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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·TERMINIDS·RUPTURE STRAIN

RUPTURE WARRIOR

A product of Gloom-induced mutation, the Rupture Warrior has lost the UV-insulating chitin layer that would protect its internal organs from solar radiation damage. Captured specimens prefer burrowing to open-air movement, a pattern indicative of subconscious shame at their own undemocratic ways.

Rupture Warrior
FACTION
Terminids
ROLE
Rupture Strain

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
Main250Unarmored II
Main front view
Front
Main side view
Side
20%--NoneYes0%
Head110Medium
Head front view
Front
Head side view
Side
20%100%No160 [70/s]Yes100%
Legs (4)100Unarmored II
Legs (4) front view
Front
Legs (4) side view
Side
0%40%NoNoneNo100%
Claws (2)75Medium
Claws (2) front view
Front
Claws (2) side view
Side
0%40%NoNoneNo100%

TACTICAL BRIEF

• Rupture Warriors that are burrowing will emerge from the ground within moments of closing within ~3m of a Helldiver, often directly under said diver's feet, and immediately deal damage if the player is in front of them when this happens. If a Helldiver is within range of the Rupture Warrior to start to surface but then runs away, the Rupture Warrior will immediately lunge at them to try and close the distance, making it harder to avoid damage if said player remains roughly in the direction they were tunneling. Rupture Warrior that are surfacing deal 2 separate instances of damage, the first immediately upon protruding their front claws out of the ground, the second approximately upon pulling their hind legs out. This later point does not visually indicate an attack and may cause players attempting to melee the unit to take unexpected damage. • It is possible to evade their burrowing attack if the following conditions are met: They have fully burrowed and are underground for at least ~3-4s. • The player sprinted right above and past them. • Perform this too early, and they will stay burrowed and then will hit the player with rigorous tracking. • Helldivers can either trick or force Rupture Warriors into surfacing by sprinting past them or by shooting explosive ordnance on top of them, such as a CB-9 Exploding Crossbow. • It should be noted that Rupture Warriors often burrow in groups, and it can be difficult to differentiate a single burrowing unit from a clustered group, potentially causing unattentive or overly eager divers to take significant damage. • Rupture Warriors are more dangerous towards mission hosts, emerging from the ground and attacking much closer to the hosting Helldiver than non-hosting Helldivers. Therefore, it is recommended to bring either heavy armor, Feet First passive armor, or wear an SH-32 Shield Generator Pack. • Rupture Warrior, unlike their normal Warrior counterparts, have Medium armor on their heads and claws in exchange for less main health. • The front legs and tail (part of Main in the Anatomy section) of a Rupture Warrior protrude slightly above its head and are vulnerable to Light penetration. Their burrowing animation exposes their entire body/tail for a moment, offering a brief chance for Light penetration Ballistic weapons to disrupt or kill. • The fastest way to kill a Rupture Warrior is by destroying its head, though destroying it will cause it to enter a "berserk" state and increase its movement speed before bleeding out. Helldivers can shoot the Warrior more to fully kill it, or they can avoid it until it fully bleeds out. Destroying any of its legs will prevent its movement speed increase.

OTHER TERMINIDS

Reference data and imagery from helldivers.wiki.gg.