AC-8 Autocannon

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A fully-automatic cannon effective against light vehicle armor. Includes support backpack required for reloading.

— Ship Management Terminal

The AC-8 Autocannon also known as the AC, is a support weapon that fires large caliber, light vehicle armor piercing high-explosive shells. It is capable of firing either semi-automatic orfully automati, with the latter increasing its already substantial recoil. It unlocks at Rank 10.

It is capable of penetrating light vehicle armor, with a small AoE explosion when the round impacts. The explosions do not have the same damage radius of the GL-21 Grenade Launcher, but do have the ability to deal heavy damage to enemy weak points. Unlike most weapons, the AC-8 Autocannon is not reloaded with magazines, but from x2 5-round clips from the associated backpack. Due to this, it is not possible to reload while there are more than 5 rounds in the internal magazine.

Stratagem Statistics

  • Call-in Time: 3 sec (7 sec in-game)
  • Uses: Unlimited
  • Cooldown Time: 480 Seconds (8 Minutes)

Detailed Weapon Statistics

AC-8 Autocannon
Fire Rate 250 rpm
Cooldown 480 sec
Call-in Time 3 s
Capacity 10
Reload Time 5.2 s
Tactical Reload 1.7 s
Clip Capacity 5
Spare Clips 10
Starting Clips 10
Clips from Supply 5
Cannon 20mm APHET Projectile
APHET 20mm Explosion
Cannon 20mm APHET
Caliber 20 mm
Mass 120 g
Initial Velocity 820 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 55%
Standard 260
vs. Durable 260
Direct Armor AP4 Icon.png Medium II
Slight Angle Armor AP4 Icon.png Medium II
Large Angle Armor AP4 Icon.png Medium II
Extreme Angle Armor AP0 Icon.png Unarmored
Special Effects
Demolition Force 30
Stagger Force 30
Push Force 20
APHET 20mm
Area of Effect
Inner Radius 2 m
Outer Radius 4 m
Shockwave Radius 5.5 m
Inner Radius 150
Outer Radius 149 - 0
Inner Radius Armor AP3 Icon.png Medium I
Outer Radius Armor AP2 Icon.png Light II
Shockwave Armor AP3 Icon.png Medium I
AoE Effect
Demolition Force 30
Stagger Force 40
Push Force 40

Tactical Information

  • The Autocannon has a 10-round internal magazine that is reloaded via 5-round clips pulled from the associated backpack.
    • Reloading while carrying the backpack causes the Helldiver to drop to one knee and remain immobile during the animation, so be sure to reload only when it's safe to do so.
    • Reloading a single clip takes 2 seconds, but reloading the entire magazine from empty takes about 5 seconds, due to the Helldiver needing to cycle the bolt in addition to loading the two clips.
      • The optimal strategy therefore is to never let the magazine run completely empty, as it is for all other magazine fed weapons. As long as there's one round left in the chamber, there's no need to cycle the bolt, saving 2 seconds on reload time.
    • If the magazine is empty, Helldivers may choose to only load half the magazine and cancel loading the other clip by diving, crouching, switching weapons, or opening the stratagem menu. Helldivers are advised to not attempt to cancel the reload by pressing the fire button, as this will discharge the Autocannon, which during reload is pointed at the ground right in front of the wielder. Helldivers will die instantly.
    • The Autocannon's wielder can carry the ammo backpack, but if a teammate carries that backpack instead, reloading is much faster, facilitating more rounds sent downrange.
  • Ammo Boxes will add 2 clips to the backpack, and a Resupply box will add 5.
  • Helldivers are advised to not fire at enemies at point-blank range. The explosion from the Autocannon's explosive rounds will kill the wielder.
  • It is the only weapon currently in the game that utilizes en-bloc clips to feed an internal magazine.
  • It is a very well-rounded weapon system and highly effective against the Automatons.
  • It is somewhat difficult to precisely aim if not taking significant time to remain stable, and the explosion area on impact is small. Therefore - while it is effective against tight clusters of small enemies, medium-sized enemies, and weak spots of larger enemies, making it a very flexible choice with long range - its main weakness is dealing with spread-out small targets, like Hunters approaching from multiple directions or a crossfire from Troopers, especially if said enemies should close into melee range.
    • It is highly advised to crouch or going prone when possible when firing the weapon for better handling.


Target Hits Notes
Charger 2 Interior of one leg (hard to hit)
4-5 Abdomen, it will bleed out
Spore Spewer
Terminid Nest 1
Target Hits Notes
Trooper 1 Anywhere
Devastator 1 Head
2-3 Body
Scout Strider 1 Anywhere
Hulk 2 Red eye
Fabricator 1 Ricochet off of the vent door at a sufficient angle, or shoot the entrance when the door is open
Target Hits Notes
Broadcast Tower 1

Affected by

The following Ship Modules affect the AC-8 Autocannon:

Department Ship Module Affect
Patriotic Administration Center Streamlined Request Process Reduces stratagem cooldown from 8:00 to 7:10.


Tutorial Video Demonstrating Use of the AC-8 Autocannon

Change History




  • Explosive weapons no longer pull players inward from the blast.