MG-206 Heavy Machine Gun

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A very powerful but difficult-to-wield machine gun with intense recoil.

— Ship Management Terminal

The MG-206 Heavy Machine Gun is a high-powered alternative to the MG-43 Machine Gun, trading higher firepower and increased penetration for a reduced magazine size and increased recoil.

This gun is more effective against Automatons given the reload time and essence of the weapon.

The MG-206 comes with a 75-round ammo drum, and can carry up to 2 reserve drums, for a total combat load of 225 rounds. Ammo boxes will restore 1 reserve drum, while Resupply boxes restore 2.

Stratagem Statistics

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

Detailed Weapon Statistics

MG-206 Heavy Machine Gun
Fire Rate 750 rpm
Cooldown 480 sec
Call-in Time 3 s
Capacity 75
Reload Time 5.5 s
Tactical Reload 3.9 s
Spare Magazines 2
Starting Magazines 1
Mags from Supply 2
Mags from Ammo Box 1
Rifle 12.5x100mm BCHP Projectile
Rifle 12.5x100mm BCHP
Caliber 12.5 mm
Mass 52 g
Initial Velocity 980 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 25%
Standard 150
vs. Durable 50
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 15
Stagger Force 20
Push Force 20

Tactical Information

  • With its high recoil, difficult handling and small magazine size, the Heavy Machine Gun does not perform like its lighter cousins. It is better treated as if it were a large assault rifle, firing in small bursts aimed at specific targets, rather than attempting to blanket an area in lead.
    • In order to counteract the high recoil, equipping Armor with either the Fortified or Engineering Kit Armor Passives, and crouching or going prone while firing, can greatly improve the odds of landing consecutive hits on targets. On the other hand, equipping Armor with the Peak Physique Armor Passive greatly improves handling, allowing for a much better feel for the weapon.
    • The weapon's small ammo drum (75 rounds, half that of the MG-43 Machine Gun) means that it is most ideal to fire this weapon in short, controlled bursts. The high damage per round of this weapon ensures that not many will be required to put down most enemies. Unless the target is very close or large, never hold down the trigger for more than 3 to 5 rounds.
      • The small drum size combined with limited amount of reserve drums also means that unlike the other machine guns, it is ill-suited for engaging every enemy in a fight. Try to rely on the primary weapon for dealing with smaller enemies, and only switch to the Heavy Machine Gun when a tougher target appears.
      • As the weapon only has two reserve drums, carrying the B-1 Supply Pack is very helpful in alleviating its ammo deficiency. One use of the Supply Pack will always replenish both reserve drums, and picking up supplies from a Resupply drop will do the same.
  • Because the Heavy Machine Gun takes 5.5 seconds to reload its 75-round ammo drum, and the wielder is immobile for the duration of the animation, always keep a careful eye on how many rounds are remaining, as deciding when and where to reload is crucial to being successful with this weapon.
    • As with many other weapons, reloading while a round remains in the chamber will drastically shorten the reload time, as there is no need to cycle the action to chamber a new round. This means that a tactical reload can reduce the reload time by 1.6 seconds, or almost 30%. The challenge lies in reloading such that as few rounds as possible are wasted in the discarded drum, but to not completely empty it.
    • Picking up a stray Ammo Box during a mission replenishes one ammo drum. So even if already carrying two reserve drums, it can be beneficial to reload and pick up Ammo Boxes whenever there is a lull in combat, regardless of how many rounds are left in the drum attached to the weapon. This is a safe way to reduce the chances that the weapon will run empty in the middle of a fight later on.
  • The main hallmark of the Heavy Machine Gun is that it has the greatest armor penetration among all machine guns, being able to penetrate Armor Class 4 and completely ignoring anything below that. This means that it is particularly lethal against targets with medium armor such as Hive Guards, Bile Spewers, Devastators and Scout Striders.
    • In general, the Heavy Machine Gun is more effective against Automatons than against Terminids, as there tend to be more armored enemies amongst the former, while any Terminid smaller than a Charger will only have Armor Class 3, which can be penetrated by more general-purpose armor-piercing weapons like the MG-43 Machine Gun or BR-14 Adjudicator.
    • Of notable mention is the Hulk, whose eye slit armor level matches that of the Heavy Machine Gun. With good aim and the assistance of a G-23 Stun, it is possible to face a Hulk head-on and destroy it without circling around to target its rear heat sink.
    • The Heavy Machine Gun is relatively strong against Gunships, being able to bring them down with targeted fire to their thrusters.
    • Despite its massive size, even the Factory Strider can be disabled or even brought down.
      • The Heavy Machine Gun has enough armor penetration to damage and destroy the Factory Strider's chin-mounted laser gatling cannons. But because of the extreme lethality of the paired gatling cannons, it is best done when the Factory Strider is distracted while facing a teammate.
      • Getting underneath the Factory Strider and shooting up into its manufacturing bay doors can destroy it with about half of an ammo drum. Getting underneath the Factory Strider by itself is a tremendous challenge, but with luck and deft movement it can result in one of the fastest kills against the strongest enemy in the game.
      • With precise aim, it is possible to destroy a Factory Strider from the front by shooting at the small red optical unit on the right side of their head. Ideally, this should be done after its gatling cannons have been destroyed.
    • Its high armor penetration also allows it to damage and destroy secondary objective buildings. Importantly, it can make very short work of Automaton Anti-Air and Mortar Emplacements with concentrated fire, and even take down Shrieker Nests in a pinch with enough firepower.
  • Remember to switch the weapon's fire rate depending on the situation as well as the range of the target.
    • 450 rpm is ideal for trying to hit targets at moderate range while conserving ammunition and keeping recoil in check. It is also helpful when trying to hit targets while on the move.
    • Under most combat situations, the standard 600 rpm can suffice to dispatch targets at close to medium range reliably, provided that the recoil can be controlled. A few bullets is more than enough to dispatch small enemies, and a few controlled bursts can defeat larger armored foes.
    • 750 rpm discharges the drum rather quickly, and should be reserved for when targets are at very close range and difficult to miss, or to dispatch heavy units such as the underbelly of Factory Striders or the thorax of Chargers.

Affected by:

The following Ship Modules affect the MG-206 Heavy Machine Gun:

Department Ship Module Effect
Patriotic Administration Center Donation Access License The Heavy Machine Gun always drops in with 2 reserve mags, instead of 1.
Streamlined Request Process Reduces the stratagem cooldown from 8:00 to 7:10.
Superior Packing Methodology Resupply boxes refill the Heavy Machine Gun with the maximum number of carriable magazines.


In order to support the destruction of the Automatons, the Ministry of Defense has fast-tracked new support weapons for immediate distribution. The LAS-99 Quasar Cannon and MG-206 Heavy Machine Gun are now available for requisition.

— Arsenal Expansion Notice

  • The weapon is commonly mislabeled as the MG-101 instead of MG-206 in official information and media.
  • The MG-206's "high" rate of fire was previously an eye-watering 1,200 RPM, high enough to empty the 75 round drum in just under 4 seconds of sustained fire - with predictably poor accuracy, given its prodigious recoil. This was first reduced to 900, and then later to 750, to better emphasise the weapon's role as a methodical heavy-hitter compared to the other machine guns.


Change History




  • Increased projectile damage from 100 to 150.
  • Increased projectile damage against durable* body parts from 23% to 33%.
  • Decreased fire rate from 450/750/900 RPM to 450/600/750 RPM.
  • Decreased reload time from 7 seconds to 5.5 seconds.
  • Increased stagger strength from 15 to 20.



  • Fixed issues with some weapon scopes not being aligned in First-Person-View.



  • Third person crosshair enabled


  • MG-206 Heavy Machine Gun now triggers hitmarkers while scoped in.



  • The highest fire rate mode reduced from 1200 rpm to a more moderate 950 rpm.



  • Added to the game.