ARC Machines Database
Tactical intelligence on the mechanical hive-mind ruling the surface
Intelligence Report: Predictive Hive Behavioral Analysis
Speranza Intel suggests the ARC Hivemind now utilizes advanced behavioral pattern recognition. Machines no longer just scan for signatures; they analyze movement fluidity and input precision to identify high-threat Raiders. Maintain human-like unpredictability to avoid escalation.[View Speranza Fair Play Guidelines]

Queen
The apex predator of ARC forces. This towering war machine serves as the final guardian during Harvester Events, standing between Raiders and their most valuable prizes. Equipped with mortar launchers, a sweeping laser cannon, and close-range defensive systems, the Queen demands full squad coordination to defeat. Solo engagements are essentially suicide missions.

Matriarch
A recent addition to the ARC arsenal that has changed engagement rules entirely. The Matriarch generates a protective dome that renders it immune to external damage—Raiders must push inside the shield radius to deal any harm. This forces dangerous close-quarters combat against a heavily armed opponent equipped with rockets and toxic gas dispensers.

Bastion
A walking fortress built around a high-caliber rotary cannon. The Bastion excels at locking down areas with sustained suppressive fire, typically operating with aerial escort. Veterans learn to recognize its distinctive audio warning—a mechanical screech that precedes a three-second bullet storm directed at the last known Raider position.


Bombardier
Mobile artillery that turns open ground into a death zone. Slow-moving but devastatingly powerful, the Bombardier carries a multi-rocket system capable of saturating entire areas with explosives. Experienced Raiders know that hearing its approach means one thing: evacuate immediately or face annihilation.

Leaper
An arachnid-style siege platform that defies expectations of mobility. Despite its massive armored frame, the Leaper can clear enormous distances in a single bound—including vertical leaps to building rooftops and tower summits. High ground offers no safety against this machine.

Shredder
First documented at the Stella Montis facility, where it earned its name through brutal efficiency. Survivors described a relentless machine that tears through Raiders at close range. Intel on weak points remains limited—most encounters end before detailed observation is possible.

ARC Assessor
A massive, unarmed ARC machine that makes controlled landings during the Close Scrutiny ARC Operation. The Assessor itself shows no direct aggression, but its hull is likely packed with high-value salvageable resources. The real danger comes from the unprecedented ARC patrols surrounding it. Cracking open the Assessor while fending off waves of escorts including Vaporizers is the central challenge of the Close Scrutiny operation.

Rocketeer
Aerial fire support that specializes in area denial. The Rocketeer saturates zones with explosive payloads, making stationary positions untenable. Traditional cover becomes a liability—staying in one place means getting blown out of it.

Surveyor
The largest rolling ARC variant, functioning as both a combat unit and network relay. Periodically stops to broadcast signals that coordinate other ARC forces. As damage accumulates, its outer shell fragments into smaller armored segments. When critically damaged, it enters a final ramming mode—rolling at high velocity toward any detected Raider.

Hornet
A medium-class combat drone recognizable by its twin armored rotors. Typically escorts Wasp swarms or provides air cover for ground units. Its primary weapon fires shield-shredding rounds that penetrate light armor almost instantly. A brief red targeting laser provides the only warning before impact.

Vaporizer
A large airborne ARC unit equipped with devastating laser weaponry. The Vaporizer patrols airspace around high-value ARC operations like Close Scrutiny, using erratic flight patterns and unpredictable attack timing to catch Raiders off guard. Unlike other flying ARC with predictable strafe runs, the Vaporizer changes direction and attack angles constantly.

Fireball
An armored roller equipped with an integrated flamethrower system. Approaches in a protected spherical form, then opens frontal panels to unleash flames at close range. The exposed core during attack mode represents its primary vulnerability.

Pop
The unarmored cousin of the Fireball, designed for ambush tactics. Appears harmless while rolling but quickly closes distance before deploying twin flamethrowers from side panels. Lacks the protective plating of its armored counterpart, making it vulnerable but also harder to detect as a threat until it strikes.

Sentinel
A large stationary turret platform deployed on rooftops and elevated positions. Fires heavy-caliber rounds at 5-second intervals while maintaining visual contact. The vulnerable targeting capsule on its swivel arm offers the best point of attack.

Comet
A fast-moving self-destruct unit that guards heavier ARC machines. The Comet charges at Raiders at high speed, exposing a vulnerable core during its attack run before detonating on impact. They rarely appear alone, often swarming around Bastions, Queens, and other high-value targets as expendable frontline defense.

Firefly
A heavily plated flying ARC unit armed with a flamethrower. The Firefly differs from standard flying ARC with its heavier armor and distinct flight profile caused by its fuel tank. It swoops in close to douse Raiders in flames, making it a serious threat in enclosed spaces. The fuel tank is both its power source and its biggest weakness.

Wasp
Basic aerial combat drone that poses minimal individual threat but operates in coordinated swarms. Fires light-caliber rounds in short bursts after a brief targeting laser lock. Almost always encountered alongside other Wasps or escorting Hornets.

Snitch
Reconnaissance drone that functions as an early warning system for ARC forces. Upon detecting Raiders, it broadcasts an alert signal that summons aerial reinforcements—typically Wasp or Hornet squadrons. Extremely fragile but high-priority due to its ability to escalate encounters rapidly.

Tick
A parasitic ambush unit that lurks on ceilings and in dark corners. Waits motionless until a Raider passes below, then launches itself at the victim's head. Once attached, it simultaneously drains health and shield. Removal requires holding the interact button—a vulnerable process that leaves Raiders exposed.

Turret
Compact automated defense platform mounted on interior walls. Scans for movement and responds with a two-second burst of suppressive fire. Lacks armor but compensates with placement in high-traffic chokepoints. Not to be confused with the larger exterior Sentinel.

Spotter
A reconnaissance drone with erratic, unpredictable flight patterns. Unlike the Snitch, which calls in reinforcements after spotting Raiders, the Spotter relays positional data without summoning a direct response. It is difficult to hit due to its small size and irregular movement, but destroying it quickly prevents nearby ARC from tracking your location.