Current-build Ironclad data mapped Live damage confirmed for Evictor, Breacher, Sai, and the G-60 warhead; other behavior remains scoped separately
Code verified · 7.1.0
Created
Sep 22, 2026
Last modified
Sep 28, 2026
Written for
Game 7.1.0
Code verified for
Game 7.1.0
Current game
Game 7.2.1
· released Oct 22, 2026
This article’s code/data verification predates the current game version. Its relevant code paths should be reviewed before it is marked current. Live-game testing is tracked separately.
Ironclad Democracy equipment
Detailed current-build values and hidden behavior for Ironclad Democracy equipment, including the LAS-12 Sai and Warbond systems that the public-facing descriptions do not fully explain.
Weapon overview
Weapon / fire system
Fire mode / cycle
Rate
Velocity
Ammunition
Notes
AR-11 Arbitrator — rifle
Automatic + burst
1,200 RPM
920
45 + 1 chambered
—
AR-11 Arbitrator — underbarrel
Single
80 RPM
385
4 loaded · 20 max spare
9 pellets per shot
GL-15 Evictor
Automatic; pump cycle
60 RPM
100
4 loaded · 24 start / 32 max spare
—
P-34 Breacher
Trigger behavior unresolved
20 RPM
150
1 round
Sticky projectile · 1.7 s lifetime
LAS-12 Sai
Automatic
800 RPM authored · 1,200 displayed
100
Heat / ICE · 4 spare, 5 max
One-handed · cadence discrepancy unresolved
AR-11 Arbitrator
Code confirmed: projectile and weapon data Live not tested
Current-build data maps the rifle and underbarrel as separate projectile systems. The underbarrel
is authored with nine pellets; all nine connecting before target-side reductions would give a raw
450 normal / 108 durable. That full-pellet result has not been live-confirmed.
Direct / projectile damage
Damage stage
Normal
Durable
AP lanes
Demo
Stagger
Push
Notes
Rifle projectile
70
20
2 / 2 / 2 / 0
10
15
12
—
Underbarrel pellet
50
12
3 / 3 / 3 / 0
10
20
20
9 pellets; 450 normal / 108 durable if all connect before target-side reductions
GL-15 Evictor
Code confirmed: direct and explosion profiles Live game confirmed: 50 / 2 direct + 440 / 440 explosion
Current-build data contains two independently authored Evictor damage stages: projectile impact
and a secondary explosion. A live damage capture directly identifies the GL-15 Evictor
and records applied-health-damage packets for both mapped rows: 50 normal / 2 durable
direct damage and 440 normal / 440 durable explosion damage. This confirms both
listed damage stages are active in live gameplay; the authored blast radii and force values remain
code-derived rather than independently measured in this capture.
Live game confirmed direct / projectile damage
Damage stage
Normal
Durable
AP lanes
Demo
Stagger
Push
Direct projectile
50
2
3 / 3 / 3 / 0
10
30
10
Live game confirmed secondary explosion
Explosion stage
Normal
Durable
AP lanes
Inner
Outer
Shockwave
Demo
Stagger
Push
Secondary explosion
440
440
3 / 0 / 0 / 0
2.25 m
5.5 m
8 m
30
25
30
P-34 Breacher
Code supported: full linked-payload order still unresolved Live game confirmed: direct hit, AP7 explosion, and 150 / 150 linked incendiary packet
Current-build data maps the projectile's direct/contact damage to
60 normal / 0 durable with AP 4 / 4 / 3 / 0. The live recorder
directly resolves the Breacher's projectile and records this row as applied health damage.
A uniquely resolved same-target capture also confirms two downstream damage stages from the same Breacher hit. It records the sticky payload's
2,000 normal / 2,000 durable AP7 explosion as applied health damage and separately
records the linked 150 normal / 150 durable, AP 7 / 7 / 7 / 0 linked incendiary
damage packet. These damage stages are now live game confirmed. Their exact ordering, timing, and the
separate 100 / 100 incendiary-status payload remain unresolved or not independently live-confirmed.
Live game confirmed direct / projectile damage
Damage stage
Normal
Durable
AP lanes
Demo
Stagger
Push
Direct projectile
60
0
4 / 4 / 3 / 0
15
10
10
Linked payloads — 150 / 150 incendiary damage live confirmed; separate status damage not live confirmed
Linked payload
Normal
Durable
AP lanes
Duration
Notes
Incendiary status
100
100
4 / 4 / 4 / 0
3 s
Linked through the sticky payload; execution order unresolved
Linked incendiary damage
150
150
7 / 7 / 7 / 0
1 s
Live game confirmed in a uniquely resolved Breacher hit; the listed 1 s duration is not a live timing measurement
Code confirmed: base projectile, damage, heat, ICE, and handling data Live game confirmed: 80 / 4 direct projectile damage; cadence/capacity remain unresolved
The Sai fires a single projectile dealing 80 normal / 4 durable damage with
AP 3 / 3 / 3 / 0. The live recorder resolves this damage directly to the
LAS-12 Sai in the exact current-build player-equipment profile and records applied
health damage from it, so this projectile damage is live game confirmed. It has no authored secondary
explosion or status payload. The projectile starts at 100 m/s, has zero authored
gravity, 0.05 drag, and a 6.0-second lifetime.
Its base heat system overheats at 100, adds 2 heat per shot,
and cools at 5.4 heat per second. It starts with four spare ICEs, can hold five,
and uses a 2.0 s authored ICE replacement target. Overheating requires replacing
the ICE.
One value remains unresolved: the Sai's root projectile-weapon record is authored at
800 RPM, while the public Armory display reports 1,200 RPM.
The complete modifier/runtime path behind that mismatch, and behind the displayed 7-second capacity,
has not yet been isolated.
Live game confirmed direct / projectile damage
Damage stage
Normal
Durable
AP lanes
Demo
Stagger
Push
Projectile
80
4
3 / 3 / 3 / 0
10
10
10
Sai reference Projectile physics+
Projectile property
Authored value
Meaning
Initial velocity
100 m/s
Before runtime velocity changes
Mass
12
Authored projectile mass
Gravity factor
0
No authored gravity drop
Calibre
10 mm
Used by the ballistic path to derive frontal area
Drag
0
No authored aerodynamic drag
Penetration speed loss
25%
Velocity retained after penetration is handled by the normal projectile path
Lifetime
6.0 s
Maximum authored projectile lifetime
Projectiles per shot
1
Single projectile
Explosion
None
Both projectile explosion references are disabled
Status payload
None
No FireTemplate or status-volume payload is attached
Sai reference Handling+
Property
Base value
Notes
Ergonomics
65
Base authored weapon value
Spread
140 / 140
Horizontal / vertical authored spread
One-handed
Yes
Confirmed by the equipment record
Zeroing slots
75 / 150 / 300
Authored projectile zeroing distances
Hip-fire zeroing
20
Authored hip-fire zeroing value
Spin-up
0 s
No projectile-weapon spin-up
Movement while firing
Allowed
Firing does not set the movement-prevention flag
Sai reference Heat and ICE+
Heat / ICE property
Authored value
Notes
Overheat threshold
100
ICE temperature at forced replacement
Warning threshold
60
Warning temperature
Emission threshold
55
Heat-effect emission threshold
Heat per shot
2
Authored shot-temperature increase
Passive cooling
5.4/s
Normal temperature loss rate
Overheated cooling field
0.75/s
Present in data, but normal use requires replacing the overheated ICE
Starting spare ICE
4
Spare heat sinks at spawn
Maximum spare ICE
5
Maximum spare heat sinks
Refill amount
6
Authored refill amount; inventory still respects the maximum
Reload after overheat
Required
Overheating forces ICE replacement
Reload target
2.0 s
Authored replacement/reload duration
Reload while moving
Allowed
Movement is allowed during the reload action
Sai unresolved Cadence discrepancy+
Source
Value
Evidence status
Interpretation
Projectile weapon data
800 RPM
Code confirmed
This is the authored default cadence in the Sai root weapon record.
Armory / public display
1,200 RPM
Display value
The modifier path that would reconcile 800 with 1,200 has not been closed.
Nominal zero-heat shot count
50 shots
Derived from base heat values
100 heat ÷ 2 heat/shot. This is not a measured continuous-fire duration.
Sai customization Available attachments+
Slot
Attachment
Unlock / requisition
Listed effect
Lens
Triple Lens
Level 1 · 0
Default lens
Lens
Focus Lens
Level 9 · 7,000
Ergonomics −6
ICE
Standard Heatsink
Level 1 · 0
5 max spare · 2.0 s full reload
ICE
High Capacity Heatsink
Level 3 · 5,000
Ergonomics −10 · 4 max spare · 3.0 s full reload
ICE
High Dissipation Heatsink
Level 14 · 13,000
Ergonomics −7 · 5 max spare · 3.0 s full reload
Optic
2× Tube Red Dot
Level 1 · 0
Ergonomics −1 · 25 / 50 / 100 m
Optic
Reflex Sight
Level 6 · 5,000
25 m
Optic
Reflex Sight Mk2
Level 8 · 7,000
25 m
Optic
Holographic Sight
Level 11 · 7,000
25 m
Optic
1.5× Tube Red Dot
Level 18 · 13,000
37.5 m
Optic
4× Combat Scope
Level 23 · 25,000
Ergonomics −2 · 25 / 75 / 150 m
The root weapon confirms the default customization IDs and slot families. The player-facing
attachment names, unlock data, and listed effects are kept as customization reference data while
the complete per-attachment modifier consumer remains only partially mapped.
Sai open questions Still unresolved+
Question
Status
What remains
Effective firing cadence
Unresolved
The Sai root weapon record is authored at 800 RPM while the Armory reports 1,200 RPM. A Sai-specific runtime or attachment multiplier has not yet been isolated.
Displayed 7 s capacity
Unresolved
Base heat data gives 100 maximum heat and 2 heat per shot. The complete modifier/runtime path behind the displayed capacity has not been closed.
Attachment stat application
Partially mapped
The root weapon confirms its default customization IDs and slot families, but the complete per-attachment modifier chain is not yet code-closed.
Displayed recoil value
Partially mapped
Raw recoil components are present, but the final Armory recoil number is a derived presentation value rather than one direct weapon scalar.
G-60 Anti-Tank Seeker
Code confirmed: warhead and authored seeker profile Live game confirmed: 1,800 / 1,800 warhead damage
Current-build data maps the G-60's damage to its warhead explosion rather than a separate
conventional direct-hit damage stage. A live damage capture directly identifies the
G-60 Anti-Tank Seeker and records its warhead as applied health damage at
1,800 normal / 1,800 durable with AP 5 / 5 / 5 / 4.
The warhead damage is therefore live game confirmed.
Its authored seeker settings match the G-50, including a 50 m forward sensor with side and rear
ranges disabled. Those seeker-control values are still code-derived and have not been independently
live-tested by this damage capture.
Live game confirmed G-60 warhead explosion
Explosion stage
Normal
Durable
AP lanes
Inner
Outer
Shockwave
Demo
Stagger
Push
G-60 warhead
1,800
1,800
5 / 5 / 5 / 4
4 m
12 m
15 m
40
40
45
Seeker setting
G-60 Anti-Tank Seeker
G-50 Seeker
Forward sensor range
50 m
50 m
Side sensor range
Disabled
Disabled
Rear sensor range
Disabled
Disabled
G-8 Immolation
Code confirmed: root throwable → explosion → damage chain Live not tested
Current-build data maps the G-8 directly to a 20 normal / 20 durable, AP0
incendiary explosion. It has 0 demolition, 40 stagger, and
0 push, with 4 m inner, 10 m outer, and 10 m shockwave radii. The explosion
also carries a linked incendiary status effect.
The checked G-8 configuration does not contain a 2,000-damage AP7 explosion or the Breacher's
sticky contact-damage reference.
G-8 incendiary explosion
Explosion stage
Normal
Durable
AP lanes
Inner
Outer
Shockwave
Demo
Stagger
Push
Notes
Incendiary explosion
20
20
0 / 0 / 0 / 0
4 m
10 m
10 m
0
40
0
Linked incendiary status
Blunt-Force Mitigation
Code confirmed: all three passive modifiers Live not tested
Current-build modifier data confirms three separate passive effects. Its knockdown-force
multiplier uses the same modifier and value as Rock Solid, so the authored knockdown-force
reduction is the same. That equivalence has not been independently live-tested.
Armour
Source
Base class
Base Armor
Displayed Armor
BFM-16 Tanker
Warbond · Page 1
Light
50
75
BFM-77 Reformer
Companion Superstore set
Medium
100
125
BFM-220 Ironclad
Warbond · Page 2
Heavy
150
175
Passive effect
Resolved effect
Notes
Armor Rating
+25 displayed Armor Rating
Applied to all three BFM armour sets
Impact / collision damage
×0.70 damage
30% reduction
Knockdown force
×0.70 incoming force
30% reduction; exactly the same modifier as Rock Solid
Integrated Extinguishers
Code confirmed: passive fire timer advances at 2× Live not tested
Integrated Extinguishers doubles the rate at which the passive fire-status timer advances.
Standard fire has a 3.0 s authored duration, so an unrefreshed burn passively
extinguishes after 1.5 s instead of 3.0 s.
The booster does not reduce fire damage per tick. It shortens the time a Helldiver
remains burning after fire stops being reapplied, so any damage avoided comes from the shorter burn
window. A source that keeps refreshing the fire status can extend the burn again. The manual/immediate
extinguish path is separate from this passive-timer change.
Mechanic
Without booster
With booster
Effect
Standard passive extinguish
3.0 s
1.5 s
50% shorter
Passive fire-timer rate
1×
2×
+100% progression rate
Fire damage per tick
1×
1×
Unchanged
Weapon reference
Reference table Fire modes and handling+
Fire system
Fire mode(s)
Ergonomics
Spread pair
AR-11 rifle
Automatic + burst
30
1 / 1
AR-11 underbarrel
Single
95
150 / 130
GL-15 Evictor
Automatic enum; pump cycle
65
15 / 12
P-34 Breacher
Burst enum; trigger semantics unresolved
45
8 / 8
LAS-12 Sai
Automatic
65
140 / 140
Reference table Projectile physics+
Fire system
Calibre (mm)
Mass (g)
Gravity factor
Drag
Penetration speed loss
Lifetime
AR-11 rifle
8
11
1.0
0.3
25%
Default
AR-11 underbarrel
8
6
1.0
0.5
25%
Default
GL-15 Evictor
40
50
1.0
1.2
25%
Default
P-34 Breacher
1
10
1.0
2.0
0%
1.7 s
LAS-12 Sai
10
12
0
0
25%
6.0 s
Open questions
System
Still unresolved
P-34 Breacher
Exact order of direct/contact damage, linked incendiary processing, AP7 payload, armour removal, and trigger behavior.
G-8 Immolation
Controlled live measurement of blast falloff and the linked ignition/status behavior.
G-60 Anti-Tank Seeker
Marked-target priority, target loss, battery exhaustion, and any global targeting rules outside the G-50-identical authored seeker profile.
LAS-12 Sai
Close the runtime/customization path behind the authored 800 RPM versus displayed 1,200 RPM and the displayed 7-second capacity.
Evidence standard
How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.
How the OTL rates evidence
The OTL rates code evidence and live-game evidence separately.
A mechanic can be clear in code but still need a controlled gameplay check for hidden state,
ordering, or another runtime factor.
ConfirmedDirect evidence establishes the claim in that channel.
SupportedEvidence is consistent with the claim, but an important condition is not fully isolated.
Not testedNo independent evidence from that channel has been documented yet.
UnresolvedThe available evidence is insufficient to make the claim safely.
ContradictedDirect evidence in that channel conflicts with the claim.
Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.