A machine gun designed for stationary use. Trades higher power for increased recoil and reduced accuracy.
A high-calibre sniper rifle effective over long distances against light vehicle armour. This rifle must be aimed downscope.
A compact, low calibre machine gun. Trades power for ease of use, with faster reloading than heavier machine guns.
A single-use weapon specialised for damaging vehicle armour targets. Discarded after every use.
A recoilless rifle effective against vehicle armour. Includes support backpack required for reloading.
Incendiary capsules that contain E-710 and a primer, sets targets on fire.
A fully-automatic cannon effective against light vehicle armour. Includes support backpack required for reloading.
A very powerful but difficult-to-wield machine gun with intense recoil.
An experimental weapon which prioritises armour penetration. Must be charged between shots - so choose targets carefully.
An experimental weapon which prioritises armour penetration. Must be charged between shots - so choose targets carefully.
A barrage of high explosive rounds, fired from the Destroyer's high speed rotary autocannons.
A projectile which explodes while airborne, creating a deadly rain of shrapnel. Not effective against heavy armour.
A precision artillery salvo over a small area, perfect for taking out concentrated enemy units.
A prolonged barrage, wreaking extended destruction over a large area. Communication with teammates is advised.
A linear artillery barrage which moves at intervals, driving the enemy out from cover while allowing an advance.
The Destroyer's laser cannon will sweep over the designated area, vaporising all targets within the effective radius.
A high-velocity railcannon round fired at the largest target in close proximity to the beacon. Targeting is automatic.
A strafing run of the battlefield to clear small targets, delivered almost instantly.
A barrage of bombs creating a non-targeted carpet of explosions.
A targeted air strike unable to destroy buildings, but efficient at clearing smaller targets.
A barrage of napalm bombs, creating a wall of fire which will stop the enemy in their tracks.
Enables the user to jump higher than 'gravity' and 'safety' would normally allow. Must be charged before use.
A barrage of smoke grenades, creating a thick smoke screen to block enemies' line of sight.
A barrage of rocket pods, which the Eagle pilot will release on the largest target near the stratagem beacon.
A large bomb obliterating almost any target close to impact. Make sure to clear the area.
A single precision shot from the Destroyer's 'ATLAS' cannon.
A projectile which releases a cloud of corrosive gas, harmful to both organic and robotic lifeforms.
A 'compliance weapon' to modify enemy behaviour. The projectile temporarily stuns all targets within the strike radius.
Creates a large, thick smoke screen to block targets' line of sight.
A manned fortification offering superior firepower against lightly armoured targets. Slow to turn, so place it wisely.
A stationary energy shield which provides cover against projectiles. Has a limited lifetime once deployed.
A turret which fires electrical charges at targets in close range. To avoid friendly fire, remain prone.
Deploys a defensive anti-personnel minefield to halt enemy advance.
Supply boxes containing ammunition, with a backpack that allows the user to distribute boxes to fellow Helldivers.
A grenade launcher effective against armoured infantry. Not intended for use against vehicle armour or fortified buildings.
A laser weapon firing a continuous beam. Doesn't require ammunition, but will need heat sink replaced if it overheats.
Deploys a defensive incendiary minefield, which will set both terrain and targets alight when triggered.
An autonomous drone equipped with a laser rifle, providing 360° cover. Returns to backpack to cool down.
A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire.
Charges up to fire a powerful, explosive energy burst. Has a long cooldown period after firing.
Projects an arc of lightning at close range. Charges up to project bolts, and may discharge through multiple targets.
Encloses the wearer in a spherical shield which blocks high-speed projectiles. Has a limited lifetime once deployed.
An agile automated machine gun turret. Will fire at targets even if Helldivers will be caught in the crossfire.
An automated turret with an extremely high rate of fire. Caution: does not check if friendly units are in line of fire.
A turret firing powerful shells in a high arc. Effective at long ranges, and able to strike at targets behind cover.
An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm.
An automated cannon turret firing anti-tank ammunition over long ranges. Sacrifices agility for range and power.
A powerful automated turret, effective against armoured targets. The turret will primarily aim at larger enemies.
A turret firing static field generators that slow the advance of enemies.
A heavily-armoured walking exosuit equipped with a rocket launcher and a heavy machine gun.
Raise the Super Earth flag as an unassailable beacon of Liberty.
You have a limited amount of reinforcements available in a mission. If you run out they will be replenished slowly on a timer.
On a mission alone and dying to have someone liberating by your side? Use an SOS beacon to call in a fellow Helldiver.
Upload data to Super Earth Mainframe.
Call down SSSD and insert into Hatch.
For budgetary reasons, Hellbombs require manual arming. But don't stick around unless you're looking for a spot on the wall of martyrs.
Call in a resupply to refill your ammunition and stims.
SEAF artillery can be activated for ground-based support.
Use the Eagle Rearm stratagem during calmer periods to ensure you have those Eagle Strikes available when you need them.
A Seismic Probe fitted into a Hellpod. Is preprogrammed so that only the simplest calibration and execution sequence is needed once deployed to the surface.
An advanced, mostly self-operating prospecting drill fitted into a Hellpod. Handles soil sample extraction, analysis and data upload with minimal necessary input from an operator.
An illumination flare is fired from your ship in orbit to light up the battlefield. It will start burning and give roughly 100 seconds of magnesium fuelled light. Highly recommended on night missions.