
ARC Raiders: Search Probes, Couriers & Assessors Trial
Stop guessing. Stop dying. Our Damage Hornets guide covers loadout, map choice, Snitch abuse, and the exact spots to camp for 40k+ Trial score.

The ARC Raiders Damage Hornets Trial is exactly what it sounds like: go into a raid, shoot Hornets, accumulate score, extract alive. The game rewards damage dealt, not kills. A Hornet that crashes into a wall and explodes does not give you the score: you need to be the one dealing the damage. Keep that tattooed somewhere visible.
Trials rotate weekly and stack against a leaderboard. 4,000 score is your 3-star floor. Anything above that contributes to your ARC Raiders Trial rank and the promotion grind. The ceiling, if you're playing seriously, sits north of 40,000 on a good run.
|
Tier |
Score Required |
Reward |
Effort |
|
1 Star |
1,000 |
Uncommon Crate |
TRIVIAL |
|
2 Stars |
2,500 |
Rare Crate |
EASY |
|
3 Stars |
4,000 |
Epic Crate |
15 MIN |
|
Leaderboard Push |
25,000–40,000+ |
Rank Promotion |
COMMITMENT |

Hornets give 180 score per full damage cycle during the day. Run any map with a 2x event modifier active: Locked Gate on Blue Gate or Hidden Bunker on Spaceport: and that becomes 360 per Hornet. The math for your 3-star Hornet damage score ARC Raiders then collapses to roughly 11-12 Hornets. That's it. One raid, any decent map, done.
For higher scores, the Snitch Scanner strategy ARC Raiders is what separates a 4,000-point extract from a 30,000-point raid. A Snitch that completes its alarm call spawns one Hornet and two Wasps before it dies. Stack Snitch Scanners (up to three per slot), run them continuously, and the map feeds you targets faster than you can shoot them. Each Scanner run can guarantee up to nine Snitches worth of free spawns.
|
Enemy |
Score (Standard) |
Score (2x Modifier) |
Notes |
|
Hornet (full damage) |
180 |
360 |
Center-mass only |
|
Wasp |
~120 |
~242 |
Fast, disposable |
|
Snitch (alarmed first) |
~174 |
~348 |
Spawns 1 Hornet + 2 Wasps |
|
Rocketeer |
~1,210 |
~2,420 |
1–2 of these trivialize 3-star |
The Hornet has four thrusters: two armored at the front, two unarmored at the rear. For Trial purposes, ignore the thrusters entirely. Aim center mass. Thruster hits destabilize the drone and send it crashing: environmental collision damage counts for the Hornet, not for you. You lose score every time one of these things ragdolls into a wall because you got clever.
Hornet weak points ARC Raiders matter when you're trying to kill it fast in combat: not when you're farming score. The distinction is important. Here, you want sustained damage to the body. Use Medium or Heavy ammo for armor penetration. The Hornet's stun dart has a visible red laser wind-up and moves slowly enough to sidestep: don't let it freeze you while three more Hornets are inbound.
Shoot thrusters. Watch the Hornet spiral into a building. Watch 180 points evaporate because the environment killed it, not you. Repeat twelve times. Wonder why your score is low. This is how most people play this trial.
The best loadout ARC Raiders Hornets Trial is not exotic. You need armor penetration, enough ammo to not run dry at minute twenty, and survival tools that don't require your full attention to manage.
Hornets drop Medium Ammo on death, which partially refuels you mid-run. Bring enough to start the chain, and the map begins paying for itself. If you are running a free kit and aiming only for 3-star, bring Wolfpack Grenades instead and target a Rocketeer near the launch towers. Two Rocketeers at 2,420 points each will carry you to the threshold with almost no effort.
Almost any map can net you 3 stars. For anything above that, map selection is the most important decision you make before deploying. The 2x event modifier is not optional: it doubles every Hornet hit you land. Showing up without it is a personality flaw.
|
Map |
Event / Condition |
Timer |
Why |
|
Blue Gate |
Locked Gate (2x) |
40 min |
Dense Hornet spawns, Pilgrim's Peak elevation advantage |
|
Spaceport |
Hidden Bunker (2x) |
40 min |
Multiple high towers, simultaneous flying ARC Trial credit |
|
Buried City |
Night Raid / EM Storm |
Standard |
Small map, predictable Hornet patrol routes, good for quick 3-star |
|
Any map |
None |
Standard |
Half the score. Only for 3-star desperation runs. Pathetic, but fine. |
The northeast tower of Pilgrim's Peak is the single best Hornet farming location ARC Raiders on Blue Gate. Height gives you line of sight across the entire map, Barricade Kits seal the zipline access points, and Hornets and Snitches approach at range: letting you deal damage before they're even in stun range. One Locked Gate key spawns here, so expect occasional raiders. Most want the key and will move on. Tell them you're farming. Use your words.
On Spaceport with Hidden Bunker active, split your squad across the Trench Tower, Launch Tower, and Control Tower for maximum field coverage. Reaching the top of the Control Tower requires a Zipline to the window, then a Snap Hook to the roof. Don't forget the Snap Hook. You'll feel appropriately foolish standing at the window otherwise. As a bonus, Hornet damage inside Spaceport walls also counts toward the separate flying ARC enemies Spaceport Trial: two trials, one run, minimal regrets.
Never kill a Snitch silently. Aggro it, stay visible, let the alarm cycle complete. A fully alarmed Snitch calls in one Hornet and two Wasps: then dies. You get the spawn, the score, and the satisfaction of using a drone's panic response as a vending machine.
Kill all Wasps and smaller ARC in the area between Snitch alarms. ARC Raiders Snitch alarm spawn mechanics only trigger new threats when the map has room to send them. Clear the area, force the spawns, repeat. On a full 40-minute run with Snitch Scanners actively cycling, this loop produces 25,000–40,000+ score without requiring you to relocate or do anything particularly heroic.
You want the Epic Crate and nothing else. Acceptable. Load into any map on an EM Storm or Night Raid. Find a Rocketeer: one near the Launch Towers on Spaceport works perfectly. Bait it, throw two Wolfpack Grenades. A single Rocketeer pays out around 2,420 points at 2x. Two of them nearly close the gap alone. Mop up the remainder with a handful of Hornets, extract, collect rewards, go live your life. The entire run takes about fifteen minutes if you don't die doing something unnecessary.
For ARC Raiders 3 star rewards weekly Trial, this is your path. The Snitch farming loop is for people who want rank promotion, not just loot. Know which one you are before you drop in.
As of the Riven Tides update and Season 4, the 2x modifier is no longer tied exclusively to specific map conditions: ARC Raiders Season 4 Trials have shifted toward objectives that don't require EM Storm or Night Raid as mandatory prerequisites for double points. Check the current weekly Trial parameters before assuming the modifier applies. The meta adjusts; this guide reflects the core strategy that remains effective regardless of seasonal tweaks.

Stop guessing. Stop dying. Our Damage Hornets guide covers loadout, map choice, Snitch abuse, and the exact spots to camp for 40k+ Trial score.

Stop guessing. Stop dying. Our Damage Hornets guide covers loadout, map choice, Snitch abuse, and the exact spots to camp for 40k+ Trial score.

Stop guessing. Stop dying. Our Damage Hornets guide covers loadout, map choice, Snitch abuse, and the exact spots to camp for 40k+ Trial score.

Damage 12 Hornets fully on a standard day. On a 2x modifier, you only need about 10.
Blue Gate with Locked Gate event or Spaceport with Hidden Bunker: both give 40-minute timers and 2x points.
Aim center mass for Trial score. Thruster hits crash the Hornet: environment damage doesn't count toward your score.
Let a Snitch alarm fire before killing it. Each alarm summons one Hornet and two Wasps: free score delivered by the enemy.
Yes. Pilgrim's Peak solo with Barricades works fine. Expect 25,000–40,000 points on a good 40-minute run.


GTA 6, new seasons, major updates — get ready to dominate from day one.