Arch-guns are heavy weapons, most frequently used in zero-gravity Archwing combat. Unlike traditional Warframe weapons, Arch-guns have no separate ammo reserve or magazine in Zero-G, instead having a regenerating magazine whose contents replenish to full when the weapon is not firing. The delay from ceasefire to replenishment and the speed of ammo regeneration varies between different Arch-gun models. Because they have no ammo reserves in their normal usage, Arch-guns essentially have unlimited ammunition and thus do not require replenishment from ammo pickups.

There are a wide variety of arch-guns, with different trigger types, effective ranges, and projectiles. However, they all use the same Arch-gun mods. As a brief rundown of the more special types, the ArchRocketCrossbow Fluctus, GrnAntiAirGun Grattler, and ArchRailgun Velocitus have travel time; and the ArchLaunchGrenade Corvas and ArchRailgun Velocitus have charge fire. The remaining weapons are hitscan (ArchBurstGun Cyngas, ArchHeavyPistols Dual Decurion, ArchwingMachinegun Imperator, ArchLongRifle Phaedra at time of writing), and tend to perform like variations of certain standard guns.

Like their melee counterpart, they have component parts that can be bought from varying Syndicates, with the exception of the GrnAntiAirGun Grattler and Larkspur Larkspur.

Ground CombatEdit

While normally only usable in zero-g, Arch-guns can be utilized in ground combat by installing the Gravimag upgrade, after an Orokin Catalyst is installed. This enables the Gravimag-enabled Arch-gun equipped as a Heavy Weapon in Vehicle mode (see Arsenal) to be called down via an Archgun Deployer, allowing a Tenno to use the weapon in ground combat.

When used in ground combat, Arch-guns only have a limited amount of ammo along with using magazines and standard reloading. Once all of an Arch-gun's ammunition is used up, the weapon is removed and can only be called down again after a 5-minute cooldown period. Ground-based Arch-gun ammo can only be replenished by Heavy Ammo, which can drop from heavy-duty enemies like Bombards, Corpus Tech, and Ancients. Picking up Heavy Ammo also resets the Archgun Deployer's 5-minute cooldown. Mod TT 20pxAmmo Case's ammo conversion does not work on grounded Arch-guns.

While wielding the Arch-gun in ground combat, the player is unable to switch to any other weapon. Base aim-glide time will also be reduced to 1 second. Activating the Archgun Deployer again will remove the Arch-gun, with the cooldown based on the remaining ammunition upon unequipping.

Notes Edit

Atmosphere Arch-guns receive affinity while equipped according to normal rules, including the per-weapon split. As example, having a Primary, Secondary and Melee equipped in your loadout with the Arch-gun out will result in 75% of shared affinity being split between 4 weapons instead of 3.

Arch-guns Edit

Patch HistoryEdit

Update 25.0
  • Heavy Ammo now drops from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion Moas, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards.

Update 24.5

  • Fixed being able to Quick Melee when you equip an Archgun with either a Primary or Secondary equipped before that.

Hotfix 24.2.6

  • Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
  • Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
  • Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
  • Fixed Chroma not playing Arch-Gun equip/charged fire animations.
  • Fixed the Imperator and Imperator Vandal reload sounds playing non-positional.

Hotfix 24.2.5

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Increased Grattler Ammo capacity from 180 to 210 in Atmosphere Arch-Gun.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4

  • Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
  • Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
  • Fixed the Fluctus’ Atmosphere Arch-Gun FX appearing when in a Archwing mission, which was aggressively bright and overwhelming.
  • Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.
  • Fixed missing Fluctus Atmosphere Arch-Gun summon sound.

Hotfix 24.2.1

  • Removed the dissolve FX when equipping your Atmosphere Arch-Gun.

Update 24.2
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.

Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.

Atmosphere Arch-Gun General Changes:

  • Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
  • Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon.
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