The Frigate is the airborne ARC warship that drifts in over the Rust Belt as a map condition in ARC Raiders. The full ship is built for a coordinated squad working power cores, levers and a cargo release, but you do not need any of that to walk away with the materials most players are chasing. The breach containers set into its hull roll the same loot whether or not anyone solves the puzzle, which means a careful solo run can pull Frigate Inductors, ARC Data Modules and Amplification Modules and leave.
Quick answer: Queue into a raid with the ARC Frigate condition active, ride a Reclaimer drone up to the hull, breach and search the round wall containers along the entry wing, drop any Frigate Inductor into your Safe Pocket, then ride a Reclaimer back down and extract normally.
Find a raid with the ARC Frigate condition active
The Frigate is a rotating map condition, not something you summon with a quest or a ground switch. From Speranza, open the destination map-selection screen and look for an entry tagged ARC Frigate under a map name. Select that entry before deploying. Running around a normal raid will not make the ship appear.


The condition cycles through much of the map pool, and it has been seen on Pendola Pass, Dam Battlegrounds, Buried City, Spaceport and The Blue Gate. Availability changes with the rotation, so read the active label rather than assuming a particular map always carries it. If no Frigate entry is showing, wait for the next window.

Once you are in, the ship flies in roughly half a minute to a minute after the raid starts. Let it settle, then head for the end where small round platforms shuttle up and down between the ground and the hull. That is your boarding side, and its landing spot varies from raid to raid.
The October 13–20, 2026 PvE test does not include the Frigate, so during that window expect standard PvPvE rules and other Raiders on the ship.
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The Frigate condition removes Free Loadouts, so bring a Custom Loadout with a Safe Pocket slot. For a solo run, prioritize staying mobile and hidden instead of carrying extra firepower. You only need to reach containers, breach them and get out before the ARC or another Raider spots you in the open.

| Item | Rarity | Weight | Role on the run |
|---|---|---|---|
| Rare | 0.2 | Hides breaches from ARC (20s, 7.5m radius) | |
| Legendary | 5 | Climbs between decks (20m range) | |
| Epic | 3 | Temporary invisibility from ARC | |
| Common | 0.2 | Restores stamina for sprints and climbs | |
| Rare | 10 | Defence against small ARC and players (8-round mag) |
Carry a familiar gun with matching ammunition, a shield, healing and Shield Rechargers, and a grappling tool for the return. A Snap Hook or Grappling Hook is the single most useful piece of kit here, because the entry tunnels include drops and the climb back out is not reliably done on foot. Smoke Grenades let you breach containers that sit under ARC watch, and the Photoelectric Cloak covers you if you get caught moving across an open deck. Everything else is optional padding you will regret carrying if you have to run.
Keep the ammunition, recovery supplies and your mobility tool as priorities, and leave the Safe Pocket slot empty for the Inductor you are hoping to find.
Board the Frigate from the rear platforms

Ride a Reclaimer down and extract

A successful extraction preserves your equipment and any other unprotected loot, while an Inductor in your Safe Pocket is safe either way. That confirmation screen back in Speranza, with the Inductor and modules sitting in your stash, is how you know the run worked.
What the Frigate materials are for
The Frigate Inductor feeds the upgrade from Research Station III to Research Station IV, the bottleneck that opens weapon-amplification research. The upgrade needs these materials together with four Outpost rooms.

| Material | Amount |
|---|---|
| 1 | |
| 3 | |
| 3 |
Reaching Research Station IV does not amplify your weapons on its own. To actually amplify a gun you also need Gunsmith IV and the right Amplification Module, and that separate Gunsmith upgrade calls for the Emperor Modulator. The module you need depends on the amplification tier you are unlocking.
| Module | Rarity | Weight | Unlocks |
|---|---|---|---|
| Common | 0.5 | Common weapon Amplification | |
| Uncommon | 0.5 | Uncommon weapon Amplification | |
| Rare | 0.5 | Rare weapon Amplification | |
| Epic | 0.5 | Epic weapon Amplification |
Each of the four modules is categorized as ARC loot and Topside Material, making the Frigate’s hull containers one of the limited places they can appear. Going several runs without an Inductor does not activate a hidden pity counter. Search the accessible containers again on another Frigate raid, and after you get the one Inductor required for the upgrade, gather the remaining materials before risking a fresh kit on another run.






