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Zarek Industrial
Raider
Light Mobility
Raider
Details
Class Light Mobility
Manufacturer Zarek Industrial
Crew 3,145
Length 840m
Base Hull Strength 6,000
Initial Max Speed 690
Credit Cost 240,000
Platinum Cost 990

In-Game Description[ | ]

Difficulty: Hard

Raiders are light attack craft. They carry a lot of fire-power for a ship their size and have the speed and manoeuvrability to wield it far more efficiently than much larger ships.

Summary[ | ]

The Raider is a light attack ship created by Zarek Industrial.

The Raider's role is of a light attacker. It uses its very high agility and Screen ability to protect itself while harassing at enemies with both its lasers and missile batteries.

Loadout[ | ]

Key Tier 1 Tier 2 Tier 3
LMB
Scalpel Beam
Range: 10 km
Optimal Range: 4500 m
Damage: 300 ppd /s for 2 s
DPS: 111.11
Cooldown: 3.4 s
Scalpel Beam is a short range weapon that deals considerable damage.
Plasma Beam
Range: 10 km
Optimal Range: 4500 m
Damage: 260 ppd +60 plasma over 2 s /s for 2 s
DPS: 118.52
Cooldown: 3.4 s
Plasma Beam has a short range, dealing impact and plasma damage over time to the target.
Scalpel Sabot Beam
Range: 10 km
Optimal Range: 4500 m
Damage: 260 ppd +100 armor damage /s for 2 s
DPS: 133.33
Cooldown: 3.4 s
Scalpel Sabot Beam deals hull and armor damage, stripping the enemies armor at a faster rate.
RMB
Shield Wall
Duration: 20 s
Cooldown: 30 s
Shield Wall projects an aimed barrier, blocking all incoming projectiles.
Short Shield Wall
Duration: 10 s
Cooldown: 15 s
Short Shield Wall projects an aimed barrier that blocks all incoming projectiles. It has a short cooldown but its duration time is also reduced.
Focus Shield Wall
Duration: 32 s
Cooldown: 40 s
Focus Shield Wall projects an aimed barrier that blocks all incoming projectiles. It has a small shield size but lasts for a lengthy duration.
1
Raider Mines
Radius: 500 m
Damage: 8 x (428 ppd)
DPS: 76.09
Cooldown: 45 s
Raider Mines are deployed at short range. They home in on nearby enemy targets and deal AoE damage on contact.
Mark Target Pulse
Radius: 8000 m
Duration: 10 s
Cooldown: 90 s
Damage Increase: 15 %
Mark Target Pulse emits an AoE around the Raider, applying Mark Target to all enemy ships in range. Marked ships will take increased damage for the duration.
Impact Grenades
Radius: 720 m
Damage: 300 ppd
DPS: 45.28
Magazine: 8 uses every 1 s before 45 s cooldown
Impact Grenades use a magazine based weapon system. Deployed at short range, they detonate on impact or if an enemy is nearby.
2
Raider Missiles
Range: 18 km (3000 m/s x 6 s)
Damage: 12 x (120 ppd)
DPS: 72
Cooldown: 20 s
The Raider carries 3 missiles systems capable of launching 4 short range missiles per volley.
Kingfisher Missiles
Range: 21.75 km (5000 m/s x 4.35 s)
Damage: 10 x (105 ppd)
DPS: 52.5
Cooldown: 20 s
The Kingfisher missile system uses embedded launchers to fire up to 10 missiles at the enemy target.
Raider Torpedo
Range: 22.5 km (1500 m/s x 15 s)
Damage: 400 ppd +2000 armor damage
DPS: 40
Cooldown: 60 s
The Skua Torpedo is a low velocity projectile with a extended range that can deliver a single high explosive payload.
3
Detect Buoy
Range: 1.5 km
Radius: 7500 m
Duration: 45 s
Cooldown: 90 s
Detect Buoy emits an AoE detect that reveals cloaked enemy ships that pass through.

Tips[ | ]

The Raider is a tricky ship to play. Utilizing it's agility and shields are key. In order to use the Raider well, the player has to be familiar with other smaller craft. The best way to play the raider is with hit-and-run tactics. Have a Leviathan or a similar ship teleport you into the midst of the enemy ranks, or have a larger ship cover your entry After that, use your large arsenal to pound the enemy ships. After the shock has worn off and the ships are scrambling to get their defenses ready, use your shield or an larger ship to cover your retreat. Doing this to an individual ship who is alone and is not very agile can be a good way to eliminate enemy ships.

Another tactic is to distract the enemy by darting in, harassing the enemy, and then drawing them out while using your shields to cover your retreat. While the enemy is focused on you, your teammates can hammer them from behind. This can be especially deadly on smaller, unsuspecting groups of ships.

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