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Potential New Factions & Enemies
Helldivers 2

Potential New Factions & Enemies

Speculate on new factions and enemies that could join the Terminids and Automatons in Helldivers 2's Galactic War, expanding the lore of Super Earth's conflict.

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Speculate on new factions and enemies that could join the Terminids and Automatons in Helldivers 2's Galactic War, expanding the lore of Super Earth's conflict.

16.2. Potential New Factions & Enemies

The Galactic War is a dynamic and ever-evolving conflict. While the Terminids and Automatons currently represent the primary threats to Super Earth's managed democracy, the lore of the Helldivers universe, particularly from its predecessor, hints at other, equally dangerous factions that could emerge. This section speculates on these potential new adversaries, drawing from established lore and community discussions, and explores how they might alter the Helldiver experience.

Disclaimer: The following content is speculative and based on existing lore from the original Helldivers game and community discussions. It is not official information regarding future content for Helldivers 2.

16.2.1. The Illuminate: Masters of Psionics and Advanced Technology

The Illuminate were a highly advanced and enigmatic alien race encountered in the original Helldivers. Their return to Helldivers 2 would represent a significant shift in combat dynamics, demanding new strategies and loadouts. They are characterized by their mastery of psionic abilities and sophisticated energy-based technology.

Lore and Background

The Illuminate are a species that views themselves as intellectually superior, often seeing other races as primitive. They possess a deep understanding of the universe's fundamental forces, allowing them to manipulate energy and minds. Their primary motivation for conflict often stems from a desire to preserve their own advanced civilization and prevent the spread of what they perceive as chaotic or inferior species, including humanity.

Potential Combat Mechanics and Enemy Types

  • Signature Shield Technology: Illuminate units are renowned for their potent energy shields. These shields would likely function similarly to the shields seen on some Automaton units but potentially with greater resilience or unique properties, such as rapid regeneration or directional reinforcement. Helldivers might need specific weapon types (e.g., high-impact kinetic weapons, sustained energy damage) or stratagems to effectively break these shields.
  • Psionic Abilities: This is the Illuminate's most defining characteristic. Potential psionic attacks could include:
    • Mind Scramble: Temporarily invert Helldiver controls, making movement and aiming erratic.
    • Hallucinations: Project false enemy signatures, environmental hazards, or distorted visuals, leading to friendly fire incidents or misdirected attacks.
    • Telekinetic Barrage: Hurl debris or even Helldivers themselves with telekinetic force.
    • Psionic Drones: Small, fast-moving units that emit psionic waves, creating localized zones of disorientation.
  • Advanced Energy Weapons: Expect weapons that fire concentrated beams, plasma projectiles, or disruptive energy pulses that bypass conventional armor more effectively.
  • Stealth and Teleportation: Illuminate units often employ cloaking technology and short-range teleportation, making them elusive targets. This would necessitate enhanced detection methods or keen observational skills from Helldivers.
  • Unique Units:
    • Illuminate Oracle: A commander unit that buffs nearby Illuminate units with psionic enhancements and shields. Weakness: Highly vulnerable when its psionic focus is disrupted.
    • Illuminate Sentinel: A flying drone that projects a wide-area psionic disruption field. Weakness: Susceptible to anti-air stratagems and rapid-fire weapons.
    • Illuminate Warrior: A ground unit equipped with a powerful energy rifle and a personal shield. Weakness: Shield has a cooldown period after being depleted.

Strategic Considerations

Fighting the Illuminate would require a paradigm shift. Players would need to prioritize shield-breaking weapons, develop strategies to counter psionic effects (perhaps through specific armor perks or stratagems), and adapt to enemies that can disappear and reappear at will. Coordination would be paramount to avoid being overwhelmed by their mind-bending tactics.

16.2.2. The Cyborgs: A Fusion of Flesh and Steel

While the Automatons represent a purely robotic threat, the original Helldivers featured distinct Cyborg factions. A potential return or reimagining of the Cyborgs in Helldivers 2 could introduce a threat that blends organic resilience with mechanical augmentation, offering a different flavor of mechanized warfare compared to the Automatons.

Lore and Background

Cyborgs are typically depicted as individuals or groups who have undergone extensive cybernetic augmentation, often out of necessity, desperation, or a belief in transcending biological limitations. Their motivations can vary, from survival in harsh environments to a desire for power or a rejection of organic frailty. They might be rogue elements, exiled soldiers, or entire societies that have embraced a cybernetic future.

Potential Combat Mechanics and Enemy Types

  • Organic Augmentation: Unlike the purely mechanical Automatons, Cyborgs would likely retain some organic components, potentially granting them unique resistances or vulnerabilities. For instance, they might be resistant to EMP effects that disable robots but vulnerable to biological agents or extreme heat.
  • Varied Robotic Designs: Their robotic components could be less uniform than Automaton designs, featuring more bespoke or salvaged parts, leading to a more unpredictable and potentially brutal aesthetic and combat style.
  • Specialized Cybernetic Enhancements:
    • Enhanced Mobility: Units with cybernetic legs for rapid sprints, leaps, or wall-running.
    • Integrated Weaponry: Arm-mounted cannons, shoulder-mounted missile pods, or even retractable blades.
    • Hacking Capabilities: Some units might possess limited hacking abilities, capable of temporarily disabling Helldiver HUDs, jamming comms, or even briefly controlling automated turrets.
  • Unique Units:
    • Cyborg Brute: A heavily augmented soldier with reinforced limbs and a powerful melee weapon, capable of charging through Helldiver lines. Weakness: Large target, vulnerable to sustained fire on exposed augmentations.
    • Cyborg Infiltrator: A smaller, faster unit with enhanced optical sensors and integrated silenced weaponry, designed for ambushes. Weakness: Low armor, relies on surprise.
    • Cyborg Tech-Priest: A support unit that can repair damaged Cyborgs or deploy temporary defensive emplacements like shield generators or automated turrets. Weakness: Prioritize eliminating to prevent reinforcements and support.

Strategic Considerations

Cyborgs would present a challenge that bridges the gap between organic and mechanical threats. Players might need to adapt their targeting priorities, focusing on disabling specific augmentations to cripple enemy effectiveness. Their potential hacking abilities would also force Helldivers to be more aware of their surroundings and the status of their own equipment.

16.2.3. Evolved or Splintered Factions: New Twists on Old Foes

The possibility of existing factions evolving or splintering into new sub-factions offers a rich vein for new content. This could manifest as specialized Terminid breeds adapted to extreme environments or Automaton units with entirely new combat doctrines.

Terminid Sub-Factions

  • Burrowing Terminids: Imagine a sub-faction of Terminids that can rapidly burrow underground, emerging from unexpected locations to ambush Helldivers. This would require players to be constantly aware of ground vibrations and potentially deploy seismic sensors or area-denial stratagems.
  • Acidic Terminids: A variant that excretes corrosive acid, creating hazardous pools on the battlefield or launching concentrated acid projectiles that melt armor.
  • Hive Mind Terminids: A faction that exhibits extreme coordination, with units that buff each other, rapidly adapt to player tactics, and possess a central "Queen" or "Nexus" that must be destroyed to halt their advance.

Automaton Sub-Factions

  • Siege Automaton Collective: A sub-faction focused on heavy artillery, fortified positions, and defensive emplacements. They might deploy advanced turrets, mobile shield generators, and long-range rocket launchers, turning planets into heavily defended fortresses.
  • Stealth Automaton Unit: A more elusive variant that utilizes cloaking technology and EMP charges to disrupt Helldiver operations before engaging with precision strikes.
  • Scavenger Automaton Fleet: Units that prioritize salvaging and repurposing defeated enemy technology, potentially leading to unpredictable weapon loadouts or the deployment of jury-rigged defenses.

Strategic Considerations

These sub-factions would force players to adapt their strategies on a more granular level. A mission against Burrowing Terminids would require different tactics than one against Siege Automaton units. The introduction of such specialized threats would ensure that the Galactic War remains a constantly evolving challenge, demanding continuous learning and adaptation from every Helldiver.

16.2.4. Unknown Xeno-Organic Threats

The galaxy is a vast and mysterious place, and Super Earth's expansion may inevitably lead to encounters with entirely new, undiscovered life forms. These could be purely biological, crystalline, energy-based, or even entities with motivations and physiologies beyond current understanding.

Potential Combat Mechanics and Enemy Types

  • Crystalline Entities: Beings made of or incorporating crystalline structures, potentially reflecting or refracting energy attacks, or shattering into dangerous shards upon destruction.
  • Sentient Flora/Fungi: Mobile or stationary plant-like organisms that can ensnare Helldivers, release toxic spores, or even manipulate the environment to their advantage.
  • Energy-Based Lifeforms: Entities composed of pure energy, making them immune to conventional ballistics but vulnerable to specific energy dampeners or containment fields.
  • Symbiotic Organisms: Creatures that operate in pairs or groups, with one providing offense and the other defense or support, requiring players to identify and neutralize the symbiotic relationship.

Strategic Considerations

Encountering truly alien life would push the boundaries of Helldiver understanding. Players would need to rely heavily on reconnaissance, experimentation, and quick adaptation to identify weaknesses and develop effective countermeasures against threats that defy known biological or mechanical principles.

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