Arc-170

## General Information

An Incom-produced X-Wing predecessor, and the only unit available to all three factions from Tech 1, the Arc-170 is a reliable starfighter with a lot of good features. Between a sturdy hull and shields, the rare astromech repair ability, heavy forward weaponry, and a quick-firing tail gun, the Arc-170 can effectively engage nearly any target as a powerful fighter/bomber. The forward-facing pair of heavy laser cannons and single proton torpedo launcher allow it to severely punish gunships, corvettes, and slow fighters, while the tail gun can engage faster and more maneuverable enemies, ensuring that the Arc-170 is always firing on its foes. Most multi-role units in Remake struggle to excel at any single role, but the Arc-170 is good at nearly everything. It will never be *great* at everything, but it remains a valuable early-game unit.

## Tactical Information

>Usage Tips

The Arc-170 is a powerful heavy starfighter with a lot of forward firepower. Its pair of wingtip-mounted heavy laser cannons and proton torpedo launcher can deal effective damage to even the heavy armor of gunships, corvettes, and larger units who've lost their shields. 35 shields and 38 HP, or 42 shields and 46 HP for the Rebel version, combined with the HP-restoring astromech repair passive ability, make the Arc-170 the toughest Tech 1 starfighter, able to outlast nearly any opponent and stay healthy throughout a battle. While its top speed of 3 is only average, and its 1.5 agility rating outright bad, it compensates for this somewhat with the S-Foils ability, allowing it to trade shield regeneration and firepower for speed on a toggle with no cooldown. The dual light laser cannon tail gun gives it the ability to engage opponents regardless of angle or maneuvering, wearing down shields and HP with a constant stream of blasterfire while it weathers return fire easily. When it comes to destroying gunships and corvettes, strafing unshielded larger ships, and handling early-game enemy fighters, the Arc-170 excels.

Due to having high anti-hull damage but low shield penetration, it enjoys being paired with units that have powerful ion cannons, stripping away enemy shields so that the Arc-170's heavy weapons can maximize their output. Tide and Vindicator-class light cruisers, Skipray Blastboats, Y-Wing fighter/bombers, and Dor'Bulla aviation cruisers are all notably excellent when used alongside Arc-170s thanks to their ability to knock down shields quickly.

>Weaknesses

While good in the early and mid-game, the Arc-170 falls off severely at higher tech levels. Its excellent durability becomes much less notable as other large, tough fighters come on line. Many of these fighters have ion cannons or more powerful torpedoes of their own, allowing them to attack large ships more effectively and out-damage the Arc-170, while also being tough enough to shrug off the tail gun's mediocre DPS. Heavy laser cannons are not exceptionally effective against small, quick-moving targets either, due to a low rate of fire. At 55 attrition cost, and a per-squadron cost of 330 credits for a 6 fighter squadron, Arc-170s are more expensive than other early-game starfighters, and just as outclassed by higher tech opponents.

## Abilities

[S-Foils]

S-Foils is a toggleable ability with no cooldown. While active, the user gets +50% speed, but does not regenerate shields and takes 3 times as long to reload their weapons after firing.

[Astromech Repair]

A defensive, passive ability, the Astromech Repair feature allows starfighters which carry Astromech droids to recover 1 HP per second, even while under fire. Gunships sometimes recover more HP this way.