recursal/Fanatic-Fandom huggingface dataset:
Scout

The Scouts are the weak mindless workers of the bug race. They appear in mass numbers to compensate for their inferior combat ability and can easily be killed with a well-placed grenade or in melee. However, using the bayonet slows down the speed of your melee attack, making it more difficult to kill Scouts before they alert reinforcements.

Their only real threat is the ability to release spores to attract other nearby bugs.

## Tactics

* Predominately found on low to medium level planets, Scouts patrol the battlefield, normally in groups of three, following semi-random patterns while searching for Helldivers. Their patrols are more densely clustered around mission objectives and they are also attracted to Stratagem Beacons.

* Soon after spotting Helldiver troops, Scouts will raise an alarm to call for help from more powerful Bug units before closing to melee range to engage the player in combat. However, as Scouts are very weak, this situation can be avoided fairly easily by killing them with melee attacks or weapon fire before they can call for reinforcements.

* Due to their low health, the standard-issue P-2 Peacemaker sidearm is more than suitable to dispatch these patrol units.
	+ When using a weapon with a lower rate of fire and/or a limited ammunition supply, the P-2 Peacemaker can be a great way to eliminate groups of Bug Scouts before they can alert more dangerous enemies. Consider this when using the SG-8 Punisher, RX-1 Rail Gun, M2016 Constitution or LHO-63 Camper.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Comrade

The Comrade is the middle step for all Cyborgs and they are fully committed to their misguided ideology. They fight using their cannon arm for close range attacks and a melee blade for executing would be prisoners of war.

It is believed Comrades feel the need to prove themselves in order to advance in Cyborg society and they are highly motivated killers.

## Tactics

* Predominately found on medium to high level planets, Comrades are airdropped onto the battlefield, normally in pairs, wherever 'Squadleader' Soldiers or Infantry Fighting Vehicles have raised an alarm to warn of a Helldiver's presence.

* After spawning, Comrades will march towards players, pausing occasionally in order to fire their cannon, until they reach melee range where they will attack with their large blade arm. Several cannon hits or a couple of melee strikes are enough to down a Helldiver, however, Comrades fire infrequently and are not especially quick or resilient, meaning they can usually be dispatched from distance before they can do much damage.

* Their real danger lies in the cannons they wield, which are single-shot versions of the Warlord's weapon. One or two shots are enough to immediately knock a Helldiver to the ground. Even the SH-20 Shield Generator Pack can only take a few shots, which is when any nearby Hounds will quickly move in for a takedown.
	+ The Comrade's melee attack is slow and not very powerful, and it will not use its cannon at point blank range. Use this to your advantage and dispose of these Cyborgs either from a respectable distance or up close and personal.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– **Comrade**
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Status Effects

There are various damage types and status effects which have special effects on Helldivers and their enemies.

## Fire

Any target that is damaged will be ignited, dealing damage over time. Illuminates cannot teleport as long as they are on fire. Helldivers can go prone or utilize the LIFT-850 Jump Pack to put out the flames. Shielded units and vehicles are immune to being set on fire.

## Poison

Poisoned targets will be slowed and take damage over time. The M-25 Rumbler, TOX-13 Avenger and Missile Barrage inflict much more serious poison damage and any Helldiver that is not helped off the ground three times in a row will die within seconds. Shielded units and vehicles are immune to being poisoned.

## Slow

The Static Field Conductors Stratagem or AR-14D Paragon Weapon, well as the orbs fired by Illuminate Apprentices, cause slowdown. Shielded units and vehicles are immune to being slowed.

## Stun

Enemies hit by stunning attacks will be unable to move for a short time. Shielded units and vehicles are immune to stunning.

## Mini-Stun

Any damaging hit on an enemy will cause them to be stuck in place for a very short time. Only the SMG-45 Defender, MP-98 Knight SMG and the AD-334 Guard Dog drone can be upgraded to do mini-stun damage. Shielded units and vehicles are immune to mini-stun.

## Confusion

Illuminate Illusionists, Council Members and Great Eyes can fire orbs that will cause the player's controls to be reversed. Movement, aiming and even the stratagem input on the d-pad will be inverted for a short time. Shielded units and vehicles are immune to this effect.

## Armor-Piercing

Armor-Piercing (or AP) attacks deal more damage to light and medium armor. It is useless versus heavy tank armor, though.

## Explosive

Dealing increased damage against light and medium armor, generally in a sizable area of effect. Mostly used for anti-personnel purposes.

## Anti-Tank

Capable of eliminating heavily armored targets and (usually) also able to destroy certain mission objectives.
Shredder Missile Strike

> *"A Tracking Micro-Nuclear Tactical missile is called in, striking as close as possible to the beacon. Side effects include shell shock, mutation, and/or death."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this stratagem once per mission; the **Mk2** upgrade provides up to five uses:

## Unlock Requirement

The Shredder Missile Strike is granted to the player as a reward for completing all the missions on its associated planet (typically a high level planet - difficulty 10 to 11).

## Gameplay Tips

* This stratagem can be used to destroy mission targets (Cyborg AA Guns, Bug Nests or Illuminate Beacons) instead of the standard-issue NUX-223 Hellbomb. Like the Thunderer and Missile Barrages, the Shredder can destroy the Illuminate Beacons whilst their shields are still up.

* The Shredder Missile is a powerful yet situational attack stratagem. It should generally be used for retreat situations and clearing out the area so that your fellow Helldivers can get their dropped equipment back with more ease.

* Shredder missiles take 9 seconds to reach their coordinates; 6 seconds to be deployed, and 3 to hit the ground.

* It's very bright flash loud explosion and shaking of the very earth below your feet is known to envoke a lot of feelings among Helldivers. In some cases questionable ones.
* It is called Tracking Micro-Nuclear Tactical (TMNT) missle "The Shredder" as a reference to famous group of amphibians living in the sewers and their primary antagonist.

## Notes

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– **Shredder Missile Strike**
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
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Outcast

Outcasts are the Apprentices that tried to attain knowledge and failed. Shamed by their society for not being able to learn fast enough, Outcasts are forced to fight on the battlefield, draped in a cloaking field, improperly armed with only melee weapons.

They are the perfect example of how the Illuminate treats its own citizens, forced to fight and die for their lack of knowledge.

## Tactics

* Found on most planets with an Illuminate presence, Outcasts teleport onto the battlefield, normally in groups of one to three, wherever Observers or Watchers have raised an alarm to warn of a Helldiver's presence.

* Immediately upon spawning, Outcasts will seek to enter close range and engage players in combat with their rapid melee attacks. Outcasts glide over terrain very quickly, present a small target and are always cloaked meaning they can be a tricky enemy for players to combat. Fortunately, they are only lightly armored and have no long range capabilities, so as long as players are alert they should be able to deal with Outcasts before they can become a threat.

## Notes

Outcast set on fire can extinguish the fire if the dash (outcast's ability) is used.

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– **Outcast**
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Hazard Ops Pack

The Hazard Operative Helldivers are trained in chemical and biological combat and protection. Sometimes shunned by fellow Helldivers for their use of inhumane warfare, many a Helldiver is happy to have them on the mission when it comes down to life or death. It's not like the enemy is Human after all.

* The Hazard Ops Uniform: A cosmetic appearance option consisting of a helmet, body armor and cape.

* AR-14D Paragon: A heavy semi-automatic rifle firing rounds similar to the AR-20L Justice, but without the penetrating capabilities. Instead the rounds are hollowed out and filled with a neurotoxin causing targets hit to become slow and sluggish.

* TOX-13 Avenger: A high pressure liquid projection weapon similar to the FLAM-40 Incinerator. Instead of projecting flaming napalm, this weapon sprays a very potent neurotoxin resulting in slow movements and irreversible brain damage.

## Notes

* The Hazard Ops Pack DLC was released on 12 May 2015 and is available to buy on its own (for $2.99) or as part of the Reinforcement Pack 2 DLC bundle (for $5.99) which also includes the Demolitionist Pack and Pilot Pack DLCs.
* The Hazard Ops helmet and body armor are a nod and a wink to the *Star Wars* universe.
* A fully upgraded M-25 Rumbler portable mortar is a stratagem that synergises quite well with Hazard Ops type tactics, though that particular option requires the Weapons Pack DLC.
* A Mk3 Missile Barrage is yet another useful stratagem (requires Terrain Specialist Pack DLC) with its toxic warhead upgrade.
* It may be advisable to also have the REP-80 repair tool stratagem on hand in your squad as well, just in case of any unfortunate 'Friendly Fire' incidents! An AD-289 Angel support drone (Support Pack DLC) might also prove to be handy.
* Additionally, the MD-99 Autoinjector may be a useful perk to have when dealing with chemical weapons and such.
Heavy Armor

Helps protect against damage with the trade-off of slower movement.

## Gameplay Tips

* Heavy Armor will let Helldivers survive some otherwise mortal wounds, such as being stabbed with a bayonet.

* Wearing Heavy Armor reduces the running speed of Helldivers, but does not affect walk speed. Thus, in rough terrain such as Snow or Swamps where running is impossible without All-Terrain Boots, wearing this armor incurs no additional movement penalty.

## Gallery

* *Helldiver with Heavy Armor (right)*
* *In-game appearance front*
* *And back*

## Notes

* Heavy Armor is one of several Perks that are visible on the in-game model of the player's character. It takes the shape of a heavy collar and additional padding, similar to the Defender's armor.

– Stun Grenades
– **Heavy Armor**
– Stratagem Priority
– Cardio Accelerator
– MD-99 Autoinjector
– Smoke Grenades
– Incendiary Grenades
– Displacement Field
– P-6 Gunslinger♦
– FLAM-24 Pyro♦
– PLAS-3 Singe♦
– All Terrain Boots♦
– Precision Call-In♦
Ammunition

Ammo packs can occasionally be found throughout combat areas, but generally not in sufficient quantities to replace use of the Resupply Stratagem. Unlike requested Resupplies, those pre-placed ammo boxes do not disappear after a set time limit.

* Cyborg AA Nests can have a rack of anywhere between 2-6 packs.
* Certain Super Earth structures (such as the bunkers used for Escort and Capture objectives) may have 1-2 ammunition packs nearby.
* Rarely, ammunition packs can be found near deceased Super Earth regular army soldiers.
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Initiate

A misguided rebel that was once part of Super Earth, these low-end troopers have little respect from the more heavily converted war machines that litter the ranks of these separatist forces.

Usually, as an indoctrination into their hostile nature, a weapon is attached to the Initiate's arm.

## Tactics

* Predominately found on low to medium level planets, Initiates patrol the battlefield, following semi-random patterns while searching for Helldivers. They patrol more often around mission objectives and are also attracted to Stratagem beacons.

These patrols typically consist of two Initiates and two 'Squadleader' Soldiers or three Initiates and one 'Squadleader' Soldier.

* Soon after spotting Helldiver troops, Initiates will seek to engage players in combat from mid-range with their machine gun. After selecting a target, Initiates will continue to fire in that same direction for a few seconds, regardless of the movement of their target - making their weapon fire fairly easy to avoid. This, combined with the Initiates lack of armor, makes them a straightforward enemy to deal with.

* Due to the Initiate's extremely low health, it is recommended to melee them whenever it is possible.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | **Initiate**
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Galactic Campaign

*For the statistics and results of every war, check the Galactic Campaign Records.*

By playing Helldivers, every player in the world participates in a global meta campaign called the Galactic Campaign. Each time a player conquers a planet, the Influence they gained is uploaded and their contribution to the Galactic Campaign registered.

By gaining enough Influence against each enemy, the entire community is able to gradually conquer their sectors of the Galaxy map, eventually pushing the battlefront all the way to the enemy's home world. At this point, a special **Attack Event** is triggered, during which players are able to complete missions on the enemy's home planet for a period of 48 hours. If the community is able to gain enough Influence within this time then the faction will be defeated.

Once all enemy races have been defeated in this way, the war will be won and a new campaign will begin shortly after.

Players who participate in a successful Galactic Campaign are rewarded with the Ceremonial Armor set.

Wars can be lost if the community doesn't accumulate Influence quickly enough, allowing our adversaries to conquer *our* sectors of the Galaxy map and eventually push the battlefront all the way to Super Earth. If the community is unable to successfully complete the resultant **Defend Event** (lasting 48 hours) then Super Earth will be destroyed and the war will be over.

Players who participate in an unsuccessful Galactic Campaign are awarded the Veteran Armor set.

**Players should be aware that after a faction has been defeated they are eliminated from the remainder of the Galactic Campaign. It won't be possible to fight against them again until the current war is over and a new one begins.**

Wars typically last for around 20 to 30 days and the challenge of each campaign is dependent on the performance of the entire community in the previous campaign.

## Capital Defense

If a homeworld assault should fail or no progression is being performed in a sector, enemies will try to counterattack, spawning Invasion Defend Events where players must help to defend a region capital from invading enemies. These events last for 150 minutes; take place on unique city-style terrain; have fewer possible types of objectives than normal missions (e.g. no Destroy Bug Nests/ Cyborg AA Guns/ Illuminate Generators); have only four difficulty levels to choose from; and provide double experience points as a reward for those players who heed the call.

Helldivers must contribute enough Influence within the allotted time in order to successfully defend the capital. If they fail, the whole sector will be lost—and the war front will move a step closer to Super Earth.
Ranger Pack

Helldivers specially trained in scouting and assassination of high value targets, these Rangers are the first to drop into the unknown. Ranger training was standard procedure for all Helldivers in the early days of Super Earth, but has now become rarer.

* The Ranger Uniform: a cosmetic appearance option consisting of a helmet, body armor and cape.

* LHO-63 Camper: A designated marksman rifle with high power and accuracy traded for fire rate, few enemies take more than a few shots to kill.

* Humblebee UAV drone: An Unmanned Aerial Vehicle, capable of revealing enemies and hidden objectives at greater distances.

## Notes

* The Ranger Pack was available for free as part of a limited edition bundle until 28th April 2015. It is now available to buy for $2.99.
* The first unit of Helldivers that was ever formed was apparently made up of fifty volunteers from the Regular Army's elite Ranger regiments.
* The in-universe lore suggests that the SG-8 Punisher shotgun was, and still is, popular with Ranger specialized Helldivers.
A/RX-34 Railcannon Turret

> *"Call in an automatic railcannon turret to help you out. The turret is capable of distinguishing friend from foe, but be careful with its unstoppable rounds."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this Stratagem up to three times per mission:

## Unlock Requirement

The A/RX-34 Railcannon Turret is granted to the player as a reward for completing all the missions on its associated planet (typically a medium-low level planet - difficulty 4 to 6).

## Detailed Statistics

For a detailed overview and comparison of the statlines for Helldivers, their equipment and all enemies, check the Detailed Statistics page.

## Gameplay Tips

* The A/RX-34 will only target and fire on enemies, but any Helldivers caught in the line of fire (in front of/behind the enemy) will still be hit.

* Unlike the RX-1 Rail Gun,the Railcannon Turret does not stun enemies, but has a limited anti-tank capability. Cyborg Hulks are killed in two hits; Warlords in three, and even IFVs can be destroyed, as long as the Railcannon hits it near the rear hatch. The Railcannon is not effective against Bug Behemoths, although Tanks and Impalers can be killed as long as the turret manages to hit their exposed weak spot.

* Railcannon Turrets will disappear after 120 seconds if not destroyed.

## Gallery

* *A/RX-34 Railcannon Turret*
* *A/RX-34 Railcannon Turret releasing a powerful bolt*

## Notes

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– **A/RX-34 Railcannon Turret**
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
Obsidian Observer

The Obsidian Observer is believed to be a weaponized version of the Watcher. With nanotechnology weaponized and added to their scout units they have crossed a delicate line and showing that they have no problems using their detestable weaponry on a larger scale.

## Tactics

* Encountered on level 13-15 planets, Obsidian Observers patrol the battlefield while cloaked, following semi-random patterns while searching for Helldivers. Their patrols are more densely clustered around mission objectives and they are also attracted to Stratagem Beacons.

* Behaving very much like Watchers and Observers, after spotting Helldiver troops the Obsidian Observer will de-cloak and quickly raise an alarm to call for support from more powerful Illuminate units. Unlike Watchers, these weaponized scouts will emit a confusion blast similar to that employed by the Council Members.

* The Obsidian Observer's cloaking ability and small size means Helldivers must be alert and accurate when fighting Illuminate forces.
	+ Because Obsidian Observers are shielded and more resilient than Observers, they can absorb more damage before being destroyed, which in turn grants more time to raise an alarm. Their shield also absorbs all damage from the first projectile which makes impact, meaning even very powerful weapons (such as the RX-1 Rail Gun) require at least two shots to destroy an Obsidian Observer. Players can combat this trait by using shotguns or rapid fire weapons.

* The Obsidian Observer's shield is not conventionally used, as it will drop the shield whenever cloaked (if not already removed by damage), e.g. after raising an alarm. The shield will be activated again when it attempts to sound an alarm.

## Notes

* The Obsidian Observer was added as a new Illuminate unit in the Liberty Day 2018 A New Hell free content update.

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– **Obsidian Observer**
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Airstrike

> *"A fighter in orbit diverts to your location and delivers a high speed airstrike on the beacon."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this Stratagem during a mission:

## Unlock Requirement

The Airstrike is granted to the player as a reward for completing all the missions on its associated planet (typically a medium-low level planet - difficulty 4 to 6).

## Gameplay Tips

* The Airstrike always arrives perpendicular to the throw.

* This Stratagem can be used to destroy mission targets (Cyborg AA Guns, Bug Nests or Illuminate Beacons) instead of the standard-issue NUX‑223 Hellbomb.
	+ It can take out multiple Bug Nests if they are clumped together. If you have to destroy a full group of 5 nests, two well-placed Airstrikes will do the trick.

* Cooldown time with Stratagem Priority is 54 seconds.

* When fully upgraded, the Airstrike becomes a deadly and highly reliable Stratagem for clearing out groups of enemies. It is even strong enough to destroy enemies like Bug Behemoths with only a single use.

## Gallery

* Taking out a pair of Bug nests with an airstrike

## Notes

* The Airstrike was re-balanced in Patch 1.04. The damage was increased and the activation time was reduced from 3 seconds to 2 seconds.

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | **Airstrike**
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
Strafing Run

> *"A fighter equipped with two heavy machine guns strafes the target area, causing massive anti-personnel damage."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this stratagem during a mission:

## Unlock Requirement

The Strafing Run is granted to the player as a reward for completing all the missions on its associated planet (typically a low level planet - difficulty 1 to 3).

## Gameplay Tips

* The Strafing Run always hits perpendicular to the direction of the throw. If enemies are approaching from the front, throwing the beacon slightly to the right can hit a whole row of enemies.

* It is possible to stand still directly on the thrown Strafing Run stratagem beacon without being hit by its machine gun fire. You can throw the beacon in any direction you want, just make sure to stand on it. While you're standing on the beacon you can't move, but you can attack and aim anywhere you want to. Keep this in mind, as you can still get downed/killed by nearby enemies before the Strafing Run hits them.

* While the Strafing Run is of limited effectiveness against high-level Cyborg and Bug forces due to its inability to damage armored targets, it is extremely effective against all Illuminate units; taking two or more stratagem slots of Strafing Run will easily clear Illuminate forces even at high difficulty levels.

* This and Close Air Support are the only stratagems that are not affected by the 1-second activation time reduction from Precision Call-In Perk. There is no way to activate stratagems faster than 0.1 second.

## Notes

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– **Strafing Run**
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
Tank

*This article is about the Bugs' heavy unit. For the Cyborg armored vehicle, see Infantry Fighting Vehicle.*

Large mindless beings with a thick carapace and great strength. They are easily fooled or led around as they are slow and cumbersome. They are however capable of charging at great speeds, but with a severely limited turn radius.

Regular small arms fire will only be effective when attacking its exposed rear, but any ordnance available can easily damage these massive brutes.

 back | 45 | 45

## Tactics

* Predominately found on medium level planets, Tanks spawn infrequently, emerging alone from underground wherever Scouts or Vanguards have raised an alarm to warn of a Helldiver's presence.

* After spawning, Tanks will either attack nearby players by stamping on the ground, knocking Helldivers off their feet, before finishing them off with their claws; or attempt to crush more distant players by charging at speed and running them over. Anti-tank Stratagems (such as the RL-112 Recoilless Rifle or Railcannon Strike) are required to damage the Tank's thick armor, although there is an unarmored weak spot at the rear of the creature which Helldivers can target with conventional weapons instead.

* As the Tank's normal movement speed is quite slow and its charges easy to predict, players can usually avoid attacks simply by sprinting around the beast or using the LIFT-850 Jump Pack to leap over it. This should allow time and space to target the Tank with the necessary weapons or Stratagems.

* Like the Behemoth bug, the Tank is vulnerable to damage from flame weaponry, even if the damage it actually takes is relatively low. Weapons like the Mk3 DBS-2 Double Freedom, Mk3 PLAS-1 Scorcher, Mk3 Obliterator Grenade Launcher and Incendiary Grenades Perk are all capable of damaging a Tank bug.
	+ While the FLAM-24 Pyro and FLAM-40 Incinerator can also set fire to a Tank bug, they must hit its exposed rear end to ignite it succesfully. The Pyro and Incinerator can never damage a Behemoth, either directly or indirectly through setting it on fire, as it has no exposed weak spot.

* The TOX-13 Avenger will poison and slow Tanks, killing them over time. A well-aimed volley from the M-25 Rumbler will dispatch a Tank. Upgrading it to Mk3 unlocks the toxic grenades, which have a similar effect to the Avenger's toxic spray.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– **Tank**
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Research

During combat on enemy territory it is possible to find and retrieve **samples**, which are randomly scattered around the map and appear more frequently during missions of higher difficulty. These samples are of scientific value to Helldiver Command and players are rewarded for their retrieval—every ten samples collected will grant a single Research Point which players can then spend in the armoury to upgrade their weapons or Stratagems.

The fully-upgraded Humblebee UAV drone can detect samples and will pinpoint them on the player's mini-map. Investing in this Stratagem early on is therefore recommended to boost the speed at which gear can be upgraded.

## Difficulty

The number of samples in a mission is roughly dependent on the difficulty of the selected mission. Retaliation strikes and enemy masters have no samples.

## Event Difficulty

Attack/defend events spawn additional 1, 2 or even 3 extra samples per mission.

## Points Limit

Research Points cannot be spent after upgrading everything in the armory, but will still accumulate, up to a maximum of 318 points.

## Notes

* After gaining an additional Research Point, the amount drops back to 316. It is possible to temporarily have 319 Research Points, but only through receiving one as a rank-up reward when you currently have 318 points, however, it will revert back to 316.

* All Samples gathered during a mission are lost if it is failed or aborted, if the player drops out or if they exit to the main menu before the post-mission results screen appears.

* Samples have 3 unique appearances all depending on enemy faction they are found on.
Grotesque

The Grotesques are as the name implies, very grotesque. Believed to be Initiates fallen in battle, too wounded to recover, regrown into mindless beasts capable only of rushing headlong against the enemy.

A true testament to the vile nature of the Cyborgs, killing them is doing them a favor, ending their non-life.

## Tactics

* Predominately found on medium to high level planets, Grotesques are transported onto the battlefield inside IFVs or airdropped onto the planet surface, normally in groups of three to five, wherever 'Squadleader' Soldiers or Infantry Fighting Vehicles have raised an alarm to warn of a Helldiver's presence. IFVs will periodically disgorge several Grotesques if not destroyed.

* After spawning, Grotesques will close to melee range and engage players in combat where several rapid strikes from their claws are enough to down a Helldiver. The speed of their attacks and the fact they often appear in significant numbers can make Grotesques a dangerous enemy for an unwary Helldiver who allows them to get too close. Trying to kill a Grotesque in melee combat without a bayonet is considered a suicidal move in most cases.

* Grotesques have no long-range capabilities and are vulnerable to area-of-effect weapons and Stratagems (such as the DBS-2 Double Freedom, AC-3 Arc Thrower or FLAM-40 Incinerator) due to their tendency to cluster together.

* If you can bring one along, a TD-110 Bastion vehicle stratagem can also be a effective counter.

* Because of their small size, it can be hard to hit Grotesques with precision weapons. However, they have no armor to speak of and shots to their center mass will down them surprisingly quickly.

* Their small size and short melee-range permits a player using the SH-32 Directional Kinetic Shield to block Grotesques with their shield and keep them at bay without taking any damage, so long as they don't get surrounded by them.

* Grotesques will most likely charge you in a small group (5 to 6), if you throw a Grenade perfectly you can take them all in one go.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– **Grotesque**
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Strong Arm

Increases melee damage and throw distance.

## Unlock Requirement

Strong Arm unlocks at rank 26 (Unknown Hero).

## Gameplay Tips

* Strong Arm nearly doubles the distance the Helldiver can throw grenades, stratagem beacons and the Demolisher satchel charges.
	+ These thrown objects also travel much faster.

## Notes

* The Strong Arm was re-balanced in Patch 7.00. The perk now has increased melee damage.

– Stun Grenades
– Heavy Armor
– Stratagem Priority
– Cardio Accelerator
– MD-99 Autoinjector
– Smoke Grenades
– Incendiary Grenades
– Displacement Field
– P-6 Gunslinger♦
– FLAM-24 Pyro♦
– PLAS-3 Singe♦
– All Terrain Boots♦
– Precision Call-In♦
To-do List

### MOST RECENT

* Upload Sieyl's weapon/strat animations (if you don't know what this is about, this is not for you)
* Tidy up advanced gameplay tips section
* Add detailed weapon analysis stat blocks to turrets' pages.
	+ Same for Arc weapons

### High Priority

* Create pages and collect info about the Federation and Super Earth government.
	+ Including culture, military, and specifics, like:
		- Fleet composition, armament, and tech logistics e.g. the ships, fighters, gunships, hellpod, servo-droids, training facility, teleport, the Galactic Wide Web, etc.
		- We know the armament of the orbiting ships, the eagle fighters, what weapons they can carry, etc. Look into details about privates on the bridge, add info about how mission survivors are actually civilians, how the stratagem officer is actually the left-side bridge quartermaster, etc.
* ~~Add Retaliatory Strike page~~ with all map's images, difficulties, and description.

### Medium Priority

* ~~Add the "Objective Codes" page along with all codes.~~

* Revamp factions pages.

* Add Proving Grounds page.

### Low Priority

* Evaluate proposition of an article on mission types (regular/RS/assault/defense/master), separating it from other info.
	+ Acquire and list data regarding which objectives spawn at which difficulty levels/missions e.g. no beacons/nests/AA on city maps.
	+ Create a page on the different planet types, with their terrains and hazards.

* Remove the Screenshots section from the front page, as it screws up page link thumbnails.

* Create a page about Liberty Day/Helldivers release day.

* Upgrade main page to a responsive layout

* Add Saber page and details such as damage, range, etc.
Entrenched Pack

Specialized equipment for the Helldiver that truly needs to stand their ground against the enemies of mankind.

* AT-47 Anti-Tank Emplacement: A well armored manually operated gun emplacement.

* Anti-Personnel Barrier: An airdropped barbwire fence capable of slowing incoming enemies.

* SH-32 Directional Kinetic Shield: Projects a shield in front of the wearer and will slow down incoming projectiles, significantly lowering their damage potential.

## Notes

* The Entrenched Pack DLC was released on 7th July 2015 and is available to buy for $2.99.
Brood Commander

Rumors from across the void tell of a black colored bug; fierce, vicious and utterly relentless - these nightmare inducing bugs will fight even though severely dismembered.

Scientists believe these bugs are our equivalent of generals and have therefore been nicknamed Commander by the brave and all-knowing scientists of Super Earth.

## Tactics

* Predominately found on high level planets, Brood Commanders spawn infrequently, emerging from underground in groups consisting of one or two individuals as well as several Elites (or, rarely, in groups of Brood Commanders three to five strong), wherever Scouts or Vanguards have raised an alarm to warn of a Helldiver's presence.

* Immediately upon spawning, Brood Commanders will close to melee range and engage players in combat where just one poisonous strike from their claws is enough to severely wound a Helldiver, with the poison also incapacitating the player and preventing retreat.

* Similarly to their Warrior and Elite cousins, Brood Commanders move relatively slowly – but when severely wounded, they will frenziedly charge at whatever they were trying to attack (their constitution taking the role of health). And unlike Elites and Warriors, they do not bleed out, are vastly more resilient and can withstand enormous punishment, meaning they present a much greater threat.

## Notes

the brood commander has significantly weaker armor from the rear, meaning the optimal method of dispatching one would be while it is stunned, slowed, or focused on a Helldiver.

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– **Brood Commander**
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Выследить беглеца

Это один из первых квестов, которые можно получить у лордов. Суть его такова: одного из приближенных лорда убили, сам убийца скрывается, но лорд узнал, где убежище убийцы скорее всего расположено. Нам остается только приехать туда и свершить правосудие. Убийца всегда прячется в деревне, его придется хорошенько поискать между построек и среди огородов. После его нахождения вас ожидает бой один на один. Убийца вооружен лишь мечом и не имеет приличной брони, поэтому бой не вызовет трудностей.

По завершению боя, ваши отношения с деревней, где прятался убийца, немного ухудшатся. После возвращения к лорду, он предложит вам награду в размере 300 динар, но от них можно отказаться, тогда уровень благосклонности к вам немного повысится.

en:Hunt down fugitive
Incendiary Bombs

> *"A fighter jet lays down a carpet of incendiary bombs, creating a flaming area that sets targets on fire and causes damage over time."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this stratagem during a mission:

## Unlock Requirement

The Incendiary Bombs stratagem is granted to the player as a reward for completing all the missions on its associated planet (typically a medium-low level planet - difficulty 4 to 6).

## Gameplay Tips

* The column of fire always arrives perpendicular to the throw.

* Incendiary Bombs also deal a small amount of explosive damage at the time of detonation. This can even damage or kill Cyborg Warlords.

* Many enemies will not cross the wall of fire and will try to find a path around it, making this useful for area denial. If they can't see a path, they'll usually hang back until the fire burns itself out. However, heavier foes aren't particularly intimidated by the flames and will march or drive right through.

* Cooldown time with Stratagem Priority is 36 seconds (27 when upgraded), allowing Helldivers to put up another Hellfire wall immediatelly after the original burns out.

## Notes

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– **Incendiary Bombs**
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
A/MG-11 Minigun Turret

> *"Call in an automatic minigun turret to give you a bit of extra firepower or to act as a sentry for a specific area. The turret is capable of distinguishing friend from foe but be careful not to get in its way."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this Stratagem up to three times per mission:

## Unlock Requirement

A/MG-11 Minigun Turret is a standard-issue Stratagem, available to all Helldivers regardless of rank.

## Detailed Statistics

For a detailed overview and comparison of the statlines for Helldivers, their equipment and all enemies, check the Detailed Statistics page.

## Gameplay Tips

* The usefulness of the A/MG-11 Minigun Turret wanes on higher difficulty missions due to its fragility and as it becomes outclassed by close air support Stratagems.

* The Turret's remaining (though marginal) utility at higher difficulties is due to the fact that seeing the turret does *not* cause patrols to raise the alarm, thus allowing it to safely cover part of the perimeter around an objective without risking alarms. However, even this utility is lost versus Illuminates, as the turret cannot detect cloaked Watchers, Observers and Obsidian Observers.

* The A/MG-11 will only target and fire on enemies, but any Helldivers caught in the line of fire (in front/behind the enemy) will still be hit. Thus, care must be taken to avoid being caught in its gunfire. In an emergency, going prone will avoid its fire.

* Minigun Turrets will disappear after 120 seconds if not destroyed.

* The EXO-44 Walker Exosuit is armed with the same MG-11 Minigun used in this turret Stratagem.

## Gallery

* *A/MG-11 Minigun Turret*
* *A/MG-11 Minigun Turret firing*

## Notes

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– **A/MG-11 Minigun Turret**
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce