ARSENAL · WEAPONS

Weapons and loadout

What's in the ARC Raiders arsenal and how to build a loadout — every weapon category with real in-game names and descriptions, and a recommended setup for beginner and veteran Raiders.

Weapons worth knowing

IN-GAME DESCRIPTIONS
Anvil

A single-action hand cannon with huge per-shot damage and strong armor penetration. Works in both PvP and PvE, it just needs a steady hand (slow handling).

Ferro — a poor man's sniper

A battle rifle that reloads between every shot, but strips shields and weaker ARCs in one hit. It is cheap to craft.

Kettle / Stitcher — PvE workhorses

Kettle is powerful and cheap to craft in PvE once you master the recoil; Stitcher is a low-recoil auto — perfect for new players up close.

Dolabra / Equalizer / Jupiter — Legendary

Single-tier experimental weapons. Dolabra picks a wide blast or a focused beam; Equalizer is a beam LMG; Jupiter is a bolt-action sniper of top damage. Not upgraded — hunted.

Stiletto — new in 2.0

A light-ammo battle rifle that fits in as an early-game alternative to the Renegade. Cheap to craft and easy to wield. Per its in-game description it is a semi-auto with high accuracy and low initial recoil, but gets harder to control under sustained fire. Fire rate can be fast, but button mashing sacrifices accuracy.

Bantam — new in 2.0

A snub-nosed revolver that uses heavy ammo, with a unique hip-fire capability. Effective against both ARC and Raiders. In the 2.0 patch the Bantam takes the role of the uncommon hand cannon, while the Anvil moves from green to blue (Rare) rarity.

Weapon categories

SOURCE: arctracker.io

Six weapon classes, each tied to an ammo type. Names and descriptions are from the game; most families climb through tiers I–IV (see Craft), while Legendary pieces exist in a single tier only.

Assault Rifle

Light/medium ammo · versatile mid-range

  • KettleCommonquick and accurate, slow reload
  • RattlerCommoncheap full-auto all-rounder
  • ArpeggioUncommondecent damage and accuracy
  • BettinaEpicslow fire rate, high damage
  • TempestEpicfull-auto, well balanced

Battle Rifle

Light/medium/heavy ammo · per-shot punch

  • FerroCommonreload between shots, huge punch
  • StilettoUncommonlight ammo, early alternative to the Renegade
  • RenegadeRarelever-action, strong headshot damage

SMG

Light ammo · close range, fast fire rate

  • StitcherCommongood damage, controllable
  • CantoRarelarger caliber, full-auto
  • BobcatEpicvery fast, but low accuracy

Shotgun

Shotgun ammo · brutal up close

  • Il ToroUncommonpump-action, sharp falloff
  • VulcanoEpicsemi-auto, good spread
  • DolabraLegendaryblast or focused beam

Pistol & Hand Cannon

Light/heavy ammo · sidearm and punch

  • HairpinCommonbuilt-in silencer, stealth
  • BurlettaUncommonsemi-auto, decent damage
  • VenatorRarefires two shots at a time
  • BantamUncommonheavy-ammo snub revolver, hip-fire
  • AnvilRarehuge damage, slow handling

Sniper & LMG

Energy/heavy ammo · range and suppression

  • OspreyRarescoped bolt-action sniper
  • JupiterLegendaryexceptional damage, slow
  • TorrenteRarelarge mag, accurate only crouched
  • EqualizerLegendarybeam rifle, high capacity

Weapon Amplification

NEW IN 2.0

Frozen Trail 2.0 adds a fifth quality level for a range of guns: Amplification. It unlocks a branching path of abilities and enhancements that can completely change how a weapon behaves. Embark's own examples are a fully-automatic Burletta, a Renegade with a scope and a Rattler with incendiary bullets and a 64-round magazine. The full rundown of 2.0 is on the Frozen Trail page.

What you need

The Research Station in your Outpost must be fully upgraded. According to the game data, the base amplified weapon also needs a level 4 Gunsmith and an Amplification Module, and some branches need specific technologies researched at the Research Station.

Repair

Amplified weapons are repaired with Amplified Fragments. The Anvil Splitter is no longer a mod but an upgrade option for the Amplified Anvil; it no longer drops, and existing copies can be sold or recycled into Amplified Fragments. The Anvil lost its Tech Mod slot.

Branching

Each of the 15 weapons has its own tree. The game data lists 89 amplified variants in total, from 3 to 12 per weapon. Costs and paths are in the data; the final ability values have not been published by Embark.

Weapons with Amplification (15), in alphabetical order:

Anvil Aphelion Bettina Burletta Canto Equalizer Hairpin Hullcracker Il Toro Jupiter Kettle Osprey Rascal Rattler Renegade

The list comes from the game data (arctracker.io) and is not a power ranking.

BEGINNER vs VETERAN

Rule for everyone: don't bring in what you can't afford to lose. When you die, everything on you drops. So a cheap, clean loadout wins raids — and you save the expensive stuff for when you're sure of the extract.

Beginner

Cheap & safe

Goal: survive, extract, don't cry over what you lost.

PrimaryFerrostrips shields and weak ARCs from range
SecondaryStitcherauto SMG for close range, low recoil
ShieldLight Shieldupgrade to medium once you feel stable
AugmentLooting Mk. 1most loot; keeps you on a light shield
Quick useBandages + Shield Recharger + Smoke Grenadehealing and an escape button
Veteran

Meta & aggression

Goal: win PvP fights and crack big ARCs.

PrimaryAnvil or Renegademax per-shot damage + penetration
SecondaryVulcano / Dolabrabrutal close-range for tight fights
ShieldMedium / Heavy Shieldheavy needs a Combat/Tactical augment
AugmentCombat Mk. 2/3allows stronger shields + mobility
Quick useShield Recharger + Defibrillator + grenadeskeep tempo and revive teammates

Shields, augments and gadgets

SOURCE: arctracker.io

Shields

Light ShieldUncommon
Medium ShieldRare
Heavy ShieldEpic

A stronger shield blocks more damage, but heavier shields require an augment that supports them. Start light, work up.

Augments

LootingMk. 1–3
CombatMk. 1–3
TacticalMk. 1–3

Looting = more loot (but light shield only). Combat = supports stronger shields. Tactical = more Quick Use slots. Free Loadout for rookie raids.

Quick Use / gadgets

BandageCommon
Adrenaline ShotCommon
DefibrillatorRare
Barricade KitUncommon

Bandages and a shield recharger are mandatory. Smoke grenade to escape, barricade for cover, defibrillator to pick up your team.

New gadgets in 2.0

FROZEN TRAIL
Grappling Hook

A simple gadget that attaches to most surfaces. Climb hard-to-reach spots, abseil off buildings and swing over large gaps.

Tether Launcher

A two-shot launcher that ties a line to whatever it hits, connecting both points. Root targets in place or attach a Raider to an ARC and watch them get dragged away. Known issue at 2.0 launch: the Tether Launcher cannot currently be repaired.

Yank Grenade

Works on the same principle, but when it explodes it pulls a nearby target with violent force. Good for smashing flying ARC to the ground or pulling Raiders out of cover.

Snap Hook — nerfed

To set it apart from the Grappling Hook, the Snap Hook got a nerf: range 20 m to 18 m, durability use 2% to 4% per use, power cost 50 to 60. It still allows several uses in a short window at full power, but no longer immediate back-to-back uses.

How to choose by situation

Open map / long sightlines

Ferro, Osprey, Jupiter — punish from distance before they close in. A battle rifle strips a shield in one hit.

Tight buildings / close range

Vulcano, Dolabra, Stitcher, Bobcat — a shotgun or fast SMG dominates cramped spaces.

Against big ARCs (PvE)

Anvil, Ferro, Kettle — high per-shot damage and armor penetration target weak points.

Stealth / quiet approach

Hairpin — a built-in silencer for when you don't want to wake half the map.

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