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Characters / Girls' Frontline: Heavy Ordnance Corps

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Special heavy units distinguished from regular T-Dolls. As of this writing, only Fire Support Teams have been implemented.

HOC crews on this page are grouped based on their weapon type (as they are in-game), roughly separating them into the stats they specialize in. Anti-tank weapons (ATW) specialize in the Pierce stat, mortars (MTR) specialize in Lethality, and automatic grenade launchers (AGL) specialize in the Reload stat.

Shared Tropes

  • Arbitrary Equipment Restriction: HOCs can only be used in the campaign starting from chapter 9, or during certain events. Chapters 8 and earlier, some maps of which would have benefited greatly from their presence, do not have Heavy helipads for them to deploy onto.
  • Badass Crew: A team of specialized T-Dolls working in unison to operate a crew-served weapon.
  • Clothing Damage: While they don't suffer from this visually like the normal T-Dolls do, the fact that their "repair stations" are literally washing machines hint at this.
  • Color-Coded for Your Convenience: HOCs make use of color-coded chips instead of the firearm attachments that normal T-Dolls do. So far, these come in orange and blue varieties, which can be fitted onto any HOC, but will grant bonus stats if used by an HOC with matching chip board colors.
  • Cowardly Lion: The HOCs are capable of hideous levels of destruction. They also flee immediately upon being attacked by an enemy, despite the fact some of them do wield their own firearms.
  • Cutscene Power to the Max: When the Commander officialy unveils HOCs during a Continuum Turbulence cutscene, they completely wipe out the White Faction unit that was pursuing HK416 and her unit in one volley. The player can't do this even with a maxed out BGM-71, which at least requires two shots from it at best - one for the enemy's Force Shield and another for the enemy's health bar.
  • The Dividual: They technically are one T-Doll networked between 3 or more bodies, with none of them being a main or central one.
  • Glass Cannon: Exaggerated. They deal immense amounts of damage, with their use being prohibitively expensive for any enemy unit that is not the toughest of toughest. They also immediately disband if enemy manages to get in direct contact with them.
  • Godzilla Threshold: The Commander was forced to field HOCs during Continuum Turbulence when the mysterious White Faction suddenly appeared from nowhere and pinned them to the wall in terms of combat ability. As often noted by Havier (IOP's CEO) in various cutscenes both in and out of Continuum Turbulence, it's outright illegal for a PMC like them to have their hands on HOC units. G&K specifically sourcing their HOC tech from their Sangvis Ferri captive, Architect, is yet another reason why it'd be in their best interests to keep them under wraps.
  • Item Get!: Their version is not so much as an animation as a full-blown short cutscene instead.
  • Inventory Management Puzzle: This is essentially how their equipment system works. Optimizing HOC chips involves making the most out of the limited space on the HOC's circuit board with the chips in storage (and Recalibration Tickets, if any chips need to be rotated).
  • Interface Spoiler: Despite being implemented with only Fire Support Teams at the time of release, the training facility interface has additional blank category buttons for other types, ostensibly for later additions.
  • Long-Range Fighter: All HOCs are capable of firing on enemy units from at least two spaces away, making for effective artillery support for the front line. Some HOC teams like 2B14 and AGS-30 can fire from three spaces away.
  • Magikarp Power: HOCs start out rather anemic and underpowered, due to their (fairly low) stat Cap and small chip boards, and they will likely stay that way until you max them out at level 100 and undergo Iteration. A HOC with maxed Iteration, stats, skills, and levels will play much more powerful than a fresh one. Make no mistake, HOCs are massive time and resource sinks, but the effort will pay off well if you invest much into them.
  • Point Build System: HOCs have a hard limit on the amount of them you can deploy in any one map, and a soft limit based around how many Heavy Heliports are currently under the player's control. Generally, the only time you'll ever be able to field all of them is during ranking events.
    • Chips have a set value of base stats per tile based on their rarity (and in the case of 4* or lower chips, the shape of the chips). There is some min-maxing involved with most HOCs because most of them don't have quite enough space to max out their stats.
  • Rare Candy:
    • HOCs' stats are still augmented by the "pills" you would use to enhance your T-Dolls.
    • Their chips will require Calibration Tickets to rotate, if they came out of data processing in the wrong orientation or if you want to make the best of the Inventory Tetris.
    • HOCs consume specialized Combat Reports to gain XP while at base. Unlike normal T-Dolls who immediately gain the benefits of the Reports they were given, HOCs have to spend hours to "digest" the special Reports, and they consume fixed amounts of them (based on the level of the training range), along with a fixed amount of batteries per hour, meaning that having too few of either resource will not let the player commence the training process.
    • Even after acquisition, an HOC can still gain more Central data from processing, which will improve them by one star per complete set, up to five stars. Each increase in star level increases the board size of the HOC, allowing them to insert more and/or larger chips. Later on, the HOCs will need data patches, which are converted from excess Central data, in order to undergo Iteration and gain improved stats in addition to red rarity stars, up to level 10.
  • Screw This, I'm Outta Here: When HOC crews are approached by the enemy, they will abandon both the mission and their weapon systems, and run for their lives.
  • Stuff Blowing Up: Their specialty. Each of their weapons spew explosive payloads, which can damage multiple enemies per salvo.
  • Support Party Member: It's right there in the name. A regular T-Doll echelon will vastly outperform them in raw damage output. ATW teams excel at destroying the special shields defending White Faction units; MTR teams excel in softening large groups of unshielded targets; and AGL teams excel at damaging hardened targets (such as artillery or structures) at long range, on top of constantly sending a stream of fire down upon enemy forces thanks to high reload rates and firing multiple weaker grenades per volley instead of single, powerful shots.
  • Unlockable Content: In a most strictly gameplay-only sense. HOCs are unlocked by completing story chapters and assembled from processed Central data, and so the player can only have one of each, making them even scarcer than the once-coveted AR squad, but players are guaranteed to obtain them eventually.

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Anti-tank weapons (ATW)

    BGM-71 TOW 
https://static.tvtropes.org/pmwiki/pub/images/bgm_71_s.png
HOC ID: No. 1
Artist: 洲川Terras

  • Anti-Vehicle: With a piercing stat of 400, their missiles are especially effective against enemy tanks.
  • Armor-Piercing Attack: Of a different flavor than rifles and machine guns. Their attacks negate the Damage Reduction of enemy force shields and are a necessity against shields with 100% reduction.
  • Forgot About Her Powers: A downplayed case compared to the AT4 crew below. When the TOW crew flees the scene, the one T-Doll brandishing a M4A1 at least makes an attempt to cover her teammates' escape with her weapon before leaving herself.
  • Playing Card Motifs: The crew members have accessories that correspond to the four suits of a deck of playing cards. The Gunner has a Diamond shaped hairclip, the Spotter has a Spade shaped tie clip, the Flanker has a Club shaped hairclip, and the loader (as well as the Gunner and Flanker with their respective symbols) has a patch with a Heart shape on it.
  • Starter Mon: The BGM-71 crew is the first HOC available to players, unlocked by completing map 8-5 and then processing samples into data for the first time, which will award an achievement and five Central data points to assemble into a complete unit. The other HOCs will require additional Central data to unlock.

    Saab Bofors Dynamics AT4 
https://static.tvtropes.org/pmwiki/pub/images/at4_s.png
HOC ID: No. 4
Artist: 洲川Terras

  • Armor-Piercing Attack: Specializes in piercing energy shields like BGM-71; though unlike their fellow ATW, AT4 has a secondary specialization in their splash damage skills, giving them increased damage on secondary targets on a shield hit, an accuracy debuff, and an incendiary burst.
  • Forgot About Her Powers: Like any other HOC, the AT4 crew will immediately flee if the enemy so much as touch them with their pinky toes, despite one of them clearly brandishing a TEC-9 and the other two having Glock lookalikes in their holsters.
  • Interface Spoiler: The AT4 crew were released after the initial trio. However, their existence was spoiled by an empty slot on basement level B1 of the HOC exhibition months before they were introduced.
  • Reckless Gun Usage: Like most launchers in reality, the AT4 emits considerable backblast after each shot, even the AT4-CS version designed to be fired indoors, making the way the HOC themselves use the weapon extremely dangerous for the one T-Doll standing right behind the tube. It's probably a good thing that the blackblast effect is not simulated in-game.
  • Temporary Online Content: Central Data for the AT4 was initially only obtainable as ranking rewards from the Theater event, although they were added to the general data pool at the start of the third Theater.
  • Throwaway Guns: Whereas the other units simply pull out a new magazine or round from Hammerspace to load into their launchers, the AT4 crew basically tosses spent tubes away after firing and procures new ones from out of thin air for another shot. An example of Shown Their Work, as real AT4s cannot be reloaded and are discarded after one shot.
  • Throwing Your Gun at the Enemy: Upon encountering the enemy, one of the AT4 crew will throw her launcher at the enemy before running away. Considering the launcher weighs about 7kg, the T-Doll seems to be actually pretty damn strong, as she manages to toss it a fair distance away.

    Mk 153 SMAW 
https://static.tvtropes.org/pmwiki/pub/images/mk_153_s.png
HOC ID: No. 7
Artist: 洲川Terras

  • Armor-Piercing Attack: Specializes in piercing energy shields at long range, being the first Anti-Tank HOC to have a range of 3.
  • Every Bullet is a Tracer: "Pinpointing Signal" has them fire a tracer at the enemy before the attack proper lands. A successful hit with the tracer also guarantees the splash damage from the connected attack can't be evaded.
  • Eyes Always Shut: Like AK-12, the loader Doll is always seen with her eyes closed.
  • Perpetual Smiler: Again, like AK-12, the loader is rarely (if ever) seen with a frown.
  • Temporary Online Content: As with AT4 and QLZ-04, Central Data for this HOC was initially only available as ranking rewards in Theater 5 and 6, before being put in the general data pool at the start of Theater 7.

Mortars (MTR)

    2B14 Podnos 
https://static.tvtropes.org/pmwiki/pub/images/2b14_s.png
HOC ID: No. 3
Artist: 洲川Terras

  • Herd-Hitting Attack: Their specialty is in area-of-effect attacks, and upgrading their primary skill further increases the explosion radius of their shells. Targets that survive get treated to an accuracy and damage debuff, furthering this HOC's usefulness.
  • Situational Sword: As a mortar unit, they have an inherently low Pierce stat, and their second skill inflicts more damage specifically against unshielded units. This limits their viability in later campaign and event maps, given the increasing prevalence of shielded Paradeus units, although they still hit hard in the situations they're designed for, should they ever come up in such maps.

    M2 Mortar 
https://static.tvtropes.org/pmwiki/pub/images/m2_s.png
HOC ID: No. 4
Artist:

  • Attention Deficit... Ooh, Shiny!: The bipod Doll is seen observing a blue butterfly resting on an M1A1 Carbine while the others are focusing on a target.
  • More Dakka: Their first skill, "Ballistic Shelling", fires an extra shell after a fixed interval, aimed at the furthest enemy unit.
  • Support Party Member: Unlike 2B14, M2's kit is more geared towards buffs at the expense of their damage and explosion radius. Their second skill, "Fatal Intervention", briefly increases a random ally's accuracy and evasion for every enemy they hit. Their third skill, "Reload Momentum", instead buffs their own accuracy after every shot, mitigating their comparatively poor AOE attacks.

    PP-93 Mortar 
HOC ID: No. 8
Artist:

  • Situational Sword: Their mortars have variable damage and accuracy thanks to "Suppress and Snipe", which can occasionally make them more difficult to use.

Automatic grenade launchers (AGL)

    AGS-30 
https://static.tvtropes.org/pmwiki/pub/images/ags_30_s.png
HOC ID: No. 2
Artist: 洲川Terras

    Norinco QLZ-04 
https://static.tvtropes.org/pmwiki/pub/images/qlz_04_s.png
HOC ID: No. 6
Artist: 洲川Terras

  • Gathering Steam: Unlike AGS-30, QLZ-04 is capable of dealing more damage, but only if a battle goes on long enough for it to stack its damage self-buff repeatedly.
  • Temporary Online Content: Similarly to AT4 and Mk 153, Central Data for this HOC was only initially available as rewards for Theater 3 and 4, before being put into the general data pool at the start of Theater 5.
  • Trick Bomb: Two of this HOC's passives cause it to fire special grenades at fixed intervals. One of them is a smoke round which debuffs the enemy's evasion and accuracy, while the other is a Damage-Increasing Debuff that causes all sources of damage over the next 5 seconds to deal an extra 12 damage per hit, which is especially useful against armored Sangvis Ferri and KCCO foes.

    Mk 47 Striker 
HOC ID: No. 9
Artist:

  • Armor-Piercing Attack: Their normal attacks have up to twice their normal force shield piercing with "Shieldbreaker's Keenness".
  • Trick Bomb: "Clearance Order" drops airburst grenades which damage everything in its burst zone, but is less effective against armor.

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