Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

ARC is the most common enemy Raiders face when Topside. They are deadly machines that rain from the sky to ravage the surface of the Rust Belt.

They range from small, unassuming forms like roaming Surveyors and feisty Ticks to towering, multi-legged behemoths that dominate the landscape. Each ARC variant has its own strengths, weaknesses, and attack patterns, requiring different strategies to defeat.

Behavior

Every ARC machine has three "modes" that dictate its intentions. Raiders can easily identify which active mode a machine is in by understanding the differences between the colors of light emitted by its scanner: blue, yellow, and red.

  • Blue: Indicates the machine is in an unelevated patrol mode passively searching for Raider targets or activity. It continues its patrol of an area until it finds a disturbance.
  • Yellow: Indicates it's in an alerted state after witnessing possible Raider activity. In this state, ARC will investigate the location of the disturbance and then lower its alert level if no Raider activity is found.
  • Red: Indicates the ARC machine has found a target and entered combat mode. ARC in this state will attack until it loses its target.

Note: If attacked when on patrol, ARC can bypass their elevated state and immediately enter combat mode if an investigation isn't required to find a target. The color of the scanner will shift between red and yellow as Raiders enter and exit scanner range.

Variants

ARC Notable Drops XP Gained Tips

Snitch
  • Destroy: 100
  • Loot: 200
  • Easily destabilized with destroyed thrusters.
  • Loudly alerts nearby ARC to Raider presence.

Wasp
  • Destroy: 100
  • Loot: 200
  • Easily destabilized with destroyed thrusters.

Hornet
  • Destroy: 150
  • Loot: 250
  • Unarmored rear thrusters.
  • Easily destabilized with destroyed thrusters.

Tick
  • Destroy: 50
  • Loot: 100
  • Often heard before seen.
  • Easily destroyed with any weapon.

Pop
  • Destroy: 50
  • Loot: 100
  • Climb to avoid if ambushed.
  • Easily destroyed with any weapon.

Fireball
  • Destroy: 100
  • Loot: 100
  • Climb to avoid if ambushed.
  • Weak point is exposed when it opens to attack.
  • Dodge Roll away after destroying it to avoid fire.

Turret
  • Destroy: 100
  • Loot: 200
  • Bait its attack and hide behind cover.

Sentinel
  • Destroy: 200
  • Loot: 300
  • Bait its attack and hide behind cover.
  • Explosives recommended.

Surveyor
  • Destroy: 200
  • Loot: 300 for core + 100 per part
  • Weak point is exposed when shooting laser.
  • Flees at high speed.
  • Stun using Hornet Drivers, Showstoppers, etc.
  • Explosives recommended.

Shredder
  • Destroy: 200
  • Loot: 250
  • Weak point is thrusters.
  • Never engage without adequate cover.
  • Hide behind cover when it signals its attack.
  • Heavy Ammo or Grenades recommended.

Spotter
  • Destroy: 100
  • Loot: 200
  • Quickly destroy them before target lock.
  • Find vertical cover to avoid Bombardier attacks.

Bombardier
  • Destroy: 500
  • Loot: 300 per part
  • Weak points are leg joints and rear.
  • Destroy Spotter companions for easier fight.
  • Avoid close-range shockwave attack.
  • Helpless when stunned using Hornet Drivers, Showstoppers, etc.

Bastion
  • Destroy: 500
  • Loot: 250 per part

Leaper
  • Destroy: 500
  • Loot: 600 for core + 500 per part
  • Weak points are leg joints and eye.
  • Explosives make quick work of destroying it.
  • Helpless when stunned using Hornet Drivers, Showstoppers, etc.

Rocketeer
  • Destroy: 500
  • Loot: 500 per part

Queen
  • Destroy: 1000
  • Loot: 1000 for core + 500 per part

Matriarch
  • Destroy: 1000
  • Loot: 1000 for core + 500 per part

Husks and Probes

Husks — the remnants of old ARC machines from past battles — are scattered all over Topside just waiting to be looted.

Over the duration of your time Topside, ARC Probes will land to collect data and then leave when they're finished. They can be breached using the Raider Tool and looted, but beware — they will signal to nearby ARC for help. Occasionally, damaged Probes can be found knocked over and unable to launch again.

ARC Image Drops XP
Wasp Husk
  • 400
ARC Probe
  • 700
ARC Courier
  • 700
Rocketeer Husk
  • 700
Baron Husk
  • 500
Deforester Husk
  1. unverified information

ARC Plating

ARC have different types of plating that can tell you at a glance how armored an ARC is or where their weak-points are. A general rule of thumb for dealing with ARC is that weapons with higher ARC Armor Penetration will be more effective.

  • Unarmored Plating is distinguished by its matte, white coloring. All weapons are semi-effective against Unarmored Plating although rounds with Moderate ARC Armor Penetration or above will be the most effective.
  • Armored Plating is distinguished by its shiny, dark gray coloring. Rounds with or above Moderate ARC Armor Penetration are needed to damage Armored Plating as anything below Moderate will bounce off. Damaging Armored Plating can strip it off, revealing weaker plating.
  • Weak-Points are distinguished by their matte, bright yellow coloring. Damaging Weak-Points deals direct damage to ARC and should be the priority when attacking.