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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·JET BRIGADE

JET BRIGADE HULK SCORCHER

The Jet Brigade Hulk Scorcher is a Heavy Automaton that is part of the Jet Brigade, and is a variant of the Hulk Scorcher that has a massive, specialised Heavy Jump Pack.

Jet Brigade Hulk Scorcher
FACTION
Automatons
ROLE
Jet Brigade

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
Main1,800Heavy
Main front view
Front
Main side view
Side
60%--NoneYes0%
Head250Heavy
Head front view
Front
Head side view
Side
25%100%YesNoneYes100%
Arms (2)500Heavy
Arms (2) front view
Front
Arms (2) side view
Side
70%80%NoNoneNo100%
Legs (2)500Heavy
Legs (2) front view
Front
Legs (2) side view
Side
80%80%No500 [0/s]No(Downs)100%
Jetpack750Medium
Jetpack front view
Front
Jetpack side view
Side
70%--NoneYes0%

TACTICAL BRIEF

• Destroying the jump-pack will instantly kill the hulk instead of causing it to bleed out, as well as exploding and damaging nearby enemies. It may be preferable to target this jump-pack to turn the Hulk into an improvised explosive against other Automatons. • As the jetpack is not immune to explosion damage, multiple sources of damage that would otherwise struggle to kill a Hulk from the front can successfully destroy the jetpack from the front due to their large explosion radius. • The upper vents of the Hulk's jetpack also stick out atop the front profile of the Hulk and can be targeted with any weapon of Armor Penetration Medium or above to these spots, though targeting them may prove tricky, particularly when shooting from a lower elevation. The jetpack armor completely covers the unarmored vents found on standard Hulks. Therefore, on Jet Brigade missions it is advised to bring at least one weapon of Armor Penetration Medium or above to have a way to deal with them. • Barring Inflammable and Acclimated-equipped Helldivers, the Hulk Scorcher's flamethrower has a far reach and can quickly kill Helldivers. Helldivers should react to burns by diving to put themselves out. • Due to their movement speed, it is difficult for Helldivers to outrun and retreat from a Hulk Scorcher. Destroying one of its legs will significantly slow it and leave it vulnerable to follow-up shots to its head or vents. • Helldivers can dodge the sawblade by diving away from it. However, as the Hulk Scorcher has no animation telegraphing its sawblade attacks, Helldivers should anticipate the swing once the Hulk Scorcher gets into range. • Heavily armed and armored, Hulks are powerful enemies that demand special attention due to their durability and heavy weapons payload, as they are capable of killing Helldivers in short order. • Hulks are covered in Heavy armor, but they do have two weak spots: the glowing heat sink on their backs which are Unarmored II, and their Head, which only has 250 health and will kill a Hulk if destroyed. A Hulks vents can be damaged by any weapon, but are rather durable. It is advised to use higher-damage Support Weapon to more easily destroy the vents. Destroying its vents will cause the Hulk to go into a bleedout state, where they can be seen hobbling and flailing its weapons. • The RS-422 Railgun, APW-1 Anti-Materiel Rifle, and S-11 Speargun are capable of destroying its head with a single shot. • The Hulk's slow movement speed make them particularly vulnerable to dedicated anti-tank weapons such as the EAT-17 Expendable Anti-Tank, LAS-99 Quasar Cannon, and GR-8 Recoilless Rifle and are capable of destroying a Hulk in a single shot. Due to their poor mobility, Hulks can also be easily destroyed by most offensive explosive stratagems such as the Eagle 500kg Bomb, Eagle Strafing Run, and Eagle 110mm Rocket Pods. • A single G-123 Thermite will inflict enough damage to destroy a Hulk no matter where on its body it is placed. • While…

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.

Industrial Heavy Flamer
Industrial Heavy Flamer

Looking more fitting in an industrial smelter than in battle. This heavy Flamer excels at flushing dug-in infantry from their bunkers and boltholes and forcing those who survive to fall back in complete disarray. Popular with Hulk Scorcher units.

Damage60 Fire Damage / 45 Durable Damage
Inflicts100 Burn DPS (3.0s) / (Via Direct Damage)
AP3/3/3/0 (Projectile) / 4/4/4/4 (Burn DPS)
Fire RateUnknown RPM / 2.6s (Fire Time) / 8.7s (Cooldown Time)
Spread (Mrad)↔[10.00] ↕[10.00]
Demo Force10
Stagger Force5
Push Force5
Heavy Rotary Saw
Heavy Rotary Saw

The iconic armament of the Hulk Scorcher. This macabre weapon is both brutally simple in design and intent. Being more than capable of tearing apart flesh and breaking open steel, with not even armoured vehicles being truly safe from the Hulk's wrath.

Damage200 Impact Damage / 200 Durable Damage
AP5/0/0/0
Fire RateMelee
Spread (Mrad)Melee
Demo Force30
Stagger Force40 (Ragdolls)
Push Force35
Heavy Stomp
Heavy Stomp

Hulk units are able to use their immense bulk to clear difficult terrain, obstacles (natural or human-made), as well as the occasional unfortunate with ease. Often also clears paths of dangers for lighter units during patrols as a result.

Damage100 Impact Damage / 100 Durable Damage
AP4/0/0/0
Fire RateMelee
Spread (Mrad)Melee
Demo Force30
Stagger Force20
Push Force25
Heavy Jump Pack Explosion
Heavy Jump Pack Explosion

Wheras the standard Jump Pack can be seen as a backpack sized petrol tank, the Heavy Jump Pack is akin to a massive propane tank, often engulfing both friend and foe in burning petrol and shrapnel as it finally ruptures from enemy fire.

Damage0 Ballistic Damage / 0 Durable Damage
AOE500 Blast
Inner2m
Outer3m
Shockwave3m
AP4/3/4
Inflicts100 Burn DPS (3.0s) / (Via Explosion)
AP4/4/4/4 (Burn DPS)
Fire RateDeath Explosion
Spread (Mrad)Death Explosion
Demo Force30
Stagger Force40 (Ragdolls)
Push Force40
Reactor Meltdown
Reactor Meltdown

The massive reactor that powers the Hulk is both powerful and equally volatile. It is such that, should the Hulk fall in combat, the Reactor effectively goes critical before finally erupting

Damage0 Impact Damage / 0 Durable Damage
AOE100 Blast
Inner1.60m
Outer8m
Shockwave12m
AP3/2/3
AP0/0/0/0
Fire RateDeath Explosion
Spread (Mrad)Death Explosion
Demo Force20
Stagger Force50 (Ragdolls)
Push Force40

VARIANTS

Related strains tracked under their own catalogue entry. Pulled from the wiki's Variants gallery.

OTHER AUTOMATONS

Reference data and imagery from helldivers.wiki.gg.