
👾 EDF6 Weapon Checklist 👾
From now on, you will be part of the EDF. We won't take no for an answer.
Ranger Weapon List
PA / Stork / Slade
Raven
Slugger / Orchid
Minion Buster
G&M
Blazer
Slaughter / Fracture
SGN
Monsoon
Breacher
Slugger Shot
Destruction Blazer
Buster Shot
KFF
NP
Lysander
Fang
Dunkel
Ptarmigan
Eagle
Flounder
Pylon
Penetrator
Planet Cannon
Grant
Leopard Guided Rocket
Goliath
Cascade
Hornet
Volcano
Emerald
MS Falcon
Air Tortoise
MLRA
FORK
Prominence
UM Impact Model
UM Timed Model
Multi-Barrel Grenade Launcher
Stampede
Splash Grenade
Sticky Grenade
Napalm
Flame Geyser
Acid Gun
Flamethrower
Bound Gun
Reverser
Reverse Shooter
High Cycle Reverser
MG Impact Model
MG Timed Model
Mouse Impact Model
Mouse Timed Model
DNG
Numbered Shell
Aerial Reverser
Thermite
Binary
CA Bomb
Impulse (Standard)
Impulse (Anti-Aircraft)
Impulse (Special Range)
ZE-GUN
FZ-GUN
ZE Sniper
ZE Launcher
ZE Blaster
Recruiter
Protector
Liquid Armor
Under Assist
Explosion-proof Suit
Multiple Lock-on Device
Radar Support System
Relief Assistance Equipment
Probe
Blacker
Varius
Railgun
EMC
Kepler
Volus
Eros
Nereid
Brute
Heron
Freed
Wing Diver Weapon List
Rapier
Phalanx
Power Lance (Single Shot)
Power Lance (Burst)
Dragoon Lance (Single Shot)
Dragoon Lance (Burst)
Spark Vine
Spark Foil
Spark Whip
Monster Lance
Mag Blaster (Standard)
Mag Blaster (Other)
Destroyer Blaster
Spine Blaster
Reflectron Laser
Lightning Bow
Bolt Gun
Thunder Crossbow
Pulse Machine Gun
WAY Pulse Machine Gun
Stardust Cannon
Pulse Buster
Closed Laser
Bolt Shooter
MONSTER
Raijin
Cosmic Laser
Plasma Cannon
Plasmafall
Plasma Big Cannon
Plasma Heavy Cannon
Plasma Burst Cannon
Grit Gun
Splasher
Mirage
Mirage 5WAY
Mirage 15
Geist
Ghost Chaser
Fenrir
Psiblade
Blink Ball
Blink Fork
Split Ball
Starmine
Saber
Luminous Shield
Harmonic Shield
Electromagnetic Shaft
Pulsar Spear
Glow Spear
Power Spear
Guided Grenade
Diffuser
Gleipnir
Thunder Cluster
Heaven's Gate
Psi Cluster
Super Weapons (Other)
Plasma Core
Turbo Core
Jet Core
Return Core
Sky High Core
Bird Core
Reverse Core
Rush Core
Loading Core
Big Core
Mighty Core
Air Raider Weapon List
Armed Multicopter (Mortars)
Mortar
Howitzer
Cannon
Armed Multicopter (Machine Gun)
Shotgun Multicopter (Buckshot)
Silent Copter (Sniper)
Stun Copter (Shock)
Metal Shot Copter (Iron Shot)
Hammer Copter (Large Caliber)
Autocannon
105mm Rapid-Fire Cannon
120mm Neutralize Cannon
150mm Cannon
180mm / 190mm Cannon
Rocket Cannon
Portable Attack Aircraft (Machine Gun)
Portable Attack Aircraft (Rapid-Fire)
Portable Low-Speed Strafer (Machine Gun)
Portable Bomber (Bomber)
Portable Flamethrower (Fire)
Combat Bomber KM6
High-Speed Bomber KM6F
Combat Bomber Kamuy
Heavy Bomber Vesta
Heavy Bomber Phobos
Magnum Copter
Gigantocopter
Killer Copter
Cruise Missiles
Lionic
Tempest
Beam Carrier (Beam Cannon)
Electron Copter (Shock)
Death Bird (Gas)
Bulge Laser
Spritefall
Spritefall Shooting Mode β
Limpet Gun
Limpet Sniper
Limpet Splendor
Limpet Detector
Laser Guide Kit
Guide Beacon Gun
Suppress Gun
Life Vendor
Power Post
Guard Post
Bunker
Decoy
Machine Gun
Shotgun
Flamethrower
Machine Gun
Shotgun
Laser Cannon
Machine Gun
Pulse Machine Gun
Laser Cannon
Flamethrower
Laser Cannon
Robot Bomb
Patroller
Insect Bomb
Blacker E Type
Blacker A Type
Titan
Grape
Caliban
Naegling
Trinity
Eros (Autocannon)
Eros (Vulture)
Nix (General)
Nix (Grenadier)
Nix (Red)
Nix (Missile Gun)
Nix (Cannon)
Eiren
Gravis
Combat Wagon
Depth Crawler
Proteus
Barga
Fencer Weapon List
Vibro Hammer
Vibro Roller
Vibro Haken
Vulcan Hammer
Force Blade
Dynamo Blade
Force Ax
Blasthole Spear
Blast Twin Spears
Flashing Spear
Jackhammer
Spine Driver
Power Blade
Deflection Shield
Ion Mirror Shield
Tower Shield
Reflector
Hand Gatling
Galleon Autocannon
Dexter Automatic Shotgun
Flame Revolver
Disruptor
Hand Cannon
Gallic Heavy Cannon
Planet Cannon
Powerdyne
Cannon Shot
Canister Cannon
Mortar
Heavy Mortar
Dispersal Mortar
Super-Heavy Mortar
Arm Hound
Arcane 6-Barrel Launcher
High Altitude Impact Launcher
Blood Storm
Leviathan
Haytal Multi-Missile Launcher
Phoenix
Dash Cell
Add Booster
Multi Charger
Convertible Jump Booster
Convertible Side Thruster
Deflect Cell
Barricade System
Shield Protection Armor
Muzzle Stabilizer
Exoskeleton
Leg Exoskeleton
Arm Exoskeleton
Shooting Exoskeleton
Enhanced Armors (Other)
EDF! EDF!
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Falling Back to Change Weapons(PR)
About
All 1,560 weapons in EDF 6, sorted by class and category
There are 1,560 weapons in total: 76 from MP1, 110 from MP2 and 20 from DLC. Ranger (447), Wing Diver (357), Air Raider (474) and Fencer (282) are laid out across 58 categories.
Three states per weapon: missing, collected, then fully maxed
Each tap advances the weapon one step. Collected shows a check and fully maxed shows a star, so the states stay distinguishable without relying on color.
Two separate percentages track how far you've really got
One figure counts what you've picked up, the other what you've maxed out, so the depth of your grind shows up in the numbers.
Your checkmarks are saved in the browser automatically
No account, no login. Reopen the page and you pick up exactly where you left off.
MP1, MP2 and DLC badges mark the add-on content
Weapons from Mission Pack 1, Mission Pack 2 and other downloadable content are each badged, so you're not counting weapons you never bought.
Switch to a view that groups weapons by series
Headings for all 278 series break up the list, which makes the gaps within a series far easier to spot.
Bulk actions and expand controls keep 1,560 entries manageable
Check or clear a whole class from a menu, and open or collapse all categories at once, so the sheer size of the list never slows you down.
Basic Usage
- Pick a class (Ranger, Wing Diver, Air Raider, or Fencer) from the tabs at the top
- Click the name of a weapon you have picked up to mark it collected (✓)
- Click again to mark it fully upgraded (★), and once more to clear it back to not collected
- 'Fully upgraded' means every custom value is maxed out in game, so a ★ appears in front of the weapon name
- The 124 weapons outside the upgrade system skip the ★ step and toggle only between not collected and collected
Bulk Actions
- Press 'Bulk Actions' in a class heading to open the menu. It affects only the weapons in that class
- 'Mark all as collected' fills in the weapons you have not collected yet and leaves any ★ marks as they are
- 'Mark all as fully upgraded' stars every weapon, stopping at collected for the ones that cannot earn a ★
- 'Clear all' removes every mark in that class
Display Options
- With 'Group by subcategory' on, a subheading is inserted for each weapon series
- Turning it off gives you a single continuous list across series, handy for browsing by level
- Click a category heading to expand or collapse that category
- Use 'Expand All' and 'Collapse All' to do it across the selected class
- Both the grouping setting and your collapsed sections are saved in the browser
Reading the Rate
- The progress bar at the top shows your overall rate across all four classes, not just the class you have selected
- Per-class and per-category counts appear in their own headings
- To match the rate shown in game, the 20 DLC weapons are left out of the total, leaving 1,540. Collecting them does not move the rate
- MP1 and MP2 weapons do count toward the total, so collecting them raises your rate
- The fully upgraded rate is tracked separately, against the 1,436 weapons that can earn a ★
What MP1, MP2, and DLC Mean
- 'MP1' marks the 76 weapons added by Mission Pack 1
- 'MP2' marks the 110 weapons added by Mission Pack 2
- 'DLC' marks the 20 weapons from add-on content outside the mission packs, covering standalone purchases as well as first-print, retailer, and season pass bonuses
- Weapons with no badge are the 1,354 available in the base game
- Tracking which weapons you have collected on the way to 100%
- Spotting which class and category still have gaps
- Following your ★ (fully upgraded) progress separately from your collection rate
- Narrowing down which weapons to chase before an armor or weapon farming run
- Checking which weapons come from MP1, MP2, or DLC
- and more
Where is my progress saved?
In your browser's local storage. No account or sign-in is needed, but as a result your progress does not carry over to another device or browser, and clearing your browsing data will erase it.
What is the difference between 'Collected' and 'Fully upgraded'?
'Collected' means you have obtained the weapon. 'Fully upgraded' means every custom value is maxed out in game and a ★ appears in front of the weapon name. The progress bar tracks each of them separately.
Why can't some weapons be marked ★?
124 weapons—such as Ranger Support Equipment and the Fencer's Enhanced Boosters and Shields—are not subject to the in-game upgrade system. Clicking those skips 'Fully upgraded' entirely and toggles only between not collected and collected. The fully upgraded rate is calculated against the 1,436 weapons that can actually earn a ★.
Why isn't the collection rate calculated out of 1,560?
To match the rate shown in game, the 20 weapons that come from downloadable content outside the mission packs are excluded, leaving 1,540. Weapons from Mission Pack 1 and 2 are included in that total.
Why doesn't collecting a DLC weapon raise my rate?
Those 20 weapons are excluded from the total, so they are not counted in the numerator either. Collecting them leaves the rate unchanged, and you can still reach 100% without them. None of the 20 can be upgraded, so they do not affect the fully upgraded rate either.
Does 'Mark all as collected' clear my ★ marks?
No. Weapons already marked ★ stay as they are, and only weapons not yet collected change. Likewise, 'Mark all as fully upgraded' stops at collected for weapons that cannot earn a ★.
Do bulk actions apply only to the class I'm viewing?
'Bulk Actions' affects only the weapons under the class heading you pressed, and leaves your other classes untouched. 'Expand All' and 'Collapse All' likewise apply only to the class currently selected.
What does 'Group by subcategory' change?
It toggles the headings that group weapons of the same series. Grouping is on by default, adding a subheading for each of the 278 series. Turning it off gives you a single list across series. This setting and your collapsed sections are saved too.
Is the weapon order the same as in game?
Categories follow the same order as the in-game weapon select screen. Within a category, weapons are sorted by level when the series grouping is on.
What are MP1 and MP2?
Short for Mission Pack 1 and Mission Pack 2. They add 76 and 110 weapons respectively, and both count toward the collection total—unlike downloadable content outside the mission packs.
Is my progress for EDF5 and EDF4.1 kept separately?
Yes. The EDF4.1 and EDF5 weapon lists on this site and this EDF6 list use separate storage, so none of them affects the others.
Can I track weapon grades, the stars you get on pickup?
No. A grade varies every time you pick the same weapon up, so it is not something a checklist can hold. The ★ in this tool means every custom value has been maxed out.
The Class That Lost Its Air Force
In a ruined world there is no air force left to call, which strips the Air Raider of the airstrikes and cruise missiles that defined the class. Producer Nobuyuki Okajima has said this class was the one he agonised over most. An early plan built the role around sentry guns; what it finally settled on was drones, in guard, attack, bombing and strafing variants. The force of an air force was traded away, in his words, for a new appeal of its own.
Answering for the Fencer Problem
In the previous game the hardest content was routinely brute-forced with the Fencer. This entry corrects that lean by raising what the other classes can do. Every class gained an extra equipment slot, taking the Ranger from three to four and adding an independent slot for the Wing Diver, and all four learned to climb over obstacles. The roughly 300-plus weapons per class are partly a consequence of that rebalancing.
The Submarine Carrier Moved Ashore
The submarine carrier Pandora was only ever meant to appear in one rescue mission. Momentum carried it into later missions, and then its placement caused an argument. The story called for it to sit offshore, but game director Toshio Noguchi insisted it had to loom large to feel impressive, so it was pulled in toward the shore. Once the position was fixed, the writing had to be bent to justify it.
Two Monsters Linked After the Fact
The fish-man enemy Scylla began life under a plain 'god of the water' concept. Its connection to the enemy Glaucus came later, and writer Takehiro Homma calls the link 'entirely retrofitted'. He also names tying those two together as the single hardest part of the script. The creatures came first and the meaning was fitted around them afterwards, rather than the other way round.
Re-recorded Five Years On
Because the same scenes recur, lines that appear more than once had to be recorded fresh. The complication is that they sit beside audio kept from the previous game. Performers had to match voices they had recorded five years earlier closely enough that the seam never shows, which the team describes as delicate work. Actors were, in effect, asked to impersonate their own past performances.
Canned Takoyaki
Homma writes each line to carry more than one meaning at once. His own example is a radio call about canned takoyaki tasting better than expected. It conveys a world reduced to tinned food and, at the same time, a lull calm enough to eat in. When the war turns worse, the same line becomes canned sushi—a soldier describing something that cannot possibly exist, which tells you how far gone he is.
Trying to Cut, Ending Up Adding
Homma says every project starts with a decision to reduce the mission count, and ends with more of them. Three or four variants of a similar mission get prototyped, and shipping them all wins out over picking one. Noguchi adds that a structure built on repeating the same stretch of time means each loop needs its own setup, turn and finale. The main campaign runs to 147 missions.
How Close It Came to Something Else
As development stretched on, switching to something simpler was put on the table. Okajima has acknowledged that, depending on how those conversations had gone, this could have become a completely different story. The team decided to see the original plan through. What shipped is what survived a genuine chance to abandon it.
Delayed by Hardware and a Pandemic
The game was first slated for 2021 and pushed to 2022. Okajima cited the effort of supporting new hardware in the shape of the PlayStation 5, along with the impact of the COVID-19 pandemic. Full development began in May 2018, once the previous game's DLC was finished, making for a little over four years of work. The day-one patch was still being built right up to release.
More Than Half Was Made Freely
A game built around a story sounds like one where every mission serves the plot. Homma puts the story-driven share at under half. Early on the details were unsettled, so anything that respected the broad outline was fair game. Noguchi says nothing beyond the opening and closing of each loop had been decided when work started. The frame came first, and the filling was left to the floor.
The Ink Was Thinned Late
The ink spat by the Haze spread much further during development. It was judged to be interfering with play to an unacceptable degree, and toned down late in the schedule. Adjusting a game near release is unremarkable; changing the fundamental behaviour of an enemy attack that late is rather less so.
Even the Filler Lines Are Written Twice
Radio chatter is full of short lines like 'enemy spotted' that would work in any situation. Homma says he barely reuses even those. The same three words get rewritten to carry a different shade depending on where they land. The sheer volume of dialogue in these games rests on that kind of granular rework.
The Loop Built Around Monsters
When the same stretch of time is replayed repeatedly, each pass has to feel different or the whole thing flattens out. Game director Toshio Noguchi has said he handled the third loop by making it the one crowded with kaiju-type enemies. That was a decision about texture rather than plot: the roster of enemies was allocated to keep each pass distinct. The lopsided enemy mix from one loop to the next comes from that call.
The First Time the Story Got the Attention
This series is known for chaotic combat and the chatter of the troops, not for its plot. Okajima has said this entry was the first where the story itself drew the attention, with the payoff of the previous game's unanswered questions landing well. Roughly six months after release 370,000 people had enlisted, and an unusual number of them were talking about the writing rather than the fighting.
The Gaps the Campaign Left
Describing the add-on missions, Okajima called this game and its predecessor a single continuous story. The campaign repeatedly sends you back to fight through the events of the previous game, and some of those passes were left undepicted. The extra missions exist to fill those gaps. Rather than an epilogue, they are new material written into the spaces the main campaign skipped over.









