A better result for Mission 14, where I end with 3500 more CP. No sacrifice fly this time, just found a way to survive the missiles. Basically the Nightmares do so much damage that they ignore the aggro mechanic and just try to pick off someone they think they have a good chance of killing when using missiles. So basically one with low HP and a decent chance to get hit. If your ryders have full HP, most likely this will be the Liberty, Bianca or Seraphim. Set up those Flak defenses good!
Also bear in mind that there's about 3 attacks that can do good and reliable damage to Nightmares from a distance: Seraphim Kinetics, Alliance Cruiser Missiles, and the Vanguard Cannon. Everything else should be shoved right in their faces whenever possible, because they have THAT much evasion.
Upgrades:
2 Warhead Ammo, 1 Repair Drone (not used), 2 Alliance Cruiser
Sunrider: Hull Plating mk3, Energy Reactor mk5, Kinetic Damage mk2, Kinetic Accuracy mk5, Kinetic Energy Cost mk4, Missile Damage mk6, Missile Storage mk2
Liberty: Hull Plating mk4, Energy Reactor mk5, Shield Range mk2, Armor mk3
Phoenix: Hull Plating mk3, Energy Reactor mk3, Melee Damage mk2, Melee Accuracy mk5
Bianca: Hull Plating mk3, Energy Reactor mk5, Shield Range mk2
Black Jack: Hull Plating mk3, Kinetic Damage mk4, Energy Accuracy mk3, Missile Storage mk2, Melee Accuracy mk3
Seraphim: Hull Plating mk3, Kinetic Damage mk4, Kinetic Accuracy mk3
Paladin: Energy Reactor mk5, Kinetic Damage mk2, Kinetic Accuracy mk3