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Armored Core 6: Frontier F Mod

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Armored Core 6: Frontier F mod for Armored Core 6: Fires of Rubicon
Latest17 Apr 2026
Uploaded13 Apr 2026
Version1.0
1003.08 MB
Total Files Sizes
105
Unique DLs
124
Total DLs
1
Total Files

Frontier F

File Size1003.08 MB
Game Image for Armored Core 6: Fires of Rubicon
1
Gameplay
Model/Meshes

INTRODUCTION

Frontier F, as of this writing, April 13, 2026, is a mod unlike any other in the world right now, as it not only contains secret parts no other modder or dataminer has found yet, but it also has mechanics never before seen until now, as revealed in several

of my youtube videos.


Here is a playlist that includes some of the major discoveries I've included in the mod.


I originally started this mod with the intention of simply adding a few of the missing weapon categories of past games, it was never meant to be more than that, but the multitude of skills at my disposal, which I take for granted, have allowed me to do far more than I had anticipated, leading to the discovery of unused mechanics and hidden parts, which I implemented through the mod.


The main purpose of this mod though is PvP, which includes the revived weapon categories such as Sniper Rifles, Large Missiles, Back Boosters, and many others missing from the game, as well as the inclusion of long-range combat and hidden mechanics.


FEATURES

Listing the features in order of rarity, Unique being found in this game, Rare being found in a few games, and Common being found in any mod.


UNIQUE


  1. Two forms of functional stealth that breaks lock-on and one that makes the AC invisible.


  1. FCS Dynamic Extender through the Radar unit, allowing long range combat to go beyond 450 m(up to 1,000+). The range of older AC games.


  1. Scope In feature via the Radar unit(up to x5 zoom), with the ability to switch between 1st and 3rd person mode in doing so.(There is another part that will enable it too in a future update.)



RARE


  1. Parts from early in the games development, such as the Beta Tetrapod legs.


  1. Functional Back Boosters for players who want extreme mobility with emphasis on close combat, a playstyle not seen since older generations.


  1. The Elite BAWS MT, an enemy unit that had been hidden in the game's files.


  1. The return of Sniper Rifles that use minor, unused visual and UI data specific to them, and using long range stats of previous generations re-calculated to AC6 standards. A classic weapon class is now made possible thanks to the earlier mentioned unique feature of the FCS dynamic extender.


  1. The classic Karasawa with a highly detailed model made from scratch by me, in homage to generation 1. The special effects of it's attacks are also unique in that it replicates the blue, enduring explosion of generations 2 and 3, a special effect that isn't found in the game's assets by default.


  1. The return of Large Missiles, a classic weapon with an explosion x5 larger than the current biggest blast radius weapon(Coral Missile), this fills another niche missing in the game of slow high risk, high reward weapon. It uses a complex, painstakingly crafted explosion that organically expands, most likely not seen in other mods and why I consider this rare, but it might be classified as unique if no other mod has this.


  1. Two other classic weapon skins I've made, re-imagined as new parts: The Linear Handgun and Laser Sniper Rifle, both from generation 1 of AC. They both represent weapon categories not in the game.


  1. New, never before seen weapons in the series such as Swarm Missiles, RapidW Hi-Diffuse Lasers, and Spread Howitzers, which cover niches no other weapon in the default game does.




COMMON


  1. There are various kitbashed weapons, as well as re-purposed enemy weapons made functional for player use.


  1. Other classic weapon categories are brought back, such as Howitzers, Laser Machine Guns, Solid Shields, Spread Handguns, Slug guns, and Laser Shotguns. Each category having 1 to 3 representatives, this include the Sniper Rifles mentioned in the rare category which have 5 representatives.


  1. Many mission have had varying degrees of modification, from minor to major changes, some increasing the difficulty while giving extra options to overcome said difficulty(usually in the form of allied units.)


  1. New and additional enemy units in various missions.



Future updates will include even more weapons that were not finished in time for the initial release, as well as game mechanics.


There will also be another mod in the very near future which you can use ModEngine2 to combine with this, that includes:

Allied MT and AC units added in various missions, some with custom weapons, some of these include the standard BAWS MT as well as the Elite. The Ally MTs use the full A.I. Behaviors that exist already but are not fully seen in the default version of the game due to implemented constraints.


Present Bugs/Issues: There are some sudden bugs that I found just before release that will be fixed in the next update, which may be in a few days or a week. Mainly things like the Solid Shields no longer working for any leg class but bipeds(previously it worked for all, but along the way something broke.) Descriptions for about 3 parts disappeared due to a bug(the Beta Tetrapod leg's named Prowler and is from RaD for example.) The stealth unit has similar issues to the solid shields in that it's not working with other leg classes, as well as issues in the arena.


CREDITS: Over the course of the year that I've worked on this mod, I've gotten a bit of help, such as early on when I had just started modding, I got help with learning how to use Smithbox or being taught how new weapons are added, how enemy A.I. functions, some of the weapon parts that I didn't make or kitbash, and advice that helped me along the way, I would like to properly credit all that have helped me along the way, so hopefully I can fill this out accurately in a future update once I get the proper usernames.


For now:


MaybeBirb: Learned the basics of weapon IDs and how they work.

The Masked Master: AC6 NPC expert that I learned the basics of AI params from.

LHG100: One of the earliest people to help me in the modders discord.

TKGP: Left lots of info on the discord to read, also the original person to have found out the Back Boosters existed from old beta footage.

ANUBIS520: His was the first ACF6 mod I ever played and the reason I got into modding back in December 2024.

GHJKLOO: Let me use some of the BAWS parts and weapons assets.

Ding Zhen: I studied how to improve thruster SFX for both ACs and MTs from the information he has available.


Theres more but this is what I remember from the top of the head, as it's been over an entire year that I've been developing this.

Instructions

As of right now, it is recommended you use Mod Engine 3, located in the links section, as it works with Linux unlike ME2, and is more optimized for playing From Software games. Follow the instructions on their website to setup.



If you prefer ME 2 for whatever reason, it is a rather simple method to set up, after backing up your save file, do the following:



  1. Download the Mod Engine 2 + Lazy Loader Bundle in the "other dependencies" link and extract it.
  2. Download this mod and extract it's contents into the "mod" folder of Mod Engine 2.
  3. You will see three .exe files, launch the one called "launchmod_armoredcore6" file.



You can install this mod the traditional way by putting the files directly into the game directory, but it is recommended that you instead use Mod Engine 2 method for easy of use and quality of life.

Optional Requirements

Permissions and credits

  • Do all the assets in this mod belong to you and/or do you have permission to redistribute these assets?

    Yes

  • Do you allow others to upload fixes, compatibility patches or updates for your mods as a separate mod page?

    Only if you contact me to ask permission first

  • Do you allow others to upload edits to your mods as a separate mod page?

    Only if you contact me to ask permission first

  • Do you allow others to use assets in your mods in their own mod pages with credit?

    Only if you contact me to ask for permission first

  • Do you allow translations for your mod?

    Only if you contact me to ask permission first

  • If you consented to derivative works (updates, translations, assets being in another mod), can they be made through the use of AI?

    No. I do not allow any derivative work of mine to use Generative AI in any way

Frontier F

Type: Main
Date uploaded16 Apr 2026
File Size1003.08 MB
Unique DLs105
Total DLs124
Version1.1

Initial release of AC6: Frontier F mod.