SEAF Artillery
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S.E.A.F Artillery is a potential Optional Objective that can appear on Terminid, Automaton, and Illuminate controlled planets.
Objective Steps
- Activate Artillery Terminal
- Helldivers must interact with the terminal to activate it. Before this step is completed, no shells can be loaded.
- Find artillery shells and load them into artillery gun
- Helldivers must find artillery shells within the perimeter and load them into the artillery.
- Interacting with shells will let Helldivers pick them up.
- Shells must be transported and loaded into the loading area located at the artillery by hand.
- Helldivers must find artillery shells within the perimeter and load them into the artillery.
- Use terminal to establish communication with Super Destroyer
- Helldivers must interact with the terminal and use the directional inputs to establish communication with the Super Destroyer.
- Wait for the artillery system to initiate
- Helldivers must wait the entire x seconds it takes to complete this step.
- Reward:
50 Experience,
200 Requisition Slips, and S.E.A.F. Artillery Stratagem.
Artillery Shell Type
7 shells will spawn around the site.
Image | Name | Description | Effect |
---|---|---|---|
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Explosive | Olive tip | Creates an Orbital Precision Strike explosion. |
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High-Yield Explosive | Orange tip | Creates an Eagle 500kg Bomb explosion. |
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Mini-Nuke | Black tip | Creates a Hellbomb explosion. |
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Smoke | Dark Grey tip | Creates a smoke screen. |
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Static Field | Blue tip | Creates a field that will stun anything within it. |
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Napalm | Red tip | Creates an incendiary explosion with lingering fire. |
Detailed Stats
SEAF Gun Explosive | |
---|---|
Projectile | |
Caliber | 360 mm |
Mass | 70 kg |
Initial Velocity | 300 m/s |
Drag Factor | 50% |
Gravity Factor | 1000% |
Penetration Slowdown | 25% |
Damage | |
Standard | 3500 |
vs. Durable | 3500 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 50 |
Stagger Force | 50 |
Push Force | 20 |
SEAF Gun Explosive | |
---|---|
Area of Effect | |
Inner Radius | 4 m |
Outer Radius | 12 m |
Shockwave Radius | 18 m |
Damage | |
Inner Radius | 1000 |
Outer Radius | 999 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 50 |
Stagger Force | 70 |
Push Force | 60 |
SEAF Gun High Yield Explosive | |
---|---|
Area of Effect | |
Inner Radius | 6.7 m |
Outer Radius | 20 m |
Shockwave Radius | 30 m |
Damage | |
Inner Radius | 1500 |
Outer Radius | 1499 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 50 |
Stagger Force | 100 |
Push Force | 40 |
SEAF Gun Mini Nuke | |
---|---|
Area of Effect | |
Inner Radius | 17 m |
Outer Radius | 25 m |
Shockwave Radius | 45 m |
Damage | |
Inner Radius | 10000 |
Outer Radius | 9999 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 60 |
Stagger Force | 50 |
Push Force | 100 |
SEAF Gun Smoke | |
---|---|
Area of Effect | |
Inner Radius | 13 m |
Outer Radius | 13 m |
Shockwave Radius | 0 m |
SEAF Gun EMP | |
---|---|
Area of Effect | |
Inner Radius | 1 m |
Outer Radius | 13 m |
Shockwave Radius | 20 m |
Damage | |
Inner Radius | 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 30 |
Stagger Force | 10 |
Push Force | 40 |
SEAF Gun Napalm | |
---|---|
Area of Effect | |
Inner Radius | 1.6 m |
Outer Radius | 13 m |
Shockwave Radius | 20 m |
Damage | |
Damage Element | Fire |
Inner Radius | 250 |
Outer Radius | 249 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Status | Fire |
Status Strength | 100 |
Second Status | BurningHeavy |
Status Strength | 50 |
Demolition Force | 30 |
Stagger Force | 50 |
Push Force | 40 |
DPS Fire | |
---|---|
Damage | |
Element | Fire |
Standard | 100 |
vs. Durable | 100 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 0 |
Stagger Force | 0 |
Push Force | 0 |
The stats for the projectile are identical for all payload types, only the AoE differs.
Tactical Information
- Outside discovering and reactivating a Radar Station, there are simple methods to discover the location of a SEAF Artillery site alongside one clear indicator telling if mission has one to begin with
- During loadout selection, the SEAF Artillery is displayed as a standard issue stratagem if a SEAF Artillery site has been placed on the mission map. If this stratagem is missing, then the map does not have a SEAF Artillery site.
- Attentive Helldivers can memorize the location of all hotzones shown during mission "Briefing" to narrow down location of undiscovered secondary objectives due these hotzones not being highlighted on the mission minimap. Usage of topographics confirm whether or not the secondary objective is a SEAF Artillery site or something else.
- Each SEAF Artillery site has five (5) to seven (7) shells. It is advised to generally not look for the possible surplus shells once the needed amount have been already transported near or into the loading chamber.
- The order and type of Artillery shell loaded is preserved when using the Artillery stratagem. Helldivers should consider which shells are of good use and remember in what order they were loaded.
- The current shell to be fired will be displayed in the stratagem menu when calling it.
- SEAF Artillery can be used within the AoE of active Stratagem Jammers, Ion Storms, and when the mission timer reaches zero.
- SEAF Artillery shells behave similarly to their Eagle/Orbital counterparts.
- High-Yield Explosive can destroy Detector Towers and Stratagem Jammers just like the Eagle 500kg Bomb and Orbital Precision Strike.
- Mini-Nuke can destroy Gunship Facilities, Fuel Reserves, and Orbital Cannons just like the NUX-223 Hellbomb.
Gallery
Trivia
- Before February 4th, 2025 (version patch 01.002.101), Helldivers were able treat the Artillery Shells like basketballs by repeatedly dropping and picking them up again to increase transportation speed thanks to small burst of sprinting between each drop-lifting.
- There was also an even faster method where Helldivers "threw" the shells: This is done by dropping it while walking slightly forward of the shell picking it up again - but before the shell reached their hands they swapped to primary weapon. The shell couldn't stop at the hands because they were no longer free, so the shell did continue its trajectory.
- Lore-wise the change from sluggish back-injury-inducing "kangaroo / deadlift"-carry-style and "heave"-push to now jog-enabling "wife-carry" and "log"-toss was explained in the patch-notes:
The Ministry of Humanity has added a clause to its Principles of Correct Posture for Safe Lifting, now allowing Helldivers to jog while carrying two-handed items such as barrels and SEAF Artillery Rounds
- Lore-wise the change from sluggish back-injury-inducing "kangaroo / deadlift"-carry-style and "heave"-push to now jog-enabling "wife-carry" and "log"-toss was explained in the patch-notes:
- There was also an even faster method where Helldivers "threw" the shells: This is done by dropping it while walking slightly forward of the shell picking it up again - but before the shell reached their hands they swapped to primary weapon. The shell couldn't stop at the hands because they were no longer free, so the shell did continue its trajectory.
Change History
Patch
Description
1.003.000
2025-05-13
Undocumented Change
- Burn damage increased from 50 to 100
1.001.201
2024-10-29
Fixes
- Fixed an issue where switching to holding a grenade and picking up an artillery shell at the same time caused the artillery shell to become stuck in the Helldivers hands.
1.001.104
2024-10-15
Undocumented Changes
- Projectile damage increased.
- Projectile standard damage increased from 450 to 3500
- Projectile durable damage increased from 450 to 3500
- High-Yield Explosive; explosion damage increased from 1200 to 1500
1.000.400
2024-06-13
Changes
- No longer blocked by Stratagem Jammers or Ion Storms.
- Now available after the mission timer ends.
1.000.200
2024-04-02
Changes
- SEAF Napalm: Fire damage per tick increased by 50% (from all sources).
- Undocumented: Shell tips standardized.
- Undocumented: All shell colors changed.