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Girls' Frontline

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GF logo.png
Angels of Grifon! Advance!
[[File:GF logo.png|250px]]
Original Name 少女前线
Translation Name
Type Tactical SRPG ES game
Platform iOS/Android
Online(Public testing started)
Developed by Shanghai Sunborn Network Technologies Co., Ltd.
(Formerly Jiaxing Labuxiong Network Technologies Co., Ltd.)
Published by Shanghai Zhenmian Network Technologies Co., Ltd.
Chengdu Digital Sky Technologies Co., Ltd.
Produced by 羽中
Music by Vanguard Sound
Engine unity3d
Publication Date Advanced public test server(2016.01.25)
Official android public test server (2016.5.20)
iOS public test server (Late June-Early July 2016)
Linked Works Code name:Bakery girl

Girls' Frontline is a tactical SRPG ES game developed by MicaTeam, published by Digital Sky.

Brief introduction[edit | edit source]

Girls' Frontline is an independently-developed Chinese original tactical SRPG ES game by MicaTeam, published by Digital Sky.
T-dolls of Girls' Frontline

The game follows the synopsis of the independent game "Code name:Bakery girl", set in a severely devastated human society after the 3rd World War, with the peace of the world completely reliant on private security contractors. The player-character, as a commander of a private security contractor, must guide his/her T-dolls to complete combat missions.

Synopsis[edit | edit source]

Main article: Girls' Frontline:Synopsis

Gameplay contents[edit | edit source]

Girls' Frontline shares the same general ideas of wargames, and redesigned a set of wargame rules to satisfy gameplay experiences on mobile platforms.

Base area

Combat[edit | edit source]

Combat room

Combat missions[edit | edit source]

Combat missions are battles that help the story progress, and is divided into Normal, Emergency difficulties, as well as the Midnight mode. It is possible to have T-doll drops on Normal and Emergency difficulties, while they are replaced with equipment in Midnight mode. Combat is generally split into two parts, "tactical pushforward" and "real-time battle". And according to official explanations about T-doll "drops", either T-dolls don't get lost at night, or.....

During the tactical pushforward phase, the player needs to deploy combat echelons, send different combat orders within allowable move counts, or, in the case of fairies, activate their skills without using up the remaining support command points to achieve different combat objectives. While during the real-time battle phase the player is tasked with adjusting their units' positions to balance the damage taken by different units.

In Normal and Emergency difficulties, the requirement for a mission to be completed is to occupy the hostile command center, and up to 3 different medals are rewarded according to how the mission is executed. Note that each medal can only be earned once.

A gold medal is earned if the mission is completed with a rating of S, and will raise the tier of rewards for mission completion. It requires that no echelons are withdrawn or lost in combat, and that a sufficient number of hostile units are eliminated within a give round limit. The chance of a higher-rarity T-doll reward post-mission will be raised if the mission is completed with a rating of S.
A silver medal will be awarded if all nodes are captured by friendly forces, while a bronze medal will be awarded as long as the mission is completed.

The objective of Midnight mode, different from the aforementioned one, is to eliminate all hostile units within a given round limit (or timeframe).

  • Tactical pushfoward
    Tactical pushforward is round based, with Grifon and Sangvis Ferri forces taking turns, and costs 1/10 of the maximum rations for each individual echelon(that is, the echelons lose their own rations, and is thus not reflected in the commander's resource status).
    Different icons stand for different installations on the map:
  • GF CC.pngThe command center is the base of frontline troops. When a side's command center is captured, the side is instantly defeated. Echelons can be deployed and resupplied here.
  • GF LZ.pngThe landing zone is a type of shortcut supporting access from the base to the battlefield. Echelons can be deployed and resupplied here as long as it is captured.
  • GF RN.pngA randomunknown node triggers an event that can range from gaining/losing resources, triggering a battle with a previously unknown hostile unit, to forcing the echelon on it to retreat. (But this doesn't count towards the total number of echelons lost and withdrawn. Phew.)
  • GF NN.pngA normal node allows for movement and serves no other purpose.

When a round ends, all nodes that have units standing on them will be captured by their respective sides. If a node is completely surrounded by nodes of a side it will be automatically captured at the start of a new round. Which means that if you want to try to play "countersurrounding" by occupying a surrounded node, you'll--surprisingly--find that the color gets switched twice. Beautiful.

If the command center of a side is captured by surrounding, the start of a new round will not be triggered. Which have led to tactful captures by some craftygreedy commanders who try to get both the gold and the silver medals at the same time...

  • Real-time battle is triggered when units of two sides conflict on a single node, and is a net-like battlefield spanning 3×N gridss (with 3×3 for the player and the rest for the hostiles). Players can change the position of T-dolls without losing the effects of the preset formation freely. When a T-doll is hit by hostile fire she takes damage, and when her total hit points (HP) drops below 30% the "damaged" mode is activated. Once a T-doll's HP drops to 0 she is eliminated from the battle and cannot take part in further combat. But, on the bright side, you don't lose them in your inventory. Nice. Each battle costs 1/10 of the maximum ration and 1/5 of the maximum ammo for the echelon involved, which makes resupplying at captured LZs and capturing LZs themselves critical for adequate combat readiness.

Real-time battle phase has several features to note:

  • Initial contact is the time between the first shots fired and the start of the battle.
  • Movement speed is the speed at which T-dolls in an echelon can move during combat. When advancing as a group it is automatically synchronized to the lowest of the echelon, but it still takes effect when trying to move individual T-dolls to other grids. T-dolls are unable to fire on the move.
  • Bullet time is a slow-motion phase that is activated when a player presses on a T-doll and holds. This slows down all actions and makes it easier to move T-dolls. It is also automatically activated for 3 seconds if there is only 1 T-doll remaining on the battlefield, providing a time window for players to choose whether to retreat, and can be turned on/off to personal preferences.
  • Resulting phase is entered as battle ends. If the unit of a side is completely eliminated, or if hostile units breached the rear (passing the entire length) of the battlefield or if the player chooses to retreat wholly, a loss/withdrawal is counted. This forcibly removes the echelon from the map and causes it to lose all the ammo and rations it's carrying. Otherwise a win is counted and rewards are given.

Auto-battling[edit | edit source]

Once all 3 medals of a certain level is earned, echelons (1 or 2) can be sent for auto-battling, earning an amount of experience and T-dolls/equipment (depending on mode) at completion. Which is just a prolonged, restoration-free version of combat for some Africans. No there's no map-specific drops at all.Echelons sent must have an operational effectiveness above the set threshold to be able to participate. Normal combat is unaffected for any map that is not in auto-battle. There can only be 1 map in auto-battle at the same time.

Logistic support[edit | edit source]

A maximum of 4 echelons can be sent out simultaneously to run logistic support missions, which yields resources, contracts and other items. Of course there's another real-world-currency alternative but it's not advised to do so.

Combat simulation[edit | edit source]

Combat simulation is available for commanders of level 12 onwards and consists of 4 types of simulations: Experience training, reinforcement exercise, data sampling and defence drill. Each type of simulation has three difficulties, labeled "Beginner", "Intermediate" and "Advanced" (sans the defense drill, which has no difficulty levels). T-dolls will not require restoration and do not lose their affection even if they are eliminated in simulations. Kinetic modules are spent for access to combat simulation, with "Beginner", "Intermediate" and "Advanced" difficulties costing 1, 2, and 3 modules respectively. These kinetic modules are replenished over time, at a current rate of 1 module/2 hours. Each player has an upper threshold of 6 modules. Superconductive modules, on the other hand, are stored permanently and have no upper limit on their number, and do not in any way affect the replenishment of kinetic modules. However they require purchase by diamonds which are, normally, linked with real-world currency, therefore, again, it is ill-advised to deliberately purchase them for stockpiling purposes.

  • Experience training

Open every Wednesday, Saturday, Sunday.
Experience training consists of the player deploying a number of echelons and eliminating all hostile units on the map. It has a pre-set total XP value, which is divided evenly between T-dolls after one run, and is not related to number of battles each echelon fights. T-dolls eliminated mid-simulation will still receive their share of the total XP.Which means that a single T-doll may receive as many as 40k XP after a successful run with the assistance of another echelon. How smart. The XP earned by every T-doll is calculated as follows:
Successful run: XP=FLOOR(Total XP/Number of T-dolls)
Failed run: XP=FLOOR(0.5 * Total XP * Hostile units eliminated / Total number of hostile units / Number of T-dolls);
Commander XP is earned as well, being 1% of the XP earned by a single T-doll.

  • Reinforcement exercise

Open every Monday, Thursday, Sunday.
Reinforcement exercise consists of the player dispatching an echelon to advance within the simulation zone and defeat the hostile unit at the end node to earn amplification capsules. There are 1/2/3 (depending on difficulty) unknown nodes present on the map, which awards players with resources or a number of amplification capsules (with their number depending on difficulty). T-doll drops are also possible on these nodes during special events. 1/2/3 capsules (depending on difficulty) will be awarded after the hostile unit is defeated.

  • Data sampling

Open every Tuesday, Friday, Sunday.
Data sampling is a combat simulation by 5 T-dolls chosen by the player firing at a static target. Any T-doll may be selected for use. Basic, Intermediate and Advanced data sampling yields Basic, Intermediate and Advanced training data, respectively. A time limit of 30 seconds is given to eliminate the target, with more data rewarded if completed in a shorter timeframe. If the T-dolls fail to eliminate the target, a low fixed amount of data will be instead rewarded to the player.

  • Defence drill

Open 24/7.
NOTE:Defence drills are not reset.
Defence drill is another simulation mode available after the player completes Episode 2-4N (Midnight 2-4), and is the primary source of equipment calibration vouchers. A maximum of 4 echelons can be dispatched to participate in combat, and must stem the tide of waves of hostile units. It costs 5 modules and has a checkpoint every 10 waves. Resources and additional calibration vouchers will be awarded if a checkpoint is newly reached. If the echelon chosen by the player fails to stand against the enemy or if the player voluntarily chooses to quit, the drill ends and rewards are given. The drill will start from the last checkpoint reached the next time the player enters. The current maximum number of waves is 109.

Permanent events[edit | edit source]

Permanent events are added after the v1.132 update. Missing login-award T-dolls can be found as drops here, and they also provide a chance to unlock missing story plots.
Special awards though different from the original events are awarded for completion of every event stage.
Some maps are downscaled compared to original versions, and enemy units are correspondingly weakened, making completion easier.
But opportunities for going kamikaze at Jupiter cannons still remain.

Formation[edit | edit source]

Formation is used for forming echelons and pre-setting their formation for maximum effectiveness. Changing the position of the T-dolls mid-combat will not affect the buff effect of the formation preset. A maximum of 10 echelons are available, with echelon 5 onwards needing purchase by diamonds, and is set at 480 diamonds for echelon 5, and 880 for echelon 6 onwards.

Of course patience by stockpiling diamonds earned from logins can get 10 echelons with no additional cost.

Formation preset[edit | edit source]

A maximum of 5 T-dolls are allowed within an echelon. Arranging T-dolls to different grids affects the output performance of other T-dolls. Effect block diagrams provided by the game and in this wiki uses white to designate the location of the T-doll, cyan blocks for the grids relative to its position that can be affected. The damage output, rate of fire and dodge rating of T-dolls can be positively influenced. There can be great improvement over the operational effectiveness of the entire echelon if proper T-dolls as well as proper formation is arranged.

T-doll types and their specialities[edit | edit source]

  • Handguns (HG)
    • Mainly buff-providers, while having sub-par health and damage, average accuracy, they possess high dodge ratings and high movement speed and do not cost much to maintain.
    • Buffs apply to all T-dolls on their effect blocks, and handguns have highly supportive skills.
    • But as powerup material, their use is also the most average.
    • Their skills are mostly team buffs or debuffs to the opposing unit.
    • This had led to highly-effective multi-HG teams by stacking handguns with compatible effect blocks.And soon became history with updates.
    • The very first T-doll of every commander falls under this category, the M1911.
  • Sub machineguns (SMG)
    • Submachineguns are meat shields in the game, with high health and dodge rating at the cost of low accuracy and damage. They have high movement speeds and relatively high resource demands.
    • A must for early development, with two 3-stars given as rewards of quests, they are reliable front-line shields in the early stages.
    • SMGs have bias towards dodge and rate-of-fire when used as powerup material.
    • Their effect blocks provide buffs only to ARs.
    • Their skills mainly concentrate on assisting survival of themselves or rapid elimination of low-health hostiles. Examples: Force shield and grenades.
    • They rely heavily on ARs and vice versa.
  • Rifles (RF)
    • The main damage output units of the game, with high accuracy, high damage and high critical hit chances, but offset by low health and dodge rating, sub-par movement speeds and average resource demands.
    • RFs prioritize in engaging targets at long ranges, are the core of the echelon and the kingpin of damage output. They are nearly capable of handling all kinds of hostiles, putting themselves in a higher position.
    • Have bias towards accuracy and damage output when used as powerup material.
    • Provides cooldown reduction buffs to HGs on their effect blocks to a maximum of 30% and applies even to initial cooldown.
    • Skills concentrate on self-sustainability or bursts of output.
    • They team well with HGs, but work fine even without them.
  • Assault Rifles (AR)
    • All-rounders, average stats in all aspects, average accuracy, damage, critical hit chance... Every stat is average, including resource demands. So-called "Jacks of all trades".
    • Another type of output units, with appreciable damage output from their high rate of fire. Suited for cleaning out high-speed, low-health hostiles, the mainstay of dealing with unarmored units at nighttime.It was reported that a commander tried to use RFs to handle hostile Scouts at night and... Things are bad these days, you know.
    • Pair well with SMGs, though HGs work as well.
    • Favor accuracy and dodge ratings as powerup material.
    • Provide buffs only to SMGs with their effect blocks. M4A1 & Ribeyrolles: ??????????
    • Skills mainly concerns buffing self or small-area Area-Of-Effect damage.
  • Machineguns (MG)
    • Damage output done in bursts, with very high rate of fire and damage, low accuracy and movement speed, high-healthed but have low dodge ratings. Very high damage output in short timeframes. An ammunition system exists for MGs, causing them to reload after several hits are made. They cannot use their skills or attack hostiles during their reloads.
    • Are couples with SGs, but, as always, HGs can get involved.Furthermore, HGs are everywhere.
    • Emphasize on damage output and rate of fire when used as powerup material.
    • Provide mainly damage and accuracy buffs to SGs with their effect blocks, with a handful rare ones providing extra armor.
    • Complete bias to damage buffs in terms of skills.
  • Shotguns (SG)
    • Heavy T-doll production-only T-dolls. Extremely high health and critical hit chance, offset by extremely low dodge rating and accuracy. Have their unique armor systems M16A1:? and can, with a very low chance of happening, knock back hostiles. Very high resource demands.
    • Mainly utility units, specialize in blocking damage with their armor.AKA I'm the boss as long as you don't penetrate my armor.And it is strongly advised against going head-on with bosses.
    • Have an ammunition system that functions identical to that for MGs. Incapable of dealing damage and using skills when reloading.
    • Skills include armor buffs, forced fixed-damage knockbacks. Area-of-effect damage output and single-target skills also exist.
    • As powerup ma--……Wait are you, seriously, trying to use SGs as powerup material?
    • Buff accuracy and damage of MGs on their effect blocks.
    • Though dedicated mates for MGs, they are still able to mix up with HGs.

Factory[edit | edit source]

Factory area

The game provides over 100 different T-dolls for collection by players. Commanders usually need the cooperation between different types of T-dolls in order to achieve the operation missions given by the company.

Usually, newly-acquired T-dolls are not capable of fulfilling the need in high-level battles. Players can raise their operational effectiveness by leveling them up, powering them up and expanding their dummies.

T-doll production[edit | edit source]

    • Capable of producing T-dolls. Yields T-dolls with resource investments. 2 slots are open by default, and can be expanded to a maximum of 8. Divided into normal production and heavy production.
    • Normal production requires at least 30 and at most 999 units of each type of resource.
    • 3 tiers exist for heavy production. Tier 1 costs 1 T-doll production contract and 3 cores. Tier 2 costs 20 contracts and 5 cores, while Tier 3 costs 50 contracts and 20 cores. Only 4-to-5-star T-dolls will appear on Tier 3.
    • Normal production yields 2-to-5-star T-dolls, while heavy production yields T-dolls with a rarity of 3 stars or above.

      Main article:Girls' Frontline/T-doll production

Dummy expansion[edit | edit source]

Resource costs for resupplying is increased after a T-doll has undergone a dummy expansion, with costs roughly proportional to the number of expanded dummies, to a maximum of approximately 3× the original costs.

T-dolls of the same model (AKA weapon) can be used to expand T-dolls who have reached a certain level. A new T-doll will appear on the expanded T-doll's grid, up to a maximum of 5 T-dolls occupying a single grid. The resource costs will be raised correspondingly. Losing a dummy in combat does not in any way affect the resource use in combat.

Cores can be used as a substitute if there are no T-dolls of the same model.

All T-dolls start at 1-expansion and the expansion criteria are listed as follows:

  • 1→2 needs one T-doll, available at level 10.
  • 2→3 needs one T-doll, available at level 30.
  • 3→4 needs two T-dolls, available at level 70.
  • 4→5 needs three T-dolls, available at level 90.

The costs for the cores vary by the T-doll's rarity. Each missing T-doll for expansion needs the following number of cores to take her place:

  • 2-star: 1 core
  • 3-star: 3 cores
  • 4-star: 9 cores
  • 5-star: 15 cores

NOTE: HGs have 20% of their maximum buff effect at 1-expansion. This is increased by 20% each time it gets expanded, reaching full potential at 5-expansion.

T-doll powerup[edit | edit source]

The health of T-dolls vary with levels, but other stats do not. The other stats simply have their upper limit raised as the T-doll levels, making T-doll powerups a vital way to enhance the T-dolls' operational effectiveness.

Combining other T-dolls into a certain T-doll known as feeding if one digs through the game files gives the said T-doll a stats enhancement depending on the number and the types of T-dolls used.

But it is useless investing only a few T-dolls during a powerup. Multiple T-dolls are needed for the weakest effect to show. The exact powerup effects are listed to the interface's right side, with a yellow number denoting that the stat has reached its current upper limit.

T-doll retiring[edit | edit source]

This dismantles the T-doll's armament and their fire-control cores, and reassigns them for civilian uses such as coal-digging, serving as waitresses in cafes. This refunds resources to the player. Cores are also refunded if a 3-star or rarer T-doll is retired. The exact number of cores refunded by dismantling a T-doll is listed as follows:

  • 3-star: 1 core
  • 4-star: 3 cores
  • 5-star: 5 cores

Equipment production[edit | edit source]

This enables players to produce equipment for T-dolls, and generally works in the same way with T-doll production. It is defaulted to 2 open slots and up to a total of 8 slots can be available.

Each T-doll has 3 equipment slots, unlocked at level 20, 50 and 80, for attaching equipment. It is worth noting that the types of equipment compatible for a T-doll vary with the T-doll type, thus requiring adequate planning and arrangement to exploit the maximum potential.

Equipment recycling[edit | edit source]

Recycling equipment dismantles them and refunds a negligible amount of resources.Might be better to use them to strengthen some equipment instead.

Equipment strengthening[edit | edit source]

Strengthening equipment requires resources and other equipment used as strengthening material. This raises the parameters of the strengthened equipment. If the strengthening material has the same rarity and the same classification as the strengthened equipment, an amount of XP 3 times the normal value will be granted for the strengthened equipment.

Equipment calibration[edit | edit source]

This calibrates the equipment which is not perfect among the same type. Calibration vouchers and resources are required, with the former available in defence drills. Each calibration has a chance to alter the parameters of the equipment, and can be reverted if the player is not satisfied with the calibration. However, spent vouchers and resources will not be refunded.

Research[edit | edit source]

Available for commanders from level 12 onwards, this enables commanders to spend training data to enhance the skills of T-dolls. The data is available in combat simulations. This takes an amount of time, but can be instantly completed via instant training contracts.The amount of data needed for training is listed as follows:

Level Data needed Time needed
LV.1→LV.2 100 basic training data 1 hour
LV.2→LV.3 200 basic training data 2 hours
LV.3→LV.4 300 basic training data 3 hours
LV.4→LV.5 120 intermediate training data 4 hours
LV.5→LV.6 200 intermediate training data 6 hours
LV.6→LV.7 300 intermediate training data 9 hours
LV.7→LV.8 400 intermediate training data 12 hours
LV.8→LV.9 200 advanced training data 18 hours
LV.9→LV.10 300 advanced training data 24 hours

Restoration[edit | edit source]

T-dolls need timely restorations after they take damage, which requires an amount of manpower and parts and time. The resources spent are linked to the amount of health the T-doll has lost. Once the HP of a T-doll drops below 30% the said T-doll enters "damaged" status, causing the resource needed to rise rapidly. 4 restoration slots are open by default, and a maximum of 8 is available.

T-dolls with oath link established will see their restoration time reduced by 30%.

  • Normal T-dolls have a basic restoration value of Percentage of HP lost * Number of expansions * 10 * 0.5.
  • Damaged T-dolls, on the other hand, have a basic restoration value of Percentage of HP lost * Number of expansions * [10+(Percentage of HP lost - 0.7) * 40] * 0.5, making resource costs skyrocket if a high percentage of health is lost.
  • Each model of T-dolls has a dedicated resource cost multiplier, multiplying this with the aforementioned restoration value yields the resource needed for restoration. Therefore it is optimal to restore T-dolls immediately after a mission.

Dormitory[edit | edit source]

  • The main entertainment and interactive system of the current game
  • Dormitory 1 and 2 are unlocked by default, to a maximum of 10. Each dormitory houses the T-dolls of the corresponding echelon.
  • Furniture and T-doll outfits can be acquired in dormitories.
  • It is possible to visitsteal batteries from dormitories of friends and welcome visiting friendssend visitors away.

Affection[edit | edit source]

The affection of T-dolls towards the commander. Every new T-doll starts at 50 affection, to a maximum of 100 and a minimum of 0. Each combat victory will raise the affection of participating T-dolls, with the leader of the echelon and the MVP T-doll receiving additional affection boosts. If a T-doll is eliminated from the combat (by having her health dropped to 0) in non-boss combat, the said T-doll loses 10 affection and the rest of the team loses 5. Multiple eliminations within the same battle does not stack. If a T-doll is eliminated in a boss fight, the affection will not be affected. A 100-affeciton T-doll will make oath link establishmentmarriage possible. The upper affection limit will be raised to 150 post-establishment. A low level of affection (<10) will bring negative effects to the T-doll, decreasing her damage, accuracy and dodge rating. A high level of affection (>90) will, conversely, positively affect the performance of the T-doll by raising her damage, accuracy and dodge rating by 5% of her base value (the value is rounded to integers and do not count boosts by equipment). An even higher level of affection (>140) will further increase the T-doll's damage, accuracy and dodge rating by another 5%.

Quests[edit | edit source]

Divided into daily/weekly quests and main quests, rewarding players as they complete them. Daily/weekly quests award players with procurement tokens, resources, T-doll production contracts, equipment production contracts, instant-production contracts, instant-restoration contracts and cores. Main quests award all the above sans the tokens, and award players with diamonds by earning gold medals on maps, 10 diamonds for every gold medal on normal, 20 for every gold medal on emergency and episode 0.

Limited-timespan events[edit | edit source]

Main article: Girls' Frontline/Limited-timespan events

Active in certain seasons, with dedicated limited-timespan combat missions (events), called spring/summer/autumn/winter events according to the season it is activated in.

Difficulty of limited-timespan combat missions are usually higher, rewarding players with T-dolls or equipment normally unavailable for a long interval.

Illustrators and CVs[edit | edit source]

Main article:Girls' Frontline:Illustrators and CVs

Related media works[edit | edit source]

Original soundtracks[edit | edit source]

Attached with the design collection in 2017 which is now available on the online e-shop and comic events. For copyright protection reasons they are excluded here, please purchase the official design collection to support the official version.Not because we are lazy!

Manga[edit | edit source]

  • Dojin works
There are multiple illustrators working on dojin mangas. They are listed as follows and the order is arbitrary.
AC130:One of the first dojin manga creators of Girls' Frontline, with part of the works shown on the startup loading screen in-game.
砧板13:One of the dojin manga creators, with chibi characters and interesting plots.
布肝維爾島:One of the dojin manga creators, the author of Galil and those strange things.
草草冬子:One of the dojin manga creators, with cute chibi characters.
FatKE:One of the dojin manga creators, authors of The walk-off couple - the room-sharing diary (The story of Weaver and AR-15 living together), with cute chibi characters.


Anime[edit | edit source]

Planned since the internal testing phase, but got interrupted for some reasons.

It is revealed that there will be an anime of Girls' Frontline in the 1-year anniversary live video broadcast on 2017.4.8, along with a few released designs of the anime. It is further revealed that it will be released with the cooperation of Guangzhou Kaojiji Anime on July 21, and a section of the anime for preview was released the same day.


External links and references[edit | edit source]

  1. 1.0 1.1 1.2 1.3 Characters labeled "EXTRA" are the results of various collaboration efforts and are not directly based on actual firearms.