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Nightmare
The Real Deal
Base Stats
Classification Ryder
Affiliation Holy Ryuvian Empire
HP 3200
Energy 100
Armor 20
Evasion 50
Move cost 10
Missiles 2
Kill reward $800

The ultimate war machines of their time, Nightmare Ryders were the standard mechanical infantry serving the Holy Ryuvian Empire. A few of these have survived to the present and can be encountered in a side mission.

Compared with ryders of the Alliance-PACT war period, Nightmares are far more capable offensively and defensively, exceeding even most battleships. Coupled with impressive evasion and unmatched flak and shielding, Nightmares can be near-impossible to deal with if unprepared.

Weapons[ | ]

Pulse[ | ]

The Nightmares' main weapon; stronger than battleship kinetics, dangerously accurate and spammable to boot. Nightmares will commonly use this at close range if a ryder is too close. Use of multiple overlapping shields to minimize damage is strongly recommended.

  • damage: 70 x 15
  • energy cost: 30 EN
  • base accuracy: 85

Laser[ | ]

Nightmares will use this more than anything else in combat, especially if your fleet keeps a distance from them. As with all laser weapons, shielding is vital to defend against this.

  • damage: 575 x 1
  • energy cost: 40 EN
  • base accuracy: 120

Missiles[ | ]

If a Nightmare doesn't use its laser when you're hanging back, it's using its massive missile launcher. With enough damage per volley to kill almost anything in one blow, a dense overlapping flak screen is critical to survive the initial missile throws.

  • damage: 100 x 15
  • energy cost: 60 EN
  • base accuracy: 100

Melee[ | ]

Nightmares will use this once they get close enough. Does enough damage to kill almost any other ryder even with significant HP upgrades (except the Paladin), and is pretty much impossible to avoid. It's best to disable or kill Nightmares before they get into melee range.

  • damage: 900 x 1
  • energy cost: 30 EN
  • base accuracy: 160


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