Uluru Guide: Loitering Munition and Instant Cover
Four bomblets from one missile, plus a wall that appears where you need it. His own incendiary burns that wall down, and that is the point.
Uluru (David Feller) is an Engineer who brings his own cover and his own demolition to the same fight. His kit is a two-part argument: create a position, then blow up whatever the enemy is using as one.
Every piece of it is loud and visible, which means he wins by changing the geometry of a fight before anyone starts shooting.
Missile first, cover second
Loitering Munition is aimed, then fired as an image-guided missile that splits into four separate bombs on impact. Hip-fired, it uses a preset guidance pattern instead of your aim.
The split is the whole value. Four bomblets cover four corners of a room, which makes it a tool for the space behind cover rather than a tool for hitting a person. Aimed at a doorway with enemies stacked behind the frame, the missile does what a grenade cannot.
Order of operations: fire the missile first so the enemy has to move, then place cover where you intend to hold. Cover placed first gets abandoned the moment the missile forces a reposition.
Quickset geometry
Quickset Cover is a thrown sprayer that hardens into a barrier which blocks damage. It is temporary cover you can put anywhere, including places the map did not provide one.
Three placements that consistently pay:
- Across an open lane your squad must cross, on the far side — cover for the crossing, not cover at the start.
- In front of a downed teammate, to make the rescue a wall problem instead of a timing problem.
- In front of your own firing position on an objective, so the enemy’s pre-aim lands on concrete.
Do not stack cover in one spot. The barrier is temporary; a squad that has three walls in one room loses the room anyway when they expire.
Burning your own wall
Composite Incendiary is a thrown incendiary that detonates on landing and burns through Quickset Cover quickly.
That is not a contradiction — it is the second half of the design. Any cover he can create, he can delete, which means an enemy who has built their plan around your wall is holding a position that is about to evaporate. It also means you can deny your own wall to an enemy who just captured it.
The safe play depends on the barrier outlasting the push rather than on its raw strength — place it to split the angle you cannot cover, and expect the incendiary to eat it faster than the timer suggests.
Battle Hardened trades
His trait improves resistance to the slowing effects of fractures and of class gear — which covers traps and area denial, not just injuries.
That is what lets him walk out of a wire or trap field when another operator would be stuck in it. It is a trait that pays out in exactly the moment an Engineer is most likely to die: crossing ground someone else has already prepared.
Push denial
Play him as a denial Engineer. Missile into the space they want, cover on the space you want, incendiary on anything they build. He is a weak solo duelist and a strong squad anchor — pair him with Shepherd for a second denial layer and Gizmo when the fight is about corridors rather than rooms.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- Delta Force on Steam — patch notes, current season, and authoritative game data.