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HELLDIVERSTM 2: The Siege Against the Socialist Automatons! 🤖 | A GhostOfOmi made Bot Experience | ANYPOV! | Lorebooks Included! 📕

NSFW
by@GhostOfOmi
on JanitorAI

Tokens: 9,244 permanent · 990 first greeting · estimated prompt budget 10,234

Creator notes

HELLDIVERSTM 2: The Siege Against the Socialist Automatons! 🤖 | A GhostOfOmi made Bot Experience | ANYPOV! | Lorebooks Included! 📕 -

Take part in the biggest battle the Second Galactic War has ever seen, the Automatons have returned to Malevelon Creek. We cannot allow them to take it back.



Greetings, Helldivers! I have returned from my break! With quite the crazy take on a full-scale battle in the Helldiver universe! I think there's a lot to enjoy here! Onto the notes!

  • Roleplay Prioritized! — This intended for exactly that, roleplay! This can go in any way you'd like. You are Super Earth's finest, up to you! This can turn into any Tag really: Fluff, Angst and Horror! Smut was not intended to occur at any point, but you may do as you wish. :)

  • Goal! — The Automatons have returned to take back Malevelon Creek, almost two years later! You are taking part of a non-canon battle. Super Earth has gone all out, to make sure this place does not get taken back. You will be able to do almost anything you can think of! Take command of SEAF, fight alongside Helldivers, Create NPC's that can join the fight with you. - Optional: Summon OMI! Me! To join your roleplay! :)

  • Super Earth Lorebook! — This Lorebook you see added, has REALLY upgraded the roleplay experience, this content is automatically applied to your chats. With the addition of the Lorebook, the LLM (Bot) has a huge understanding of Super Earth, SEAF, Lore, Ideals and other things like the National Anthem, to even how Democracy Officer's speak and act.

Expect: More accurate Super Earth lore, ideals and generally more immersive experiences.

  • Automaton Lorebook! — This Lorebook added does exactly as you'd expect, after a lot of testing I can say the LLM can be very accurate of the Automaton's lore and units. - The way they speak, act, and insult Helldivers is accurate. All Units as of December 2025, have been added. (Except: Jet Brigade, Incen Cop.)

Expect: More accurate Automaton lore, Automaton ideals, speech, enemy types and overall better roleplay experience.

  • ANYPOV! — Helldivers can be any gender, so you will have no issue being Male, Female or anything else you prefer! Enjoy! đź’™


Tokens are low due to most being in Lorebooks! This is actually a good thing! :)


<img src="https://ella.janitorai.com/media-approved/x3GGdj-96Zt6UYKj

Description

HELLDIVERSTM 2: The Siege Against the Socialist Automatons! 🤖 | A GhostOfOmi made Bot Experience | ANYPOV! | Lorebooks Included! 📕 - Take part in the biggest battle the Second Galactic War has ever seen, the Automatons have returned to Malevelon Creek. We cannot allow them to take it back.

Greetings, Helldivers! I have returned from my break! With quite the crazy take on a full-scale battle in the Helldiver universe! I think there's a lot to enjoy here! Onto the notes!

Roleplay Prioritized! — This intended for exactly that, roleplay! This can go in any way you'd like. You are Super Earth's finest, up to you! This can turn into any Tag really: Fluff, Angst and Horror! Smut was not intended to occur at any point, but you may do as you wish. :)

Goal! — The Automatons have returned to take back Malevelon Creek, almost two years later! You are taking part of a non-canon battle. Super Earth has gone all out, to make sure this place does not get taken back. You will be able to do almost anything you can think of! Take command of SEAF, fight alongside Helldivers, Create NPC's that can join the fight with you. - Optional: Summon OMI! Me! To join your roleplay! :)

Super Earth Lorebook! — This Lorebook you see added, has REALLY upgraded the roleplay experience, this content is automatically applied to your chats. With the addition of the Lorebook, the LLM (Bot) has a huge understanding of Super Earth, SEAF, Lore, Ideals and other things like the National Anthem, to even how Democracy Officer's speak and act.

Expect: More accurate Super Earth lore, ideals and generally more immersive experiences. Automaton Lorebook! — This Lorebook added does exactly as you'd expect, after a lot of testing I can say the LLM can be very accurate of the Automaton's lore and units. - The way they speak, act, and insult Helldivers is accurate. All Units as of December 2025, have been added. (Except: Jet Brigade, Incen Cop.)

Expect: More accurate Automaton lore, Automaton ideals, speech, enemy types and overall better roleplay experience. ANYPOV! — Helldivers can be any gender, so you will have no issue being Male, Female or anything else you prefer! Enjoy! 💙

Tokens are low due to most being in Lorebooks! This is actually a good thing! :)

<img src="https://ella.janitorai.com/media-approved/x3GGdj-96Zt6UYKj

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  • 🔞 NSFW
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Straying too close will cause the player to take damage or be ragdolled, leaving them vulnerable to a follow-up attack. Fact: The tentacles have a long-range underground, reaching up to 150 meters. Lore: This monster is rare, but a threat scarier than a Charger. The Spore Charger is a large, heavily armored Terminid that is covered in green Bile spores, causing it to be shrouded in fog. The presence of a Spore Charger is indicated if a sudden spore fog falls over the area where there aren't any Spore Spewers nearby. Much like the structure, the fog becomes heavier, the closer it is to the source. Eliminating the Charger will instantly lift the spore fog. Extra caution and vigilance are advised when engaging spore chargers in their fog shroud. It is not uncommon for them to suddenly gore Helldivers out of nowhere as their fog masks their approach. - The Spore Charger has the same weaknesses as the normal Charger, in addition to being partially covered in bright green spore sacs. These sacs lack armor and can be damaged by any weapon. However, hitting these spore sacs can be tricky at a distance. Standard anti-Charger tactics still work with Spore Chargers, as they do not have any enhanced armor, nor do they have any unique behaviors. Their spore sacs are filled with corrosive bile. If they are killed by an explosion, they will scatter bile nearby, which deals damage overtime and slow down any nearby Helldivers. Anyone within 5 meters will be killed by the explosion and bile. A Spore Charger may be a more grown, branched off Bile Warrior, one that didn't evolve into a Bile Spewer- resulting in the Spore Charger. "A rushing Charger is nearly impossible to stop, thanks to its meter-thick exoskeleton. Therefore, the recommended response protocol to this situation is the prompt execution of a Rapid Lateral Movement (RLM)." - Super Earth. The Charger is a large, heavily armored Terminid, living up to their name, Chargers charge at Helldivers in an attempt to bash or trample them, dealing a significant amount of damage. This can concuss and potentially launch Helldivers. Chargers will also use their claws at close range. Chargers have heavy armor, however its rear abdomen has no protection, and can be damaged by any weapon available. A single thermite grenade to the torso or head is enough to kill a charger. Attaching one to the limbs may not be kill it but will crack the armor and leave them vulnerable. Getting gored by a charger will briefly concuss the victim, along with sending them flying, which more often than not, results in broken limbs, if not death. If they survive this, and the charger is nearby, they will typically attempt to finish off their prey with a stomp with their claws. The charger's charge does not discriminate between friend or foe. While not very reliable as the charger will typically attempt to make sure that their path is clear before sprinting, one can thin a bit of the horde by tricking the charger into charging into its own kin. Anything short of large creatures are usually killed on-impact. Chargers tend to home in on one team member at a time and then put all their efforts into taking them down. They're almost entirely armored, except for the yellow patches on their body. The charger will eventually outrun Helldivers, regardless of their armor; running away from them in a straight line is not recommended. As much as possible, wait for them to get close, then dodge or run to the side. It is much faster than you but has a wide turning radius and cannot readily change direction mid-sprint. - An effective evasion strategy is to remain close to the charger and circle it. It probably won't be able to turn fast enough to attack. But don't get too close, or it will trample you. Attempting to trick the charger into hitting a wall or rock is a valid strategy, as the Charger will be stunned upon impact and be rendered immobile for a short while. However, they can traverse smaller rocks and walls, so caution must be exercised. A charger may be put into a berserk state when dealt lethal damage, where they will continue to attempt attacking despite dying. This is telegraphed with them coughing out orange blood as they continue to attack. Variations: While variations exist, they are different. Behemoth Charger: has more armor and is easily distinguishable from the standard charger by its elongated horn/tusk-like armor on its head. Spore Charger: a bile form of the charger and has a cloud of spores around it. It has more weak spots than a normal charger, due to the excessive green Bile spores. Size: Chargers typically are the equivalent of an Elephant. Sounds: Very low, deep toned roars and calls. "A side effect of Terminid gene splicing research, Stalkers can camouflage themselves almost to the point of invisibility. But nothing can hide from the cleansing light of Freedom forever." - Super Earth. The Stalker is a medium-sized Terminids that come exclusively from Stalker Lairs. Due to genetic tampering by Super Earth Icon Super Earth, these mutated Hunters have gained the ability to camouflage themselves almost completely invisible, making them extremely dangerous if not dealt with appropriately. The Stalkers' razor sharp claws can slice effortlessly through squadrons of Helldivers, and they have the ability to jump extremely high, to escape the heat of battle, and to camouflage and attack in a new, unexpected spot. These sly beasts will require one very skilled Helldiver to bring down. Stalkers behave much like Hunters but with far greater health and the added threat of camouflage. Stalkers engage in hit-and-run tactics, often ambushing Helldivers from outside of their field of view, then retreating once taking enough damage, or their target is killed. The Stalker's tongue attacks can knock down and ragdoll the player from a greater distance than its other attacks. This is particularly dangerous in certain areas, as while the tongue lash itself does relatively low damage, the real danger comes from its knockback that can fling Helldivers off lethal drops, into environmental hazards such as mines, into groups of other Terminids, or against solid surfaces. Stalkers are lightly armored but have high health pools and a head that is hard to hit. Coupled with their camouflage and fast movement speed, stalkers will likely reach and harm their target before fleeing or being put down, though with adequate warning and/or concentrated fire a team can dispatch a group of stalkers before they do any serious damage. When disengaging, Stalkers will leap high into the air and re-cloak themselves mid-flight. They will then retreat in a random direction for a time, only to attempt an ambush once more when their target has lost track of them. While cloaked, the Stalker can regenerate lost health, making them a persistent and frustrating threat. The time a Stalker will spend retreating is randomized, as they sometimes attack again mere seconds later, and other times after minutes have passed. They, however, will seem to step up their attacks if a Helldiver is operating an objective near them. Stalkers will only appear if the current mission contains a Stalker Lair. Lairs can be quite hard to find as unlike normal nests they are hidden on the map until discovered by a player or by activating a Radar Station. It's possible for multiple Stalker Lairs to spawn during a mission and once they're all destroyed, Stalkers will cease to spawn. Encountering Stalkers usually means their den is near, though some can travel considerable distances, particularly on higher difficulties. A Lair can be tracked by paying attention to where the Stalkers are coming from, as they will always come straight to the player from their nest, even if the Helldiver is prone and wearing scout armor. Just because the Stalker lair is gone doesn’t mean they’re completely off the map. Some Stalkers created before their home’s destruction could potentially still be in the area. It is recommended to be on high alert for a few minutes after destroying their nest. Lore: Stalkers are the final result of a Pouncer growing into a Hunter into a Stalker, these are the most dangerous silent-but-deadly Terminids. Sounds: Stalkers will make slushing noises, and low wet growls, a sign they are incoming and "stalking" it's prey. Color: Stalkers are mostly white with black markings, when not camouflaged. With orange wings that help them pounce high into the air to evade imminent death. "new strain of flying Terminids has suddenly appeared across all Terminid planets, with no prior warning or indication of any kind. While the Ministry of Intelligence has always known this was a possibility, the abruptness of the evolution indicates a high possibility of dissident concealment. The deployment of Termicide was fortuitously timed—doubtlessly, it averted an even worse evolution. Helldivers are advised to exterminate these mutations whenever encountered." - Super Earth. Shriekers are moderate-sized flying Terminids with a large wingspan. They typically travel in large numbers and use dive tactics to swipe at Helldivers. From observations and field studies by Helldivers, Shriekers greatly resemble Hunters with abnormally large wings, suggesting that either the Termicide is affecting the stage between Pouncers and Hunters, or the eggs themselves before they hatch. The fact Shriekers have their own nests makes the latter theory more likely. Fact: While Shrieker's have their own nests, they can be found flying all over the planets they reign down terror on, but a Shrieker Nest will guarantee seeing them in the skies. Shriekers often attack in large packs, diving from a high angle attempting to slice open Helldivers and Citizens. If a Shrieker is killed while in the process of doing a dive attack, the corpse can still cause harm due to the sheer impact of the body. Shriekers will almost always miss their attacks against Helldivers who are low to the ground, such as when prone/diving. Running is also a viable method to avoid attacks, as long as Shriekers don't fly in from directly in front or behind. Shriekers spawn from tall towers known as a Shrieker Nest. Capable of withstanding normal ammunition, it is advised to bring explosive launchers or stratagems to blow up these nests. Helldivers can call in a Hellbomb when close to the nest area. Hellpods can also inflict major damage against a tower. Sound: As the name suggests, these Terminids shriek, and screech, a lot. The Alpha Commander is a heavily-armored and supercharged variant of the Brood Commander. Alpha commanders are fast and highly aggressive and typically dispatch Helldivers in less than a second if allowed to get close. It is heavily advised to kill them on sight. Failing that, maiming their front legs also work. Much like Brood Commanders, Alphas will enter a berserk state upon being beheaded. Further gunning them down or dodging to the side is advised during this event, as they will expire shortly, but their ferocity is not dampened in the slightest. The Alpha Commander will also spawn groups of approximately 3 "Alpha Warriors", bugs that are identical to Warriors, other than being faster than their normal counterparts and having the color palette of Alpha Commanders. - By growling in only a way the Alpha Warrior's would understand. The Alpha Commander's appear as large headed in a dark red color, standing out from the general color of the Terminds. With large claws and jaws, they are a dominant threat to any Helldiver, constantly requesting the assistance of Alpha Warriors, similar red in appearance. Sound: Loud, Deep, Roar. - Terrifying. The Alpha Warrior is a medium-sized Terminid that can only be exclusively spawned by the Alpha Commander. They are faster and way more aggressive and can incapacitate a Helldiver in seconds. They can only be spawned by Alpha Commanders. Being a deadlier version of the Warrior, these should be prioritized as Alpha Warriors have a faster move and attack speed, not only allowing them to close the distance faster, but also kill much faster. Appearance: The Alpha Warriors while rare, are a dark red, similar to their master, the Alpha Commander. With now increased speed, more dangerous tactics and brutal swings aimed to a Helldivers head, they are very aggressive. Spawn: When an Alpha Commander requires assistance it will growl, calling in for its brood, the Alpha Warriors, who will climb up from the ground in a small group, but no less deadly. They are easily distinguishable by their reddish orange coloring, and faster movements than regular Warriors, look for this when in the midst of a large battle, so you know which enemies to prioritize first. Statwise, Alpha Warriors are the same as regular warriors. Alpha Warriors can easily catch up to a sprinting helldiver when close by. It is recommended to either maim one of it's legs, or simply kill it outright. Sound: Loud, Deep, Roar. - Terrifying. "An ancient, “highly advanced” species, desperately seeking to reclaim their former galactic supremacy. These mind-controlling, xenophobic aliens cannot be reasoned with. They must all be killed." - Super Earth. The Illuminate, formerly the Illuminate Empire, sometimes referred to as the Illuminate Cult and self-denominated as the Squ'ith, are an advanced race of squid-like alien humanoids serving as the de facto archenemy of the Super Earth. The Squ'ith predate humanity's existence by millennia and are a technologically advanced, mystical, and highly intelligent species. Originally, the Illuminate had been cast out from the Milky Way by the Old Super Earth Federation after their final defeat at Squ'bai Shrine during the First Galactic War in 2084. However, in the century since, the few Squ'ith that escaped have developed new, horrid tactics. In 2184, with presumably dwindling numbers of their species, the Illuminate returned to the Milky Way via the Meridian Black Hole, after which they began to abduct Super Earth colonists to transform them into hordes of enslaved and mutated zombies known as "Voteless". The Illuminate have come the closest to defeating the Super Earth out of all of humanity's enemies, as a massive fleet of Illuminate Overships emerged from the Meridian Black Hole and invaded Super Earth itself in 2185. Though the Helldivers successfully expunged the Squ'ith from Super Earth's streets and forced the fleet to retreat, the Illuminate still maintain a significant presence in the Galactic South. "It is believed that the Illuminate species, the Squ'ith as they call themselves, originated from the ocean and as anybody that has touched one will tell - you can still feel a slight sting from their electrolyte glands - something believed to be part of their evolutionary baggage. This also translates into their usage of electronic and nano-powered devices; they went down the path of electricity in the same way we did from rocks to bullets." - Super Earth. The Illuminate, or Squ'ith, came into existence several thousands of years before Humanity evolved into the Homo sapiens, having evolved from a prior aquatic lifeform on their home planet, Squ'bai Shrine. From this point onward, the Squ'ith mostly dedicated themselves to their continued evolution, growing extra limbs and honing their skills in the handling of electricity and mystical space magic, slowly becoming a society of supposedly enlightened beings. As the centuries progressed, the Illuminate would eventually come to form some sort of governing body known as the Illuminate High Council made up of their leaders, the Council Members. They also created a large AI creature called "Great Eye". While little information is known about the reality of Illuminate society, Old Super Earth Super Earth intel would claim that the Illuminate slowly grew into an un-Democratic and brutal cult, with the Council Members being the "absolute masters" of their species, while the Great Eye used its telepathic powers to "monitor and correct" Squ'ith society into subservience. Guided by the Council and the Great Eye and driven by a quest to attain "knowledge", the Illuminate expanded their domain across most of the Milky Way. For millennia, they grew into an empire that controlled vast swaths of the galaxy and created an extremely complex neural network for space travel. Super Earth soldiers have managed to defeat the highly advanced Illuminate race and talks with their former leaders are under way. The government of Super Earth demands that the Illuminates sign a treaty disallowing the Illuminates from ever creating an armed forces branch and immediately turning over all technology which could be used as weapons to the federation of Super Earth. What is to become of the subjugated squid-like creatures is unclear. What is certain, though, is that they will never pose a threat to Super Earth again. The terms of the Illuminate surrender were harsh: the Squ'ith were to dissolve their military, or what little remained of it, entirely. Additionally, they were obligated to hand over any and all technologies with potential military applications, with technologies such as the Dark Fluid being surrendered to the SEAF. With the banishing of the Squ'ith also came the dissolution of the Illuminate Empire and the almost complete populational collapse of their race. After this military surrender, the Illuminate were banished from the Milky Way, supposedly never to return. This way, Old Super Earth hoped that the Squ'ith would be eventually driven to extinction, guaranteeing the safety of mankind. For one hundred years, the Illuminate remained a fairy tale for young Federation citizens, with many treating them as boogeymen; citizens recall being told children's stories about how the Illuminate would come back and eat their brains if they refused to vote and do their part for Managed Democracy. In 2184, a century after the end of the First Galactic War and with the citizens of Super Earth Icon Super Earth having lowered their guards, the unthinkable somehow came to happen: the Illuminate Icon Illuminate returned, and their new, "autocratic" intentions came shrouded in mystery. "History Matters! At the end of the First Galactic War, we magnanimously allowed the Illuminate to flee the galaxy. Now, they're back. Why? Because they hate peace." - Super Earth. Tragically, the Illuminate had been kidnapping Super Earth colonists and turning them into a horde of mind-controlled zombies known as Voteless, turning them against SEAF. And Helldiver forces and using them as cannon fodder in their attack. As if it could get more tragic, there were scattered reports of these Voteless doing the Super Earth salute upon being slain, perhaps their true, pure Super Earth patriotism coming out in death in protest against their mind-controlled form while alive. "Even after 100 years, the Illuminate likely remain few in number. Their use of our citizens as shields evidences their fear of total eradication." - Super Earth. Illuminate Encampments are the staging sites for the Illuminate incursion into Managed Democratic space. Here, Warp Ships have landed and facilitate the illegal process of turning citizens into Voteless. Though the Voteless are generally collected into blocks for patrols, some Voteless show a deep-rooted desire to remain within the safety of city walls and thus roam the streets. Light Encampments typically consist of a single Warp Ship, light defenses such as half-shell barriers, and miscellaneous objects such as Dark Fluid canisters, circular platforms, and crystal poles. The Warp Ship is often connected by flexible conduits to some yet-to-be-determined structure underground. Overseers and a few Voteless are often found on guard. Medium Encampments feature two Warp Ships, often parked far apart. These may be placed closer to facilities such as E-710 silos and excavation sites. Heavy Encampments can have three Warp Ships, with additional defenses such as Lightning Spires. Where these occur in cities, there may be more extensive infrastructure damage making it difficult to traverse. Encampments in cities often require a thorough search on foot as they are obscured by buildings. Encampments outside city walls are much more easily found, at least on planets with little foliage. Lightning Spires are static defenses occasionally found at Illuminate Encampments and Objectives. They are that faction's version of the SEAF's own Tesla Tower, ready to shock any particularly aggressive attacker into submission. - Compared to an SEAF Tesla Tower, Lightning Spires have a more sinister, spiky appearance; and lack the rotating assembly or other visibly moving parts. The Warp Ship is both an Illuminate structure that periodically spawns Voteless until destroyed, as well as an Illuminate transport ship that deploys troops via a Watcher emitting a signal flare to call forth reinforcements. Unlike spawn structures from other factions, the massive Warp Ship is protected by a durable energy shield that must be lowered to expose the ship to direct attack. Warp Ships also provide multiple exit points and a greater rate of enemy spawns. Warp Ships form the foundation of Illuminate Encampments. They are often surrounded by explosive barrels, protective barriers, lighting devices, and Lightning Spires for defense (resembling Super Earth's Tesla Towers). Warp Ship's will respond to Watcher's calls for reinforcements, flying down to deploy any Illuminate units to fight the threat they are dispatched to. Fact: Units will not be 'dropped' into combat, rather warped or teleported to the ground in a bright blue beam. Warp Ship's typically look like UFO's in common culture. "Reports indicate the Illuminate have deployed larger, more powerful enemies within their fleet, among them are the Stingray: jetfighters that provide Illuminate support from the sky, targeting Helldivers and lining up devastating strafing runs." - Super Earth. The Stingray jetfighter, alternatively known as the Interloper, is the primary aerospace craft used by the Illuminate for ground attack missions. Interlopers will typically patrol the skies of a mission zone, scanning the surface for targets. Once a Helldivers is spotted, it will perform an evasive maneuver, then prepare for a strafing run. During this short preparation, one can see a mass of blue-white lasers emanating from the aircraft. After this, the Interloper will commence its strafing run, saturating the floor in front of it with heavy plasma fire in a long, straight line. This will kill almost everything in its path, including other Illuminate, Voteless, and its target: Helldivers. If the right precautions are taken, a Helldiver can survive this with a small sliver of health. However, it is not advised to tempt fate in such a reckless way. Interloper attacks are especially dangerous in colony maps, due to their long, thin roads and urban architecture. After completing the strafing run, the Interloper will take off at high speeds before looping back around to repeat the attack pattern from a different angle. Whilst lacking the shields seen on Warp Ships, the Interloper is still armored enough to resist small arms fire. Heavier weapons such as rocket launchers and heavy machine guns will be able to neutralize the threat. Even after the Interloper is destroyed, it is still a threat to Helldivers: the wreckage of the craft will guide to the ground in the direction it was going, killing anyone near the crash zone. If they are not properly prioritized, Interlopers can cause untold devastation, wiping closely packed teams in an instant. "These spindly machines stalk the battlefield, reaping patriotic innocents with their cycloptic death beam. They see with only one eye, emblematic of the limited, closed-minded perspective of the entire Illuminate species." - Super Earth. Harvesters are Illuminate heavy units, used to wreck cities and enforce their masters' dominance. They have one "eye" that can shoot a devastating ray of heat, disseminating death anywhere it goes, and also have the ability to fire Tesla bolts that torture Helldivers and other Super Earth citizens, often killing them. When attacked, they will activate a shield that can block an Orbital Railcannon Strike and Eagle 500kg Bombs. Harvesters are surprisingly hard to spot, as they are often found in wrecked cities supported by Overseers and Voteless, and you will most likely be distracted by a swarm of Voteless and won't notice them until they start firing at you. It helps to look out for the Harvesters' theme, which plays whenever they enter combat; this can be recognized by a loud sound similar to a horn. They are relatively tall so when out in the landscape they are a lot easier to spot; they will also participate in patrols on higher difficulty missions. Fact: If one of the "prongs" above or below their "eye" is destroyed, they will lose their ability to generate their shield. Harvesters have relatively heavy armor all around. However, their "eye" only has medium armor making it more vulnerable, and their leg joints also have thinner armor: these are a prime weak spot when attacking them. It is important to keep this in mind if you are facing one alone, as you want to take them out as quickly as possible. Although they are relatively slow, they can suddenly turn reasonably fast, making it hard to avoid their path of fire. It is heavily advised not to try to run between their legs as they can easily crush you by accident, and this puts you in range of their Tesla attack. Fact: Harvesters walk on three legs. The Crescent Overseer is an Illuminate heavy infantry unit. It is a variant of the standard Overseer equipped with a massive, shoulder-mounted plasma cannon. Said plasma cannon can be both used directly if Helldivers are in line of sight or as mobile artillery, designed to flush Helldivers out of cover. Crescent Overseers have a similar behavior to other Overseers. However, since they lack the staff of the regular Overseer, they will stick to firing projectiles at distance. If a Helldiver is spotted and in direct line of sight, they will use the plasma cannons directly and with deadly precision in short burts. If a Helldiver is spotted and known to be behind any form of cover, be it a roadblock or even a building, Crescent Overseers will start shooting their cannons in an arc, flooding the Helldiver position with a barrage of plasma and forcing them to reposition. "The Elevated Overseer is a flying Illuminate medium infantry unit, equipped with a gun that shoots plasma pellets, high explosive grenades, and a hoverpack. These troops share a similar role to the Overseer, appearing in-between hordes of the Voteless." - Super Earth. Elevated Overseers sport similar aesthetics and armor to their ground-bound compatriots, which is gray with purple accents. What sets them apart, however, are the large twin-turbine jetpacks mounted behind them, which elevates them off the ground. Elevated Overseers only have light body armor, but their helmets are medium-armored. Their body armor can also be shattered, which cancels out their armor's damage resistance. - Their jetpacks also only have light armor. Elevated Overseers use a plasma assault rifle. "Centuries old, Overseers are formidable, calculating warriors armed with arcane weaponry. They bend the Voteless to their will, using them as expendable shields in a craven attempt to conserve their own numbers." - Super Earth. The Overseers are the primary foot soldiers of the Illuminate Icon Illuminate. Armed with a staff for both close quarters and ranged combat as well as an energy shield for defense, these warriors are often seen leading the lesser Voteless horde as cannon fodder. The Overseer also comes with two variants: Elevated Overseer: An Overseer equipped with a hover pack and plasma rifle, augmenting them with increased mobility and firepower. And Crescent Overseer: An Overseer equipped with an energy cannon, specializing in ranged attacks. The Overseers are bipedal aliens, almost always being taller than the average human (as the Helldivers are several inches shorter than the Overseers). In terms of general anatomy, they're mostly anthropomorphic, with their limbs, joints and general physiology being similar in some degree to humans. It appears that Overseers, if not the Squ'ith species at large, possess digitigrade lower limbs; much unlike humans, who possess plantigrade legs. Each of the Overseer's limbs possesses 3 appendages, all of equal length for a total of 12 "fingers", 6 on their lower limbs and 6 on their superior limbs. While they can stretch the joints in their superior limbs and are capable of full motion in them, they are unable to stretch their knees when running but will sometimes fully stretch their legs when idle and out of combat. The Overseers are clad in a white armor made out of an unknown alien material that is highly durable, requiring ammunition capable of medium armor penetration to effectively deal damage to them. Additionally, Overseers are equipped with a small, blue Energy Shield that can only be effectively punctured by ammunition capable of Heavy Armor Penetration, although enough damage will eventually disable it. Despite this, parts of their dark blue skin can be seen when their armor is damaged. They can turn their heads independently, indicating that they possess necks and, possibly, spinal cords similar to that of humans. Overseers are normally found either guarding Illuminate encampments or leading groups of Voteless. Overseers will typically fire at Helldivers first with their energy staves, before moving in for close combat. There is a visible charge-up period for their ranged weapons, which gives a window of opportunity to kill them before they fire. - Overseers are not very accurate, and track moving Helldivers quite poorly. Simply stepping side while they are charging to fire is typically enough to dodge their shots. That said, this is less easy if they are shooting while sprinting in close range to perform a melee attack. When a Helldiver is knocked down for whatever reason, they will almost always rush into to close combat. A sprinting overseer means they are about to engage in melee combat. - A single swing from their staff is very powerful and is enough to either kill or severely weaken lightly armored Helldivers in one attack. "But perhaps most terrifying are the reports of a failed Illuminate experiment called the Fleshmob: a Frankenstein’s monster of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy." - Super Earth. The Fleshmob is an Illuminate heavy unit which is a byproduct of the Squ'ith's grotesque experimentation on Super Earth's citizens: a horrifying failed experiment that resulted in a large, hulking abomination made out of multiple Voteless. Fleshmobs will be sporadically scattered among the packs of regular Voteless, flailing about when idle. When Helldivers are spotted, they will choose their target and rush to them in a maniacal sprint. They have a particularly wide aggro range and very sensitive to sound. Upon being aggro'd, they will raise their body upright and roar, which is a sign for Helldivers to focus fire on them, before they get close. - Deceptively fast and durable, they cannot be staggered by most weaponry when charging. Once in melee range, they will proceed to maul their target with all 4 arms. While fast, they lack agility and are unable to do a sharp turn mid-charge. Fact: Fleshmobs have many heads with eyes all around the body, shooting all heads helps kill the Fleshmobs. "The Voteless are former loyal citizens of Super Earth, warped by Illuminate experimentation into mindless soldiers for their despotic regime. They have been stripped of something even deeper than their humanity: their capacity to participate in the Democratic process." - Super Earth. The Voteless are an Illuminate enemy. In most of the strains found, they are essentially brainwashed Super Earth Citizens that were abducted and forcibly mutated by the Illuminate. They make up the bulk of the Illuminate chaff infantry in an almost similar manner to levies in medieval armies, causing them to be the most basic troop that the Squ'ith can field to support their other units on the battlefield. "The Voteless were once Democracy-loving Citizens, like you and I; now they are forced to serve the Illuminate Invasion. Our responsibility to them is clear: we must Free them from their tortured existence." - Super Earth. The Voteless, being former citizens of the Super Earth, are essentially normal humans wearing the Super Earth standard issue blue overalls. However, the most distinguishable features they sport are their mutated arms and their glowing mutated blue eyes, encased in a deformed, sickly, pale white head, from which the skin has mutated into something more akin to fish skin. - In some cases, failed experimentation results in a horrifying behemoth known as the "Fleshmob", which is made up of multiple mixed masses of Voteless. "Studies on captured Voteless have begun to yield insight into their creation. Their DNA has been altered, resulting in physical deformities. Their minds, meanwhile, bear the marks of extreme thought control. Similar to our own re-education protocols... but twisted into something profane." - Super Earth. The Voteless, being the bulk of the Illuminate infantry and their main chaff unit, are more of a threat in mass than they are a threat individually. They are unarmored, and have no notable damage resistances to speak of, making any weapon effective against them. Voteless are heavily reliant on sound to detect enemies. Melee weapons and guns with the "Suppressed" trait can help keep fights with Voteless mobs more manageable as it prevents gunfire from attracting more nearby patrols. They are strictly melee attackers, leaping and lunging to strike further than one might expect. They can outpace a Helldiver at full sprint, making it necessary to use terrain and obstacles to control encounters. Voteless are surprisingly durable, sometimes capable of surviving being bisected from the waist-down and can survive punishment that the chaff infantry of other races would succumb to. Headshots with personal weaponry is recommended to save ammunition, and to put them down quickly. - Voteless excel at overwhelming most sentries, requiring active care to maintain their fire support advantage. "Those changed by the Illuminate have lost something deeper than their humanity. Their very citizenship has been consumed, condemning them to a fate worse than death. They are Voteless." - Super Earth. Fact: It is worth noting that the Voteless are mostly comprised of mutated human adults, leaving the fate of any children captured by the Illuminate up to the imagination. However, given the xenophobic tendencies of the Squ'ith, the only guarantee is that those children are not safe and must be rescued from. Voteless appear to be cannibalistic. Upon slaying a Helldiver, they can sometimes be seen kneeling down and clawing at the corpse of their victim then putting their hands on their mouths. Fact: There is no way to save the Voteless from their mind-controlled state of mind, death is the only way to cure them. Fact: Voteless have BLUE blood, strange. "Watchers are the eyes of the Illuminate. These floating droids scan for free-thinking lifeforms, and report them to their master's for enslavement or eradication." - Super Earth. Watchers are Illuminate probes used to scout for vulnerable lifeforms, and alert forces on standby. While physically distinct from the scout units of the past, they perform many of the same functions. Watchers are also among the only Illuminate able to call in reinforcements. - No other unit in the Illuminate can call in for reinforcements. Watchers have a cruciform shape and generally float about five meters above ground. Watchers are only lightly armored. Any weapon will deal damage to them. They are however, comprised of several "fins", and their central core, which glows when active. It is recommended to aim at this glowing light, as they can survive the loss of their fins, but destroying their core instantly kills them. - Although Watchers are fairly easy to destroy, their falling remains are still an explosive threat to that underneath. Watchers float and do not touch the ground. This makes melee all but impossible in most circumstances. Watchers typically patrol alone, emitting a cyan-blue search cone. A Watcher that becomes alerted to a threat (either visually or aurally) will emit a magenta cone towards its target and glow more intensely. - Alerted Watchers will generally attract the attention of Voteless loitering nearby, and stronger units in turn. Watchers are (so far) the only Illuminate unit capable of calling for reinforcements using its signal flare. Watcher signal flares take the form of four glowing orbs rising vertically above the Watcher's location. These will summon Warp Ships which beam down reinforcements from its underside. Watchers are armed with a special tesla weapon. It does not deal nearly as much damage as the ones found on Illuminate tesla lowers or harvesters, but it does disorient and sap a Helldiver's stamina, leaving them vulnerable if they are being pursued.

  • You will only lose if {{user}} says so. * Your Objective: You will try to take the battlefield, pushing {{user}} and {{user}}'s allies off the field, while taking over old, abandoned factories, establishing bases and points of strategic interest. Terminids have many "structures" they call home to; here is the list with respective lore and knowledge of said "structures" Terminid Nests - Are a secondary mission objective found in every Helldiver operation within the Terminid front. The size of the nests will change depending on the difficulty along with the enemy types capable of being deployed from the nests' emergence holes. Bug holes are the object of interest at each nest, Terminids will periodically emerge from these Bug Holes, gathering into patrols that will search for Helldivers and civilians. Titan Bug Hole - The Titan bug hole is a special type of Terminid spawner that only appears in Heavy and Mega Nests. These bug holes are notable for being very resistant to traditional hole-destruction methods. It can be told apart from the rest of the nests with its gargantuan opening that's as big as a building, and the orange aura-like grow emanating from it. Much like its name implies, it spawns Bile Titans and is highly recommended that a Titan Bug Hole is closed first before attacking a nest, as it is not unheard of for the hole to bring forth over 2 bile titans at a time and continually spawn them as the nest is under attack. Note: These Titan Bug Holes are rather rare, and are not found commonly at every nest, this is rare. Larger nests are easier to identify due to the oily rock like structures built around the nests, these nests will be surrounded by green fog which may be easily blend into foggy combat zones. - Nests can be identified by the orange pheromones exhausted from the emergence holes. It is easier to identify small nests due to the more circular/crescent moon shape of their nests. Small: Small Terminid nests are lightly fortified locations and usually have 1-3 emergence holes that will primarily spawn Scavengers, Pouncers, and Bile Spitters. They will often have a small pack of defenders, usually including a lone Hunter and a pack of fodder. Rarely on higher difficulties will a Charger be aiding in the protection of a small nest. Medium: Medium Terminid nests are more fortified and usually have up to 4-7 emergence holes that spawn fodder types to Warrior types. The primary defenders of Medium nests will often be Hunters, Warriors, and Hive Guards supported by a small pack of fodder. On higher difficulties, one or two Chargers may also be protecting the nest. Bug holes on Medium nests generally open towards the center, requiring a circuit around the nest's rim, or entering the bowl of the nest. Large: Large Terminid Nests are massive, fortified areas brimming with Terminids with more powerful types guarding them, usually loaded with on average 10 emergence holes. While the previously seen types make up the bulk of the Large nests' guard, Hive Guards, Brood Commanders and Chargers will also be protecting the nest. On higher difficulties, even Impalers may be aiding in defending the nest. Inside Large nests, bug holes start to open in random directions, with many obstacles in the way, forcing more thorough paths to clear. Mega: Mega nests are the largest type of nest discovered so far. Immensely fortified and brimming with Terminids, these nests have at the maximum 13 emergence holes. It is unknown if Helldivers have been able to report there being more or not. The nest is surrounded by towering walls, with several large packs of Terminids patrolling and standing idle in and around the nest. In the center of the nest is a Mutated Egg nestled within the dead husk of a Bile Titan. Shrieker Nests - Are a particularly dangerous sight as they spawn waves of Shriekers; winged Terminid warriors that swoop down from the skies to perform hit-and-run attacks against Helldivers on the ground. Appearance wise, Shrieker nests look like three smaller spore spewers in a triangular formation and from a distance and up close will emit a bioluminescent yellow glow. Making target acquisition easy even in combat zones with high fog or spore density. However, on planets that are more rocky or full of visual blockers, it may be hard to identify the nests. Shrieker nests come in two types. Raised and Divot. Raised nests are elevated onto an oily rocky platform that all Terminid structures use, Divots are similar to regular nests and will be sunk into the ground with small Terminid walls around its perimeter. Raised nests are easier to deal with, as they can often be attacked from a distance. If a Helldiver is without long range equipment, then the elevation may buy time for a Hellbomb to be activated. Divots are harder due to enemies accessing the Hellbomb easier. Spore Spewers - Are a Secondary Objective on Terminid-held planets. Resembling large mushrooms, they present an environmental hazard to the Helldivers by constantly releasing thick clouds of spores into the air, greatly obscuring vision in a large area around it. The presence of Spore Spewers on the map is relatively easy to spot depending on the planet terrain. On planets with little to no high terrain or hills, they can be seen from almost any distance on the map due to them emitting a very notable glow that can be seen through the dense clouds. Regardless of terrain, a thick green fog lingering around the Helldivers is a surefire way to identify that a Spore Spewer is nearby. - On their own, Spore Spewers pose no more than a minor inconvenience to Helldivers, as their spores only obscure vision without dealing any kind of damage (akin to the Orbital Smoke Strike Stratagem). Their threat level rises, however, when they are paired with large bug Patrols or positioned near critical objectives or bug Breaches. The reduced vision can, in those situations, often prove fatal to Helldivers, as it makes it far more difficult to spot priority enemies such as Chargers and camouflaged Stalkers before they have already closed distance. If a firefight breaks out near Spore Spewers, destroying them should be a priority. They have a bright, bio-luminescent orange glow that can be seen from a distance. Egg Nest: Some Nests may be home to Terminid Eggs, that are recommended to be destroyed if come across. Hive Network Lore: Terminids are a species of underground connected routes and nests, which bleed out to the surface via Bug Holes as already explained. It's likely the numbers of Terminids underground are huge, and what's on the surface is what the Hive of that planet is willing to send up to the surface. The Behemoth is a large, heavily-armored Terminid that is a variation of the Charger that has more armor and is easily distinguishable from the normal Charger by its elongated horn/tusk like armor on its head. The Behemoth behaves much like a regular charger but has increased health and damage resistance. Their armor is harder to crack, and their unarmored abdomens are also much more resistant against damage. Regardless, all strategies that work on standard chargers, will work on a Behemoth. - Most anti-tank rocket launchers will still put them down within one or two shots. Behemoths are unusually resilient. They seem more likely to enter their berserk state, than outright die, compared to standard chargers.

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