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JAR-5 Dominator - Rechambered v4.0.0 & v4.1.0

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

UPDATE 23 OCT 26:​

Post-EAC rebuild. The loader is gone. This is a manual file swap.​


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.

Additionally, all JAR-5 Dominator's have been been modified by armorers and are now proper select fires (semi, burst, full automatic).

Managed Democracy demands overwhelming firepower. This conversion ensures it.

— Ministry of Defense, Office of Armaments



Post-EAC stat plan json format. This is no longer a dl_bin swap mod so it doesn't require any merging with other dl_bin swap mods.

Source and instructions: https://github.com/Cavadus/dominator-rechamber

WHAT IT DOES
Rechambers the JAR-5 Dominator to the P/40-K Bolt Pistol's explosive warhead. Two ballistic profiles. Optional firing sound. The impact graphic is the pistol's, confirmed in mission on 23 Oct 2026. The magazine in the gun stays 15 rounds.

REGULAR
  • Speed: 380 m/s, up from 180.
  • Range: 532 m. The rocket motor burns out and the round despawns.
  • Arming distance: 12 m.
  • Recoil: about 1.2x stock.
  • Spare magazines: 6.
  • Blast: the bolt pistol's. Full damage inside 1 m, falls off through 6 m, nothing at 7 m.

REALISTIC
  • Speed: 450 m/s. The game stores one speed, so this is the speed after the motor finishes, not the crawl at the muzzle.
  • Range: 360 m.
  • Arming distance: 15 m.
  • Recoil: 0.60x stock. Most of the push happens after the round has left.
  • Spare magazines: 4. Fifteen rounds are still in the gun.
  • Spread: +1 on both cones.
  • Blast: a private copy. Full damage inside 1 m, nothing past 2 m. The bolt pistol keeps its own wider blast.
INSTALL
  • The dl_bin file swap versions will load into any mod manager. They will conflict with any other dl_bin swap mods and you will need a mod merger to reconcile.
  • The statplan versions are compatible with Ordnance and require only Ordnance.

FIRING SOUND
Pick one, or leave it stock. Darktide, Space Marine II, Boltgun, or Necromunda. The stat swap and the sound are independent. Install a profile, then a sound, or use the sound alone.

KNOWN ISSUES
  • The armory still shows the stock Medium text. The Heavy / Explosive tags are not on the card.
  • There is no full-auto, and no SAFE/UNSAFE wheel. Those belonged to the old loader build. They are not in this one.
  • The Space Marine 2 audio file is 3 dB too loud.
IF YOU GIVE A crap
54 MB
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Uploaded by
Cavadus
Downloads
3,500
Comments
142
Views
26,201
First release
Last update
Platform
PC 
Version
v4.0.0 & v4.1.0
Rating
5.00 star(s) 7 ratings

Uploaded by

  • 3,500
  • 26,201

Ratings

5.00 star(s) 7 ratings

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Latest updates

  1. New File Format

    Changelog v4.1.0 Mod has been updated to newer stat-plan json format and off of dl_bin swap...
  2. Files Added

    Since there are some newer mod managers out there capable of writing the .dl_bin file I have...
  3. v4.0.0

    Changelog v4.0.0 The loader is gone. This is a manual file swap. No Arsenal, no mod manager. The...

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Cavadus

Modder
Modder
Members
Sep 15, 2026
57
29
v3.4.14 Changelog

Fixed

  • The armory and first-life values were late. The magazine, trait, and recoil tables sit in memory before the entry that identifies the Dominator. A bug in the code that connects them — a function had been declared twice, so the call did nothing — meant those tables waited for a second, much later search. The visible result: a stock first life (6 spare magazines, no SAFE/UNSAFE wheel, no full auto) and an armory card that stayed vanilla until a respawn or a card reopen. Fixed. All values now land on the first life and the armory card is correct the first time it opens, in both Regular and Realistic.
  • Realistic UNSAFE kept the full pistol blast. If the UNSAFE round was built before the 1 m / 2 m blast copy existed, it stayed on the pistol blast. UNSAFE now always fires the tight 1 m / 2 m blast.
Improved
  • Faster, more reliable startup. The mod now walks the game's table headers directly — the same method SHODAN's Stat Editor uses — instead of byte-scanning hundreds of megabytes, so the patch lands within moments of loading.
  • Better logs. Every log line carries a frame number, and internal errors are now reported instead of silently ignored, so problems are easier to pin down.
Known Issues
  • The Space Marine 2 bolter sound effect is 3 dB too loud.
 
Last edited:

Cavadus

Modder
Modder
Members
Sep 15, 2026
57
29
UPDATE for v2.8:

If you're using the Shodan editor my mod will no longer fight it for projectile speed and flight time; this mod will defer to whatever values you have set in Shodan. This should fix the issues noted by recent posters.
 

Cavadus

Modder
Modder
Members
Sep 15, 2026
57
29
Alright, forget hot keys, forget extra HUD ****. We've got it all sorted now with v3.0:

v3.0 Changelog

New

  • Autocannon-style programmable ammo wheel on the JAR-5 Dominator: SAFE (12 m arming) is the default round, UNSAFE (0.1 m) is the alternate — selectable in the weapon wheel, same as the Autocannon's ammo swap.
  • The wheel shows each round with its own icon and label: Safe (APHE-T icon) and Unsafe (HE icon), using the game's native localization strings.
Removed
  • Bottom-left HUD arming badge (redundant — the wheel shows the mode now).
  • Mod Bindings Menu arming hotkey (redundant for the same reason).
  • arming= config override and arming persistence.
Optimized
  • Ammo-apply no longer re-scans the full projectile table every cycle; the spare round's address is cached and re-validated with a single read.
 

EnokX

Members
Members
Oct 5, 2026
1
0
yo why are my bile titans spitting bolt rounds:WaitWhat:
 

kpnoona

Members
Members
Apr 28, 2026
58
22
I don't think 3-rounds burst is that viable. I suggest changing it to 2-rounds burst for a more controllable burst or full auto with a high firing rate (800 to 1000), to mag-dump heavies.
 

GrimJack56

Members
Members
Sep 24, 2026
1
0
yo why are my bile titans spitting bolt rounds:WaitWhat:
I'm also experiencing Bile titans spitting bolt rounds lmao. Was super confused why regular titans started to ragdoll and instakill me with their spit
 

HvN

Members
Members
Oct 3, 2026
5
0
bile titan shooting bolt rounds is funny af. but plz fix kek
 

Cavadus

Modder
Modder
Members
Sep 15, 2026
57
29
v3.1 Changelog

Restored the SAFE/UNSAFE programmable-ammo wheel — safely this time.


The wheel is back, but the alternate round is no longer a cloned "spare" record. It now points directly at the P/40-K's own projectile — the exact round this rechamber copies its warhead from — so nothing is cloned or overwritten.
  • SAFE (default): the rechambered round — 380 m/s, 12 m arming.
  • UNSAFE (alternate): the P/40-K's stock round — 0.1 m arming, same explosive warhead.
  • Wheel shows Safe / Unsafe with native labels and HE/APHE-T icons.
Fixed a critical bug: Bile Titans were spitting rechambered bolt rounds. v3.0's wheel cloned the bolt round into a projectile record it believed was unused, but the "looks dormant" check (no name, no speed) also matched the Bile Titan's spit — so it overwrote the titan's acid with the Dominator's explosive round. Enemy projectiles are referenced by enemy attacks, not by the player weapon tables, so that heuristic is gone entirely. The alternate round is now a real, already-referenced projectile, and the mod never writes to any record outside the Dominator's own.

Sound note: the audible change from the rechamber is the explosion the round now points at, not the surface-impact thud — that thud is unchanged (both rounds already share the same impact type).
 

Cavadus

Modder
Modder
Members
Sep 15, 2026
57
29

DeusNoirEx

Members
Members
Sep 12, 2026
28
13
Tyrannids evolved so well they evolved into Helldivers 2 through the only way they knew to enter it: a copy of one of the main weapons used in the franchise and the bug horde faction.