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
Reward deliberate placement with distinct anti-materiel, railgun, autocannon and speargun handling and payloads.
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.
AC-8 Autocannon
Why the change?
APHET felt weak while Flak already performed well. Increase APHET's direct standard and durable damage and its direct/blast stagger, with a small extreme-angle penetration floor, while leaving the Flak chain and general weapon characteristics unchanged. High Command corrects the shell that failed its field review; the proven Flak load keeps its orders.
CURRENT RELEASE — 9.5 — AC-8 Autocannon
APHET DIRECT PROJECTILE
Standard / durable damage: 325 / 260 → 425 / 350
AP direct / slight / large / extreme: 4 / 4 / 4 / 0 → 4 / 4 / 4 / 1
Stagger: 30 → 45
Unchanged — push 20; demolition 30; mass 120 g; velocity 820 m/s; drag 30%; gravity 100%; penetration slowdown 55%.
APHET EXPLOSION
Stagger: 40 → 50
Unchanged — standard / durable damage 150 / 150; inner / outer / shockwave AP 3 / 2 / 3; radii 2 / 4 / 5.5 m; push 40; demolition 30.
GENERAL WEAPON — RETAIN STOCK
190 RPM; capacity 10 rounds; backpack 50 rounds; supply refill 25 rounds; ammo-box refill 10 rounds.
Ergonomics 17; sway 1.0; horizontal / vertical spread 2 / 2; recoil 188, horizontal 101, vertical 275; large firing noise.
Semi / Auto; APHET / Flak selection; stationary reload. Reload timing remains stock.
FLAK — ENTIRE CHAIN STOCK
Retain proximity detonation, 30 shrapnel fragments, 7 m outer blast, all Flak projectile / explosion / shrapnel damage and AP, and every other Flak field. The AP1 floor above applies to APHET only; do not extend it into the stock Flak chain.
Role boundary: excellent durable-target damage and Flak versatility, limited by handling, a 10-round weapon and stationary reload. Super-heavy targets remain an inefficient use rather than its specialty.
APW-1 Anti-Materiel Rifle
Why the change?
The AMR is a precision support weapon that should reward hitting the right part without forcing every engagement through the scope. GRASS's damage, penetration, stagger, sway and magazine targets strengthen that role, and the third-person reticle makes close pressure more manageable. Accord's lower firing rate reinforces deliberate shots. The larger magazine is balanced by fewer spare magazines and a lower overall carried round count. Super Earth asks for accuracy, not a receipt for every cartridge.
Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
Full reference-target breakpoint and TTK comparison — 10 m
10 m, ideal cyclic cadence. Retains the later 300-RPM choice; the recovered addition is the third-person reticle.
Retained 9.5 settings: 500/250 damage, 300 RPM, ten-round magazine, four spares, push 60, stagger 35, sway 0.8 and extreme-angle AP3.
RS-422 Railgun
Why the change?
High Command restores the Railgun’s armor-piercing authority after an unjust requisition cut. GRASS describes AP10 as redress for a nerf he attributes to a glitch, rather than a performance-driven damage upgrade. Greater demolition and stagger reinforce the impact, while reduced sway steadies the shot. Damage and charging behavior remain unchanged. The Ministry returns your authority.
Balance credit: GRASS’s written proposal.
Armor penetration at direct impact: 5 → 10
Armor penetration at large angle: 5 → 7
Armor penetration at slight angle: 5 → 9
Demolition force: 10 → 20
Stagger force: 35 → 40
Sway multiplier: 1 → 0.8
S-11 Speargun
Why the change?
The author found the Speargun lacked a purpose beside the AMR and Railgun and felt like the weaker choice. This pass targets its pain points: quicker reloads, steadier aiming, improved handling and deeper ammunition reserves make it a more practical alternative while retaining its existing damage, penetration and payload. High Command has answered the field complaints; return this specialist to active duty.
Balance credit: GRASS proposals + Accord adjustments.
9.5 — handling and ammunition endurance
Ergonomics: 35 → 45. Starting and maximum spare spears: 12 → 16. Supply refill: 6 → 8; derived ammo-box refill: 3 → 4.
Reload duration: 2.5 → 1.8 seconds.
Sway multiplier: 1 → 0.8.
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
Reward deliberate placement with distinct anti-materiel, railgun, autocannon and speargun handling and payloads.
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.
AC-8 Autocannon
Why the change?
APHET felt weak while Flak already performed well. Increase APHET's direct standard and durable damage and its direct/blast stagger, with a small extreme-angle penetration floor, while leaving the Flak chain and general weapon characteristics unchanged. High Command corrects the shell that failed its field review; the proven Flak load keeps its orders.
CURRENT RELEASE — 9.5 — AC-8 Autocannon
APHET DIRECT PROJECTILE
Standard / durable damage: 325 / 260 → 425 / 350
AP direct / slight / large / extreme: 4 / 4 / 4 / 0 → 4 / 4 / 4 / 1
Stagger: 30 → 45
Unchanged — push 20; demolition 30; mass 120 g; velocity 820 m/s; drag 30%; gravity 100%; penetration slowdown 55%.
APHET EXPLOSION
Stagger: 40 → 50
Unchanged — standard / durable damage 150 / 150; inner / outer / shockwave AP 3 / 2 / 3; radii 2 / 4 / 5.5 m; push 40; demolition 30.
GENERAL WEAPON — RETAIN STOCK
190 RPM; capacity 10 rounds; backpack 50 rounds; supply refill 25 rounds; ammo-box refill 10 rounds.
Ergonomics 17; sway 1.0; horizontal / vertical spread 2 / 2; recoil 188, horizontal 101, vertical 275; large firing noise.
Semi / Auto; APHET / Flak selection; stationary reload. Reload timing remains stock.
FLAK — ENTIRE CHAIN STOCK
Retain proximity detonation, 30 shrapnel fragments, 7 m outer blast, all Flak projectile / explosion / shrapnel damage and AP, and every other Flak field. The AP1 floor above applies to APHET only; do not extend it into the stock Flak chain.
Role boundary: excellent durable-target damage and Flak versatility, limited by handling, a 10-round weapon and stationary reload. Super-heavy targets remain an inefficient use rather than its specialty.
APW-1 Anti-Materiel Rifle
Why the change?
The AMR is a precision support weapon that should reward hitting the right part without forcing every engagement through the scope. GRASS's damage, penetration, stagger, sway and magazine targets strengthen that role, and the third-person reticle makes close pressure more manageable. Accord's lower firing rate reinforces deliberate shots. The larger magazine is balanced by fewer spare magazines and a lower overall carried round count. Super Earth asks for accuracy, not a receipt for every cartridge.
Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.
Changed stats
| Changed stat | Vanilla | 9.5 |
|---|---|---|
| Damage / durable | 450 / 225 | 500 / 250 |
| Extreme-angle AP | 0 | 3 |
| Fire rate | 400 RPM | 300 RPM |
| Stagger | 25 | 35 |
| Push force | 25 | 60 |
| Sway | 1 | 0.8 |
| Magazine capacity | 7 | 10 |
| Spare magazines | 8 | 4 |
| Third-person reticle | Off | On |
Full reference-target breakpoint and TTK comparison — 10 m
10 m, ideal cyclic cadence. Retains the later 300-RPM choice; the recovered addition is the third-person reticle.
| Target part | Vanilla | 9.5 |
|---|---|---|
| Terminids | ||
| Scavenger / Pouncer / Bile Spitter body | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Shrieker body | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Shrieker wing | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Hunter body (D4+) | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Hunter head | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Warrior body (D4+) | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Brood Commander body | 3 shots • 0.30 s | 3 shots • 0.40 s |
| Brood Commander head + death delay | 1 shot • 4.00 s | 1 shot • 4.00 s |
| Alpha Commander body | 4 shots • 0.45 s | 4 shots • 0.60 s |
| Alpha Commander head + death delay | 1 shot • 3.00 s | 1 shot • 3.00 s |
| Hive Guard exposed body | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Hive Guard head + death delay | 1 shot • 2.67 s | 1 shot • 2.67 s |
| Stalker body | 3 shots • 0.30 s | 3 shots • 0.40 s |
| Stalker head | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Nursing Spewer head | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Nursing / Bile / Rupture Spewer abdomen | 4 shots • 0.45 s | 4 shots • 0.60 s |
| Bile / Rupture Spewer armored head | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Charger / Behemoth stripped leg | 3 shots • 0.30 s | 3 shots • 0.40 s |
| Charger abdomen + bleedout | 4 shots • 7.95 s | 4 shots • 8.10 s |
| Spore Charger abdomen + bleedout | 5 shots • 8.10 s | 4 shots • 8.10 s |
| Impaler exposed face | 5 shots • 0.60 s | 5 shots • 0.80 s |
| Impaler stripped leg | 4 shots • 0.45 s | 4 shots • 0.60 s |
| Bile Titan exposed underside | 15 shots • 7.80 s | 14 shots • 5.40 s |
| Automatons | ||
| Basic bot infantry torso | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Marauder torso | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Basic bot infantry / Marauder head | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Devastator / Berserker head | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Devastator / Berserker stomach | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Devastator chest | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Berserker chest | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Scout Strider exposed pilot | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Scout Strider leg | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Scout Strider waist / turret system | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Reinforced Scout Strider leg | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Reinforced Scout Strider waist | 1 shot • 0.00 s | 1 shot • 0.00 s |
| War Strider hip joint | 3 shots • 0.30 s | 3 shots • 0.40 s |
| Factory Strider belly / exposed circuits | 11 shots • 4.35 s | 10 shots • 1.80 s |
| Hulk rear vent + bleedout | 3 shots • 13.30 s | 3 shots • 13.40 s |
| Tank / cannon turret rear vent | 4 shots • 0.45 s | 4 shots • 0.60 s |
| Gunship front engine | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Gunship rear engine | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Illuminate | ||
| Voteless light body (complete finish) | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Voteless medium body (complete finish) | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Voteless heavy body (complete finish) | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Voteless head (all three sizes) | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Wretch body | 2 shots • 0.15 s | 1 shot • 0.00 s |
| Obtruder body | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Watcher body | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Overseer exposed torso | 2 shots • 0.15 s | 2 shots • 0.20 s |
| Overseer head | 1 shot • 0.00 s | 1 shot • 0.00 s |
| Harvester exposed internals | 3 shots • 0.30 s | 3 shots • 0.40 s |
| Harvester hip joint | 4 shots • 0.45 s | 4 shots • 0.60 s |
| Harvester exposed leg internals | 3 shots • 0.30 s | 3 shots • 0.40 s |
Retained 9.5 settings: 500/250 damage, 300 RPM, ten-round magazine, four spares, push 60, stagger 35, sway 0.8 and extreme-angle AP3.
RS-422 Railgun
Why the change?
High Command restores the Railgun’s armor-piercing authority after an unjust requisition cut. GRASS describes AP10 as redress for a nerf he attributes to a glitch, rather than a performance-driven damage upgrade. Greater demolition and stagger reinforce the impact, while reduced sway steadies the shot. Damage and charging behavior remain unchanged. The Ministry returns your authority.
Balance credit: GRASS’s written proposal.
Armor penetration at direct impact: 5 → 10
Armor penetration at large angle: 5 → 7
Armor penetration at slight angle: 5 → 9
Demolition force: 10 → 20
Stagger force: 35 → 40
Sway multiplier: 1 → 0.8
S-11 Speargun
Why the change?
The author found the Speargun lacked a purpose beside the AMR and Railgun and felt like the weaker choice. This pass targets its pain points: quicker reloads, steadier aiming, improved handling and deeper ammunition reserves make it a more practical alternative while retaining its existing damage, penetration and payload. High Command has answered the field complaints; return this specialist to active duty.
Balance credit: GRASS proposals + Accord adjustments.
9.5 — handling and ammunition endurance
Ergonomics: 35 → 45. Starting and maximum spare spears: 12 → 16. Supply refill: 6 → 8; derived ammo-box refill: 3 → 4.
Reload duration: 2.5 → 1.8 seconds.
Sway multiplier: 1 → 0.8.
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.