Five Monday-night 45-minute blocks and a Saturday launch day the weekend before Thanksgiving, taking a Scout from “why do we go to space” to a rocket they built, predicted, flew, recovered, and analyzed. Every minute is mapped to a requirement, and the badge gets signed off with paperwork on a table — not on a tailgate in the wind.
5 Mondays × 45 min
Launch day Sat Nov 21
6–10 Scouts
Reqs 1–8 covered
~$35 per Scout
+ group telemetry build
The deal
Eight requirements. You'll finish six of them sitting in a meeting on Monday nights. Two of them — building and flying a rocket, and researching a career — you do on your own time. Show up, turn in two pieces of paper on time, and build a rocket that flies twice. That's the badge.
Everything you personally have to do, in the order you have to do it. The counselor's side of this page has the run-of-shows and the gear lists — you don't need any of that. You need this.
Every date, in one place
Monday meeting
Telemetry crew Saturday
Deadline
Launch day
Holiday
Backup launch date
August 2026
SMTWTFS
12345678910111213141516171819202122232425262728293031Meeting 1 — Why We Go
September 2026
SMTWTFS
12345678910111213141516171819Telemetry crew session 1202122232425262728Meeting 2 — How Rockets Work2930
October 2026
SMTWTFS
12Kit order deadline34567891011121314151617Telemetry crew session 2181920212223242526Meeting 3 — Missions and Bases2728293031
November 2026
SMTWTFS
1234567891011121314Telemetry crew session 31516Meeting 4 — Mission Control + Flight Readiness1718192021LAUNCH DAY2223Meeting 5 — Debrief and awards242526Thanksgiving2728Backup launch date2930
Mon Aug 31Meeting 1 — Why We GoClaim your space pioneer. Pick up the order form and the safety code.
Sat Sep 19Telemetry crew session 1Bench day. Optional — only if you're on the rocket's electronics crew.
Mon Sep 28Meeting 2 — How Rockets WorkPioneer card due tonight. Rocket parts relay and the flight simulators.
Fri Oct 2Kit order deadlineGate closes. If you haven't ordered by tonight you're watching on Nov 21.
Sat Oct 17Telemetry crew session 2Getting a packet across the room, then a quarter-mile range test.
Mon Oct 26Meeting 3 — Missions and BasesRobotic vs crewed, flying Apollo's trajectory, and designing a base.
Sat Nov 14Telemetry crew session 3Payload integration and the full dress rehearsal.
Mon Nov 16Meeting 4 — Mission Control + Flight ReadinessBring your finished rocket, motors and permission slip. Build help desk open all night.
Sat Nov 21LAUNCH DAYRange opens 8:30. Rocket, motors, closed-toe shoes, hat, water, chair.
Mon Nov 23Meeting 5 — Debrief and awardsBring your requirement 8 career research. Badges get signed tonight.
Thu Nov 26ThanksgivingNo meeting.
Sat Nov 28Backup launch dateOnly if Nov 21 is scrubbed for weather.
Sat Dec 5Second backup launch dateLast resort.
What you have to buy
About $35–$47, once.Ordered by Friday, October 2 — earlier is better.
Everybody flies the same rocket on purpose. The competition is scored on how well you predict your own flight, not on who spent the most, so an identical airframe makes it a fair fight. Buy the kit and both motor packs in ONE order — split shipments are how people end up with a rocket and no motors.
Estes Cosmic Cargo kit
$16.99
Beginner level, no glue needed for the main structure, and it has a real payload bay.
From around the house: sandpaper, masking tape, and spray paint if you want to decorate it. White glue helps but isn't required for this kit. If cost is a problem, talk to the counselor privately — this gets solved quietly and it is not a big deal.
Before you can order a rocket
Four things. All of them are badge requirements anyway, so none of it is busy work.
Show up to Meeting 1 on August 31 (or catch up with the counselor on requirement 1).
Turn in your space pioneer card.
Pass the NAR Model Rocket Safety Code quiz — 8 out of 10, open book, retake it as many times as you want.
Bring back the order form with a parent signature, and write down your mission objective for launch #2.
Your 'mission objective' is what you're trying to find out on your second flight. It has to produce a NUMBER. Good ones: how much altitude do I lose per gram of nose weight; how much farther does a streamer drift than a chute; how different are two supposedly identical flights. Bad one: 'launch it again.'
What to study
You do not have to watch any of this. But if you show up to a night having watched the video for it, that night is more fun and you'll finish the requirement faster. Everything here is short.
Req 2 Your space pioneer card Due Meeting 2 · Sep 28
What to do: This is requirement 2, straight out of the badge: a collector’s card — like a baseball card — about a “space pioneer.” That means anyone who did something first or made a first possible: engineers, mathematicians and flight controllers count as much as astronauts. Claim a name at Meeting 1 (no duplicates), then make the card. Front: a picture. Back: who they were, what they actually did, why it mattered, and one thing that surprised you. Hand-drawn scores the same as printed — it is a 30-minute job. Then be ready to talk about four OTHER pioneers, which you pick up from your patrol’s cards.
What to do: Read the NAR safety code before this meeting — you have to pass a quiz on it to order your kit. Play with the launch and recovery simulators on this page; they are the same physics you'll be predicting on launch day.
Reqs 5 + 6 Missions and spacecraft Meeting 3 · Oct 26
What to do: Pick one robotic mission and one crewed mission you actually find interesting. You'll be asked what each one discovered and why it mattered — so pick ones you want to talk about.
Req 7 Design a base somewhere else Meeting 5 · Nov 9
What to do: Think about where you'd want to live: the Moon, Mars, Titan, Europa, an asteroid, or floating in the clouds of Venus. You'll design it with your patrol.
What to do: Pick one job — not 'astronaut' unless you mean it. Find out: what training and education it needs, what that costs, whether anyone is hiring, what it pays, what you'd actually do all day, and where it leads. Half a page is plenty. The guest speaker on Nov 9 is a free source for all of this — ask them.
Building it — at home, at your own pace
Your kit arrives in the post and you build it at home. Take your time. If anything goes wrong or you
would rather have help, bring it to the November 16 meeting — there is a help desk
open all night, spare parts, and no judgement whatsoever.
Monday, November 2, 2026
Deck 4 — Build Night
~6 min of slides, then 38 minutes of hands
Space Exploration Merit Badge · Night 4 of 7
Build Night
Requirement 3 — build it, and build it straight
Three rules for tonight
Dry-fit everything before glue touches anything. Every single piece. No exceptions.
Fins straight matters more than fins pretty. A crooked fin makes the rocket corkscrew and ruins your prediction — which is the thing you're actually being scored on.
If you're unsure, ask before you glue. Glue is a one-way door.
Older Scouts who have built before are station leads tonight, not builders. That is a teaching assignment and it counts toward Star and Life.
The build sequence
Leave this projected all night. The Cosmic Cargo needs no glue for the main structure, so most of tonight is careful assembly, alignment, and finish.
This is the moment everything else is preparation for. About a second and a half of thrust, and then it is on its own.AI-generated illustration
1
InventoryOpen the bag and count every part against the parts list before you touch anything. Missing part found now is fixable; found on Nov 21 is not.
2
Body and payload sectionDry-fit the payload bay to the body tube. It should be snug and pull apart by hand — that is what lets the ejection charge work.
3
Fin alignmentStation 1. Use the alignment guide. Check with a straightedge from three angles before anything sets. This is the step that decides your flight.
4
Launch lugStation 2. Must be parallel to the body tube. A lug even slightly off will bind on the rod and send the rocket sideways off the pad.
5
Recovery systemStation 3. Shock cord anchored properly, chute attached, then practice folding it loose three times. Tight folds don't open.
6
Nose cone fit checkSnug enough that it won't come off in flight, loose enough that you can pull it free with one hand. Test it ten times.
7
Mass and balanceStation 4. Weigh it on the kitchen scale and write the number on your competition card. You need the real mass for your prediction — the kit's spec sheet is not your rocket.
8
FinishPaint or decorate at home. Craftsmanship gets judged November 21 before anything flies. Light coats — a heavy paint job adds mass and lowers your apogee.
Before you leave
Rocket built, mass written on your competition card, initialed by me.
Paint at home. Bring it finished on November 16 for inspection.
Next Monday, November 9 — guest speaker plus we design a base on another world. Bring questions for the speaker.
Anyone who did not finish tonight: we have fifteen minutes at the start of November 9, and that is the last chance before Flight Readiness Review.
1 / 4click the deck, then use ← →
← → move · N notes · Esc exit
Launch day is a real range, and you have a job on it
Eight positions with real callsigns. You will pick yours on November 16 and practise the calls, then run
it for real on the 21st. Have a look at what each station does — and try the countdown clock.
Eight positions. At 6–10 Scouts everybody has one, and they rotate every flight so nobody spends the
morning holding a clipboard. Callsigns are used on the range and nowhere else — that is exactly what
makes them work.
FLIGHT
Flight Director
Counselor, or a Life/Eagle Scout who has done this before
Runs the countdown, polls the room, and is the only voice that can say launch or scrub. Everyone else reports to Flight.
Holds: The countdown card and the launch key.
RSO
Range Safety Officer
A registered adult — always an adult, no exceptions
Inspects every rocket before it goes to the pad, owns the safety perimeter, and can stop a countdown at any point without giving a reason.
Holds: The inspection cards and a whistle.
PAD
Pad Manager
Older Scout
Loads the rocket, connects the igniter clips, confirms continuity, and calls the pad clear. Last person to step back from the rail.
Holds: The launch controller and the safety key.
WEATHER
Weather Officer
Any Scout
Reads wind speed and direction before every flight, watches for the gust that arrives during the count, and calls the wind hold.
Holds: Wind meter or a ribbon on a stick, and the wind log.
TELEMETRY
Telemetry Officer
Telemetry crew Scout
Confirms the ground station has GPS lock and is receiving packets, then confirms the log is recording. On capstone flights this is a real go/no-go item.
Holds: The laptop and the ground radio.
RECOVERY
Recovery Officer
Two Scouts, one with binoculars
Tracks the rocket through the whole flight, calls the landing bearing, and leads the walk-out. Nobody moves downrange until Recovery is released by Flight.
Holds: Binoculars and the recovery log.
TIMER
Timing Officer
Two adults, timing independently
Starts on liftoff, stops on touchdown. The two times are averaged — that average is the Time Aloft score.
Holds: Two stopwatches.
PAO
Public Affairs
Any Scout who wants the mic
Announces each flight to the crowd — Scout's name, rocket name, motor, and predicted altitude — then reads the measured result after recovery.
Holds: The flight cards and a loud voice.
T−10:00
Hold
Go / no-go poll
Flight calls each station by name. Each answers GO or NO-GO. One NO-GO stops the count — and any Scout may call it without having to explain first.
Poll not started.
T−10:00FLIGHT“Flight crew, we are at T minus ten minutes. Positions.”Everyone goes to their station. Talking stops.
T−8:00RSO“RSO has the rocket. Inspection in progress.”Fins, lug, shock cord, chute, nose cone fit. RSO signs the flight card or sends it back.
T−6:00PAD“Pad is loading. Rail is clear.”Rocket on the rail, motor installed, igniter in and taped.
T−4:00PAO“Flight 7, Scout Reyes, rocket 'Half Dome', C6-5, predicted 980 feet.”Read from the flight card so the crowd knows what they're watching.
T−3:00FLIGHT“Go/no-go poll. Weather?”This is the moment the whole thing turns into a real launch. See the poll below.
T−2:00PAD“Continuity check — we have continuity. Stepping back.”Controller shows the igniter circuit is live. Pad Manager walks back behind the line.
T−1:00RSO“Range is HOT. Everyone behind the cones.”RSO physically looks at every person and confirms.
T−0:30FLIGHT“Arming. Key is in.”Safety key inserted. The light comes on. Nobody moves.
T−0:10ALL“Ten… nine… eight…”The whole crowd counts. This is the part they came for.
T−0:03FLIGHT“Three, two, one, ignition.”Button pressed on 'ignition', not after it.
T+0:00TIMER“Liftoff — timers running.”Both stopwatches start on visible motion, not on the button.
T+0:08RECOVERY“Apogee. Ejection — good chute.”Or 'no chute, ballistic' — which is a call everyone needs to hear immediately.
T+0:45RECOVERY“Touchdown, bearing about 200, roughly 300 feet out.”Bearing and distance while the memory is fresh.
T+1:00FLIGHT“Range is COLD. Recovery, you are released.”ONLY now does anyone walk downrange.
T+3:00PAO“Measured altitude 1,012 feet. Predicted 980. Error 3.2 percent.”Read it out. The Prediction Cup lives or dies on this number.
One card per flight, filled in before the rocket leaves the table. Print a stack of them. The card is what
the RSO signs, what PAO reads out, and what the score gets written on — so it is also the paper trail
for requirement 3.
TROOP 308 · FLIGHT CARDFlight No. ____
AFTER THE FLIGHT
Print one per Scout per flight, plus spares. Two flights each means at least 20 cards for a troop of ten.
Try it before you fly it
The same physics you'll be predicting on launch day. Change one thing at a time and watch what happens —
this is how you get good at the prediction contest without spending a dollar on motors.
Launch: pad to apogee
Pick an airframe and a motor and watch the flight profile. Adding payload costs altitude twice over — more mass to lift, and less speed at burnout.
Ready
Recovery: apogee to landing
The ejection charge fires when the delay grain burns through. Too early and the rocket is still fast enough to shred the parachute; too late and it is already falling.
Ready
Going further — orbital mechanics
Not required for the badge, but this is the part that makes space actually strange. Orbit is not about
going up; it is about going sideways fast enough that you keep missing the ground.
Ground to orbit
Orbit is not about height, it is about sideways speed. Go straight up and you fall straight back. The trick is turning that climb into a horizontal velocity of about 7.8 km/s before the fuel runs out.
Try one
Earth radius 6,371 km, μ = 398,600 km³/s². Thrust is modelled as a constant 30 m/s² along a simple gravity-turn program — real rockets throttle and stage.
Orbit to the Moon
You are already in a 300 km circular orbit. One burn at the right moment stretches that circle until its far end reaches the Moon — and the Moon has to arrive at the same place at the same time.
Try one
Earth and Moon gravity both integrated. Moon at 384,400 km on a circular 27.3-day orbit. A real mission also has to plan the return.
The Troop 308 Prediction Cup
The prize is not for flying highest. It's for knowing how high you'll fly.
An altitude contest rewards whoever bought the biggest motor. A prediction contest rewards whoever thought hardest. Every Scout flies the same airframe from the same pad, so the only variable left is how well they modeled their own rocket — which is exactly what requirement 4 is trying to teach. It also means the youngest Scout can beat the oldest, and does, about a third of the time.
Prediction Cup
Lowest percent error between the sealed prediction and the altimeter reading on flight 2.
Altimeter + sealed card
Max Altitude
Highest measured apogee. Everyone flies the same airframe and the same motor class, so this is a build-quality contest — straight fins, light paint, clean finish — not a spending contest.
Estes altimeter
Time Aloft
Longest time from liftoff to touchdown. Rewards getting ejection right at apogee and picking the right recovery device. Timed by two adults with stopwatches; the two times get averaged.
Two stopwatches, averaged
Mission Accomplished
Declared a specific objective at the gate, flew it, and can state the result with a number and a unit.
Competition card
Recovery Award
Both flights recovered, rocket still flight-worthy at the end of the day. Rewards the boring virtues that actually win engineering programs.
Post-flight inspection
Craftsmanship
Judged before the first launch by a non-parent: fin alignment, finish, and originality of paint scheme.
Non-parent judge
The Anomaly Award
Best written explanation of why a flight went wrong. Deliberately the most fun award to win.
Written on the field
The trade-off. Max Altitude and Time Aloft pull in opposite directions, and that is the point. Altitude wants a light rocket and a streamer that drops fast; Time Aloft wants a big parachute that then drifts halfway across the field and threatens the Recovery Award. No single build wins all three, so every Scout has to decide what they are optimising for and defend it. That trade is the most grown-up engineering conversation available on a Saturday morning, and the recovery simulator in Deck 2 lets them explore it three weeks before they have to commit.
How scoring works, and how to get scratched
Every Scout flies the same kit — the Cosmic Cargo — so nobody buys an advantage.
Scouts learn the simulator at Meeting 2 and practise with it. The real prediction gets sealed at the Flight Readiness Review on November 16, using the mass of their own built and painted rocket — not the number on the box. Counselor initials it, it goes in an envelope, and it cannot change.
Flight 1 on launch day is the shakedown. It doesn't score. It proves the rocket flies and comes back.
Flight 2 is the scored flight: altimeter aboard, declared mission objective, sealed prediction.
Score is percent error, not feet. |predicted − measured| ÷ measured × 100. Lowest wins.
Nothing is scored on the field. Numbers get recorded November 21, compiled at home, and announced at the November 23 debrief — where the whole troop sees every prediction and every result on one whiteboard.
Penalties
Unsafe pad procedure — approaching a rocket that didn't launch before the 60-second wait — is an automatic scratch for that flight. No exceptions, no arguing, and say so at Meeting 2 so nobody is surprised.
Changing your prediction after launch day starts is a scratch from the Prediction Cup. You keep every other award.
A rocket that fails inspection doesn't fly until it's fixed. Bring glue.
The Anomaly Award exists on purpose. The Scout whose chute didn't deploy will learn more in ten minutes of writing up why than the winner learns all day — and it keeps a bad flight from becoming a bad memory.
Launch day — Saturday, November 21
This is the moment everything else is preparation for. About a second and a half of thrust, and then it is on its own.AI-generated illustration
Range opens 8:30 a.m. Craftsmanship gets judged before anything flies, so arrive finished. Done by about 1:15.
Bring
Your rocket, finished and painted
Your motors (both packs) and your wadding
Closed-toe shoes — no sandals, this is a field with a hot pad on it
Hat, sunscreen, water bottle
A folding chair, and a parent if you'd like one
Your competition card with your sealed prediction on it
Three rules that are not negotiable
Never approach a rocket that didn't launch. Wait 60 seconds. The counselor is the only person who goes to the pad.
Stay behind the cones when the range is hot.
If your rocket lands somewhere awkward — a tree, a road, the other side of a fence — you tell an adult. You do not go get it.
How this is scoped
45 minutes per Monday. The meeting plan already owns 0:00–0:30 and 1:15–1:30 — this series takes 0:30–1:15 and gives it back on time.
Scouts buy their own rocket kit, and they have to earn the right to order it (see the flight-readiness gate).
Planning for 6–10 Scouts. One launch pad and one shared altimeter is enough at that size.
Requirement 3 cannot be finished in a church parking lot on a Monday night. Launch day is the deliverable — the Mondays exist to make it safe and worth doing.
The extra Mondays buy three specific things: a build night so nobody arrives with an unbuilt rocket, a speaker night that doesn't cannibalize a requirement, and a post-flight night where the data actually gets analyzed and the badge actually gets signed.
The Telemetry Rocket runs as a group project on a parallel track — three Saturday crew sessions, plus checkpoints on Monday nights. Every Scout who wants a crew role gets one.
On the troop calendar. Nov 2, Nov 9, and Nov 16 currently carry Cooking and Camping in the troop meeting plan, and Nov 23 is already scheduled as a short gratitude-and-catch-up night. Space Exploration takes the merit badge block on all four; the rank-focused first 30 minutes and last 15 stay exactly as written. Nov 23 is the natural debrief slot precisely because it was already meant to be a light night.
Critical path
Two things drive this schedule and neither is the teaching: parts have to ship, and a launch site has to
say yes. Everything flagged red has to happen in August.
Now – Mon Aug 17Counselor
Place the troop order (pad, controller, altimeter, spare kits, spare motors, wadding). This has to ship before Aug 31 so Meeting 1 can show real hardware.
Now – Fri Aug 21Counselor
Open the launch-site conversation: Central Coast Model Rocket Club / NAR contact, then Camp San Luis Obispo range access. Ask what insurance certificate they need and who it must name. The Thanksgiving-weekend date gives you slack you did not have before — use it, do not spend it.
Fri Aug 21Counselor
Send the guest-speaker asks for the Nov 9 slot. Cal Poly CubeSat Lab and CPSS both need ~4–6 weeks; Vandenberg Public Affairs needs 6–8. A dedicated speaker night means you can now take whoever says yes without sacrificing a requirement.
Fri Aug 28Counselor
Order the telemetry hardware — two T-Beams, two Heltecs, cables, batteries, airframe. It has to be on the bench for crew session 1 on Sep 19.
Crew session 1 — bench day. Roles assigned, toolchain working on every laptop, stage 1 reading GPS and sensors.
Mon Sep 28Scouts
Meeting 2 — How Rockets Work. Reqs 3(a–i) and 4a–d covered live. Trading cards due. Competition rules published.
Fri Oct 2Scouts + families
Gate closes. Every Scout has cleared four gates and ordered their Cosmic Cargo kit + motors. Five weeks of margin before build night — generous on purpose, because families order at different speeds.
Sat Oct 17 · 3 hrsTelemetry crew
Crew session 2 — packet across the room. Stages 2–5: format, transmit, receive, CSV. Quarter-mile range test.
Mon Oct 26Scouts
Meeting 3 — Missions. Reqs 5 and 6 covered live, unhurried now that requirement 7 has its own night.
Mon Nov 2Scouts
Meeting 4 — BUILD NIGHT. Everyone builds together at stations. This single night removes the biggest failure mode in the whole plan.
Mon Nov 9Guest + Scouts
Meeting 5 — Guest speaker and the base design charrette (req 7). Confirm the speaker again this week; mission tempo and academic calendars both slip.
Sat Nov 14 · 3 hrsTelemetry crew
Crew session 3 — integration and flight readiness. Payload sled, mass and CG, motor delay decision, shake test, full dress rehearsal with a real GPS lock. One week before launch, on purpose.
Mon Nov 16Scouts
Meeting 6 — Flight Readiness Review. Every rocket inspected, every prediction sealed, every Scout passes the safety readback. Anyone who fails inspection has five days to fix it.
Sat Nov 21Everyone
LAUNCH DAY. Req 3 completed, Prediction Cup scored, telemetry rocket demo flight. Backup Sat Nov 28, second backup Sat Dec 5.
Mon Nov 23Scouts
Meeting 7 — Post-flight debrief. Predicted vs measured, anomaly write-ups, awards, and badge sign-off with the paperwork on a table. Thanksgiving week was already a light night in the troop plan, which is exactly why this fits.
Season calendar
Monday meeting
Telemetry crew Saturday
Deadline
Launch day
Holiday
Backup launch date
August 2026
SMTWTFS
12345678910111213141516171819202122232425262728293031Meeting 1 — Why We Go
September 2026
SMTWTFS
12345678910111213141516171819Telemetry crew session 1202122232425262728Meeting 2 — How Rockets Work2930
October 2026
SMTWTFS
12Kit order deadline34567891011121314151617Telemetry crew session 2181920212223242526Meeting 3 — Missions and Bases2728293031
November 2026
SMTWTFS
1234567891011121314Telemetry crew session 31516Meeting 4 — Mission Control + Flight Readiness1718192021LAUNCH DAY2223Meeting 5 — Debrief and awards242526Thanksgiving2728Backup launch date2930
Mon Aug 31Meeting 1 — Why We GoClaim your space pioneer. Pick up the order form and the safety code.
Sat Sep 19Telemetry crew session 1Bench day. Optional — only if you're on the rocket's electronics crew.
Mon Sep 28Meeting 2 — How Rockets WorkPioneer card due tonight. Rocket parts relay and the flight simulators.
Fri Oct 2Kit order deadlineGate closes. If you haven't ordered by tonight you're watching on Nov 21.
Sat Oct 17Telemetry crew session 2Getting a packet across the room, then a quarter-mile range test.
Mon Oct 26Meeting 3 — Missions and BasesRobotic vs crewed, flying Apollo's trajectory, and designing a base.
Sat Nov 14Telemetry crew session 3Payload integration and the full dress rehearsal.
Mon Nov 16Meeting 4 — Mission Control + Flight ReadinessBring your finished rocket, motors and permission slip. Build help desk open all night.
Sat Nov 21LAUNCH DAYRange opens 8:30. Rocket, motors, closed-toe shoes, hat, water, chair.
Mon Nov 23Meeting 5 — Debrief and awardsBring your requirement 8 career research. Badges get signed tonight.
Thu Nov 26ThanksgivingNo meeting.
Sat Nov 28Backup launch dateOnly if Nov 21 is scrubbed for weather.
Sat Dec 5Second backup launch dateLast resort.
The seven Monday nights
Each block is 45 minutes, 0:30–1:15, slotted into the existing troop meeting so the opening and
closing stay where they are. Every night is collapsed — open the one you're running this week.
1Why We GoMonday, August 31, 2026 · 0:30–1:15 (45 min)
Objective. Cover requirement 1 completely, hand out requirement 2 and requirement 8, publish the flight-readiness gate, and recruit the telemetry crew.
Requirements covered
1a Video clip + discussion of the space race as a prestige and military contest.
1b Five current missions stated as a specific question each one exists to answer.
1c Two short videos plus the myth-vs-reality slide on spinoff technology.
1d Video plus the ISS discussion — why rivals keep flying together.
2 Assigned tonight with a no-duplicates sign-up sheet. Due Sep 28.
8 Assigned tonight. Collected at the Nov 23 debrief.
Run of show
Time
What happens
Who
0:30–0:33
Stand-up hook: 'name one thing in this room that exists because somebody went to space.' Three answers, no corrections yet.
Counselor
0:33–0:36
Frame the four reasons on the whiteboard: HISTORY / KNOWLEDGE / BENEFITS / COOPERATION.
Counselor
0:36–0:42
History clip (stop at 3:30) + immediate goals.
Counselor
0:42–0:50
Two benefit shorts + the myth-vs-reality slide. Highest-energy part of the night.
Counselor
0:50–0:55
International cooperation clip + ISS discussion.
Counselor
0:55–1:02
Pioneer draft. Clipboard goes around DURING this, not after.
SPL runs the clipboard
1:02–1:07
TELEMETRY CREW CALL. Hold up the T-Beam and the Heltec. Take names for Sep 19.
Counselor
1:07–1:13
Flight-readiness gate + order form + safety code printout. Gate closes Friday October 2.
Counselor
1:13–1:15
Show the launch pad and altimeter on the table. Walk the calendar. Release on time.
Counselor
The deck
Monday, August 31, 2026
Deck 1 — Why We Go
~22 min of slides inside a 45-min block
Space Exploration Merit Badge · Night 1 of 7
Why We Go
Requirement 1 — the purpose of space exploration
Warm-up
Space is expensive and dangerous. Give me one honest reason a country spends money on it anyway.
Where you're steering it
There are four families of answers, and the badge wants all four: history and competition, specific scientific knowledge, benefits back on Earth, and getting along with other countries. That is literally requirement 1a through 1d.
1a — Historical reasons
It did not start as science. It started as a race, and the science came along for the ride.
An Apollo crew at Kennedy Space Center, their Saturn V waiting on the pad behind them.NASA · public domain
1957 — the Soviet Union puts Sputnik in orbit. A metal ball that beeps, and the United States realises it is second.
1961 — Gagarin orbits the Earth. Kennedy responds by picking a goal the US could plausibly win: the Moon.
1962–69 — Apollo. At its peak it took 4% of the entire federal budget and about 400,000 people.
1975 — Apollo–Soyuz. The two rivals dock in orbit and shake hands, and the character of spaceflight changes.
Be honest with them about the motive. Scouts find 'it was a Cold War contest and we got the science anyway' far more interesting than a tidy story about curiosity.
1b — Immediate goals: what are we actually trying to learn?
Not 'explore space.' Name the question the mission is built to answer.
Perseverance on Mars, with the Ingenuity helicopter. Every picture it sends takes 3 to 22 minutes to reach Earth.NASA/JPL-Caltech/MSSS · public domain
Was Mars ever habitable, and is there preserved evidence of it? — Perseverance, sample caching
What is the Moon's south pole made of, and is there usable water ice? — Artemis
What is the interior of an asteroid like, and can we move one? — OSIRIS-REx, DART
How does the human body break down over years in microgravity? — ISS
What does the universe look like before the first galaxies formed? — JWST
Every one of these is a question with a yes/no or a number for an answer. That is what 'immediate goal in terms of specific knowledge' means in the requirement.
1c — Benefits on Earth
Space Exploration's Surprising Earthly Benefits! · Museum of Science, Boston open on YouTube ↗
Short — play it straight through, then the second one.
1c — The myth and the reality
The ISS — American, Russian, Japanese, European and Canadian hardware, docked together and continuously crewed since November 2000.NASA · public domain
Did NOT come from NASA
Tang (1957, pre-NASA)
Velcro (Swiss, 1941)
Teflon (DuPont, 1938)
Microwave ovens
Actually did
The CMOS image sensor in your phone (JPL)
Memory foam (Ames, for crash protection)
Cordless tool motors (Apollo drill)
Scratch-resistant lens coating
Modern water filtration and GPS
1d — International cooperation
The clearest example is over your head roughly every 90 minutes.
The ISS — American, Russian, Japanese, European and Canadian hardware, docked together and continuously crewed since November 2000.NASA · public domain
American, Russian, Japanese, European and Canadian modules, bolted together and continuously crewed since November 2000.
It has stayed crewed through wars, sanctions and diplomatic freezes on the ground.
Nobody can afford it alone — and for years the only ride home was on the other country's spacecraft.
Fifteen countries had to agree on a common docking standard, a common language for procedures, and who fixes what.
Ask the real question: why would countries that do not get along keep flying together? The answer is not friendship. It is that the alternative is not flying at all.
Requirement 2 — the space pioneer card
This is not something I made up — it is requirement 2, written into the badge: “Design a collector’s card, with a picture on the front and information on the back, about your favorite space pioneer.” Think a baseball card, but the person on it changed spaceflight.
Katherine Johnson at NASA Langley, 1971. She calculated the trajectories that put Americans in orbit and on the Moon — John Glenn refused to fly until she personally checked the computer's numbers.NASA · public domain
A “space pioneer” is anyone who did something first, or made a first possible — engineers, mathematicians, designers and flight controllers count every bit as much as astronauts.
Pick tonight, on the sign-up sheet. No duplicates — first Scout to claim a name owns it.
Front: a picture you drew, printed, or cut out. Back: who they were, what they actually did, why it mattered, and one thing that surprised you.
Index card, cardstock, or printed — your call. Hand-drawn scores exactly the same as printed. This is a 30-minute job, not a project.
The catch is the second half of the requirement: you also have to talk with me about four OTHER pioneers. So pay attention to your patrol’s cards — that is where the other four come from.
Pioneer bench, if you're stuck: Katherine Johnson · Robert Goddard · Yuri Gagarin · Wernher von Braun · Sally Ride · Mae Jemison · Konstantin Tsiolkovsky · Guion Bluford · Margaret Hamilton · Gus Grissom · Valentina Tereshkova · Ellen Ochoa · Homer Hickam · Sergei Korolev
The flight-readiness gate
You do not get to order a rocket until you have earned it. Four things:
3. Pass the NAR Model Rocket Safety Code quiz — 8 out of 10, retakes allowed.
4. A signed parent order form with the real cost on it, and your declared mission objective for launch #2.
Gate closes Friday, October 2. Miss it and you're spectating on November 21.
Next up · Monday, September 28
How Rockets Work
Bring your pioneer card. Bring your rocket kit if it's arrived.
1 / 10click the deck, then use ← →
← → move · N notes · Esc exit
Bring
Projector or a large screen, HDMI cable, and the deck loaded before Scouts arrive
Whiteboard + markers
Pioneer sign-up clipboard with the pioneer bench printed on the back
Printed parent order forms (one per Scout, plus five spares)
Printed NAR Model Rocket Safety Code, one per Scout
The Porta-Pad II and the Estes altimeter, out of the box, on the table
A T-Beam and a Heltec to hold up during the crew call
A printed one-page calendar: five Mondays, three Saturdays, one launch day
Scouts leave with
Build your space pioneer card, due September 28 (req 2).
Pass the NAR safety code quiz — take it at home, retakes allowed.
Get the order form signed and order your kit by Friday, October 2.
Start looking at one space-related career for requirement 8.
Where this night fails. Hand out the printed calendar. Five Mondays spread across three months is easy to lose track of, and a parent with the dates on the fridge is the difference between a Scout who finishes and one who drifts.
2How Rockets WorkMonday, September 28, 2026 · 0:30–1:15 (45 min)
Objective. Cover requirement 3's nine parts and all of requirement 4 with hands-on demos and the simulators, collect the pioneer cards, and close the ordering gate this week.
Requirements covered
3 Parts identification relay against a built rocket. Nine labels, two patrols, explain-out-loud scoring.
4a Balloon-on-a-string demo plus the skateboard thought experiment.
4b Video clip, the interactive motor cutaway, and a spent Estes motor passed hand to hand.
4c Video plus the ground-to-orbit simulator — orbit is sideways, not up.
4d The mission-control diagram: the same six steps as a photograph from Mars.
2 Cards collected and discussed. Each Scout must also speak to four others' pioneers.
Run of show
Time
What happens
Who
0:30–0:33
Collect pioneer cards. Check off who has ordered a kit and chase who hasn't.
SPL
0:33–0:41
Parts relay (req 3). Two patrols, nine labels, explain three each, then swap.
Motor cutaway + pass the spent motor. Decode C6-5 together (req 4b).
Counselor
0:52–0:58
Launch simulator on the projector. Predict first, then press Launch. Add payload and watch T/W fall.
Counselor
0:58–1:03
Recovery simulator as a challenge: longest time aloft without shredding the chute.
Three Scouts try
1:03–1:08
Orbit simulator (req 4c): straight up with the same fuel still comes back down.
Counselor
1:08–1:13
Mission-control diagram (req 4d) + live telemetry packet across the room if ready.
Telemetry crew
1:13–1:15
Competition rules published. Gate closes Friday. Build it at home when it arrives. Release.
Counselor
The deck
Monday, September 28, 2026
Deck 2 — How Rockets Work
~20 min of slides + 20 min hands-on
Space Exploration Merit Badge · Night 2 of 7
How Rockets Work
Requirements 3 (parts) and 4 (principles of space flight)
Requirement 3 — name every part
Nine parts. The requirement says identify AND explain — so for each one you owe me what it does, not just what it's called.
Tap a part to read what it does.
Nine parts, requirement 3(a) through 3(i). Tap one.
3(f) Nose cone
Streamlined tip that cuts drag. Friction-fit so the ejection charge can pop it off — snug, but it must pull free by hand.
3(g) Payload
Whatever the rocket is carrying that isn't needed to fly: an altimeter, a camera, a raw egg. The reason the rocket exists.
3(h) Recovery system
Parachute or streamer, plus shock cord and wadding. Turns a falling rocket into a landing one.
3(a) Body tube
The airframe. Holds everything in line, carries flight loads, and sets the diameter that drives drag.
3(e) Launch lug
Small tube glued to the outside that slides over the launch rod. It keeps the rocket pointed straight until it's fast enough for the fins to work.
3(c) Fins
Move the center of pressure behind the center of gravity so the rocket weathercocks into stability instead of tumbling.
3(b) Engine mount
Inner tube, centering rings, and a retainer that hold the motor on the centerline and take the thrust into the airframe.
3(i) Rocket engine
Propellant grain, nozzle, delay charge, and ejection charge in one cardboard tube. C6-5 = C impulse, 6 N thrust, 5 s delay.
3(d) Igniter
Thin wire that glows hot when the controller closes the circuit, lighting the propellant. Also called a starter.
4a — Action and reaction
Newton's third law is the whole reason a rocket works in vacuum.
Demo: balloon on a string across the room. Air goes back, balloon goes forward.
The common wrong answer: 'the exhaust pushes against the air.' It does not. There is no air in space and rockets work better there.
The right answer: the engine throws mass backward, hard. The reaction throws the rocket forward. Push on the propellant, the propellant pushes on you.
Skateboard version: stand on a skateboard, throw a medicine ball. You move. That is a rocket.
Requirement 4 says 'discuss AND demonstrate.' The balloon is the demonstration. Do not skip it to save four minutes.
Fly it before you fly it
Same airframe every Scout is building. Change the motor and the payload and watch what happens to thrust-to-weight — the number that decides whether it goes straight up or corkscrews off the rod.
This is the moment everything else is preparation for. About a second and a half of thrust, and then it is on its own.AI-generated illustration
Launch: pad to apogee
Pick an airframe and a motor and watch the flight profile. Adding payload costs altitude twice over — more mass to lift, and less speed at burnout.
Ready
4b — How rocket engines work
Everything an engine does comes from one sentence: throw mass backwards, hard.
Burn propellant to make a large volume of very hot gas in a small space.
Let it out through one hole — the nozzle throat — so it leaves fast and in one direction.
The reaction to throwing that gas backwards is what pushes the rocket forward.
No air needed. Rockets work better in vacuum, because there is nothing pushing back on the exhaust.
A jet engine breathes air. A rocket carries its own oxidiser, which is why it works on the Moon and a jet does not.
4b — Inside the motor, and what C6-5 means
One cardboard tube does four jobs in sequence. Tap each stage — and notice that the two numbers in the motor code are two of those four jobs.
Four things happen inside one cardboard tube. Tap a stage.
1. Ignition The igniter glows red-hot inside the nozzle and lights the propellant grain from the bottom.
2. Thrust Propellant burns, gas accelerates through the nozzle throat, and the reaction pushes the rocket up. The 6 in C6-5 is the average thrust in newtons.
3. Delay Propellant is gone. The delay grain smoulders and makes tracking smoke while the rocket coasts to apogee. The 5 in C6-5 is these seconds.
4. Ejection The ejection charge fires forward, pressurises the body tube, and pops the nose cone off so the parachute comes out.
Why the delay number matters
The delay decides when the chute comes out. Drag it away from apogee in either direction and watch what happens to the rocket — and to your time aloft.
Ejection happened near apogee and the chute opened cleanly. From here it is a walk, not a search.AI-generated illustration
Recovery: apogee to landing
The ejection charge fires when the delay grain burns through. Too early and the rocket is still fast enough to shred the parachute; too late and it is already falling.
Ready
Predict your flight
Open the rocket calculator on the merit badge site, pick your airframe and motor, and write down your predicted apogee. That number goes on your competition card and you cannot change it after launch day starts.
How Do Satellites Get & Stay in Orbit? · SciShow Space open on YouTube ↗
Play through, ~4 min.
4c — Orbit is sideways, not up
Launch it yourself. Straight up and it falls straight back, no matter how much fuel you burn. The only thing that puts you in orbit is horizontal speed — about 7.8 km/s.
Ground to orbit
Orbit is not about height, it is about sideways speed. Go straight up and you fall straight back. The trick is turning that climb into a horizontal velocity of about 7.8 km/s before the fuel runs out.
Try one
Earth radius 6,371 km, μ = 398,600 km³/s². Thrust is modelled as a constant 30 m/s² along a simple gravity-turn program — real rockets throttle and stage.
4d — How the pictures get home
A camera on Mars is useless without the other five-sixths of the system. Tap any step: the top row is our rocket, and the same step on a planetary mission is underneath.
Inside a Deep Space Network dish during maintenance. Look for the people — this is what receives the signal from Mars.NASA/JPL-Caltech · public domain
Six steps get a number from a rocket to a laptop — and the same six get a photograph from Mars. Tap one.
1 Sense
Our rocket
GPS + barometer + IMU on the T-Beam
A planetary mission
Camera and instruments on the spacecraft
2 Turn into numbers
Our rocket
Altitude, lat/lon, speed → one comma-separated line
A planetary mission
Photons per pixel → brightness values
3 Packetise
Our rocket
Add a timestamp and a checksum so we can spot corruption
A planetary mission
Compress, then add error-correcting code
4 Transmit
Our rocket
LoRa at 915 MHz, about 1 km line-of-sight
A planetary mission
X-band to an orbiter, relayed to the Deep Space Network
5 Receive + log
Our rocket
Heltec board over USB writes a CSV on the laptop
A planetary mission
70 m dishes at Goldstone, Madrid, Canberra
6 Make it mean something
Our rocket
Plot altitude vs time, compare predicted to measured
A planetary mission
Numbers become an image, then a discovery
Before you leave
Pioneer card in the box (req 2). If it's not in the box, it isn't done.
Rocket kit on the table for inspection — sealed is fine, I just need to see it exists.
Predicted apogee written on your competition card and initialed by me.
Rocket BUILT and painted by Monday, October 19. Not the 26th. The 19th.
Competition rules are on the site tonight. Read them — the prize is not for flying highest.
1 / 12click the deck, then use ← →
← → move · N notes · Esc exit
Bring
One fully built Cosmic Cargo (yours) as the reference rocket
Two sets of nine part labels on cardstock with tape or clothespins
Balloon-on-a-string rig: fishing line, drinking straw, tape, long balloons — assembled BEFORE the meeting
At least two SPENT Estes motors (never a live one in a hand-to-hand demo)
Competition cards, pre-printed, one per Scout
Laptop + projector — the simulators carry most of this night
The T-Beam and Heltec pair, working, for the demo
The ordering checklist — who has ordered and who hasn't
Printed build instructions to take home, since building now happens at home
Scouts leave with
Order your kit and motors by Friday, October 2 if you haven't. This is the gate.
BUILD IT AT HOME when it arrives. Take your time, dry-fit everything, keep the fins straight.
Stuck or unsure? Bring it to the November 16 meeting — there's a help desk and I have spare parts.
Read the competition rules. The main prize is for the best prediction, not the highest flight.
Where this night fails. Building moved home to save meeting time, which means nobody is watching the fin alignment. Push the printed instructions hard, tell them to dry-fit before glue, and make the November 16 help desk sound genuinely welcoming rather than a last resort.
3Missions and BasesMonday, October 26, 2026 · 0:30–1:15 (45 min)
Objective. Cover requirements 5, 6 and 7 — the robotic-vs-crewed argument, one vehicle in detail, and a patrol base design.
Requirements covered
5a Voyager and Apollo clips, then a structured debate with two Scouts defending opposite sides.
5c Sample-return design folded into the base charrette — same thinking, smaller vehicle.
6 Shuttle clip (or ISS), then each Scout gives purpose, operation and components.
7a Charrette: energy source, quantity, and what happens at night.
7b Charrette: shipped, inflated, printed from regolith, or buried.
7c Charrette: air, water, food, waste, radiation — and what fails first.
7d Charrette pitch: why this base exists and who pays for it.
Run of show
Time
What happens
Who
0:30–0:34
Requirement 5 options. Steer most Scouts to 5a + 5c.
Counselor
0:34–0:41
Voyager clip and Apollo clip. Discovery, importance, what we learned.
Counselor
0:41–0:47
Orbit-to-Moon simulator: aim at where the Moon will be, not where it is.
Counselor
0:47–0:53
THE ARGUMENT — robotic vs crewed. Show of hands, two Scouts defend opposite sides.
Scouts
0:53–0:58
Shuttle or ISS (req 6). Each Scout owes purpose + operation + components.
Counselor
0:58–1:00
Moon base video. Cut it the second they start having ideas.
Counselor
1:00–1:11
Base design charrette on butcher paper. Visible timer.
Patrols
1:11–1:15
Three-minute pitches, then the build reminder for November 16.
Patrols
The deck
Monday, October 26, 2026
Deck 3 — Missions
~30 min of slides + discussion in a 45-min block
Space Exploration Merit Badge · Night 3 of 7
Missions
Requirements 5 and 6 — robotic vs crewed, and one vehicle in real detail
Requirement 5 — pick TWO
You only have to do two of these three. Most Scouts should take 5a and 5c.
Voyager, launched 1977, still transmitting from interstellar space with less computing power than a modern key fob.NASA/JPL-Caltech (artist's concept) · public domain
5a — Discuss one robotic mission and one historic crewed mission with me: discoveries, importance, what we learned.
5b — Build a blog, website, slide show, or scrapbook about a current planetary mission.
5c — Design a robotic sample-return mission to a planet, moon, comet, or asteroid, and show how it survives that environment.
5a we do tonight, out loud, as a group. 5c pairs naturally with the base design in requirement 7 — same thinking, smaller vehicle.
5a — A robotic mission: Voyager
Voyagers' Mission to the Outer Solar System (1977 Vintage Video) · NASA Jet Propulsion Laboratory open on YouTube ↗
You are in a 300 km orbit. One burn stretches that circle out to the Moon — but the Moon is moving at a kilometre a second, so you have to aim at where it will be in three days, not where it is now.
Orbit to the Moon
You are already in a 300 km circular orbit. One burn at the right moment stretches that circle until its far end reaches the Moon — and the Moon has to arrive at the same place at the same time.
Try one
Earth and Moon gravity both integrated. Moon at 384,400 km on a circular 27.3-day orbit. A real mission also has to plan the return.
Requirement 6 — pick ONE: shuttle or ISS
Columbia leaves Pad 39A. Two solid boosters and three main engines, burning together.NASA · public domain
How The Space Shuttle Worked | Full Documentary · Real Engineering open on YouTube ↗
Clip only — 4 min from the launch-sequence section. Do not start it at 0:00 and hope.
We could send ten robots to Mars for the price of one crewed landing. So why send people at all?
An Apollo crew at Kennedy Space Center, their Saturn V waiting on the pad behind them.NASA · public domain
Where you're steering it
There is no clean answer and Scouts should leave knowing that. Robots: cheap, patient, expendable, no lunch, decades of operation, no ride home needed. People: expensive, fragile, slow — and unmatched at improvising when something breaks in a way nobody planned for. Apollo 13 is the argument for people. Voyager is the argument against.
Requirement 7 — setting up the design problem
Twelve people have stood on another world. Nobody has ever stayed. Your patrol is going to design the place that lets them stay.
An Apollo 11 bootprint. No wind, no rain — it is still there.NASA · public domain
Vocabulary you will want: regolith (the dust and broken rock), ISRU (making what you need out of what is already there), radiation shielding, lava tube.
Lunar dust is glass-sharp and electrostatically clingy. It wrecked Apollo seals and suits in three days.
A lunar night is 14 Earth days long. Solar panels do not help you for two weeks.
Water ice sits in craters at the south pole that have not seen sunlight in two billion years. Water is drinking water, breathing oxygen, and rocket fuel.
That bootprint is still there. No wind, no rain, nothing to erase it.
Base design charrette
Patrols pick a location, then design a base and sell it in three minutes. Requirement 7 needs a drawing or model plus a plan for energy, construction, life support, and purpose. With a speaker: 15 minutes of design. Without: 30 minutes, and the drawings get genuinely good.
An Apollo 11 bootprint. No wind, no rain — it is still there.NASA · public domain
Moon — south pole (Shackleton rim)Near-permanent sunlight on the crater rim, permanently shadowed water ice a short drive away. Three days from home.
Mars — Jezero CraterAncient river delta, thin CO₂ atmosphere you can make rocket fuel from. Eight months from help.
TitanThick atmosphere, liquid methane lakes, −290 °F. The air is thick enough that you could strap on wings and fly.
EuropaA liquid ocean under the ice. Also lethal radiation from Jupiter — you live under the ice or you don't live.
Near-Earth asteroidAlmost no gravity. Everything has to be anchored, including the Scouts.
Venus — cloud deck at 50 kmEarthlike pressure and temperature at altitude. Sulfuric acid rain. Your base is a blimp.
7a — Source of energy. Solar, nuclear, or something local. Say how much, and say what happens at night.
7b — How it gets constructed. Shipped whole, inflated, 3D-printed from local dirt, or buried?
7c — Life support. Air, water, food, waste, radiation — and what fails first.
7d — Purpose and function. Why does this base exist, and who is paying for it?
Before you leave
Kits should have arrived by now. If yours hasn't, tell me tonight, not on November 2.
Next Monday, November 2, is BUILD NIGHT. Bring your kit, your motors, and anything you want to paint it with.
Do not build it at home first. Build night is more fun and your fins will be straighter.
Requirement 8 career research — keep chipping at it. We'll collect them on November 23.
1 / 10click the deck, then use ← →
← → move · N notes · Esc exit
Bring
Projector, deck loaded
Whiteboard for the robotic-vs-crewed tally
Butcher paper or flip-chart pad, one sheet per patrol, plus markers and a visible timer
Printed location cards (six of them) and the requirement 7 subsystem prompts
The kit-arrival checklist — last chance to catch a missing kit with time to fix it
Two spare Cosmic Cargo kits in the car
Scouts leave with
Rocket built and painted at home, ready for inspection on November 16.
Not built yet, or it went wrong? Bring it on November 16 — the help desk is open all night.
Anyone taking 5b: your site or scrapbook is due November 16.
Keep working requirement 8.
Where this night fails. This is the fullest night of the five and the charrette is the first thing that will get squeezed. If you are behind at 0:58, cut the requirement 6 video and keep the charrette — requirement 7 needs a drawing, and there is no other night to make one.
4Mission Control and Flight ReadinessMonday, November 16, 2026 · 0:30–1:15 (45 min)
Objective. Assign the range crew and rehearse the countdown, inspect every rocket, seal every prediction, and run the build help desk for anyone who needs it.
Requirements covered
3 Safety code compliance verified individually, plus the build help desk for unfinished rockets.
4 Sealed prediction using their own measured mass — requirement 4 applied to their own vehicle.
8 If a guest speaker lands on this night, their career path is live requirement-8 material.
Run of show
Time
What happens
Who
0:30–0:34
Frame it as a real Flight Readiness Review. Go / no-go, and what no-go means.
Counselor
0:34–0:44
Mission control: assign the eight range positions by name, then run the countdown clock at 10× with call-and-response.
Everyone
0:44–0:58
Rocket inspections against the GO/NO-GO standard. Build help desk runs in parallel at a side table.
Counselor + station lead
0:58–1:06
Prediction sealing. Simulator with their real measured mass, written, initialled, into the envelope.
Scouts
1:06–1:11
Safety readback on your feet. Three random rules each, thirty seconds per Scout.
Everyone
1:11–1:15
Permission slips counted against the roster. Weather call plan, packing list, range opens 8:30.
Counselor
If a guest speaker lands on this night
A speaker needs 20–30 minutes and this block is 45, so something has to give. Move the countdown rehearsal to the first 15 minutes of launch day itself — it works there, just with more wind. Never cut the inspections or the safety readback.
Time
What happens
Who
0:30–0:32
Scout introduces the guest. Practised, 30 seconds.
Introducer
0:32–0:56
Guest speaker + Q&A. Three primed questioners go first so the silence never happens.
Guest
0:56–1:08
Rocket inspections and the build help desk, running together.
Counselor
1:08–1:13
Prediction sealing.
Scouts
1:13–1:15
Permission slips, packing list, and crew positions handed out on paper to read before Saturday.
Counselor
The deck
Monday, November 16, 2026
Deck 4 — Mission Control and Flight Readiness
~15 min of slides, 30 min of crew assignments, inspections and predictions
Space Exploration Merit Badge · Night 4 of 5
Mission Control
Take a station, learn the calls, pass flight readiness. Five days to launch.
You are not spectators — you are the range crew
Eight positions, real callsigns, and a countdown that nobody gets to skip. Pick your station tonight and practise the calls, because on Saturday the count runs for real.
Mission control, Troop 308 edition. Laptop, ground radio, flight cards, binoculars, stopwatch — that is the whole range.AI-generated illustration
Eight positions. At 6–10 Scouts everybody has one, and they rotate every flight so nobody spends the
morning holding a clipboard. Callsigns are used on the range and nowhere else — that is exactly what
makes them work.
FLIGHT
Flight Director
Counselor, or a Life/Eagle Scout who has done this before
Runs the countdown, polls the room, and is the only voice that can say launch or scrub. Everyone else reports to Flight.
Holds: The countdown card and the launch key.
RSO
Range Safety Officer
A registered adult — always an adult, no exceptions
Inspects every rocket before it goes to the pad, owns the safety perimeter, and can stop a countdown at any point without giving a reason.
Holds: The inspection cards and a whistle.
PAD
Pad Manager
Older Scout
Loads the rocket, connects the igniter clips, confirms continuity, and calls the pad clear. Last person to step back from the rail.
Holds: The launch controller and the safety key.
WEATHER
Weather Officer
Any Scout
Reads wind speed and direction before every flight, watches for the gust that arrives during the count, and calls the wind hold.
Holds: Wind meter or a ribbon on a stick, and the wind log.
TELEMETRY
Telemetry Officer
Telemetry crew Scout
Confirms the ground station has GPS lock and is receiving packets, then confirms the log is recording. On capstone flights this is a real go/no-go item.
Holds: The laptop and the ground radio.
RECOVERY
Recovery Officer
Two Scouts, one with binoculars
Tracks the rocket through the whole flight, calls the landing bearing, and leads the walk-out. Nobody moves downrange until Recovery is released by Flight.
Holds: Binoculars and the recovery log.
TIMER
Timing Officer
Two adults, timing independently
Starts on liftoff, stops on touchdown. The two times are averaged — that average is the Time Aloft score.
Holds: Two stopwatches.
PAO
Public Affairs
Any Scout who wants the mic
Announces each flight to the crowd — Scout's name, rocket name, motor, and predicted altitude — then reads the measured result after recovery.
Holds: The flight cards and a loud voice.
T−10:00
Hold
Go / no-go poll
Flight calls each station by name. Each answers GO or NO-GO. One NO-GO stops the count — and any Scout may call it without having to explain first.
Poll not started.
T−10:00FLIGHT“Flight crew, we are at T minus ten minutes. Positions.”Everyone goes to their station. Talking stops.
T−8:00RSO“RSO has the rocket. Inspection in progress.”Fins, lug, shock cord, chute, nose cone fit. RSO signs the flight card or sends it back.
T−6:00PAD“Pad is loading. Rail is clear.”Rocket on the rail, motor installed, igniter in and taped.
T−4:00PAO“Flight 7, Scout Reyes, rocket 'Half Dome', C6-5, predicted 980 feet.”Read from the flight card so the crowd knows what they're watching.
T−3:00FLIGHT“Go/no-go poll. Weather?”This is the moment the whole thing turns into a real launch. See the poll below.
T−2:00PAD“Continuity check — we have continuity. Stepping back.”Controller shows the igniter circuit is live. Pad Manager walks back behind the line.
T−1:00RSO“Range is HOT. Everyone behind the cones.”RSO physically looks at every person and confirms.
T−0:30FLIGHT“Arming. Key is in.”Safety key inserted. The light comes on. Nobody moves.
T−0:10ALL“Ten… nine… eight…”The whole crowd counts. This is the part they came for.
T−0:03FLIGHT“Three, two, one, ignition.”Button pressed on 'ignition', not after it.
T+0:00TIMER“Liftoff — timers running.”Both stopwatches start on visible motion, not on the button.
T+0:08RECOVERY“Apogee. Ejection — good chute.”Or 'no chute, ballistic' — which is a call everyone needs to hear immediately.
T+0:45RECOVERY“Touchdown, bearing about 200, roughly 300 feet out.”Bearing and distance while the memory is fresh.
T+1:00FLIGHT“Range is COLD. Recovery, you are released.”ONLY now does anyone walk downrange.
T+3:00PAO“Measured altitude 1,012 feet. Predicted 980. Error 3.2 percent.”Read it out. The Prediction Cup lives or dies on this number.
One card per flight, filled in before the rocket leaves the table. Print a stack of them. The card is what
the RSO signs, what PAO reads out, and what the score gets written on — so it is also the paper trail
for requirement 3.
TROOP 308 · FLIGHT CARDFlight No. ____
AFTER THE FLIGHT
Print one per Scout per flight, plus spares. Two flights each means at least 20 cards for a troop of ten.
Build help desk — open all night
Your rocket should be built by now. If it is not, or something went wrong, this is the table to come to.
Fins crooked and already glued? Bring it. Usually fixable, occasionally not — far better to know tonight than Saturday morning.
Never started? Come to the side table and we will build it here. About 40 minutes, and I have spare kits.
Nose cone too tight or too loose? Two minutes with sandpaper or a wrap of tape.
Missing a part? Tell me tonight. I have spares of everything small.
No judgement and no lecture. A Scout who turns up with an unbuilt kit and asks for help has done exactly the right thing.
The inspection standard
GO
Fins straight, secure, no gaps at the root
Launch lug parallel and clear, slides freely on a spare rod
Shock cord anchored and undamaged
Chute unfolds cleanly when shaken out
Nose cone snug, pulls free with one hand
Mass measured and written on the card
NO-GO — fix by Friday
Any fin that moves under thumb pressure
Lug that binds on the rod
Frayed or brittle shock cord
Chute folded tight or stuck together with paint
Nose cone so tight it needs two hands, or so loose it falls out
No motors purchased
A NO-GO tonight is not a failure. It is five days of warning, which is the entire reason we do this on the 16th and not on the field.
Seal your prediction
Open the altitude simulator, enter YOUR measured mass — not the box spec — pick your motor, and write the predicted apogee on your competition card. I initial it. It cannot change after tonight.
I pick three rules from the NAR Model Rocket Safety Code at random. You tell me what they are. Everybody does this.
Minimum safety distance from the pad, and who is allowed inside it
The misfire rule — how long you wait, and who approaches the pad
What conditions stop a launch: wind, dry grass, low cloud, people downrange
Launch angle — how far from vertical is allowed, and why never toward people
Recovery — what you do if it lands in a tree, on a road, or on the other side of a fence
Can't answer? You get the printout and you answer me on the field Saturday before you fly. Nobody is embarrassed, and nobody flies unbriefed.
Saturday, November 21
Range opens 8:30. Craftsmanship judging happens before anything flies, so arrive with it finished.
Bring: your rocket, your motors, closed-toe shoes, hat, water, sunscreen, a folding chair.
Weather call goes out Friday night. Backup is Saturday November 28, second backup December 5.
Permission slips due tonight. No slip, no launch — this one I cannot bend.
Requirement 8 career research: bring it on November 23, not Saturday. Saturday we fly.
1 / 7click the deck, then use ← →
← → move · N notes · Esc exit
Bring
The GO / NO-GO standard printed large, plus one copy per Scout
A spare launch rod for testing that each launch lug slides freely
Kitchen scale that reads to 1 gram, for anyone who hasn't weighed their rocket
Laptops or one projector for the simulator, run one Scout at a time
Competition cards, an envelope to seal them in, and a pen that writes
Permission slips and the roster to check them against
Printed flight cards and the crew position list, one set per Scout
Side table with glue, sandpaper, spare shock cord, spare parts and two spare kits for the help desk
Scouts leave with
Fix anything on your no-go list by Friday. Text me a photo if you want it checked early.
Learn your crew position and its calls. Saturday runs on the countdown card.
Saturday November 21, range opens 8:30. Rocket, motors, closed-toe shoes, hat, water, chair.
Requirement 8 career research — due November 23.
Where this night fails. Two things run at once tonight — inspections and the help desk — so you need a second adult or a capable older Scout. Trying to do both yourself is how the safety readback gets skipped, and that is the one item that cannot be skipped.
5Post-Flight DebriefMonday, November 23, 2026 · 0:30–1:15 (45 min)
Objective. Analyse predicted vs measured as a group, hear the telemetry crew's flight report, give out the awards, and sign the blue cards before anyone leaves for Thanksgiving.
Requirements covered
4 Predicted vs measured across every Scout — requirement 4 tested against real data from their own rocket.
5 Any remaining 5b projects presented and discussed.
Whiteboard every Scout's predicted, measured and percent error. Ask the four questions. Let them find the pattern.
Counselor + Scouts
0:42–0:52
Telemetry crew presents the flight data on the projector with the real CSV open.
Telemetry crew
0:52–0:58
Anomaly write-ups read aloud. The Anomaly Award should get the biggest laugh and the most respect.
Scouts
0:58–1:05
Awards: Prediction Cup, Max Altitude, Time Aloft, Mission Accomplished, Recovery, Craftsmanship, Anomaly.
Counselor
1:05–1:13
Requirement 8 career conversations one-on-one while others finish write-ups. Blue cards signed at the table.
Counselor
1:13–1:15
Close. What we'd fly next, and who wants to do it again in the spring.
Counselor
The deck
Monday, November 23, 2026
Deck 7 — Post-Flight Debrief
~15 min of slides + 30 min of analysis, awards, and sign-off
Space Exploration Merit Badge · Night 7 of 7
What the Data Said
Predicted vs measured, the awards, and badge sign-off
Predicted vs measured — the whole point
Put every Scout's numbers on the whiteboard: predicted, measured, percent error. All of them, together.
Almost everyone will have flown LOWER than predicted. That is normal and it is the lesson.
Why: drag is always worse than the model thinks. Paint adds mass. Wind costs altitude. The rod tips you off vertical. Every one of those is real engineering.
Ask: whose was closest, and what did they do differently? Usually they weighed their actual rocket instead of trusting the box.
Ask: if you flew again tomorrow, what one number would you change in your prediction?
A model that is consistently 15% high is not a broken model — it is a model with a known bias you can correct for. That sentence is most of what flight test engineering is.
Telemetry crew — what the rocket told us
Crew presents the flight data to the troop. Ten minutes, on the projector, with the actual CSV open.
The altitude trace: boost, burnout, coast, apogee, ejection, descent. Point at each one on the plot.
GPS track of where it actually went versus where we aimed.
Compare the telemetry apogee to the Estes altimeter and to the simulator. Three numbers, three methods — which do you trust and why?
What broke, what we'd change, and what we'd fly next.
This presentation is the Engineering badge's 'compare predicted vs actual' requirement and the Aviation badge's flight-data discussion, done for real. Get the crew to say so out loud.
Awards and sign-off
Prediction Cup — lowest percent error. Read the top three numbers out loud.
Mission Accomplished — declared an objective, flew it, stated the result with a number and a unit.
Recovery Award — both flights recovered, rocket still flight-worthy.
Craftsmanship — judged pre-flight by a non-parent.
The Anomaly Award — best written explanation of why a flight went wrong. Read it aloud. It should get the biggest laugh and the most respect.
Requirement 8 career discussions, one-on-one, while others finish write-ups.
Blue cards signed. Tonight. On a table, with the paperwork, in the light.
1 / 4click the deck, then use ← →
← → move · N notes · Esc exit
Bring
Whiteboard, wide, for the full predicted/measured/error table
The altimeter readings, stopwatch times, and the sealed prediction envelope
Laptop + projector with the telemetry CSV and a plot ready
Award certificates — print them, they cost nothing and Scouts keep them
BLUE CARDS, pre-filled except for the signature, one per Scout
The requirement 8 discussion prompts, so each conversation takes three minutes not ten
Scouts leave with
Nothing. The badge is done.
Where this night fails. The most common way a merit badge dies is a counselor meaning to do the paperwork later. Pre-fill the blue cards, bring them, and sign them in the room. Thanksgiving is the perfect deadline — nobody wants a loose end going into a holiday.
The Telemetry Rocket as a group project
Running the Telemetry Rocket capstone as a group is the right call — it is much better as a crew project than as a solo one, because a real mission has a flight software person and a ground station person and they have to talk to each other. But be clear-eyed about the arithmetic before you promise it to the Scouts.
Even seven Mondays cannot contain this project.
The capstone as scoped is eight 90-minute sessions plus a launch day — about 14 hours. Seven 45-minute Monday blocks is 5 hours 15 minutes, and every one of those minutes is committed to requirements 1 through 8, a build night, and a flight readiness review. There is also a practical problem: firmware debugging in 45-minute chunks is miserable. Half the block goes to laptops booting and cables being found, and you stop right when the crew has momentum.
So: the badge runs on Monday nights, and the telemetry build runs as three Saturday-morning crew sessions where three uninterrupted hours actually let people finish a thought. Mondays carry short checkpoints — enough to keep the whole troop bought in and to show the crew's progress to Scouts who aren't on the build. What the extended calendar does buy the crew is better spacing: five weeks between sessions 2 and 3, and session 3 landing exactly one week before launch instead of the night before.
Crew roles
Role
Size
Owns
Build stages
Also earns
Flight Software
2 Scouts
T-Beam firmware. Read GPS and sensors, build the telemetry packet, transmit over LoRa.
Stages 1–3 of the six-stage build
AI 6, AI 7a, Programming 5a
Ground Station
2 Scouts
Heltec receiver firmware and the laptop side. Parse packets, log clean CSV, don't drop data.
Stages 4–5
AI 6, Programming 5b
Payload Integration
2 Scouts
The sled, the battery, the mounting, the mass and CG budget. Makes the electronics survive 15 g and land intact.
Runs parallel to 1–5
Engineering 3, Engineering 5
Mission Ops & Data
2–4 Scouts
Prediction sheet, flight cards, range calls on launch day, and the post-flight analysis that compares predicted to measured.
Stage 6
Engineering 4, Aviation 1e, Aviation 1h
Rotate one Scout between Flight Software and Ground Station halfway through. The bug that teaches the most is always at the interface between the two — the packet one side sends and the other side can't parse. Manufacture that moment on purpose.
Assign crew roles and write them on a whiteboard that stays up.
Unbox both T-Beams. One is the BENCH unit and never flies. One is the FLIGHT unit and never gets experimented on. Label them with tape, today.
Toolchain: everyone installs the IDE and blinks an LED on the bench unit. Nobody moves on until every laptop in the room has compiled and flashed something.
Stage 1: read GPS and sensor values, print to serial. AI-assisted, counselor in the room, every prompt logged.
Gotcha. Budget half this session for laptop and driver problems. It is always the drivers. Have two known-good USB-C cables — data cables, not charge-only.
Crew session 2 — Getting a packet across the roomSaturday, October 17 · 3 hours
Stage 2: package the readings into one comma-separated line. Decide the fields as a crew and write the format on the whiteboard — this is the interface contract.
Stage 3 and 4: LoRa transmit on the T-Beam, receive on the Heltec. This is the moment the project becomes real.
Stage 5: log to CSV on the laptop. Open it in a spreadsheet before anybody goes home.
Range test: walk the T-Beam a quarter mile down the road and confirm packets still arrive. Note where they stop.
Gotcha. The interface bug will happen here. Let it. Then have the two crews debug it together at the whiteboard instead of fixing it for them.
Crew session 3 — Integration and flight readinessSaturday, November 14 · 3 hours
Build the Lil' Spite airframe, or finish it if the counselor started it. Two hours of assembly, so pre-build it if the schedule is tight.
Payload integration: sled, battery, mounting. Weigh everything. Find the CG with a string and mark it.
Re-run the simulator with the REAL loaded mass. Pick the motor delay deliberately — this is the decision that E16-4 vs E16-6 comes down to.
Shake test: tape it up, shake it hard, see what falls off. Whatever falls off on the bench would have fallen off at 15 g.
Full dress rehearsal: power up, acquire GPS lock, transmit, receive, log — in the sequence and with the timing you'll use on the field.
Gotcha. GPS lock takes minutes from cold, outdoors, with sky view. Practice the countdown with a real lock time or you'll be standing at the pad watching a blinking LED with ten Scouts waiting.
What shows up on Monday nights
Meeting 1 · 5 min — Recruit the crew. Show the T-Beam and the Heltec, explain that this rocket carries a payload that talks to a laptop, and take names. Announce the September 19 crew session.
Meeting 2 · 5 min — Live packet demo across the meeting room. One Scout holds the T-Beam at the back wall, the CSV fills up on the projector. This is the payoff for requirement 4d.
Meeting 4 · informal — Build night. The crew builds the Lil' Spite airframe at a fifth station while everyone else builds their own — same room, same night, visibly bigger rocket. Great recruiting for anyone who passed the first time.
Meeting 6 · 5 min — Crew briefs the troop at the Flight Readiness Review: packet format, range-test result, measured payload mass, and which motor delay they picked and why. Three Scouts, three minutes.
Meeting 7 · 10 min — Flight report at the debrief. Altitude trace, GPS track, and the three-way comparison of telemetry vs altimeter vs simulator. This is the crew's deliverable and it should feel like one.
Because it's a group project, the crew roles do double duty: the same build satisfies the Artificial Intelligence badge's project requirement, gives Programming a two-environment req 5, feeds Engineering a full design cycle, and hands Aviation real flight data. Scouts on the crew should know that going in — it changes how seriously they keep their prompt logs and their notebooks.
Honest risk. The most likely failure mode is not the code. It is that three Saturdays in the fall compete with soccer, band, and campouts, and the crew shows up half-strength. Fix it by naming a primary and a backup for every role at session 1, and by making the bench unit available to take home between sessions.
The flight-readiness gate
Scouts buy their own kit, so the ordering step becomes leverage. Four gates, all mapped to real badge requirements, all clearable in the five weeks after Meeting 1. Gate closes Friday, October 2 — which leaves a full month of margin before build night on November 2. The later launch date bought that margin; the point of spending it here is that families order at very different speeds.
1 Show up for requirement 1
Attend Meeting 1, or catch up one-on-one with me on requirement 1a–d. This is the free one — it just means you're actually in the program.
Req 1a–d
2 Turn in your space pioneer card
Front picture, back information: who they were, what they did, why it mattered, one surprising thing. Hand-drawn scores the same as printed. Due at Meeting 2 on September 28. Early is fine, and early gets you your kit sooner.
Req 2
3 Pass the safety code quiz — 8 of 10
Ten questions straight out of the NAR Model Rocket Safety Code: materials, motors, ignition system, misfires, launch safety distance, flight conditions, recovery, and never approaching a rocket that hasn't launched. Open-book, unlimited retakes, but you pass it before you own a rocket.
Req 3 (safety code compliance)
4 Signed order form with the real number on it
A parent signs a form that shows the actual cost — kit, motors, starters, wadding — and you write down your declared mission objective for launch #2. Requirement 3 says the second launch has to accomplish a specific objective; deciding it now is how it stops being an afterthought on the field.
Req 3 (second launch objective)
Declared mission objectives that actually work
Requirement 3 wants the second launch to accomplish a specific objective. These all produce a number:
Fly the same rocket on a bigger motor and measure how much higher it actually goes versus my prediction.
Add nose weight and show whether it flies straighter or just lower.
Carry a payload of a measured mass and record the altitude penalty per gram.
Swap the parachute for a streamer and measure the difference in descent time and drift distance.
Launch at a 10° angle into the wind and measure how far downwind it actually lands.
Repeat the exact same flight and show how much two identical launches differ.
Every one of these objectives produces a number, which is what makes it a real objective and not just 'launch it again.' A Scout who can state their objective in one sentence with a unit in it has understood requirement 3 better than one who flew twice.
What to order
Three separate orders with three separate owners. Prices checked against estesrockets.com and vendor listings in August 2026 — re-check at checkout, they move.
Every row has a buy link. Amazon first because most families already have an account and Prime shipping is the difference between a kit arriving before build night and not. Where a specific listing was verified, the link goes straight to it; otherwise it is an Amazon search that will always resolve even after a listing changes. The manufacturer link next to it is the authority on specs and the fallback when Amazon is out of stock — Estes ships direct and their education store sometimes has bulk pricing Amazon does not. Nothing here is an affiliate link.
What each Scout buysOrder by Friday, October 2, 2026
One airframe for everybody. Same kit, same motor class, so the competition measures thinking instead of budget. The Cosmic Cargo is the pick because it is beginner-level, needs no glue, and — the part that matters — has a real payload bay, which makes requirement 3(g) something the Scout can point at instead of imagine.
Item
Why / what it is
Qty
Price
Buy
Estes Cosmic Cargo rocket kit
Skill level: beginner. 16.7 in long, 0.98 in dia, 1.27 oz. 12 in parachute. No glue needed. Payload bay.
Buy the kit and both motor packs in one order. Split shipments are how a Scout ends up with a rocket and no motors on build night.
Starters are included with the engines. Extra starters are a good $6 of insurance.
Scouts also need: white glue or plastic cement for the fins if they want a stronger build, sandpaper, and spray paint. Most families already have these.
Troop / counselor — order this by Monday, August 17Must ship before Meeting 1 on August 31
Counselor
This is the order with the schedule risk. The pad and the altimeter need to be physically on the table at Meeting 1, and the altimeter is what scores the competition — it is the reason the whole thing is an engineering contest.
Item
Why / what it is
Qty
Price
Buy
Estes Porta-Pad II + Electron Beam controller
1/8 in rod, blast deflector, 17 ft cable, safety key, adjustable to 30° from vertical. Handles every Scout rocket in this series.
Strongly recommended now that Max Altitude is a scored award — halves the swap time between flights and is your spare when the first one walks off in a pocket.
Print the requirement 3 part names on cardstock and laminate. Reusable every year — this is the drill that makes 3(a–i) stick.
2 sets
~$10
Two stopwatches
Required for the Time Aloft award. Two adults time independently and the results get averaged — one timer turns every close call into an argument. Phones work.
Fire extinguisher or water bucket, first aid kit, orange cones, a bullhorn or a loud voice, and a folding table.
—
on hand
Total
≈ $210–$255
Verify the Estes altimeter actually fits the Cosmic Cargo's 0.98 in payload bay the day it arrives, and definitely before build night. If it doesn't, you fly the altimeter in your own reference rocket and score by matched flights instead. Check this the day it arrives, not the week of the launch.
The Porta-Pad II uses a 1/8 in rod. It will NOT fly the telemetry rocket — see the next order.
The big rocket — telemetry capstone hardware (group build)Order by Fri Aug 28 — the electronics have to be in hand for crew session 1 on Sep 19
Counselor orders; crew builds; adult flies
This is the Lil' Spite build from the capstone page, scoped for a crew instead of one Scout. Be blunt about what the airframe is: 4 ft 4 in, rated intermediate, boxed for ages 18+, about two hours of assembly. Scouts build the payload, write the firmware, and run the ground station; an adult does the motor prep and presses the button. Quantities below assume a group — the single biggest change from the original one-Scout bill of materials is a second T-Beam so there is a bench unit that never flies and a flight unit that never gets experimented on.
Item
Why / what it is
Qty
Price
Buy
Estes Pro Series II Lil' Spite
51.8 in long, 2.0 in dia, 10.3 oz (292 g) dry. Plywood fins, 29 mm mount, 18 in ripstop chute. ~1,200 ft on black powder.
THE ONE-PAD OPTION. Fits the Porta-Pad II you already have, and the Lil’ Spite’s 1/4 in lug slides onto it. Buy this instead of the PSII pad below if you want a single pad — see the notes for the stiffness caveat.
OPTIONAL if you buy the 3/16 in Maxi rod above; buy this if you want a dedicated mid-power pad or the thinner rod flexes. Ships with a two-piece 1/4 in × 60 in steel rod, which is what this rocket needs. The Porta-Pad II is 1/8 in and cannot fly it.
ESP32-S3 + LoRa SX1262 + GPS + onboard sensors. BUY TWO: one bench unit the crew experiments on and takes home, one flight unit nobody touches. Street price swings $40–$52 and it goes out of stock — buy early.
USB ground receivers — two so the ground-station pair can both develop. Note V4 now exists; buy V3 specifically or your pin mapping and half the example code won't match.
Foam, zip ties, and a 3D-printed or cardboard sled. Weigh the finished payload — around 120 g — and re-run the simulator with that real mass before picking a motor delay.
—
~$15
USB-C data cables
Not charge-only cables. This wastes an hour of crew session 1 every single time. Buy three known-good ones.
18650 Li-ion cells ×3 — NOT INCLUDED with the T-Beam
The T-Beam Supreme has an 18650 holder but ships with no cell. Without one it runs on USB only and loses GPS hot-start, so a cold lock at the pad takes minutes. Buy button-top protected cells — flat-top cells rattle loose in the holder under boost. Three: flight, bench, spare.
CAN ONE PAD FLY BOTH ROCKETS? Yes, but not the way round you would expect — and not with the Pro Series II pad. Lug and rod only fit one direction: a big lug slides onto a thin rod with some slop, but a thin lug will never go onto a fat rod. The Cosmic Cargo’s lug is 1/8 in, so it can NEVER fly on the PSII pad’s 1/4 in rod. Going the other way works: keep the Porta-Pad II, buy the 3/16 in Maxi rod Estes sells for it, and the Lil’ Spite’s 1/4 in lug will slide onto that 3/16 in rod. One pad, two rod sizes, swap between them. That saves you about $65.
The honest caveat on the one-pad route: rod diameter is not just about fit, it is about stiffness. A 60 in 3/16 in rod carrying a 400 g rocket will flex more than the 1/4 in rod Estes specifies for the Lil’ Spite, and rod whip at the moment of liftoff sends a rocket off-heading. Watch the first launch closely. If the rod visibly bends or the rocket leaves the pad crooked, stop and buy the PSII pad before flying it again. Two pads is still the better answer if the budget allows — not for fit, but because two pads means two rockets prepped at once, which is what gets ten Scouts through two flights each before lunch.
HOW HIGH DOES THE CAPSTONE ROCKET GO? Lower than you would expect once it is loaded. Unloaded on F15-6 it is about 1,120 ft. With the ~120 g telemetry payload aboard: F15-6 about 820 ft, E16-6 about 500 ft, E12-4 about 350 ft. Recommendation: fly E16-6 with the full payload, for roughly 500 ft. High enough to be a real flight, low enough to keep it in sight, in the field, and recoverable on foot. Check it yourself in the launch simulator — pick the Lil' Spite airframe and drag the payload slider.
One caveat on going lower still: the NAR minimum site dimension is set by motor impulse class, not by how high you actually fly. An E motor needs 1,000 ft of field whether it reaches 500 ft or 1,500 ft. Only dropping to a D shrinks that to 500 ft — and with the payload aboard a D leaves thrust-to-weight too low to be safe. So fly E16-6, take the lower altitude, and still book the big field.
The badge page previously estimated $167–$170 for the core setup. That number is stale even for one Scout — it leaves out the PSII pad, the retainer, the battery, and the payload sled. For a crew build with a spare board set, budget $400.
The bench-unit / flight-unit split is the most valuable $50 in this order. Without it, the crew will be debugging on the article that has to fly, and someone will brick it the week before launch.
Delay selection is a real decision, not a typo: Estes recommends -6 for this kit empty, and -4 is the right call once you add 60–100 g of payload. Run both through the simulator with the real mass and pick deliberately.
The F15 flights need a 1,000 ft minimum launch site dimension. That single line is why the launch site conversation starts in August.
The Troop 308 Prediction Cup
The prize is not for flying highest. It's for knowing how high you'll fly.
An altitude contest rewards whoever bought the biggest motor. A prediction contest rewards whoever thought hardest. Every Scout flies the same airframe from the same pad, so the only variable left is how well they modeled their own rocket — which is exactly what requirement 4 is trying to teach. It also means the youngest Scout can beat the oldest, and does, about a third of the time.
Award
Scored on
Measured with
Type
Prediction Cup
Lowest percent error between the sealed prediction and the altimeter reading on flight 2.
Altimeter + sealed card
Primary award
Max Altitude
Highest measured apogee. Everyone flies the same airframe and the same motor class, so this is a build-quality contest — straight fins, light paint, clean finish — not a spending contest.
Estes altimeter
Measured
Time Aloft
Longest time from liftoff to touchdown. Rewards getting ejection right at apogee and picking the right recovery device. Timed by two adults with stopwatches; the two times get averaged.
Two stopwatches, averaged
Measured
Mission Accomplished
Declared a specific objective at the gate, flew it, and can state the result with a number and a unit.
Competition card
Judged
Recovery Award
Both flights recovered, rocket still flight-worthy at the end of the day. Rewards the boring virtues that actually win engineering programs.
Post-flight inspection
Judged
Craftsmanship
Judged before the first launch by a non-parent: fin alignment, finish, and originality of paint scheme.
Non-parent judge
Judged pre-flight
The Anomaly Award
Best written explanation of why a flight went wrong. Deliberately the most fun award to win.
Written on the field
Honorary
The trade-off is the lesson. Max Altitude and Time Aloft pull in opposite directions, and that is the point. Altitude wants a light rocket and a streamer that drops fast; Time Aloft wants a big parachute that then drifts halfway across the field and threatens the Recovery Award. No single build wins all three, so every Scout has to decide what they are optimising for and defend it. That trade is the most grown-up engineering conversation available on a Saturday morning, and the recovery simulator in Deck 2 lets them explore it three weeks before they have to commit.
Gear this needs. The measured awards need equipment: the Estes altimeter for the Prediction Cup and Max Altitude, and two stopwatches for Time Aloft. Two adults time independently and the results get averaged — one stopwatch and one timer means every close call becomes an argument. Phones work as stopwatches. A second altimeter is worth the $44 at ten Scouts: it halves the swap time between flights and it is your spare when the first one walks off in someone's pocket.
Guest speaker options
Ranked by what a Scout actually gets out of it, not by title. The slot is Monday, November 9, and it is now a dedicated speaker night — so a guest no longer costs you a requirement, and a cancellation no longer wrecks the evening. By November the Scouts have built rockets and can ask real questions instead of 'have you met an astronaut.' Send the asks by August 21 anyway: a university lab needs four to six weeks, a military public affairs office needs six to eight, and the good ones book out.
1 Cal Poly CubeSat Laboratory / PolySat 4–6 weeks. Academic calendar matters — early November is mid-quarter at Cal Poly and workable, but it is also close to finals prep, so ask early.
Cal Poly San Luis Obispo, Aerospace Engineering · ~10 minutes from the meeting site
What they are. Student-run satellite lab. Cal Poly co-invented the CubeSat standard with Stanford in 1999, and the lab has flown real spacecraft that launched from Vandenberg.
Why them. The single best fit. They have a dedicated education and outreach team that explicitly wants to visit local schools, the students are close enough in age that Scouts actually talk to them, and a flight-spare CubeSat you can hold is more persuasive than any slide. Ask them to bring hardware.
The ask
30 minutes: 15 on what a CubeSat is and what theirs did, 10 of hardware passed around, 5 of Q&A.
Contact
cubesat@calpoly.edu · (805) 756-5087
Lead time
4–6 weeks. Academic calendar matters — early November is mid-quarter at Cal Poly and workable, but it is also close to finals prep, so ask early.
2 Cal Poly Space Systems (CPSS) 3–4 weeks. Students respond faster than departments.
Cal Poly student rocketry club · ~10 minutes
What they are. Student high-power rocketry club. Members design, build, and fly their own rockets and earn Tripoli certifications. Everything they fly is student-built.
Why them. The closest thing to a peer group the Scouts have. These are 19-year-olds doing at scale exactly what the troop is doing in miniature, and a college student holding a 10-foot airframe is a very effective argument for staying in engineering. Also the best possible source of a launch-day mentor.
The ask
20 minutes plus bring one airframe. Or better — ask if a member will come to the November 21 launch as a range mentor.
Contact
cpss@calpoly.edu
Lead time
3–4 weeks. Students respond faster than departments.
3 Vandenberg Space Force Base — Public Affairs 6–8 weeks, and confirm again the week of. Mission tempo trumps outreach.
U.S. Space Force, Space Launch Delta 30 · ~1 hour drive; they run a community speaker series off-base
What they are. Vandenberg already takes a 'Mission Update' speaker series out into Central Coast communities. Speaker requests go through the base Public Affairs Office.
Why them. It is the launch site the Scouts can see from the coast, and a Guardian who works a real launch pad answers requirement 8 career questions better than any website. The catch is lead time and the possibility of a last-minute mission conflict — always have a backup plan for the night.
The ask
20–25 minutes on what actually happens on launch day at a national range, plus career paths.
Contact
Vandenberg SFB Public Affairs Office — speaker request
Lead time
6–8 weeks, and confirm again the week of. Mission tempo trumps outreach.
4 STEMtoSpace — Guardian to Classroom Register as early as possible — cycles fill and close.
Department of the Air Force STEM · Virtual
What they are. Free 20–30 minute virtual connection between a group and an assigned Space Force Guardian, scientist, or engineer, followed by Q&A. Scout units and nonprofit youth groups are explicitly eligible.
Why them. Zero cost, zero travel, and 20–30 minutes is a precise fit for the block. The honest downside: it is virtual, and a face on a projector lands softer than a person in the room. Treat it as the backup that saves the night, not the headline. 1:1 connections have hit capacity in past cycles, so get on the list early.
The ask
Request a connection for the November 9 block. Use whatever video platform the troop already uses.
Contact
Register via the DAF STEM site; newsletter announces when cycles open
Lead time
Register as early as possible — cycles fill and close.
NASA Science Mission Directorate, managed by JPL · Varies — 1,100+ volunteers nationally, several on the Central Coast
What they are. Trained volunteers who give NASA-supplied presentations on current missions. Free, and they do this because they want to.
Why them. Lowest-friction option on this list and a genuinely good fit for requirement 5. Quality varies with the individual, so ask what they've presented before. Find one nearby through the program's events page.
The ask
20 minutes on a current planetary mission — pairs directly with requirement 5a.
Contact
Find a local ambassador via the SSA events directory
What they are. A Technical Fellow at Lockheed Martin with a B.S. and M.S. in aerospace engineering is standing at the front of the room running the meeting.
Why them. Worth saying out loud because it's easy to overlook: if no outside speaker lands, requirement 8 is still fully covered by the counselor. Book a guest to add a second voice and a different path into the field — not because the night needs rescuing.
The ask
10 minutes on how you actually got here, including the parts that weren't a straight line.
Contact
—
Lead time
None.
Launch day — Saturday, November 21, 2026
Backup dates: Saturday, November 28, 2026 (Thanksgiving weekend), then Saturday, December 5, 2026
This is where requirement 3 actually gets finished, and it is the only part of the plan with an external dependency. Start the site conversation in August, not October — the extra time before Thanksgiving is margin for the site to say no once and for you to find another, not permission to start late.
Why the 21st and not Thanksgiving weekend. The Saturday before Thanksgiving beats the Saturday after it. Nov 28 has families off work, which sounds ideal until half of them are out of town — and a launch day at 60% attendance is a launch day you run twice. Nov 21 has better attendance, it is still a school week so nobody has left yet, and it leaves Nov 28 free as a genuine weather backup rather than burning your only spare Saturday. If the weather scrubs both, Dec 5 still lands before the December meeting schedule gets crowded. Central Coast weather in late November is usually fine; the thing that scrubs a launch here is wind, not rain.
The table that picks your field
The NAR Model Rocket Safety Code sets a minimum launch site dimension by motor class. This one table decides which field you need:
Motor class
Minimum site dimension
What we fly on it
A
100 ft
—
B
200 ft
Scout flight 1 (B6-4)
C
400 ft
Scout flight 2 (C6-5)
D
500 ft
—
E
1,000 ft
Telemetry rocket (E16)
F
1,000 ft
Telemetry rocket (F15)
The Scout rockets need a field about 400 ft across in its smallest dimension. The telemetry rocket needs 1,000 ft — roughly a quarter mile square. That gap is the whole reason for the Camp SLO conversation: you can fly the Scout portion at a smaller field if you have to, but the big rocket needs real acreage.
Site options
Camp San Luis Obispo — O'Sullivan FieldPrimary — requires access paperwork
The Central Coast Model Rocket Club has historically launched from the heliport landing area at Camp San Luis Obispo, a California National Guard installation north of town. Low-power through mid-power, wind permitting. Reported requirements include a $2M insurance certificate and roughly three days of access paperwork — but treat that as a starting point and confirm current requirements yourself, because club activity has been intermittent over the years.
Contact the NAR club locator for the current Central Coast section contact.
Ask exactly who the insurance certificate must name and in what format.
Request the certificate from Los Padres Council as soon as you have that answer — council paperwork is the long pole, not the field.
Confirm the date in writing and ask about range hours and any live-fire conflicts.
A large private ranch or ag fieldBackup — needs a landowner and a phone call
Plenty of open acreage around Santa Margarita and the Edna Valley. What you need is written permission, 400+ ft in every direction with no dry brush, no livestock in the flight path, and vehicle access. A troop family with land, or a family that knows someone with land, is often the fastest path to a field.
Ask at a troop committee meeting in September. Somebody usually knows somebody.
Get permission in writing, even informally by text.
Check Cal Fire conditions the week of — November is usually past peak, but check.
City and county parksCheck first — usually restricted
Most municipal parks prohibit rocketry outright or require a permit that takes longer than you have. Worth one phone call to SLO County Parks, but do not build the plan around it, and never launch from a park on the assumption that nobody will mind.
One call to SLO County Parks and Recreation. If it isn't a clear yes in September, move on.
Mission control — crew, countdown, and flight cards
Assigned and rehearsed on November 16, run for real on the 21st. Print the flight card, print the
countdown script, and hand every Scout a position.
Eight positions. At 6–10 Scouts everybody has one, and they rotate every flight so nobody spends the
morning holding a clipboard. Callsigns are used on the range and nowhere else — that is exactly what
makes them work.
FLIGHT
Flight Director
Counselor, or a Life/Eagle Scout who has done this before
Runs the countdown, polls the room, and is the only voice that can say launch or scrub. Everyone else reports to Flight.
Holds: The countdown card and the launch key.
RSO
Range Safety Officer
A registered adult — always an adult, no exceptions
Inspects every rocket before it goes to the pad, owns the safety perimeter, and can stop a countdown at any point without giving a reason.
Holds: The inspection cards and a whistle.
PAD
Pad Manager
Older Scout
Loads the rocket, connects the igniter clips, confirms continuity, and calls the pad clear. Last person to step back from the rail.
Holds: The launch controller and the safety key.
WEATHER
Weather Officer
Any Scout
Reads wind speed and direction before every flight, watches for the gust that arrives during the count, and calls the wind hold.
Holds: Wind meter or a ribbon on a stick, and the wind log.
TELEMETRY
Telemetry Officer
Telemetry crew Scout
Confirms the ground station has GPS lock and is receiving packets, then confirms the log is recording. On capstone flights this is a real go/no-go item.
Holds: The laptop and the ground radio.
RECOVERY
Recovery Officer
Two Scouts, one with binoculars
Tracks the rocket through the whole flight, calls the landing bearing, and leads the walk-out. Nobody moves downrange until Recovery is released by Flight.
Holds: Binoculars and the recovery log.
TIMER
Timing Officer
Two adults, timing independently
Starts on liftoff, stops on touchdown. The two times are averaged — that average is the Time Aloft score.
Holds: Two stopwatches.
PAO
Public Affairs
Any Scout who wants the mic
Announces each flight to the crowd — Scout's name, rocket name, motor, and predicted altitude — then reads the measured result after recovery.
Holds: The flight cards and a loud voice.
T−10:00
Hold
Go / no-go poll
Flight calls each station by name. Each answers GO or NO-GO. One NO-GO stops the count — and any Scout may call it without having to explain first.
Poll not started.
T−10:00FLIGHT“Flight crew, we are at T minus ten minutes. Positions.”Everyone goes to their station. Talking stops.
T−8:00RSO“RSO has the rocket. Inspection in progress.”Fins, lug, shock cord, chute, nose cone fit. RSO signs the flight card or sends it back.
T−6:00PAD“Pad is loading. Rail is clear.”Rocket on the rail, motor installed, igniter in and taped.
T−4:00PAO“Flight 7, Scout Reyes, rocket 'Half Dome', C6-5, predicted 980 feet.”Read from the flight card so the crowd knows what they're watching.
T−3:00FLIGHT“Go/no-go poll. Weather?”This is the moment the whole thing turns into a real launch. See the poll below.
T−2:00PAD“Continuity check — we have continuity. Stepping back.”Controller shows the igniter circuit is live. Pad Manager walks back behind the line.
T−1:00RSO“Range is HOT. Everyone behind the cones.”RSO physically looks at every person and confirms.
T−0:30FLIGHT“Arming. Key is in.”Safety key inserted. The light comes on. Nobody moves.
T−0:10ALL“Ten… nine… eight…”The whole crowd counts. This is the part they came for.
T−0:03FLIGHT“Three, two, one, ignition.”Button pressed on 'ignition', not after it.
T+0:00TIMER“Liftoff — timers running.”Both stopwatches start on visible motion, not on the button.
T+0:08RECOVERY“Apogee. Ejection — good chute.”Or 'no chute, ballistic' — which is a call everyone needs to hear immediately.
T+0:45RECOVERY“Touchdown, bearing about 200, roughly 300 feet out.”Bearing and distance while the memory is fresh.
T+1:00FLIGHT“Range is COLD. Recovery, you are released.”ONLY now does anyone walk downrange.
T+3:00PAO“Measured altitude 1,012 feet. Predicted 980. Error 3.2 percent.”Read it out. The Prediction Cup lives or dies on this number.
One card per flight, filled in before the rocket leaves the table. Print a stack of them. The card is what
the RSO signs, what PAO reads out, and what the score gets written on — so it is also the paper trail
for requirement 3.
TROOP 308 · FLIGHT CARDFlight No. ____
AFTER THE FLIGHT
Print one per Scout per flight, plus spares. Two flights each means at least 20 cards for a troop of ten.
Range schedule
Because the debrief now has its own night on November 23, launch day is purely a flying day. No scoring math in the wind, no career interviews on a tailgate, no paperwork on a car hood. Fly, recover, record the numbers, go home. It is a better day and a shorter one.
8:00
Adults arrive. Set the range: pad, cones at the safety distance, table, first aid, water, extinguisher. Check the wind and commit to a go/no-go.
8:30
Scouts arrive. Craftsmanship judging happens now, by a non-parent, before anything flies and gets scuffed.
8:45
Range safety brief. Everybody, including parents. Safety distances, the 60-second misfire rule, who calls the range hot and cold.
9:00
Flight 1 — shakedown, B6-4, one at a time. Unscored. Recover, inspect, repack, and fix anything that shook loose.
10:15
Break. Repack chutes, swap motors, reset. Telemetry crew sets up the ground station and gets a GPS lock.
10:45
Flight 2 — scored. C6-5, altimeter aboard, sealed prediction read aloud before launch. Measured altitude recorded on the card by a second adult.
12:00
Telemetry rocket demo flight. Adult flies it, the crew runs the ground station, everyone watches the CSV fill up live.
12:30
Lunch. Anomaly write-ups started on paper while the memory is fresh — this is the only paperwork that happens on the field.
1:00
Range cleanup. Everything that came out goes back. Walk the field for debris before anyone leaves.
1:15
Done. Scores get compiled at home; awards happen Monday November 23.
Load the truck
Signed permission slips for every Scout
Certificate of insurance, if the site required one — printed, in hand
Launch pad, controller, fresh batteries, spare launch rod
Altimeter(s), fresh battery, and the manual
Two stopwatches (or two phones) for the Time Aloft award, and a second adult to run one
Spare motors, starters, and wadding — more than you think
First aid kit, fire extinguisher or a full water bucket, and a shovel
Cones or flags for the safety distance perimeter
Competition cards, clipboard, and a pen that works in the wind
The counselor's built spare rocket, for whoever's didn't survive flight 1
Shade, water, and lunch — a launch day is four hours in an open field
Safety, non-negotiable
Read the NAR Model Rocket Safety Code out loud at the range brief. Not a summary — the actual text.
Minimum safety distance from the pad for everyone not launching. Cones mark it and nobody crosses.
Misfire rule: 60 seconds, safety key removed, and the counselor is the only person who approaches the pad.
No launches into dry grass, no launches with a wind above about 20 mph, and no launches at anything but near-vertical.
Two-deep leadership and Guide to Safe Scouting standards apply on the field exactly as they do at a meeting.
The Telemetry Rocket capstone claimed it covered Space Exploration requirement 4 for 'identify rocket parts' and requirement 5 for 'safety code and NAR rules.' Parts identification is requirement 3(a–i), and safety code compliance also lives in requirement 3. Requirement 4 is principles of space flight and requirement 5 is missions — neither is what the capstone was claiming. Fixed, and the capstone now maps to 3, 4a, and 4b for the reasons it actually earns them.
fixedMotor delay guidance was ambiguous
The page recommended E16-4 and F15-4. Estes's own recommendation for the Lil' Spite is D12-3, E12-4, E16-6, and F15-6. Both delays are real products and the shorter one is defensible once you add payload mass — but the page stated it without explanation. Now stated as a deliberate choice with the reasoning.
fixedCost estimate was stale and incomplete
The $167–$170 core-setup figure omitted the Pro Series II launch pad (required — the standard Porta-Pad II uses a 1/8 in rod and cannot fly this rocket), the motor retainer, the battery, and the payload sled. Realistic budget is closer to $300.
fixedThe Lil' Spite was framed as a Scout kit
The page described it as 'lighter than the larger Estes options,' which is true of its 292 g dry mass but undersells that it is 4 ft 4 in long, rated intermediate, boxed for ages 18+, and about two hours of assembly. It is the counselor's demonstration rocket, not a Scout's requirement-3 build. Reframed.
notedGround station board has a newer revision
Heltec has released the WiFi LoRa 32 V4. The plan specifies V3, which is still the right call — better documented, and most example code assumes it — but it is now easy to order V4 by accident and get a different pin mapping. Noted on the order list.
verifiedAll 21 video links verified
Every YouTube resource on the badge page was checked against the oEmbed API on August 11, 2026. All 21 are live and correctly attributed.