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JAR-5 Dominator - Rechambered v2.7

A Mod for Helldivers 2
JAR-5 Dominator - Rechambered akl_mod_preview_image

JAR-5 Dominator: Rechambered​


Ministry of Defense — Procurement Notice

The Ministry of Defense has authorized a field conversion for the venerable JAR-5 Dominator, reconditioning the rifle's chamber to accept the explosive gyrojet cartridges originally developed for the P/40-K sidearm program. Helldivers wielding the Dominator have long prized its stopping power against armored threats but field reports consistently noted the rifle's 15×100mm ammunition lacked the terminal effect required to breach the heaviy enemy armor now encountered across the galaxy.

This conversion corrects that deficiency — and then some. The Rechambered Dominator fires the same rocket-propelled, high-explosive warhead as the P/40-K, loaded behind a hotter and larger gyrojet rocket which drives the round to 380 m/s — more than double the stock round's 180. Heavy armor penetration and explosive fragmentation on impact now with the veloctity and maximum range of a rifle.

Managed Democracy demands overwhelming firepower. This conversion ensures it.

— Ministry of Defense, Office of Armaments



What this mod does: Rechambers the JAR-5 Dominator to fire the P/40-K Bolt Pistol's explosive, heavy armor-penetrating warhead on a hotter gyrojet load:
  • Damage: 500 (the Bolt Pistol's 325 impact + 175 explosive)
  • Traits: Heavy Armor Penetrating · Explosive
  • Speed: 380 m/s, up from 180 — a flatter, faster shot
  • Range: 532 m cap (the stock round simply flew until it hit something; this one now despawns at 532m simulating the rocket motor running out of fuel)
  • Arming distance: 12m OR 0.1m if set to unsafe mode — in normal mode when inside 12 meters the round hits without detonating so the blast doesn't catch you at point-blank range.
    • Toggle on and off in the keybindings by setting a key via Bingus Vanilla Megapack's Mod Bindings Menu
    • Persistent state to safe/unsafe arming distance mode
    • HUD element reflecting safe/unsafe arming distance state
  • Recoil: ~1.2× stock (new gyrojet propellant)
  • Magazine: stock 15 rounds, unchanged
  • Sound: optional WH40k: Space Marine 2 Heavy Bolt Rifle sound effect
This is a field-selective memory patch (via Bingus Shared Loader), not a whole-record copy. The older "Bolt Pistol Round" version copied the pistol's entire projectile record, which dragged in the pistol's limited range. This version copies the warhead fields (damage type + explosion) and impact visuals onto the Dominator's record, then applies the gyrojet profile to speed, flight time, arming distance and recoil — keeping the Dominator's own mass, drag and gravity.

Mod Bindings Menu dependency (for the arming toggle)
The arming-distance hotkey is the only thing that depends on Mod Bindings Menu. Everything else — warhead, speed, range, and recoil works with just Bingus Shared Loader.

What it is: Mod Bindings Menu (by CowboyBingus) adds a native MODS tab to the game's Options → Keybindings screen, next to General/Combat/Communication. Mods register hotkeys there so you set them through the game's own menu instead of editing config files.

How to set it up:
  1. Install/enable Mod Bindings Menu, deploy, restart the game.
  2. Go to Options → Keybindings → MODS tab.
  3. Find "Toggle arming distance" under the "Dominator Rechambered" section.
  4. Assign any key (keyboard, mouse, or controller all work).
  5. In-game, press it to flip arming between 12 meters (safe — the default) and 0.1 meters (live — the round detonates on contact, so watch your spacing).
  6. The binding starts unbound, so if the MODS tab shows the entry with no key, that's expected — just assign one.
If you don't care about the hotkey: you can skip Mod Bindings Menu entirely. The mod defaults to 12 meters arming and works fine; you just won't have the live toggle.

Requires:
  1. Bingus Vanilla Plus Megapack (Mod Bindings Menu)
    1. Ayaka
    2. Nexusmods
  2. Bingus Shared Loader
    1. Ayaka
    2. Nexusmods
Known issue: The armory still lists the Dominator's stock traits (Medium Armor Penetrating, no Explosive). This is display-only. In combat, the rounds are Heavy Armor Penetrating and Explosive with 500 damage.
5.3 MB
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Uploaded by
Cavadus
Downloads
1,861
Comments
37
Views
8,580
First release
Last update
Platform
PC 
Version
v2.7
Total Size
5.3 MB
Rating
5.00 star(s) 3 ratings

Uploaded by

  • 1,861
  • 8,580

Ratings

5.00 star(s) 3 ratings

Latest updates

  1. Persistent State & HUD Element

    v2.7 Changelog New Added persistent state to safe/unsafe arming distance mode Added HUD...
  2. New Sound Effect

    v2.6 Changelog New Added optional WH40k: Space Marine 2 Heavy Bolt Rifle sound effect
  3. Whoops

    v2.5 Changelog removed extraneous burst fire mode (rifle has it stock, I am smart)

Cavadus

Members
Members
Sep 15, 2026
13
9
Can you make the arming distance an optional on or off toggle? Half my shots are just bouncing off hunters and pouncers lmao.

8/10 mod ratio'd by bug named Hunter

CONTEXT: anti ragdoll mod cancels the ragdoll from bolt pistol + explosive heavy armor xd

Possibly. I was experimenting yesterday with trying to get an absurdly high RoF full auto mode for it but this gun, and this gun alone, has a completely unique semi-auto function to it and all I've gotten working so far is a really funky 3-round burst mode that fires 3-rounds while the trigger is held down, then it stops, but you can like burst fire the burst fire and it just resets back to 3-rounds every time which is weird AF. For instance, you hold down the trigger to fire 2-rounds, then let go, then you can hold down the trigger immediately again to fire another-up-to-3-round burst. It's super odd.

But I'll looking into making it a toggle. If nothing else I can double check the outer explosion radius and reduce the arming distance to something around that so it's the absolute minimal arming distance but in the spirit of the weapon this thing is just isn't meant to be a CQC weapon and I'm trying to maintain at least a modicum of balance and in-universe verisimilitude.
 

jimhero888

Members
Members
Sep 22, 2026
5
2
Possibly. I was experimenting yesterday with trying to get an absurdly high RoF full auto mode for it but this gun, and this gun alone, has a completely unique semi-auto function to it and all I've gotten working so far is a really funky 3-round burst mode that fires 3-rounds while the trigger is held down, then it stops, but you can like burst fire the burst fire and it just resets back to 3-rounds every time which is weird AF. For instance, you hold down the trigger to fire 2-rounds, then let go, then you can hold down the trigger immediately again to fire another-up-to-3-round burst. It's super odd.

But I'll looking into making it a toggle. If nothing else I can double check the outer explosion radius and reduce the arming distance to something around that so it's the absolute minimal arming distance but in the spirit of the weapon this thing is just isn't meant to be a CQC weapon and I'm trying to maintain at least a modicum of balance and in-universe verisimilitude.
ahhh the full auto burst. its been a standard in the game since launch way back during the fire breaker meta lol. any gun with burst functions like that even the newly released knight liberator abomination.

but yeah arming distance is just so troll - literally only reason why i dont use grenade launcher even during cyberstan when it was peak with ap4 buffs and you can run shield generator pack, warp pack, or new anti knockdown armor and ignore the knockback.

coming from like 2000+ hours of eruptor gaming btw u can check my steam profile https://steamcommunity.com/profiles/76561198171897105/
 

Cavadus

Members
Members
Sep 15, 2026
13
9
ahhh the full auto burst. its been a standard in the game since launch way back during the fire breaker meta lol. any gun with burst functions like that even the newly released knight liberator abomination.

but yeah arming distance is just so troll - literally only reason why i dont use grenade launcher even during cyberstan when it was peak with ap4 buffs and you can run shield generator pack, warp pack, or new anti knockdown armor and ignore the knockback.

coming from like 2000+ hours of eruptor gaming btw u can check my steam profile https://steamcommunity.com/profiles/76561198171897105/
Alright, my friend. I added the burst and you can now toggle the safe arming distance on and off. Don't blow yourself up! :D
 

fartguy

Members
Members
Sep 30, 2026
3
0
not sure if i am the only one. but i am getting an error everytime i try to load this into the mod manager
 

meppycola

Members
Members
Sep 17, 2026
4
2
is there a way i can just remove the arming range toggle? im basically pressing the button to turn it off every mission start as it is
 

NocturnalRegent

Members
Members
Oct 1, 2026
1
0
How do I intall the mod? I'm using HD2 Mod Manager and it doesn't let me install it cuz of some "Invalid Directory name" thing