The Fourth Expedition in ARC Raiders is a five-stage Project that asks you to build, wire, furnish, and stock a caravan, then sign up and deal damage during the launch window to claim up to five permanent Skill Points. The preparation phase is live now and runs into the Expedition Window opening on June 22, 2026. Progress carries over between cycles, so any materials you already committed during the Third Expedition push toward the same stages here.
Quick answer: Reach Raider level 20, then commit the four-item checklist in each of Stages 1 through 4, hit the four coin-value categories in Stage 5, sign up once the June 22 window opens, and deal 100,000 cumulative damage during the window to unlock all five Skill Points.
Expedition 4 unlock requirement
The Expedition Project itself is gated behind a single account-side condition: your Raider must reach level 20. Once unlocked, the Project stays permanently available on your account, and you can contribute to the caravan at any point during the preparation phase. Contributions are one-way. Anything you commit to a stage cannot be pulled back into your stash.
Stage progress carries over across Expedition cycles. If you finished Stage 2 of the Third Expedition but did not depart, you resume from Stage 3 of the Fourth Expedition rather than restarting from scratch.
Expedition 4 caravan materials by stage
The Fourth Expedition has five stages. Stages 1 through 4 require specific items committed in fixed counts. Stage 5 is a coin-value check across four supply categories rather than named items. Every requirement in a stage must be fulfilled before the next stage opens.
| Stage | Required contributions |
|---|---|
| Stage 1 — Frame | 150× Metal Parts, 200× Plastic Parts, 80× ARC Alloy, 15× Steel Spring |
| Stage 2 — Wiring and power | 35× Durable Cloth, 25× Wires, 20× Electrical Components, 4× Cooling Coil |
| Stage 3 — Walls, roof, core systems | 4× Light Bulb, 30× Battery, 10× Shredder Gyro, 1× Exodus Modules |
| Stage 4 — Interior fit-out | 5× Frequency Modulation Box, 5× Advanced Electrical Components, 3× Ion Sputter, 3× Leaper Pulse Unit |
| Stage 5 — Supplies (coin value) | 200,000 Combat Items, 100,000 Survival Items, 150,000 Provisions, 300,000 Materials |
Stage 5 totals 750,000 coins worth of supplies, and the value is tracked per category. Selling 750,000 in Materials alone will not satisfy Combat, Survival, or Provisions. Each bucket must be filled separately.
Where the harder materials come from
Bulk basics like Metal Parts, Plastic Parts, ARC Alloy, Durable Cloth, Wires, Electrical Components, and Battery drop reliably from world loot and Scrappy output. The bottlenecks for the Fourth Expedition sit in three places.
Exodus Modules in Stage 3 are Epic-rarity items typically pulled from high-tier rooms and locked containers on tougher maps. Most players treat this as the single hardest item in the Project and prioritize it before clearing the rest of Stage 3.
Stage 4 components are ARC-derived. Leaper Pulse Units drop from defeating Leaper-class ARC units. Ion Sputter and Frequency Modulation Box require deeper map runs and high-rarity loot zones. Cooling Coil in Stage 2 is rarer than the surrounding electronics and is the main slowdown before Stage 3.
| Bottleneck item | Stage | Notes |
|---|---|---|
| Steel Spring | 1 | Less common than bulk basics; check workshop drawers and toolboxes. |
| Cooling Coil | 2 | Rare recyclable; can be crafted from Steel Spring and Chemicals. |
| Exodus Modules | 3 | Epic item; recycles into 2× Magnet and 2× Processor, so do not scrap it. |
| Shredder Gyro | 3 | Targeted drop; tied to specific ARC unit kills. |
| Ion Sputter | 4 | Epic component; recycles into Exodus Modules and Voltage Converter. |
| Leaper Pulse Unit | 4 | Drops from Leaper kills. |
| Frequency Modulation Box | 4 | Rare component built from Advanced Electrical and Speaker parts. |
Tip: Do not recycle Exodus Modules or Ion Sputter for their crafting outputs. Their value in the Project is fixed and you only need one Exodus Modules unit for Stage 3 of the Fourth Expedition.
Skill Point requirements during the launch window
Caravan completion alone does not award Skill Points. After the Expedition Window opens on June 22, 2026, you must sign up from the Project menu and then complete the damage challenge during the active window. Any weapon, gadget, trap, or grenade counts. Damage to ARC units and players both count. The only excluded source is the practice range.
The five Skill Points sit on a single cumulative track. Reaching 10,000 damage in one match awards both the first and second Skill Points at once.
| Skill Point | Cumulative damage required |
|---|---|
| 1 | 5,000 |
| 2 | 10,000 |
| 3 | 30,000 |
| 4 | 50,000 |
| 5 | 100,000 |
Embark has stated that a single strong match yields roughly 8,000 to 10,000 damage, and that 100,000 damage is comparable to destroying about 20 Bastions. Practically, that means around 10 to 13 productive raids to hit the maximum, assuming consistent engagements.
Catch-up Skill Points from earlier Expeditions
If you signed up for the First, Second, or Third Expedition but did not earn all five Skill Points then, the catch-up system lets you reclaim the missed points during the Fourth Expedition. Catch-up runs on the old stash-value rule: 300,000 coins or stash value per missed Skill Point. You must complete the current damage challenge first before catch-up unlocks.
Two conditions limit catch-up. You can only reclaim Skill Points for Expeditions where you actually signed up and departed. Players who skipped an Expedition window entirely cannot retroactively claim those points.
How to confirm Expedition 4 progress
Step 1: Open the Projects menu and select the Expedition card. Each stage shows a checklist of required items with current counts versus targets. A stage flips to complete only when every line reads filled.
Step 2: After Stage 5 is filled, the Caravan card displays as ready to depart. This is the prerequisite for signing up, not the sign-up itself.
Step 3: Once the launch window opens on June 22, return to the Expedition Project and use the sign-up prompt. The damage challenge tracker appears in the same menu and updates after each extraction.
Step 4: Verify Skill Points after the window closes. Each threshold awards its Skill Point at the moment your cumulative damage crosses it during the window, and the totals are visible on the Project summary.
What carries over and what resets after departure
Departing on the Fourth Expedition wipes your Raider. Account-level progress and Expedition rewards remain.
| Reset on departure | Preserved on the account |
|---|---|
| Player level | Cosmetics and outfits |
| Skill Points (standard, level-based) | Bonus Skill Points earned from Expeditions |
| Inventory items | Bonus Stash slots earned from Expeditions (+12 per Expedition) |
| Stash upgrade progress | Unlocked maps |
| Blueprints | Codex entries |
| Coins | Raider Tokens, Cred, Merits |
| Workshop and Raider Den | Raider Decks progress, Trials |
| Quests | Personal event progress |
Note: Departure is opt-in. Completing the caravan and even signing up does not force a wipe until the window closes with your sign-up active. If you decide the reset is not worth it for this cycle, you can complete the Project for catch-up tracking and skip the departure.
Temporary buffs and permanent rewards for Expedition 4
Each completed Expedition adds 12 stash slots permanently and stacks temporary buffs on the new Raider. Temporary buffs cap at three consecutive completions and reset if you miss a window.
| Buff | Per completion | Max (3 in a row) |
|---|---|---|
| Repair buff | +10% | +30% |
| XP boost | +5% | +15% |
| Scrappy materials | +6% | +18% |
Permanent rewards depend on which Expedition number this is for your account. Expeditions are completed in order, so a player who skipped the First Expedition earns First Expedition rewards from their first departure, regardless of which cycle is currently live. No official reward list for the Fourth Expedition outfit and cosmetic tier has been confirmed at this time.
Common reasons the damage challenge fails to credit
- Damage dealt before signing up during the window does not retroactively count. Sign up first, then play.
- Damage in the practice range is excluded and never contributes to the threshold.
- The Caravan must be fully complete through Stage 5 before the sign-up option appears.
- If you depart on a previous Expedition mid-cycle, your new Raider starts at level 1 and must hit level 20 again before the next Expedition unlocks.
Plan the Fourth Expedition around two timelines at once. Treat the caravan checklist as the long grind, with Exodus Modules and Stage 4 ARC components as the items that decide how early you finish. Treat the damage challenge as a short, focused push inside the window, where 10 solid combat raids will usually be enough for the full five Skill Points.