
New guide: crush the ARC Raiders Season 5 Rascal damage trial with target picks, range rules, blueprint spots, and reward milestones.

Welcome to the arc raiders rascal trial, the weekly objective designed to make you fall in love with a grenade launcher nobody asked for. Season 5 runs from July 7, 2026 to September 30, 2026, so you have roughly three months to master a weapon that lobs like a drunk uncle at a barbecue. If you're here, you already know the drill: shoot machines, bleed ammo, extract, repeat.
The damage arc using rascal objective pays 0.7 points per 1 damage dealt to ARC machines while holding the Rascal. No bonus for style, no bonus for screaming. Just raw damage, tallied like a tax return nobody wants to file.
| Detail | Value |
|---|---|
| Points per damage | 0.7 per 1 damage |
| Weapon required | Rascal (single, not stacked with other launchers) |
| Season window | July 7 – September 30, 2026 |
| Score banked when | Only on successful extraction |
Yes, you read that right: die with a personal best and the game keeps your points anyway for the season, but the run itself only counts if you actually walk out the door. Skip extraction and congratulations, you just donated your ARC-slaughtering afternoon to charity.
For anyone attempting an arc raiders rascal build for the first time: the Rascal is a 4 kg blue-tier anti-ARC launcher, cheaper and lighter than the Hullcracker, and functionally your backup plan that occasionally works better than the main plan. It is not a primary weapon. It is not a personality. It is a tool you pull out, fire, and put away before anyone notices you're carrying a glorified party popper.
Important: beyond 14 meters, the Rascal's projectile starts lobbing hard enough to miss targets a toddler could hit. Stay close, aim high at medium range, and never trust it at long range. If you miss, the reload timer will personally remind you why you should have brought a real gun.
Anyone chasing the best weapon against arc machines debate should already know the answer isn't the Rascal alone — it's the Rascal paired with a primary that can actually finish the job when things go sideways. The launcher softens armor; your real gun does the killing. Pretending otherwise is how people die clutching an empty tube.
The eternal rascal vs hullcracker argument, settled in one sentence: the Hullcracker wins on raw burst damage and safety, the Rascal wins on cost, mobility, and not requiring a small loan to craft. Nobody is switching mains here — you're just deciding which explosive disappoints you less.
Weapon | Strength | Weakness |
|---|---|---|
Hullcracker | Higher damage, faster fire rate | Craft/buy only, no loot spawns |
Rascal | Lighter, cheaper, findable in loot | Bad past 14m, punishing reload |
Since blueprint hunting is half the suffering, here's your rascal blueprint location cheat sheet. There is no fixed spawn, because Embark enjoys watching you cry into loot pools:
Security Breach cabinets and locked key rooms (any map)
Buried City — cabinet at the train station and space travel building
Riven Tides — beach cooler, hotel suitcase at night, tower grenade tube near Customs House during Night Raid
Dam Battlegrounds — ammo caches, key rooms, raider caches during Lush Blooms
Crafting requires 2x Advanced Mechanical Components, 3x Heavy Gun Parts, and 5x Canister. If those materials sound expensive for a backup toy, that's because they are — hunt for a found Rascal before you burn resources crafting one out of spite.
Anyone serious about rascal ammo farming needs to accept a grim truth: this launcher eats rare materials for a weapon you're not even using as your main. Stock modestly, farm Heavy Ammo runs on the side, and stop treating every Bombardier like a personal grudge match. Efficiency beats enthusiasm.
Grinding toward arc raiders rank rewards means understanding the division system: you're sorted the moment you score your first point of the week, placements shift every Monday, and there are 14 ranks split into humiliatingly specific sub-tiers. The season's prize is the Scorta outfit, handed out in fragments based on final rank — because apparently a complete reward was never on the table.
Milestone Score | Reward Tier |
|---|---|
1,000 points | Uncommon item/blueprint |
2,000 points | Rare item/blueprint |
3,000 points | Epic item/blueprint |
These milestone rewards trigger automatically after extraction, once per tier, per week. So if you're wondering how the arc raiders trial points convert into actual loot, that table is the entire answer. No ceremony. No fanfare. An item just appears in your stash like the game feels slightly guilty.
For the full arc raiders season 5 trials guide approach: pick one objective per raid instead of juggling five like an overachiever with a death wish, stick to close-range ARC targets with the Rascal, and always, always extract. Points not banked are points that never existed.
That's the whole grind. Equip the Rascal, respect the 14-meter rule, stop pretending it's a primary weapon, and walk out the door when you're done. The machines don't care about your feelings, and neither does the extraction timer.

New guide: crush the ARC Raiders Season 5 Rascal damage trial with target picks, range rules, blueprint spots, and reward milestones.

New guide: crush the ARC Raiders Season 5 Rascal damage trial with target picks, range rules, blueprint spots, and reward milestones.

New guide: crush the ARC Raiders Season 5 Rascal damage trial with target picks, range rules, blueprint spots, and reward milestones.

You earn 0.7 points per 1 damage dealt to ARC machines while using the Rascal weapon.
Stay under 14 meters; beyond that the projectile lobs badly and misses become frequent and annoying.
No — Hullcracker wins on damage and safety, Rascal wins on cost, weight, and loot availability.
Security Breach cabinets, locked rooms, Buried City, Riven Tides, and Dam Battlegrounds during Lush Blooms.
No — points only bank after successful extraction, so dying wastes the run entirely.


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