SG-20 Halt

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Last updated: 1.002.003
Current patch: 1.003.200


A humane compliance weapon with two separate magazines: one for armor-penetrating flechette rounds and one for stun rounds.

— Armory Description

The SG-20 Halt is a dual-tube, pump-action Shotgun. It can switch between Armor AP3 Icon.png Medium-armor penetrating flechettes and Armor AP2 Icon.png Light-armor penetrating stun pellets.

Procurement

The SG-20 Halt is unlocked on the 1st page of the Truth Enforcers Premium Warbond for Medal.svg 20 Medals.

Detailed Weapon Statistics

SG-20 Halt
Fire Rate 80 rpm
Sway 1
Ergonomics 65
Capacity 16
Reload Time 3.3 s
Reloading 1 Round 1.2 s
Spare Rounds 60
Starting Rounds 32
Rounds from Supply 60
Rounds from Ammo Box 30
Attacks
Shotgun 10-Gauge Flechette Projectile
Shotgun 10-Gauge Stun Projectile
Shotgun 10-Gauge Flechette
Projectile
Pellets x 11
Caliber 8 mm
Mass 6 g
Initial Velocity 385 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard 35
vs. Durable 10
Penetration
Direct Armor AP3 Icon.png Medium
Slight Angle Armor AP3 Icon.png Medium
Large Angle Armor AP3 Icon.png Medium
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 20
Push Force 20
Shotgun 10-Gauge Stun
Projectile
Pellets x 20
Caliber 5.5 mm
Mass 4.5 g
Initial Velocity 800 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard 6
vs. Durable 2
Penetration
Direct Armor AP2 Icon.png Light
Slight Angle Armor AP2 Icon.png Light
Large Angle Armor AP2 Icon.png Light
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Status Stun Medium
Status Strength 1
Demolition Force 10
Stagger Force 15
Push Force 10

Attachments

All Attachment Data for SG-20 Halt.
Weapon Attachment Name Category Unlock Level Unlock Cost Effect Notes
Halt Iron Sight Optics Weapon Level 23 Requisition Slip.svg 13,000 ERGONOMICS 5
Halt Reflex Sight Optics Weapon Level 2 Requisition Slip.svg 5,000
Halt Holographic Sight Optics Weapon Level 7 Requisition Slip.svg 7,000
Halt 1.5x Tube Red Dot Optics Weapon Level 1 Requisition Slip.svg 0
Halt Reflex Sight Mk2 Optics Weapon Level 18 Requisition Slip.svg 13,000


Tactical Information

  • The Halt's magazine tubes are independent from each other. Swapping the tubes by using the Weapon Wheel can help avoid a reload in dire situations.
    • Due to this, Helldivers are advised to ensure both tubes are loaded before engaging in combat.
    • Shells share the same reserve ammo pool. Helldivers should prioritize what shells they immediately need if they're low on ammo.
  • Stun rounds can be used to effectively stall enemies when you need to reload your flechette tube.
    • Using stun rounds on decapitated charging Brood/Alpha Commanders is a good tactic to completely halt their berserk charge, providing time to switch to a Support Weapon to finish them off or to retreat.
    • Using stun rounds on any form of Overseer will give you plenty of time to switch to the P-4 Senator, Anti-Materiel Rifle, or even the Railgun and line up a shot at their head, killing them instantly.
  • The Halt has significant spread which is slightly better than the SG-225IE Breaker Incendiary. Therefore, it is ill-advised to engage enemies at medium range as most of your pellets will not hit your target.

Media

Trivia

  • Both the Slugger and SG-20 Halt are the only shotguns to feature rifled barrels for better projectile velocity and accuracy. However, the Halt does not fire any slug rounds, making its rifling redundant.
  • The Halt's overall appearance and ability to switch between two magazine tubes are seemingly inspired by the KelTec KSG shotgun.

Change History

Patch
Description

1.002.101
2025-02-04

Fixes

  • Fixed a crash that could occur when reloading the SG-20 Halt

1.001.201
2024-10-31
(Mid-Patch)

Addition

  • Added to the game.