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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
Live game confirmed sticky-entity AP7 explosion
Explosion stage Normal Durable AP lanes Inner Outer Shockwave Demo Stagger Push Notes
Sticky-entity AP7 explosion 2,000 2,000 7 / 0 / 0 / 0 1.5 m 2.5 m 4 m 30 20 40 Authored linkage confirmed; ordinary target-damage delivery remains unresolved

LAS-12 Sai

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.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.