Burst-fire grenade launcher.

—In-game Description

The Exard Scaffold is a scaffold used in Amp construction, that allows the weapon to perform an alternate secondary fire function (default Mouse3 ). The Exard fires a rapid-fire barrage of explosive projectiles that detonate on contact with enemies or the environment. When fired, the Exard will continue firing until the Amp's energy is spent.

The blueprint is sold by Little Duck for ReputationBlackx64.png 3,000 standing and requires a rank of Agent to purchase. It is also a possible rank-up reward for advancing to Agent with Vox Solaris.

Manufacturing Requirements
Time: 1 hrs
Rush: Platinum64.png 10
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: ReputationBlackx64.png 3,000

Characteristics[edit | edit source]

This weapon deals mostly Damage/Void DamageDmgVoidSmall64.png Void damage.


  • Innate Damage/Void DamageDmgVoidSmall64.png Void damage – effective against Sentient-type enemies.
  • Good critical chance.
  • Very high status chance.
  • Shots explode in a 1 meter radius on impact with a surface or enemy.
  • Can immediately re-enter Void Mode after firing stops.
  • Does not use ammo pickups; energy regenerates over time.
    • Has a 2 second delay after the weapon stops firing before regenerating energy.
      • Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter.


  • Below average critical multiplier.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 70% from central impact.
  • Very inaccurate at range.
  • High recoil.
  • Consumes entire energy bar at a rate of 165 energy/second.

Notes[edit | edit source]

  • As each of the Exard's shots consumes 20 Amp energy, the Exard can normally fire a total of 5 shots per burst before it depletes an Amp's energy supply. Braces that increase Amp energy capacity, such as the Clapkra Brace, Anspatha Brace, and Suo Brace, can increase the amount of shots fired.

Patch History[edit | edit source]

Update 29.5 (2020-11-19)

  • Reduced the self stagger range of the Exard Scaffold.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Exard Scaffold: 30%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

  • Exard Scaffold

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Update 24.2 (2018-12-18)

  • Introduced.

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