JAR-5 Dominator - Rechambered v3.4.14

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

UPDATE 22 OCT 26: CURRENTLY RE-DEVELOPING THE MOD; IT'S WORKING IN TESTING. EXPECT A NEW RELEASE SOON.​




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:
  • 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
Known Issues
  • The Space Marine 2 bolter sound effect is 3 dB too loud.
9.7 MB
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Uploaded by
Cavadus
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Comments
127
Views
21,851
First release
Last update
Platform
PC 
Version
v3.4.14
Total Size
9.7 MB
Rating
5.00 star(s) 6 ratings

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5.00 star(s) 6 ratings

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Latest updates

  1. Dominator: Rechambered Will Return

    I've got an extremely basic version of this mod working. It won't be compatible with typical...
  2. First-life Values, the Armory, and the UNSAFE Blast

    v3.4.14 Changelog Fixed The armory and first-life values were late. The magazine, trait, and...
  3. Regular Fixed

    v3.4.13 Changelog Fixed Regular mode is working again

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Cavadus

Modder
Modder
Members
Sep 15, 2026
48
26
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:

hisnameisren

Members
Members
Sep 29, 2026
1
0
Yeah, like I said was fairly smashed when I was working through the realistic option and then I had to immediately leave for a four day training exercise the next morning.

I'll get it working tomorrow and be sure to as much performance optimization as I can. Appreciate the patience of y'all and the popularity of the mod. Honestly kinda shocked we had this many JAR-5 fans out there and I'm stoked that y'all enjoy it this much!
Absolutely cracking mod, bud. I run the older, working one each time I do solo.
 

KlausAD

Members
Members
Oct 12, 2026
2
0
Yeah, like I said was fairly smashed when I was working through the realistic option and then I had to immediately leave for a four day training exercise the next morning.

I'll get it working tomorrow and be sure to as much performance optimization as I can. Appreciate the patience of y'all and the popularity of the mod. Honestly kinda shocked we had this many JAR-5 fans out there and I'm stoked that y'all enjoy it this much!
Thank you for the attention, I don't want to push stuff onto you but could you investigate the possibility of a mod options menu integration? Maybe somehow we could modify these stats for ourselves similar to the Maxigun Reimagined mod which I believe is a fantastic execution of this.
 

Cavadus

Modder
Modder
Members
Sep 15, 2026
48
26
Created a story for it. I'll investigate and see what's possible.
 

DeusNoirEx

Members
Members
Sep 12, 2026
28
10
It's behaving funky with SHODAN again. Everything works as it should even with changes values except RPM. No matter theh stat change, it never wavers.
 

Cavadus

Modder
Modder
Members
Sep 15, 2026
48
26
It's behaving funky with SHODAN again. Everything works as it should even with changes values except RPM. No matter theh stat change, it never wavers.
I've never been able to adjust the cyclic rate on this weapon. There's an odd quirk with the Dominator where it has it's own unique semi-auto function built for it specifically and despite HOURS trying to adjust the cyclic rate I have never once been able to change it in any way; I'm guessing the Shodan editor has the same issue.
 

Cavadus

Modder
Modder
Members
Sep 15, 2026
48
26
v3.4.0 with working realistic option is officially out. T'was a bitch, lol.
 

Archetype404

Members
Members
Oct 10, 2026
1
0
I was trying the most recent version (3.4.12) with Regular Ballistics and the Space Marine II firing sound along with Bingus Shared Loader v19 from Nexus. The mod didn't seem to be working, but the rest of my Bingus-dependent mods are.

For example, there is no difference between vanilla and the mod when opening the weapon selector (where fire rate is). I only see the standard single fire and burst fire selections. I don't see any explosive rounds and Realistic doesn't change the number of spare mags. I can't find any instance where the mod is active. It's like the core of the mod is nonfunctional in game.

I am using Arsenal and I can confirm everything was deployed without conflicts.

Neither Regular nor Realistic work. Am I missing a dependency other than the Bingus Shared Loader? I don't see any obvious incompatibilities.
 
Last edited:

Sourspeak

Members
Members
Sep 28, 2026
3
1
I have a problem with the mod. The weapon options wheel doesn't appear in the game.
Sometimes it works, and other times it doesn't.
 
Last edited:

vinc3.

Members
Members
Oct 1, 2026
5
1
I was trying the most recent version (3.4.12) with Regular Ballistics and the Space Marine II firing sound along with Bingus Shared Loader v19 from Nexus. The mod didn't seem to be working, but the rest of my Bingus-dependent mods are.

For example, there is no difference between vanilla and the mod when opening the weapon selector (where fire rate is). I only see the standard single fire and burst fire selections. I don't see any explosive rounds and Realistic doesn't change the number of spare mags. I can't find any instance where the mod is active. It's like the core of the mod is nonfunctional in game.

I am using Arsenal and I can confirm everything was deployed without conflicts.

Neither Regular nor Realistic work. Am I missing a dependency other than the Bingus Shared Loader? I don't see any obvious incompatibilities.
the same problem (and im using directx11).
 

Cavadus

Modder
Modder
Members
Sep 15, 2026
48
26
I was trying the most recent version (3.4.12) with Regular Ballistics and the Space Marine II firing sound along with Bingus Shared Loader v19 from Nexus. The mod didn't seem to be working, but the rest of my Bingus-dependent mods are.

For example, there is no difference between vanilla and the mod when opening the weapon selector (where fire rate is). I only see the standard single fire and burst fire selections. I don't see any explosive rounds and Realistic doesn't change the number of spare mags. I can't find any instance where the mod is active. It's like the core of the mod is nonfunctional in game.

I am using Arsenal and I can confirm everything was deployed without conflicts.

Neither Regular nor Realistic work. Am I missing a dependency other than the Bingus Shared Loader? I don't see any obvious incompatibilities.
I have a problem with the mod. The weapon options wheel doesn't appear in the game.
Sometimes it works, and other times it doesn't.
the same problem (and im using directx11).
Fixed. Had a stale version of the regular mode mod which wasn't loading properly. Give it a shot with v3.4.13.