Helldivers 1:Encyclopedia

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All entries from the in game Encyclopedia in Helldivers 1.

TACTICAL MANUAL

TACTICAL MANUAL

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In the TACTICAL MANUAL you will find everything a Helldiver needs to know about his own actions while on a mission.

Here you can learn about RANGED COMBAT, STRATAGEMS, and REINFORCING. You can also learn about different kinds of EQUIPMENT and VEHICLES.



RANGED COMBAT

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Ranged combat has a very simple rule: aim for the center!

When firing, the Helldiver should always aim RightStick Controller Icon.png for the center of an enemy, as shots that impact at a right angle will pierce the enemy's armor easier. Enemy armor might deflect shots entirely if hit at a poor angle.

When firing RT Controller Icon.png, the Helldiver should always take recoil into consideration. The spread caused by automatic fire can cause shots to go off center and may cause glancing hits or misses. Make sure to adapt your bursts to your weapon type.

Remember the boot camp motto, "Every single round counts".



RELOADING

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Reload by pressing RB Controller Icon.png. A warning sound is played when the ammunition level in the magazine is getting low. Reloading before the magazine is completely empty will result in a faster reload. Some weapons will also retain a round in the chamber.

Reloading will discard all remaining ammunition in the magazine.

Some support weapons, such as the RL-112, can be operated using assisted reload. Anyone carrying a Support Pack can reload another Helldiver wielding a support weapon, assuming that weapon can use assisted reload. All weapons with assisted reload come with a support pack.



STRATAGEMS

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Stratagems are accessed through the RADIO (hold LB Controller Icon.png) and inputting the combination shown using the Left Controller Icon.pngUp Controller Icon.pngRight Controller Icon.pngDown Controller Icon.png. If successful, the Helldiver will equip a STRATAGEM BEACON that must be thrown (LT Controller Icon.png or RT Controller Icon.png) at the desired delivery location. Holding LT Controller Icon.png or RT Controller Icon.png for a longer duration will result in a longer throw. Be careful not to stand in the landing location of a STRATAGEM.

Pressing Y Controller Icon.png will cancel the STRATAGEM.

On a mission, a Helldiver can bring 4 STRATAGEMS in addition to any mission specific STRATAGEMS granted by command. This is a choice to be considered carefully as this is the Helldivers' greatest advantage over their foes. And remember that more than one of each STRATAGEM can be selected in the loadout.



PRONE

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When faced with explosions or direct gunfire, it is advisable to go Prone X Controller Icon.png. This will cause bullets to pass overhead and explosions to be less lethal. Explosions may still kill you if you are too close to their center, but going prone may save you if you are at the edge of the blast zone. Going Prone gets you out of many situations and essentially works as a dodge.

Going prone can also be used against patrols as they will have to be closer than usual to notice the Helldivers. Being prone has the drawback that Helldivers will be unable to fire any weapons from this position.



DOWNED STATE

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When a Helldiver takes some damage he might become DOWNED. In this state the Helldiver will bleed and eventually bleed out. While DOWNED you can fire your SIDEARM (RightStick Controller Icon.png + RT Controller Icon.png), throw GRENADES (RightStick Controller Icon.png + LT Controller Icon.png), call down STRATAGEMS (LB Controller Icon.png + Left Controller Icon.pngUp Controller Icon.pngRight Controller Icon.pngDown Controller Icon.png), CRAWL LeftStick Controller Icon.png, and try to GET UP (mash A Controller Icon.png). Other Helldivers can always help you up faster by standing next to you and using A Controller Icon.png.

While DOWNED direct fire weapons will fire over you just as when PRONE. You will still take damage from EXPLOSIONS and MELEE.



REINFORCE / REPLACEMENTS

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When a Helldiver is killed in action you can use the REINFORCE Stratagem (LB Controller Icon.png + Up Controller Icon.png Down Controller Icon.png Right Controller Icon.png Left Controller Icon.png Up Controller Icon.png) to get them back into the fight.

If the Helldiver is sent in alone, several replacements are standing by to continue the mission. This is called an Auto-Reinforce. Completing mission objectives will increase the amount of Auto-Reinforces available on the current mission.



EQUIPMENT

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A Helldiver always carries a Primary Weapon and a Sidearm. In addition, Helldivers can carry a Heavy Weapon and a Backpack, which can be obtained through Stratagems.

Y Controller Icon.png (tap) Changes between Primary Weapon and Heavy Weapon. Y Controller Icon.png (hold) Changes to the Sidearm or to Heavy Weapon from Sidearm.



VEHICLES

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VEHICLES can have up to four different seats, with different weaponry or functionality such as Driver, Side Gunner or Turret Position. Wheeled or Tracked vehicles are driven using a Throttle RT Controller Icon.png, Brake/Reverse LT Controller Icon.png and Steering wheel LeftStick Controller Icon.png. Weaponry can be aimed with RightStick Controller Icon.png and fired with (LT Controller Icon.png / RT Controller Icon.png).

EXOSUIT type vehicles mimic the input of the pilot, meaning their controls are as natural as regular movement.

VEHICLES are extremely useful in areas with terrain that hinders normal movement such as snow.



TRACKED VEHICLES

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TRACKED VEHICLES are VEHICLES using tracks instead of wheels. Their control method is different in that they use both sticks for acceleration/deceleration.

Each stick controls the direction of the corresponding track, LeftStick Controller Icon.png for the left track, RightStick Controller Icon.png for the right track. The added advantage to this control method is that these vehicles are capable of turning in place.


FIELD MANUAL

FIELD MANUAL

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The FIELD MANUAL contains everything a Helldiver needs to know to survive in the field.

It contains the tactical layout of a MISSION, information about PATROLS, and advice for perilous situations that the Helldivers might find themselves in.



PATROLS

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PATROLS will try to raise the alarm if they spot any Helldivers. If they manage to raise the ALARM, more ENEMIES will flock to the battle and the Helldivers might find themselves in a situation where they are severely outnumbered.

Enemy PATROLS can be spotted by using the map Back Controller Icon.png where they show up as red markers differing in size depending on the PATROL strength. They will focus on patrolling OBJECTIVES making it dangerous to drop too close to OBJECTIVES.

To stop PATROLS from calling for reinforcements, take them out before they have a chance to sound the ALARM.



ENEMIES

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When embarking on a MISSION it is guaranteed that there will be an ENEMY presence. What types of ENEMIES and their squad size depends on the DIFFICULTY of the planet. Different ENEMIES are weak to different WEAPONS and STRATAGEMS, if too much resistance is met on a MISSION, it can be a good idea to try out a different LOADOUT.

There are essentially unlimited amounts of ENEMIES on any MISSION, there is no way of killing all of them. The only way to establish control of a PLANET is to focus on the MISSION and the OBJECTIVES at hand.



ENEMY HEAVY ARMOR

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Certain foes encountered by the Helldivers are impervious to small arms fire, either all-around or at certain areas. This requires the Helldiver team to use anti-tank weaponry in the form of STRATAGEMS or SUPPORT WEAPONS.

When attacking a HEAVY ARMOR ENEMY with an anti-tank weapon you need to be precise. Hit the enemy at a right angle or the shot could bounce off and cause no damage. Usually HEAVY ARMOR ENEMIES are weaker in the rear and stronger in the front with side armor being somewhere in-between.



MISSIONS

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When Helldivers land on a planet to perform a MISSION, they have a set list of OBJECTIVES to complete, accessed by pressing Back Controller Icon.png. The OBJECTIVES can be completed in any order but it's beneficial for the squad to plan a route before embarking on the mission.

Once all the OBJECTIVES have been completed, a Hellpod containing an EXTRACTION BEACON will be sent down to a predetermined location marked on the map. Activating the EXTRACTION BEACON will call in an extraction shuttle, which may take up to 90 seconds to arrive.

The EXTRACTION BEACON is highly visible once active and enemies will flock to it from all sides.



TERRAIN

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Some planets will have DIFFICULT TERRAIN such as SWAMPS or DEEP SNOW. These environmental conditions will slow down movement for the Helldivers, but beware, many ENEMIES will not be affected.

A good way to counter the effects of TERRAIN is to use VEHICLES such as the M5 APC or EXO-44 Exosuit.



SAMPLES AND RESEARCH

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While on missions it is possible to find and retrieve SAMPLES. These SAMPLES are pieces of scientific value and collecting them contributes towards a RESEARCH POINT. Once enough SAMPLES have been collected, you will receive a RESEARCH POINT that can then be spent in the ARMORY to upgrade your WEAPONS and STRATAGEMS.


STRATEGIC GOALS

STRATEGIC GOALS

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In the STRATEGIC GOALS section you can learn about the large scale community effort all Helldivers contribute to.

Here you will find information on THE WAR, REGIONS: OFFENSE and DEFENSE, and UNLOCKS.



REGIONS: OFFENSE

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To take control of a REGION, the Helldiver community in that REGION must complete PLANETS to fill up the COMMUNITY INFLUENCE BAR. More challenging PLANETS confer more to the COMMUNITY INFLUENCE BAR then less challenging PLANETS.

As soon as the Helldivers have filled a COMMUNITY INFLUENCE BAR, SUPER EARTH Command deems the REGION ‘safe’, and will advance the war front to the next REGION. This gets the Helldivers closer to the ENEMY'S HOME WORLD, and closer to wiping them out from THE WAR!



REGIONS: DEFENSE

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From time to time the ENEMIES will try to strike where it hurts us the most and where it causes most of the civilian casualties--namely our REGION CAPITALS. Whenever this happens, all active Helldivers will receive a priority message to come to the DEFEND EVENT.

If the Helldivers are unable to contribute enough to the DEFEND EVENT before the time runs out, the enemy will secure control over the entire REGION.



PLANETS

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PLANETS contain several MISSIONS and are ranked in an order of difficulty from 1 to 12. Difficulties 1-5 can reasonably be completed by a single Helldiver, but PLANETS above that difficulty can be a real challenge for a sole Helldiver and it is recommended to tackle them as a team.

Completing PLANETS increases the REGION'S COMMUNITY INFLUENCE, ultimately contributing to winning THE WAR.

STRATAGEMS or an XP-BOOST are rewarded when the Helldivers complete a PLANET. The reward for a PLANET can be seen in the PLANET SELECTION MENU.



UNLOCKS

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When a Helldiver begins his/her career only the standard equipment will be available. At the end of a MISSION you will receive EXPERIENCE based on how many OBJECTIVES you managed to complete, how many times you DIED, and if you managed to EXTRACT. EXPERIENCE then accumulates to increase your RANK, granting UNLOCKS such as PRIMARY WEAPONS and PERKS.

STRATAGEMS are unlocked by completing PLANETS.

Helmets, uniforms, and capes are unlocked by RANKING up, except for a few specific ones that are rewards gained from completing the most challenging planets or winning THE WAR.



REPORTING / COMMENDING

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If another Helldiver is behaving poorly and not following regulations, you may REPORT him/her. This is done by bringing up your squad list Forward Controller Icon.png, selecting the player you wish to REPORT, and pressing X Controller Icon.png to REPORT them.

If you are exceptionally satisfied with another Helldiver's service you can COMMEND him/her. This is done by bringing up your squad list Forward Controller Icon.png, selecting the player you wish to COMMEND, and pressing A Controller Icon.png to COMMEND them.

REPORTS and COMMENDS calculate and results in a Helldiver's STANDING. If you are in GOOD STANDING, it signifies that you are a good example to other Helldivers. If you are in BAD STANDING, you will be penalized and only allowed to play with other Helldivers with BAD STANDING. BAD STANDING will deteriorate over time, and COMMENDS speed up the process.


GALAXY

GALAXY

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Our galaxy, the Milky Way, is inhabited by more species than was previously believed, and it turns out, most of them are, in one way or another--hostile.

The SUPER EARTH military is fighting to keep back the tide of enemies that besiege us from all fronts. The elite HELLDIVERS go both beyond the front and behind our own lines to support you and our troops.



HISTORY

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It is the year 2084.

When mankind ventured into space, we were curious to see if anything loomed behind those stars; unfortunately, we were right. The initial contacts were peaceful, but soon the people of SUPER EARTH realized the potential danger of communicating with alien species, and before we knew it, they started our first intergalactic war.



POLITICS

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Mankind has improved on the old concept of Democracy.

Utilizing computer aided voting software, citizens are asked to answer several questions, and the outcome of their vote is then decided upon by the computer.

This removes the uncertainty that existed in the old systems where voters didn't understand fully what they were voting for, giving us Managed Democracy.



THE WAR

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For 40 years, the war has raged on, a conflict where three hostile alien species are hell-bent on a single goal: the total annihilation of the human species.

Luckily, the fighting spirit of man has not decayed since the last great war on EARTH. We are now stronger than ever; man, woman and child alike are encouraged to try their strengths in the ultimate test - to have the courage to defend SUPER EARTH.


BUGS

BUGS

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A species that has evolved for millions of years, the bugs have always come out on top in the game of natural selection. They are sentient creatures that live and fight in groups of between three and ten specimens per group.

How the bugs manage space travel is yet unclear, it may be that unhatched infants or very rapidly evolving, super resilient microbes are launched into space during planetary impacts such as meteoroids or even planetoids.

One thing is certain, the bugs are everywhere and if they are not destroyed - they can spell the end of mankind.



SCOUT

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The SCOUTs are the weak mindless workers of the bug race. They appear in mass numbers to compensate for their inferior combat ability and can easily be killed with a well-placed grenade or in melee.

Their only real threat is the ability to release spores to attract other nearby bugs.



VANGUARD

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These rare bug SCOUTs have recently been spotted deep in the bug zone, they seem to be something in between that of a STALKER and a regular SCOUT.

They can propel themselves through the air with their powerful hind legs and seem to give off spores much faster than their less ferocious cousins.



STALKER

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Called by many names, Hunters, Lurkers or STALKERs - these peculiar bugs have evolved the ability to camouflage themselves using their color changing skin.

They are supposedly the "smart" kind of bug and can restrain themselves from attacking until they think they have an opportunity. With their weak carapace, their only advantage is the element of surprise.



SHADOW

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Believed to be an evolution of the STALKER, these SHADOWS have greater regenerative capabilities but the same weak armor as their predecessor. It also retains the same camouflage ability, but has evolved a way of releasing the spores capable of luring other BUGs to its position.



WARRIOR

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The WARRIOR is a decently armored, mid-size, enemy that often rush head long against their target. Not capable of advanced tactics, they will practically walk into gunfire.

Their carapace protects them from most glancing shots but any well placed projectiles can easily inflict mortal wounds.



ELITE

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The ELITE is much like the WARRIOR but with heavier armor and more durability. Their armor serves them well and you need good aim and armor-piercing ammunition is recommended. Fortunately they are just as dumb as their WARRIOR cousins and easily outsmarted.



IMPALER

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The IMPALER is a very different threat compared to the other BUGS. It burrows its head in the ground, and tunnels its tentacles so that they burst from the ground in close proximity to its target. The tentacles are very dangerous but the creature also exposes a weakpoint when burrowing them, something that implies a lack of self preservation.



TANK

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Large mindless beings with a thick carapace and great strength. They are easily fooled or led around as they are slow and cumbersome. They are however capable of charging at great speeds, but with severely limited turn radius.

Regular small arms fire will only be effective when attacking its exposed rear, but any ordnance available can easily damage these massive brutes.



BEHEMOTH

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An even heavier breed of TANK, the BEHEMOTH is fully encased in armor and requires anti-tank weapons to bring down. Its armor is extremely thick and can sometimes take several shots before dying. It is still capable of charging, making it a very formidable opponent in open terrain.



BROOD COMMANDER

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Rumors from across the void tell of a black colored bug; fierce, vicious and utterly relentless - these nightmare inducing bugs will fight even though severely dismembered.

Scientists believe these bugs are our equivalent of generals and have therefore been nicknamed COMMANDER by the brave and all-knowing scientists of SUPER EARTH.



HIVE LORD

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The Bug HIVE LORD is an enemy capable of creating new tunnels for the Bug hives and will if left alone perforate the entire crust of a planet with tunnels. As they are mostly under ground, they are exceptionally hard to attack and get rid of. Therefore any opportunity to assault a HIVE LORD should not be squandered, and as they are extremely dangerous, bring the best you have when assaulting them.


THE ILLUMINATE

THE ILLUMINATE

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Highly sophisticated, their civilization has endured for several hundred thousands of years. They call themselves the Squ'ith, originally aquatic these creatures dressed in ceremonial robes have managed to create a vast and extremely complex neural network for space travel.

The species have since their first tentative steps towards the stars produced weapons of mass destruction in large scale and as such, is something that the people of SUPER EARTH cannot ignore.



OBSERVER

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This scout unit has an advanced cloaking device which makes it nigh impossible to spot and is believed to keep the ILLUMINATE civilization under tight watch.

These suppressing drones are also used on the battlefield to scout out enemy resistance, to which point they can teleport their more heavily armored warriors.



TRIPOD

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Three legged fighting machines that utilize electro-static technology to subdue, and torture their victims.

These robotic units are somewhat of wicked robotic counterpart of their aquatic masters.



HUNTER

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Utilizing stealth and guerilla tactics these soldiers use long-ranged high powered electro-pulse gauntlets which vaporize the air at ranges up to 10km. The static air is clearly visible to the eye and as such, can be avoided before the actual projectile is fired.

For the ILLUMINATE, to become a HUNTER is the first step on the way to become an ILLUSIONIST.



APPRENTICE

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The ILLUMINATE society is believed to be based on knowledge, individuals that have attained enough knowledge will become an ILLUSIONIST, the APPRENTICE role is the last step before that.

Truly devastating, the APPRENTICES are commonly found whenever the ILLUMINATE attacks, their nano-abilities are dangerous and used to incapacitate their targets before moving into melee range to slice up their enemies.



OUTCAST

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OUTCASTs are the APPRENTICEs that tried to attain knowledge and failed. Shamed by their society for not being able to learn fast enough. They are forced to fight on the battlefield, draped in a cloaking field, and improperly armed with only melee weapons.

They are the perfect example of how the ILLUMINATE treats its own citizens, forced to fight and die for their lack of knowledge.



WATCHER

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WATCHERS are basically heavily armored versions of the OBSERVERS with a shield added on for extra protection. Used in the same role as the OBSERVER the WATCHERS supervise their more important and less integrated members of ILLUMINATE society. Their extra armor and shield grants them additional time to raise the alarm.



OBSIDIAN OBSERVER

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The OBSIDIAN OBSERVER is believed to be a weaponized version of the WATCHER. With nanotechnology weaponized and added to their scout units they have crossed a delicate line and showing that they have no problems using their detestable weaponry on a larger scale.



STRIDER

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Heavier versions of the TRIPOD, the STRIDER is similarly armed, but with much tougher armor and shields. They serve as the ILLUMINATES heavy infantry, breaking enemy formations with their extremely painful electric attacks.



OBELISK

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The OBELISK is a heavily armored and shielded dome capable of self teleportation and projecting a strong energy wall. The wall itself allows other ILLUMINATES to pass through but stops everything else. Fortunately the OBELISK exposes its core when projecting the wall and the only defense remaining is the shield.



ILLUSIONIST

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ILLUSIONISTS are highly revered among the Squ'ith and have the ability to control other sentient beings with nanobot technology. Frontline soldiers have reported hallucinations, an ill-will to fight and generally apathy when fighting these perverse witches.

Furthermore, these beings have a shield device similar to that of tripods that protect the ILLUSIONIST.



COUNCIL MEMBER

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The absolute masters of the ILLUMINATE race, they are the ones holding their alien, spaghetti-like, appendages on the WMD trigger. They are very much like ILLUSIONISTs but with political power and increased protection.

Meeting one of these on the battlefield is a free pass to take out part of the threat presented by the ILLUMINATE race.



GREAT EYE

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Intel suggests the Illuminate GREAT EYE to be large AI creatures monitoring the Illuminate society and correcting any discrepancies in behavior or even thought. The GREAT EYE is heavily armed and might even hold the keys to their WMDs. It is imperative that these GREAT EYEs are taken out once the opportunity presents itself.


CYBORGS

CYBORGS

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Once human, these terrorists have broken away from the peaceful ways of SUPER EARTH and are fixed on mass destruction, devastation, and ruination.

Utilizing inferior technology they have become obsessed with the manipulation of their bodies and constantly seek to pervert the skin with machines that according to them, gives them a higher meaning in life.

Cyborg leaders have recently declared their sovereignty from SUPER EARTH, stating violently that "Super Earth's ideals are a lie and the people are brain washed" in an attempt to bring more followers to their heinous cause.



INITIATE

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A misguided rebel that was once part of SUPER EARTH, these low-end troopers have little respect from the more heavily converted war machines that litter the ranks of these separatist forces.

Usually, as an indoctrination into their hostile nature, a weapon is attached to an INITIATE's arm.



'SQUADLEADER' SOLDIER

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This SOLDIER type is often the commander of patrol squads, using their grenade launcher arm to fire alarm flares and to rain high explosive death on their foes.



IMMOLATOR

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Made up of about 30% steel, these are the perverted remains of peaceful soldiers from SUPER EARTH that have fallen to the allure of implants and other perverse body-manipulations.

The IMMOLATOR is armed with a short range flamethrower capable of incinerating innocent citizens in mere seconds.



COMRADE

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The COMRADE is the middle step for all Cyborgs and are fully committed to their misguided ideology. They fight using their cannon arm for close range attacks and a melee blade for executing would be prisoners of war.

It is believed COMRADES feel the need to prove themselves to advance in Cyborg society and they are highly motivated killers.



LEGIONNAIRE

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The LEGIONNAIRE is an up-armored 'SQUADLEADER' SOLDIER taking a page from the HULK book and protecting itself with a heavy shield. While nothing that can't be handled by anti tank weapons, the LEGIONNAIRE is an increased threat to LIBERTY and DEMOCRACY.



BERSERKER

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Previously separatist soldiers serving the Cyborgs, they have been driven mad by cybernetic augmentations and surgery that has gone out of hand. They tweak their bodies to become merciless close combat machines and will rush headlong against their enemy. They are extremely dangerous when up close, but they can be slowed down with a few well placed shots.



BUTCHER

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Believed to be the surgeons performing all the Cyborg implantations, the BUTCHERS are fleshy monstrosities capable of soaking immense amounts of damage in their hinged-on flesh. There are even reports of BUTCHERS taking a recoilless rifle round to the chest and still keep on coming. They will close to melee range as fast as they can, and try to engage with their heavy melee weapons.



HOUND

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The CYBORG HOUNDS are twisted rabid versions of man's best friend, enslaved by the CYBORGS. Very fast, they tend to go for downed targets and try to finish the job. Fortunately they are lightly armored and go down easily with a bayonet stab.



GROTESQUE

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The GROTESQUES are as the name implies, very grotesque. Believed to be INITIATES fallen in battle, too wounded to recover, regrown into mindless beasts capable only of rushing headlong against the enemy.

A true testament to the vile nature of the Cyborgs, killing them is doing them a favor, ending their non-life.



HULK

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Massive men completely encased in metal, wielding the most awesome firepower the Cyborgs can muster. These enemies are tough but their spirit has long since been broken.

These HULKs are what most Cyborgs strive to become, yet few reach this grotesque goal.



INFANTRY FIGHTING VEHICLE

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Cyborgs from time to time deploy these war machines to carry GROTESQUES into battle as they are equipped with a powerful cannon and extremely tough armor. The armor is tough enough to shake off everything but dedicated anti-tank weapons.



WARLORD

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Nicknamed WARLORDS by the troops, they are massive beings putting the HULKs to shame. These are the absolute top of Cyborg society and formidable opponents, using their power to oppress and control their cybernetic subjects. These lords of war are the reason why Cyborg society needs our help to return to freedom.



SIEGEMECH

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Cyborg SIEGEMECHs are the pinnacle of their perverse self-mutilating customs, it is even unclear if anything of the original human survives the process of being integrated into it. They are heavily armed, capable of deploying anti-air turrets and has the armor of a tank. It is recommended to bring heavy ordnance once facing these giant perversions.


HELLDIVERS

HELLDIVERS

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Our pride, the HELLDIVERS are the scalpel of the military might of SUPER EARTH, young men and women are drafted from the regular army corps to do their part in the unrestful galaxy that is set on destroying SUPER EARTH.

HELLDIVERS drop into battle using the iconic HELLPODS, shock-absorbing tubes that break the atmosphere at extreme velocities only to crack the ground where they open to reveal their heroic cargo.