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JAR-5 Dominator - Rechambered v3.3.5

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.

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



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. Pick Regular or Realistic in the mod options.

Shared, either option:
  • Damage: 500 (the Bolt Pistol's 325 impact + 175 explosive)
  • Traits: Heavy Armor Penetrating · Explosive
  • Toggle SAFE/UNSAFE on the weapon wheel. UNSAFE arms at 0.1 m. Inside the SAFE arming distance the round hits without detonating, so the blast does not catch you at point-blank range.
  • Fully Automatic: a third firing mode, full auto
  • Magazine in the gun: stock 15 rounds, unchanged
  • Sound: Boltgun, Darktide, Necromunda, or Space Marine 2. Turn the sound option off for the stock report.
  • Shodan Editor: now fully compatible. This mod will no longer battle Shodan over flight speed and time.
  • 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 (100 g), drag and gravity.
Regular (the v3.3.5 load):
  • Speed: 380 m/s, up from 180. A flatter, faster shot.
  • Range: 532 m cap. The stock round flew until it hit something. This one despawns at 532 m, the rocket motor running out of fuel.
  • Arming distance: 12 m, or 0.1 m on UNSAFE
  • Recoil: ~1.2× stock (new gyrojet propellant)
  • Spare magazines: 6
  • Spread: unchanged
  • Blast: the bolt pistol's. Full damage inside 1 m, falls off by 3.5 m, still hurts at 6 m, nothing at 7 m.
  • If Shodan overwrites the numbers, set them back to: Flight Speed 380 m/s, Flight Time 532 m, Recoil 1.2×
Realistic:
  • Speed: 450 m/s at burnout. The game only stores one speed, so this is the speed after the motor finishes, not the slow crawl at the muzzle.
  • Range: 360 m cap
  • Arming distance: 15 m, or 0.1 m on UNSAFE
  • Recoil: 0.60× stock. Most of the push happens after the round has left.
  • Spare magazines: 4 (15 still in the gun)
  • Spread: +1 on both cones
  • Mass stays 100 g. A 178 g 15×100 mm round would be a solid slug with no room for propellant.
  • Blast: a private copy. Full damage inside 1 m, nothing past 2 m. The bolt pistol keeps its own wider blast.
If Shodan overwrites the numbers, set them back to: Flight Speed 450 m/s, Flight Time 360 m, Recoil 0.60×
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.

Requires:
  1. Bingus Shared Loader
    1. Ayaka
    2. Nexusmods
10.2 MB
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Uploaded by
Cavadus
Downloads
2,745
Comments
97
Views
16,074
First release
Last update
Platform
PC 
Version
v3.3.5
Total Size
10.2 MB
Rating
5.00 star(s) 3 ratings

Uploaded by

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5.00 star(s) 3 ratings

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Latest updates

  1. Normal vs Realistic

    v3.4.0 Changelog New Realistic Mode: Speed: 450 m/s at burnout. The game only stores one...
  2. Build Resilience

    v3.3.5 Changelog Changed Weapon-wheel lookups no longer trust a hardcoded entity hash. The...
  3. Select Fire Addition & Additional Sound Effects

    v3.3 Changelog New Added third firing mode: full auto Added three new sound effects which can...

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Cavadus

Members
Members
Sep 15, 2026
33
17
v3.4.0 Changelog

New
Realistic Mode:

  • Speed: 450 m/s at burnout. The game only stores one speed, so this is the speed after the motor finishes, not the slow crawl at the muzzle.
  • Range: 360 m cap
  • Arming: 15 m, or 0.1 m on UNSAFE
  • Recoil: 0.60× stock. Most of the push happens after the round has left.
  • Spread: +1 on both cones
  • Spare magazines: 4 (15 still in the gun, 75 rounds total)
  • Mass: 100 g. A 178 g 15×100 mm round would be a solid slug with no room for propellant.
  • Blast: a private copy. Full damage inside 1 m, nothing past 2 m. The bolt pistol keeps its own wider blast.
  • Shodan restore: speed 450 m/s, range 360 m, recoil 0.60×
 

Cavadus

Members
Members
Sep 15, 2026
33
17
Could you restore that ability to use safe/unsafe rounds? for some reason it doesn't work and its only safe rounds
How can i change my bullet from safe to unsafe mode. And how can i change it to full auto?

When I hold R, i just see Semi and Burst option.
Y'all got some other mod conflicting with this one, unfortunately. In the various weapons tables there are empty rows that this mod uses to build projectiles and functionality. If another mod has priority over this one AND it also writes to those sames rows it will overwrite this mod's functionality.

Until Ironsight's script extender is released and we can actually create new rows in tables all mods which do similar things will potentially fight over these same few empty rows.

EDIT: I just uploaded v3.3.5 and there's a slight change it may resolve issues. Unlikely but worth a shot and something that was worth doing anyways to harden the mod a bit.
 
Last edited:

Cavadus

Members
Members
Sep 15, 2026
33
17
I like the idea of it using the same bolt rounds as the Bolt Pistol, but after using it in a few D10 missions it feels quite overpowered; the Bolt Pistol is at least balanced out via its poor ammo economy of 30 total rounds (4 spare 6-round mags + 1 mag loaded), but the Dominator keeping its 105 total rounds of AP 4 exploding gyrojets makes it trivialize a majority of enemies and hordes.

If I may make a couple of suggestions for rebalance while still keeping the AP 4 and explosive properties:
-Either lower its total ammo economy to maybe 45 or 60 rounds (still 15-round magazines, but a lower total magazine count) so that it feels more like an Eruptor side grade that exchanges outpost destruction versatility for slightly more ammo.
-Or rework the Dominator's original damage value of 275 ballistic (and 90 durable) so that it's split between ballistic and explosive damage like the Bolt Pistol's round. My damage suggestion would be 175 ballistic (with 57 or 58 durable, numbers achieved by copying the vanilla durable damage of 90 being ~33% of 275), and 100 explosive (with 100 full durable damage too since it's explosive).

But either way, thank you for your work

I've had that thought about the ammo economy as well but, and it's probably a silly metric to focus on, but it just so happens to turn out that both the P/40-K and JAR-5 use the same caliber cartridge of 15mm but the JAR-5s is already 15x100mm whereas the P/40-K's is 15xSomething.

P/40-K's mass is 100g and when I did my calculations for travel time and velocity of the 15x100mm gyrojet it came out to that 532 meters and 380 meters/second in a 15x100mm cartridge.

But the whack thing is that the Dominator's OG cartridge and mine are the same dimensions and I more or less based my performance characteristics loosely on the actual gyrojet pistol.

I don't necessarily disagree that 4 spare mags plus one in the gun is out of the picture and I've also toyed with reducing it's accuracy to better reflect the realities of gyrojet cartridges. Obviously I increased the recoil a bit at an attempt to give a little tradeoff but recoil is kind of a moot point on semi-autos.

Maybe I'll fork this off into normal and realistic versions. I do get where you're coming from.
 

Cavadus

Members
Members
Sep 15, 2026
33
17
v3.3.5 Changelog

Changed

  • Weapon-wheel lookups no longer trust a hardcoded entity hash. The wheel (programmable ammo / fire modes), recoil, and armory-trait writes all located the Dominator's WeaponData / ProjectileWeapon / LoadoutEntry records by the hardcoded 0x80F1A156D9FA1E36. A game update that reshuffles entity IDs would change that hash and silently disable every wheel feature while the core rechamber (matched by projectile type + content) kept working.
  • The Dominator's ProjectileWeapon record is now found by its content-stable projectile type (177), and the entity hash is derived back out of the table's own bucket at runtime. WeaponData and LoadoutEntry resolution wait for that derived hash (deferred until available), so build-to-build entity-ID drift no longer affects the wheel. The old hash remains only as a diagnostic seed; if it ever differs, the log prints an entity hash drift notice.
 
Last edited:

Cavadus

Members
Members
Sep 15, 2026
33
17
v3.4.0 Changelog

New
Realistic Mode:

  • Speed: 450 m/s at burnout. The game only stores one speed, so this is the speed after the motor finishes, not the slow crawl at the muzzle.
  • Range: 360 m cap
  • Arming: 15 m, or 0.1 m on UNSAFE
  • Recoil: 0.60× stock. Most of the push happens after the round has left.
  • Spread: +1 on both cones
  • Spare magazines: 4 (15 still in the gun, 75 rounds total)
  • Mass: 100 g. A 178 g 15×100 mm round would be a solid slug with no room for propellant.
  • Blast: a private copy. Full damage inside 1 m, nothing past 2 m. The bolt pistol keeps its own wider blast.
  • Shodan restore: speed 450 m/s, range 360 m, recoil 0.60×
 

Cavadus

Members
Members
Sep 15, 2026
33
17
I like the idea of it using the same bolt rounds as the Bolt Pistol, but after using it in a few D10 missions it feels quite overpowered; the Bolt Pistol is at least balanced out via its poor ammo economy of 30 total rounds (4 spare 6-round mags + 1 mag loaded), but the Dominator keeping its 105 total rounds of AP 4 exploding gyrojets makes it trivialize a majority of enemies and hordes.

If I may make a couple of suggestions for rebalance while still keeping the AP 4 and explosive properties:
-Either lower its total ammo economy to maybe 45 or 60 rounds (still 15-round magazines, but a lower total magazine count) so that it feels more like an Eruptor side grade that exchanges outpost destruction versatility for slightly more ammo.
-Or rework the Dominator's original damage value of 275 ballistic (and 90 durable) so that it's split between ballistic and explosive damage like the Bolt Pistol's round. My damage suggestion would be 175 ballistic (with 57 or 58 durable, numbers achieved by copying the vanilla durable damage of 90 being ~33% of 275), and 100 explosive (with 100 full durable damage too since it's explosive).

But either way, thank you for your work

A'ight, you inspired me to make the most autistically accurate JAR-5 version I could.

Realistic Mode:
  • Speed: 450 m/s at burnout. The game only stores one speed, so this is the speed after the motor finishes, not the slow crawl at the muzzle.
  • Range: 360 m cap
  • Arming: 15 m, or 0.1 m on UNSAFE
  • Recoil: 0.60× stock. Most of the push happens after the round has left.
  • Spread: +1 on both cones
  • Spare magazines: 4 (15 still in the gun, 75 rounds total)
  • Mass: 100 g
  • Blast: Full damage inside 1 m, nothing past 2 m
  • Shodan restore: speed 450 m/s, range 360 m, recoil 0.60×
 

Kiithnaras

Members
Members
Sep 27, 2026
8
0
Regrettably, this mod doesn't work at all with BYOG now, before or after in load order. Other weapon/strat mods still alter their chosen items, at least after in load order, so it's possible, but I'm no expert on how.
 

DeusNoirEx

Members
Members
Sep 12, 2026
11
4
Do you have any other mods that touch it? I'm curious if it's just my combo (BYOG)
Yeah around 75 other mods. But the only ones that could've conceivably ticked this one off are SHODAN and the other JAR 5 buff mods.
The other buff mod is off and SHODAN doesn't enforce values.
I have no clue what BYOG is.

If it helps the author cross-reference: another mod that gives several laster weapons a Trident beam instead of a projectile is also broken.
But I know it goes deeper than projectile IDs being broken because the full-auto feature of this mod also stopped working.
It doesn't even appear in my Mod Watchdog when it used to do so consistently; it's like it doesn't even turn on.
 

oodoom0

Members
Members
Sep 23, 2026
7
1
Do you have any other mods that touch it? I'm curious if it's just my combo (BYOG)
V.3.4.0
The Lua script has too many local variables, causing the mod to fail to load. Just use other versions of the mod for now.