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This change is only exclusive to this version of Front Mission 4. Note: In the North American release of Front Mission 4, the United States of the New Continent was changed to the Unified Continental States (UCS). Aside from these new additions, turbo backpacks now come with a small amount of item space and repair backpacks can remove EMP-inflicted status damage. Radio backpacks have communications equipment that allows a wanzer to act as a forward air controller by signaling a transport to drop supplies, armor coating, or call in an air strike. Jetpacks have built-in verniers that allow a wanzer to scale buildings and directly bypass obstacles such as water. EMP backpacks are armed with electromagnetic pulse (EMP) waves that disable various functions on its target. Sensor backpacks are equipped with sonar and radar sensors that extend the firing range of missile launchers. In addition to the item, turbo, and repair backpacks, players can now use jetpacks, sensor backpacks, EMP backpacks, and radio backpacks. Like in Front Mission Alternative, there are new auxiliary backpacks that offer unique features when used on the battlefield. Weather conditions affect the effective range of weapons for example, a blizzard will reduce a machine gun's maximum firing range by one square. The time of day affects a weapon's chances of hitting its target for example, accuracy is lowered during night time. Weapons are now capable of attacking more than once during any battle, provided that the unit initiating the attack has sufficient AP and weapon ammunition. Returning features aside, Front Mission 4 has a number of new gameplay mechanics. Antilock causes missiles within range to miss, while Salvage restores any wanzers destroyed in battle. Lastly, two special actions can also be set as linked actions: Antilock and Salvage from EMP and radio backpacks, respectively. For linked actions, a weapon must be set in order to participate in an offensive or defensive linked battle. Additionally, the player can dictate the degree of support a unit can provide a linked unit can use battle skills or no battle skills at all.
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Up to four units can be linked together to form one "link" an offensive link for Player Phase battles, and a defensive link for Enemy Phase battles. Unlike in Front Mission 2 and Front Mission 3, players have greater control over Links. Links is a feature that allows multiple units to provide offensive and defensive support to each other during battles. A unit's AP amount and recharge value depends on how many AP-specific abilities its pilot has learned.
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At the end of a full turn, which is one Player Phase and Enemy Phase, a set amount of AP is replenished.

Actions such as moving and attacking require a certain amount of AP to use. Action Points (AP) is a feature that dictates how much actions can be done with each unit. There are a number of returning features from Front Mission 2 that are used for mission play, namely Action Points (AP) and Links. The missions in FM4 are traditional tactical RPG fare, ranging from destroying all enemy targets to protecting a certain allied target. However, the two scenarios never merge at any point of the game. Like in Front Mission 2, Front Mission 4 alternates control between the game's two main characters. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission. Towns and cities act as intermission points where the player can organize and set up their units for the upcoming mission. As the player progresses through the plot, new locations are revealed on the world map. The player travels to locations on a world map. The video game progresses in a linear manner: watch cut-scene events, complete missions, set up their wanzers during intermissions, and sortie for the next mission. Front Mission 4 borrows several of the gameplay mechanics found in Front Mission 2.
