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Scouting America · Troop 308 · Merit Badge Series

Space Exploration — Fall 2026 Series

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

123456789101112131415161718192021222324252627282930 31 Meeting 1 — Why We Go

September 2026

123456789101112131415161718 19 Telemetry crew session 1 2021222324252627 28 Meeting 2 — How Rockets Work 2930

October 2026

1 2 Kit order deadline 345678910111213141516 17 Telemetry crew session 2 1819202122232425 26 Meeting 3 — Missions and Bases 2728293031

November 2026

12345678910111213 14 Telemetry crew session 3 15 16 Meeting 4 — Mission Control + Flight Readiness 17181920 21 LAUNCH DAY 22 23 Meeting 5 — Debrief and awards 2425 26 Thanksgiving 27 28 Backup launch date 2930

December 2026

1234 5 Second backup launch date 678910111213141516171819202122232425262728293031
  1. Mon Aug 31 Meeting 1 — Why We Go Claim your space pioneer. Pick up the order form and the safety code.
  2. Sat Sep 19 Telemetry crew session 1 Bench day. Optional — only if you're on the rocket's electronics crew.
  3. Mon Sep 28 Meeting 2 — How Rockets Work Pioneer card due tonight. Rocket parts relay and the flight simulators.
  4. Fri Oct 2 Kit order deadline Gate closes. If you haven't ordered by tonight you're watching on Nov 21.
  5. Sat Oct 17 Telemetry crew session 2 Getting a packet across the room, then a quarter-mile range test.
  6. Mon Oct 26 Meeting 3 — Missions and Bases Robotic vs crewed, flying Apollo's trajectory, and designing a base.
  7. Sat Nov 14 Telemetry crew session 3 Payload integration and the full dress rehearsal.
  8. Mon Nov 16 Meeting 4 — Mission Control + Flight Readiness Bring your finished rocket, motors and permission slip. Build help desk open all night.
  9. Sat Nov 21 LAUNCH DAY Range opens 8:30. Rocket, motors, closed-toe shoes, hat, water, chair.
  10. Mon Nov 23 Meeting 5 — Debrief and awards Bring your requirement 8 career research. Badges get signed tonight.
  11. Thu Nov 26 Thanksgiving No meeting.
  12. Sat Nov 28 Backup launch date Only if Nov 21 is scrubbed for weather.
  13. Sat Dec 5 Second backup launch date Last 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.

Estes B6-4 engines, 3-pack

~$12

Your first flight. Lower and slower, so it's easier to track and easier to get back.

Recovery wadding

~$6

Protects the parachute from the ejection charge. Never fly without it. You can share the troop's if money is tight.

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.

  1. Show up to Meeting 1 on August 31 (or catch up with the counselor on requirement 1).
  2. Turn in your space pioneer card.
  3. Pass the NAR Model Rocket Safety Code quiz — 8 out of 10, open book, retake it as many times as you want.
  4. 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 1 Why we go to space Meeting 1 · Aug 31

What to do: Nothing to prepare. Just show up.

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.

Reqs 3 + 4 How rockets work Meeting 2 · Sep 28

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.

Req 8 A career in space Due Meeting 7 · Nov 23

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

1 / 4 click 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.

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.

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.

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
  1. Every Scout flies the same kit — the Cosmic Cargo — so nobody buys an advantage.
  2. 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.
  3. Flight 1 on launch day is the shakedown. It doesn't score. It proves the rocket flies and comes back.
  4. Flight 2 is the scored flight: altimeter aboard, declared mission objective, sealed prediction.
  5. Score is percent error, not feet. |predicted − measured| ÷ measured × 100. Lowest wins.
  6. 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

A small model rocket lifting off from a launch pad in a wide grassy field, white smoke at the base
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.