Arsenal Accord - Community Patch Throwables 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Throwables akl_mod_preview_image
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  • g_13_incendiary_impact.png
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  • g_16_impact.png
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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.

grenades-title.png


Goal
Give specialist throwables a useful place in the loadout through resupply, carrying capacity, effect coverage and focused payload changes.

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.

G-10 Incendiary

g_10_incendiary-large-final.png


Why the change?
Fire grenades earn their slot by denying approaches over time. Better supply recovery lets a squad use them to shape repeated engagements instead of saving every grenade for a theoretical emergency.

Throwables per supply pickup: 3 → 5

G-109 Urchin

g_109_urchin-large-final.png


Why the change?
Urchin becomes a more substantial area-control commitment: wider reach and much stronger status application are balanced by carrying fewer devices. Place the field where it can disrupt an advance rather than treating it like an ordinary frag.

Maximum carried throwables: 5 → 4

Throwables per supply pickup: 3 → 4

Explosion

Explosion outer radius in metres: 4 → 8

Status Effect

Status strength: 10 → 75

G-12 High Explosive

g_12_high_explosive-large-final.png


Why the change?
The timed explosive should reward planning a detonation. Much stronger normal and durable blast damage makes that preparation worthwhile, while a smaller carried stock keeps each throw deliberate. Super Earth values punctual demolition.

Explosion durable damage: 800 → 1500

Explosion stagger force: 30 → 40

Explosion standard damage: 800 → 1500

Maximum carried throwables: 5 → 4

Throwables per supply pickup: 3 → 4

G-123 Thermite

g_123_thermite-large-final.png


Why the change?
Thermite remains a specialist demolition tool. Higher demolition force and improved supply recovery support repeated attacks on hard targets without turning its carried inventory into a general-purpose grenade belt.

Explosion demolition force: 30 → 40

Throwables per supply pickup: 2 → 3

G-13 Incendiary Impact

g_13_incendiary_impact-large-final.png


Why the change?
The impact variant trades fuse management for immediate placement. Better replenishment makes that responsive fire-denial role available throughout a mission; the existing warhead is retained.

Throwables per supply pickup: 3 → 5

G-142 Pyrotech

g_142_pyrotech-large-final.png


Why the change?
Pyrotech's existing effect is more useful when it can be deployed regularly. A full six-grenade supply refill encourages using the tool to manage an encounter rather than hoarding it until extraction.

Throwables per supply pickup: 3 → 6

G-16 Impact

g_16_impact-large-final.png


Why the change?
Impact grenades should resolve an immediate threat decisively. Higher blast damage and stagger strengthen that emergency role, while the reduced carried count preserves a reason to choose timed explosives or utility grenades.

Explosion durable damage: 400 → 750

Explosion stagger force: 30 → 40

Explosion standard damage: 400 → 750

Maximum carried throwables: 5 → 4

Throwables per supply pickup: 3 → 4

G-23 Stun

g_23_stun-large-final.png


Why the change?
A stun grenade gives up direct killing power to create an opening for the squad. More carried grenades, full resupply and stronger stun application reward that support choice. The Ministry recommends following every pause with concentrated democracy.

Maximum carried throwables: 5 → 6

Throwables per supply pickup: 3 → 6

Status Effect

Status strength: 25 → 100

G-3 Smoke

g_3_smoke-large-final.png


Why the change?
Smoke should be available often enough to support movement, disengagement and objectives. More carried grenades and complete supply recovery encourage planning around concealment instead of treating smoke as a single-use novelty.

Maximum carried throwables: 5 → 6

Throwables per supply pickup: 3 → 6

G-31 Arc

g_31_arc-large-final.png


Why the change?
Arc retains its electrical-control identity. The modest impact and demolition settings give its blast a defined physical effect, while better resupply supports repeated utility use. These values do not turn it into a conventional damage grenade.

Explosion demolition force: 0 → 20

Explosion durable damage: 0 → 1

Explosion standard damage: 0 → 1

Throwables per supply pickup: 3 → 5

G-4 Gas

g_4_gas-large-final.png


Why the change?
Gas trades immediate explosive damage for disruption over an area. Better supply recovery makes it practical to bring that control role through several fights. Keep the opposition confused while the squad changes position.

Throwables per supply pickup: 2 → 4

G-50 Seeker

g_50_seeker-large-final.png


Why the change?
The guided explosive should deliver a meaningful result when it reaches its target. Stronger blast damage and stagger are balanced by fewer carried drones. Precision delivery still needs a worthwhile payload.

Explosion durable damage: 500 → 750

Explosion stagger force: 30 → 40

Explosion standard damage: 500 → 750

Maximum carried throwables: 5 → 4

Throwables per supply pickup: 3 → 4

G-6 Frag

g_6_frag-large-final.png


Why the change?
Frag stays the plentiful, practical grenade. Better demolition capability and supply recovery favor repeated utility and light-target clearing over the heavier single-blast role of High Explosive.

Explosion demolition force: 20 → 30

Throwables per supply pickup: 4 → 6

G-60 Anti-Tank Seeker

g_60_anti_tank_seeker-large-final.png


Why the change?
The anti-tank drone remains a specialist tool for armored encounters. Recovering three from a supply pickup keeps it available after the first heavy target without increasing the warhead's damage. Super Earth can afford another delivery.

Throwables per supply pickup: 2 → 3

G-7 Pineapple

g_7_pineapple-large-final.png


Why the change?
The first blast should not throw enemies out of the following shrapnel pattern. A smaller main stagger radius and adjusted shrapnel speed are intended to keep more of the follow-up explosions useful against a crowd. The first explosion announces the meeting. The shrapnel takes attendance.

Video reference — GRASS: Buffed Pineapple

Maximum carried throwables: 5 → 3

Bomblet Explosion

Explosion durable damage: 100 → 300

Explosion inner radius in metres: 2.5 → 4

Explosion outer radius in metres: 5 → 6

Explosion stagger radius in metres: 14 → 8

Explosion standard damage: 100 → 300

Bomblets

Projectile speed in metres per second: 25 → 20

Explosion

Explosion stagger radius in metres: 14 → 8

G-8 Immolation

g_8_immolation-large-final.png


Why the change?
Immolation's blast gains a defined medium-penetration value while losing some immediate stagger. That puts more emphasis on its incendiary area role instead of having every effect compete with dedicated impact explosives.

Explosion stagger force: 40 → 20

Explosion

Explosion direct armor penetration: 0 → 3

G-89 Smokescreen

g_89_smokescreen-large-final.png


Why the change?
The larger smoke toolkit should support repeated advances and retreats. Six carried grenades and a full supply refill let a squad use concealment as part of its plan. A tactical withdrawal still counts as moving democracy forward.

Maximum carried throwables: 5 → 6

Throwables per supply pickup: 3 → 6

G/SH-39 Shield

g_sh_39_shield-large-final.png


Why the change?
The Shield Grenade provides a short defensive window for a vulnerable interaction, a recovery or a position under pressure. GRASS's larger field, regeneration rate and stronger supply refill make each deployment more useful. Accord shortens the recharge delays so regeneration has an opportunity to matter during the field's limited lifetime. Its identity is temporary protection that supports movement and teamwork, not permanent cover. Super Earth guarantees a temporary boundary between you and the consequences of enemy opinion.

Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.

Changed stats

Changed statVanilla9.5
Shield radius1.8 m2 m
Shield recharge rate0 HP/s20 HP/s
Normal / broken recharge delay20 / 20 s5 / 5 s
Grenades / supply26

Breakpoint / utility comparison

The 5-second delay is an Accord choice that makes GRASS’s 20 HP/s recovery useful within the unchanged 20-second lifetime. Recovery examples assume missing health and no further hits; recharge pauses reset the clock.

Recovery after last damageVanilla9.5
After 5 s of recharge0 HP100 HP
After 10 s of recharge0 HP200 HP
Maximum ideal recovery after deployment0 HP300 HP before 20 s expiry

TED-63 Dynamite

ted_63_dynamite-large-final.png


Why the change?
Dynamite becomes the smaller-stock, heavier-demolition choice. Higher standard and durable damage with more stagger reward committing a throw, while three carried charges prevent it from also becoming the plentiful option.

Explosion durable damage: 1000 → 1500

Explosion stagger force: 40 → 50

Explosion standard damage: 1000 → 1500

Maximum carried throwables: 4 → 3

Throwables per supply pickup: 2 → 3

TM-1 Lure Mine

tm_1_lure_mine-large-final.png


Why the change?
The Lure Mine should reward placing a trap where it helps the squad, rather than forcing a dangerously short horizontal throw. GRASS calls for greater throw reach or the return of the overhand throw, alongside stronger stagger and better supply recovery. Accord expresses the reach goal as an eight-meter launch-distance setting. The intended result is more room to prepare a trap while maintaining useful separation. Invite the enemy to a carefully selected location; Super Earth will handle the welcome.

Balance credit: GRASS + Arsenal Accord. Supported by the current HD2Runtime. Source: GRASS proposal.

Changed stats

Changed statVanilla9.5
Maximum launch-distance setting4 m8 m
Explosion stagger3040
Mines / supply24

Breakpoint / utility comparison

8 m is the Accord target selected to implement GRASS’s longer-throw request. It is the launch-curve distance setting, not a guaranteed measured landing distance; movement and trajectory still affect the throw.

Placement comparisonVanilla9.5
Maximum launch-distance setting4 m8 m
Setting increase—2×
Supply refill2 mines4 mines

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.
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mfrost96
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9.5
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