Armored Core VI: Weapons and Loadouts
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Two jobs, four slots
You can carry a right-hand weapon, a left-hand weapon and two shoulder units. A useful beginner pattern pairs reliable impact with a strong direct-hit punish, while the remaining choices cover range, shields, ammunition and the needs of the mission.
A practical starting point is to cover more than one range while pairing reliable impact with a weapon that has a strong Direct Hit Adjustment for stagger windows.
Match the loadout to the mission
| Mission shape | Loadout direction |
|---|---|
| Fast single target | Quick stagger weapon plus a heavy punish |
| Crowded arena | Area shoulder weapons and a fast main |
| Long corridors | Longer-range weapons, fewer melee commitments |
| A pulse shield | Pulse weapons or sustained pressure, then a direct-hit punish |
Ammunition and energy are real limits
Most weapons have finite ammunition. In Assembly, compare total weight and total EN Load against the limits of the legs and generator; individual parts contribute differently to those totals. Check ammunition cost before a long mission because resupply points appear only in selected sorties.
Purchased parts can be sold back for their purchase price, so trying a different assembly does not permanently consume credits. Use AC Test for a quick check, then replay a completed mission to test ammunition and repair use. Boost, Energy and Stagger covers the mechanics behind the pairing.

