ARC Raiders 1.3.0 makes launcher ammo pricier but easier to craft

Update 1.3.0 raises shop costs, adjusts sell value, and reworks the crafting recipe for launcher ammo at the Workbench.

By Shivam Malani 2 min read
ARC Raiders 1.3.0 makes launcher ammo pricier but easier to craft

ARC Raiders’ latest patch, Update 1.3.0 (version 1.000.010 on consoles), makes a focused set of changes to launcher ammo that reshapes how players buy and craft explosive ordnance. The update adjusts coin prices, alters the resource recipe, and removes blueprint requirements for Workbench crafting, turning launcher ammo into a more deliberate part of the game’s economy.


Launcher ammo shop price and sell value changes

Launcher ammo now costs more per round when purchased from traders, even though the item’s sell value has increased. The previous bundle of 10 launcher ammo for 6,000 Coins has been replaced by a 6‑round pack for 4,500 Coins. That lifts the effective price per shot from 600 to 750 Coins, while the sell value for launcher ammo has risen from 200 to 250 Coins, slightly improving what players get back when offloading surplus.

Launcher ammo parameter Old value New value
Shop bundle size and price 10 ammo for 6,000 Coins 6 ammo for 4,500 Coins
Effective coins per ammo (shop) 600 Coins 750 Coins
Sell value 200 Coins 250 Coins
Crafting cost for 6 ammo 4 Metal parts + 1 Explosive Compound 1 ARC Motion Core + 2 Crude Explosives

Launcher ammo crafting recipe changes

Update 1.3.0 also rewires how launcher ammo is produced at the Workbench. Crafting a batch of 6 rounds no longer uses 4 Metal parts and 1 Explosive Compound; instead, the recipe now calls for 1 ARC Motion Core and 2 Crude Explosives. On top of that, launcher ammo crafting is available directly at the Workbench without needing a blueprint, making it a built‑in option rather than something players must unlock separately.


How launcher ammo changes affect players

Taken together, the changes push launcher ammo into a different role in the in‑game economy. Buying ammo mid‑progression is now more expensive on a per‑round basis, while crafting ties launcher ammo to components like ARC Motion Core and Crude Explosives instead of basic Metal parts and Explosive Compound. Players managing their loadouts between raids will now juggle whether to spend extra Coins on vendor ammo or convert valuable materials at the Workbench when planning explosive-heavy runs.


As players adapt to the new launcher ammo economy in 1.3.0, explosive ordnance becomes a more carefully managed resource in ARC Raiders.