Eagle 110mm Rocket Pods

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A barrage of rocket pods, which the Eagle pilot will release on the largest target near the stratagem beacon.

— Ship Management Terminal

The Eagle 110mm Rocket Pods is an offensive stratagem that sends out 3 volleys of 2 rockets into the largest target near the beacon.

Stratagem Statistics

General
Call-in Time 3.4 seconds
Rearm Time Standard 150 seconds
With Pit Crew Hazard Pay 120 seconds
With Advanced Crew Training 108 seconds
Uses Standard 3
Upgraded 4
Cooldown Standard 15 seconds
With Morale Augmentation 14.25 seconds
With Liquid-Ventilated Cockpit 7.5 seconds
With All Upgrades 6.75 seconds


Detailed Weapon Statistics

Eagle 110mm Rocket Pods
Main Health 100
Main Armor Armor AV0 Icon.png Unarmored I
Total Uses 2
Cooldown 15 sec
Call-in Time 0 s
Capacity 6
Attacks
Rocket 110mm Projectile
Rocket 110mm Explosion
Rocket 110mm
Projectile
Caliber 110 mm
Mass 3.3 kg
Initial Velocity 700 m/s
Drag Factor 0%
Gravity Factor 210%
Penetration Slowdown 25%
Damage
Standard 600
vs. Durable 600
Penetration
Direct Armor AP7 Icon.png Anti-Tank III
Slight Angle Armor AP7 Icon.png Anti-Tank III
Large Angle Armor AP7 Icon.png Anti-Tank III
Extreme Angle Armor AP7 Icon.png Anti-Tank III
Special Effects
Demolition Force 40
Stagger Force 40
Push Force 15
Rocket 110mm
Area of Effect
Inner Radius 1.6 m
Outer Radius 5 m
Shockwave Radius 8 m
Damage
Inner Radius 200
Outer Radius 199 - 0
Penetration
Inner Radius Armor AP3 Icon.png Medium
Outer Radius Armor AP2 Icon.png Light
Shockwave Armor AP3 Icon.png Medium
AoE Effect
Demolition Force 30
Stagger Force 30
Push Force 40

Tactical Information

  • This stratagem is able to deal with larger, armored targets with ease, either stripping their armor so they can be readily dispatched by support weapon's fire, or outright killing them.
  • Due to the travel speed of the missiles, fast moving targets such as Chargers may not always be hit by the rockets.
  • Against the Automatons, the rocket pods are able to destroy Tanks and Cannon Turrets in 1 salvo, making them an excellent choice against these enemies in particular.
  • Rocket pods cannot reliably destroy Hulks partially due to broken hitboxes and because hits to their arms and shoulders are not lethal. A rocket barrage that strikes the rear vents cleanly should destroy a Hulk immediately.
  • Eagle-1 considers Automaton Fabricators to be "large targets", allowing you to destroy them from a distance even if the stratagem ball doesn't land close or on top of it.
  • While the game claims that this stratagem has a 0-second call-in time; it is in fact 3 seconds, with an additional ~1 second before the rocket pods hit their target.
  • Compared to other Eagle stratagems, the Rocket Pods are very precise. This allows you to call them in on a large target harassing your allies without putting them in too much risk. However, the attack has a small area of effect, so do not get too close - but this also means that if enemies are densely packed together, the stratagem can kill multiple of them.
  • Rocket Pods can be a good alternative to the Orbital Railcannon Strike due to their similar target-seeking feature.
  • With the correct approach angle and a bit of luck, the 110mm Rockets are capable of instantly killing a Bile Titan by hitting it directly in the head.

Applicable Ship Modules

The following Ship Modules affect the Eagle 110mm Rocket Pods:

Department Ship Module Effect
Hangar Liquid-Ventilated Cockpit Eagle stratagem cooldown reduced by 50%.
Pit Crew Hazard Pay Reduces Eagle rearm time by 20%.
Expanded Weapons Bay Increases the number of Eagle stratagem uses per Rearm by 1.
Bridge Morale Augmentation Reduces cooldown time for all Stratagems by 5%.

Media

Tutorial Video Demonstrating Use of the Eagle 110mm Rocket Pods

Change History

Patch
Description

1.003.000
2025-05-13

Change

  • Stagger strength increased from 35 to 40
  • Increased armor penetration in certain angles

1.001.100
2024-09-17

Changes

  • Every Stratagem capable of damaging heavily armored enemies has had their damage increased to account for the increased health of heavier enemies.

1.000.400
2024-06-13

Changes

  • Improved targeting.
  • Increased projectile armor penetration from Armor AP5 Icon.png Anti-Tank I to Armor AP6 Icon.png Anti-Tank II, now does 100% damage to heavily armored enemies instead of 50%.
  • Decreased projectile damage 600 to 250.
  • Decreased explosion armor penetration, can no longer damage heavily armored enemies.