Patch 7.1.1 · Player briefing

Source-checked guide

Helldivers 2 Terminid Loadout: Patch 7.1.1 Squad Kit

For a starting Helldivers 2 Terminid loadout, bring ARC-12 Blitzer, GP-31 Grenade Pistol, a stun grenade, Recoilless Rifle, Eagle Airstrike, Orbital Precision Strike and a Gatling Sentry. Blitzer covers close crowd pressure, the sidearm supplies explosive utility, and the Recoilless reserves the heavy-target role. On patch 7.1.1 in four-player difficulty 7–10 missions, position the sentry away from your retreat lane and reload the heavy weapon while a teammate protects your space.

Patch 7.1.1 · Four-player squads · Difficulty 7–10 · Equipment recommendations by mission role.

By Helldivers 2 Wiki

Updated

October 10, 2026

Equipment · Unlocks · Mission decisions

Deployment checklist

Your next steps

  • Equip ARC-12 Blitzer for the assigned primary role.
  • Add an explosive sidearm and a stun grenade if owned.
  • Reserve the backpack slot for Recoilless Rifle.
  • Pair Eagle Airstrike with Orbital Precision Strike.
  • Assign a teammate to cover reloads and a second heavy answer.
  • Swap for the objective before starting the operation.
01

Complete equipment list

Close crowd control with a dedicated anti-tank slot

Starting equipment · four-player difficulty 7–10
SlotEquipJob
PrimaryARC-12 BlitzerRoutine pressure
SecondaryGP-31 Grenade PistolExplosive utility
GrenadeG-23 StunA brief control window
Support / backpackRecoilless RifleHeavy or ranged role; uses its ammunition backpack
Strike 1Eagle AirstrikeArea pressure
Strike 2Orbital Precision StrikeFocused target; 80-second base cooldown
Fourth StratagemGatling SentryObjective support
02

How to use this loadout during a fight

Move sideways out of a packed approach before it closes your retreat. The Blitzer player keeps the near lane manageable while the anti-tank player selects the priority heavy target. Use a stun to create a firing or reload window, then resume movement; place a sentry to cover the lane you are leaving instead of the point where everyone is standing.

03

What to use if you lack a Warbond item

Use your unlocked conventional rifle in the primary slot if Sickle or Blitzer is unavailable, and reserve support for the job it cannot perform. Without GP-31, carry a conventional sidearm and keep an explosive grenade or call-in for explosive utility. Without a stun grenade, choose an unlocked grenade and compensate with cover and teammate fire rather than expecting the same control window. Buying a catalogue is optional when the squad already covers the role.

04

Defense and moving-objective swaps

For High-Value Assets defense, prioritize a protected reload position and a sentry covering a separate approach; 7.1.0 reduced the breaks between waves. For moving objectives, choose a support tool you can use without holding the whole squad in one spot. If a teammate already has anti-tank and you need sustained light-enemy fire, trade your support weapon for Stalwart or a machine gun and use the freed backpack slot for Supply Pack. That replacement changes your role, so tell the heavy player before launch.

05

Squad checks and patch-specific cautions

Before launch, confirm who handles the priority heavy target and who keeps enemies away during reloads. Orbital Precision Strike now has an 80-second base cooldown, so preserve one use for the objective’s next threat instead of spending every strike on the same group. If the UI shows a strange call-in time, check actual delivery; Arrowhead lists a display bug without a change to the real timing. In Illuminate High-Value Assets missions, keep a fallback position for the still-listed clipping issue.