Jet Brigade MG Raider

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The Jet Brigade MG Raider is a Automaton icon.svg Jet Brigade Icon.svg Jet Brigade variant of the MG Raider that has been modified to mount the iconic Jump Pack.

Spawning

Jet Brigade MG Raiders can be first found on Easy Difficulty Icon.svg Easy. They can spawn from Bot Drops, within patrols, guarding Automaton Outposts and Objectives, or from Automaton Fabricators.

Starting on Challenging Difficulty Icon.svg Challenging, they can be found guarding Minor Places of Interest.

MG Raiders spawn more frequently on higher difficulties, mostly replacing Troopers.

Behavior

Jet Brigade MG Raiders are essentially unchanged from their standard counterparts, but are equipped with a jump-pack that covers their back and allows them to jump long distances.

When initially detected, Jet Brigade MG Raiders at medium to long range will use their jump-pack to close the distance to Helldivers, firing their Light Fusion Repeaters to suppress Helldivers caught in the open, or throwing Grenades at those hidden in cover. When a Helldiver exits their range, they will reengage by using their jump-pack.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 125 Armor AV0 Icon.png Unarmored I Marauder Main.png 0% - None Yes 0%
Head 40 Armor AV0 Icon.png Unarmored I 0% 100% None Yes 100%
Torso 100 Armor AV0 Icon.png Unarmored I 0% 100% None Yes 100%
Arms 65 Armor AV0 Icon.png Unarmored I 0% 50% None No 100%
Legs 90 Armor AV0 Icon.png Unarmored I 0% 65% None Yes 100%
Jetpack 50 Armor AV2 Icon.png Light 0% 100% 100 (50/s) No 100%
* 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.


Weapon Loadouts

Light Fusion Repeater

When paired with its continuous-feed power backpack, the Light Fusion Repeater is capable of laying down devastating amounts of suppressive fire and cutting down the retreating survivors. Commonly utilised by specialised Raider and Maurader units.

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 650RPM (12-Round Burst)
2s (Burst Delay)
Spread.png Spread (Mrad) ↔[150.00] ↕[150.00]
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 15


Steel Fist

Often reserved for the foe who strays too close for comfort, a solid blow from a Trooper's steel-plated fist is more than capable of cracking plate, rupturing organs and completely shattering bone with equal ease.

Stat Value
Damage.png Durable Damage.png Damage 35 Impact Damage
10 Durable Damage
Ballistic AP Medium.png AP 2/0/0/0
Firerate.png Fire Rate Melee
Spread.png Spread (Mrad) Melee
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 10


HE Grenade

A throwable explosive that bears eerie resemblance to the G-12 High Explosive Grenade. It is mainly used by Automaton Infantry to break apart fortified positions and even light vehicles. Has a notably long fuse time that allows it to be quickly thrown back.

Stat Value
Damage.png Durable Damage.png Damage 0 Ballistic Damage
0 Durable Damage
AOE Blast Damage.png Damage 200 Blast
Radii.png Inner 1.2m
Radii.png Outer 6m
Radii.png Shockwave 8m
Blast AP Medium.png AP 3/2/3
Ballistic AP Medium.png AP 0/0/0/0
Firerate.png Fire Rate Throwable
5s (Fuse Time)
~25s (Equipment Refresh)
Spread.png Spread (Mrad) Throwable (0)
Demo Force.png Demo Force 30
Stagger.png Stagger Force 50 (Ragdolls)
Push Force.png Push Force 40



Jump Pack Detonation

Effectively backpack-sized fuel tanks and engine parts. the Jumppacks worn by those of the Jet Brigade are notable volatile when damaged or punctured, often culminating into a firey explosion, throwing burning fuel and debris around the area

Stat Value
Damage.png Durable Damage.png Damage 0 Ballistic Damage
0 Durable Damage
AOE Blast Damage.png Damage 130 Blast
Radii.png Inner 2m
Radii.png Outer 3m
Radii.png Shockwave 3m
Blast AP Medium.png AP 3/2/3
Status Affliction.png Inflicts Affliction Burn.png 100 Burn DPS (3.0s)
(Via Explosion)
Ballistic AP Medium.png AP 4/4/4/4 (Burn DPS)
Firerate.png Fire Rate Death Explosion
Spread.png Spread (Mrad) Death Explosion
Demo Force.png Demo Force 30
Stagger.png Stagger Force 20
Push Force.png Push Force 40


Tactical Information

Jet Brigade Specific

  • Jet Brigade MG Raiders can cross large areas and quickly get into ranges where their weapons are far deadlier. They will prioritize getting into close quarters at all costs, limiting your ability to eliminate them at long range.
  • The jetpack of the Jet Brigade MG Raiders is more vulnerable than the Jet Brigade MG Raider itself, exploding and igniting enemies, itself and potentially you upon destruction. The jetpack will detonate posthumously if enough damage reaches the jetpack through the Jet Brigade MG Raider's chest or stomach.
    • Weapons such as the Purifier, Plasma Punisher or the Eruptor can be used to detonate the jump pack from afar, dealing area damage around the Jet Brigade MG Raiders and disabling its jump ability, often killing the enemy as well.

MG Raider

  • The Light Fusion Repeater used by MG Raiders can fire almost continuously, pausing only briefly after 12 shots, making them very dangerous at medium-close range.
    • MG Raiders can be potentially accurate enough to severely damage a Helldiver in one burst. Helldivers should consider firing, even inaccurately, near MG Raiders to suppress and lower their burst accuracy.
  • MG Raiders can be immediately recognized by the two heat sink fins rising from their back-mounted powerpack.
    • The powerpack can still potentially explode on their remains, but it can still be shot to blow it up prematurely.

Light Automatons

  • All light Automaton icon.svgAutomatons are equipped with a hidden flare launcher in their left arm, which can be used to call in Bot Drops.
    • Destroying them before it can finish launching the flare will prevent a Bot Drop from being called in.
  • Grenades and headshots will reliably one-shot all light Automatons.

Variants

Change History

Patch
Description

1.003.000
2025-05-13

Fix

  • There was a bug where some Trooper variants reloaded after every shot, it’s now been fixed so they only reload when they’re actually out of ammo

1.001.104
2024-10-15

Changes

  • Normal small projectiles damage reduced from 40 to 35.