Patriotic Administration Center
MG-43 Machine Gun

A machine gun designed for stationary use. Trades higher power for increased recoil and reduced accuracy.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 1
APW-1 Anti-Materiel Rifle

A high-calibre sniper rifle effective over long distances against light vehicle armour. This rifle must be aimed downscope.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 2
PRICE
5000
M-105 Stalwart

A compact, low calibre machine gun. Trades power for ease of use, with faster reloading than heavier machine guns.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 2
PRICE
3500
EAT-17 Expendable Anti-Tank

A single-use weapon specialised for damaging vehicle armour targets. Discarded after every use.

Call In Time
2 SEC
Uses
UNLIMITED
Cooldown Time
70 SEC
| Support Weapon
| Hellpod
| Explosive
AVAILABLE AT
LEVEL 3
PRICE
3000
GR-8 Recoilless Rifle

A recoilless rifle effective against vehicle armour. Includes support backpack required for reloading.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
| Explosive
AVAILABLE AT
LEVEL 5
PRICE
6000
FLAM-40 Flamethrower

Incendiary capsules that contain E-710 and a primer, sets targets on fire.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
| Incendiary
AVAILABLE AT
LEVEL 10
PRICE
6000
AC-8 Autocannon

A fully-automatic cannon effective against light vehicle armour. Includes support backpack required for reloading.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 10
PRICE
7000
MG-206 Heavy Machine Gun

A very powerful but difficult-to-wield machine gun with intense recoil.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 15
PRICE
6000
RS-422 Railgun

An experimental weapon which prioritises armour penetration. Must be charged between shots - so choose targets carefully.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 20
PRICE
10000
FAF-14 Spear

An experimental weapon which prioritises armour penetration. Must be charged between shots - so choose targets carefully.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 20
PRICE
9000
Orbital Cannons
Orbital Gatling Barrage

A barrage of high explosive rounds, fired from the Destroyer's high speed rotary autocannons.

Call In Time
2 SEC
Uses
UNLIMITED
Cooldown Time
80 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 2
PRICE
1500
Orbital Airburst Strike

A projectile which explodes while airborne, creating a deadly rain of shrapnel. Not effective against heavy armour.

Call In Time
2 SEC
Uses
UNLIMITED
Cooldown Time
120 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 5
PRICE
4000
Orbital 120MM HE Barrage

A precision artillery salvo over a small area, perfect for taking out concentrated enemy units.

Call In Time
5 SEC
Uses
UNLIMITED
Cooldown Time
240 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 5
PRICE
4000
Orbital 380MM HE Barrage

A prolonged barrage, wreaking extended destruction over a large area. Communication with teammates is advised.

Call In Time
6 SEC
Uses
UNLIMITED
Cooldown Time
240 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 8
PRICE
7500
Orbital Walking Barrage

A linear artillery barrage which moves at intervals, driving the enemy out from cover while allowing an advance.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
240 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 10
PRICE
7500
Orbital Laser

The Destroyer's laser cannon will sweep over the designated area, vaporising all targets within the effective radius.

Call In Time
2 SEC
Uses
3
Cooldown Time
300 SEC
| Orbital
AVAILABLE AT
LEVEL 15
PRICE
10000
Orbital Railcannon Strike

A high-velocity railcannon round fired at the largest target in close proximity to the beacon. Targeting is automatic.

Call In Time
1 SEC
Uses
UNLIMITED
Cooldown Time
210 SEC
| Orbital
AVAILABLE AT
LEVEL 20
PRICE
10000
Hanger
Eagle Strafing Run

A strafing run of the battlefield to clear small targets, delivered almost instantly.

Call In Time
0 SEC
Uses
3
Cooldown Time
15 SEC
| Eagle
AVAILABLE AT
LEVEL 2
PRICE
1500
Eagle Airstrike

A barrage of bombs creating a non-targeted carpet of explosions.

Call In Time
0 SEC
Uses
2
Cooldown Time
15 SEC
| Explosive
| Eagle
AVAILABLE AT
LEVEL 2
PRICE
4000
Eagle Cluster Bomb

A targeted air strike unable to destroy buildings, but efficient at clearing smaller targets.

Call In Time
0 SEC
Uses
4
Cooldown Time
15 SEC
| Explosive
| Eagle
AVAILABLE AT
LEVEL 3
PRICE
4000
Eagle Napalm Airstrike

A barrage of napalm bombs, creating a wall of fire which will stop the enemy in their tracks.

Call In Time
0 SEC
Uses
2
Cooldown Time
15 SEC
| Explosive
| Eagle
AVAILABLE AT
LEVEL 5
PRICE
5000
Lift-850 Jump Pack

Enables the user to jump higher than 'gravity' and 'safety' would normally allow. Must be charged before use.

Call In Time
5 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Hellpod
| Backpack
AVAILABLE AT
LEVEL 8
PRICE
6000
Eagle Smoke Strike

A barrage of smoke grenades, creating a thick smoke screen to block enemies' line of sight.

Call In Time
0 SEC
Uses
2
Cooldown Time
15 SEC
| Explosive
| Eagle
AVAILABLE AT
LEVEL 8
PRICE
4000
Eagle 110MM Rocket Pods

A barrage of rocket pods, which the Eagle pilot will release on the largest target near the stratagem beacon.

Call In Time
0 SEC
Uses
2
Cooldown Time
15 SEC
| Explosive
| Eagle
AVAILABLE AT
LEVEL 10
PRICE
7500
Eagle 500KG Bomb

A large bomb obliterating almost any target close to impact. Make sure to clear the area.

Call In Time
0 SEC
Uses
1
Cooldown Time
N/A SEC
| Explosive
| Eagle
AVAILABLE AT
LEVEL 15
PRICE
10000
Bridge
Orbital Precision Strike

A single precision shot from the Destroyer's 'ATLAS' cannon.

Call In Time
4 SEC
Uses
UNLIMITED
Cooldown Time
100 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 1
Orbital Gas Strike

A projectile which releases a cloud of corrosive gas, harmful to both organic and robotic lifeforms.

Call In Time
2 SEC
Uses
UNLIMITED
Cooldown Time
75 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 2
PRICE
4000
Orbital EMS Strike

A 'compliance weapon' to modify enemy behaviour. The projectile temporarily stuns all targets within the strike radius.

Call In Time
2 SEC
Uses
UNLIMITED
Cooldown Time
75 SEC
| Orbital
AVAILABLE AT
LEVEL 5
PRICE
6000
Orbital Smoke Strike

Creates a large, thick smoke screen to block targets' line of sight.

Call In Time
2 SEC
Uses
UNLIMITED
Cooldown Time
100 SEC
| Explosive
| Orbital
AVAILABLE AT
LEVEL 8
PRICE
4000
E/MG-101 HMG Emplacement

A manned fortification offering superior firepower against lightly armoured targets. Slow to turn, so place it wisely.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
AVAILABLE AT
LEVEL 10
PRICE
10000
FX-12 Shield Generator Relay

A stationary energy shield which provides cover against projectiles. Has a limited lifetime once deployed.

Call In Time
0 SEC
Uses
UNLIMITED
Cooldown Time
90 SEC
| Hellpod
AVAILABLE AT
LEVEL 10
PRICE
9000
A/Arc-3 Tesla Tower

A turret which fires electrical charges at targets in close range. To avoid friendly fire, remain prone.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
150 SEC
| Hellpod
| Sentry
AVAILABLE AT
LEVEL 15
PRICE
8000
Engineering Bay
MD-6 Anti-Personnel Minefield

Deploys a defensive anti-personnel minefield to halt enemy advance.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Explosive
AVAILABLE AT
LEVEL 2
PRICE
1500
B-1 Supply Pack

Supply boxes containing ammunition, with a backpack that allows the user to distribute boxes to fellow Helldivers.

Call In Time
5 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Hellpod
| Backpack
AVAILABLE AT
LEVEL 2
PRICE
4000
GL-21 Grenade Launcher

A grenade launcher effective against armoured infantry. Not intended for use against vehicle armour or fortified buildings.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
| Explosive
AVAILABLE AT
LEVEL 5
PRICE
6000
LAS-98 Laser Cannon

A laser weapon firing a continuous beam. Doesn't require ammunition, but will need heat sink replaced if it overheats.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 5
PRICE
4000
MD-I4 Incendiary Mines

Deploys a defensive incendiary minefield, which will set both terrain and targets alight when triggered.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Explosive
AVAILABLE AT
LEVEL 8
PRICE
4000
AX/LAS-5 "Guard Dog" Rover

An autonomous drone equipped with a laser rifle, providing 360° cover. Returns to backpack to cool down.

Call In Time
5 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Hellpod
| Backpack
AVAILABLE AT
LEVEL 10
PRICE
7500
SH-20 Ballistic Shield Backpack

A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire.

Call In Time
5 SEC
Uses
UNLIMITED
Cooldown Time
300 SEC
| Hellpod
| Backpack
AVAILABLE AT
LEVEL 12
PRICE
6000
LAS-99 Quasar Cannon

Charges up to fire a powerful, explosive energy burst. Has a long cooldown period after firing.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 15
PRICE
7500
Arc-3 Arc Thrower

Projects an arc of lightning at close range. Charges up to project bolts, and may discharge through multiple targets.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Support Weapon
| Hellpod
AVAILABLE AT
LEVEL 15
PRICE
7000
SH-32 Shield Generator Pack

Encloses the wearer in a spherical shield which blocks high-speed projectiles. Has a limited lifetime once deployed.

Call In Time
5 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Hellpod
| Backpack
AVAILABLE AT
LEVEL 20
PRICE
10000
Robotics Workshop
A/MG-43 Machine Gun Sentry

An agile automated machine gun turret. Will fire at targets even if Helldivers will be caught in the crossfire.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Sentry
AVAILABLE AT
LEVEL 2
PRICE
1500
A/G-16 Gatling Sentry

An automated turret with an extremely high rate of fire. Caution: does not check if friendly units are in line of fire.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Sentry
AVAILABLE AT
LEVEL 5
PRICE
4000
A/M-12 Mortar Sentry

A turret firing powerful shells in a high arc. Effective at long ranges, and able to strike at targets behind cover.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Sentry
AVAILABLE AT
LEVEL 8
PRICE
7000
AX/AR-23 "Guard Dog"

An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm.

Call In Time
5 SEC
Uses
UNLIMITED
Cooldown Time
480 SEC
| Hellpod
| Backpack
AVAILABLE AT
LEVEL 10
PRICE
7500
A/AC-8 Autocannon Sentry

An automated cannon turret firing anti-tank ammunition over long ranges. Sacrifices agility for range and power.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Sentry
AVAILABLE AT
LEVEL 13
PRICE
6000
A/MLS-4X Rocket Sentry

A powerful automated turret, effective against armoured targets. The turret will primarily aim at larger enemies.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Explosive
| Sentry
AVAILABLE AT
LEVEL 15
PRICE
7500
A/M-23 EMS Mortar Sentry

A turret firing static field generators that slow the advance of enemies.

Call In Time
3 SEC
Uses
UNLIMITED
Cooldown Time
180 SEC
| Hellpod
| Explosive
| Sentry
AVAILABLE AT
LEVEL 20
PRICE
8000
EXO-45 Patriot Exosuit

A heavily-armoured walking exosuit equipped with a rocket launcher and a heavy machine gun.

Call In Time
0 SEC
Uses
2
Cooldown Time
600 SEC
| Explosive
| Vehicle
AVAILABLE AT
LEVEL 25
PRICE
20000
General
Super Earth Flag

Raise the Super Earth flag as an unassailable beacon of Liberty.

Call In Time
10 SEC
Uses
UNLIMITED
Cooldown Time
0 SEC
Reinforce

You have a limited amount of reinforcements available in a mission. If you run out they will be replenished slowly on a timer.

Call In Time
0 SEC
Uses
0
Cooldown Time
0 SEC
SOS Beacon

On a mission alone and dying to have someone liberating by your side? Use an SOS beacon to call in a fellow Helldiver.

Call In Time
0 SEC
Uses
0
Cooldown Time
0 SEC
Upload Data

Upload data to Super Earth Mainframe.

Call In Time
0 SEC
Uses
UNLIMITED
Cooldown Time
0 SEC
SSSD Delivery

Call down SSSD and insert into Hatch.

Call In Time
0 SEC
Uses
UNLIMITED
Cooldown Time
0 SEC
Hellbomb

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 Time
0 SEC
Uses
UNLIMITED
Cooldown Time
0 SEC
Resupply

Call in a resupply to refill your ammunition and stims.

Call In Time
12 SEC
Uses
UNLIMITED
Cooldown Time
160 SEC
SEAF Artillery

SEAF artillery can be activated for ground-based support.

Call In Time
6 SEC
Uses
5
Cooldown Time
13 SEC
Eagle Rearm

Use the Eagle Rearm stratagem during calmer periods to ensure you have those Eagle Strikes available when you need them.

Call In Time
0 SEC
Uses
UNLIMITED
Cooldown Time
150 SEC
Seismic Probe

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.

Call In Time
0 SEC
Uses
UNLIMITED
Cooldown Time
0 SEC
Prospecting Drill

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.

Call In Time
0 SEC
Uses
UNLIMITED
Cooldown Time
0 SEC
Stratagem Hero
Orbital Illumination Flare

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.

Call In Time
0 SEC
Uses
0
Cooldown Time
0 SEC