you fire this 
    weapon, it is deadly in CHOEs.
       F-5E Tiger II
       XR-45 Cariburn
       F-35 Lightning II
       YF-23A Black Widow II
       Su-37 Terminator
    Semi-active Air-to-Air Missile
    Description: Air-to-air missile with high accuracy and long range. Once fired,
    the target must be kept inside the missile's steering circle.
    Pros: High chance of a hit, especially on head-on engagements and dogfights. 
    Good for annoying ace players from a distance.
    Cons: Since you will be busy keeping your target in the circle, you might 
    forget that there might be a bandit on your six that launched a missile.
    Damage: Approx. 2x Reg. Missiles
    SAAMs probably entered the AC world in AC5, and I did went "what the heck?!" 
    when I first tried it. Be alert of your six. If you have to keep your target 
    in the cirle, it is easy for an enemy to sneak up behind you. Don't take any 
    chances under this circumstance. BREAK OFF NOW. Forget the kill. Note that in
    head-ons, the AI target or player target may break off in order to avoid, 
    making the missile less likely to hit. Don't fire them too far, otherwise they 
    are likely to break (test on AIs, human players are smart enough to know when 
    to break, or they either slip or they're dumb). Be warned that some players 
    will use them when in CLOSE head-on engagements.
       F-4E Phantom II
       JA 37 Viggen
       MiG-29A Fulcrum
       MiG-31 Foxhound
       Tornado F3
       F-15E Strike Eagle
       Su-47 Berkut
    Advanced Long-range Air-to-Air missile
    Description: Air-to-air missile with very long range that can be fired at up to
    four air targets simultaneously.
    Pros: Extremely long range. Can be fire up to 4 missiles simultaneously or in 
    Cons: Easily detected if you're targeted and easy to evade from long range once
    Damage: Approx. 2x Reg. Missiles
    XLAAs entered AC for as long as I can remember (I did not own AC games prior to
    AC4, so if you know a weapon's original appearance, please contact me). Just 
    like the cons said, it is easy to detect (if you get a missile alert from 
    another player who is about 3000/6000 from you, you can obviously tell it is an
    XLAA) and easily avoided (just head 90 degree angle left or right of the 
    direction it is coming from). However, in multiplayer CHOEs, some pilots use 
    this killer missile, firing all four rounds at you, which IS deadly. Best watch
    out for aircrafts with these ammunitions in mulitplayer. I've probably given 
    hotshots this tip, so keep your eyes open is my tip for you.
       F-14D Super Tomcat
       MIG-31 Foxhound
       XR-45 Cariburn
       Gripen C
       Su-37 Terminator
       X-02 Wyvern
       ADF-01 Falken
    Advanced Middle-range Air-to-Air missile
    Description: Air-to-air missile with long range that can be fired at up to
    four air targets simultaneously.
    Note: Please don't email me that the XMAA and the XLAA's descriptions are the 
    same. THEY'RE NOT. XLAA shows "very long range" while XMAA shows "long range"
    without the "very."
    Pros: The other killer missile in CHOEs. Also can fire up to 4 missiles 
    simultaneously or in repetition.
    Cons: Can be detected just in time when fired at the farthest range.
    Damage: Approx. 2x Reg. Missile
    XMAAs is the twin the brother of the XLAA in the missile killer duo in CHOEs. 
    Not much to say here except the same as the XLAAs. This too has been here for 
    as long for as I can remember (please Email me so I can have a confirmation as 
    to where this missile first appeared in). Practice caution when approaching 
    aircraft head-on that may have this weapon.
       Tornado F3
       Su-27 Flanker
       F/A-18E Super Hornet
       Rafale M
       YR-99 Forneus
       F-22 Raptor
    Before we begin with the A-G weapons, I would like to give a little note about
    Special A-A weapons. They can be useful A-G weapons. You just need to hit the
    target at the right place. Example, firing a XMAA at a SAM. No matter how close
    it hits near the SAM, it won't explode unless it is a direct hit (and why would
    you want to do that? This is just an example). But on a ship? The damages are
    about 2x a Reg. Missile, so why not? However, the hitbox is a bit messy, so 
    you're going to have to experiment a bit with them. They can be useful on A-G
    purposes, depending on the situation.
    V. Air-to-Ground Special Weapons
    Bomblet DiSPenser
    Description: This weapon releases numerous bomblets from its body, damaging 
    targets in a long strip of ground along its direction of travel.
    Pros: Great for killing multiple targets in a line or row.
    Cons: Change in crossheirs require more calculation and thinking. Crossheirs
    disappear from extreme angles.
    Damage: Approx. .5x-1.5x Reg. Missile per bomblet.
    Now, this is a level bombing type of weapon, and you're going to need a lot 
    of patience in order for the bomb run to be a success. After all, every bullet
    counts. The crossheirs shows two crosses connected by a dotted line. Try 
    putting your target inbetween those two crosses. Now, from the air, the 
    dispenser will automatically dispense the bomblets, so it may be a bit ahead or
    behind of where the crossheirs is, depending on your speed. This weapon takes a
    lot of thinking, so be sure your six is clear. I am not sure what game this 
    missile first appeared in.
       YF-23A Black Widow II
       F/B-22 Concept
       Su-47 Berkut
       X-02 Wyvern
    Guided Penetration Bomb
    Description: Once dropped, this bomb glides towards a target with a lock-on. 
    It has a small radius of explosion, but inflicts heavy damage.
    Pros: Great against high-value targets with high armor.
    Cons: Not intended for group targets.
    Damage: Approx: 2x-2.5x Reg. Missile
    I use the F-22 Raptor a lot, and I've learned this bomb quick. If you're quick,
    you can use this as an unguided bomb, though the lock on feature does get in 
    the way if you try unguided. I think this thing can hit a freaking ant 
    directly; that's how accurate I think it is. Great on enemy bases, even armored
    targets like tanks. However, it isn't intended for groups, so choose where you 
    fire it carefully. I'm guessing it has been here for a LONG while, probably 
    first AC.
       Mirage 2000D
       F-14D Super Tomcat
       F-15E Strike Eagle
       F-117A Nighthawk
       F-22 Raptor
    Fuel Air Explosive Bomb
    Description: This unguided bomb ignites a cloud of highly explosive fuel 
    dispersed over the impact point, causing damage to an extremely wide area.
    Pros: Large radius area and great power, practically kills everything in 
    range, won't affect you.
    Cons: Not intended for bomb sniping, as it is both slow to get to the impact 
    point and disperses the fuel when near the impact point, where the target has 
    already moved out of range.
    Damage: Approx. 1.5x-2x Reg. Missile
    Kaboom. Turn down the volume, it is a bit loud, otherwise people will be 
    telling you to do so themselves. This bomb is one bad mother---. The bomb's 
    damage is the same throughout the radius. It can kill mostly any ground targets
    (excluding some ships, takes 3 to kill cruiser, aegis, and others) with one 
    shot. This is very useful against group targets, such as convoys and tents. 
    And, since it won't affect you even though you're in range, you can fly low and
    drop it directly on them. It is a good base attacker. This weapon appeared in
    Ace Combat 4 on the F-15 ACTIVE.
       A-10A Thunderbolt II
       YR-302 Fregata
       Su-37 Terminator
       ADF-01 Falken 
    Long-range Air-to-Ground Missile
    Description: An air-to-ship missile with a very long range and wide radius of 
    Pros: Avoids missile alerts from SAMs on ships or ground installations.
    Cons: Compared to a LASM, lacks some range and power. Hills or mountains may 
    get in the way.
    Damage: Approx. 1x-1.5x Reg. Missile
    Air-to-ship missions like this, Sea of Chaos from AC5, and the Invincible Fleet
    from AC4 are dangerous, best keep weapons like this one. Though less preferable
    compared to a LASM, it may be useful if you don't have anything else. This is 
    useful for staying out of the SAMs' range on ships. And since it has a wide 
    radius, it will take out all surrounding structures on the ship if you aim it 
    at the center, very useful, I'd say. Take what you can, if you have nothing 
    else, take what you can. When fired, it heads directly to the ship. I think 
    it's from AC4.
       F-16C Fighting Falcon
       YR-302 Fregata
       F-117A Nighthawk
       YR-99 Forneus
    Long-range Air-to-Surface Missile
    Description: An air-to-ship missile with high power and extremely long range. 
    Especially effective when used in anti-ship attacks.
    Pros: Like the LAGM, avoids missile alerts, wide radius, longer range.
    Cons: Trails close to the ground when fired, causing a higher probability that
    hills or mountains may obstruct the flight path.
    Damage: Approx. 2x-2.5x Reg. Missile
    The bigger brother of the LAGM and, to me, better, this missile has a longer 
    range, and better power, since it takes two to kill a cruiser with this while
    three to kill a cruiser with a LAGM. The LASM, though, does trail close to the
    ground, so make sure the terrain below is clear, flat, or at least low before 
    firing, otherwise the missile will hit the ground. I think this appeared in 
       A-6E Intruder
       JA-37 Viggen
       Rafale M
       F-35 Lightning II
    NaPalm Bomb
    Description: An unguided free-fall bomb. Releases and ignites flammable 
    material, damaging targets in a long strip of ground along its direction of 
    Pros: Good on convoys, can damage long targets badly.
    Cons: Fire comes and goes a bit too fast, resulting in less reliability.
    Damage: Approx. .5x Reg. Missile per flame
    Note that if you drop from a 90 degree angle straight down, it will just stay 
    in one place. This is really great against convoys, but if aimed incorrectly, 
    the small piece of flame that touch a tank wouldn't kill it. So, it is a 
    precision aimed bomb for it to be effective. This is good on ships too, but 
    it'll make the mission harder accounting for the missile alerts. Just drop it 
    on the front or back of the ship for an effective damage. I think this has 
    appeared in AC4.
       F-4E Phantom II
       F-14D Super Tomcat
       YR-302 Fregata
       F/A-18E Super Hornet
       YF-23A Black Widow II
       Su-47 Berkut
    RoCket Launcher
    Description: This weapon launches multiple unguided rocket-propelled missiles
    that explode on contact, damaging nearby targets.
    Pros: Power is average with multiple rockets per launch.
    Cons: Rounds fired are spread out, so sniping is not recommended.
    Damage: Approx. 1.5x Reg. Missile per rocket
    It proved effective in war, and it is here too. Good on ships too, but you 
    have to risk getting close to effectively strike it. This can take out group 
    targets too; whether a blind shot or a well dispersed shot, this weapon can be
    strategized into a lot of useful ways. I think it appeared in the first AC.
       F-5E Tiger II
       F-16C Fighting Falcon
       MiG-29A Fulcrum
       XR-45 Cariburn
       Gripen C
    Self-Forging Fragments Submunitions
    Description: Free-fall bomb that fragments into numerous bits of shrapnel. 
    Capable of damage over a wide area if dropped from a sufficient height.
    Pros: Good on convoys and long targets. Damage is above-average.
    Cons: If drop from an extreme angle, will probably stay in one spot.
    Damage: Approx. 1-1.5x Reg. Missile per shrapnel piece.
    This is another bad mother--- weapon in the game. Drop this at low launch 
    and watch the fireworks go. In real life, if it is a man, that victim will be
    shredded to pieces, literally. Tear tanks and convoys with this mother---. Even
    ships can be easily killed with this, just aim it at the stern (rear) or the 
    bow (front). The "capable of damage over a wide area" thing will reduce your 
    chance for a kill though. Great on base attacks anytime. I think it came in 
       A-10A Thunderbolt II
       F-15E Strike Eagle
       Su-27 Flanker
       YR-99 Forneus
    StandOff Dispenser
    Description: Numerous bomblets are dispersed from a guided dispenser that flies
    over a locked-on target. Effective against targets along a straight line.
    Pros: Great against heavy armored targets, long targets, and/or convoys.
    Cons: Must be locked-on for bomblets to be dispersed, fired from extreme 
    angles at low altitudes may just cause a direct collision with the target, 
    without dispersing bomblets.
    Damage: Approx. 1x-1.5x Reg. Missile per bomblet
    I use the F-22 Raptor a lot, and I got to tell you, I got a lot of experiences
    with this awesome weapon. This is my FAVORITE special weapon in the game, but 
    I'm not gonna spend hours bragging about it. I'll just break it down for you 
    guys. This is the best weapon for the above mentioned targets. Just one shot 
    and they're gone before you can say [insert your usually surprise reaction
    here]. Very great and deadly against bases too. The dispenser will dispense 
    before it approaches the locked target and after it, so no needs worrying if
    the bomblets won't hit. It is a very large dispense time with a large drop
    point radius. I think this first appeared in AC Zero.
       Rafale M
       F-35 Lightning II
       F-22 Raptor
       F/B-22 Concept
    Advanced Air-to-Ground Missile
    Description: Up to four XAGMs can lock onto and be fired at different ground 
    targets simultaneously.
    Pros: Great for multiple targets like convoys and close groups. High damage.
    Cons: Range and radius are about the same as a regular missile.
    Damage: Approx. 2.5x Reg. Missile
    This weapon is just the right enemy for a convoy. The only problem is that 
    this missile's range is the same as a regular missile. However, when fired, it
    goes up and goes straight down at a target. You can use the terrain to mask 
    yourself with this feat. Another thing is that you can use this special weapon
    to both take out the SAMs and AAs and damage the ship at the same time. I 
    remember clearly using this in AC4.
       A-6E Intruder
       XFA-24A Apalis
       A-10A Thunderbolt II
       Mirage 2000D
       F/B-22 Concept
       X-02 Wyvern
    UnGuided Bomb
    Description: A small free-fall bomb. Inflicts damage to ground targets close
    to the impact area.
    Pros: Can be fired up to four times in repetition. Great for all kinds of bomb
    Cons: Radius is small, requires precise aiming, and sniping is not recommended.
    Damage: Approx. 2.5x Reg. Missile
    This weapon is suitable for any kind of ground attack. From ships to cars, you
    name it, this bomb can handle it. This is the bomb, literally. I've destroyed 
    an aegis and cruiser with just one bomb and some guns. If it's good for ships,
    it's good for bases. Respect it. I think this appeared in AC.
       JA 37 Viggen
       XFA-24A Apalis
       F-5E Tiger II
       MiG-29A Fulcrum
       Mirage 2000D
    UnGuided Bomb (Large)
    Description: A large free-fall bomb, it inflicts extensive damage to ground 
    targets within a wide radius of the impact point.
    Pros: Wide range, great for grouped targets and convoys.
    Cons: Same damage as UGB, restricted to only eight compared to the UGB.
    Damage: Approx. 2.5x Reg. Missile
    I don't know why this bomb is the same damage as a UGB. I mean, it is bigger...
    Anyways, this version of the UGB has a larger radius, so you're gonna have to 
    go for grouped targets. Remember, the damage is slightly the same as a UGB, and
    you have less, but you now have a larger radius. MAKE USE OF IT. I think this
    also appeared in AC.
       F-4E Phantom II
       A-6E Intruder
       MiG-31 Foxhound
       F-117A Nighthawk
    Tip: Some A-G weapons can attack air targets. RCL can attack bombers if you're
    close enough. Or you can drop a FAEB on the Gleipnir. Use your imagination.
    VI. Other Special Weapons
    Electronics Counter Measures Pod
    Description: This defensive weapon uses radar jamming to temporarily lower the
    targeting capabilities of enemies within the effective range.
    Pros: Helps avoid missiles.
    Cons: Not offensive, need to be quick to switch from regular missiles and back.
    Damage: N/A
    This does save your life, real pilots' life, and my own in the game. This can 
    be a very useful defense weapon in multiplayer. Its first appearance is In 
    Ace Combat 5.
       Tornado F3
       F/A-18E Super Hornet
       Gripen C
    Long range Shock Wave Missile
    Description: This weapon releases a massive shock wave upon detonation, causing
    damage over an extremely wide radius.
    Pros: High damage, long range, large radius, and great for any target grouped 
    or single.
    Cons: Long reload, only two per mission, must HIT something to detonate.
    Damage: Approx. 3x-3.5x Reg. Missile
    The Battleship in mission 13B can survive even a direct hit. And for the sake 
    of other players, don't noob around with it. If someone does, politely stop
    playing the game, and hit that noob in the face. This is one bad mother---. 
    You would be amazed, newbies, if you are to see this. This is like a mini 
    nuclear weapon. Your base is practically gone if that nerd noobs it. Debuted 
    here, folks.
    Tactical Laser System
    Description: Focuses a high-intensity laser on the target, causing extensive 
    damage. Hard to evade as there is no delay between firing and impact.
    Pros: A laser, perfect for science-fiction fans/geeks. Practically a one hit
    kill. LONG range.
    Cons: Unless you have the TLS Extender part, the firing time is short.
    Damage: Approx. 2x-4x Reg. Missile per millisecond-halfsecond of exposure.
    Don't snipe planes with this, you're just wasting ammo if you're not used to 
    it. Because it is in the PSP, the analogue sensitivity has changed, thereby, 
    making movement a bit harder than the PS2 ones. Anyways, that affects your 
    aiming if you try to. Oi, I got bad feelings for Ace Combat 6 if this is an 
    unlockable weapon (first internet multiplayer AC game to be released). If 
    someone tries to shoot this at you, fly as crazy as you can and use your 
    camera. This is no joke. In single player, this weapon (if you use it) will 
    give the same increments of damage wherever you hit. In multiplayer against 
    other human players, the laser can hit close and it will variate the 
    damage increments depending on the distance between the laser the the plane. 
    Do not waste ammo, this is vaulable weapon. If you're using it, do not try to 
    switch to regular missiles. The laser will automatically switch off prematurely
    (but no damage to you). Again, in multiplayer, someone noobing? Hit the darn 
    noob with your hand and call him [insert offensive name]. This first appeared 
    in AC2 from the first Falken.
       ADF-01 Falken
    VII. Conclusion
    Here goes the your wiki on special weapons from Ace Combat X: Skies of 
    Deception. If you have any questions, comments, or suggestions, email 
    them to alpha671ofraz@aol.com. Choose your weapons wisely and see you in the
    skies above!!!
    VII. Special Thanks
    Thanks goes out to:
    God for everything.
    Technology for making this possible to read.
    Namco Bandai Games for making Ace Combat.
    Sony for the PSP
    My parents for letting me buy the game, system, and memory card.
    My spare time for, uh, well you know.
    Me for typing this.
    Mankind evolving for the more advanced concepts.
    Other FAQ Creators for inspiring me just by reading them.
    You for reading this.
    Bill Gates for the internet.
    School for giving us knowledge.
    Eyes for letting us see.
    And last, but never the least, future helpers that have found mistakes in my 
    guide and any others whom corrected me on this guide.
    Those who have corrected me so far are:
    Luke Clayton (game_freak_2005@hotmail.co.uk) for clarifying me the origination
    of the ECMP.
    Mark Gaither (mgaither@satx.rr.com) for clarifying me the origination of the

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