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BULLETIN
MAJOR ORDER · MAJOR ORDER · 3D 13H REMAINING 50K DIVERS DEPLOYED · PEAK 52K TODAYSUPER EARTH HOLDS 74% OF THE GALAXY · DAY 870 OF WAR 801TERMINID SPORES HAVE ENGULFED HEETH AND ANGEL'S VENTURE, SPAWNING HORDES OF TERMINIDS THAT OVERWHELMED OUR COLONIAL MILITIAS. CLEARLY, THE BNEW MAJOR ORDER TIEN KWAN IS HOME TO THE SOLE ARSENAL OF NEW EXOSUIT TECHNOLOGY. IT IS ONLY A MATTER OF TIME BEFORE THE AUTOMATONS DISCOVER MAJOR ORDER · MAJOR ORDER · 3D 13H REMAINING 50K DIVERS DEPLOYED · PEAK 52K TODAYSUPER EARTH HOLDS 74% OF THE GALAXY · DAY 870 OF WAR 801TERMINID SPORES HAVE ENGULFED HEETH AND ANGEL'S VENTURE, SPAWNING HORDES OF TERMINIDS THAT OVERWHELMED OUR COLONIAL MILITIAS. CLEARLY, THE BNEW MAJOR ORDER TIEN KWAN IS HOME TO THE SOLE ARSENAL OF NEW EXOSUIT TECHNOLOGY. IT IS ONLY A MATTER OF TIME BEFORE THE AUTOMATONS DISCOVER
WAR 801
SAT-LINK NOMINALDESIG HDS-OVERWATCH-7720OPERATOR A-1138CLEARANCE DELTA-3--:--:-- UTC
← ENEMIES·AUTOMATONS

GUNSHIP

The Gunship is a large, flying Automaton vehicle equipped with rockets and Heavy Fusion Cycler.

Gunship
FACTION
Automatons
ROLE
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ANATOMY

Per-body-part health, armor value, and damage flags. Captured from the wiki's Anatomy table verbatim; values like "300 [100/s]" mean a constitution pool with that regen rate. Fatal? = killing the part downs the unit; ExDR = explosive damage resistance.

PartHealthAVLocationDurable% to MainOverflowConstitutionFatal?ExDR
Main950Medium0%--NoneYes0%
FuselageMainMedium
Fuselage front view
Front
Fuselage side view
Side
100%100%YesNoneYes100%
FrontThrusters (2)400Medium
FrontThrusters (2) front view
Front
FrontThrusters (2) side view
Side
85%0%YesNoneYes0%
RearThrusters (2)400Medium
RearThrusters (2) front view
Front
RearThrusters (2) side view
Side
80%0%YesNoneYes0%

TACTICAL BRIEF

• Gunships are dangerous enemies, as unlike other Automatons, they are fast and difficult to hit. They also stay far away from Helldivers and are heavily armored, requiring substantial and accurate firepower to shoot down. In most situations, they should receive immediate targeting priority due to the threat they pose. Gunships tend to strafe around any cover that Helldivers may be using to shoot at them from more vulnerable angles. This can leave Helldivers vulnerable to other Automatons as they reposition themselves. • Gunships are also armed with rockets that can inflict tremendous stagger and knock Helldivers out from behind cover. Gunships will always fire directly at Helldivers with their rockets, or lead them if they are moving. When a rocket barrage is incoming, Helldivers should either immediately move away or quickly change their running direction. • Destroying any component of a Gunship will immediately bring it down. For this reason, Helldivers should focus on an individual part and not indiscriminately fire at it. The main fuselage is more armored and is fully durable, on top of being explosive-immune, so it can be harmed only by direct projectiles that inflict high durability damage. • The weakest parts of a Gunship are its thrusters with less HP and durability. The rear thrusters are slightly less durable than the forward thrusters, but as Gunships tend to be constantly facing Helldivers, the rear thrusters end up being more difficult for Helldivers to hit. Certain Medium armor penetrating Primary Weapons such as the R-36CS Diligence Counter Sniper and the Plas-101 Purifier can quickly take down Gunships, requiring nine and two fully-charged shots respectively to a thruster. • Support Weapons, such as the AC-8 Autocannon and APW-1 Anti-Materiel Rifle, can take down a Gunship with two shots to a single thruster. Notably, the RS-4SS Railgun is capable of shooting down a Gunship with one fully-charged unsafe shot to any of its thrusters, or two to its fuselage. • The LAS-98 Laser Cannon is also a good choice, as it can bring down a Gunship fairly quickly without the need to finely aim given the beam. • The MG-206 Heavy Machine Gun needs to put at least eight shots into a single thruster to bring down a Gunship. This can be difficult for Helldivers due to the Heavy Machine Gun's recoil and handling. • The E/MG-101 HMG Emplacement's high fire rate can shoot down Gunships with raw damage to their fuselages if needed. Its emplaced nature also means that it is well-suited for Helldivers to call down next to a Gunship Facility, destroying Gunships as they spawn. Helldivers can also place them in preparation of an incoming Gunship Patrol to the same effect. • Any anti-tank weapon is capable of destroying a Gunship in one shot, regardless of where it hits. The Spear is capable of locking on and firing, requiring minimal effort from a Helldiver. However, it can be considered overkill for a weapon that can only carry four missiles at…

ATTACKS

Weapons and melee strikes this unit can perform. Each card shows the wiki's illustration, a one-line description, and the full stat table (Damage, Armor Penetration, Fire Rate, Stagger, etc). Values are passed through verbatim, so multi-line cells like "350RPM (2-Round Burst) / 1.2s (Between Bursts)" stay readable.

Heavy Fusion Cycler
Heavy Fusion Cycler

A Heavy Fusion Repeater modified to sustain a much longer salvo. The Heavy Fusion Cycler allows the Gunship to lay down a withering hail of fire. Often additionally modified with improved targeting packages to compensate for firing on the move

Damage60 Ballistic Damage / 20 Durable Damage
AP3/3/3/0
Fire Rate500RPM (3s Burst) / 1s (Heat Cooldown)
Spread (Mrad)↔[50.00] ↕[50.00]
Demo Force20
Stagger Force20
Push Force15
HEAT Rocket Racks
HEAT Rocket Racks

Augmenting the Gunships arsenal are 2 Rocket Racks loaded with standard HEAT munitions. Such dual-purpose munitions are primarily an anti-infantry weapon, blasting apart entire squads alone. Though they are also effective at cracking open vehicles.

Damage30 Impact Damage / 100 Durable Damage
AOE70 Blast
Inner0.65m
Outer1.65m
Shockwave3.15m
AP3/2/3
AP6/5/4/0
Fire Rate600RPM (Salvo) / 6 Rockets per Salvo / 5.4s (Reload Cycle)
Equipment Uses24 Rockets (Total Capacity)
Spread (Mrad)↔[0.1] ↕[0.1]
Demo Force20 (Warhead), 30 (Blast)
Stagger Force35 (Warhead), 30 (Blast) (Both Ragdoll)
Push Force25 (Warhead), 40 (Blast)
Crash and Burn (Fuselage)
Crash and Burn (Fuselage)

Being multiple tons of steel, ammunition and fuel, even a plummeting Gunship is an equal danger to its targets than if it was still airborne, slamming the ground with great force and burying those too slow to escape with burning wreckage.

Damage0 Damage / 0 Damage
AOE100 Blast
Inner4m
Outer8m
Shockwave16m
AP3/2/3
AP0/0/0/0
Fire RateDeath Explosion
Spread (Mrad)Death Explosion
Demo Force20
Stagger Force50 (Ragdolls)
Push Force40
Crash and Burn (Engines)
Crash and Burn (Engines)

Downed gunships additionally crash onto terra firma with such force they often disintegrate into multiple parts, in particular the Engine Pods often break off with considerable force, crushing or slamming into any unfortunate being in the way.

Damage0 Damage / 0 Damage
AOE100 Blast
Inner2m
Outer4m
Shockwave8m
AP3/2/3
AP0/0/0/0
Fire RateDeath Explosion
Spread (Mrad)Death Explosion
Demo Force40
Stagger Force50 (Ragdolls)
Push Force40
Fuel Explosion
Fuel Explosion

Now often still burning, crashed Gunships are a ticking time bomb before said flames ignite either unburned fuel or undetonated ammunition loads. Such explosions are both devastating to those nearby and supposedly spectacular who (safely) witness it.

Damage0 Damage / 0 Damage
AOE300 Blast
Inner5m
Outer12m
Shockwave18m
AP6/5/6
AP0/0/0/0
Fire RateDeath Explosion
Spread (Mrad)Death Explosion
Demo Force40
Stagger Force50 (Ragdolls)
Push Force40

OTHER AUTOMATONS

Reference data and imagery from helldivers.wiki.gg.