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The Frigate is a rotating ARC Raiders map condition, not a standard point of interest. For the October 18–19, 2026 rotation, it can appear on Spaceport, Buried City, The Blue Gate, Dam Battlegrounds or Pendola Pass. Bring a complete combat kit: free loadouts and Raider Hatches are disabled, the route uses most of a raid, and several consoles are designed for three Raiders to activate at the same time.
The most reliable setup is a Hullcracker or Jupiter as the anti-ARC primary, a Venator or Anvil for weak points, unusually large ammunition reserves, two shields, healing items, defibrillators, a Grappling Hook or Snap Hook, and a Powered Descender. Carry a large backpack and move an Amplification Module to your safe pocket as soon as you find one.
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What makes the Frigate different
Embark introduced the Frigate as a high-risk map condition in the October 8, 2026 Frozen Trail update. It is a multi-stage objective in close quarters, hundreds of feet above the map, with ARC defenses, timed hazards, traversal problems and a cargo extraction at the end. The official September 23 preview describes it as a substantial challenge for highly skilled Raiders who see an opportunity despite the danger.
The Frigate is guarded by the Hydra, a squad-killing turret that also protects the Emperor encounter. Fireflies, Rocketeers, Vaporizers, Hydra fire, armored cores and timed fire rooms can apply damage continuously rather than in one short fight. The practical consequence is that a normal scavenging kit is inadequate: you need armor penetration, sustained ammunition, healing and a way to recover from a fall or a failed traversal.
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Check the live condition before deploying
The Frigate rotates between maps. On October 18–19, 2026, the listed rotation is:
| Rotation date | Possible map | What to verify |
|---|---|---|
| October 18–19, 2026 | Spaceport | Check the official live schedule immediately before deployment; the condition is not permanent. |
| October 18–19, 2026 | Buried City | |
| October 18–19, 2026 | The Blue Gate | |
| October 18–19, 2026 | Dam Battlegrounds | |
| October 18–19, 2026 | Pendola Pass |
Because the condition consumes most of a raid, leave enough time for the final extraction. You cannot rely on a Raider Hatch, and a free loadout will not supply the specialist weapons, ammunition or mobility items the route demands.
The recommended baseline loadout
| Slot | Recommended choice | Why it fits the Frigate | Main trade-off |
|---|---|---|---|
| Primary | Hullcracker | Explosive anti-machine damage against Hydras, coils, armor plates and power cores. | Launcher ammunition can disappear quickly during a full run. |
| Primary alternative | Jupiter | Very strong ARC armor penetration when you can carry its weight. | Heavier carrying cost and greater pressure on your total inventory. |
| Secondary | Venator | Fast, accurate shots on exposed coils and yellow buttons. | Less suitable for protracted heavy targets than a high-impact option. |
| Secondary alternative | Anvil | Heavier hits when weak-point windows are short. | Slower handling and a larger ammunition burden. |
| Raider-fight option | Bettina | Heavy-ammo assault-rifle flexibility if another squad contests the Frigate. | It does not replace a dedicated anti-ARC primary. |
| Defense | Two shields, healing items and defibrillators | Provides recovery through sustained fire, falls and timed rooms. | Consumes backpack space needed for cargo. |
| Mobility | Grappling Hook or Snap Hook | Speeds climbs, skips awkward movement and helps recover from traversal errors. | Hooks can break, so bring one you can afford to lose and replace. |
| Descent | Powered Descender or another reliable way down | Gives the squad a controlled escape route after the cargo pod sequence. | Takes a slot that a purely combat build might otherwise use. |
| Storage | Large backpack and safe pocket | Leaves room for Frigate cargo; protects an Amplification Module immediately after pickup. | More space and protection means less room for extra combat consumables. |
Hullcracker or Jupiter?
Choose Hullcracker when you want the most direct explosive answer to machines and armored components. It is particularly useful against Hydras, coils and the exposed power cores. Its weakness is ammunition consumption: a multi-stage Frigate route can exhaust launcher rounds before the cargo is released.
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1Scan for outdated or missing drivers - takes under a minute2Clear out junk files and repair common Windows errors3Fix the driver behind crashes, sound loss and screen glitchesChoose Jupiter when armor penetration is your priority and your squad can absorb the weight. Jupiter increases carrying cost, so account for ammunition, two shields, medical supplies and the loot you intend to bring out. Neither weapon is established as a universal winner; no official source publishes a controlled damage-per-second ranking or a mandatory ammunition-stack count.
Venator, Anvil or Bettina for the second slot
Venator is the cleanest precision choice. Use it to hit exposed coils, yellow wall buttons and other small targets without wasting heavy rounds. Anvil is preferable when the target is exposed only briefly and each shot must carry more impact. If you expect a Raider fight while the ARC defenses are active, Bettina gives you a more flexible heavy-ammo assault rifle, but keep the anti-ARC primary rather than replacing it with a general-purpose weapon.
How much ammunition and protection to bring
There is no published universal stack count. The route can consume unusually large reserves because you may fire on Hydras, central and distributed power cores, armor plates and other ARC defenses in one continuous push. Use the largest reserve you can carry after accounting for shields, medical items and cargo space. A squad should distribute ammunition rather than leaving one player responsible for every anti-ARC round.
- Carry enough primary ammunition for multiple Hydra and core phases, not merely the opening platform.
- Keep precision ammunition for coils and yellow targets so heavy rounds remain available for armor.
- Bring two shields per Raider where your inventory allows it; sustained fire and fire rooms can consume a shield before the next console.
- Bring healing items for damage-over-time pressure and defibrillators for a downed teammate; a single revive can determine whether the pod sequence succeeds.
- Do not fill every slot with light ammunition. Picking up a small bundle is not worth losing the time needed to reach a timed console or extraction.
Amplified weapons are part of the Frozen Trail update. The initial rollout covers 15 weapons, but amplification does not remove the need for armor penetration or ammunition planning. Treat an amplified weapon as a useful modifier, not proof that it is the best Frigate choice.
Boarding the Frigate: the route in order
1. Find the rear circular platform
At the rear of the Frigate, look for the circular ARC platform while it is low. Stand on it and use Disrupt to start the lift. Board promptly; waiting near the platform exposes the squad to unnecessary fire and reduces the time available for the later timed sections.
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2. Solve the first lift and panel sequence
Several panels require simultaneous activation. Three Raiders are the practical baseline because each person can hold a separate interaction without abandoning the others. A Grappling Hook or Snap Hook can bypass some movement, but a hook is not a substitute for coordination: it may break, and a failed shortcut can leave one Raider isolated.
3. Clear Hydras and identify the yellow targets
Hydras rise from the deck and create the most immediate lethal pressure. Use cover, focus fire and keep moving between safe positions rather than standing in the open to trade damage. Yellow wall targets unfold climbable sections. Shoot or activate the required targets, climb as soon as the route opens and avoid stopping to loot light ammunition if the delay costs the squad its timing.
4. Raise and destroy the power cores
The core phase requires coordination on central and distributed controls before the armored cores become vulnerable. Assign each Raider a control position in advance, then rotate to cover when the cores are exposed. Focus all available anti-ARC damage on the exposed armor rather than splitting fire across several targets.
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Timed wind and fire hazards can knock Raiders from platforms or down them during a climb. Keep a shield available before entering a hazard room, stay out of the projected path of the fire and do not commit every player to the same exposed ledge. If someone falls, stabilize the position first; a rushed revive in an active hazard can create a second down.
5. Release the cargo pod
After the cores are destroyed, operate the release panels. Board the dropping pod, breach it and search the containers. This is the point at which inventory discipline matters: place an Amplification Module in the safe pocket immediately, move cargo into the large backpack and leave enough space for the descent items you still need.
6. Extract normally
The Frigate does not provide a free extraction through a Raider Hatch. Use the Powered Descender or your other reliable descent method, return to the map and complete a normal extraction. Keep one shield and healing resources for the way out; surviving the cargo room is not success if the squad loses the loot during the final movement.
Team size: solo, duo or three Raiders
| Team | What works | Where it struggles | Recommended adjustment |
|---|---|---|---|
| Solo | Possible only for a highly skilled Raider who knows the route, carries strong anti-ARC damage and uses hooks to bypass movement. | Simultaneous panels and core controls are the central problem; every down ends the run. | Prioritize mobility, cover and recovery items, and avoid optional looting. |
| Duo | Faster communication and less competition for containers than a large squad. | Some three-person interactions require a hook-based bypass or precise timing; one player must often leave a safe position to operate a panel. | Agree on which player handles each console and reserve the hook for a mandatory movement gap. |
| Three Raiders | Practical baseline for simultaneous panels and core activation; one player can cover while two interact. | More ammunition and healing are consumed, and the squad competes for the same containers. | Assign roles before boarding: anti-ARC damage, precision/console work and cover/revive. |
| Larger group | Can speed clears through concentrated fire and multiple revives. | More competition for cargo containers and greater total ammunition consumption. | Decide loot ownership and ammunition sharing before opening the pod. |
Solo and duo runs are not simply smaller versions of a three-person run. The Frigate’s simultaneous interactions are the deciding constraint. A hook may bypass some movement, but it cannot guarantee that every console can be completed safely by fewer Raiders. If the goal is a consistent first clear rather than a challenge run, three coordinated players are the sensible minimum.
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Use hooks for time, not as disposable insurance
Grappling Hook and Snap Hook items can shorten climbs, skip awkward movement and help a Raider recover a route after being displaced. Their durability is finite, and they can break. Bring a hook only when you can replace it, and keep the Powered Descender or another dependable descent method even if the hook is available.
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Respect vertical danger
The Frigate’s height turns a small positioning error into a down or a lost route. Do not stand on exposed edges while firing at Hydras. Move to cover before reloading, use shields before crossing a fire room and leave one Raider watching the approach while another interacts with a panel.
Do not trade route time for minor loot
Light ammunition and incidental containers are deliberately lower priority than the objective. The route contains timed actions, and the final pod still requires a normal extraction. Loot only when the squad is behind cover and the next interaction is not time-sensitive.
Three practical loadout templates
Balanced three-person clear
- Hullcracker primary.
- Venator secondary.
- Two shields, healing items and a defibrillator.
- Grappling Hook or Snap Hook plus Powered Descender.
- Large backpack; safe pocket reserved for an Amplification Module.
This is the default for a coordinated squad. Hullcracker handles machines and cores, Venator conserves heavy ammunition on exposed weak points, and the mobility tools cover both boarding and descent.
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- Jupiter primary.
- Anvil secondary.
- Two shields and extra healing, with ammunition distributed across teammates.
- Powered Descender; add a hook only if the squad can replace it.
- Large backpack with cargo space protected from unnecessary consumables.
Use this when the squad can tolerate weight and wants the strongest emphasis on armored targets. It is less forgiving if the team brings too little ammunition or overfills the backpack before the pod.
ARC specialist with Raider-fight flexibility
- Hullcracker or Jupiter as the anti-ARC primary.
- Bettina as the secondary for a contested run.
- Two shields, healing and a defibrillator.
- Hook and Powered Descender for traversal.
- Large backpack, with the safe pocket kept free for the module.
This template preserves the damage needed for Hydras and cores while giving the squad a credible response if another Raider team appears. It is not a reason to replace the anti-ARC primary with a general-purpose rifle.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Common failure points and fixes
Running out of ammunition before the cores
Cause: firing heavy rounds at every target and entering the core phase with no reserve.
Fix: use Venator on exposed coils and yellow buttons, focus the squad’s heavy fire on armored targets and distribute ammunition before boarding.
Missing a simultaneous panel
Cause: a solo or duo player assumes a hook can solve every interaction, or the squad reaches consoles without assigning positions.
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Fix: treat three Raiders as the practical baseline, assign each console in advance and save the hook for a specific movement bypass rather than an improvised rescue.
Losing a Raider to wind or fire
Cause: crossing a timed hazard without a shield, standing on an exposed ledge or grouping on one platform.
Fix: pre-shield before the crossing, use cover, keep spacing and leave one player ready to revive from a protected angle.
Extracting without the cargo
Cause: filling the backpack with minor loot, leaving the Amplification Module outside the safe pocket or spending the final healing items before descent.
Fix: reserve backpack and safe-pocket capacity from the start, move the module immediately and preserve one defensive cycle for the normal extraction.
Bringing a hook that breaks at the worst moment
Cause: treating Grappling Hook or Snap Hook as guaranteed equipment.
Fix: carry a reliable descent method independently and never build the whole route around a hook you cannot replace.
What is and is not established about the “best” Frigate weapon
Hullcracker and Jupiter are role-based recommendations: both suit Hydras, coils and armored power cores, while Jupiter emphasizes penetration and Hullcracker emphasizes explosive anti-machine damage. Venator and Anvil similarly represent different precision-versus-impact choices. No official publication establishes a universal best weapon, controlled damage-per-second ranking or mandatory ammunition-stack count for every Frigate run. Balance patches, player skill, team size and the map rotation can change the practical answer.
The Frozen Trail update also added 100 furniture designs, but that cosmetic and settlement content does not determine Frigate combat performance. The update’s initial Amplified Weapons feature covers 15 weapons; amplification can influence an individual build, yet it does not replace the need for armor penetration, protection and an extraction plan.
Quick Recap
Pre-deployment checklist
- Confirm that the Frigate condition is active and identify the current map on the live schedule.
- Bring Hullcracker or Jupiter, plus Venator, Anvil or Bettina for the secondary role you expect.
- Load unusually large ammunition reserves and split heavy rounds between Raiders.
- Pack two shields, healing items and defibrillators.
- Pack a Grappling Hook or Snap Hook only if you can replace it, and bring a Powered Descender or equivalent descent method.
- Use a large backpack and keep the safe pocket available for an Amplification Module.
- Agree on console positions, core assignments, revival order and cargo ownership before boarding.
- Leave time for a normal extraction; the Frigate route is not complete when the pod opens.
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