Star Citizen Headhunters Blueprint Rewards

Headhunters is one of the sharper faction contract grinds for Star Citizen crafting because its blueprint rewards are built around high-impact FPS gear rather than filler. As of current Alpha 4.7.x community blueprint tracking, Headhunters contracts can reward blueprints for the Scalpel Sniper Rifle, Coda Pistol variants, Devastator Shotgun variants, Morozov-SH armor pieces, and matching ammunition or battery recipes. Reputation matters because it helps unlock access to the relevant contract pools, but the blueprints themselves are tied to mission rewards rather than a simple "reach reputation rank and receive recipe" milestone.
The important detail is that Headhunters blueprint rewards are not one single clean list. The reward pool changes depending on mission type and Pyro region group. Region A and B-style elimination contracts are reported to lean toward Scalpel, Coda, Coda variants, and Morozov-SH armor. Region C and D-style contracts are reported to lean toward Devastator shotgun variants and Morozov-SH armor. Several individual blueprint pages also list the exact Headhunters mission names that can reward those recipes, so the real farming method is simple: run the Headhunters contract pool that matches the blueprint family you actually want.
Headhunters Blueprint Rewards in Star Citizen
Headhunters blueprint rewards are centered on lethal FPS equipment: a sniper rifle, a heavy pistol, an energy shotgun, a full heavy armor family, and matching ammo or battery recipes. This is a narrower pool than some other factions, but it is not weak. The faction gives you access to practical combat gear that fits bounty, assassination, outpost, and hostile NPC cleanup gameplay.
The clearest Headhunters reward groups are the Scalpel and Coda pool, the Devastator pool, and the Morozov-SH armor pool. Scalpel and Coda are generally tied to broad Headhunters elimination contracts. Devastator is tied to another Headhunters mission group that includes Kill the king, Plug a traitor, Need a CFP taken down, Drop a XenoThreat, Deep space hit, and Paid Target in CFP. Morozov-SH appears across both major Headhunters pools, which makes it the armor set you are most likely to build while farming the faction properly.
| Headhunters blueprint pool | Main mission style | Reported blueprint rewards | Best target |
|---|---|---|---|
| Headhunters Region A/B pool | EliminateSpecific, bounty-style target contracts, XenoThreat or CFP target hits | Scalpel Sniper Rifle, Coda Pistol, Coda Nighthawk, Coda Big Boss, Morozov-SH armor | Sniper and pistol loadouts |
| Headhunters Region C/D pool | EliminateSpecific, higher-pressure target contracts, XenoThreat and CFP target cleanup | Devastator Shotgun, Devastator Warhawk, Devastator Midnight, Morozov-SH armor | Energy shotgun and heavy armor farming |
| Related ammo and battery rewards | Mission reward pool linked to the weapon family | Scalpel Sniper Rifle Magazine, Coda Pistol Magazine, Devastator Shotgun Battery | Self-sufficient crafted weapon use |
| Morozov-SH armor pool | Broad Headhunters reward pool across multiple mission names | Morozov-SH helmet, core, arms, legs, and color variants | Heavy armor set crafting |
Headhunters Missions That Drop Blueprint Rewards

The most common Headhunters mission names listed for Scalpel, Coda, and broad Morozov-SH rewards include Kill the king, Need someone taken out, Need a CFP taken down, Green light on target, Hit on XenoThreat at the Yard, Head of the snake, Need a scalpel at Carver's, Need a hit on the Riviera, Shot in the chaos, Wanted target, XenoThreat Lieutenant needs some killing, and Deep space hit.
Devastator and some Morozov-SH variant rewards use a tighter mission list. The relevant names include Kill the king, Plug a traitor, Need a CFP taken down, Drop a XenoThreat, Deep space hit, and Paid Target in CFP. If you are farming Devastator specifically, do not waste time treating every Headhunters contract as equal. That is how players accidentally invent suffering and then call it gameplay.
Scalpel and Coda blueprint missions
The Scalpel Sniper Rifle and Coda Pistol blueprints sit in the wider Headhunters target-elimination pool. These missions usually ask you to remove a named target, hostile lieutenant, CFP-linked target, XenoThreat-linked target, or criminal figure in a specific location. This pool is the one to farm if you want a sniper plus pistol setup from Headhunters.
Scalpel is the higher-value long-range reward because it uses a full sniper recipe with Taranite, Hephaestanite, Iron, and Hadanite. Coda is cheaper, faster, and easier to craft in quantity. The two work well together as a crafted loadout because they do not compete heavily for the same rare material slots beyond the common ballistic support materials.
Devastator blueprint missions
The Devastator Shotgun family is tied to a smaller Headhunters mission group. The listed reward missions include Kill the king, Plug a traitor, Need a CFP taken down, Drop a XenoThreat, Deep space hit, and Paid Target in CFP. These are the contracts to prioritize if your target is Devastator, Devastator Warhawk, Devastator Midnight, or the matching Devastator Shotgun Battery blueprint.
Devastator is an energy shotgun recipe, not a standard ballistic shotgun recipe. That matters because it uses Torite, Copper, and Dolivine instead of the usual Hephaestanite plus Iron ballistic pattern. If you have been stockpiling only ballistic weapon materials, the fabricator will calmly inform you that your preparation was adorable but incomplete.
Morozov-SH armor missions
Morozov-SH armor appears across the Headhunters reward structure, including the broader Scalpel and Coda pool and the Devastator pool. The set can show up as helmet, core, arms, legs, and multiple color or variant recipes such as Thule, Terracotta, Aftershock, Snowdrift, Iceflow, Scorched-X, and Modified variants depending on the slot and reward pool.
The main value of Morozov-SH is that it gives Headhunters a complete armor identity rather than only standalone weapons. Its recipes use Tungsten, Aslarite, and Laranite, which makes it a heavy-armor material lane separate from the weapon recipes. If you want to craft a matching Headhunters combat kit, Morozov-SH is the armor family to track while farming weapon drops.
Headhunters Weapon Blueprints and Crafting Materials
The Headhunters weapon pool is compact but useful. Scalpel is the sniper target, Coda is the pistol target, and Devastator is the shotgun target. Each weapon family has a clear material identity. Scalpel uses sniper-grade ballistic resources. Coda uses a cheap pistol pattern. Devastator uses an energy shotgun pattern built around Torite, Copper, and Dolivine.
| Blueprint | Crafted item | Headhunters source pool | Materials required | Craft time |
|---|---|---|---|---|
| Scalpel Sniper Rifle | Scalpel Sniper Rifle and listed variants such as Permafrost | Region A/B elimination pool | Taranite Frame 0.06 SCU; Hephaestanite Stock 0.02 SCU; Iron Barrel 0.03 SCU; Hadanite Precision Parts 1.00 units | 3 min |
| Coda Pistol | Coda Pistol, Coda Nighthawk, Coda Big Boss, and related variants | Region A/B elimination pool | Aluminum Frame 0.02 SCU; Hephaestanite Grip 0.01 SCU; Iron Barrel 0.01 SCU | 1 min 30 sec |
| Devastator Shotgun | Devastator Shotgun, Devastator Warhawk, Devastator Midnight, and related variants | Region C/D elimination pool | Torite Frame 0.04 SCU; Copper Wiring 0.02 SCU; Dolivine Lenses 2.00 units | 2 min 30 sec |
Scalpel is the most expensive weapon craft in the Headhunters pool because it needs a larger frame allocation plus Hadanite precision parts. That makes it a poor recipe to spam with low-quality inputs. Save higher-quality Taranite, Iron, and Hadanite for Scalpel if you want the crafted version to feel worth the grind.
Coda is the efficient repeat craft. Its material costs are small, the craft time is short, and the recipe uses common ballistic components. Devastator sits between the two: not as expensive as Scalpel, but more awkward because it needs Dolivine lenses and Copper wiring. That is not difficult once you plan for it, but it is exactly the kind of detail players miss before blaming the fabricator for having standards.
Headhunters Ammo and Battery Blueprints
Ammo and battery recipes are not glamorous, but they decide whether a weapon blueprint is truly self-sufficient. If you are going to craft Scalpel, Coda, or Devastator for regular use, you should also keep the matching magazine or battery recipes in mind. Running a crafted weapon while buying or looting all of its ammunition is not wrong, it is just half a crafting plan wearing a fake mustache.
| Blueprint | Crafted item | Materials required | Craft time |
|---|---|---|---|
| Scalpel Sniper Rifle Magazine | Scalpel Sniper Rifle Magazine, 12 cap | Hephaestanite Magazine 0.03 SCU; Tungsten Core 0.03 SCU | 10 sec |
| Coda Pistol Magazine | Coda Pistol Magazine, 6 cap | Hephaestanite Magazine 0.01 SCU; Torite Core 0.01 SCU | 10 sec |
| Devastator Shotgun Battery | Devastator Shotgun Battery, 12 cap | Hephaestanite Magazine 0.02 SCU; Copper Conduit Channel 0.02 SCU | 10 sec |
These ammo crafts are cheap enough to produce in batches. Coda magazines are the easiest to maintain because they only need tiny Hephaestanite and Torite amounts. Scalpel magazines need more material per unit, especially Tungsten, so they are not as disposable. Devastator batteries use Copper, which means they compete slightly with the shotgun recipe itself.
The practical rule is simple: use your best materials on the weapons first, then feed decent but not precious materials into magazines and batteries. Wasting your best 1000Q stock on ammo is a very elegant way to look prepared while quietly sabotaging the items that actually matter.
Morozov-SH Armor Blueprints and Material Costs

Morozov-SH is the main armor reward from Headhunters. It is a heavy armor family built from Tungsten Protective Sheathing, Aslarite Insulative Liner, and Laranite Sheathing Coating. The slot costs scale by armor piece: helmet is cheaper, core is the most expensive, and arms and legs sit in the middle.
The same basic material pattern applies across the listed Morozov-SH variants. Color and named variants can change the item name, but the crafting structure remains consistent across the same armor slot. This is the one merciful part of the system, so naturally it is buried under a pile of separate blueprint names.
| Armor blueprint family | Crafted items | Headhunters source pool | Materials required | Craft time |
|---|---|---|---|---|
| Morozov-SH Helmet | Helmet, Thule, Terracotta, Aftershock, Snowdrift, Iceflow, Scorched-X and related variants | Broad Headhunters elimination pool | Tungsten Protective Sheathing 0.05 SCU; Aslarite Insulative Liner 0.01 SCU; Laranite Sheathing Coating 0.05 SCU | 4 min 10 sec |
| Morozov-SH Core | Core, Thule, Terracotta, Aftershock, Snowdrift, Modified and related variants | Broad Headhunters elimination pool | Tungsten Protective Sheathing 0.07 SCU; Aslarite Insulative Liner 0.02 SCU; Laranite Sheathing Coating 0.07 SCU | 4 min 10 sec |
| Morozov-SH Arms | Arms, Thule, Terracotta, Aftershock, Snowdrift, Modified and related variants | Broad Headhunters elimination pool | Tungsten Protective Sheathing 0.06 SCU; Aslarite Insulative Liner 0.02 SCU; Laranite Sheathing Coating 0.06 SCU | 4 min 10 sec |
| Morozov-SH Legs | Legs, Thule, Terracotta, Aftershock, Snowdrift, Scorched, Modified and related variants | Broad Headhunters elimination pool | Tungsten Protective Sheathing 0.06 SCU; Aslarite Insulative Liner 0.02 SCU; Laranite Sheathing Coating 0.06 SCU | 4 min 10 sec |
Morozov-SH is material-hungry because every major slot needs Tungsten and Laranite in meaningful amounts. A full set using the common slot pattern requires roughly 0.24 SCU Tungsten, 0.07 SCU Aslarite, and 0.24 SCU Laranite before accounting for duplicate variants or extra pieces you craft for backup. That is not outrageous, but it is enough that casual leftover mining will not cover serious production.
Armor quality improves damage mitigation and temperature range. That makes Aslarite more important than it looks, because the insulative liner contributes to temperature performance while the sheathing materials support protection. If you plan to use Morozov-SH as actual combat armor rather than hangar decoration, do not feed the recipe garbage materials below decent quality.
Best Headhunters Blueprints to Farm First
The best first Headhunters target is Coda if you want cheap repeatable value. It has a low material cost, short craft time, and matching magazine recipe. It also fits many FPS situations as a sidearm, which means the blueprint keeps value even after you move into stronger primary weapons.
Scalpel is the better long-term target if you care about ranged bounty or outpost combat. It has a stronger material requirement, but the payoff is a craftable sniper rifle with meaningful stat scaling from material quality. Devastator is the best target for players who want an energy shotgun and are willing to farm Copper and Dolivine instead of living entirely in the ballistic material lane.
Best weapon blueprint path
Start with the Region A/B elimination pool if you want Coda and Scalpel. That gives you the most flexible Headhunters weapon path: a pistol you can craft cheaply and a sniper rifle worth investing higher-quality resources into. Once those are unlocked, move into the Region C/D-style pool for Devastator if you want a close-range energy option.
Best armor blueprint path
For armor, farm Morozov-SH as a full set rather than chasing one piece in isolation. Helmet, core, arms, and legs share the same resource family, so your material planning becomes cleaner once you commit to Tungsten, Aslarite, and Laranite. Core should usually be the priority craft because it has the highest material cost and is central to the armor set.
Material Planning for Headhunters Crafting
Headhunters crafting uses three separate resource lanes. Ballistic weapon recipes need Aluminum, Hephaestanite, Iron, Taranite, and Hadanite. Devastator needs Torite, Copper, and Dolivine. Morozov-SH armor needs Tungsten, Aslarite, and Laranite. Mixing those lanes carelessly is how you end up with six unlocked blueprints and enough materials to craft none of them, which is a very Star Citizen outcome.
For a weapon-first plan, stockpile Taranite, Hephaestanite, Iron, Hadanite, Aluminum, Torite, Copper, and Dolivine. For an armor-first plan, stockpile Tungsten, Aslarite, and Laranite before you waste cargo space on random decorative minerals. For ammo support, keep Hephaestanite, Tungsten, Torite, and Copper in smaller quantities.
| Goal | Run these Headhunters missions | Blueprints to watch for | Materials to stockpile |
|---|---|---|---|
| Cheap sidearm crafting | Kill the king, Need someone taken out, Need a CFP taken down, Wanted target, Deep space hit | Coda Pistol, Coda Nighthawk, Coda Big Boss, Coda Pistol Magazine | Aluminum, Hephaestanite, Iron, Torite |
| Sniper loadout | Need a scalpel at Carver's, Head of the snake, XenoThreat Lieutenant needs some killing, Deep space hit | Scalpel Sniper Rifle, Scalpel Sniper Rifle Magazine | Taranite, Hephaestanite, Iron, Hadanite, Tungsten |
| Energy shotgun crafting | Kill the king, Plug a traitor, Need a CFP taken down, Drop a XenoThreat, Paid Target in CFP | Devastator Shotgun, Devastator Warhawk, Devastator Midnight, Devastator Shotgun Battery | Torite, Copper, Dolivine, Hephaestanite |
| Heavy armor set | Broad Headhunters elimination contracts across Region A/B and Region C/D pools | Morozov-SH helmet, core, arms, legs, and variants | Tungsten, Aslarite, Laranite |
Material Quality and Crafted Item Value
Material quality changes the value of Headhunters crafts. For weapons, better materials can improve recoil behavior, damage, and fire rate depending on the recipe. Scalpel gets especially strong value from quality because its recipe can improve damage and recoil. Coda and Devastator also benefit from quality, but their cheaper costs make them easier to test and replace.
For Morozov-SH, material quality affects damage mitigation and temperature range. The difference matters if you are using the armor in serious bunker, outpost, or hostile environment runs. Low-quality materials can reduce or waste the value of the blueprint, so do not treat every mineral stack as equal unless you enjoy manufacturing disappointment in bulk.
Headhunters Blueprint Farming Route
A sensible Headhunters farming route starts with broad elimination contracts until your reputation unlocks a larger pool of named target missions. Once you see the mission names tied to your target blueprint, stop running random contracts. For Scalpel and Coda, prioritize the wider target-hit pool: Kill the king, Need someone taken out, Need a CFP taken down, Green light on target, Hit on XenoThreat at the Yard, Head of the snake, Need a scalpel at Carver's, Need a hit on the Riviera, Shot in the chaos, Wanted target, XenoThreat Lieutenant needs some killing, and Deep space hit.
For Devastator, focus on the smaller pool: Kill the king, Plug a traitor, Need a CFP taken down, Drop a XenoThreat, Deep space hit, and Paid Target in CFP. If you want Morozov-SH armor, keep farming both pools and track which slot drops. The armor set is split by helmet, core, arms, and legs, so completing the full set will usually take more runs than unlocking one weapon.
Keep your materials organized before you begin serious crafting. A clean Headhunters stockpile should include Taranite, Hephaestanite, Iron, Hadanite, Aluminum, Torite, Copper, Dolivine, Tungsten, Aslarite, and Laranite. That looks like a shopping list written by a geologist with control issues, but it covers the faction's weapon, ammo, and armor recipes.
Headhunters Blueprint Rewards Worth the Grind
Headhunters is worth farming if you want a compact combat crafting path. Coda gives you a cheap pistol recipe. Scalpel gives you a proper sniper rifle craft. Devastator gives you an energy shotgun lane. Morozov-SH gives you a full heavy armor family built around Tungsten, Aslarite, and Laranite. That is enough to turn the faction into a focused FPS crafting route rather than a random reputation treadmill.
The main weakness is that the pool is less broad than Citizens for Prosperity or some other factions. Headhunters is not the best path if you want a wide spread of rifles, SMGs, and mixed armor sets. It is the better path if you specifically want sniper, pistol, energy shotgun, and heavy armor blueprints from one faction contract grind.
Final Thoughts
Headhunters is one of the cleaner blueprint factions in Star Citizen because its reward pool has a strong combat identity. The faction gives you a direct path toward Scalpel, Coda, Devastator, Morozov-SH armor, and their matching ammo support. That makes it especially useful for players who spend more time in FPS contracts, bounty work, and hostile outpost content than in general cargo or peaceful resource loops.
The best farming approach is to separate the pools instead of treating every Headhunters mission as interchangeable. Region A/B-style elimination contracts are your path toward Scalpel, Coda, and Morozov-SH. Region C/D-style Headhunters contracts are better for Devastator and more Morozov-SH drops. Once you know which pool you need, the grind becomes targeted instead of just another heroic attempt to lose time inside a contract manager.
Material planning decides whether these blueprints become useful or just sit in your database looking smug. Save Taranite, Hephaestanite, Iron, and Hadanite for Scalpel. Keep Aluminum, Hephaestanite, and Iron for Coda. Stock Torite, Copper, and Dolivine for Devastator. Build a separate Tungsten, Aslarite, and Laranite reserve for Morozov-SH. Blueprint sources can still shift between minor patches, so check the current in-game contract list or updated blueprint databases before committing to a long farm. Do that, and Headhunters becomes a strong crafting route instead of another faction tab full of unlocked recipes you cannot actually build.
