P-11 Stim Pistol
“Fires a ballistic dart at near-supersonic speeds, allowing the user to stim allies from a distance. Might sting.
— Armory Description
The Stim Pistol is a Special Secondary Weapon that fires healing Stim rounds.
Procurement
The Stim Pistol is unlocked on the 3rd page of the Chemical Agents Premium Warbond for 80 Medals.
Weapon Statistics
P-11 Stim Pistol | |
---|---|
Fire Rate | 70 rpm |
Sway | 1.2 |
Ergonomics | 100 |
Capacity | 6 |
Spare Rounds | 24 |
Starting Rounds | 18 |
Rounds from Supply | 18 |
Rounds from Ammo Box | 9 |
Attacks | |
Pistol Stim | Projectile |
Pistol Stim | |
---|---|
Projectile | |
Caliber | 1 mm |
Mass | 1 g |
Initial Velocity | 200 m/s |
Drag Factor | 10% |
Gravity Factor | 100% |
Penetration Slowdown | 100% |
Functionality
The Stim Pistol is a revolver with a cylinder holding 6 Stim darts. Upon hitting a teammate, it gradually restores roughly 33-40% of their HP, at a regeneration rate roughly one-third that of the standard Stim. The darts' effects otherwise function identically to Stims, healing injured body parts, restoring stamina, and benefiting from the Experimental Infusion booster and the Med-Kit passive if the weapon wielder is wearing the appropriate armor.
Multiple active darts in the same patient will stack, rather than refreshing or extending the duration, meaning that each individual dart will provide its full healing effect at the same time.
Tactical Information
- While very valuable to your team, the Stim Pistol cannot deal damage to enemies. Be sure that the rest of your equipment and stratagem loadout can make up for this.
- The Stim Pistol is unable to heal anything other than a Helldiver, despite the appearance of a hit-marker when shooting other characters and entities such as Stratagems, SEAF soldiers, Civilians, and various other structures.
- Since it serves no direct personal benefit, a Helldiver using the Stim Pistol will typically want to stay near their teammates.
- A good use of this pistol is for "topping off" teammate health, regenerating chip damage and ensuring that they enter each engagement at full strength while saving their more limited supply of Stims for use in more dire situations.
- The Stim darts have somewhat low projectile speed, making it difficult to hit moving teammates beyond a few meters away. Helldivers will need some practice to land hits reliably by leading their shots in sufficiently long distances.
- Good opportunities to heal teammates are; right after they land from a dive or ragdoll, reloading a support weapon, operating a terminal or an E/MG-101 HMG Emplacement.
- In-game voice or chat communication may be beneficial to advise teammates to stand still for healing, or to clarify that you are not trying to teamkill them.
- The Med-Kit Passive and Experimental Infusion booster are recommended to bring out the full potential of the Stim Pistol.
- Stimming a teammate right before or during an engagement with Experimental Infusion's damage reduction and speed boost can mean the difference between life and death.
- Additionally bringing a Supply Pack can more fully solidify your role as the designated medic of the squad.
- As it restores and temporarily grants greatly increased stamina regeneration like a regular Stim, the Stim Pistol can be utilized to help the squad travel to distant locations faster and without delay.
- Stim Pistol darts cannot penetrate the Shield Generator Pack or Shield Generator Relay. In order to heal teammates under the effects of either, the weapon must be inside of the shield as it fires. In the case of the Shield Generator Pack, this means standing directly next to the wearer such that the weapon's model clips through the shield.
- Because the darts do no damage, they have no effect when shooting Enemies, and cannot trigger Hellbombs or other explosive props.
- Stim Darts are incapable of healing enemies should they be hit by one.
- The Stim Darts can trigger Automaton Contact Mines, though this is not an advisable use of ammo.
- The Stim Pistol shares a couple of characteristics with the Senator, both being revolvers; it reloads individual rounds, uses a speedloader when reloading from an emptied cylinder, and has the same gunspinning animation if the Reload button is held for an extended period of time.
Media
Change History
1.003.000
2025-05-13
Change
- Sway increased from 1 to 1.2
1.001.201
2024-10-29
Fixes
- Fixed stim pistol incorrectly affecting the STIMS USED statistic in the mission end screen.
- Fixed a missing mesh for the P-11 Stim Pistol's syringes.
1.001.104
2024-10-15
Changes
- Spread decreased from 30 to 5.
- Muzzle velocity increased from 80 to 200.
1.001.101
2024-09-19
(Mid-Patch)
Added to the game.