04-101 MIND ALPHA (2025)

The 04-101 MIND ALPHA are Arms in ARMORED CORE VI FIRES OF RUBICON.

Contents

  • 1 Stats
  • 2 Acquisition
  • 3 Users
  • 4 Trivia
  • 5 Gallery

Stats[]

04-101 MIND ALPHA (1)

04-101 MIND ALPHA
General information
ClassificationArms
ManufacturerALLMIND
Specs
Regulation1.001.011.02.11.031.03.11.041.04.11.051.061.06.1
AP-------2,300--
Anti-Kinetic Defense-------245--
Anti-Energy Defense-------260--
Anti-Explosive Defense-------246--
Arms Load Limit-------15,550--
Recoil Control-------142--
Firearm Specialization-------103--
Melee Specialization-------79--
Weight-------16,960--
EN Load-------358--
Price272,000 COAM
In-game description
Arm parts developed by ALLMIND for model ACs. Designed as part of a research project to extend human sensory capabilities, with numerous optimizations to create an AC that, to the pilot, feels like an extension of the body.
Real world information
GameARMORED CORE VI FIRES OF RUBICON
Mechanical Designer-

Acquisition[]

The 04-101 MIND ALPHA is rewarded after reaching Rank 1 in the Loghunt Program.

Users[]

Trivia[]

  • Although the description says this unit is highly optimized, it has low melee specialization (only 79), much lower than IA-C01A: EPHEMERA arms (106) which are totally not built for human pilots.

Gallery[]

04-101 MIND ALPHA (2)

ARMORED CORE VI FIRES OF RUBICON OFFICIAL ART WORKS: Concept art

04-101 MIND ALPHA (3)

In-game Part Specs for Regulation Ver. 1.06.1

04-101 MIND ALPHA (4)

See Also
ALLMIND

04-101 MIND ALPHA on the MIND ALPHA AC frame

04-101 MIND ALPHA (5)

04-101 MIND ALPHA on AC MIND ALPHA

04-101 MIND ALPHA (6)

04-101 MIND ALPHA on AC TRANSCRIBER/MIND BETA

04-101 MIND ALPHA (7)

04-101 MIND ALPHA on AC MIND GAMMA

04-101 MIND ALPHA (8)

04-101 MIND ALPHA on the MIND BETA frame variant

04-101 MIND ALPHA (9)

04-101 MIND ALPHA on AC HEAD BRINGER

Parts in ARMORED CORE VI FIRES OF RUBICON
Arm UnitsBazooka: DF-BA-06 XUAN-GELITTLE GEMMAJESTIC
Bazooka (Detonating): 44-141 JVLN ALPHA
Bomb Launcher (Jamming): MA-T-223 KYORIKU
Bomb Launcher (Napalm): MA-T-222 KYORAI
Bomb Launcher (Stun): WS-1200 THERAPIST
Flamethrower: WB-0000 BAD COOK
Gatling Gun: DF-GA-08 HU-BEN
Grenade Launcher: DF-GR-07 GOU-CHENDIZZYIRIDIUM
Handgun: HG-003 COQUILLETTHG-004 DUCKETT
Handgun (Burst): MA-E-211 SAMPU
Handgun (Laser): VP-66LH
Machine Gun: DF-MG-02 CHANG-CHENMG-014 LUDLOW
Machine Gun (Burst): MA-E-210 ETSUJIN
Machine Gun (Heavy): WR-0555 ATTACHE
Missile Launcher: HML-G2/P19MLT-04
Missile Launcher (Pulse): PFAU/66D
Missile Launcher (Siege): WS-5000 APERITIF
Missile Launcher (Split): HML-G3/P08SPL-06
Needle Gun: EL-PW-00 VIENTO
Pulse Gun: HI-16: GU-Q1HI-18: GU-A2
Rifle (Assault): RF-024 TURNERRF-025 SCUDDER
Rifle (Burst): MA-J-200 RANSETSU-RF
Rifle (Burst Assault): MA-J-201 RANSETSU-AR
Rifle (Coral): IA-C01W6: NB-REDSHIFTIB-C03W1: WLT 011
Rifle (Laser): VE-66LRAVE-66LRBVP-66LR
Rifle (Linear): LR-036 CURTISLR-037 HARRIS
Rifle (Plasma): IA-C01W1: NEBULAVvc-760PR
Shotgun: SG-026 HALDEMANSG-027 ZIMMERMANWR-0777 SWEET SIXTEEN
Shotgun (Laser): VP-66LSWUERGER/66E
Stun Gun: VP-66EG
Arm Units (Left-exclusive)Chainsaw: WB-0010 DOUBLE TROUBLE
Coral Oscillator: IA-C01W7: ML-REDSHIFTIB-C03W2: WLT 101
Explosive Thrower: DF-ET-09 TAI-YANG-SHOU
Laser Blade: Vvc-770LB
Laser Dagger: VP-67LD
Laser Lance: VE-67LLA
Laser Slicer: Vvc-774LS
Light Wave Blade: IA-C01W2: MOONLIGHT
Pile Bunker: PB-033M ASHMEAD
Plasma Thrower: 44-143 HMMR
Pulse Blade: HI-32: BU-TT/A
Stun Baton: VP-67EB
Arms04-101 MIND ALPHAAA-J-123 BASHOAA-J-123/RC JAILBREAKAC-2000 TOOL ARMAC-3000 WRECKERAR-011 MELANDERAR-012 MELANDER C3AS-5000 SALADDF-AR-08 TIAN-QIANGDF-AR-09 TIAN-LAOEL-PA-00 ALBAEL-TA-10 FIRMEZAIA-C01A: EPHEMERAIB-C03A: HAL 826LAMMERGEIER/46FNACHTREIHER/46EVE-46AVP-46DVP-46S
Back UnitsBazooka (Spread): SB-033M MORLEY
Cannon (Diffuse Laser): VP-60LCD
Cannon (Gatling): DF-GA-09 SHAO-WEI
Cannon (Grenade): EARSHOTSONGBIRDS
Cannon (Laser): VE-60LCAVE-60LCBVP-60LCS
Cannon (Light Wave): IA-C01W3: AURORA
Cannon (Plasma): FASAN/60E
Cannon (Pulse): KRANICH/60Z
Laser Drone: Vvc-700LD
Laser Turret: VP-60LT
Missile Launcher: BML-G1/P20MLT-04BML-G2/P03MLT-06BML-G2/P05MLT-10
Missile Launcher (Active Homing): BML-G3/P04ACT-01BML-G3/P05ACT-02
Missile Launcher (Cluster): WR-0999 DELIVERY BOY
Missile Launcher (Container): BML-G1/P29CNT
Missile Launcher (Coral): IB-C03W3: NGI 006
Missile Launcher (Detonating): 45-091 JVLN BETA
Missile Launcher (Dual): BML-G1/P31DUO-02BML-G1/P32DUO-03BML-G2/P08DUO-03
Missile Launcher (Needle): EL-PW-01 TRUENO
Missile Launcher (Plasma): Vvc-70VPMVvc-703PMVvc-706PM
Missile Launcher (Scatter): WS-5001 SOUP
Missile Launcher (Split): BML-G2/P16SPL-08BML-G2/P17SPL-16BML-G2/P19SPL-12
Missile Launcher (Vertical): BML-G1/P01VTC-04BML-G1/P03VTC-08BML-G1/P07VTC-12
Orbit (Bullet): BO-044 HUXLEY
Orbit (Laser): 45-091 ORBT
Pulse Shield Launcher: EULE/60D
Stun Needle Launcher: VE-60SNA
Back Units (Left-exclusive)Coral Shield: IB-C03W4: NGI 028
Pulse Buckler: SI-29: SU-TT/CVP-61PB
Pulse Scutum: VE-61PSA
Pulse Shield: SI-24: SU-Q5SI-27: SU-R8VP-61PS
BoosterAB-J-137 KIKAKUALULA/21EBC-0200 GRIDWALKERBC-0400 MULEBC-0600 12345BST-G1/P10BST-G2/P04BST-G2/P06SPDBUERZEL/21DFLUEGEL/21ZIA-C01B: GILLSIB-C03B: NGI 001
Core07-061 MIND ALPHAAC-J-120 BASHOAC-J-120/RC JAILBREAKBD-011 MELANDERBD-012 MELANDER C3CC-2000 ORBITERCC-3000 WRECKERCS-5000 MAIN DISHDF-BD-08 TIAN-QIANGEL-PC-00 ALBAEL-TC-10 FIRMEZAIA-C01C: EPHEMERAIB-C03C: HAL 826LAMMERGEIER/40FNACHTREIHER/40EVE-40AVP-40S
ExpansionASSAULT ARMORPULSE ARMORPULSE PROTECTIONTERMINAL ARMOR
FCSFC-006 ABBOTFC-008 TALBOTFCS-G1/P01FCS-G2/P05FCS-G2/P10SLTFCS-G2/P12SMLIA-C01F: OCELLUSIB-C03F: WLT 001VE-21AVE-21B
GeneratorAG-E-013 YABAAG-J-098 JOSOAG-T-005 HOKUSHIDF-GN-02 LING-TAIDF-GN-06 MING-TANGDF-GN-08 SAN-TAIIA-C01G: AORTAIB-C03G: NGI 000VE-20AVE-20BVE-20CVP-20CVP-20DVP-20S
Head20-081 MIND ALPHA20-082 MIND BETAAH-J-124 BASHOAH-J-124/RC JAILBREAKDF-HD-08 TIAN-QIANGEL-PH-00 ALBAEL-TH-10 FIRMEZAHC-2000 FINDER EYEHC-2000/BC SHADE EYEHC-3000 WRECKERHD-011 MELANDERHD-012 MELANDER C3HD-033M VERRILLHS-5000 APPETIZERIA-C01H: EPHEMERAIB-C03H: HAL 826KASUAR/44ZLAMMERGEIER/44FNACHTREIHER/44EVE-44AVE-44BVP-44DVP-44S
LegsBipedal: 2C-2000 CRAWLER2C-3000 WRECKER2S-5000 DESSERT06-041 MIND ALPHAAL-J-121 BASHOAL-J-121/RC JAILBREAKDF-LG-08 TIAN-QIANGEL-PL-00 ALBAEL-TL-10 FIRMEZAIA-C01L: EPHEMERAIB-C03L: HAL 826LG-011 MELANDERLG-012 MELANDER C3NACHTREIHER/42EVE-42AVP-422
Reverse-Joint: 06-042 MIND BETAKASUAR/42ZRC-2000 SPRING CHICKEN
Tank: EL-TL-11 FORTALEZALG-022T BORNEMISSZAVE-42B
Tetrapod: LAMMERGEIER/42FLG-033M VERRILLVP-424
04-101 MIND ALPHA (2025)

FAQs

How do you get the mind alpha core in armored core 6? ›

Acquisition. This part is rewarded after reaching Rank 5 in the Loghunt Program.

How to get mind alpha legs? ›

Acquisition. The 06-041 MIND ALPHA is rewarded after reaching Rank 3 in the Loghunt Program.

How to get mind alpha arms? ›

Acquisition. The 04-101 MIND ALPHA is rewarded after reaching Rank 1 in the Loghunt Program.

What is the best arm for guns in ac6? ›

The Nachtreiher/46E Arm Parts are great for players who prefer a ranged weapon approach, offering the highest firearm specialization in the game. The DF-AR-09 Tian Lao Arm Parts prioritize durability over mobility, with the highest defensive stats but being the heaviest Arm Parts in the game.

How many endings does Armored Core have? ›

You might wonder why these choices matter; it's because the game has multiple endings. Armored Core 6 has three different endings, each of which requires you to select specific missions and make certain decisions.

How do you get bulletproof core? ›

The core is not just your abs.

These movements can be divided into three planes and to build a bulletproof core it's essential to work all three: Frontal Plane (Lateral Flexion): This involves bending your spine sideways, like when you perform side crunches.

How to unlock all Armored Core 6 parts? ›

Armored Core 6 has several parts that are not available in the store. Some of these parts can be completing Training Missions. Hidden Parts can be found scattered throughout Armored Core 6's missions, and several others can be found by finding Combat Logs and completing the LOGHUNT program, or playing New Game Plus.

How do you get an alpha mind? ›

The good news is that you can indeed increase your alpha brain waves, if you put your mind to it. Alpha waves oscillate between the theta and beta waves. To successfully harness them, you'll usually need to slow things down, deepen your breaths, lower your heart rate, and calm the electrical activity in your mind.

How to get mind beta legs ac6? ›

The 06-042 MIND BETA is rewarded upon reaching Rank 7 in the Loghunt Program.

Is 45 recoil bad? ›

The . 45 ACP is a relatively slow bullet, so the slide speed under recoil is slower, and the recoil is more like a big "push" than a "snap." But because the bullet is heavier, there is generally more energy involved, and the amount of muzzle flip is more pronounced.

What is the best dual-wield in ac6? ›

The Pile Bunker is the best melee weapon, dealing high impact damage and staggering bosses with its fast charge attack. The Laser Handgun is a top choice for dual-wield builds, with high rate of fire, impact damage, range, and accuracy.

How to get mind beta head AC6? ›

Acquisition. The 20-082 MIND BETA is rewarded upon reaching Rank 14 in the Loghunt Program.

How do you unlock the human plus Armored Core? ›

Unlock Human PLUS Enhancements

Human Plus is a series of enhancements that you can go through. To enable it, you must be 50,000 Credits in debt and fail a mission. The game will reset to a new game like state, but you will have unlocked Human PLUS and keep any parts that you have obtained previously.

Who is Allmind in Armored Core 6? ›

The final boss of Armored Core VI: Fires of Rubicon's New Game++ is none other than ALLMIND, the artificial intelligence that has provided 621 with a safe haven in between missions since the very beginning.

How long to beat Armored Core 6? ›

How Long Armored Core 6 Takes To Beat. Armored Core 6 should take between 15 and 20 hours to beat in a single playthrough. This run would be a rushed one, just going through the missions and reaching the end credits without having to try absolutely everything.

References

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