The Scoped amplification is how a Renegade IV gets a mounted optic, and it is the change that costs you the Magazine Mod slot. If you already have the rifle in your ARC Raiders Items, settle that trade before you spend an Amplification Module Mk. III: keep Extended Medium Mag capacity on the eight-round tube, or lock a scope onto the stock magazine. The two amplification nodes are not a pick-one pair. More Reload can sit on the same gun. The attachment you cannot keep with Scoped is the magazine.
The Renegade is a Rare lever-action Battle Rifle on Medium Ammo. At IV it deals 35 damage with a 2.25x headshot multiplier, a fire rate of 21, and lists 68.8 range, 85.7 stability, 55.8 agility, and 16 stealth. Armor penetration against ARC is Moderate at 0.8x. The tube holds 8 rounds, each loaded one at a time, so an empty gun takes eight cycles to fill. It weighs 10.0. The compatible slots are a muzzle, a medium magazine, and a stock.
The IV upgrade already applies 75% Increased Fire Rate, 50% Reduced Dispersion Recovery Time, and +30 Durability. Those bonuses are on the rifle before you amplify it. Reloading is still slow, because the tube is filled one shell at a time until you add More Reload later.
Crouching and staying still tightens long-range shots to a level similar to the Osprey. The rifle cuts through small ground ARC such as Pops and poorly armored flyers such as Wasps, including shots on thrusters. It drops off against heavy armor on targets like Bastions, because 0.8x penetration does not treat that plating well. Up close, a shotgun such as the Vulcano can close the gap while the lever-action is still cycling.
The same mid-range job often gets compared with the Anvil and the Ferro. Both of those guns run Heavy Ammo with Strong 1.5x ARC penetration and 40 damage at a 2.5x headshot multiplier. The Anvil is a 6-round single-action Hand Cannon with a 16.3 fire rate and 50.2 range. The Ferro is a break-action Battle Rifle that holds 1, fires at 6.6, and lists 53.1 range. The Renegade stays on Medium Ammo, holds 8, has a fire rate of 21, lists 68.8 range, and uses a 2.25x multiplier with only Moderate 0.8x penetration.
Amplification starts after the Outpost is unlocked and both the Gunsmith and the Research Station are at Level 4. Rare weapons use one Amplification Module Mk. III to reach Level 5. That step adds +70 Max Durability. Research a node at the Research Station before you apply it. Once a node is activated, it cannot be removed or changed, and the amplification itself cannot be reverted.

The IV fire-rate and dispersion-recovery bonuses stay on the gun. Level 5 is the slot for More Reload and Scoped, not a second copy of those IV percentages.
Scoped is researched as Top Mounted Optics Retrofittings and applied with 4 Fluted Rotor Cores. It adds a scope so the rifle can be fired from a scoped view. It conflicts with the Magazine Mod: a scoped Renegade cannot run an Extended Medium Mag and stays at 8 rounds. That conflict is permanent once the node is on. The muzzle and stock slots stay available. A Silencer II is blueprint-locked at Gunsmith 3, from 2 Mod Components and 8 Wires, and reduces firing noise by 40%.

Without Scoped, Extended Medium Mag I, II, and III add +4, +8, and +12, taking the tube from 8 to 12, 16, or 20. Extended Medium Mag I crafts at Gunsmith 1 from 6 Plastic Parts and 1 Steel Spring and is not blueprint-locked. II is blueprint-locked at Gunsmith 2 (2 Mechanical Components and 3 Steel Spring). III is blueprint-locked and crafts at Gunsmith 3 from 2 Mod Components and 5 Steel Spring, so you need the blueprint in your ARC Raiders BluePrints before that craft will run. Collision Course and Outstanding Balance each reward one Extended Medium Mag III.
More Reload is researched as Stripper Clips and applied with 2 Propellant Valve Assemblies. It adds +1 bullet loaded at a time, so an empty eight-round tube is four cycles instead of eight. It does not increase capacity. The tree does not list a conflict with Scoped, and it does not list a conflict with the Magazine Mod, so it works on a mag-extended rifle or on a scoped 8-round rifle.
| Node | Materials | What changes | Conflict |
|---|---|---|---|
| More Reload | 2 Propellant Valve Assembly | +1 bullet loaded at a time | None listed |
| Scoped | 4 Fluted Rotor Core | Adds a scoped view | Magazine Mod |
A scoped Renegade is still the same lever-action, now aimed through an optic and locked to 8 rounds in the tube. The crouched, stationary sight picture is the same job the unscoped IV already did well. More Reload only shortens the top-up; it does not give you a 20-round Extended Medium Mag on a scoped gun.

The Moderate 0.8x penetration still struggles on heavy ARC plating such as a Bastion. In a tight room, the Vulcano problem is unchanged: the optic does not turn the lever-action into a close-range spray gun.
Craft Renegade I at Gunsmith 3 from 2 Advanced Mechanical Components, 3 Medium Gun Parts, and 5 Oil. The listed upgrade path at Gunsmith 1 is then:
From a crafted I through IV, that is 6 Advanced Mechanical Components, 9 Medium Gun Parts, and the original 5 Oil. Repairing a Renegade IV costs 3 Advanced Mechanical Components and 3 Medium Gun Parts and restores +65 durability.
Tian Wen sells a limited Renegade I for 21,000, with a stock of 1 per day. Completing her Back on Top quest rewards a Renegade I, a Stable Stock III, and 80 Medium Ammo. Celeste's Wires Crossed quest also rewards a Renegade I, plus 3 Electrical Components, 2 Zipline, and 2 Crash Mat. A quest-reward I still takes the same upgrade spend to reach IV.
An Amplification Module Mk. III comes from the Fallen Emperor on Pendola Pass, opened with an Emperor Gateway Conduit, and from cargo inside the ARC Frigate. Recycling a Mk. III yields 7 Amplified Fragments, which are what you later spend to repair a Level 5 gun.
Propellant Valve Assemblies are Epic topside materials. They are scavenged on the ARC Frigate, Pendola Pass, and the Fallen Emperor. They cannot be crafted or recycled, stack to 3, weigh 0.5, and sell for 5,000. Fluted Rotor Cores are also Epic, also uncraftable and unrecyclable, with the same stack, weight, and sell value. They are scavenged, and Frigate cargo holds amplification modules plus other parts used in Amplification.
An amplified weapon dropped after a knockout has its durability reduced to 10%. Repairs use Amplified Fragments, and you need the matching research to repair a looted amplified Renegade. Until the gun is amplified, a standard Renegade IV still repairs with 3 Advanced Mechanical Components and 3 Medium Gun Parts for +65 durability.
Settle the magazine trade before you spend the Mk. III. Once Scoped is on, the optic stays and the Extended Medium Mag slot does not come back.
The U4GM Team