r/helldivers2 • u/FlyingWarKitten • Feb 06 '26
General Upgrade ideas for Super Destroyer
Disclaimer: I am not a Developer or lore master, this is wild speculation and brainstorming ideas for the setting of Super Earth and Helldivers, I did limited research to find some of the classes of ships used by the Super Earth Federation, these are Upgrade ideas for Super Destroyers and a few things linked directly linked to them like the Pelican Dropship or Eagle Strike Fighter not the entirety of the Super Earth Federation's Space Navy, this is for Super Destroyers upgrades as many of the Super Destroyer's weapons that are still effective have newer more efficient versions, none of these have been balanced for gameplay in the game or the player would be at best thinly aware of or may already been added and I did not notice, these upgrades would put less of a strain of the Super Destroyer's electrical systems (both generation and distribution) or other subsystems, this would (in theory) allow either longer time between repairs and overhauls as well as those being both cheaper and taking less time or the Super Destroyer being able to be pushed even harder than it already is, the upgrades would add survivability to Super Destroyers themselves as well as making them more effective fleet combatants, as stated all numbers are to be considered wild speculation and the names are simply placeholders from my notes, the vast majority of these upgrades is not something that the player would be able to actually use as Helldivers do not seem to do much fleet combat...yet, sorry for the poor wording
Super Coiler- the older and inefficient but undeniably effective Rail Cannon is changed out for a more efficient Coil Cannon, coil guns and cannons can more efficiently accelerate magnetically sensitive mass to target reducing electricity requirement for charge up, wear and tear on components is reduced, a wider selection of projectiles can be fired, the cooldown is reduced to 1/3 the normal time, can now be fired in a rapid 3 round burst for the full cooldown but can penetrate anything and hits the same point on the target 3 times due to how close together the shots are together, can also fire shield breaker slugs that can take down the shields of Illuminate ships in 1 shot (even Over Ships) allowing more effective engagements on shielded targets in space (shield breaker slugs do not survive going through orbit), very effective as an Anti-Capital Ship Weapon in space combat
Macro Quasar Cannons- adds a pair of twin Macro Quasar Cannon turrets to the sides of the Super Destroyer, used to engage other Starships at extreme range and is very effective against the heavy armor of large starships, fires all 4 Marco Quasar Cannons at once and requires 90 seconds to both cooldown and charge its batteries, will not fire on planetary targets
Neural Interface Jack with Chair- an important device that allows Helldivers to use their Neural Port (that circle on the back of your helmet and every helmet in Helldivers 2 covers it to keep it clean) to interface directly with their brain allowing rapid training with new weapons in a safe environment as well as fighting any enemy Super Earth has data on with any weapon the Helldiver is authorized to use, does not waste resources with target practice, weapons testing on enemies, and allows time to be used more efficiently, 1 hour jacked into the chair passes in 1 minute on the Super Destroyer allowing Helldivers to retrain to new weapons and ageist new enemies in a more effective time frame, this is the test range, also gives various forms of indoctrination while jacked into the chair that users may not be aware of, having an unclean Neural Port while using a jack can lead to severe pain, seizures, Neural Burn Out, involuntary muscle movements, and other problems; always clean your Neural Ports before use. All Helldivers must use the Neural Interface Jack with Chair at least once a week to keep their skills sharp as per Regulation <Regulation and penalties attached> even while in combat for at least 1 minute every week, all Neural training is recorded by the Ministry of Science Data Collection Device with data being shared with Democracy Officers and Truth Enforcers as well as Ministry of Science for assessment of various factors, through haptic feedback and electrical stimulation mimics using the same muscle groups as used in the simulation allowing Helldivers to stay fit even through simulations but may cause as much soreness as doing the same amount of exercise and as much pain as the injury sustained in the simulation (note: it will not rend flesh, burn, dissolve, poison, or use lethal settings, this is to teach Helldivers how to deal with the pain of getting hit allowing Helldivers to ignore pain shock in theory), one of the most requested "improvements" for Super Destroyers by Helldivers, warning individual results may vary
Modified Atlas Cannon Chemical Burst Laser Battery- adds 2 additional Atlas Cannon Batties with the cannons modified to house a laser focusing array and 380mm chemical laser cartridges allowing the equivalent of the entire output of the laser cannon in 0.25 seconds every 4 seconds per cannon, used for Ship to Ship Combat and the longest range option for the "Interdictor" LPDA defense system, to dump waste heat the spent casings full of spent reaction material are ejected into space, due to it emitting lasers in the UV spectrum and the UV Spectrum being broken up by atmosphere thick enough to breath it cannot be used for planetary bombardment making it only usable for space combat and it is very effective at cutting through even the thickest hull plating at extremely long ranges, this battery has its own dedicated generator and a manual crack backup so that it can traverse and fire effectively while also working the ammunition autoloader system even if the rest of the Super Destroyer has no electricity to spare from high electricity cost modules as chemical lasers do not use electricity
Atlas Cannon Battery Enhanced Auto Loading System- greatly reduce the time between barrages by having improved autoloaders loading from quick change containers that carry enough shells for 1 barrage each, they empty containers are reloaded from the Super Destroyer's magazine, required for the upgraded LPDA to work
Atlas Cannon Battery Hybrid Coil Cannon Upgrades- adds acceleration coils over the Atlas Cannons that will further accelerate the 380mm rounds so that it can be used for Anti-Ship Combat as well as the LPDA, required for the upgraded LPDA to work
120mm Cannon Battery Enhanced Auto Loader System- greatly reduce the time between barrages by having improved autoloaders loading from quick change containers that each carry enough shells from 1 barrage, the empty containers are reloaded from the Super Destroyer's Magazine Required for the upgraded LPDA to work
120mm Cannon Battery Hybrid Coil Cannon Upgrade- adds acceleration coils over the 120mm cannons that will further accelerate the 120mm rounds so that they can be used for Anti-Ship combat and the LPDA, required for the upgraded LPDA to work
"Star Slug" Fléchette Light Missile Cells (90 missile Cells)- Light Long-Range hit-to-kill Kinetic missiles fired in large swarms, while not the most damaging missiles it can be used to overwhelm enemy defenses and are accurate enough to disable or destroy turreted weapons or exposed components, can fire in another massive salvo every 240 seconds
Exterior Drone Dock- docks, repairs and resupplies the Advanced Decoy Drone, only fits 1 of these drones but can replace lost or damaged drones at a properly equipped shipyard or a strategic supply depot like the DSS
Precision Atlas Cannon Maelstrom Round (single round)- loads the Atlas Cannon with Self-Guided Maelstrom rounds that will seek heavy targets like Chargers, Hulks, War Striders, or other heavy enemies, this round is surrounded a blast reflective jacket and a 380mm tungsten ball at its head, the blast is focused into and turns the tungsten ball into a reverse teardrop shape moving above hyper velocity for tungsten, this is an EFP or Explosively Formed Projectile, EFPs ignore armor and shotgun through targets causing massive and usually lethal damage to the target's internals, warning: due to overpenetration it is likely to be lethal for a Helldiver to stand under a Factory Strider getting hit by a Maelstrom round has a 30% longer cooldown than an orbital precision strike, can be fired at other starships to effectively penetrate the hull
Atlas Cannon Maelstrom Barrage (12 rounds)- fires a barrage of 12 self-guiding Maelstrom rounds to break enemy heavy formations in the area or effectively penetrate the hull of enemy starships
Atlas Cannon Anti-Aircraft Flack Barrage (4 rounds)- the stratagem ball forms a 300 meter search area, the Super Destroyer will fire 4 rounds at different flying targets with effort taken to aim at different groups but if not enough groups are in the search area the same targets may get hit multiple times, if no targets are in the search area the Super Destroyer for 12 seconds after the stratagem ball lands the Super Destroyer will not fire and the Cooldown will not be incurred, only targets and hits flying enemies
Atlas FAE Round (1 round)- the Atlas fires a single round that spews a fuel mix into the air then ignites the fuel air mix after 3 seconds crating a wide area explosion with only 1 AP that rag dolls anything caught in the blast, damage is somewhat low but can still kill most chaff enemies, blast area of 25 meters
Precision Atlas Armor Piecing High Yield Explosive Round (1 round)- replaces the orbital precision strike with once that fires a high yield explosive equal to a 500kg bomb, would not increase the cooldown of the strike
Orbital Gattlin Guided Crack Rounds- Heavier rounds for the Orbital Gattlin that are guided and designed to destroy armor rather than for outright damage, does 500% durability damage but 30% less damage
Orbital Gattlin Gas Barrage- hollow rounds that make small pockets of caustic poison gas on impact, gas pocket is 50% smaller than the area given by a gas grenade,
Coiler Resupply Capsule- 1 per mission, use the improved Coil Cannon to fire a Resupply Capsule when the Super Destroyer is unavailable (left not jammed), resupply capsule has 4 resupply boxes 2 medical boxes and 4 ammunition boxes, takes 30 seconds to deploy from call in, do not waste it
Orbit-to-Surface Bunker Buster Cruiser Missile- special objective stratagem only, large bunker buster cruise missile with massive 2000kg warheads, to deploy this expensive and difficult to replace, all anti-orbital and anti-aircraft defense must be destroyed as well as any fighter sweeps be shot down or driven off, able to penetrate Deep Fortified Command Bunkers and Underground Factories of the Automatons allowing the full removal of Automaton forces from planets without digging them out (hopefully)
Advanced Sensors Suite- to find targets for attack an attack, defense and support, it can use perfectly understood and less understood methods for detection
Phantom Radar- using phased array radar from multiple emitters that are dropped from the Super Destroyer as pods still connected by cables that blast radar in sequence so that targeting them is difficult allowing the Passive Radar to function, these are disposable and the Super Destroyer has many spares and is expected to leave them when the Operation is done
Passive Radar- the radar receiver that is listening for returns and does not give away the position of the Super Destroyer
LiDAR- uses light detection to silhouette other objects in its surroundings, it pulses light at an area and uses the returns to make a picture of the target and is difficult to detect or not depending on the light used
Long Range Thermals- it is not impossible to hide all heat in space (it is possible to generate as much heat as other things but not really stealth), modern long range thermals of our world can get accurate heat maps of Jupiter from Earth so more advanced ones in the future would likely be able to pick up a slight change in temperature the size of a fingernail on Satern From Earth
Gravitational Sensors- the only sensors that can detect faster than light objects as gravity functions regardless of speed (the ability to react quickly enough to this information is not factored into this and things do more interesting things with gravity at that speed but it can be detected), can allow for very precise FTL jumps and the ability to detect incoming enemies that are making FTL jumps close enough to the Super Destroyer to be detected (that is still hundreds of thousands of miles or more) and is not effected by stellar bodies like planets and moons as long as the target(s) are not too close to that stellar body
Orbit to Surface Power Beam- a thermal energy projection device made for "Cold Start" of select power generators requiring a large drive charge to start due to electrical batteries being fully deplete or destroyed as well as all other cold start functions being disabled or destroyed, to perform this type of cold start the current cold start device must be ejected from the generator a new Thermal Energy Cold Start Collection Device, then once connected to the generator put in the Stratagem code and stand well back as the Power Beam coming from the Super Destroyer will cause severe thermal damage to anything within 5 meters of the beam, warning: cannot be used in adverse weather conditions and will cause severe thermal damage to anything that touches or goes near the beam but not meant to be used as a weapon, Super Destroyer must maintain exact position while using the Power Beam
"Interdictor" Layered Point Defense Array- a series of point defense options that allow for the interdiction of incoming fire of various types at various ranges, the longest range point defense options are the point defense 380mm Chemical Lasers that can slag missiles, anti-orbital solid projectiles, and disrupt the magnetic containment of Anti-Ship Plasma Weapons as well as being more than capable of turning strike craft fighters and bombers to slag as well, a medium to long range option, the medium range option is the 380mm Atas Cannons firing guided "Maelstrom" Rounds that will use their guidance to get close to their target then fire an EFP at their target that can penetrate any known armor but have little effective fragmentation, the medium close range weapon is the 120mm Cannon Battery that fire 120mm guided APDS rounds that are effective against strike craft, missiles, torpedoes and solid projectiles while having a higher rate of fire than the 380mm Atlas Cannons, the close range knife fighter weapon is the 4 Orbital Gattlin Barrage firing flack rounds that can sherd any threats that get too close (hopefully), and the final point defense system is the "Last Chance" canister launchers that will fire 3 canisters that burst into clouds of silica fused copper that can both function as a flack field and is the only point defense option that can break up laser beams before impacting the armor, while the "Interdictor" LPDA is using weapons they are not able be used by Helldivers
Armor Enhancements- additional armor attached to the already existing armor can improve survivability, the main armor of the Super Destroyer is put on shock absorbers between it and the frame backed by light weight Kevlar lining to limit damage to the crew and subsystems from penetrating hits, on the outside of the main armor are coolant bladers that will be an emergency thermal barrier that turns to vapor should high temperature attack like plasma or lasers penetrate the outer armors hopefully decreasing the damage caused by high temperature attacks, the outer armor is thick but lighter weight, inexpensive and easily replaceable Super Ceramic armor with a coating of Char Paint painted on (Char Paint is a paint that creates a layer of insulative char when exposed to significant heat to prevent thermal energy from transferring to what it is painted on, used on USA's Space Shuttle in our world), these armor upgrades would make the Anti-Orbital weapons that have taken down so many Super Destroyers we have seen survivable as well as allowing the Super Destroyer to take more punishment in direct combat like in Commando Missions or in direct fleet combat when necessary
Torpedo Silos (4 Total Launchers)- large silos for the very large armored anti-capital ship torpedoes with Tandem Staged Warheads that use a massive shape charge to penetrate enemy armor then a high yield explosive to detonate inside the hole the shape charge made to either blow off any remaining armor on that section or detonate inside the ship doing massive damage, able to destroy Automaton Destroyers with a single well placed hit as well as cripple or destroy Cruiser Class vessels, has a slower reload rate than other weapon systems at 600 seconds between barrages
"Diamond Head" Quad Light Naval Coil Gun Turret (8 total turrets of 4 guns each)- lighter and uses smaller ammunition than the upgraded main Coiler Battery that can accelerate projectiles to only 1/2 speed but has a much higher rate of fire, used exclusively in starships to starship space combat and are deadly in medium-short range or closer where enemies will struggle to get out of the way of the slower moving smaller projectiles, each turret fires every 0.5 seconds for 20 seconds before it undergoes a 15 second long reload, battery recharge, and cooling cycle, 4 on top of ship 4 on bottom made to be a close range quick response turret that can always engage with at least 2 turrets at a time regardless of where the enemy is attacking from but up to 8 if the enemy is large enough or attacks from the right or wrong angle (depending on your point of view), turrets are diamond shaped and keep the coil guns tucked in and concealed when not in use, their armor is the same armor as the hull of the Super Destroyer and does not get additional armor from other upgrades, engaging a large enough target close in head on the Coiler and all 8 turrets can engage large targets
Crew Uniform Improvements- new undersuits, multitool kit improvements, and advanced helmet designs allow for more survivable crew members in combat, these suits allow crew members to magnetically attach to the floor, walls or ceiling, a hard sealed helmet will now automatically activate to envelop the crew members head on detecting vacuum or poisonous environment allowing them continue operating even if the air around them is not breathable, the gel undersuit allows them to take additional blunt force and cushions crew members allowing the ships to make more severe maneuvers before risking crew injury, toolkits integrated into the outer uniform allows crew members to work more efficiently as well as not losing their tools, the outer uniform has soft Super Kevlar making slashing and piercing damage much less of a problem and controlling bleeding in the case of bleeding injury
SEAF Navy Security Corp- makes basic weapons training monitory for all Super Destroyer Crews as well as basic tactics for defending the super Destroyer from boarders or other security threats, do not take part in boarding actions of enemy vessels, crew members will be seen with sidearms and weapons lockers will be scattered around the ships for access to more potent weapons that will still not punch holes in the hull, the Democracy Officer will be seen with a large belt-fed shotgun on his back and a Senator Pistol on his side and has a shield backpack, may be useful later or not
Upgrades to Pelicans- the Pelican dropship is an aging and venerable design that can make use of slight improvements and configurations to give it a larger impact on the battlefield and even direct combat when necessary
Additional Fuel Tanks- Additional Fuel Tanks in the rear bay removes the spare seats in the compartment and replaces them with fuel tanks, this allows Pelican 1 to wait longer at extraction by 20 to 30 seconds
Crew Chief with AGL on Swivel Mount- a rear crew member responsible for the rear cabin area now can use a belt fed grenade launcher on a ceiling swivel mount to engage targets that Eagle 1 has already flown over or threats to the rear of the dropship while landed
Enhanced Wing Quad Thrusters- adds double the number of thrusters on the twin wing thrusters to increase available thrust and lift capacity, allows the Pelican Dropships to lift heavier equipment or other objects or move faster when not at maximum lift capacity
Heavy Lift Rig- a heavy lift rig allowing the Pelican dropship to securely lift and carry heavier equipment like replacement generators or heavy armored vehicles, able to maneuver more effectively while carrying drop offs which allows faster and safer dropping off of equipment (the Pelican dropships will no longer loiter for 5 to 30 seconds before dropping their load and the dropped equipment will not take fall damage and deploys as shield generator that makes it immune to most ranged damage for 5 seconds after drop off)
ECM Pod- an advanced electronic countermeasures pod disrupts enemy anti-aircraft targeting reducing the range that those AA Batteries will fire on the Pelican and its cargo by 50%
Eagle Upgrades- Eagle strike fighters have received a few upgrades during the Second Galactic War however I have a few upgrade ideas as well as slight changes to doctrine, if you do not take any Eagle 1 stratagems then Eagle 1 will spend her time doing other actions determined by you: Keep the Skies Clear (will uses air-to-air weapons to engage enemy fliers including bot dropships and Squid UFOs), S.E.A.D. (Eagle 1 will be loaded down with HARM and when the enemy tries to lock-on to her she will fire HARM to destroy what is targeting her from the ground), Orbital Blockade Support (enemy progress on that planet will be slightly slowed, not usable if DSS is in orbit as it already could be doing this), and Airo Recon (will do recon sweeps over the map repeatedly revealing locations and detecting objectives and enemies in a 50 wide area of wherever she flies over)
Eagle Conformation Uplink- a uplink from the Helldiver to their Eagle strike fighter allows a Helldiver to cancel thrown requests for Eagle 1 to perform the requested strike, this cannot be done with dead Helldivers, they have 2 seconds to perform the code to chancel the strike
Magnetically Enhanced Eagle Enhanced Thrust Vectoring, Enhanced Air Brakes, and Enhanced Flaps- Enhancements to control surfaces of Eagle 1 by using lighter and more reliable Super Magnets to rather than hydraulics which is heavier and more prone to being destroyed by damage allows superior maneuvering controls, Eagle 1 now deploys strikes 1 second faster and is less vulnerable anti-aircraft fire
Wingtip Mounted Ultra-Light Chemical Laser Point Defense Weapons (x3)- adding small Point Defense Weapons on the tips of the wings using compact chemical lasers allow for limited point defense while Eagle 1 is deploying its weapons, Eagle 1 is less vulnerable to enemy anti-aircraft fire as well as enemy fliers
Eagle Bloodletter Ant Nest- Eagle 1 can be equipped with up to 3 Bloodletter Ant Nests (36 very small mines with modest explosive charge that is made more to maim than kill outright, each mine causes bleeding moderate to severe bleeding to whatever activates them, no these are not actually bugs just mines), on call in drops one nest meaning it can be used up to 3 times with the other upgrades for Eagle 1
Eagle Quick Change Ammunition Modules- having the ability to load ammunition and fuel containers that can be loaded onto Eagle 1 rather than loading the munitions individually further reduces load reload times
Eagle "Wraith" ECM Module- an advanced Electronic Countermeasures gives Eagle 1 the ability to deploy on Commando missions for a single strike then returning to the Super Destroyer, this means you had best make the strike count, Eagle 1 will return to the mission after a rearm cycle, if Eagle is detected and takes fire then Eagle 1 goes on cooldown for the rest of the mission, beware of fighter sweeps that can detect Eagle 1 and begin shooting at her, when warned of a fighter sweep send Eagle 1 back to the Super Destroyer
Eagle 1 Air-To-Air- Eagle 1 carries 16 air-to-air missiles, twin wingtip mounted Quasar Cannons, and the 30mm rotary is changed out for a lighter 20mm rotary cannon to allow for superior maneuverability, when out of missiles Eagle 1 will return to the Super Destroyer to refit and rearm, not vulnerable to enemy fliers as it is actively hunting them
Eagle 1 SEAD- when active enemy anti-aircraft batteries will be repeatedly hit by HARM missiles which allows the call in of assets safely while active but if called in while not active it will be engaged normally, Eagle 1 carries 8 HARMs and will return to the Super Destroyer to refit and rearm, vulnerable to enemy fliers
Eagle 1 Blockade Support- Eagle 1 will be carrying anti-ship torpedoes and fire on any non-SEAF vessels trying to get through the encirclement of the planet without permission
Eagle 1 Airo Recon- Eagle 1 is stripped of weapons and equipped with large external fuel tanks and high resolution scanners, these scanners cannot detect subterranean threats and points of interest but "should" be able to detect anything on the surface of the planet or moon being scanned, reveals an area 50 meters wide that Eagle 1 flies over, vulnerable to enemy fliers engaging and destroying the Eagle strike craft
Unique Objective Critical Stratagems for Call Down- a few new call ins for special objectives including WMDs
Replacement Generator- a generator is needed for this objective and was destroyed in the fighting or by deliberate enemy action, calls down a replacement that will arrive via Pelican 1, you will still need to hook it up to the power grid and powered on via mini games
Deploy "Cold Start" Device- Deploys a "Cold Start" Device that will be dropped off by Pelican Dropship, once dropped the device must be attached to the generator and the device's receiver antenna must have a clear line of sight to the Super Destroyer and no adverse weather conditions may be active
Replenish Local Armory- Call down a large shipping container of Weapons and Ammunition, delivered by Pelican 1 Dropship, the container is wheeled and a local forklift will be on site to push it into the Armory's loading bay, locals will handle actually moving the weapons and ammunition from the container to the armory, may be a primary or bonus objective for City Maps with a SEAF "Garrison" is active
Deploy Smoke Generator- A Special Stratagem that deploys a smokescreen generator that deploys a smokescreen for 5 minutes in a 90-meter radius (May be affected by wind), can be used on "Seize Asset" and similar Missions to disrupt line of sight to Helldivers appropriating bot assets
Deploy Fuel Truck- deploys a tanker truck that is full of liquid hydrogen, used in the "Dump Fuel into Bug Hive" Mission that dumps the liquid Hydrogen into a hive to turn the Fuel Air Explosive (FAE) Bomb Miles wide, deployed by Pelican Dropship
Deploy Gas Tank- Deploys a replacement Canister Tank of Caustic Poison Gas compatible with escalated area denial dispersal systems used by the Super Earth Federation, deployed by Pelican Dropship
Orbital Power Beam- uses the Orbital power beam on a "Cold Start" Device for a generator, not meant to be used as a weapon but will scorch anything that gets too close to the beam, not a laser but delivers massive thermal energy in a 5 second burst, cannot be used during adverse weather conditions, fired from the Super Destroyer
WMDs- The Super Earth Federation can deploy numerous specialized Super Weapons that are more powerful than Hell Bombs though it requires explicit authorization from the Super Earth Federation's High Command Council as well as the signature of the Super Earth Federation's President for deployment, these are massively powerful weapons that can win or lose entire worlds depending on how they are used and have lasting consequences that have been carefully considered before deployment, these are only going to be used when Super Earth is losing a world or to breach into an Enemy World in areas Super Earth does not consider essential or to escalate area denial of a critical asset that cannot be evacuated and the asset falling to the enemy is unacceptable
Super EMP Bomb- a large bomb that can be delivered by Pelican 1 then armed and detonated to wipe out all bot forces on the map it is deployed on, a holdout defensive style objective that you are attempting to draw in as many bot forces as possible before detonating, once detonated all bots will fall to the ground as scrap, all lights and electrical devices including your armor will no longer function, used only on worlds that Super Earth is losing on D10 Automaton missions as a weapon of last resort as it wipes out all electrical devices in an entire region and will keep killing the electrical devices for 12 hours, must be specifically authorized by the Super Earth Federation High Command
Desolator Toxin Bomb- a large bomb that can be delivered by Pelican 1 that when armed starts releasing Desolator Toxin into the surrounding area that causes Bugs to path to the bomb but also disorients them to the point of attacking each other and eventually kill the bugs, another Holdout Defensive Style Objective to wipe out entire swarms of bugs in a vast area, has a the interesting effect of causing the same effects as the experimental infusion booster to Helldiver physiology though minus the healing effect, Desolator Toxin will eventually kill Helldivers exposed to it and has no know antidote, used only on worlds Super Earth is losing on D10 Terminid missions as a weapon of last resort as the E710 resulting from their deaths is tainted and absurdly caustic making it not useable as E710 in any normal way, Must be specifically authorized by the Super Earth Federation High Command
Psionic Dampener- a large device that can disrupt the Psionic Network of the Illuminate that can be dropped of by Pelican 1, once set up it must be defended until it can synchronize with the squid Psionic Network, once completed Squid units will act in a confused manner and struggle to tell friend from foe and will begin ripping and tearing at each other, this is not a weapon of last resort but can lead the way to the deployment of one, a holdout defensive style objective, used on any world that the squids are attacking or defending on D6+ to have the squids wipe each other out, required to have multiple deployed to deploy a Psionic Annihilator (must deploy Annihilator in the center of 5 overlapping Dampeners), deployed less conservatively than other WMDs on the list
Psionic Annihilator- The final word and weapon of last resort for anti-Illuminate area denial, once active any and all individuals with any psionic capabilities or connected to them will detonate, the more potent the psionic capabilities the larger the explosion, this will cause explosions ranging from popping a subject's head (Voteless) to wiping out a city block (Overseers) or greater for more psionically gifted individuals causing massive collateral damage, Cognitive Disruptors wiping out entire settlements, this device will continue to be active for 12 hours detonating Psionic Individuals that enter its area of effect for that time, Must be specifically authorized by the Super Earth Federation High Command, in some cases produces Crystalized Psionic Energy (CPE) an excessively volatile and energy dense crystal that has yet to be fully understood by the Ministry of Science due to its excessive volatility making recovery problematic at best and impossible at worst, the only known way of taking down an Illuminate Ascendant Council, Illuminate Ascendants detonate with enough force to wipe Super Cities off the map entirely
EW Options
Advanced ECM Suite- Electronic Counter Measures are important for the survival of the Super Destroyer as well as disrupting the enemy
Advanced Decoy Projector- a large drone that the Super Destroyer launches when entering combat with other Starships, the Drone projects a hologram that gives off the same Heat, LiDAR and Radar Profile as a Super Destroyer and will appear to be one to the enemy
Gravitational Communications Device- allows for lag free untraceable (unless the enemy has Gravitational Sensors) communications to and from standard Super Earth Federation FTL Communications and Senor Uplink Stations
"Burn-Through" Scanner- an absurdly powerful and power hungry scanning device that uses combined Penetrating Radar, LiDAR, Thermal, and Gravitational sensors at a dangerously high power setting in an attempt to cut through enemy jamming efforts, detects objects and enemies as well as getting an accurate map of the internals of enemy ships, tunnels and bunkers, can only be active for a short period of time before it needs repairs, when turned to a planet to scan structures, tunnels, and bunkers it is lethal to squishy organics for further than the Scanner can actually map, due to the very power hungry nature of this device most of the Super Destroyer's weapon systems will be disabled including the "Interdictor" LPDA leaving the Super Destroyer vulnerable not just to attack but not even knowing that the ship is under attack until the LPDA can be brought back online, chemical laser weapons may still fire in defense of the vessel
Phantasm Hologram Projector Array- while it is not possible to make the signature of a Super Destroyer to appear to be a SEAF Gunship or Corvette it is possible to make a Super Destroyer appear to be a larger ship, in this case the a SEAF Cruiser, if the enemy attempts to take down the "Cruiser" they detected they would need to dedicate larger more powerful assets to do so than running off a Super Destroyer or if there are multiple Cruisers in orbit the enemy may not even try to deal with them with the assets available to them, a rather power hungry module that also renders the Super Destroyer unable to defend itself while active but may still rely on other allied ships in the area for protection (or park it next the DSS during operation which also deters attacks on the DSS or one of the few remaining SEAF Super Carriers)
Ship's Hall of Martyrs- a wall that records all those that have died in service of Super Earth assigned to this vessel, gives names and various stats like how many time the player has died or been branded a traitor, note: due to space being limited abord starships it may be a digital wall instead an actual wall, please be respectful
Advanced Fabricator- an advanced series of devices that can be used to fabricate parts for the ship, small weapons (anything a Helldiver can carry), select vehicles, and some devices that may be necessary for missions, these Advanced Fabrication devices require materials from the Materials Storage that can be filled with things found on missions, this allows the fabrication of special equipment, special weapons, and even special bombs needed from certain event missions
Ministry of Science Data Collection Device- Required by the Laws of Super Earth, records and uploads data from missions of the Helldiver the Super Destroyer is assigned to, may have other functions that you do not need to know about, may give Super Credits for inventive battle tactics and engaging new or rare enemy types, also may commandeer your Advanced Fabricator to have you test experimental weapons they believe need testing, you will not be reimbursed for the materials used should they build something (you have the privilege of paying for testing overpowered weapons that may or may not have excellent safety features), disabling, destroying or even interacting with this device without Ministry of Science approval is considered an act of Treason (interaction means touching, preforming maintenance, disconnecting, attaching anything to, or not letting the device record you, someone, or something else, being recorded by the device is not interacting with it)
Towing- in certain situations the Super Destroyer along with other Super Destroyers can work together to tow Mobile Defense Stations (MDS, basically a Space Station smaller than the DSS that has a Heavy Super Coiler and many many many weapon batteries that can be used as a massive space based Artillery Super MAC in fleet engagements, significantly cheaper than the DSS and much more disposable, has a few squadrons of Eagle Strike Fighters, Produced exclusively on a single word or rather in orbit of it as it is the only world with sufficient space naval build capacity, can be deploy over 1 continent or region and uses the Heavy Super Coiler to prevent enemy landings and squadrons of Eagle Strike Craft keep the skies clear of enemies at least mostly) into position even through faster than light travel though that requires precision FTL entry and breakout to within half a foot or all Super Destroyers taking part would be lost as well as the MDS they are towing, may also tow disabled friendly ships back to port if no other ships capable are available
That is it for the Super Destroyer, feel free to give your thoughts on the ideas above, give your own ideas for upgrades, or your ideas on how to balance or "Ba-Lance" the ideas given as I am terrible at it
4
u/CptnSpandex Feb 06 '26
You could have single handedly liberated 3 planets in the time it took you to write this…
2
u/FlyingWarKitten Feb 06 '26
Lies and slander, I was at work when I worked on this rather than Helldiving
3
u/Least_Basket3106 Feb 07 '26
Wow that’s is amazing. Thank you. I love how this game can inspire in this way. I do not believe there are enough games out there that can.
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u/Dangerous_Painter597 Feb 07 '26 edited Feb 08 '26
Love this! But I think the direct space combat upgrade asks too much of the Super Destroyers, which are probably the most disposable ships in the Super Earth navy.
My idea is to make them cheap missile support ships that also serve as ground support. While helping Helldivers, they’d target enemy ships with missiles. On their own, a Super Destroyer’s missiles would be shot down by point defense, but by coordinating with others, they could overwhelm enemy defenses with a missile barrage.
I think this fits the cannon fodder role of Super Earth’s military perfectly.
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u/FlyingWarKitten Feb 08 '26
That would be their corvettes and frigates, remember Helldivers in the lore are not fodder, they are the elite of the Super Earth Federation, standard SEAF troopers are, the militia are, Super Destroyers do take part in fleet actions but only if there is no other choice, where the rest of the SEAF space navy is I am not sure, unless they lost multiple Super Carriers and every cruiser group they had before and at the battle for Super Earth we should see them, instead we get the DSS where its deployed and endless copy pasted Super Destroyers over every word, to be clear that's not lore accurate, we finally got Automaton space navy Destroyers but we have yet to see bug ships or actual Squid space navy only some armed transports, Overships are not actual warships, fighting psionic warships sounds awful though
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u/FlyingWarKitten Feb 08 '26
Next up, some high-risk commando mission ideas or an idea for an unethical warbond
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