After the weekly reset, open Cassio in the Nomadic Envoys trades panel. This rotation stocked three verified ARC Raiders Items headliners: Snap Hook (Legendary gadget), Vintage Mic (backpack charm), and Hullcracker II (Epic pump-action launcher). The radio brief labels the window Nov 02–08; the attached weekly graphic prints Nov 03–09. Read the dates on the live Cassio Trades screen after reset—that panel is the clock that counts when the two labels disagree.
Cassio sits on the Nomadic Envoys merchant route in the hub. Talk to him, open Trades, and look for the Nomad offers block that lists Snap Hook, Vintage Mic, and Hullcracker II. Each row asks for a pile of Epic or Legendary ARC parts plus one firearm. The weekly graphic also shows an "& more" slot, so extra rows can appear once the rotation is live—only the three named SKUs are verified in the weekly brief and the graphic recap.

The official next-week radio post is titled for Nov 02–08 and names Cassio's Snap Hook, Vintage Mic, and Hullcracker II for a damage-focused Trials week. The same post's graphic header reads Nov 03–09 and lists Trials faces on the left with Nomad Offers on the right. Season 6 week 5 on the Trials calendar runs Nov 3–Nov 10 and already shows the matching damage set: Damage ARC Turbines, Search ARC Couriers on Pendola Pass, Damage Comets, Damage Queens or Matriarchs, and Search Husks. Treat the radio text and the graphic as two published labels for one reset cycle, then lock your spend to whatever start and end stamps Cassio shows after the weekly reset.
All three offers take Epic or Legendary ARC parts plus a firearm. Verified part totals on the weekly graphic are:
| Offer | Type | ARC parts | Extra |
|---|---|---|---|
| Snap Hook | Legendary gadget | 90K | Firearm |
| Vintage Mic | Backpack charm | 75K | Firearm |
| Hullcracker II | Epic pump-action launcher | 30K | Firearm |
Parts piles are Epic/Legendary ARC parts, not mixed common scrap. The firearm is a separate trade input on each row. Bank the parts and a spare gun before you open the panel so a half-funded row does not strand the rest of the week. Combined, the three verified rows need 195K Epic/Legendary ARC parts and three firearms if you clear every stocked SKU.
This week's Trials list pairs with the Nomad stock: Search Couriers on Pendola Pass, Damage a Queen or Matriarch, Damage Turbines, Damage Comets, and Search ARC Husks. Three of the five are damage objectives, which is why the radio brief calls out Hullcracker II for punching armor during the damage-focused week.
Read the three barters as opportunity cost against those faces—what each costs and which Trials job it actually serves:
If your parts bank cannot cover every row, the cost ladder itself already ranks the combat and traversal sinks above the charm. Damage Turbines still uses the same close-range and long-band methods covered in the Turbine kill and destroy routes when you already own a Hullcracker or Deadline kit.

Snap Hook is a Legendary quick-use gadget with an 18 m grapple range after Frozen Trail 2.0 (down from 20 m). Each pull burns more durability and power than the pre-2.0 kit—about 4% durability and 60 power per use—so it is a burst-mobility tool rather than an endless swing rope. It scales structures, covers gaps, softens fall recovery, and can yank you onto large ARC hulls, including Queen and Matriarch tops where the hull shield sits. That climb line is the practical link between the 90K Nomad row and the Damage Queen or Matriarch Trials face.
A finished Snap Hook from Cassio is the gadget in your inventory. It does not teach the Snap Hook blueprint and does not unlock Utility Station crafting. Permanent craft still needs a learned Snap Hook Blueprint plus Utility Station 3 (2 Power Rod, 2 Steel Cable, 1 Exodus Module). Quest- or project-awarded finished hooks follow the same rule: the item is not the recipe. Scrappy feeding loops that can spit a Snap Hook from Prickly Pear Nature food remain a separate low-rate acquisition path covered in the Scrappy upgrades and feeding sheet.

Hullcracker II is an Epic pump-action launcher that fires explosive rounds which detonate on ARC. It carries Very Strong ARC armor penetration (about 2.5× armor damage) and an 18% fire-rate bump over Hullcracker I, with a 5-round tube on launcher ammo. That kit matches the radio line about punching armor during this week's damage Trials on Turbines, Comets, and Queen or Matriarch targets.
The Hullcracker II barter from Cassio hands you the weapon. It does not learn the Hullcracker ARC Raiders BluePrints recipe, does not replace Gunsmith research, and does not unlock later II craft if you still lack the base recipe path. Nomad barter purchase is not a blueprint learn and not a craft unlock. If you already own Hullcracker I and the upgrade mats, the Nomad II is a parts-and-firearm shortcut into the same damage role; if you lack any Hullcracker line entirely, the barter is still only the finished II sitting in stash—not a permanent unlock stamp.
Vintage Mic is a backpack charm. The radio brief frames it as a style piece for the pack, not as a damage or search tool. At 75K Epic/Legendary ARC parts plus a firearm, it costs more than Hullcracker II and sits only 15K under Snap Hook while contributing nothing to Trials score. Older microphone charms from other promotions are separate cosmetic unlocks; this week's row is the Nomad barter version only. Equip it from cosmetics / backpack attachment once the trade clears if you want the mic hanging on the pack—nothing in the Trials board changes when it is equipped.
All three verified rows burn Epic or Legendary ARC parts. Those piles come from destroying and looting higher-tier ARC, recycling specialty components, and banking the purple/gold part stacks instead of selling them mid-week. Couriers on Pendola Pass and ARC Husks search faces already put you on ARC wreck routes—loot the husks and courier payloads while you tick those Trials, then park the Epic/Legendary parts for Cassio instead of dumping them for coin.
Keep at least one spare firearm tagged for the trade row you plan to clear so the parts stack is not stranded waiting on a gun. If you are clearing more than one row in the same reset window, stage the firearms first, then spend the parts pile in the order the opportunity-cost ladder already implies: combat launcher, traversal gadget, charm last.
The U4GM Team