Return of Xenothreat Guide

SCANZ will be running regular xenothreat events over 4.8.2 - join the discord and come along.
Xenothreat is back in Star Citizen, but this is not quite the old Xenothreat event many players remember.
Instead of the large-scale narrative event with Stanton-wide broadcasts, cargo hauling, and sprawling PvE/PvP action, this version is a time-limited combat event built around priority contracts, event points, and blueprint rewards.
Here’s what you need to know.
Quick Summary
Return of Xenothreat is a points-based event tracked through your Journal.
You complete Xenothreat contracts, earn event points, and unlock reward tiers as you progress toward the full 120,000 point completion track.
Most points appear to be shared between participants, but at least one major contract splits its points and payout between players who have the contract active when it completes.
In short:
- Pick up the Xenothreat priority contracts
- Complete combat missions
- Earn event points
- Track your progress in the Journal
- Unlock blueprint rewards as you climb the reward tiers
This Is Not the Old Xenothreat
If you were expecting the classic Xenothreat event, temper your expectations.
This version does not appear to have the same large-scale narrative structure, server-wide buildup, or mixed objective gameplay that older Xenothreat events had.
Instead, it plays more like a limited-time combat contract chain.
That does not mean it is bad, but it is worth understanding what you are signing up for. This is closer to:
Run contracts. Earn points. Unlock rewards.
Less cinematic war campaign. More murder-for-loot punch card.
How Event Points Work
The event requires 120,000 total points for full completion.
Your progress can be tracked through the Journal.
Most contracts appear to award points to participating players, but one major contract has a shared pool that is divided between eligible players.
That means having the contract active matters.
Before joining an event group, make sure you:
- Have the correct Xenothreat contract accepted
- Are in the same area as the group
- Understand whether the mission rewards are shared or split
- Stay active in the mission so you are not just dead weight in a cockpit-shaped chair
Major Shared / Split Contract
One of the major event contracts has a large payout and point pool that is divided between players with the contract active when it completes.
Based on PTU information, this contract had:
| Reward Type | Amount |
|---|---|
| aUEC Payout | 4,700,000 aUEC split |
| Event Points | 120,000 points split |
| Cooldown | 3-hour global cooldown |
This is likely to be one of the most contested or heavily farmed parts of the event.
Because the payout is split, larger groups may make the mission easier, but each individual player may receive less. It may also encourage people to accept the contract and contribute very little, so group coordination matters.
Contract Breakdown
The event includes multiple Xenothreat combat contracts with increasing difficulty.
Values below are based on PTU information and may change on Live.
| Contract | Objective | Points | aUEC |
|---|---|---|---|
| Ship Under Xenothreat Attack | Protect an NPC from waves of Xenothreat attackers | 4,000 | 88,000 |
| Ambush Xenothreat Strike Wing | Fly to an emissions cloud and engage a Hammerhead with fighter support | 4,000 | 97,750 |
| Interdict Xenothreat Attack Force | Fight 16 ships across two waves | 3,800 | 106,000 |
| Eliminate Xenothreat Enforcer | Fight three waves, ending with a Hammerhead and heavy fighter support | 8,400 | 318,000 |
| Major Hunt Contract | Large shared/split payout contract with long cooldown | Split | Split |
Contract Difficulty
The difficulty ramps up quickly.
Early contracts may be manageable solo or with a small group, depending on your ship and skill level.
Later contracts involve larger enemy groups, including ships such as:
- Gladius
- Arrow
- Cutlass Black
- Mantis
- Valkyrie
- Sabre
- Hammerhead
The later missions are better treated as group content, especially if you want to complete them efficiently and avoid spending half the night watching your ship become a debris cloud.
Reward Track
The event reward track appears to be based on percentage completion toward the full 120,000 points.
The rewards are blueprints rather than traditional attributed items, which makes this event a bit different.
At the time of writing, it is unclear whether these blueprints will be permanently account-bound, survive until 1.0, or be subject to future wipes.
| Progress | Points Required | Rewards |
|---|---|---|
| 15% | 18,000 | Purgatory camo items, Chiron set, BR-2 shotgun |
| 25% | 30,000 | Testudo set, S71 rifle |
| 50% | 60,000 | Morozov-style armor set, Warden backpack, Demeco |
| 60% | 72,000 | Quadracell and Quadracell MT power plants |
| 85% | 102,000 | FR-60 and FR-76 shields |
| 100% | 120,000 | Size 1–3 NDB repeaters |
Are the Rewards Permanent?
This is the big question.
The rewards appear to be blueprints, but there has not been clear confirmation on whether they behave like traditional account-attributed event rewards.
That matters.
If the blueprints are permanent or properly attributed to your account, this event is much more valuable.
If they are temporary, wipeable, or only persistent under certain conditions, some players may not consider the grind worthwhile.
Until CIG confirms the details, treat the reward permanence as uncertain.
Recommended Group Approach
For SCANZ groups, the best way to run this event is to stay organised without overcomplicating it.
Recommended approach:
- Make sure everyone has the correct contract accepted
- Form up before travelling to the objective
- Bring ships suited for sustained combat
- Prioritise enemy fighters before focusing larger ships
- Keep an eye on mission credit and participation
- Rotate through contracts while waiting on cooldowns
- Use the larger missions as group content rather than solo chores
You do not need a full military operation, but some basic coordination will make the event much smoother.
Suggested Ships
You can run the easier contracts in general combat ships, but the harder missions benefit from a mixed group.
Useful ship types include:
- Light fighters for clearing escorts
- Heavy fighters for sustained damage
- Gunships for group firepower
- Support ships for repairs, rescue, and recovery
- Larger combat ships if taking on Hammerheads regularly
The best ship is still the one you can actually fly well.
A perfect loadout means nothing if you are dead, upside down, and blaming desync in Discord.
Final Thoughts
Return of Xenothreat is not the old Xenothreat event.
It is a simpler, points-based combat event with a reward track attached. That may disappoint players hoping for the full narrative experience, but it still gives groups a reason to get together, run contracts, and blow up a lot of Xenothreat ships.
The rewards this time are blueprints, not traditional account-attributed gear. According to CIG, blueprints should persist patch to patch, and the last wipe gave us a pretty good sign of how this is expected to work, with players retaining their earned blueprints afterwards.
No, blueprints aren't account-bound. That doesn't mean earrning them isn't worthwhile, though. As long as you have those blueprints, you'll be able to craft a wide range of excellent gear
- Nicou-CIG
So while nothing in Star Citizen should ever be treated as completely wipe-proof until the game is actually finished, it is reasonable to assume these rewards are intended to carry forward.
That makes the event worth doing if you care about long-term crafting unlocks, especially for weapons, armour, shields, power plants, and repeaters.
Grab the contracts, group up, and make sure you are actually earning credit before the bugs earn it for you.
Fly safe, citizens.


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