Mechs are designed by combining several body parts such as heads, legs, and core. You must gather the component that gives you the best result so your AC is powerful and capable of defeating crucial end-chapter bosses. In this guide, I will list all the mech parts players must find in their playthrough.
Key Takeaways
- In Armored Core 6, Mech parts assemble your AC and offer optimizations.
- Parts are categorized by Weight, EN Load, and other stats for player judgment.
- The head provides armor and resistance to incoming damage.
- The core is bulky with a strong resistance barrier.
- Arms serve as a base structure and can hold melee blades.
- Legs facilitate movement and come in various weights.
- Boosters provide propulsion for traveling.
- FCS, or Fire Control System, determines weapon lock-on speed.
- Generators enlarge the Energy bar for longer boost usage.

Head

The Head part of a mech is an essential part of a build as it contributes to your AP, meaning the health pool. It helps you resist enemy bullets by providing strong resistance and allowing quick movement. There are numerous options for choosing the Head that you must judge on the AP count and EN load.
Note: Choosing a heavy Head part for your mech will restrict your movement and use more boost to change your position. This can make it slow and difficult to dodge enemy attacks. Hence, you must avoid choosing a head that keeps you at a disadvantage.
Recommended Head Parts Table.
Core

The Core is the central part of your AC that joins the arms, head, and legs together. Statistically, the Core has to be the strongest, so it can hold itself when other parts are damaged. Moreover, these mech parts are costly, so you must gather a large amount of COAM before you plan to buy a piece. Replaying old and easier missions is a great way to farm the currency for buying expensive mech parts.
Recommended Core Parts Table.
Arms

Arms serve as a base structure for the weaponry attachments you get. They tend to be heavier so the weapons, such as missile launchers, can stay put. Moreover, you can also swing a melee blade with it that deals more damage in two swings. Your mech’s arms and shoulders combined can hold a total of four weapons, which lets you unleash your maximum potential on the battlefield.
Arms Load Limit is a unique stat for this mech part category, as it relates to the maximum load it can hold before it starts to lose its performance and ruin your combat experience. Therefore, compare all the stats before you decide on a mech part.
Recommended Arms Parts Table.
Legs

Leg Parts of a mech come in different styles and variants. They are the base structure on which your AC stands, so they heavily contribute to your defensive stats. Moreover, players can further categorize the leg parts into Bipedal, Tetrapod, Reverse Joints, and Tank.
Bipedal is the type of leg you see when you start a new game. It is more like human legs and operates in the same manner. Similarly, the Tetrapod leg stand is a base with four sticks. It achieves more stability than all the other variants.
Although it has a higher weight, it proves worthy against crucial enemies due to high AP points. Furthermore, Reverse Joint are the lightweight leg variants that offer high speeds.
Lastly, in my recommendations, Tank is the ultimate leg style, utilized in the brute force builds. They give you powerful defensive stats in exchange for making your mech heavier. Using them in boss battles, such as Balteus, will be to your advantage.
Recommended Legs Parts Table.
Booster

Booster is the primary source of traveling in Armored Core 6, providing the nitro through a component attached to your back. They can get you through a piece of land or sea if you pick the one with more Boost.
A heavier booster will give you an inadequate boost to travel longer distances. Therefore, make your choices wisely.
Recommended Booster Parts Table.
FCS

FCS is an abbreviation of Fire Control System in Armored Core 6: Fires of Rubicon. It is an essential yet hidden component for your mech, as it decides the time it takes to lock in your aim on the enemy target.
The longer it takes to lock in, the bigger window you give to your enemies for attacking you. Considering the statement, we must choose the FCS, which assists quickly and efficiently.
Recommended FCS Parts Table.
Generator

Boost is the main attribute that lets you fly and make sudden movements. Without a boost, your movement stays restricted, and you can’t perform stunts and whatnot. Generators provide the power required for using boost and performing all the activities.
A good Generator will have a bigger Energy Gauge, allowing you to utilize the Boost for a longer period. It’s useful when you have heavy gear on your mech, which consumes more EN. Therefore, having a powerful Generator is necessary for your mech.
Recommended Generator Parts Table.
My Verdict
Now that you know about all the mech parts and their stats, choosing a build for yourself will be easier. In my opinion, your build depends on what you are about to encounter. While facing a final boss that often moves around, I recommend you make a light AC build that can support your movement. Similarly, I advise you to assess the situation first, then decide what mech parts you wish to keep. Nonetheless, it is recommended you experiment with all mech parts to understand how they operate!
Up Next:
- Armored Core 6: Fires of Rubicon Best OS Tuning
- Armored Core 6: Fires of Rubicon Difficulty Settings [Explained]
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Ehtishaam is an enthusiastic gamer who is never tired of playing games and writing about them. He is pursuing his career in Electrical Engineering while keeping an active interest in CS. I keep myself busy playing football when I am not focused on content writing. My dedication towards gaming knew no bounds, as I started spending hours on my Pentium 4 PC, playing GTA. If you don’t see me posting content, I’ll probably be pushing rank in Valorant or Counter Strike. Connect with me on Steam if you plan on playing some competitive.