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"An anti-tank homing missile which must lock onto its target before launch. Effective against large and armored enemies."

The FAF-14 Spear is one of the stratagems available to the player at Level 20.

Unique amongst the support weaponry available to Helldivers Companion Helldivers, the FAF-14 is an anti-armor missile launcher that fires self-guided anti-tank missiles. It is also capable of locking onto aircraft, structures, and tanks as well as large biological targets that are similar in size to tanks.

Stratagem Code[]

Players must enter the following sequence, using the default Ctrl+WASD keys or the controller D-Pad in order to call down this single-use Stratagem during a mission:
Down ArrowDown ArrowUp ArrowDown ArrowDown Arrow

Stats[]

  • Call-in time: 3 Seconds
  • Uses: Unlimited
  • Cooldown time: 480 Seconds (8 Minutes)
FAF-14 Spear Valid Targets
Automatons Icon Automatons Terminids Icon Terminids Illuminate Icon Illuminate
Structures
Units

Gameplay Tips[]

  • Unlike other support weapons, the Spear cannot fire without a target lock. It can target any enemy unit that appears as a large dot on the radar. The full list of available targets can be found above.
    • The Spear has a maximum targeting range of 300m.
  • The Spear does not require a vent shot to take down a Automaton Fabricator due to its inability to direct-fire like the GR-8 Recoilless Rifle.
  • The Spear only has a 3 spare missiles in the backpack, giving it a total of 4 missiles in total per stratagem drop if the launcher itself is counted. This is much less than the GR-8 Recoilless Rifle, so ammo conservation and target prioritization is a must.
    • An ammo pickup only restores 1 missile, a supply pack restores 2, and a supply pack from someone with the Superior Packing Methodology module restores all 3.
  • The Spear shoots its missile in an upward angle, which causes the missile to travel upwards slightly, then travel in a straight line. While this can cause the missile to penetrate the weaker top armor of some units, this also means that there is a minimum effective range of ~25m despite being able to lock on even at close range. Valid targets standing within this distance between them and the Spear operator will always be able to avoid their incoming shots.
    • The missile has a high degree of homing accuracy. As long as the target does not get inside the minimum effective range or duck behind solid cover, the missile is highly guaranteed to hit, regardless of distance.
    • This is less of an issue against tall targets, like Bile Titans and Factory Striders, as their height ensures the missile will score a hit, regardless of distance in most circumstances.
  • Because there is no way to control the missile once it's set off, positioning is king when it comes to hitting weak spots with the Spear.
    • To score a headshot against chargers and Bile Titans, the target must be facing you, and you must align the reticle to its head, then aim it slightly above them to ensure that upon the missile's descent, it will be very likely to hit the head. In the case of chargers, the target ideally should be atleast 50m away and not charging towards you.
    • While very risky, a surefire way to score a headshot against Bile Titans and Chargers without relying on crosshair alignment, trajectory prediction, and minimum distance, is to get a lock-on at point-blank range, and fire the missile right into their face at the last second. It is not recommended to try this without protection from explosives or less than 75% HP.
  • The Spear is also one of two weapons that can destroy a Bile Titan bug hole.
  • Although the grounded outpost structure version of the Illuminate Icon Illuminate Warp Ship can be locked onto, currently the Spear is NOT capable of destroying the structure even with it's shield removed without getting a direct hit through one of the two open doors; due to it's angle of launch, the lock on location, it is a highly impractical method of demolition, only really working for distant Warp Ship Outposts on plateaus.

Trivia[]

  • The FAF-14 Spear is based off the FGM-148 Javelin, with both have a top attack feature. However, the reload sequence is a bit different compared to the Javelin -- the Spear's rockets are loaded into a tube attached to the targeting system, while the Javelin's rockets come in detachable tubes connected to the targeting system.
  • The FAF-14 Spear uses a node based lock on system. Usually, though not typically, the lock on node is in the center of mass for the enemy or structure. This can lead to lock-ons through small gaps in terrain, foliage, or even destructible objects like fences, which would normally be seen as obstructing the target

Bugs[]

  • Previously, the FAF-14 used to be one of the most infamously unreliable weapons in the game, as its ability to acquire targets was bugged and most often than not, the user spent more time fighting the launcher's CLU in an attempt to get a shot out than the enemy.
    • As of update 1.000.400, the Spear's ability to lock onto targets have been fixed, and the failure rate compared to previous patches is almost non-existent.