TL;DR
- Amplified Weapons are a new fifth-tier endgame upgrade system added in the Frozen Trail 2.0 update.
- 15 weapons support Amplification at launch — each gains branching perks that can fundamentally change how the gun plays.
- You need Level 4 Gunsmith, Level 4 Research Station, and the Outpost unlocked before you can Amplify anything.
- Each weapon requires a specific Amplification Module (Mk. I through Mk. V) matching its original rarity.
- Modules drop from the ARC Frigate and the fallen Emperor on Pendola Pass.
- Every Research project costs 5,000 Research Points plus ARC enemy components and a gameplay objective.
- Amplification choices are permanent — pick your perk branch carefully.
- The Bantam and Stiletto are NOT part of the Amplification pool at launch.
What Are ARC Raiders Amplified Weapons?
If you’ve been playing ARC Raiders since the Frozen Trail 2.0 update landed, you already know it came with a lot of new content — new maps, new enemies, new weapons. But the system that’s generating the most discussion among experienced players is Amplification.
Amplified Weapons are a brand-new fifth quality tier that sits above the normal I through IV upgrade path. It’s not just a stat boost — this is a branching perk system that can genuinely alter how a weapon behaves. We’re talking about things like a fully automatic Burletta, a scoped Renegade, a Rattler with a 64-round drum magazine and incendiary rounds, and a Hairpin converted to semi-auto with sprint shooting. These aren’t minor tweaks; some of these paths create guns that feel like completely different weapons in the hands.
The catch? This is an endgame system with real prerequisites. You need to have your Outpost set up, your Gunsmith and Research Station both at Level 4, specific rare Amplification Modules, Research Points, ARC enemy components, and in-game objectives completed. It’s not something you stumble into early — it’s a chase target that gives veteran players something to grind toward. If you’re still working on your core progression, check out our early game skills guide and Workshop upgrade guide first.
How to Unlock Amplified Weapons in ARC Raiders
There’s a specific progression chain you need to work through before Amplification becomes available. None of these steps can be skipped:
- Step 1: Complete the Sheltered Retreat Project to unlock your personal Outpost.
- Step 2: Upgrade your Gunsmith to Level 4.
- Step 3: Upgrade the Outpost Research Station to Level 4.
- Step 4: Have one of the 15 compatible weapons fully upgraded through its normal tier path.
- Step 5: Find the Amplification Module that matches the weapon’s original rarity.
- Step 6: Socket the Module into the weapon to open its Amplification tree.
- Step 7: Complete the Research Station project required for your chosen perk.
- Step 8: Spend the required Research Points and ARC materials to permanently apply the upgrade.
One thing worth emphasizing: Amplification is not a normal weapon attachment. Once you apply a perk from the Amplification tree, it becomes a permanent part of that specific weapon instance. You can’t pull it out and swap it. Think carefully before you commit to a branch.
All 15 ARC Raiders Amplified Weapons and Upgrade Paths
At launch, Frozen Trail 2.0 supports Amplification on 15 weapons across all rarity tiers. It’s worth noting upfront: the two brand-new weapons added with this update — the Stiletto and the Bantam — are not included in the first Amplification pool. They’re strong additions to the game, but Amplification is reserved for 15 of the existing weapons for now.
Here’s the complete list with every confirmed upgrade path:
- Hairpin (Mk. I): Semi-Auto, Sprint Shooting, Incendiary Rounds, Tracker Rounds
- Kettle (Mk. I): Anti-Shield, Full-Auto, X-Rounds
- Rattler (Mk. I): More Reload, Drum Mag, Incendiary Rounds
- Burletta (Mk. II): Burst Fire, Increased Burst, Full-Auto, Sprint Shooting
- Il Toro (Mk. II): More Reload, Slug Rounds
- Anvil (Mk. III): Anvil Splitter, X-Rounds
- Canto (Mk. III): Carbine Conversion, Incendiary Rounds, Sprint Shooting
- Osprey (Mk. III): Anti-Weak Point, Ergonomic Bolt, Tracker Rounds
- Rascal (Mk. III): High Velocity, Incendiary Rounds, Sprint Shooting
- Renegade (Mk. III): More Reload, Scoped
- Bettina (Mk. IV): Bigger Mag, Semi-Auto, X-Rounds
- Hullcracker (Mk. IV): Incendiary Rounds, Mag Reload
- Aphelion (Mk. V): Bigger Mag, Charged Burst, Increased Burst, Incendiary Rounds
- Equalizer (Mk. V): Anti-Weak Point, Ramping Damage, Bigger Mag
- Jupiter (Mk. V): Bigger Mag, Scoped, Ergonomic Bolt
Note that the Anvil now requires a Mk. III Module because Frozen Trail 2.0 increased its rarity from Uncommon to Rare. If you’re used to treating the Anvil as a budget weapon, that’s changed. Also, not every perk on a given weapon can necessarily be combined — some paths form separate branches. Check the full tree before you commit.
Amplification Modules — What They Are and How to Get Them
The Amplification Module is the key that unlocks a weapon’s Amplification tree. Each module corresponds directly to the weapon’s original rarity — you can’t substitute a higher or lower Mark. Here’s how they map:
- Mk. I (Common): Hairpin, Kettle, Rattler
- Mk. II (Uncommon): Burletta, Il Toro
- Mk. III (Rare): Anvil, Canto, Osprey, Rascal, Renegade
- Mk. IV (Epic): Bettina, Hullcracker
- Mk. V (Legendary): Aphelion, Equalizer, Jupiter
As for where to find them, Amplification Modules are rare drops from two main sources:
- ARC Frigate: Complete the sabotage sequence, open the Cargo route, and search the high-value containers onboard.
- Fallen Emperor on Pendola Pass: Search the interior and high-value ARC loot around the crashed Emperor.
Here’s one thing people tend to overlook: save every module you find, even if you’re not actively using a weapon of that rarity. Mk. I modules are still needed for Common weapons like the Rattler and Kettle — don’t assume cheap rarity means you can skip on the module. Our Pendola Pass map guide is worth reading before you run the Emperor route, and the Sentinel Firing Core farming guide will help you prep some of the research materials you’ll need.
Each module weighs 0.5 inventory weight and sells for 7,000 Raider Coins. Spare modules you don’t plan to use can also be recycled into Amplified Fragments, which are used for repairing Amplified Weapons — so even “duplicate” modules have value.
Amplified Weapon Research Projects — Full List
Before you can apply any Amplification perk, you need to unlock the corresponding Research project at your Level 4 Research Station. Each project costs 5,000 Research Points, requires specific ARC enemy components, and has a tied gameplay objective you need to complete. Here’s every project and what’s needed:
- Action Economy — 8 Sentinel Firing Cores + deal 1,000 damage with a Hairpin. (Used by: Jupiter, Osprey)
- Beam Resonance Tech — 2 Queen Reactors + deal 1,500 damage to Vaporizers with an Equalizer in one round. (Used by: Equalizer)
- Burst Assembly Recovery — 20 Pop Triggers + destroy 3 Shredders with a Raider Tool. (Used by: Burletta)
- Compact Combustion Charges — 5 Bombardier Cells + deal 3,000 damage with Blaze Grenades. (Used by: Hullcracker, Rascal)
- Embedded Blast Engineering — 5 Rocketeer Drivers + deal 1,000 damage to Fireflies with Light Impact Grenades. (Used by: Anvil, Bettina, Kettle)
- Extended Burst Cycles — 10 Comet Igniters + deal 10,000 damage with Burst Burletta or Charged Burst Aphelion. (Used by: Aphelion, Burletta)
- High-Voltage Exposure — 5 Leaper Pulse Units + destroy 5 ARC Turbines. (Used by: Aphelion)
- Magazine Geometry 101 — 5 Bastion Cells + deal 15,000 damage to a Bastion with a Rattler. (Used by: Rattler)
- Mobile-Fire Grip Fittings — 20 Skulker Drivers + visit the Electrical Substation. (Used by: Burletta, Canto, Hairpin, Rascal)
- Shield Stress Testing — 2 Matriarch Reactors + deal 700 damage to encountered Raiders. (Used by: Kettle)
- Solid-Core Casting Tech — 20 Tick Pods + destroy 50 flying ARC using shotguns. (Used by: Il Toro)
- Targeted Component Trial — 20 Fireball Burners + destroy 40 thrusters on flying ARC enemies. (Used by: Equalizer, Osprey)
- Thermite-Tipped Rounds — 5 Firefly Burners + destroy 30 Fireballs with Explosive Mines. (Used by: Aphelion, Canto, Hairpin, Rattler)
- Top Mounted Optics Retrofittings — 14 Snitch Scanners + visit Pilgrim’s Peak on Blue Gate. (Used by: Jupiter, Renegade)
- Trigger Reset Systems — 4 Vaporizer Regulators + destroy 5 Skulkers with a Raider Tool. (Used by: Bettina, Hairpin)
If you’re working on specific enemy components required for these research projects, our guides on the Hydra, Skulker, and Bully will help you understand those encounters better. For the Snitch Scanners needed in Top Mounted Optics, check our Snitch Scanner farming guide. Leaper Pulse Units for High-Voltage Exposure are covered in the Leaper Pulse Unit guide. Sentinel Firing Cores needed for Action Economy are detailed in our Sentinel Firing Core guide.

Amplified Weapon Crafting Materials You Need to Stock
Beyond Research Points and ARC components, Frozen Trail 2.0 introduces a couple of new Epic-rarity materials tied specifically to Amplification:
- Pneumatic Actuator: Epic material used in Amplified weapon upgrades. Found in Emperor Payloads during Redirection events on Pendola Pass.
- Pressure Regulator: Another Epic crafting material for Amplification. Also found through Emperor Payload drops.
Both of these drop from Emperor Payloads during the Redirection event on Pendola Pass, making that event one of the most valuable farming runs in the current endgame loop. Prioritize it when you’re actively building toward Amplification. Our Mechanical Components farming guide and complete loot table guide are useful for keeping your general material supply healthy while you grind the Amplification-specific drops.
How to Repair Amplified Weapons
Amplified Weapons don’t repair the same way standard weapons do. Instead of using Simple Gun Parts and Mechanical Components, they require Amplified Fragments. Here’s how to keep a supply of them:
- Any spare Amplification Modules you find can be recycled into Amplified Fragments.
- Old Anvil Splitter mods — which no longer appear as a standard weapon mod after Frozen Trail 2.0 — can also be recycled into Amplified Fragments.
The repair cost in Amplified Fragments varies by weapon and durability damage, so check the specific repair screen before committing. One important thing to know: if you die on Topside while carrying an Amplified Weapon, another raider can loot it. When a looted Amplified Weapon is picked up, it drops to roughly 10% durability — so whoever grabs it will need Amplified Fragments to get it combat-ready. That risk makes Amplified Weapons a genuine stakes decision every raid you take them into. Our Safe Pockets guide is worth reading if you’re taking your best gear into contested runs. For more on recycling decisions in general, check the recycle and sell guide.
Best Amplification Upgrade Combinations
Not all Amplification paths are created equal. Some create genuinely strong weapons; others are situational. Here are the best combinations per weapon based on practical performance:
- Rattler: More Reload + Drum Mag + Incendiary Rounds — sustained fire with a 64-round magazine and fire damage is a genuinely oppressive combination.
- Burletta: Full-Auto + Sprint Shooting — this completely rewires how aggressively you can move with the weapon. Solid for PvP.
- Hairpin: Semi-Auto + Sprint Shooting — cleans up the base version’s biggest limitations in one build.
- Kettle: Anti-Shield + Full-Auto — strong PvP pick, particularly interesting in team fights where shields are a factor.
- Renegade: Scoped + More Reload — clears flying ARC from rooftop distance and strengthens an already reliable mid-to-long-range platform. Good for precision players.
- Osprey: Anti-Weak Point + Tracker Rounds — information advantage and bonus ARC weak point damage make this strong for PvE-focused players.
- Jupiter: Bigger Mag + Scoped + Ergonomic Bolt — a long-range powerhouse when you stack all three.
- Aphelion: Bigger Mag + Charged Burst + Increased Burst + Incendiary Rounds — the most stacked path on the list, though it requires extensive research investment.
- Equalizer: Ramping Damage + Bigger Mag — excellent sustained pressure against tougher ARC targets, particularly in longer engagements.
- Hullcracker: Incendiary Rounds + Mag Reload — turns what can be a frustrating weapon in PvP into a strong PvE ARC-farming tool.
Best Amplified Weapons to Unlock First
If you’re working with limited Modules and materials, you want to invest in the paths that give you the biggest practical return. Here’s how to prioritize:
- Rattler first — Mk. I Module means it’s the most accessible entry point, and the Drum Mag + Incendiary Rounds path creates one of the most distinctly different playing weapons in the Amplification pool. The investment-to-payoff ratio here is hard to beat.
- Burletta or Kettle second — both use Mk. I or Mk. II modules, both have strong PvP applications, and the Full-Auto conversion on the Burletta is a genuine playstyle shift worth experiencing.
- Renegade for precision players — if your playstyle involves holding distance and picking off flying ARC or far raiders, the Scoped Renegade is already drawing praise from players who lean into that approach.
- Save Mk. IV and Mk. V modules — don’t burn Mk. IV or Mk. V modules until you’re ready to seriously invest. The research chains for Bettina, Hullcracker, Aphelion, Equalizer, and Jupiter are expensive, and you don’t want to waste a rare module on something half-built.
The golden rule: only Amplify a weapon you already use and trust. The research and material costs are significant. Picking a weapon because you happened to find its module — and then abandoning it two raids later — is one of the most common ways people burn resources in this system. If you want to plan your resource management more broadly, our XP farming guide, coin farming guide, and blueprint farming guide are solid foundations for keeping your stash healthy while chasing Amplification.
For context on how Amplification fits into the bigger Frozen Trail 2.0 picture alongside new maps, new ARC enemies, and the Outpost system, the expeditions and wipe system guide is worth reading. If you’re looking for a refresher on other weapons in the current meta before committing to an Amplified build, check the Stiletto guide and Gunsmith weapon upgrade guide for wider context. You can grab the game on PlayStation or Xbox if you haven’t already.
Frequently Asked Questions — ARC Raiders Amplified Weapons
Can the Stiletto or Bantam be Amplified?
No. Both weapons were added in the Frozen Trail 2.0 update but are not part of the first Amplification pool. Only the 15 original weapons listed in this guide support Amplification at launch. Embark Studios has stated additional weapons will be added to the system in future updates.
Can Amplification perks be removed or changed after applying them?
No. Once an Amplification perk is applied to a weapon, it becomes a permanent part of that specific weapon and cannot be undone or swapped out. The perk is not an attachment — it’s a permanent modification. Review the full upgrade tree carefully before committing to any branch.
What happens to my Amplified Weapon if I die during a raid?
It can be looted by another raider. Unlike some other items, Amplified Weapons remain on your body and are fully lootable topside. The looted weapon will drop to approximately 10% durability, so whoever picks it up will need Amplified Fragments to repair it before it’s useful. This is a meaningful risk factor to consider when deciding whether to take your Amplified gear into contested situations.
What’s the best way to farm Amplification Modules?
Your two best sources are the ARC Frigate (via the sabotage sequence and Cargo route high-value containers) and the fallen Emperor on Pendola Pass. Emperor Payloads during Redirection events on Pendola Pass are also the primary source of the new Epic materials — Pneumatic Actuators and Pressure Regulators — that Amplified weapon upgrades require, making that event doubly efficient if you’re actively progressing through the system.