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.
  • 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: XP.png 50 Experience, Requisition Slip.svg 200 Requisition Slips, and S.E.A.F. Artillery Stratagem.

Artillery Shell Type

7 shells will spawn around the site.

S.E.A.F Artillery Shells
Image Name Description Effect
SEAF Artillery OO Explosive.png Explosive Olive tip Creates an Orbital Precision Strike explosion.
SEAF Artillery OO High Yield Explosive.png High-Yield Explosive Orange tip Creates an Eagle 500kg Bomb explosion.
SEAF Artillery OO Mini Nuke.png Mini-Nuke Black tip Creates a Hellbomb explosion.
SEAF Artillery OO Smoke.png Smoke Dark Grey tip Creates a smoke screen.
SEAF Artillery OO Static Field.png Static Field Blue tip Creates a field that will stun anything within it.
SEAF Artillery OO Napalm.png 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 Armor AP8 Icon.png Anti-Tank IV
Slight Angle Armor AP7 Icon.png Anti-Tank III
Large Angle Armor AP6 Icon.png Anti-Tank II
Extreme Angle Armor AP6 Icon.png Anti-Tank II
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 Armor AP6 Icon.png Anti-Tank II
Outer Radius Armor AP5 Icon.png Anti-Tank I
Shockwave Armor AP6 Icon.png Anti-Tank II
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 Armor AP6 Icon.png Anti-Tank II
Outer Radius Armor AP5 Icon.png Anti-Tank I
Shockwave Armor AP6 Icon.png Anti-Tank II
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 Armor AP10 Icon.png Anti-Tank VI
Outer Radius Armor AP9 Icon.png Anti-Tank V
Shockwave Armor AP10 Icon.png Anti-Tank VI
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 Armor AP4 Icon.png Heavy
Outer Radius Armor AP3 Icon.png Medium
Shockwave Armor AP4 Icon.png Heavy
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 Armor AP3 Icon.png Medium
Outer Radius Armor AP2 Icon.png Light
Shockwave Armor AP3 Icon.png Medium
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 Armor AP4 Icon.png Heavy
Slight Angle Armor AP4 Icon.png Heavy
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
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.

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

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

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.