Factory Strider

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The Automatons have deployed a new heavy unit: the Factory Strider. Previously deployed in very limited quantities, likely prototypes, this massive abomination is a walking Automaton fabricator. It is heavily armed and armored, and should be engaged with coordinated firepower and unhesitating aggression.

— Super Earth Dispatch

The Factory Strider is a massive Automaton icon.svgAutomaton vehicle that deploys four Devastators. Its armaments include a twin set of Fusion Gatling Guns and a heavily modified weapon known as the Fusion Repeater Cannon that is capable of unloading a burst of 3 explosive projectiles.

Spawning

Factory Striders can be first found in the Eliminate Automaton Factory Strider Mission starting on Challenging Difficulty Icon.svg Challenging. They begin spawning from Bot Drops or at Heavy Automaton Outposts starting on Suicide Difficulty Icon.svg Suicide Mission, and their spawn rate increases the higher the difficulty.

The secondary objective Intercept Convoy spawns five Factory Striders, patrolling from one end of the map to the other. One of them uniquely carries a Stratagem Scrambler that resembles a miniature Stratagem Jammer.

Behavior

Upon being alerted to a Helldiver's presence, the Factory Strider will audibly roar, and the Factory Strider's armaments will fire independently at the Helldiver as long as they are in the Factory Strider's line of sight. As its Carronade can rotate 360° and independently from the Factory Strider, it will often be the first to fire. It can fire up to three rounds as long as a Helldiver is in its line of sight and not too close to the Factory Strider. Its Fusion Gatling Guns have a limited rotation, mainly tied to the Factory Strider's head, but fires at a deadly 1200 RPM. The Factory Strider can also knock down and damage Helldivers as it walks.

The Factory Strider, pertaining to its name, will also spawn four Devastators every 50-55 seconds, and makes a sound akin to a mechanical door opening when it is doing so.

Upon taking a lethal blow, it will let out a shriek before violently exploding. As it is dying, its body can crush Helldivers near it.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR**** Demo
Force
Main 10,000 Armor AV4 Icon.png Heavy 100% - None Yes 40%
Stratagem
Scrambler
5,000 Armor AV0 Icon.png Unarmored I NO IMAGE 0% - None No 0% 40
Cannon Turret 900 Armor AV5 Icon.png Tank I 100% - None No 50%
Fusion Gatling
Guns
300 Armor AV3 Icon.png Medium 100% - None No 100%
Head Armor 1,500 Armor AV5 Icon.png Tank I 100% 30% None No 40%
Head Body 2,500 Armor AV4 Icon.png Heavy 100% 100% None Yes 40%
Neck Armor 1,500 Armor AV5 Icon.png Tank I 100% 30% None No 40%
Neck 2,500 Armor AV4 Icon.png Heavy Factory Strider Neck.png 100% 100% None Yes 40%
Front Top
Armor
2,200 Armor AV5 Icon.png Tank I 100% 30% None No 40%
Front Engine
Weakspot
2,000 Armor AV4 Icon.png Heavy Factory Strider Front Engine Weakspot.png 100% 100% None No 40%
Front Armor 2,200 Armor AV5 Icon.png Tank I 100% 30% None No 40%
Side Armor 2,200 Armor AV5 Icon.png Tank I Factory Strider Side Armor.png 100% 30% None No 40%
Rear Engine
Armor
2,200 Armor AV5 Icon.png Tank I Factory Strider Rear Engine Armor.png 100% 50% None No 40%
Rear Engine
Weakspot
1,500 Armor AV3 Icon.png Medium Factory Strider Rear Engine Weakspot.png 75% 100% None No 40%
Rear Armor 2,200 Armor AV5 Icon.png Tank I 100% 30% None No 40%
Leg Armor 1,500 Armor AV5 Icon.png Tank I 100% 30% None No 40%
Knee Armor 800 Armor AV5 Icon.png Tank I 100% 20% None No 40%
Leg Assembly 1,500 Armor AV4 Icon.png Heavy 100% 40% 2,000 [0/s] Yes 40%
Belly Panels 1,200 Armor AV3 Icon.png Medium 100% 100% 1,200 [0/s] Yes 40%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Head Body
(Broken Head Armor)
2,500 Armor AV4 Icon.png Heavy 100% 100% None Yes 40%
Neck 2,500 Armor AV4 Icon.png Heavy 100% 100% None Yes 40%
Circuits Front
(Broken Front Armor)
1,200 Armor AV3 Icon.png Medium 100% 100% 1,200 [0/s] Yes 40%
Circuits Side
(Broken Side Armor)
1,200 Armor AV3 Icon.png Medium Factory Strider Circuits Side.png 100% 100% 1,200 [0/s] Yes 40%
Circuits Rear
(Broken Rear Armor)
1,200 Armor AV3 Icon.png Medium 100% 100% 1,200 [0/s] Yes 40%
Leg Assembly
(Broken Leg Armor)
1,500 Armor AV4 Icon.png Heavy 100% 40% 2,000 [0/s] Yes 40%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.

Weapons Loadout

Fusion Repeater Cannon

A heavily-modified Battle Cannon. The Fusion Repeater Cannon takes advantage of massive generators upon the Factory Strider to cycle up to 3 devastating shots in a single salvo. Only the hardiest of fortifications can hope to withstand such firepower.

Stat Value
Damage.png Durable Damage.png Damage 1500 Impact Damage
1500 Durable Damage
AOE Blast Damage.png Damage 100 Blast
Radii.png Inner 1.2m
Radii.png Outer 6m
Radii.png Shockwave 12m
Blast AP Medium.png AP 3/2/3
Ballistic AP Medium.png AP 6/5/4/0
Firerate.png Fire Rate 60RPM (3 Round Salvo)
6s (Reload Cycle)
Spread.png Spread (Mrad) ↔[20.00] ↕[20.00]
Demo Force.png Demo Force 50 (Impact + Blast)
Stagger.png Stagger Force 60 (Impact), 50 (Blast)
(Both Ragdoll)
Push Force.png Push Force 30 (Impact), 70 (Blast)


Fusion Gatling Guns

Whilst lacking the stopping power or accuracy of the larger Heavy Fusion Repeater. The Fusion Gatling Gun simply makes up for this through sheer volume of fire, proving especially effective against lightly armoured infantry and providing suppressive fire.

Stat Value
Damage.png Durable Damage.png Damage 35 Ballistic Damage
4 Durable Damage
Ballistic AP Medium.png AP 2/2/1/0
Firerate.png Fire Rate 1200RPM (2s Burst Sweep)
~1s (Spool Time)
3s (Heat Cooldown)
Spread.png Spread (Mrad) ↔[150.00] ↕[100.00]
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 15


Cataclysmic Explosion

The fusion generators powering the Factory Strider dwarf even the Heavy Tank, required to power its locomotion, armament and manufactory parts. It is such that a meltdown of said reactor can be described as nothing more than "truly cataclysmic".

Stat Value
Damage.png Durable Damage.png Damage 0 Impact Damage
0 Durable Damage
AOE Blast Damage.png Damage 300 Blast
Radii.png Inner 5m
Radii.png Outer 12m
Radii.png Shockwave 18m
Blast AP Medium.png AP 6/5/6
Ballistic AP Medium.png AP 0/0/0/0
Firerate.png Fire Rate Death Explosion
Spread.png Spread (Mrad) Death Explosion
Demo Force.png Demo Force 40
Stagger.png Stagger Force 50 (Ragdolls)
Push Force.png Push Force 40


Tactical Information

  • The Factory Strider's massive health pool allows it to take a significant amount of damage, even from offensive Stratagems. The Eagle 500kg Bomb, Orbital Precision Strike, Eagle Strafing Run, and Orbital 380mm HE Barrage are examples of stratagems that can destroy or soften up the Factory Strider for Armor AP5 Icon.png Anti-Tank I armor penetrating Support Weapons.
  • The Factory Strider's gatling guns are deadly at close range, especially if Helldivers are in front of it. Helldivers can destroy its gatling guns using Armor AP3 Icon.png Medium armor penetrating or higher Support Weapons such as the APW-1 Anti-Materiel Rifle, AC-8 Autocannon, or the LAS-98 Laser Cannon.
    • Helldivers can stim themselves to survive its fusion gatling guns, unless it manages to hit their head.
    • Oddly, the Factory Strider's fusion gatling guns do not fire at Exosuits. However, its carronade will still fire at them.
  • The Factory Strider's "eye" is a fatal zone, requiring Armor AP4 Icon.png Heavy armor penetrating weaponry. It is vital for Helldivers to take out its fusion gatling guns first as the exposed part of the head is small and requires precise aim.
  • The Factory Strider's undercarriage is another weak spot. Destroying it only requires Armor AP3 Icon.png Medium armor penetrating weaponry, and has slightly lower health than its eye, note the bleedout hp has 0 decay therefore it behaves as hp for a total of 2,400 effective health. However, this requires the Helldiver to be under or near the Factory Strider, and may leave the Helldiver open to its newly-deployed Devastators. Similar to its eye, it is also important for Helldivers to destroy its fusion gatling guns first before going for its undercarriage.
    • Helldivers should aim at an individual undercarriage door as they have separate health pools.
    • When using machine guns for this method, it is recommended to set their fire rate to its highest.
  • The Factory Strider's feet are also a weak spot, note the bleedout hp has 0 decay therefore it behaves as hp for a total of 3,500 effective health. It can be destroyed in 2 shots from the E/AT-12 Anti-Tank Emplacement, EAT-17 Expendable Anti-Tank, or LAS-99 Quasar Cannon.
  • The Factory Strider's cannon requires Armor AP5 Icon.png Anti-Tank I weaponry to take out, such as the FAF-14 Spear and GR-8 Recoilless Rifle. As the Orbital Railcannon Strike or Eagle 110mm Rocket Pods automatically target the center of an enemy, it will often end up destroying the carronade first.
  • The Factory Strider's carronade is powerful enough to destroy demo 50 threshold structures. Smart Helldivers may use this to their advantage to destroy Automaton Fabricators, Bulk Fabricators, Detector Towers, Stratagem Jammers, and Rogue Research Stations.
  • Despite their size, Factory Striders will die immediately if the Dropship carrying them is shot down by destroying the fuselage before the deployment window.
    • If a SEAF SAM Site is active, it will attempt to engage the Dropship carrying it. However, if the missile approaches at an improper angle (like from underneath), it may destroy the Factory Strider directly instead of the Dropship carrying it.
  • The E/AT-12 Anti-Tank Emplacement, EAT-17 Expendable Anti-Tank, and LAS-99 Quasar Cannon can quickly kill a Factory Strider in 2 shots to the exposed head or 1 shot from the GR-8 Recoilless Rifle.
  • Brave Helldivers can use the B-100 Portable Hellbomb to destroy Factory Striders within range.

Trivia

Change History

Patch
Description

1.005.000
2025-12-02

Fixes

  • Factory Striders will no longer be launched to the sky erratically when dying
  • Hellpods that hit the Factory Strider will no longer remain in the air after the enemy dies

1.004.100
2025-10-23

Changes

  • Slightly less vulnerable to fire
    • Fire damage multiplier reduced from 200% to 150%

1.003.101
2025-06-10

Change

  • Increased leg bleedout from 1,500 to 2,000.
    • Legs are 3,500 effective health.

1.001.104
2024-10-15

Change

  • Normal small projectiles damage reduced from 40 to 35.

1.001.100
2024-09-17

Undocumented Change

  • Main health increased from 5,000 to 10,000

1.001.002
2024-08-06

Undocumented Change

  • The Factory Strider's cannon now fires in a three-round burst.

1.000.400
2024-06-13

Fixes

  • Fixed issue where Helldivers could be launched into the air if close to a Factory Strider corpse.
  • Fix for Factory Strider sometimes spawning an extra model after being destroyed.

1.000.202
2024-04-09

Undocumented Change

1.000.200
2024-04-02

Undocumented Change