Nightmare

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.

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