WIPWork in progress. New features arriving daily. Expect broken pages and rough edges.
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
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.
Part
Health
AV
Location
Durable
% to Main
Overflow
Constitution
Fatal?
ExDR
Main
3,500
Tank I
—
100%
-
-
None
Yes
0%
Beamer
1,000
Tank I
FrontSide
100%
100%
No
1,500 [0/s]
Yes
100%
FrontalFuselage (2)
1,000
Tank I
FrontSide
100%
100%
No
None
No
100%
RearFuselage (2)
1,000
Tank I
Side
100%
100%
No
None
No
100%
Engine
Main
Tank I
Side
100%
100%
Yes
None
No
100%
Stern (2)
1,000
Tank I
Side
100%
100%
Yes
None
No
100%
Bow
1,000
Tank I
FrontSide
100%
100%
Yes
None
No
100%
Shield
2,500
Unarmored I
FrontSide
0%
0%
-
None
No
0%
TACTICAL BRIEF
• Warp Ships come in three variations: Grounded, Airborne, and Landing. Grounded Warp Ships, which act as enemy spawners, have their own dedicated page.
• Airborne Warp Ships function similarly to Automaton Dropships, flying in once reinforcements have been called in by a Watcher, and projecting a tractor beam from their circular underside that directly teleports Illuminate forces to the ground.
• Landing Warp Ships are similar to Airborne Warp Ships, but are invincible until they land, at which point they reveal a door weak-spot similar to Grounded Warp Ship. They are only found in Repel Invasion Fleet.
• Reinforcement Warp Ships are significantly weaker, and can be neutralized in manners similar to Dropships. One rocket from the FAF-14 Spear or GR-8 Recoilless Rifle will immediately destroy an unshielded airborne Warp Ship. (The latter is limited to direct hits to the fuselage)
• Warp Ships have armor on the sides which can be stripped away after sustaining enough damage. Hitting the sides of an airborne Ship is highly ill-advised.
• An airborne Warp Ship's shields are identical to its grounded counterpart. They must be destroyed before the main body can be damaged.
• Activating a SEAF SAM Site is one possible method of destroying a Warp Ship. Prior to the 1.002.200 update, SEAF SAM Sites were capable of destroying a Warp Ship with a single missile hit, regardless of the impact location. After this update, Warp Ships in flight were granted protective shields similar to those deployed during landing, which prevents most single-shot kills. As a result, SAM Sites generally require one missile to disable the shield and another to inflict lethal damage.
• In the current version, a single-hit destruction of a Warp Ship is still technically possible under specific conditions: The missile must impact the shield section that spatially overlaps with the antigravity ring (The ring identified in the Anatomy table as the Fuselage).
• The direct hit damage will first deplete the Illuminate shield. Since the Warp Ship does not experience a stun effect after shield break, it continues advancing.
• The missile’s explosion point then resolves inside the model of the Warp Ship. Because the antigravity ring possesses an ExDR of 100%, only internal explosions are effective. The overlap results in the explosion damaging the antigravity ring, instantly destroying the Warp Ship.
• Note: When SAM Sites are positioned too far away to reliably hit the antigravity ring, it is recommended that Helldivers employ handheld anti-tank weapons. These can capitalize on the brief vulnerability window created after the SAM breaks the Warp Ship’s shield to take down Warp Ships.