Creates a thick smoke screen the size of the effective radius to block targets' line of sight.
Thermite Grenade
2000
3m
2.9s
Penetration
7
Duration
WIP
Special Effects
Sticks to targets. After fuse sets off, Thermite Grenade starts dealing consistent damage and eventually explode.
Frag Grenade
250
10m
2.4s
Penetration
3
Incendiary Grenade
150
7m
2.9s
Penetration
3
Duration
WIP
Special Effects
Ignites any targets and terrain within the blast radius.
Incendiary Impact
150
7m
0s
Penetration
3
Duration
WIP
Special Effects
Ignites targets and terrain within the blast radius on impact.
Impact Grenade
400
7m
0s
Penetration
4
Stun Grenade
N/A
10m
1.8s
Penetration
6
Duration
WIP
Special Effects
Temporarily stuns all targets in the effective radius.
Overview[ | ]
Primary and secondary weapons can be equipped before deploying to combat, though Primary weapons can also be picked up in the field. Helldivers can also equip one type of grenade, these cannot be swapped in the field. Whenever a Helldiver deploys to the field, they will be supplied with their chosen loadout and most of the respective ammo capacity (or full capacity with the Hellpod Space Optimization booster).
Stratagem or Support Weapons are not provided in the standard loadout and must be called in with their respective Stratagem (though they can also be randomly found in the field). They have their own weapon slot, so any Helldiver can carry one in addition to the rest of their loadout. Unlike the other weapons, they are effectively lost on death and may be lost behind enemy lines until their stratagem comes off cooldown. This can also somewhat limit their available ammunition, though they can still get ammo from all the usual sources, such as the Resupply stratagem (though only half the reserve capacity by default). They also aren't deployed with full reserve capacity by default. In both cases there are Ship Module upgrades available to provide full capacity.
Ammunition[ | ]
Every weapon has its own ammunition type and number of reserve mags/rounds (or heat sinks for laser weapons) a Helldiver can carry at once. Remaining ammunition in a weapon cannot be transferred, even if picked up while already carrying the exact same weapon. Reloading magazine-based weapons will always discard any ammo left in the current magazine, so it should be avoided unless its close to empty or easy opportunity to stock up is close at hand. The amount of ammo in each magazine also depends on the weapon itself and can range from marksman rifles with a few rounds each to rapid-fire machine guns with hundreds. A few weapons reload single rounds or partial capacity through clips.
Energy-based weapons have a lot of variation when it comes to their ammunition mechanics, and can be grouped into three types; plasma, laser and arc.
Plasma weapons, such as the PLAS-1 Scorcher and SG-8P Punisher Plasma function essentially the same as standard weapons, relying on a set amount of cartridges that have a set number of shots each.
Laser weapons like the LAS-5 Scythe and LAS-98 Laser Cannon rely on heatsinks in order to fire, the more you fire the more heat builds up. If you stop firing before the heat builds up too much, the weapon will cool down until the heat meter depletes or you start firing again, but if the heat meter reaches 100% your weapon will stop firing and you will need to replace your heatsink. The only laser weapon that does not rely on heatsinks is the LAS-99 Quasar Cannon, which shoots an explosive projectile rather than a beam and needs to charge up each shot and cool down afterwards.
Arc weapons, which are currently limited to the ARC-3 Arc Thrower and ARC-12 Blitzer, seem to be some of the few weapons with truly infinite ammo, but also have both a limited rate of fire and low effective range as a tradeoff. While they don't rely on ammunition, they both have somewhat unique firing mechanics; the Arc Thrower needs each shot to be charged up for about a second before firing each shot, while the Blitzer technically fires automatically with a 1.5 second cooldown between shots.
Some support weapons do not carry reserve ammo by themselves and require a special backpack (supplied alongside the weapon) to carry it instead. These can be carried by another player, if they are willing to remain close and provide a team reload as needed.
Despite these limitations, sources of ammunition resupply are generally universal. Ammunition can be picked up from boxes found on the map, the Resupply Pod or Supply Pack, which will automatically supply reserve ammo for every weapon (or ammo backpack) the Helldiver is currently carrying. This won't refill the currently loaded magazine however, and the source of ammunition is entirely used up, even if it only supplies a single item. Reloading weapons before picking up ammunition is generally preferable. Primary and secondary weapons always get their full reserve capacity back, Support weapons only get half without a specific ship module upgrade; superior packing methodology. Boxes found on the map work a bit differently and only provide a single magazine (or heat sink) for all weapons at the same time, including Support weapons.
Ammunition is also a factor at play for most Defensive stratagem deployments and Vehicles, which cannot be resupplied. Sentries will automatically deactivate when they run out of it.