
Quick Answer
Expeditions are repeatable PvE missions to The Pitt and Atlantic City that reward Expedition Stamps. For fastest stamping in Season 26, run Atlantic City: Tax Evasion or The Most Sensational Game — completing all 3 optional objectives earns 20 stamps on your first run of the day and 15 on every run after. Spend stamps at Giuseppe Della Ripa inside the Whitespring Refuge. The top priority buys in the current Season 26 meta are the Auto Axe plan (500 stamps) for auto-melee builds, and Union Power Armor piece plans (120 stamps each, 720 for the full set) for carry-weight builds.
Expeditions are one of Fallout 76's most reliable endgame grinds — and since The Slasher update launched on September 15, 2026, they matter more than ever. With 80+ unique weapons now craftable at workbenches, every build in Appalachia needs a clear material pipeline. Expeditions slot into that pipeline as your fastest guaranteed source of Legendary Modules, Legendary items, and Expedition Stamps for the best plans Giuseppe sells.
This guide covers every mission's exact stamp rate, the fastest solo routes, what to buy first from Giuseppe, and the common mistakes that waste your time.
What Are Expeditions and How to Access Them
Expeditions are story-driven, repeatable PvE missions that take you outside Appalachia entirely. As Bethesda's official Fallout 76 Atlantic City update page described the destination: "Welcome to Atlantic City! Try your luck at the Casino, marvel at underwater sights, and enjoy the endless entertainment on the Boardwalk." (Official Fallout 76 update description, verified fallout.wiki)
There are currently two Expedition destinations:
- The Pitt (Pittsburgh, Pennsylvania) — introduced 2022, three missions
- Atlantic City (New Jersey) — introduced December 5, 2023, three missions
How to unlock: Head to the Whitespring Refuge, the underground bunker beneath the Whitespring Resort. Take the stairs to the roof and board the Vertibird. Expeditions are designed for endgame characters — level 50+ is the practical floor since you will face scaled enemies and tight optional-objective timers. If you joined recently, complete your main quests and reach level 50 before committing to a stamp grind.
Important: the old Ultracite Battery Cell requirement was removed with the Once in a Blue Moon update. You no longer need to complete daily prep quests to charge the vertibird. Just go to the Whitespring Refuge and launch.
Expeditions are not time-gated — you can run them as many times as you want per day. Quick-save progress is retained if you need to log off mid-expedition.
Stamp Rates: The Complete Table
Stamps are the primary Expedition reward and the only currency Giuseppe accepts. Every Expedition has three optional bonus objectives; your stamp payout scales with how many you complete. A daily first-run bonus also applies on the first Expedition you complete each day (verified from fallout.wiki):
| Mission | 0 Objectives | 1 Objective | 2 Objectives | 3 Objectives | Daily Bonus |
|---|---|---|---|---|---|
| The Pitt: Union Dues | 1 | 2 | 5 | 8 | +8 |
| The Pitt: From Ashes to Fire | 2 | 3 | 6 | 9 | +8 |
| The Pitt: Poke the Beehive | — | — | — | — | — |
| Atlantic City: Tax Evasion | 3 | 5 | 10 | 15 | +5 |
| Atlantic City: The Most Sensational Game | 3 | 5 | 10 | 15 | +5 |
| Atlantic City: The Human Condition | 3 | 5 | 10 | 15 | +5 |
Team leader bonus: The team leader receives 2 additional stamps on top of these values. If you are running with a regular group, rotate the leader role to share the bonus fairly.
Daily math for Atlantic City: First run with all 3 objectives = 15 + 5 bonus = 20 stamps. Every run after that on the same day = 15 stamps. Running three Atlantic City expeditions in a day nets you 20 + 15 + 15 = 50 stamps — approximately 10 days of consistent play to buy the Auto Axe at 500 stamps.
Atlantic City vs The Pitt: Which to Run?
Atlantic City wins for stamp farming. Each Atlantic City mission pays out 3 to 5 more stamps per run than the Pitt missions, and the +5 daily bonus is more predictable. Tax Evasion is the community favorite for solo farming due to its fixed layout and lack of escort mechanics.
Atlantic City: Tax Evasion
Tax Evasion takes place in the casino district. The three objectives are clearly positioned and the layout is fixed, so experienced players memorize it quickly. Most players complete this in 8–12 minutes solo. The defense objective (protect a target) takes the most time — learn where the enemies spawn and pre-position.
Atlantic City: The Most Sensational Game
Most Sensational Game has an escort mechanic that can occasionally bug — the NPC escort stops moving and will not advance until you interact with or wait near them. In that scenario, a melee weapon tap resolves it. When it runs clean, most players cite it as the fastest of the Atlantic City trio at around 10–15 minutes.
Choosing between the two comes down to preference: Tax Evasion has a more reliable run with no escort dependency; Most Sensational Game is slightly faster on clean runs.
The Pitt Missions
The Pitt pays fewer stamps per run and has older, slower layouts. The exception is From Ashes to Fire: running it as team leader gives you 9 + 8 daily + 2 leader bonus = 19 stamps on your first run, comparable to Atlantic City. If you prefer The Pitt setting or are hunting for Union Power Armor drops from Pitt Expedition rewards, it is worth including in your rotation. Otherwise, default to Atlantic City for pure stamp efficiency.
Giuseppe's Shop: What to Buy First in Season 26
Giuseppe Della Ripa is on the second floor inside the Whitespring Refuge. He accepts stamps for plans. Every plan is untradeable once you claim it. Here is the priority order for the Season 26 meta:
1. Plan: Auto Axe — 500 Stamps (TOP PRIORITY for melee players)
The Auto Axe is the defining weapon for the auto-melee build — the only melee weapon in the game that benefits from both the WeaponTypeAutomaticMelee keyword AND Ghoul Feral bonus damage simultaneously. The plan was originally 1,000 stamps at launch, then reduced to 500 (verified fandom.com, gamerant.com 2026). At 50 stamps per day optimally, you can reach 500 in 10 days of consistent Atlantic City runs.
If you already own the Auto Axe plan, skip to Union PA.
2. Plan: Union Power Armor Pieces — 120 Stamps Each (720 for the Full Set)
Union Power Armor is the best PA frame for carry-weight builds — it gives +75 carry weight and +150 Poison Resistance as full-set bonuses (verified fallout.wiki). Each of the six piece plans (helmet, torso, left arm, right arm, left leg, right leg) costs 120 stamps from Giuseppe, for a total of 720 stamps for the complete set.
This is substantially more expensive than many guides claim. Several indexed guides still say 75 stamps per piece — that is an outdated figure. The current price is 120 stamps each (confirmed fallout.wiki, fandom.com, Kotaku).
Union PA pieces can also drop randomly from Pitt Expedition completions, so running The Pitt while saving for other purchases is not wasted time if you get lucky drops.
3. Plan: Civil Engineer Underarmor — 50 Stamps
The Civil Engineer Underarmor introduced with the second Atlantic City update offers the best stat underarmor available from Giuseppe. The base plan costs 50 stamps; individual mod plans (Protective, Treated, Resistant, Shielded Linings) cost 40 stamps each. The Shielded Lining adds +2 Endurance, +1 Perception, +2 Strength, +5/9/8 elemental resistances — a solid pickup for any build. Get the base plan first, then collect lining mods as your stamp surplus allows.
4. CAMP Plans (90 Stamps and Below)
The remainder of Giuseppe's inventory is CAMP items: the World's Biggest Slot Machine (90 stamps), Atlantic City Sign (80 stamps), Quentino's Sign (70 stamps), and various floodlights and decorations. These are cosmetic; skip them entirely until your functional plan list is complete.
Expedition Efficiency: Tips That Save Real Time
Always aim for all 3 objectives. The difference between completing 2 objectives (10 stamps) and all 3 (15 stamps) is 5 stamps per run — in a day of running three expeditions, that is 15 extra stamps for 5–10 minutes more effort. Compounded over two weeks it adds up to another full Auto Axe purchase.
Equip Master Infiltrator before entering. Master Infiltrator (Legendary Perk, unlocked at higher character levels) auto-picks locks and hacks terminals. It removes several manual-interaction bottlenecks in Tax Evasion and Most Sensational Game, shaving 2–4 minutes per run.
Use a high-DPS build for escort speedruns. Most Sensational Game's optional objectives include a timed section. High sustained damage — Holy Fire or The Fixer with Commando perks — lets you clear enemy groups before the timer expires. Explosive builds can accidentally kill the escort (friendly fire exists in Expeditions), so avoid splash-heavy loadouts on escort sections.
Run with a public team when possible. Public team formation is free, the leader bonus is +2 stamps, and all players can receive optional-objective credit simultaneously. If you queue as leader consistently, your total daily stamps increase noticeably.
Legendary Module drops are an added bonus. Expeditions are one of Bethesda's confirmed sources of Legendary Modules (alongside Daily Ops, Gleaming Depths Raid, and public events). With The Slasher having increased Scrip return rates and added Unique Item Crafting for 80+ weapons, the Legendary Module you earn while farming stamps has real value — 100 Legendary Scrip at Purveyor Murmrgh, or used directly in Unique Item Crafting.
Connecting Expeditions to the Season 26 / The Slasher Meta
The Slasher update (September 15, 2026) made the Auto Axe more relevant than at any point since its introduction. The Auto Axe scales with WeaponTypeAutomaticMelee keywords — and the Slasher update improved the Chainsaw's legendary rerolling accessibility (50 Scrip per roll for 1-3-star items). The Auto Axe remains the top melee weapon for the auto-melee build archetype, and the 500-stamp price tag from Giuseppe is the only reliable way to obtain the plan.
Union Power Armor's carry weight bonus (+75) is also newly relevant with The Slasher's Legendary Module stash weight reduction (0.15 → 0.05 per module). You may find your stash weight demands are lower than before — but Union PA's Poison Resistance bonus makes it consistently useful in Expeditions themselves (enemy Trogs in The Pitt deal poison damage).
Internal Resources
- Fallout 76 Melee Build 2026 — Auto Axe perk setup and why 500 stamps is the right spend
- Fallout 76 Power Armor Build 2026 — Union PA in the context of endgame PA frames
- Fallout 76 Legendary Modules Guide 2026 — how Expedition drops fit into the broader module economy
- Fallout 76 Unique Item Crafting Guide 2026 — how Expedition Module drops connect to the Slasher crafting system
Frequently Asked Questions
Do Expeditions have a daily limit in 2026? No daily run limit exists. You can complete as many Expeditions as you want per day. Only the daily first-run bonus (once per day) is limited — all other stamps are uncapped.
What is the fastest way to get 500 stamps for the Auto Axe? Run Atlantic City expeditions with all 3 optional objectives completed. Your first run of the day earns 20 stamps; each run after that earns 15. Three expeditions per day gives you 50 stamps, meaning roughly 10 days of consistent grinding to reach 500.
Does the team leader really get extra stamps? Yes. The team leader receives 2 additional stamps above the standard payout for every expedition completed. Source: fallout.wiki (Stamp article). Rotating the leader role in a regular group shares the benefit evenly.
Is The Pitt worth running for stamps? The Pitt pays fewer stamps per run than Atlantic City (8–9 for all objectives vs 15 for Atlantic City), but Pitt completions can randomly drop Union Power Armor plans, saving you stamps. Run The Pitt if you want the chance at a free Union PA piece while still progressing your total stamp count.
Do I still need to charge the Vertibird with Ultracite Cells? No. That requirement was removed with the Once in a Blue Moon update. Walk to the Whitespring Refuge, go to the roof, and board the Vertibird directly.
What level do I need to be for Expeditions? Expeditions are endgame content. While there is no official hard level gate documented on fallout.wiki, the enemy scaling and optional-objective timers make them practical for level 50+ characters. Players well below 50 will struggle to complete objectives within time limits.
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