Helldivers 2: Weapons
How does damage work in Helldivers 2?
There are 2 different types of damage, normal damage and durable damage. Depending on the target, the real damage dealt will be somewhere between the 2 damage values.
The weapon can also either have a projectile, an explosion, an arc lightning, shrapnel, etc. Each of these can do damage.
The weapon also has an armor penetration value, which determines if damage on that target's Armor is reflected off. If Armor > Armor Penetration, then no damage is dealt and projectiles bounce off. If Armor == Armor Penetation, then only 50% of damage is dealth. If Armor < Armor Penetration, then 100% of damage is dealt.
There are 4 armor penetration values. If you shoot a target directly (or less than 25 degrees), it uses the first value in the table. 25-60 degrees uses the 2nd value. 60-80 degrees uses the 3rd value. 80-90 uses the 4th value.
Damage Format: Normal Damage / Durable Damage (ap=Armor Pen AP1/AP2/AP3/AP4) (r=Range inner/outer/stagger) (k=Demo demo/knock/stagger)
Name | Model | Description | Type | Subtype | Damage | Mag |
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AX/LAS-5 "Guard Dog" Rover | An autonomous drone equipped with a laser rifle, providing 360° cover. Returns to backpack to cool down. | Backpack | BackpackDrone | |||
AX/TX-13 "Guard Dog" Dog Breath | A drone that defends its user by firing caustic gas at nearby enemies, blinding and slowing them temporarily. Returns to backpack to refill. | Backpack | BackpackDrone | |||
AX/AR-23 "Guard Dog" | An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm. | Backpack | BackpackDrone | |||
AX/AR-23 "Guard Dog" | An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm. | Backpack | BackpackDrone | |||
AX/AR-23 "Guard Dog" | An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm. | Backpack | BackpackDrone | |||
LIFT-850 Jump Pack | Enables the user to jump higher than 'gravity' and 'safety' would normally allow. Must be charged before use. | Backpack | BackpackJumppack | |||
SH-20 MEDIC BACKPACK | A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire. | Backpack | BackpackMedic | |||
SH-20 Ballistic Shield Backpack | A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire. | Backpack | BackpackShield | |||
SH-20 Ballistic Shield Backpack | A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire. | Backpack | BackpackShield | |||
B-1 Supply Pack | Supply boxes containing ammunition, with a backpack that allows the user to distribute boxes to fellow Helldivers. | Backpack | BackpackSupply | |||
Resupply | A Hellpod containing four supply packs, to replenish personal ammunition and stims in the field. | Backpack | BackpackSupport | |||
BR-14 Adjudicator | An accurate, armor-penetrating rifle, the BR-14 Adjudicator delivers righteous judgement to medium-sized enemies, though its restrictive magazine limits its effectiveness against large groups. | PrimaryWeapon | AssaultRifle | Projectile 90/23 (ap 3/3/3/1) (k 10/15/12) | 30 | |
AR-23A Liberator Carbine | A compact version of the Liberator designed for increased viability in close quarters. Has an increased fire rate at the cost of higher spread. | PrimaryWeapon | AssaultRifle | Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) | 30 | |
AR-23P Liberator Penetrator | A modified Liberator fitted with a scope and firing armor-piercing rounds, to help users take down armored targets. | PrimaryWeapon | AssaultRifle | Projectile 60/15 (ap 3/3/3/0) (k 10/10/10) | 45 | |
AR-23 Liberator | The SEAF standard assault rifle, balancing power, fire rate, and weight for a reliable weapon against smaller targets. | PrimaryWeapon | AssaultRifle | Projectile 60/15 (ap 3/3/3/0) (k 10/10/10) | 30 | |
AR-61 Tenderizer | A high-caliber assault rifle with a restrictive magazine size but more stopping power. | PrimaryWeapon | AssaultRifle | Projectile 95/22 (ap 2/2/2/0) (k 10/15/10) | 35 | |
AR-48 Truth Whisperer | A silenced assault rifle with a built-in suppressor, which won't alert distant targets to the user's position. | PrimaryWeapon | AssaultRifle | 30 | ||
AR-23C Liberator Concussive | A modified Liberator firing concussive rounds which do less damage but stagger enemies. | PrimaryWeapon | AssaultRifle | Projectile 65/30 (ap 2/2/2/2) (k 10/35/60) | 30 | |
ARC-12 Blitzer | This shotgun blasts a wide burst of high-voltage electricity that arcs between all units—enemy or otherwise—within range. | PrimaryWeapon | Energy | Arc Projectile 50/35 (ap 3/3/3/0) (k 10/30/25) [Electricity] --StunSmall |
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LAS-5 Scythe | A laser rifle firing a continuous beam. Does not need reloading, but if it overheats a new heat sink must be fitted. | PrimaryWeapon | Energy | Beam DPS 350/70 (ap 2/2/2/0) (k 10/0/0) --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
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PLAS-1 Scorcher | A plasma rifle, firing a bolt of superheated gas which explodes on impact. Avoid standing in proximity to the blast. | PrimaryWeapon | Energy | Projectile 100/50 (ap 2/2/2/0) (k 10/20/10) --Explosion 100/100 (ap 3/0/0/0) (k 10/10/7) (r 1/2/2) |
20 | |
LAS-16 Sickle | A laser rifle, firing in short bursts. Does not need reloading, but if it overheats a new heat sink must be fitted. | PrimaryWeapon | Energy | Projectile 55/5 (ap 2/2/2/0) (k 10/10/10) | ||
PLAS-101 Purifier | A plasma rifle that fires bolts of superheated gas, which can be charged by holding down the trigger. Charging up a shot fully makes the bolt explode on impact. | PrimaryWeapon | Energy | Charge (time 0.01, 1, 1) --Damage 50% to 100% Projectile 200/100 (ap 3/3/3/0) (k 10/20/10) --Explosion 300/300 (ap 3/3/3/0) (k 10/35/30) (r 2.9/3/4) |
15 | |
SG-8P Punisher Plasma | A modified Punisher shotgun firing exploding plasma rounds. Fire carefully - exploding plasma can injure squadmates. | PrimaryWeapon | Energy | Projectile 100/50 (ap 2/2/2/0) (k 10/20/10) --Explosion 150/150 (ap 3/3/3/0) (k 10/35/30) (r 2.3/3/4) |
10 | |
R-36 Eruptor | This bolt-action rifle fires jet-assisted shells that explode shrapnel in all directions upon impact. Not recommended for close-quarters use. | PrimaryWeapon | Explosive | Projectile 230/115 (ap 3/3/3/0) (k 30/35/20) --Explosion 225/225 (ap 3/0/0/0) (k 20/35/40) (r 4/7/8) ----x30 Shrapnel------Projectile 110/35 (ap 3/3/3/0) (k 10/10/20) |
5 | |
CB-9 Exploding Crossbow | Fires powerful exploding bolts which do maximum damage upon direct impact. Gravity must be accounted for when aiming. | PrimaryWeapon | Explosive | Projectile 270/50 (ap 3/3/3/0) (k 0/30/10) --Explosion 350/350 (ap 3/3/3/0) (k 20/25/30) (r 3/6/7) |
5 | |
R-63 Diligence | This high-caliber marksman rifle trades magazine capacity and rate of fire for powerful, accurate shots. | PrimaryWeapon | MarksmanRifle | Projectile 165/45 (ap 2/2/2/0) (k 10/15/14) | 30 | |
R-2124 Constitution | This ceremonial rifle is modeled after antique relics from pre-Democratic times. It is traditionally gifted to every citizen upon turning 16 to encourage service. | PrimaryWeapon | MarksmanRifle | Rounds Projectile 180/50 (ap 3/3/3/0) (k 10/20/14) | ||
R-63CS Diligence Counter Sniper | A modified Diligence rifle offering increased damage at the cost of some maneuverability. Fires a single bullet at a time. | PrimaryWeapon | MarksmanRifle | Projectile 200/50 (ap 3/3/3/0) (k 10/20/14) | 15 | |
SG-8S Slugger | A modified Punisher shotgun firing heavy, high-damage slug rounds. Perfect for punching big holes in big targets. | PrimaryWeapon | Shotgun | Rounds Projectile 250/75 (ap 3/3/3/0) (k 10/30/35) | ||
SG-225SP Breaker Spray&Pray | A modified Breaker shotgun firing birdshot, small pellets which saturate an area to clear up smaller targets. | PrimaryWeapon | Shotgun | x16 Projectile 15/4 (ap 2/2/2/0) (k 10/3/1) | 26 | |
SG-225IE Breaker Incendiary | A modified Breaker shotgun firing incendiary projectiles. Generates heat during use, so limited to burst fire. | PrimaryWeapon | Shotgun | x12 Projectile 20/10 (ap 2/2/2/0) (k 10/10/10) [Fire] --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
25 | |
SG-225BB Breaker Bugbiter | A heavier version of the Breaker shotgun, with higher damage at the cost of recoil and maneuverability. | PrimaryWeapon | Shotgun | x7 Projectile 45/9 (ap 2/2/2/0) (k 10/15/15) | 15 | |
SG-451 Cookout | A pump shotgun that fires a burst of incendiary phosphorus pellets, setting targets ablaze. | PrimaryWeapon | Shotgun | Rounds x20 Projectile 16/3 (ap 2/2/2/0) (k 10/35/20) [Fire] --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
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SG-225 Breaker | A fully-automatic shotgun with a high rate of fire, excellent for controlling crowds. Requires frequent reloading. | PrimaryWeapon | Shotgun | x11 Projectile 30/6 (ap 2/2/2/0) (k 10/15/10) | 30 | |
SG-20 Halt | A humane compliance weapon with two separate magazines: one for armor-penetrating flechette rounds and one for stun rounds. | PrimaryWeapon | Shotgun | Rounds | ||
SG-225NS Breaker Nailspitter | A modified Breaker shotgun offering improved armor penetration and accuracy, with exceptionally high levels of recoil. | PrimaryWeapon | Shotgun | x11 Projectile 35/20 (ap 3/3/3/0) (k 10/10/10) | 10 | |
SG-8F Punisher fire of liberty | Punisher shotgun variant modifier with burst fire of incendiary round and a large drum magazine. | PrimaryWeapon | Shotgun | Rounds x9 Projectile 45/12 (ap 2/2/2/0) (k 10/35/30) | ||
SG-8 Punisher | A powerful dual magazine pump-action shotgun, with limited armor penetration. Ideal for small and fast targets. | PrimaryWeapon | Shotgun | Rounds x9 Projectile 45/12 (ap 2/2/2/0) (k 10/35/30) | ||
SMG-32 Reprimand | A heavy-duty submachine gun that fires large-caliber rounds, with a slower rate of fire to manage the high recoil. Ideal for use at close to medium range. | PrimaryWeapon | SMG | Projectile 125/32 (ap 3/3/3/0) (k 10/15/10) | 25 | |
SMG-72 Pummeler | Fires concussive rounds that stagger enemies. Slower rate of fire than other SMGs. | PrimaryWeapon | SMG | Projectile 65/7 (ap 2/2/2/0) (k 10/15/5) --StunSmall |
45 | |
SMG-37 Defender | A high-caliber submachine gun which can be fired with one hand. Has a relatively low rate of fire. | PrimaryWeapon | SMG | 30 | ||
MP-98 Knight | A submachine gun with an extremely high rate of fire, which can be operated with one hand. Ideal for multitasking. | PrimaryWeapon | SMG | Projectile 65/7 (ap 2/2/2/0) (k 10/10/5) | 30 | |
FLAM-66 Torcher | A lightweight flamethrower. Shoots pressurized fuel through a dispersion nozzle into an open flame. Safe. | PrimaryWeapon | Special | Spray Projectile 3/3 (ap 4/4/4/0) (k 10/5/5) [Fire] --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
80 | |
JAR-5 Dominator | Firing jet-propelled rounds, the Dominator trades fire rate and magazine capacity for increased damage per projectile. | PrimaryWeapon | Special | 30 | ||
P-4 Senator | A high-damage revolver, which can be reloaded with single rounds. A heavy-hitting and reliable sidearm. | SidearmWeapon | Pistol | Rounds Projectile 200/70 (ap 4/4/4/0) (k 10/20/10) | ||
P-113 Verdict | The gas-operated, semiautomatic P-113 chambers the 14mm "Rapid Deliberation," the largest centerfire cartridge of any magazine-fed pistol. | SidearmWeapon | Pistol | Projectile 125/32 (ap 3/3/3/0) (k 10/15/10) | 10 | |
P-19 Redeemer | A fully-automatic pistol with an extremely high fire rate, allowing for efficient crowd control. | SidearmWeapon | Pistol | 17 | ||
P-2 Peacemaker | The SEAF standard pistol - offering a high fire rate, generous capacity, and fast reloading. | SidearmWeapon | Pistol | 30 | ||
LAS-7 Dagger | A laser pistol that fires a continuous beam. Does not require ammo but can overheat and need to change batteries. | SidearmWeapon | Special | Beam DPS 250/50 (ap 2/2/2/0) (k 10/0/0) --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
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SG-22 Bushwhacker | A triple-barreled, break-action, sawed-off shotgun. Switch firing modes to fire all three barrels at once. | SidearmWeapon | Special | Rounds x9 Projectile 45/12 (ap 2/2/2/0) (k 10/35/30) | ||
GP-31 Grenade Pistol | A pistol that fires grenades. Must be reloaded between shots. | SidearmWeapon | Special | Rounds Projectile 250/250 (ap 3/3/3/0) (k 30/40/10) --Explosion 400/400 (ap 3/0/0/0) (k 30/25/30) (r 2.25/6.5/8) |
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P-72 Crisper | A compact handgun-style flamethrower, able to project a jet of fire over short distances. | SidearmWeapon | Special | Spray Projectile 3/3 (ap 4/4/4/0) (k 10/5/5) [Fire] --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
30 | |
PLAS-15 Loyalist | A plasma pistol that charges each shot until the trigger is released. Plasma projectiles explode on impact. | SidearmWeapon | Special | Charge (time 0.01, 1, 3) --Damage 50% to 100% --Armor Pen 55% to 100% Projectile 100/50 (ap 2/2/2/0) (k 10/20/10) --Explosion 25/25 (ap 3/0/0/0) (k 10/10/5) (r 0.75/1.5/2) |
7 | |
P-11 Stim Pistol | Fires a ballistic dart at near-supersonic speeds, allowing the user to stim allies from a distance. Might sting. | SidearmWeapon | Special | Rounds | ||
ARC-3 Arc Thrower | Projects an arc of lightning at close range. Charges up to project bolts, and may discharge through multiple targets. | SupportWeapon | Energy | Charge (time 1, 1.1, 1.2) Arc Projectile 250/100 (ap 7/7/7/0) (k 20/35/10) [Electricity] --StunSmall |
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RS-422 Railgun | An experimental weapon which prioritizes armor penetration. Must be charged between shots - so choose targets carefully. | SupportWeapon | Energy | Charge (time 0.45, 0.5, 3) --Damage 100% to 250% Projectile 600/225 (ap 5/5/5/5) (k 10/35/15) |
1 | |
MLS-4X Commando | An expendable missile launcher equipped with four laser-guided missiles. | SupportWeapon | Explosive | Projectile 1100/1100 (ap 6/6/6/3) (k 30/40/25) --Explosion 150/150 (ap 3/0/0/0) (k 30/40/40) (r 1/2/4) |
4 | |
GL-21 Grenade Launcher | A grenade launcher effective against armored infantry. Not intended for use against vehicle armor or fortified buildings. | SupportWeapon | Explosive | Projectile 20/2 (ap 0/0/0/0) (k 10/40/10) --Explosion 400/400 (ap 3/0/0/0) (k 30/25/30) (r 3.5/7.5/8) |
10 | |
EAT-17 Expendable Anti-Tank | A single-use weapon specialized for damaging vehicle armor. Discarded after every use. | SupportWeapon | Explosive | Projectile 2000/2000 (ap 6/6/6/3) (k 30/50/25) --Explosion 150/150 (ap 3/0/0/0) (k 30/60/40) (r 1.5/3/6) |
1 | |
FAF-14 Spear | An anti-tank homing missile which must lock onto its target before launch. Effective against large and armored enemies. | SupportWeapon | Explosive | Projectile 4000/4000 (ap 7/7/7/7) (k 40/50/25) --Explosion 200/200 (ap 3/0/0/0) (k 30/60/70) (r 1.5/3/6) |
1 | |
AC-8 Autocannon | A fully-automatic cannon effective against light vehicle armor. Includes support backpack required for reloading. | SupportWeapon | Explosive | Rounds Projectile 260/260 (ap 4/4/4/0) (k 30/30/20) --Explosion 150/150 (ap 3/0/0/0) (k 30/40/40) (r 2/4/5.5) |
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RL-77 Airburst Rocket Launcher | Fires a rocket that detonates within proximity of a target, and deploys a cluster of explosive bomblets. | SupportWeapon | Explosive | Explosion 350/350 (ap 3/3/3/0) (k 30/50/40) --Explosion 150/150 (ap 3/3/3/0) (k 25/25/40) (r 3/5/7) ----x25 Shrapnel------Explosion 150/150 (ap 3/3/3/0) (k 25/25/40) ----------Explosion 500/500 (ap 3/0/0/0) (k 20/25/40) (r 4/6/8) |
1 | |
GR-8 Recoilless Rifle | A recoilless rifle effective against vehicle armor. Includes support backpack required for reloading. | SupportWeapon | Explosive | Projectile 3200/3200 (ap 6/6/6/3) (k 30/50/25) --Explosion 150/150 (ap 3/0/0/0) (k 30/50/40) (r 1.5/3/6) |
1 | |
FLAM-40 Flamethrower | An incendiary weapon for close range. Will ignite targets, terrain, and any flammable teammates. | SupportWeapon | Incendiary | Spray Projectile 4/4 (ap 4/4/4/4) (k 10/5/5) [Fire] --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
100 | |
TX-41 Sterilizer | Atomizes caustic chemicals into a fine mist that liquifies sensitive electronics and tissues. Blinds and slows most enemies. | SupportWeapon | Incendiary | Spray Spray 1/1 (ap 5/5/5/0) (k 5/10/5) [Gas] --Gas DPS 25/25 (ap 6/6/6/0) (k 0/0/0) [Gas] --Status Gas_Confusion |
100 | |
MG-206 Heavy Machine Gun | A very powerful but difficult-to-wield machine gun with intense recoil. | SupportWeapon | MachineGun | Projectile 150/35 (ap 4/4/3/0) (k 15/25/20) | 100 | |
MG-206 Heavy Machine Gun | A very powerful but difficult-to-wield machine gun with intense recoil. | SupportWeapon | MachineGun | Projectile 150/35 (ap 4/4/3/0) (k 15/25/20) | 100 | |
MG-206 Heavy Machine Gun | A very powerful but difficult-to-wield machine gun with intense recoil. | SupportWeapon | MachineGun | Projectile 150/35 (ap 4/4/3/0) (k 15/25/20) | 100 | |
MG-43 Machine Gun | A machine gun designed for stationary use. Trades higher power for increased recoil and reduced accuracy. | SupportWeapon | MachineGun | Projectile 90/23 (ap 3/3/3/1) (k 10/20/12) | 175 | |
LAS-98 Laser Cannon | A laser weapon firing a continuous beam. Doesn't require ammunition, but will need heat sink replaced if it overheats. | SupportWeapon | Pistol | Beam DPS 350/200 (ap 4/4/4/4) (k 20/0/0) --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
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Mini-Missile Target Designator | A target designator, used in combination with the Mini Missile. | SupportWeapon | Pistol | |||
M-105 Stalwart | A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. | SupportWeapon | Pistol | Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) | 150 | |
M-105 Stalwart | A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. | SupportWeapon | Pistol | Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) | 250 | |
LAS-99 Quasar Cannon | Charges up to fire a powerful, explosive energy burst. Has a long cooldown period after firing. | SupportWeapon | Pistol | Projectile 2000/2000 (ap 6/6/6/3) (k 30/50/40) --Explosion 150/150 (ap 3/0/0/0) (k 30/50/40) (r 1.5/3/6) |
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M-105 Stalwart | A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. | SupportWeapon | Pistol | Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) | 150 | |
M-105 Stalwart | A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. | SupportWeapon | Pistol | Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) | 150 | |
M-105 Stalwart | A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. | SupportWeapon | Pistol | Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) | 250 | |
M-105 Stalwart | A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. | SupportWeapon | Pistol | Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) | 150 | |
SG-88 Break-Action Shotgun | A shotgun used in colonies to hunt and protect from threats. | SupportWeapon | Shotgun | Rounds x9 Projectile 65/13 (ap 2/2/2/0) (k 10/20/20) | ||
APW-1 Anti-Materiel Rifle | A high-caliber sniper rifle effective over long distances against light vehicle armor. This rifle must be aimed downscope. | SupportWeapon | SniperRifle | Projectile 450/180 (ap 4/4/4/0) (k 20/25/25) | 7 | |
G-16 Impact | A high explosive grenade which detonates on first impact. | ThrowableWeapon | SpecialGrenade | Explosion 400/400 (ap 4/0/0/0) (k 30/30/40) (r 2.5/7/8) | ||
G-123 Thermite | A thermite grenade designed to adhere to surfaces before burning at 2000°C. Capable of burning through some armor. | ThrowableWeapon | SpecialGrenade | Explosion 2000/2000 (ap 7/0/0/0) (k 30/20/40) (r 1.5/2.5/4) | ||
G-3 Smoke | A 'compliance weapon' to modify enemy behaviour. Creates a thick smoke screen to block targets' line of sight. | ThrowableWeapon | SpecialGrenade | |||
G-23 Stun | Temporarily stuns all targets within the effective radius. | ThrowableWeapon | SpecialGrenade | Explosion 0/0 (ap 6/0/0/0) (k 0/0/0) (r 1/10/15) --StunMedium |
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G-4 Gas | A grenade that releases a cloud of toxic gas, effective at temporarily blinding and slowing both organic and inorganic enemies. | ThrowableWeapon | SpecialGrenade | Explosion 3/3 (ap 6/0/0/0) (k 10/10/10) (r 2/7/7) [Gas] --Gas DPS 25/25 (ap 6/6/6/0) (k 0/0/0) [Gas] --Status Gas_Confusion |
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G-13 Incendiary Impact | Detonates on impact, covering the immediate vicinity in self-igniting white phosphorus. | ThrowableWeapon | SpecialGrenade | Explosion 150/150 (ap 3/0/0/0) (k 30/20/15) (r 1/7/9) [Fire] --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
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K-2 Throwing Knife | Delivers silent justice to Freedom's enemies. | ThrowableWeapon | SpecialGrenade | |||
G-12 High Explosive | A high explosive grenade which damages lightly armored targets. Creates high damage over a small area when detonated. | ThrowableWeapon | StandardGrenade | Explosion 800/800 (ap 4/0/0/0) (k 30/30/40) (r 2.5/7/9) | ||
G-10 Incendiary | An incendiary grenade which ignites any targets and terrain within the blast radius. Use with caution. | ThrowableWeapon | StandardGrenade | Explosion 300/300 (ap 3/0/0/0) (k 30/20/15) (r 1/7/9) [Fire] --Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire] |
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G-6 Frag | An antipersonnel fragmentation grenade. Creates damage over a large area when detonated. | ThrowableWeapon | StandardGrenade | Explosion 500/500 (ap 3/0/0/0) (k 20/25/40) (r 4/10/14) x30 Shrapnel--Projectile 110/35 (ap 3/3/3/0) (k 10/10/20) |