How Many Guns Are in ARC Raiders? Full Weapon List
Quick Takeaways / At-A-Glance:
- Total Weapon Count: Embark Studios features 18 distinct firearms across six tactical classes in current release builds, augmented by heavy ordnance and deployable support tools.
- Weapon Classes: Sidearms (3), Submachine Guns (3), Assault Rifles (4), Shotguns (2), Battle & Marksman Rifles (3), and Heavy Launchers/Anti-ARC Ordnance (3).
- Ammunition Ecosystem: Ballistics are partitioned into five discrete calibers: Light Kinetic, Medium Standard, Heavy Penetrating, High-Explosive Shells, and ARC-Disruption Energy Cells.
- Philosophy: ARC Raiders rejects gun-bloat in favor of specialized chassis where every weapon fulfills a hyper-specific role against rival human Raiders or mechanized ARC husks.
Complete Overview & Search Intent
When diving into the rust-choked ruins of Calabretta in Embark Studios' extraction shooter, your survival hinges on your primary tools of negotiation. The most pressing tactical question newcomers and veterans alike bring to the stash screen is simple: how many guns are actually in ARC Raiders?
Unlike traditional military simulators that flood player inventories with dozens of near-identical assault rifle variants, ARC Raiders takes a surgical, purpose-driven approach to weapon design. Currently, 18 distinct firearms comprise the playable armory. Each weapon possesses distinct handling physics, dedicated recoil curves, precise effective ranges, and specialized armor-shredding properties tailored against either flesh-and-bone human scavengers or hardened titanium ARC hulls.
Understanding this arsenal is not merely an exercise in cataloging. Because ARC Raiders operates on an extraction economy where carrying surplus gear slows movement speed and death forfeits your loadout, knowing the exact weapon pool—and where each gun sits in the combat ecosystem—dictates whether you return to Speranza with high-tier tech or end up buried in the dust.
Deep Dive Mechanics & Technical Specs
Every gun in ARC Raiders belongs to a modular chassis system governed by four internal pillars: ballistic penetration, handling ergonomics, sound footprint, and component durability.
Ballistic Penetration vs. ARC Plating
Weapons are divided by their effectiveness against organic targets (other players) versus mechanized ARC enemies (Drones, Rollers, Walkers, and Sentinels). Standard small-caliber rounds glance off heavy ARC chassis plating unless directed at glowing internal thermal vents or optical clusters. High-caliber and energy weapons feature native armor penetration multipliers, stripping exterior panels to expose critical core circuitry.
Durability and Degradation
Firearms do not retain factory freshness forever. Firing uncleaned weapons scavenged from deep subterranean vaults accelerates mechanical wear. While guns will not permanently disintegrate mid-magazine, poor maintenance causes feed jams, increases horizontal spread variance, and widens hip-fire bloom by up to twenty-five percent.
Audio Signature & Acoustic Profiling
Gunshots travel realistic distances across Calabretta's open valleys and echo violently inside subterranean bunker networks. An unsuppressed shot from a high-caliber marksman rifle can alert player squads up to four hundred meters away, while also triangulating your position for wandering ARC aerial patrols.
Comprehensive Data Comparison Table
The following breakdown covers all 18 primary and secondary firearms currently operational in the field, cataloging their ballistic classification, operational firing modes, compatible calibers, and combat roles.
| Weapon Name | Weapon Class | Fire Mode | Ammo Type | Optimal Range | Primary Tactical Niche |
|---|---|---|---|---|---|
| Burletta 9 | Sidearm | Semi-Auto | Light Kinetic | 0–15m | Lightweight backup sidearm; near-zero equip time |
| Il Lupo | Sidearm | 3-Round Burst | Light Kinetic | 5–20m | Burst-fire close-quarters defensive pistol |
| Falcon .44 | Sidearm | Double-Action | Heavy Penetrating | 10–35m | High-damage sidearm capable of puncturing light armor |
| Stitcher | Submachine Gun | Full-Auto | Light Kinetic | 0–18m | Extreme fire-rate CQB bullet hose; melts unarmored targets |
| Bobcat PDW | Submachine Gun | Full-Auto | Light Kinetic | 5–25m | Controllable recoil; exceptional hip-fire agility |
| Coil-9 | Submachine Gun | Burst/Auto | Energy Cell | 5–20m | Discharges arc-disruption rounds that stun electronic shields |
| Rattler Carbine | Assault Rifle | Full-Auto | Medium Standard | 15–45m | The baseline workhorse rifle; reliable recoil, ubiquitous ammo |
| Tempest-V | Assault Rifle | Full-Auto | Medium Standard | 20–60m | High muzzle velocity rifle ideal for open-field skirmishing |
| Venator | Assault Rifle | Select-Fire | Heavy Penetrating | 25–65m | Hard-hitting battle rifle hybrid; punches through ARC drones |
| Kite AR | Assault Rifle | Burst-Fire | Medium Standard | 20–50m | Tight three-round spread designed for mid-range precision |
| Il Toro | Shotgun | Break-Action | Heavy Shell | 0–10m | Double-barrel destructive punch; instant close-range lethality |
| Breaker-12 | Shotgun | Pump-Action | Heavy Shell | 0–15m | Magazine-fed combat shotgun with reliable crowd-clearing spread |
| Osprey Precision | Marksman Rifle | Semi-Auto | Heavy Penetrating | 40–90m | Semi-automatic DMR; strips armor plating from extreme range |
| Goshawk 70 | Sniper Rifle | Bolt-Action | Heavy Penetrating | 60–150m+ | One-shot human headshot capability; devastating anti-core punch |
| Anvil Scout | Marksman Rifle | Lever-Action | Medium Standard | 30–75m | High-mobility scout rifle tailored for fast repositioning |
| Hullcracker | Heavy Ordnance | Single-Shot | High-Explosive | 20–80m | Anti-armor grenade launcher; dismantles heavy ARC leg joints |
| Tormentor | Heavy Ordnance | Rocket-Propelled | High-Explosive | 30–120m | Guided anti-machinery rocket system for boss-tier encounters |
| Lance Arc-Emitter | Heavy Ordnance | Charge-Beam | Energy Cell | 15–70m | Sustained directed-energy beam that melts interior robotic chassis |
Step-by-Step Tactical Walkthrough
Equipping your Raider requires pairing firearms that complement each other's limitations. Carrying two primary weapons of the same ammo family will rapidly drain your reserves and leave you defenseless when unexpected ARC patrols intervene.
Establishing Balanced Class Synergy
When structuring your loadout, adhere to the complementary range rule:
- Slot One (Primary Engagement): Select a medium-to-long-range option such as the Rattler Carbine or Osprey Precision. This weapon handles approaching patrols, spots enemy Raiders across open fields, and dismantles scout drones before they deploy locator flares.
- Slot Two (Breach and Extraction): Equip a dedicated close-range stopper such as the Stitcher SMG or Breaker-12. When extracting via narrow subterranean tubes or clearing industrial bunkers, long-barreled rifles suffer severe weapon-handling penalties when colliding with doorways.
Managing Ammo Reserves in the Field
Ammo management is ruthless in Calabretta. Each box of ammunition consumes vital inventory slots that could otherwise hold salvage parts:
- Allocate two inventory stacks for your primary weapon caliber.
- Allocate one single stack for your secondary weapon.
- Never enter a high-threat zone without at least one energy or heavy-penetrating weapon in the squad to counter sudden appearances of Sentinel or Bastion-class ARC war machines.
Map Locations & Threat Mitigation
Guns in ARC Raiders are found inside specific container classifications scattered across the ruins. Understanding where these weapons spawn ensures you can enter a raid undergeared and exit fully armed.
Military Crates and Defense Lockers
- Spawn Hotspots: High-security compounds, abandoned surface anti-air batteries, and subterranean command bunkers.
- Weapon Yields: Osprey Precision rifles, Venator battle rifles, and Breaker-12 shotguns.
- Threat Level: Severe. These areas are consistently monitored by aerial Spotter drones and heavily armed player squads running ambush routes.
Industrial Toolchests and Scavenger Stashes
- Spawn Hotspots: Dilapidated residential sectors, train depots, and collapsed highway underpasses.
- Weapon Yields: Burletta sidearms, Rattler Carbines, and scrap-assembled Anvil Scout rifles.
- Threat Level: Moderate. Wandering Tick swarms and low-tier ARC Rollers patrol these locations, making them manageable for solo players looking to gear up quietly.
Downed ARC Chassis Scraping
- Spawn Hotspots: Fresh battlefields where massive ARC Walkers have crashed.
- Weapon Yields: Specialized heavy components required to forge the Lance Arc-Emitter and Hullcracker launcher at workbench stations in Speranza.
- Threat Level: Extreme. Sound alerts draw surrounding players to downed war machines, turning these scrap fields into deadly crossfire arenas.
Pro Survival Tips & Stash Strategy
Mastering the armory requires smart logistics back in Speranza just as much as twitch reflexes on the surface.
Clean Receivers Over Scrap Weapons
Never horde low-durability scrap guns in your main stash. If a weapon's internal condition falls below thirty percent, break it down for metal parts and receiver springs. Save your inventory space exclusively for clean-grade weapons or blueprint frames that accept high-tier optical sights and muzzle brakes.
Sound Discipline Saves Loadouts
Before pulling the trigger on an unarmored player running across an open terrace, check the sky. If an ARC Snitch drone is within auditory range, the gunshot will immediately trigger a sector lockdown. Master sidearms like the Burletta 9 equipped with a makeshift silencer to dispatch biological threats without drawing mechanical wrath upon your squad.
Recoil Control and Mod Prioritization
Assault rifles like the Tempest-V feature heavy vertical climb during sustained fire. Prioritize horizontal compensators and angled foregrips over extended magazines. Landing five consecutive rounds into an ARC cooling port yields far higher damage output than spraying forty rounds across its armored carapace.
Frequently Asked Questions
Are all eighteen weapons available immediately to new players?
No. Beginning Raiders start with access to basic civilian-tier blueprints including the Burletta 9 sidearm and Rattler Carbine. Advanced weapons like the Venator, Goshawk 70, and Tormentor rocket launcher require leveling your underground workshop vendors and recovering rare weapon schematics from high-threat sectors.
Do weapons permanently vanish if you die during an expedition?
Yes. ARC Raiders utilizes high-stakes extraction mechanics. Any firearm equipped in your primary or secondary slot drops to the ground inside your salvage crate upon death, making it lootable by opposing players or lost to the surface ruins if unrecovered.
Can you customize weapons with attachments?
Every weapon in the game features modular attachment nodes. Depending on the chassis, players can slot red-dot optics, variable magnification scopes, extended magazines, suppressors, and recoil-dampening stocks. Attachments can be detached in-raid and swapped onto newly discovered firearms.
Does ammunition damage vary between human players and ARC machines?
Yes. Kinetic rounds deal clean, unmitigated damage to human health pools but suffer drastic damage drop-off against armored ARC hulls. Disruption energy cells and high-explosive ordnance strip machine plating instantly but lack the instantaneous burst lethality needed to win point-blank duels against human players wielding shotguns.
Final Verdict & Raider Checklist
With 18 purpose-engineered firearms grounding its lethal combat ecosystem, ARC Raiders proves that tactical depth triumphs over bloated weapon rosters. Success in the wasteland does not come from memorizing dozens of trivial stat variations; it comes from knowing precisely which weapon counters the threat in front of you.
Pre-Raid Weapon Readiness Checklist
- Confirm both weapon slots use different ammunition types to prevent inventory starvation.
- Inspect firearm durability gauges; repair any weapon sitting below fifty percent condition.
- Pack at least one dedicated anti-armor firearm or high-penetration caliber magazine before entering high-tier military zones.
- Verify sight attachments are calibrated for expected engagement distances (close-quarters interiors vs. open exterior deserts).
- Secure a secondary sidearm with fast draw speed for rapid finishing power when primary magazines run dry.