ARC Raiders Weapon Compendium and Modifications#
ARC Raiders splits its arsenal into three lines: conventional guns handle players and light armor, anti-ARC specials crack heavy machines, and legendary weapons are the endgame chase. This page compiles the weapon lists and acquisition routes from community guides, along with modification and gun-picking advice.
Note: official damage and fire-rate numbers have not been published, so this page focuses on weapon roles and acquisition routes. In-game testing is the final word on values.
Weapon List Overview#
| Category | Weapon | Role |
|---|---|---|
| Conventional | Ferro | Basic ranged firepower |
| Conventional | Anvil | Steady, consistent output |
| Conventional | Tempest | Tied to a specific quest |
| Conventional | Renegade | All-purpose gun |
| Conventional | Bobcat | From a specific event |
| Conventional | Stitcher | Close-to-mid-range firepower |
| Conventional | Venator | All-purpose gun |
| Anti-ARC | Hullcracker | Heavy armor machine killer |
| Anti-ARC | Equalizer | Heavy-target suppression |
| Legendary | Aphelion | Energy battle rifle |
| Legendary | Dolabra | Energy shotgun |
| Legendary | Vulcano | From a specific event |
| Legendary | Jupiter | From a specific event |
| Legendary | Ailion | Stella Montis exclusive blueprint |
Community guides also mention attachment blueprints such as Toro, Osprey, Torrente, and Betina, used to modify existing weapons.
The Three Weapon Lines#
Conventional Guns: Against Players and Light Armor#
Conventional guns like the Ferro and Anvil burn standard ammo and carry the vast majority of engagements. The criteria for picking one:
- Engagement range: open maps (Spaceport) favor mid-to-long range, city maps (Buried City) favor close-to-mid range;
- Ammo economy: standard ammo is easy to come by, so you can trade fire freely;
- Cost efficiency: run looted guns early on, then switch to crafted ones once your blueprints stabilize.
Anti-ARC Weapons: Against Heavy Armor#
The Hullcracker and Equalizer are built for heavily armored targets and chew through Bastion-type units far faster than any conventional gun. Usage notes:
- Special ammo is expensive and eats backpack space; plan your carry count around the target list instead of hauling rounds you never fire;
- Decide before deployment whether this run has heavy armor targets: Blue Gate underground and the endgame maps are where specials earn their slot;
- Specials still hurt players just fine, so spending one to clutch a losing fight is never a waste.
Legendary: The Endgame Goal#
Legendary weapons sit at the top of the current power ceiling. Every one is crafted from a blueprint — none drop as finished guns. Three representative acquisition routes:
- Event rewards: the Vulcano comes from the Hidden Bunker event, and Hurricane weather also gives you a shot at the First Wave Cache; the Jupiter comes from the three special containers in the Harvester event;
- Exclusive blueprints: the Aphelion and Ailion blueprints only spawn in Stella Montis;
- Endgame material crafting: both the Aphelion and the Dolabra need endgame materials such as the magnetic accelerator; recipes are in Crafting and Resource Economy.
For the complete blueprint source list, see Blueprint Mechanics and Sources.
Attachments and Modifications#
Attachment blueprints (Toro, Osprey, Torrente, Betina, and more) define how a weapon actually feels in your hands. Prioritize mods in this order:
- Fix the weakness first: add optics for range, stability parts for recoil — patch the most obvious flaw before anything else;
- Then double down on the role: once the weakness is covered, build around the weapon’s main job — mobility for close-range guns, precision for long-range ones;
- Match the ammo: mod anti-ARC specials to maximize heavy armor damage first; don’t tune them like a conventional gun.
Attachments unlock through blueprints just like weapons, so when you loot one, run the same “grab it, then plan the extraction” discipline.
Weapon Selection Decision Flow#
Before every deployment, pick your gun in four steps:
- Set the goal: farming materials, boss hunting, or PvP? The goal dictates the weapon type;
- Set the map: bring range for open maps, burst for interiors;
- Set the stake: match gear investment to expected returns; don’t bring expensive guns on low-stakes runs;
- Set the backup: keep one low-cost fallback besides your primary, so dying doesn’t sting.
A Rough Guide to Ammo Management#
Behind the weapon system sits an ammo economy. Do the rough math before you deploy:
| Item | Recommendation |
|---|---|
| Standard ammo | Carry to match expected fight intensity; your mainline consumption against players and light armor |
| Special ammo | Plan precisely by the number of heavy armor targets; leftover rounds still occupy backpack slots after extraction |
| Looted ammo | Map and battlefield pickups can top you up, but never treat them as part of the plan |
Do the special-ammo math from both ends: carry too little and you stare down a Bastion with nothing to shoot, carry too much and spare rounds waste pack slots on extraction — precise planning starts with a clear target list before you leave.
Beginner Loadout Recommendations#
| Stage | Recommended setup | Why |
|---|---|---|
| First map | Looted conventional gun | Zero stake, no loss on death |
| Early blueprint phase | Crafted Ferro or Anvil | Blueprints are easy to get, ammo is cheap |
| Mid game | Conventional gun + one anti-ARC special | Covered against both players and machines |
| Endgame | Aphelion / Dolabra + a special | A legendary kit to finish off endgame content |
Related Pages#
- Blueprint Mechanics and Sources — how to get every weapon blueprint
- Crafting and Resource Economy — recipes and materials for legendary weapons
- Augments and Shield Loadouts — the rest of your power budget beyond weapons
- ARC Machine Enemy Compendium — which gun for which enemy