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HellForge Gameplay

S.E.A.F. Captain

Created by KrunkKronk · Updated 25 Oct 2026 · 307 downloads

Customizable SEAF Squads and Stratagems

You are viewing version 2.2.1, an older file. Go to the latest version, 2.2.2 →

About this mod

Congratulations Helldiver! In recognition of your Super Destroyer's many victories across the Galactic War, High Command has authorized the assignment of a dedicated S.E.A.F. regiment to your ship, with you as active Captain.

SEAF Captain gives you 4 customizable SEAF squad stratagems (1 for each Player in a lobby). Name your squads, set their composition, and edit their loadouts.

HOW TO USE:

  • After installing the mod through Hellforge, right click on the mod and select "open folder", then right click on seaf-captain.zip, select "extract here", then delete the zip file.
  • Open the extracted seaf-captain folder (should now be HellForge\mods\seaf-captain)
  • Run Configure.cmd
  • From there you can customize the loadout, name, and squad size of your Seaf stratagems.
  • Once done, Save all squads
  • In the Hellforge launcher, right-click on the SEAF Captain mod and select "Build Now"
  • (IMPORTANT IF PLAYING WITH OTHERS USING THE MOD) Share the captain_settings.h file located in HellForge\mods\seaf-captain\src with other users with the mod, and have them replace their current file. Rebuild afterwards.

Should be good to go from there! I'll be working on finding a way to simplify the process, but for now, this is the most reliable way for this to work with multiplayer.

Important:
SEAF pelicans take about 45 seconds to land after using the strategem.

Does NOT work in city missions.
Sometimes works in megafactories when used outside the wall.

Up to 3 pelicans can be active at a time, any addition call-ins will be added to a queue and wait for one to complete their SEAF drop.

Current Squad Settings:

  • Squad of 7 with 1 special weapon trooper
  • Squad of 6 with 2 special weapon troopers

Current Primaries:

  • Liberator (Default)
  • Slugger
  • Amendment
  • Sickle
  • Knight

Current Selectable Specialist Weapons:

  • Flamethrower
  • Railgun
  • HMG
  • Quasar Cannon

Planned Additions:

  • More Weapons
  • Simpler setup process
  • Armor/Biome Variant Selection
  • Additional Squad Settings
  • Squad upgrades using samples
  • (REDACTED)

What's new in 2.2.1

Added the Knight as a primary weapon Added a queue for the pelicans to prevent crashing if several are called in rapidly. Fixed the reload for the HMG

All 3 files and their changelogs →