Arc Raiders ARC Turbine: Weak Point, Loot and How to Kill It
The ARC Turbine only exposes its weak point when it lands. Where to shoot, which ammo gets through its heavy armor, and whether the loot is worth it.
Category: ARC Machines, Every Enemy ยท Updated 2026-08-03
---
slug: arc-raiders-arc-turbine-guide
title: "Arc Raiders ARC Turbine: Weak Point, Loot and How to Kill It"
description: "The ARC Turbine only exposes its weak point when it lands, unless you have a Jupiter. Where to shoot, which ammo gets through its heavy armor, and whether the loot is worth it."
category: arc-enemies
published: 2026-08-03
updated: 2026-08-03
---
The ARC Turbine is the cone shaped machine that falls out of the sky late in a raid and drifts around doing nothing much. Embark filed it in the patch notes as a new enemy, no source assigns it a tier, and Heavy is its armor class rather than a rank. Walking away is a valid plan. Fighting it badly is the expensive option, because most bullets fired at an airborne Turbine do nothing at all.
What it is
Embark's launch copy: "Almost beautiful when silhouetted against the sunset, the ARC Turbine drifts across the Rust Belt. Calm, docile, quiet. That is until you get up close."
Heavy armored, airborne, cone shaped, no visible gliders. The wiki calls it "almost untouchable in flight" and lists its health around 4,000, a figure Embark never published, so treat it as a community measurement. It arrived in Update 1.26.0, Riven Tides, on 28 April 2026, as "New Enemy - ARC Turbine."
How you know one is there
Mostly you do not, until it is close. IGN: "although these ARCs are large, they're deceptively quiet and slowly roam across the map." Embark patched audibility twice in 1.27.0: audible from further out, and its own sound effects no longer drown the game.
- It usually enters by falling from the sky and flipping to slow its descent, and every published account has it arriving late. The windows disagree at the edges: the wiki says roughly 16 to 12 minutes left on the timer, IGN saw none before the 15 minute mark, GamesRadar says 13 to 20 minutes elapsed. All player observation, never documented.
- No fixed spawn point. Deltia's Gaming: they fly in, patrol an area, then leave to patrol another.
- More than one can appear: the wiki's gallery has an image captioned "Three ARC Turbines spawning."
- It is not guaranteed. IGN: "There's always a chance it won't show up."
On maps, Riven Tides is the reliable one. GamesRadar, first hand, says Turbines "spawn regularly there, although they appear on other maps too," and calls the other maps more of a gamble. No source names a second map, so plan around Riven Tides.
The loop it flies
The cycle is what you fight, not the machine.
- It drifts, then stops somewhere at random.
- It sprays a field of proximity mines onto the ground beneath itself.
- Cracks open in the armor and it lands on deployed landing gear.
- Shot enough while grounded, it lifts off, fires lightning, lands again.
It can still fire while grounded. Landing is not a safe phase, it is a damage window.
How it attacks
Cluster missiles that set off a lightning strike shortly after impact, heavy damage plus a stun the wiki compares to the Hornet's stun weapon. No source publishes damage numbers for either, so take cover rather than tank them. The minefield is the real gate: to see the weak point you have to get close, and it has already seeded the ground under itself.
Climbing on it burns you, on purpose. The codex says Raiders who try end up with "second-degree burns, a long fall, and a story no one at the cantinas believe," and Embark raised the burn odds in 1.29.0.
Where to shoot it
The weak point is the spinning yellow tanks, visible only through the gaps left by the deployed landing gear while it is grounded. Hitting the heavy armor, per the wiki, "will barely do any damage." GamesRadar calls the same target "yellow-tipped barrels," exposed when the side paneling opens. Sources disagree on how many there are, so look for the yellow, not a count.
The window is short. Deltia's Gaming reckons four to five shots. GamesRadar says three or four Hullcracker shots, then cover until the lightning stops, then repeat. Without an armor piercing option, the wiki's fallback is the top of the Turbine.
The most common mistake
Shooting it in the air with a weapon that cannot pierce heavy armor. Every guide leads with it, because that is all you are hitting until it lands. Beebom: "when the ARC Turbine is up in the air, you can neither penetrate its heavy armor nor shoot at its weakness." Worse, aggro pushes it back into the air, so shooting early lengthens the fight and starts the lightning barrage on its schedule, not yours.
The one exception is the Jupiter. Its projectiles pierce ARC armor outright, and the wiki's headline tip is to kill the Turbine from long sniper range while it is still flying. With anything else, hold fire until the landing gear is down.
What to bring
Ammo type drives ARC armor penetration, not raw damage. The wiki's hierarchy runs Light ("struggles to penetrate ARC armor") to Medium to Heavy to Launcher, with Energy Clip varying by gun but "never worse than Heavy Ammo."
- Jupiter (Energy Clip sniper, ARC Armor Penetration rated Very Strong). Its projectiles pierce ARC armor outright, the one weapon sourced as skipping the landing cycle. The wiki's headline tip is to engage from long sniper range, far enough out that the lightning cannot reach you.
- Hullcracker (Launcher Ammo, Very Strong). The burst weapon for the grounded window, per GamesRadar and IGN.
- Anvil (Heavy Ammo, Strong). The accessible fallback.
If your whole loadout runs Light or Medium ammo, leave the Turbine alone. See items for what each ammo type feeds.
Where it lands is not scripted
Embark's patch notes read like a machine that places itself: 1.27.0 fixed "poor landing zone selection, such as treetops," and 1.29.0 improved the "probability of finding good angles for the legs when landing." Embark has confirmed reinforcement learning locomotion for the ARC generally, but no source names the Turbine, so that link is an inference. More in our ARC AI breakdown. Do not assume it lands where the last one did.
Is it worth fighting
It was not, and Embark said so in Live Update 1.36.0 on 7 July 2026: "We've heard your feedback that the ARC Turbine's loot was too low compared to the high effort required to take one down and we agree." They raised it without publishing numbers, so nobody has measured the new rate.
For it: the wiki lists 700 XP for destroying one, the highest destroy XP of any ARC on its table outside the Queen and Matriarch, plus another 700 for scavenging the core and 200 per shell. The Turbine Compressor is Epic, sells for 5,000, and since 1.36.0 pulled it from ARC Courier drops the Turbine is its only source. It feeds the Powered Descender blueprint and an Expedition stage, so check keep or sell before you vendor one.
Against it: multiple outlets recommend a full squad, it arrives late in a raid you may want to leave, and the safe method has a trap. The wiki, on the long range Jupiter kill: "as long as you don't mind likely not getting the items from it."
Verdict: worth it on Riven Tides with a squad, an armor piercing weapon and an extract plan. Skip it solo, skip it when you are loaded, skip it if all you have is Light or Medium ammo.
Patch history
- 1.29.0: invisible legs fixed, landing placement improved, burn odds increased.
- 1.36.0: loot buffed, spawn disappearance fixed, Turbine parts pulled from ARC Courier drops.
- 1.39.0: known issue, Leapers can jump through the ARC Turbine.
Verified against Embark's notes through 1.39.0. Anything later is unconfirmed. More in our guides.
Fan made companion site, not affiliated with Embark Studios.
Frequently asked questions
- Where is the ARC Turbine's weak point?
- The weak point is the spinning yellow tanks, and they are only reachable through the gaps left by the deployed landing gear while the Turbine is on the ground. GamesRadar describes the same target as yellow-tipped barrels exposed when the side paneling opens. Shooting the heavy armor anywhere else does almost nothing, so there is no reason to engage until it lands. Sources disagree on how many tanks there are, so aim for the yellow rather than counting targets.
- Why is my damage not doing anything to the ARC Turbine?
- You are almost certainly shooting it while it is airborne, which is the mistake every published guide leads with. In the air you are only hitting heavy armor, which the community wiki says will barely take damage, and the weak point is not exposed at all. Worse, aggro pushes the Turbine back into the air, so shooting early lengthens the fight and starts the lightning barrage on its terms. Hold fire until it deploys its landing gear.
- What is the best weapon against the ARC Turbine?
- The Jupiter, an Energy Clip sniper rated Very Strong for ARC armor penetration, is the one weapon sourced as bypassing the armor mechanic, because its projectiles pierce ARC armor outright. The community wiki's headline tip is to engage from long sniper range, far enough out that the lightning attack cannot reach you. For the short grounded window instead, GamesRadar and IGN both name the Hullcracker on Launcher ammo, with the Anvil on Heavy ammo as the accessible fallback. Light and Medium ammo weapons are not worth bringing to this fight.
- Where and when does the ARC Turbine spawn in Arc Raiders?
- Riven Tides is the reliable map, and GamesRadar reports first hand that Turbines appear on other maps too, though no source has named a specific second one. It arrives late, falling from the sky and flipping to slow its descent, with published observations ranging from roughly 16 to 12 minutes left on the timer to somewhere after the 15 minute mark. It has no fixed spawn point: it patrols an area, then flies off to patrol another, and more than one can appear in a single raid. There is never a guarantee one shows up at all.
- Is the ARC Turbine worth killing after the loot buff?
- Embark publicly agreed the loot was too low for the effort and raised it significantly in Live Update 1.36.0 on 7 July 2026, though they published no numbers and nobody has measured the new rate. The case for fighting one is the XP, which the wiki lists as the highest of any ARC outside the Queen and Matriarch, plus the Turbine Compressor, an Epic part the Turbine is now the only source of. The case against is that it wants a squad, it arrives late, and the safe long range Jupiter kill usually leaves the loot somewhere you cannot reach. Worth it with a team and an extract plan, not worth it solo.