
ARC Data Module
Buy ARC Raiders ARC Data Modules: Farming, Research and What to Keep
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Keep 3 ARC Data Modules for Research Station level 4 before spending them; each additional module provides 200 Research Points or sells for 2,000 coins. Farm confirmed ARC sources and Frigate breach containers, but judge a route by what you bring home—not an unsupported RP-per-hour claim.
Spending your last modules stalls the station upgrade. Reserve the required stack first, then decide whether your next research purchase matters more than immediate cash.
We cross-checked the Wiki and ARC Tracker: both list 200 RP, 2,000 coins, and a stack size of 3.
These are the numbers that should drive your stash decisions.
| Property | Confirmed Value | Your Move |
|---|---|---|
| Research reward | 200 RP per module | Spend surplus against a planned research purchase |
| Sale price | 2,000 coins per module | Sell surplus when cash is your immediate bottleneck |
| Stack size | 3 | Reserve one full stack for the station |
| Weight | 0.5 kg per module | A full stack weighs 1.5 kg |
| Research Station level 4 | 3 modules + 3 Thermal Shakers + 1 Frigate Inductor | Collect the complete recipe before spending reserved modules |
| Recycling and salvaging | Neither available | Keep, research or sell instead |
Reserve the upgrade stack; selling it creates another farming job for only 6,000 coins.
Three reserved modules represent 600 RP, but spending them early does not remove the station's material requirement. If you still need level 4, mark that stack as untouchable.
After the upgrade, spend deliberately. A module sitting in your stash is more flexible than RP committed without a target.
Random ARC kills consume ammunition without guaranteeing progress. Build a route around ARC Couriers, ARC Probes and Harvester containers, then take manageable ARC fights along the way.
Our source check confirmed those three container categories on ARC Tracker's version 2.01 listing. It also lists drops from ARC enemies, but does not establish a reliable enemy-by-enemy ranking.
Choose access and survival over a supposed jackpot target.
| Source | Execution | Failure Point |
|---|---|---|
| ARC Courier | Breach when the approach and exit are clear | Opening it exposes you to nearby players |
| ARC Probe | Check convenient probes; some require breaching | A long detour or exposed breach erases the value |
| Harvester containers | Include them when already running the event | Do not budget around a guaranteed module |
| ARC enemies | Loot kills you can secure without draining your kit | Expensive heavy fights can leave you worse off |
| Frigate breach containers | Board prepared and loot a manageable section | Vertical movement and contested breaches punish underprepared kits |
Start with sources you can reach and leave safely; a tougher target is not automatically a better farm.
A map-wide percentage needs a defined denominator before it means anything useful. It could describe recorded loot samples rather than your chance per container.
If a nearby probe is safe, check it. Do not cross the map because an unexplained percentage puts another location slightly ahead.
The Frigate offers breachable loot, but reaching it and moving between decks are separate problems. Bring healing, shield supplies, suitable ammunition and a Snap Hook before committing to a vertical route.
We checked the published Frigate walkthrough: it describes mirrored side routes, transport-drone boarding and a Snap Hook alternative to the mid-deck lift. That makes movement preparation more useful than assuming every solo run can use the ship's team mechanisms.
1. Approach the rear transport drones. Avoid standing exposed under the Frigate's targeting lasers.
2. Board a drone and activate its shield. Use the Snap Hook to reach it when needed.
3. Pick one side. Follow a single route and inspect circular breach points as you advance.
4. Use cover before breaching. If ARC or players have a firing angle, reposition before starting the interaction.
5. Bypass the lift with your Snap Hook when solo. The published lift route requires coordinated button presses.
6. Reassess after securing modules. Stop extending the run when healing, ammunition or a dependable exit becomes the limiting factor.
Skip the hero run.
Core objectives and module farming are not the same job. If your goal is the station's 3 modules, extra fights after finding them add risk without advancing that immediate requirement.
If your augment provides compatible Safe Pockets, use them for priority items. Check the actual inventory restrictions rather than assuming every loadout has identical protection.
For route comparisons, count modules retained after extraction or protected through death, then include queue time, preparation and failed attempts. The draft's 1,500–3,300 RP/hr figures lack enough supporting records to rank Frigate against Fallen Emperor reliably.
A route that produces fewer modules but gets you home consistently can beat a higher-yield route you regularly lose.
Keep 3 ARC Data Modules until you complete Research Station level 4. The upgrade also requires 3 Thermal Shakers and 1 Frigate Inductor, so the modules alone are not enough.
Each ARC Data Module gives 200 Research Points at the Research Station. A full stack of three provides 600 RP, but keep that stack reserved if your level 4 upgrade is unfinished.
ARC Data Modules drop from ARC enemies and are listed in ARC Courier, ARC Probe and Harvester container loot pools. These are possible sources, not guaranteed rewards from every kill or container.
Reserve your upgrade materials first, then choose between 200 RP and 2,000 coins per surplus module. Research makes sense when you have a specific purchase planned; selling makes sense when immediate cash is the bigger constraint.
The available evidence does not establish a reliable Fallen Emperor-versus-Frigate farming rate. Compare retained modules across complete runs, including entry preparation and deaths, rather than treating the draft's hourly figures as proven.

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