Helldivers 2 Scope of Authority Warbond is worth its 1,000 Super Credits if you want precision weapons and another way to handle heavy armor, especially against Automatons.
For players who fight while moving, the LAS-44 Nova is the strongest reason to progress through it. The AMW-20 Apex suits deliberate firing positions and squad support, while the R-40 Sightliner gives sniper fans an early primary to try.
Released on October 20, 2026, Scope of Authority rewards careful target selection. Keep a crowd-clearing option beside its slower weapons.
Scope of Authority Value and Best Unlocks
Best Rewards at a Glance
Prioritize the Nova if you want repeatable anti-armor fire without a backpack requirement. Take the Apex earlier if you can protect a stationary reload. Start with the Sightliner when the bolt-action playstyle itself is the attraction; players who mainly need faster crowd control can leave this Warbond for later.
Reward | Main Use | Main Limitation |
LAS-44 Nova | Mobile anti-armor support | Charging and cooling interrupt fire |
AMW-20 Apex | Heavy precision fire from cover | Backpack commitment and stationary reload |
R-40 Sightliner | Primary weapon for exposed weak points | Slow follow-up shots and demanding handling |
P-44 Mist | Close-range backup for a sniper | Limited answer to armored targets |
G-11 Caltrops | Preparing defensive approaches | Less dependable against large enemies |
Stationary Shroud | Concealment for deliberate sniping | Requires a suitable position and posture |
Who Gets the Most Value
Helldivers 2 Automaton regulars have the clearest reason to invest: exposed weak points give precision weapons useful work. Sniper fans can try Sightliner on page one.
For aggressive bug runs, prioritize fixing any shortage of crowd control before adding another slow weapon. Scope of Authority has 300 Super Credits to claim through its rewards, but you still need the full 1,000 upfront.
Those credits require Medal spending, and the Warbond does not expire, so there is no deadline forcing you through every reward.
Unlock Order and Medal Costs
Core Rewards Across Three Pages
Page | Reward | Item Cost |
1 | R-40 Sightliner | 35 Medals |
1 | G-11 Caltrops | 35 Medals |
1 | SS-33 Mimetic Marshal armor | 45 Medals |
2 | AMW-20 Apex | 50 Medals |
2 | SS-15 Focal Point armor | 55 Medals |
3 | LAS-44 Nova | 110 Medals |
3 | P-44 Mist | 65 Medals |
Completing this Helldivers 2 Warbond costs 603 Medals. Individual prices exclude the spending needed to open their pages: 110 Medals is the Nova's item cost, not its total cost from a fresh Warbond.
Pages open through cumulative Medal spending within the same Warbond. Check the locked page's spending counter in the Acquisition Center, then subtract what you have already spent to find the remaining requirement.
When choosing which Helldivers 2 items to unlock along the way, prioritize equipment you will actually use and Super Credit rewards; clearing every earlier page is unnecessary. Medals spent in another Warbond do not advance this one.
A Practical Nova-First Route
The exact minimum Medal cost to reach Nova remains unverified. Follow the in-game page thresholds rather than treating the 466-Medal full-page route as mandatory.
Clearing pages one and two costs 356 Medals; adding Nova makes a 466-Medal completion-based budget. That includes optional rewards and is not the minimum route.
For useful equipment along the way, claim Sightliner for 35, then Caltrops for 35, and the page-one 100 Super Credits for 7: 77 Medals spent. If page two is still locked, add Mimetic Marshal armor for 45, bringing spending to 122, then check again. These are spending checkpoints, not claimed page-unlock thresholds.
Once page two is accessible, claim Apex for 50 and its 100 Super Credits for 12. If you took the armor, that puts cumulative spending at 184; without it, 139.
Check page three next and fill only the remaining requirement with rewards you want. Once it opens, save 110 for Nova before taking Mist or cosmetics.
This route favors usable equipment and credit recovery. It is not a proven minimum-Medal route; stop spending on earlier pages as soon as page three opens and reserve Nova's 110 Medals.
LAS-44 Nova vs AMW-20 Apex
Nova for Mobile Anti-Armor
The Nova fires a precise thermal projectile after charging, then cools before the next shot. Its infinite ammunition and free backpack slot make it easier to fit into a mobile Helldivers 2 loadout.
Launch-day player testing favors it particularly strongly against Automatons, although that does not make every armored target an equally efficient shot.
Use a repeatable combat loop: find an exposed weak point, charge while tracking it, fire, then switch to your primary to clear nearby enemies during cooldown. Return to the Nova when it is ready and the heavy target is exposed again.
If the target disappears behind cover, reposition for another angle instead of waiting in the open.
When fast enemies reach you, clear the immediate threat before returning to the heavy. A mobility backpack can create another firing opportunity.
Apex for Prepared Firing Positions
The Apex is a backpack-fed anti-materiel rifle with assisted reload support. Player testing consistently identifies two handling restrictions: a stationary reload and recoil that can knock you down when firing upright. Crouch or go prone before pulling the trigger.
Choose cover with an escape route, settle into position, and aim at the heavy target's vulnerable component. After firing, check the approach before reloading. If enemies are closing, move first and reload once you have space.
Assisted reloads suit a coordinated squad. Solo players need crowd control to protect reload windows, and the dedicated backpack rules out carrying a mobility pack.
Choosing between Them
Mission Requirement | Nova | Apex |
Ammunition management | Charge and cooldown cycle | Finite ammunition and reloads |
Backpack | Slot remains available | Dedicated backpack |
Firing preparation | Track through charge delay | Crouch or go prone |
Between attacks | Clear enemies while cooling | Protect the next reload |
Strongest fit | Solo movement and repositioning | Prepared positions and squad cover |
Choose Nova when you regularly abandon positions or need a backpack. Choose Apex when you can secure the next reload. Reported kill counts differ between launch-day tests; judge repeatable weak-point hits during a full fight.
Replacing Your Existing Support Weapon
Existing Weapon | Reason to Try the New Option | Reason to Keep Your Current Weapon |
LAS-99 Quasar Cannon | Nova offers more frequent precision shots between cooldowns in launch-day testing | Quasar hits harder per shot; both preserve the backpack slot |
GR-8 Recoilless Rifle | Apex suits repeated aimed shots from a prepared position | Keep Recoilless when immediate, heavy anti-tank impact is your priority |
AC-8 Autocannon | Apex shifts your role toward heavily armored targets | Keep Autocannon when your job is clearing medium enemies and groups |
In Helldivers 2, a working Quasar or Recoilless loadout gives you room to wait. Spend the 1,000 Super Credits when you want Nova's firing rhythm or Apex's precision role.
Neither makes your existing anti-tank equipment obsolete. Apex also keeps the backpack and stationary-reload commitments familiar to Recoilless and Autocannon users.
R-40 Sightliner Targets and Attachments
Targets Across the Three Factions
In Helldivers 2, the Sightliner's heavy penetration lets a primary weapon engage targets that usually demand another tool. Automatons offer its most convincing role: aim at Hulk eyes, Devastator heads, and Gunship engines.
Two independent launch-day reviews report two shots to a Hulk's eye; another reports one. Plan for a follow-up and stay behind cover instead of assuming the first hit ends the fight.
Against Terminids, select exposed medium enemies, including Spewers and Hive Guards, when you have room to aim. Use your support weapon for major heavies. Several small bugs approaching together should trigger a weapon switch even when each would be easy to kill individually.
Against Illuminate, the Sightliner can reward accurate Overseer headshots, but shields and crowds interrupt that role. Avoid spending a long string of shots forcing it through a shielded heavy while nearby enemies close the distance.
Keep R-63CS Diligence Counter Sniper if you prefer faster follow-up shots against medium enemies. Try Sightliner when heavy penetration in the primary slot matters more to your loadout than that firing speed.
Scope and Magazine Choices
Start with the default 10x scope and 10-round magazine for distant targets. Launch-day attachment testing describes a 15-round extended magazine unlocked at weapon level 13, with a handling penalty.
More shots before reloading help only if you can still move the sight onto the next weak point quickly enough.
If the rifle feels slow when changing targets, try an unlocked lower-magnification optic or iron sights that improve ergonomics. Keep the standard magazine while judging the difference. Change one attachment at a time so you can tell whether handling or magnification caused the problem.
Weapon sway and ergonomics solve different problems: a steadier aim does not necessarily make the rifle faster to bring onto another target.
Before spending Medals on additional Helldivers 2 items, such as Stationary Shroud armor, decide whether your main problem is holding a steady shot or acquiring the next target quickly.
Complete Loadouts to Try
These builds combine Scope of Authority weapons with other Helldivers 2 items you may already own. They assume all listed equipment is unlocked and use four stratagems; the Apex backpack arrives with its weapon and needs no fifth slot.
B-01 Tactical is the starter armor, while Breaker, Redeemer, and Impact come from Helldivers Mobilize! Sickle requires Cutting Edge; use your existing crowd-clearing primary if you do not own it.
Slot | Automatons: Solo Nova | Terminids: Apex in a Coordinated Squad |
Primary | LAS-16 Sickle | SG-225 Breaker |
Secondary | P-19 Redeemer | P-19 Redeemer |
Grenade | G-16 Impact | G-16 Impact |
Armor | B-01 Tactical | B-01 Tactical |
Stratagem 1 | LAS-44 Nova | AMW-20 Apex, including its backpack |
Stratagem 2 | LIFT-850 Jump Pack | Eagle Napalm Airstrike |
Stratagem 3 | Eagle Airstrike | Orbital Gatling Barrage |
Stratagem 4 | Orbital Gatling Barrage | A/G-16 Gatling Sentry |
Booster | Hellpod Space Optimization | Hellpod Space Optimization, if not already selected |
Automatons: Solo Nova
Use Sickle on troops and groups, then switch to Nova for an exposed heavy. During cooldown, move or return to the primary; switch to Redeemer when a threat is already too close for comfortable charge-up. Jump Pack helps reach another covered position, but do not jump into an unscouted enemy group.
Use Eagle Airstrike for a group or outpost approach and Gatling Barrage to pressure an advancing group while you withdraw. Impact grenades supply immediate explosives, but fabricator vents require careful placement.
Watch both weapons' heat instead of expecting uninterrupted fire. If Sickle's handling feels wrong, use a familiar automatic primary before changing the entire build.
Terminids: Coordinated Apex Support
Use this specialist build with a premade squad that has agreed to cover your reloads. Your job is heavy-target support; teammates handle the approaching swarm.
For matchmaking without that agreement, start with Nova instead. Breaker and Redeemer cover threats that slip through. Keep teammates clear of the sentry's firing lane, napalm, and barrage.
Reload only after checking the approach; move first if it collapses. Impact grenades retain a way to close bug holes, although their instant detonation demands an accurate throw.
If teammates cannot maintain space, replace Apex with Nova and keep the crowd-control stratagems. Booster effects do not stack, so take another owned squad booster if Hellpod Space Optimization is already selected.
Illuminate: Adapt the Solo Build
Use the solo Nova build as a starting point, with Sickle clearing Voteless and removing shields before a charged shot at an exposed heavy. Reserve Redeemer for close pressure.
If Overseers dominate the mission and the primary is struggling, use a familiar weapon suited to them instead of adding Sightliner beside Nova. Launch-day reviews disagree on this Warbond's overall strength here, so prioritize the enemy mix you actually face.
Mist, Caltrops, and Stationary Shroud
Mist as a Backup
The P-44 Mist is a one-handed machine pistol intended to help when enemies close on a sniper. Use it while moving away from small attackers or finishing an exposed target without waiting for another slow shot. Keep a separate answer to armored enemies.
At 65 Medals on page three, it can wait behind Nova if you already trust your sidearm. Its value in a Helldivers 2 loadout rises when your existing backup leaves you stranded during a reload or charge cycle.
Caltrops for Defensive Approaches
G-11 Caltrops scatter proximity submunitions that slow and stun enemies. Place them on an approach before the attackers arrive, or between a pursuing group and the position you are retreating toward. Use the delay to relocate or prepare a stratagem.
Player testing finds their control less dependable against large enemies. They can also harm Helldivers, so keep friendly movement routes clear. Check the rest of your loadout for a way to close bug holes if replacing an explosive grenade with Caltrops.
Stationary Shroud for Sniping
Stationary Shroud comes on SS-33 Mimetic Marshal light armor and SS-15 Focal Point medium armor. Launch-day equipment descriptions and reviews report 35% reduced aiming sway and 15% less movement noise. Arrowhead describes reduced detection range through concealment while crouched or prone.
Choose it for holding a covered firing position, and relocate when enemies approach. Reviews disagree sharply on its practical concealment strength, so treat it as a specialized armor option.
It does not guarantee safety after firing or prevent a nearby patrol from detecting you. Players who spend most fights moving may prefer an armor passive that supports that routine.

