Part of Super Earth Arsenal Accord — the complete Community Balance Patch. Choose the main mod for the full collection, or these focused packs for selected equipment.
Join the Arsenal Accord Discord
Share balance feedback, report bugs, follow updates and find a squad to dive with.
Goal
Give orbital selections distinct battlefield jobs through strike coverage, payloads, availability and the One True Flag.
Version 9.5 — installation and scope
Install with the Helldivers 2 Mod Manager, then enable the individual equipment options you want. Restart after changing selections. Requires HD2Runtime 0.40.0, Bingus Mod Loader 18 or later, and the VanillaPlus baseline used by the main 9.5 release. Wait for patches to settle and spawn fresh equipment.
Use the main Arsenal Accord mod OR the standalone packs; do not install both. The standalone packs can be combined with one another. Each item has one owner pack; shared native bullet/damage records are the exception described below.
Arsenal Accord - Progress is an optional separate loading display that combines the installed packs into one bar. There is no embedded progress bar, chat announcement or kicking system in this balance pack.
Shared native records
Identical shared edits are included where needed and applied once across the standalone packs. This is not full native-record isolation: other equipment using the same bullet, damage or status record can inherit those fields even without its own pack installed.
Known shared consumers:
• Eagle Strafing Run / Orbital Gatling Barrage
CQC-1 One True Flag
Why the change?
Super Earth has reclassified the One True Flag's delivery pod as orbital ordnance. Throw the beacon at an enemy and let the pod deliver democracy from above, leaving our flag where the opposition once stood. A seven-second cooldown and 84 deployments turn each well-placed beacon into another chance to crush a target and claim the ground. The reinforced flag remains ready for any survivors who dispute the result. Enemy removed. Sovereignty established.
Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
Contact-hit breakpoint comparison
Retains the later 450/450 melee profile, seven-second cooldown and 84-use choice. Only the flag’s own stun attachment is removed. Contact thresholds below exclude armor-angle penalties, part transfer and attack animation time; drop-pod impact is unchanged.
Orbital Railcannon Strike
Why the change?
Make precision support available several times during a fight while requiring deliberate use of a finite stock: 15 mission uses with 30 seconds between uses. Fifteen names on the manifest. Choose each one carefully.
Personal fallback: 15 uses for the entire mission, with 30 seconds between uses. These are not two stored charges with a recharge cycle.
Base cooldown in seconds: 180 → 30
Maximum uses per mission: Unlimited → 15
Orbital EMS Strike
Why the change?
A non-damaging strike needs enough coverage and availability to compete for a stratagem slot. The large radius and 15-second cooldown make crowd control more accessible, while 36 uses limit its mission stock. Shared stun duration is unchanged. Hold the enemy in place. Let the squad provide the conclusion.
Base cooldown in seconds: 75 → 15
Maximum uses per mission: Unlimited → 36
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Impact
Explosion inner radius in metres: 1 → 25
Explosion outer radius in metres: 13 → 25
Explosion stagger radius in metres: 20 → 25
Current impact radii: inner / outer / shockwave = 25 / 25 / 25 m. Shared status duration remains stock.
Orbital Laser
Why the change?
Three mission uses should feel like three major decisions. A shorter cooldown makes those uses available when the fight calls for them, while much stronger beam damage gives the limited stock real weight. The ship's capacitor budget remains finite.
Maximum uses per mission: 3 (unchanged).
Base cooldown in seconds: 300 → 120
Beam Damage
Durable damage: 60 → 600
Standard damage: 60 → 600
Damage is recorded per 0.1-second tick: 60 to 600 per tick corresponds to approximately 600 to 6000 standard and durable damage per second. The tick interval is unchanged.
Orbital 120mm HE Barrage
Why the change?
The lighter HE barrage becomes a repeatable tactical tool with a fixed mission stock. Faster shells and a shorter cooldown reduce waiting, while rebalanced direct and blast damage keep its pattern distinct from the heavier barrage.
Base cooldown in seconds: 180 → 72
Maximum uses per mission: Unlimited → 12
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Damage
Durable damage: 3500 → 2500
Standard damage: 3500 → 2500
Delivery 1 Projectile Impact Damage
Explosion durable damage: 1200 → 1250
Explosion standard damage: 1200 → 1250
Orbital 380mm HE Barrage
Why the change?
The heavy barrage should justify surrendering a large area to naval fire. Stronger explosions and faster shells increase its impact; a shorter cooldown is bounded by eight mission deployments. Mark the grid and respect the exclusion zone.
Base cooldown in seconds: 240 → 96
Maximum uses per mission: Unlimited → 8
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Impact Damage
Explosion durable damage: 1500 → 2000
Explosion standard damage: 1500 → 2000
Orbital Airburst Strike
Why the change?
Airburst is meant to answer repeated crowd pressure instead of spending most of the mission on cooldown. The short recharge permits timely responses, while a finite 36-call budget makes sustained use a mission resource. This carries the GRASS airburst direction into Accord's stock system.
Video reference — GRASS: Buffed Orbital Airburst
Base cooldown in seconds: 100 → 20
Maximum uses per mission: Unlimited → 36
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Orbital Gas Strike
Why the change?
Gas becomes a regularly available area-control option. Faster shell delivery and a shorter cooldown support using it around objectives and approaches; the fixed mission budget keeps that access finite.
Base cooldown in seconds: 75 → 30
Maximum uses per mission: Unlimited → 27
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Orbital Gatling Barrage
Why the change?
Gatling is the frequent, compact barrage for repeated pressure points. Stronger rounds and a short cooldown encourage tactical use, while a fixed 20-call stock prevents unlimited sustained coverage. Its ammunition damage is shared with Eagle Strafing Run.
Base cooldown in seconds: 70 → 15
Maximum uses per mission: Unlimited → 20
Delivery 1 Projectile Damage
Standard damage: 350 → 400
Delivery 1 Projectile Impact Damage
Explosion durable damage: 350 → 400
Explosion standard damage: 350 → 400
Orbital Napalm Barrage
Why the change?
Napalm offers a major area-denial commitment, available sooner but only five times per mission. Faster delivery helps it reach the planned area promptly. Use the stock to divide the battlefield, not simply to fill every cooldown.
Base cooldown in seconds: 240 → 96
Maximum uses per mission: Unlimited → 5
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Orbital Precision Strike
Why the change?
Precision becomes the responsive single-location strike. Faster delivery and a stronger blast reward placing a good beacon, while a finite stock pays for frequent access. One marked coordinate should be enough to make a clear argument.
Base cooldown in seconds: 80 → 20
Maximum uses per mission: Unlimited → 33
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Impact Damage
Explosion durable damage: 1500 → 2000
Explosion standard damage: 1500 → 2000
Orbital Smoke Strike
Why the change?
Orbital Smoke should earn a stratagem slot by helping the squad move and complete objectives, rather than compete with lethal strikes for kills. GRASS increases the number and spread of smoke salvos to cover more ground without pretending a larger explosion radius enlarges each cloud. Accord adds a short cooldown with a finite mission allowance, making smoke available for repeated tactical decisions while still worth conserving. Your position is classified. The enemy was not cleared to know.
Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
Breakpoint / utility comparison
9.5 uses 16 salvos, the maximum accepted by HD2Runtime 0.40.0; the released 24 is unsupported. Scatter is measured in native record units, so no cloud diameter or covered area is inferred. Retains the user's 15-second cooldown and 36 uses. Cloud lifetime is unchanged.
Retained 9.5 settings: 15-second cooldown, 36 mission uses, delivery speed 800 m/s. Salvos 6 → 16 is the supported maximum; native scatter 15 → 30. Cloud lifetime is unchanged.
Orbital Walking Barrage
Why the change?
The Walking Barrage should create a moving corridor of destructive pressure through a defended approach. Stronger explosions and a narrower pattern concentrate that pressure along its advancing route, while faster delivery reduces shell travel time. It rewards choosing the direction of a push and timing the squad's movement behind the bombardment. Good placement turns artillery into support for an advance, while poor timing can make that same route hazardous. Follow the rolling thunder at a respectful distance; democracy has right of way.
Balance credit: GRASS (supported portion). Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
Breakpoint / utility comparison
Uses the exposed native scatter control (record units). This does not establish a measured width or guarantee that the first shell lands on the beacon.
Retained 9.5 settings: 96-second cooldown, ten mission uses, 800 m/s shell speed, 2000/2000 blast. Native scatter 25 → 20.
Credits and validation
Built from the published Arsenal Accord 9.5 settings, including GRASS-derived work and the Accord revisions identified above. Current HD2Runtime exposes the fields used by these packages. The standalone archives passed API, option-selection and combined-load-order checks; these checks are not a new live gameplay test. Breakpoint charts are calculated estimates under their stated assumptions. Use balance mods with a consenting squad.
Equipment artwork: Helldivers 2 / Arrowhead Game Studios; crossover equipment belongs to its respective owners. Unofficial fan balance project.
Join the Arsenal Accord Discord
Share balance feedback, report bugs, follow updates and find a squad to dive with.
Goal
Give orbital selections distinct battlefield jobs through strike coverage, payloads, availability and the One True Flag.
Version 9.5 — installation and scope
Install with the Helldivers 2 Mod Manager, then enable the individual equipment options you want. Restart after changing selections. Requires HD2Runtime 0.40.0, Bingus Mod Loader 18 or later, and the VanillaPlus baseline used by the main 9.5 release. Wait for patches to settle and spawn fresh equipment.
Use the main Arsenal Accord mod OR the standalone packs; do not install both. The standalone packs can be combined with one another. Each item has one owner pack; shared native bullet/damage records are the exception described below.
Arsenal Accord - Progress is an optional separate loading display that combines the installed packs into one bar. There is no embedded progress bar, chat announcement or kicking system in this balance pack.
Shared native records
Identical shared edits are included where needed and applied once across the standalone packs. This is not full native-record isolation: other equipment using the same bullet, damage or status record can inherit those fields even without its own pack installed.
Known shared consumers:
• Eagle Strafing Run / Orbital Gatling Barrage
CQC-1 One True Flag
Why the change?
Super Earth has reclassified the One True Flag's delivery pod as orbital ordnance. Throw the beacon at an enemy and let the pod deliver democracy from above, leaving our flag where the opposition once stood. A seven-second cooldown and 84 deployments turn each well-placed beacon into another chance to crush a target and claim the ground. The reinforced flag remains ready for any survivors who dispute the result. Enemy removed. Sovereignty established.
Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
| Changed stat | Vanilla | 9.5 |
|---|---|---|
| Melee damage / durable | 200 / 100 | 450 / 450 |
| Direct melee AP | 3 | 4 |
| On-hit stun | Enabled | Removed |
| Base cooldown | 480 s | 7 s |
| Mission uses | Unlimited | 84 |
Contact-hit breakpoint comparison
Retains the later 450/450 melee profile, seven-second cooldown and 84-use choice. Only the flag’s own stun attachment is removed. Contact thresholds below exclude armor-angle penalties, part transfer and attack animation time; drop-pod impact is unchanged.
| Contact target | Vanilla | 9.5 |
|---|---|---|
| 100 HP • AV0 • 0% durable | 1 hits | 1 hits |
| 250 HP • AV0 • 0% durable | 2 hits | 1 hits |
| 500 HP • AV0 • 0% durable | 3 hits | 2 hits |
| 750 HP • AV0 • 0% durable | 4 hits | 2 hits |
| 1000 HP • AV0 • 0% durable | 5 hits | 3 hits |
| 1500 HP • AV0 • 0% durable | 8 hits | 4 hits |
| 100 HP • AV0 • 100% durable | 1 hits | 1 hits |
| 250 HP • AV0 • 100% durable | 3 hits | 1 hits |
| 500 HP • AV0 • 100% durable | 5 hits | 2 hits |
| 750 HP • AV0 • 100% durable | 8 hits | 2 hits |
| 1000 HP • AV0 • 100% durable | 10 hits | 3 hits |
| 1500 HP • AV0 • 100% durable | 15 hits | 4 hits |
| 100 HP • AV3 • 0% durable | 1 hits | 1 hits |
| 250 HP • AV3 • 0% durable | 2 hits | 1 hits |
| 500 HP • AV3 • 0% durable | 4 hits | 2 hits |
| 750 HP • AV3 • 0% durable | 6 hits | 2 hits |
| 1000 HP • AV3 • 0% durable | 8 hits | 3 hits |
| 1500 HP • AV3 • 0% durable | 12 hits | 4 hits |
| 100 HP • AV3 • 100% durable | 2 hits | 1 hits |
| 250 HP • AV3 • 100% durable | 4 hits | 1 hits |
| 500 HP • AV3 • 100% durable | 8 hits | 2 hits |
| 750 HP • AV3 • 100% durable | 12 hits | 2 hits |
| 1000 HP • AV3 • 100% durable | 16 hits | 3 hits |
| 1500 HP • AV3 • 100% durable | 24 hits | 4 hits |
| 100 HP • AV4 • 0% durable | Blocked | 1 hits |
| 250 HP • AV4 • 0% durable | Blocked | 1 hits |
| 500 HP • AV4 • 0% durable | Blocked | 2 hits |
| 750 HP • AV4 • 0% durable | Blocked | 3 hits |
| 1000 HP • AV4 • 0% durable | Blocked | 4 hits |
| 1500 HP • AV4 • 0% durable | Blocked | 6 hits |
| 100 HP • AV4 • 100% durable | Blocked | 1 hits |
| 250 HP • AV4 • 100% durable | Blocked | 1 hits |
| 500 HP • AV4 • 100% durable | Blocked | 2 hits |
| 750 HP • AV4 • 100% durable | Blocked | 3 hits |
| 1000 HP • AV4 • 100% durable | Blocked | 4 hits |
| 1500 HP • AV4 • 100% durable | Blocked | 6 hits |
Orbital Railcannon Strike
Why the change?
Make precision support available several times during a fight while requiring deliberate use of a finite stock: 15 mission uses with 30 seconds between uses. Fifteen names on the manifest. Choose each one carefully.
Personal fallback: 15 uses for the entire mission, with 30 seconds between uses. These are not two stored charges with a recharge cycle.
Base cooldown in seconds: 180 → 30
Maximum uses per mission: Unlimited → 15
Orbital EMS Strike
Why the change?
A non-damaging strike needs enough coverage and availability to compete for a stratagem slot. The large radius and 15-second cooldown make crowd control more accessible, while 36 uses limit its mission stock. Shared stun duration is unchanged. Hold the enemy in place. Let the squad provide the conclusion.
Base cooldown in seconds: 75 → 15
Maximum uses per mission: Unlimited → 36
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Impact
Explosion inner radius in metres: 1 → 25
Explosion outer radius in metres: 13 → 25
Explosion stagger radius in metres: 20 → 25
Current impact radii: inner / outer / shockwave = 25 / 25 / 25 m. Shared status duration remains stock.
Orbital Laser
Why the change?
Three mission uses should feel like three major decisions. A shorter cooldown makes those uses available when the fight calls for them, while much stronger beam damage gives the limited stock real weight. The ship's capacitor budget remains finite.
Maximum uses per mission: 3 (unchanged).
Base cooldown in seconds: 300 → 120
Beam Damage
Durable damage: 60 → 600
Standard damage: 60 → 600
Damage is recorded per 0.1-second tick: 60 to 600 per tick corresponds to approximately 600 to 6000 standard and durable damage per second. The tick interval is unchanged.
Orbital 120mm HE Barrage
Why the change?
The lighter HE barrage becomes a repeatable tactical tool with a fixed mission stock. Faster shells and a shorter cooldown reduce waiting, while rebalanced direct and blast damage keep its pattern distinct from the heavier barrage.
Base cooldown in seconds: 180 → 72
Maximum uses per mission: Unlimited → 12
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Damage
Durable damage: 3500 → 2500
Standard damage: 3500 → 2500
Delivery 1 Projectile Impact Damage
Explosion durable damage: 1200 → 1250
Explosion standard damage: 1200 → 1250
Orbital 380mm HE Barrage
Why the change?
The heavy barrage should justify surrendering a large area to naval fire. Stronger explosions and faster shells increase its impact; a shorter cooldown is bounded by eight mission deployments. Mark the grid and respect the exclusion zone.
Base cooldown in seconds: 240 → 96
Maximum uses per mission: Unlimited → 8
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Impact Damage
Explosion durable damage: 1500 → 2000
Explosion standard damage: 1500 → 2000
Orbital Airburst Strike
Why the change?
Airburst is meant to answer repeated crowd pressure instead of spending most of the mission on cooldown. The short recharge permits timely responses, while a finite 36-call budget makes sustained use a mission resource. This carries the GRASS airburst direction into Accord's stock system.
Video reference — GRASS: Buffed Orbital Airburst
Base cooldown in seconds: 100 → 20
Maximum uses per mission: Unlimited → 36
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Orbital Gas Strike
Why the change?
Gas becomes a regularly available area-control option. Faster shell delivery and a shorter cooldown support using it around objectives and approaches; the fixed mission budget keeps that access finite.
Base cooldown in seconds: 75 → 30
Maximum uses per mission: Unlimited → 27
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Orbital Gatling Barrage
Why the change?
Gatling is the frequent, compact barrage for repeated pressure points. Stronger rounds and a short cooldown encourage tactical use, while a fixed 20-call stock prevents unlimited sustained coverage. Its ammunition damage is shared with Eagle Strafing Run.
Base cooldown in seconds: 70 → 15
Maximum uses per mission: Unlimited → 20
Delivery 1 Projectile Damage
Standard damage: 350 → 400
Delivery 1 Projectile Impact Damage
Explosion durable damage: 350 → 400
Explosion standard damage: 350 → 400
Orbital Napalm Barrage
Why the change?
Napalm offers a major area-denial commitment, available sooner but only five times per mission. Faster delivery helps it reach the planned area promptly. Use the stock to divide the battlefield, not simply to fill every cooldown.
Base cooldown in seconds: 240 → 96
Maximum uses per mission: Unlimited → 5
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Orbital Precision Strike
Why the change?
Precision becomes the responsive single-location strike. Faster delivery and a stronger blast reward placing a good beacon, while a finite stock pays for frequent access. One marked coordinate should be enough to make a clear argument.
Base cooldown in seconds: 80 → 20
Maximum uses per mission: Unlimited → 33
Delivery 1 Projectile
Projectile speed in metres per second: 400 → 800
Delivery 1 Projectile Impact Damage
Explosion durable damage: 1500 → 2000
Explosion standard damage: 1500 → 2000
Orbital Smoke Strike
Why the change?
Orbital Smoke should earn a stratagem slot by helping the squad move and complete objectives, rather than compete with lethal strikes for kills. GRASS increases the number and spread of smoke salvos to cover more ground without pretending a larger explosion radius enlarges each cloud. Accord adds a short cooldown with a finite mission allowance, making smoke available for repeated tactical decisions while still worth conserving. Your position is classified. The enemy was not cleared to know.
Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
| Changed stat | Vanilla | 9.5 |
|---|---|---|
| Salvos | 6 | 16 |
| Native scatter | 15 | 30 |
| Cooldown | 75 s | 15 s |
| Mission uses | Unlimited | 36 |
| Delivery speed | 400 m/s | 800 m/s |
Breakpoint / utility comparison
9.5 uses 16 salvos, the maximum accepted by HD2Runtime 0.40.0; the released 24 is unsupported. Scatter is measured in native record units, so no cloud diameter or covered area is inferred. Retains the user's 15-second cooldown and 36 uses. Cloud lifetime is unchanged.
| Utility comparison | Vanilla | 9.5 |
|---|---|---|
| Salvos / call-in | 6 | 16 |
| Native scatter | 15 | 30 |
| Salvo multiplier | 1× | 2.67× |
| Scatter multiplier | 1× | 2× |
Retained 9.5 settings: 15-second cooldown, 36 mission uses, delivery speed 800 m/s. Salvos 6 → 16 is the supported maximum; native scatter 15 → 30. Cloud lifetime is unchanged.
Orbital Walking Barrage
Why the change?
The Walking Barrage should create a moving corridor of destructive pressure through a defended approach. Stronger explosions and a narrower pattern concentrate that pressure along its advancing route, while faster delivery reduces shell travel time. It rewards choosing the direction of a push and timing the squad's movement behind the bombardment. Good placement turns artillery into support for an advance, while poor timing can make that same route hazardous. Follow the rolling thunder at a respectful distance; democracy has right of way.
Balance credit: GRASS (supported portion). Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
| Changed stat | Vanilla | 9.5 |
|---|---|---|
| Explosion damage / durable | 1500 / 1500 | 2000 / 2000 |
| Native scatter | 25 | 20 |
| Delivery speed | 400 m/s | 800 m/s |
Breakpoint / utility comparison
Uses the exposed native scatter control (record units). This does not establish a measured width or guarantee that the first shell lands on the beacon.
| Pattern comparison | Vanilla | 9.5 |
|---|---|---|
| Native scatter | 25 | 20 |
| Scatter multiplier | 100% | 80% |
| Per-shell blast damage | 1500 / 1500 | 2000 / 2000 |
Retained 9.5 settings: 96-second cooldown, ten mission uses, 800 m/s shell speed, 2000/2000 blast. Native scatter 25 → 20.
Credits and validation
Built from the published Arsenal Accord 9.5 settings, including GRASS-derived work and the Accord revisions identified above. Current HD2Runtime exposes the fields used by these packages. The standalone archives passed API, option-selection and combined-load-order checks; these checks are not a new live gameplay test. Breakpoint charts are calculated estimates under their stated assumptions. Use balance mods with a consenting squad.
Equipment artwork: Helldivers 2 / Arrowhead Game Studios; crossover equipment belongs to its respective owners. Unofficial fan balance project.