Two days after the Into the Unjust update dragged Helldivers underground into Terminid Hive Worlds, Arrowhead is shipping the tool kit to survive down there. The Dust Devils Premium Warbond goes live Friday, September 4 at 2:00 AM PT (5:00 AM ET / 10:00 AM BST) on the Destroyer's Acquisition panel, and it is one of the most Stratagem-heavy Warbonds the studio has released: five pieces of functional gear, all of them tuned for fire, gas, and cramped cave warfare.
Here's everything in the track, what it costs, how each weapon actually performs, and the order we'd unlock it in.
Price and How to Get It
The Warbond costs the standard 1,000 Super Credits (about $9.99 USD). Buying the track is only step one — individual rewards are then unlocked with Medals earned by playing. Full clearance costs 863 Medals, and the track pays back 300 Super Credits across its three pages, softening the real cost to a net 700 if you complete it.
Like every premium Warbond, it requires the base game and stays available permanently — there's no FOMO window, so you can grind Medals first and buy when you're ready.
All 22 Rewards and Medal Costs
| Page | Reward | Medals |
|---|---|---|
| Page 1 | 100 Super Credits | 7 |
| AR-2 Coyote assault rifle | 35 | |
| DS-42 Federation's Blade helmet | 30 | |
| DS-42 Federation's Blade armor (heavy) | 45 | |
| Rightful Occupier player card | 2 | |
| Rightful Occupier cape | 8 | |
| Rattlesnake Hellpod pattern | 20 | |
| Page 2 | 100 Super Credits | 12 |
| DS-191 Scorpion helmet | 45 | |
| DS-191 Scorpion armor (medium) | 55 | |
| S-11 Speargun (support weapon) | 85 | |
| EAT-700 Expendable Napalm (stratagem) | 85 | |
| Windswept Wayfinder player card | 7 | |
| Windswept Wayfinder cape | 25 | |
| Rattlesnake Shuttle pattern | 50 | |
| Page 3 | 100 Super Credits | 32 |
| MS-11 Solo Silo (stratagem) | 110 | |
| G-7 Pineapple grenade | 65 | |
| Burier of Heads title | 20 | |
| Raider's Cheer emote | 20 | |
| Rattlesnake exosuit pattern | 50 | |
| Rattlesnake FRV pattern | 55 |
Weapon Rankings: What's Actually Good
1. AR-2 Coyote — The Best Primary in the Pack
The only primary weapon in the Warbond, and the early standout. The Coyote fires medium-penetrating incendiary rounds — think Breaker Incendiary reliability in assault-rifle form:
| Stat | Value |
|---|---|
| Damage | 75 |
| Magazine | 45 |
| Fire rate | 600 RPM |
| Recoil | 17 |
That damage-to-capacity ratio beats other med-pen options like the Liberator Penetrator, and burn damage keeps ticking after targets retreat — ideal against the burrowing Rupture-strain Terminids that plague Hive Worlds. One caveat: repeated hits create a bright flash on impact, which can be uncomfortable in dark caves for photosensitive players.
2. EAT-700 Expendable Napalm — Emergency Area Denial
A single-use rocket launcher delivering a napalm cluster: instant impact damage plus a lingering fire zone. The fire-oriented balance changes make burn effects significantly stronger across the board right now, and a disposable, quick-cooldown flame wall is exactly what cramped bug tunnels demand.
3. S-11 Speargun — Chemical Warfare on a Stick
A heavy support weapon firing explosive spears that detonate into toxic gas clouds. The gas lingers, choking chokepoints and blocking bug advances — genuinely useful when a squadmate is down and the swarm is closing. Less flashy than the EAT-700, more tactical.
4. MS-11 Solo Silo — Your Personal Missile
The most expensive item on the track (110 Medals) and the most theatrical: a Hellpod-delivered, handheld-remote laser-guided missile silo that lands one massive strike exactly where you paint it. It's a surgical answer to Bile Titans, Hive Lords, and anything else that eats standard orbitals for breakfast — but in caves with limited sightlines, positioning it takes practice. High ceiling, high cost.
5. G-7 Pineapple — Fun, Not Mandatory
A cluster frag grenade that splits into multiple submunitions. Great crowd-clear on paper and satisfying in chokepoints, but the spread makes friendly-fire incidents near-automatic, and gas grenades still outperform it in most loadouts. Unlock it last of the functional gear.
Both armor sets — the heavy DS-42 Federation's Blade and the medium DS-191 Scorpion — carry the Desert Stormer passive: 40% resistance to fire, gas, acid, and arc damage, plus 20% increased throw range. Between Terminid acid, your own napalm, your own gas spears, and the Gloom's hazards, that passive is nearly custom-built for the current meta. The throw-range bonus also directly synergizes with the G-7 Pineapple and any grenade loadout.
Best Unlock Order
If you're starting from zero Medals, here's the efficient route:
- Page 1 first (147 Medals total) — grab the AR-2 Coyote (35) and the 100 SC (7) immediately; the heavy DS-42 (45) if you're cave-diving daily.
- Page 2 core (172 Medals) — DS-191 Scorpion medium armor (55), then EAT-700 (85) or S-11 Speargun (85) depending on whether you need burst area-denial or sustained utility. Skip the shuttle pattern (50) until later.
- Page 3 selectively — MS-11 Solo Silo (110) if you have the Medals to spare and fight heavies often; G-7 Pineapple (65) after that. Cosmetics last.
Total for all functional gear: roughly 550 Medals — very achievable within a week of normal play.
Dust Devils is built to pair with the Into the Unjust update — Hive Worlds cave biomes, the four Rupture-strain Terminids, and the Dragonroach. Our Into the Unjust guide covers the terrain, the enemies, and the crash workarounds you'll want before you go underground.
Farming Medals Fast
Blitz: Search and Destroy and Eradicate missions at the highest difficulty you can clear quickly are the standard Medal farm — short maps, dense objectives, fast turnaround. Lower difficulties with tiny maps can actually out-earn high difficulty per hour if your clear speed doubles, so time yourself rather than assuming harder is better.
The Bottom Line
Dust Devils is one of the strongest premium Warbonds in recent memory — not because of any single overpowered item, but because every functional piece addresses the exact problems Hive Worlds created: fire for burrowers, gas for chokepoints, elemental resistance for your own stratagem soup, and a surgical missile for the heavies that orbitals can't reach underground. If you're playing Into the Unjust content regularly, this is an easy 1,000 Super Credits. If you're waiting on performance fixes before diving back in, the Warbond will still be there when you're ready.




