Getting Started with the American Rocketry Challenge
A complete beginner's guide to ARC — who can enter, how teams form, key dates, and what you need to build your first competition-ready rocket.
The American Rocketry Challenge (ARC) is the world's largest student rocket contest, open to teams of three to ten students in grades 6–12. Each year, teams must design, build, and fly a rocket that meets a specific altitude and duration target — no off-the-shelf kits allowed.
If your student has ever asked "how do real rocket engineers think?" ARC is the most direct answer available at the K-12 level.
What the competition actually involves
ARC is not a science fair. Teams do not present a poster — they fly a rocket. The contest brief (released each fall) specifies an exact target altitude and a flight duration window. Your rocket must carry a raw egg as payload and land it unbroken.
Every design decision — nose cone shape, fin geometry, motor selection, recovery system — flows from hitting those two numbers simultaneously. The altitude and duration constraints pull against each other: a motor that gets you to the right altitude might bring you down too fast, while a larger parachute that extends duration can also cause dangerous drift. That tension is where the real engineering learning happens.
The specific altitude, duration window, payload requirements, and allowed motor classes change each season. Always read the current official ARC rules before you design anything. Do not rely on numbers from previous seasons or from other teams' documentation, including this article.
Who can participate
- Grades 6–12 (middle and high school)
- Teams of 3–10 students
- Each student may only be on one team per season
- Teams must be affiliated with a school, club, or educational organization
- An adult mentor (teacher, coach, parent) must supervise — they do not design or build
There is no experience prerequisite. Many successful ARC teams started with zero rocketry background.
Forming and structuring your team
Team size within the 3–10 range matters more than most beginners expect. A team of three moves fast and makes decisions easily, but has no margin if someone gets sick during build season or misses a launch day. A team of ten has more hands but can stall on decisions and split effort ineffectively. Most experienced ARC coaches suggest five to seven members as a practical sweet spot.
Roles do not need to be rigid, but assigning primary ownership helps. A workable structure for a six-person team:
- Team lead / project manager — tracks the overall timeline, owns communication with the mentor, makes final calls when the team disagrees
- Simulation lead — runs OpenRocket models, maintains the design-to-simulation feedback loop, documents predicted vs. actual performance
- Airframe and fabrication lead — owns the physical build, sourcing materials, cutting, bonding, and finishing the rocket body
- Recovery system lead — handles parachute sizing, packing procedures, deployment testing, and ejection timing
- Payload and avionics lead — manages the egg enclosure, altimeter installation, data logging, and post-flight data review
- Documentation and budget lead — tracks spending, records build decisions, and prepares any required contest documentation
Smaller teams can combine roles. What you want to avoid is a situation where one person runs the simulation and no one else can read the output — if that person is absent on launch day, the team cannot troubleshoot.
Adult mentors play a real role in ARC logistics. They must be present at launches, they often handle motor purchases (which may require certification depending on motor class), and they provide a checkpoint on safety decisions. The mentor should not be designing the rocket. If your mentor is handing you a design rather than reviewing yours, that dynamic will hurt the team's development and may create compliance issues with the contest rules.
The arc of a season
ARC teams that compete successfully treat the season as a project with distinct phases, not as a continuous build. A rough timeline for a team forming in September:
September–October: Read the brief, design in simulation. Do not touch physical materials yet. Every team member reads the contest brief. The simulation lead sets up OpenRocket with a baseline design, and the team iterates on configuration — nose cone geometry, fin shape and size, motor candidates — entirely in simulation. The goal is to arrive at a design the whole team understands and can defend before cutting a single tube.
November–December: First build and ground tests. Build one complete rocket to your best current simulation design. Weigh every component before assembly. Ground-test the recovery system before any flight. Compare actual component weights to simulated weights — the gap between those numbers is one of the most instructive data points in the whole season.
January–February: First test flights. Fly with an altimeter. Compare logged altitude and duration against simulation predictions. If your actual altitude differs from predicted by more than 50 feet, identify the cause before flying again. Common findings at this stage: heavier than simulated, parachute sized incorrectly, or ejection delay mismatched to the burnout-to-apogee time.
February–March: Revision and qualifying prep. Make targeted changes based on flight data — not wholesale redesigns. Build or modify to a version two if changes are substantial. Fly at least two official-format practice flights before your qualifying attempt. Score yourself using the contest brief formula.
April–May: Qualifying and nationals. Submit a qualifying score. If you advance, prepare for the national finals in the Washington, D.C. area in May.
For a more detailed week-by-week breakdown of this process, see how to prepare for ARC season.
Budget and materials
ARC is not an expensive competition relative to other STEM contests, but it is not free. A realistic first-season budget for a team:
- Rocket materials (airframe tubes, nose cone, fins, bulkheads, launch lugs, epoxy, parachute, shock cord): $40–$80 per build, and you should plan to build at least two complete rockets across the season
- Motors: $10–$25 per motor depending on class; you will use multiple motors across test flights and qualifying — budget for 8–15 motors over the season
- Altimeter: $50–$120 for a basic competition-capable altimeter; this is a one-time purchase that carries across seasons
- 3D printing: if your team uses printed fins or nose cone components, filament cost is low but you need access to a printer
- Launch fees: range fees at local rocketry club launches typically run $5–$20 per person per session
- Egg containers, padding, and miscellaneous hardware: $20–$40 across the season
Total first-season cost typically falls between $300 and $600 for a full team, less if your school or club already owns an altimeter. Many teams fundraise through their school's booster organization or apply for small grants from local engineering firms. The ARC program itself does not charge an entry fee at the qualifying stage.
On materials: fin material choice affects weight, strength, and fabrication difficulty. Balsa is the traditional option and easy to cut but can split on hard landings. G10 fiberglass sheet is more durable but harder to shape by hand. Some teams now use 3D-printed fins, which allows precise geometry but requires careful attention to print density and layer orientation. Each approach involves real trade-offs — there is no universally correct answer.
What a launch day looks like
Most ARC test flights and qualifying attempts happen at a local NAR or TRA club launch. These are organized events, typically held on weekends at a designated field. Understanding the format before your first visit reduces confusion and lost time.
When you arrive, you check in with the range safety officer (RSO). The RSO reviews your rocket for basic safety compliance before it can fly. They check stability, motor mounting, recovery system packing, and launch rail compatibility. If the RSO flags an issue, the rocket does not fly until it is corrected. Take RSO feedback seriously — it is not adversarial, and addressing it is faster than arguing.
Once cleared, you prep your rocket at the prep table: install the motor, pack the chute, secure the egg, connect the altimeter, and do a final weight check. You carry the loaded rocket to the launch pad, install the igniter under range officer supervision, connect the igniter leads, and step back to the minimum distance. The launch controller fires on range command.
After flight, retrieve your rocket, download the altimeter data, and review it immediately while the flight is fresh. What altitude did you hit? What was your duration? How does that compare to your simulation prediction? That review loop — fly, measure, compare, adjust — is the core activity of the whole ARC season.
Bring a printed copy of your simulation prediction to every launch. Write the actual result next to it. After three or four flights, those comparisons will tell you more about your rocket's behavior than any single test can.
What skills the competition builds
ARC is structured as an engineering problem, not a kit-building exercise, which means the skills students develop are genuine:
Systems thinking. Every change to the rocket affects something else. Adding weight to hit altitude brings you down faster. A larger parachute extends duration but increases drift. Students learn to track these interactions rather than optimizing one variable in isolation.
Quantitative reasoning. Simulating in OpenRocket forces you to work with real numbers — mass in grams, altitude in feet, thrust in newton-seconds. Predictions have to be specific enough to compare against measurements. Vague intuitions about "about right" get corrected quickly by altimeter data.
Fabrication and iteration. Students build physical objects to tolerances that matter, find out what worked and what did not, and revise. This is closer to professional engineering practice than most K-12 STEM experiences.
Recovery system reliability. Designing, sizing, and consistently packing a recovery system that deploys correctly under competition conditions is harder than it looks. Teams that treat it as an afterthought are the ones watching their rocket auger in during qualifying.
Reading and using data. An altimeter log tells you exactly what happened on a flight. Learning to compare logged data to simulation predictions, identify discrepancies, and form a hypothesis about the cause is a skill that transfers directly to engineering internships and coursework.
Project management. A five-person team with a four-month timeline needs to make decisions, divide work, and keep track of what has and has not been done. Students who lead ARC teams often describe the project management experience as one of the most useful things they took away from the season.
What skills matter most
ARC rewards iteration over inspiration. The teams that do well are not the ones with the cleverest first design — they are the ones who flew early, measured carefully, and adjusted systematically.
The core skills:
- Rocket simulation (OpenRocket is the standard tool; free to use)
- CAD and fabrication — students need to model, build, and revise real parts
- Weight tracking — a few grams can shift your altitude prediction enough to matter
- Recovery system reliability — chute sizing, packing, and deployment must be tested carefully
- Flight data review — reading an altimeter log to understand what actually happened vs. what you predicted
For deeper technical guidance, the following articles cover the key subsystems in detail: choosing a motor, simulating in OpenRocket, recovery systems, and 3D-printed fins.
How SEALS Academy supports ARC teams
Our ARC coaching pathway is built around the same engineering loop that competition teams use: simulate, build, test, measure, adjust, repeat.
We work with teams at every stage — from choosing a motor class in October to reviewing post-flight data in March. Coaching is available individually or as a group cohort with other ARC teams in Orange County.
Ready to start? See our ARC classes and coaching options →
