ARC Raiders Loadout: Stitcher, Shield and Healing

Build a concrete Stitcher I core kit: the gun, 100 Light Ammo, a Light Shield and two Bandages. The materials and workshop requirements are listed for each component.

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A useful ARC Raiders loadout list names the weapon, matching ammunition, protection and healing. As a concrete core-kit example, one Stitcher I, 100 Light Ammo, one Light Shield and two Bandages require 20 Metal Parts, 4 Rubber Parts, 8 Chemicals, 2 ARC Alloy, 4 Plastic Parts and 10 Fabric.[1] [2] [3] [4] This is the crafting bill for those four components, not a promise that they cover every raid or replace an augment.

The crafting bill for this named core kit

Finished componentMaterials to craft itWorkshop requirement
Stitcher I ×18 Metal Parts + 4 Rubber PartsWorkbench / Gunsmith 1[1]
Light Ammo ×10012 Metal Parts + 8 ChemicalsFour batches of 25; Workbench 1[2]
Light Shield ×12 ARC Alloy + 4 Plastic PartsWorkbench 1 / Gear Bench 1[3]
Bandage ×210 FabricMedical Lab 1 / Workbench 1[4]

Light Ammo is crafted in batches of 25. Reaching 100 rounds needs four batches, so its material bill must be multiplied by four.[2] Counting “one ammo item” without the round count would hide most of that cost.

Explore ARC Raiders loadout item options on G2G

Match the ammunition to the gun

The Stitcher is a fully automatic SMG using Light Ammo.[1] Heavy Ammo does not complete this kit. A bundle advertised as gun plus ammo needs the matching type and an actual round count before it can be compared with these four components.

The 100-round choice here is an example quantity for comparing a defined kit. It is not a recommended universal amount for every map, fight or playstyle. Its purpose is to make the materials bill and the delivered bundle comparable.

Protection and healing do different jobs

The Light Shield offers 40 charge and 40% damage reduction without a mobility penalty.[3] A Bandage restores health gradually, at 2 per second for 10 seconds.[4] Shield protection and health restoration are different functions, so several Bandages are not an equivalent replacement for the missing shield.

This core kit also does not include a shield-recharging consumable or your augment. Keep the example’s scope intact when comparing a broader loadout bundle: an extra utility can have value, but it must be named instead of counted as an interchangeable item.

Parts are useful only when you can craft the result

The table includes the workshop requirement for each component. If that requirement is not met, a bag of the correct parts still does not put the finished item into your loadout. Conversely, if a component is already in your stash, remove it from the missing-items bill rather than paying for it twice.

For example, owning the Stitcher means this kit’s remaining crafting materials are 12 Metal Parts, 8 Chemicals, 2 ARC Alloy, 4 Plastic Parts and 10 Fabric. This subtraction is for the stated kit; it does not mix weapon quantities with ammunition rounds.

Compare complete components, then the remaining gap

Use the named core kit to compare a finished-item option with crafting its missing components. The pictured asset is the Light Shield from the developer-supported Wiki. Embark prohibits value-based in-game item trading and can impose a ban.[5] That condition remains relevant to external options, even when the items can be dropped in a raid.

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