Helldivers' Ammunition 3.3.1

A Mod for Helldivers 2
Helldivers' Ammunition akl_mod_preview_image
Recommended to use in Private lobby.



IF YOU'RE REPORTING A BUG, PLEASE SEND LOGS FROM YOUR SESSION TO MY DMs / OR IN ISSUES ON GITHUB
I CAN'T FIX A BUG IF I DON'T KNOW WHAT COULD CAUSE IT

(see the bottom of the description for Files / see the Info To Know for GitHub repository)




How to use

There's a drop-up menu button to the left of the Customization button:

  • Click the drop-up menu button to choose an ammo type. Click the active one again (or `OFF`) to clear it.
  • Hover an ammo label to preview what it changes (green = better, red = worse).
  • Types the weapon cannot take are dimmed.
  • The choice is remembered per weapon and applied while that weapon is your equipped weapon.
  • The traits box shows an `AMMO: X` line.



Common Ammo Types

APDamage -10%, durable +25%, recoil +5%, projectile speed +25%, armor penetration +1 level (max AP3; not on Medium or Heavy weapons)
FIRESets targets alight, fire rate -15%, ergonomics -5%
EMStaggers targets, recoil +10%, spread +5%, durable -5%
SUBDamage -15%, durable -5%, recoil -10%, spread -5%, projectile speed -25%, magazine +5%, suppressed and quieter (not on explosive or already suppressed weapons)
HPDamage +25%, durable -20%, recoil +15%
GASSlows and blinds targets, damage -15%, ergonomics −12%, fire rate -20%, magazine −5%
MAGNUMDamage +20%, recoil +25%, ergonomics -5%, fire rate -10%
OVERPRESSUREDurable -15%, fire rate +10%, recoil +20%, ergonomics +5%, projectile speed +20%, magazine +15%
URANIUM TIPArmor penetration +1 level (max AP4; not on Heavy weapons), projectile speed +50%, durable +10%, fire rate -35%, magazine −10%
MAGNETIZEDSpread -55%, durable +35%, fire rate -25%
HIGH VELOCITYDamage −15%, durable −17%, projectile speed +60%, recoil −10%, spread −12%, ergonomics +5%, magazine +10%
RIPPERDamage +15%, durable +20%, fire rate −12%, recoil +10%, spread +15%, projectile speed −10%, magazine −10%
DEVASTATORArmor penetration +1 level (max AP3; not on Medium or Heavy weapons), projectile speed +45%, recoil +30%, spread +25%, ergonomics −8%, magazine −15%
MIXED BELT+15% durable damage, a little more recoil and spread, 5% less capacity.
HEAVY SLUG+15% damage, +15% projectile speed, +25% spread, +15% recoil, 8% slower fire, -10% magazine.
TRACER-LESSDamage and durable damage -5%, recoil +5%, less visible
ASSASSIN ROUNDArmor penetration +1 level (max AP4 on common rifles; AP5 on Anti-Material Rifle)+20% damage, +60% durable damage, +10% projectile speed, 20% slower fire, +35% recoil, 20% less capacity.
Slow-fire rifles only
THERMITEArmor penetration +1 level (up to heavy), -10% damage, +5% recoil, 10% less capacity, Fire and Thermite effects.
EXPLOSIVE-40% damage and durable damage on the bullet itself, 40% slower fire, +15% recoil, +10% spread, 30% less capacity, Explosion on hit.
CRYO-15% damage and durable damage, 10% slower fire, 10% less capacity, Stun effect.
CONCUSSIVE-15% damage, -10% durable damage, stagger and push about doubled (at least 40 and 25), +10% recoil, 5% slower fire.

Explosive weapons (R-36 Eruptor, CB-9 Exploding Crossbow, GL-15 Evictor): Incendiary, Electromagnetic and Gas put their status effect on the explosion, not on the direct hit.

AR/GL-21 One-Two: to rotate grenade launcher ammunition, switch to the underbarrel GL and click "4".



Shotgun Ammo Types (pellet shotguns only: not the Slugger or the plasma shotguns)
BIRDSHOTPellets +50%, damage -10%, durable -25%, spread +20%, recoil -10%, projectile speed -15%
BUGSHOTPellets -40%, damage -5%, spread -15%, recoil +5%
SABOTOne slug (pellets become 1), damage -10%, durable +30%, armor penetration +1 level (max AP4; not on Heavy weapons), spread -80%, projectile speed +10%, recoil +15%
FLECHETTESDamage -45%, durable +15%, armor penetration +1 level (max AP3; not on Medium or Heavy weapons), spread -15%, projectile speed +10%, recoil -5%
TRI-BALLThree heavy shot slugs (pellets become 3), damage -15%, durable +60%, spread -65%, recoil +10%


Crossbow Ammo Types

CB-9 Exploding Crossbow

FIELD BOLTNo explosion, silent. Damage -18% (220), durable +60%, capacity +260% (18 bolts), fire rate +120% (110), recoil -15%, handling +10%
PIERCING BOLTNo explosion, silent. Damage -26% (200), durable +30%, armor penetration raised to heavy (AP4), projectile speed +40%, capacity +200% (15 bolts), fire rate +100% (100), recoil -10%
HEAVY BOLTNo explosion, silent. Damage +15% (310), durable +160%, projectile speed -15%, capacity +100% (10 bolts), fire rate +40% (70), recoil +10%, handling -5%
LIGHT BOLTNo explosion, silent. Damage -45% (149), durable -10%, projectile speed +30%, capacity +380% (24 bolts), fire rate +180% (140), recoil -25%, handling +15%

​

S-11 Speargun​

STRAIGHT SPEARNo gas cloud or gas effect, silent. Projectile speed +30%, drag -75% (flatter path), recoil -10%
HEAVY SPEARNo gas cloud or gas effect, silent. Damage +25% (813), durable +50%, projectile speed -10%, drag -50%, recoil +20%



Energy Ammo Types (limits present) - Plasma/Laser

NUCLEAR PLASMADamage +25%, recoil +15%, fire rate -15% / Damage +25%, heat gain +20%
COLD PLASMADamage -15%, recoil -10%, spread -10%, fire rate +10% / Damage -15%, heat gain -30%, cooling +15%
PULSED PLASMAFire rate +20%, recoil +10%, ergonomics -15% / Same as Plasma + Fire Effect
TRITIUM PLASMAArmor penetration +1 level (max AP4), durable +20%, fire rate -40% / Armor penetration +1 level (max AP4), durable +20%, heat gain +25%
CONFINED PLASMASpread -45%, durable +35%, fire rate -25% / Durable +35%, heat gain +15%


Weapons that cannot use the fire rate part:

  • PLAS-101 Purifier and PLAS-15 Loyalist: their fire rate and charge-up are not changed (the charge-up sound has a fixed length). Aim sway takes the place of the fire rate (see below). Tritium also costs damage -10% and recoil +25%, and on the Purifier a minimum gap of about 0.6 s between shots (it slows tap fire only).
  • SG-8P Punisher Plasma: its fire rate cannot be changed yet, so the cost is handling (recoil, ergonomics, sway). Pulsed Plasma is not offered.
  • LAS-5 Scythe and LAS-13 Trident: no fire rate, so the cost is heat.
  • ARC-12 Blitzer: the five types adapted to its arc (fire rate, arc spread and range). Its animation does not follow the fire rate.

Sway instead of fire rate (Purifier, Punisher Plasma, Loyalist) - Sway / Scope Sway

NUCLEAR PLASMA+20% / +10%
COLD PLASMA-10% / -5%
PULSED PLASMA-20% / -10%
TRITIUM PLASMA+30% / +20%
CONFINED PLASMA+20% / +10%


Secondaries

  • Standard ammo types: P-2 Peacemaker, P-19 Redeemer, P-69 Veto, P-4 Senator, P-113 Verdict, P-92 Warrant and SG-22 Bushwhacker.
  • Energy ammo types: LAS-58 Talon, LAS-7 Dagger (pays in heat) and PLAS-15 Loyalist.
  • Explosive launchers: GP-31 Grenade Pistol and P-33 Missile Pistol. Incendiary, EM and Gas halve the direct hit (damage and durable damage -50%) and replace the explosion with a stock grenade explosion (G-13 incendiary, G-23 stun, G-4 gas), with that grenade's own size, damage and effect.
  • GP-20 Ultimatum: the same, but with orbital explosions.

Support Weapons

Open the Weaponry screen and press the SUPPORT arrow in the top-right corner.
A page of support weapons opens (PAGE 1 / PAGE 2, Q and E). Pick a weapon, pick its ammo type in the AMMO TYPE box, press APPLY.

The stats, the penetration and the weapon traits on the page follow the ammo. Every weapon keeps its standard ammo, the page does not change that.

  • Standard ammo types: MG-43 Machine Gun, MG-206 Heavy Machine Gun, M-105 Stalwart, APW-1 Anti-Materiel Rifle, MGX-42 Bullet Storm and M-1000 Maxigun.
    • The same ammo types as the primary weapons (effects, penetration, power, handling).
    • The Bullet Storm's tracer rounds are edited together with its main rounds.
    • The Maxigun's and GL-28's ammo comes from the backpack, so their capacity stays as it is.
  • Energy ammo types: LAS-98 Laser Cannon, LAS-99 Quasar Cannon, ARC-3 Arc Thrower and PLAS-45 Epoch.
    • Nuclear (NUCP), Cold (CLD), Pulsed (PULSP), Tritium (TRI) and Confined (CNF) plasma. The Epoch's types change both its normal and its charged shot.
    • The Arc Thrower's types also change its lightning: Cold adds one chain length, Pulsed adds one chain split, Confined has a longer reach and tighter arcs.
  • Explosive launchers: GL-21 and GL-28 Grenade Launchers, RL-77 Airburst Rocket Launcher, MLS-4X Commando and StA-X3 W.A.S.P.
    • Incendiary, EM and Gas halve the direct hit (damage and durable damage -50%) and replace the explosion with a stock grenade explosion (G-13 incendiary, G-23 stun, G-4 gas), with that grenade's own size, damage and effect.
    • The RL-77's types go onto the bomblets of both its modes.
    • The W.A.S.P.'s types go onto both its modes: the seven shrapnel missiles of the artillery strike carry the effect.
  • Orbital explosions: GR-8 Recoilless Rifle, EAT-17 Expendable Anti-Tank and FAF-14 Spear.
    • The same, but the explosion is replaced with an orbital one (napalm, EMS, gas).
  • Two rounds: AC-8 Autocannon and GR-8 Recoilless Rifle have an ammo box for each round. The explosive round takes Incendiary, EM and Gas. The AP / anti-tank round takes the stat types (damage, speed, handling).

  • RS-422 Railgun: the stat types only, no effects. The fire rate cost of a type becomes sway instead (the Railgun fires one shot at a time), and a damage or durable damage bonus keeps 70% of its size.

  • S-11 Speargun: the stat types only. Its gas cloud stays as it is.

  • Not included:
    • FLAM-40 Flamethrower (it needs its own way of handling gas and fire, not done yet) and the Solo Silo (a placed emplacement, not a weapon with ammo).
    • Weapons that share a projectile or a damage record with enemies, turrets or vehicles (for example the MG-206 and the Commando) get their own copy first, so only the weapon changes.

Ammo Progression (Optional)

Off by default. Turn it on in the Mods menu: AMMO PROGRESSION.
  • When it is on: every ammo type starts locked and disappears from the ammo lists (Primary, Secondary and Support). Standard ammo stays free.

  • Arsenal Slips: completing missions earns them. The balance is shown in the top-right corner of the Support page (the silver A).
    • Win: 250, plus up to 100 for a fast mission (the full bonus at 6 minutes or less, none at 20 minutes or more, counted from the drop to the results screen).
    • Mission completed, but the whole squad died: half of that.
    • Failed mission: nothing. A mission shorter than 2 minutes pays nothing.

AMMO UNLOCK tab (above the Support title, only with the progression on): lists the ammo types by price. A purchase unlocks the type for every weapon that can use it.
  • 300 Slips: Hollow Point, Magnum, Ripper, Magnetized, High Velocity, Overpressure, Birdshot, Bugshot.
  • 500 Slips: Armor Penetrating, Sabot, Flechettes, Tri-Ball, Subsonic, Incendiary, Tritium Plasma, Confined Plasma, Cold Plasma, Pulsed Plasma.
  • 700 Slips: Uranium Tip, Devastator, EM, Gas, Nuclear Plasma.
  • Everything together is 10,900 Slips.

  • Saved: the balance and the unlocked types are kept in `EnhancedAmmoProgress.txt`. A weapon that was set to a locked type goes back to its standard ammo, and gets the type back when it is bought. Turning the option off makes every ammo type available again and keeps the unlocks.

Ammo Availability

The AVAILABILITY tab (above the Support title; it can be hidden in the Mods menu: AVAILABILITY TAB). It works with the progression on or off.
  • Pick the group (Primary, Secondary, Support), pick the weapon, and turn ammo types on or off with the checkboxes. ENABLE ALL and DISABLE ALL switch the whole list. The Autocannon's and the Recoilless Rifle's second rounds are listed on their own.
  • A type that is off is gone for that weapon only: not in its ammo list, never applied. Its saved choice stays in the file and comes back when the type is switched on again.
  • With the progression on, the shop does not sell a type that is off on every weapon that could use it.

  • Saved in `EnhancedAmmoAvailability.txt`.




ROADMAP

  1. More ammunition types.
  2. More secondaries and support weapons (Breacher, Crisper, Re-Educator, Flamethrower) if their data becomes reachable.
  3. Vehicle expansion: Helldivers' Ammunition: Beasts of Steel (standalone).




Limits and not supported
  • Fire rate: some weapons' fire rate is hard to pin down or does not exist (charge, beam and arc weapons). They get handling costs instead.
  • Animation and sound: a changed fire rate does not change the weapon's animation or sound (for example the Blitzer cuts its animation short, the Purifier's charge-up sound stays the same length).
  • LAS-12 Sai with the Focus Lens: the lens fixes the fire rate at 600 rpm and the ammo type cannot change it. The other changes still apply. The fire rate change works with the default lens.
  • Not changed: P-34 Breacher, P-11 Stim Pistol, P-72 Crisper, P-35 Re-Educator and the LAS-22 Shear.

Known issues
  • Explosive launchers can be missing their blast effect without VFX Support (see Requirements).


Info to know
  • Shared bullets: some weapons share one bullet with others (for example the Liberator family), so an ammo type can also change those weapons. The log notes it.
  • Other mods that edit stats (SHODAN Stat Editor, HD2Runtime based mods): the ammo effects are applied on top of the values found when you pick the type. The logs say who was found (compat.* lines) and every value another mod changed (drift and restore.foreign lines). Perfect compatibility isn't promised, and errors may occur.
  • The mod file is compressed. The readable source is on GitHub repository.


Requirements
  • Arsenal Mod Manager
  • Bingus Shared Loader
  • Helldivers' Ammunition: VFX Support: the napalm, gas, EMS and stun blast effects for the explosive launchers. Without it those blasts can show no effect when the matching stratagems are not in your loadout.


Installation

  1. Remove any older Helldivers' Ammunition build.
  2. Install the Bingus Shared Loader.
  3. Install the mod zip (and VFX Support) from the Releases page with Arsenal.
  4. Make sure Ammunition Mod is above VFX Mod.
  5. Launch the game and open the ship Armory.


Files
  • Choices: %LOCALAPPDATA%\CowboyBingus\Helldivers2\EnhancedAmmoVariants.txt (variant=assault_rifle:ap, one per weapon; auto=1 applies the choice of the equipped weapon)
  • Logs: %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\EnhancedAmmoEngine.log, EnhancedAmmoUi.log and EnhancedAmmoBoot.log

Credits

Arsenal, SHODAN Stat Editor (research references), HD2Runtime (research references), Bingus Shared Loader, and the Armor Transmog (research references). Can't express enough thanks to all of them.

Research and development - Claude Sonnet 5.5
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OfficerOnyx
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Version
3.3.1
Rating
4.88 star(s) 8 ratings

Uploaded by

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Latest updates

  1. Helldivers' Ammunition - 3.3.1 HOTFIX

    Changelog Fixed Support weapons ammo list: the Speargun's list was so long that its first...
  2. Helldivers' Ammunition - 3.3.0

    Changelog New Thermite: every hit adds the game's own Thermite status (the one the P-34...
  3. Helldivers' Ammunition - 3.2.1 HOTFIX

    Changelog Fixed Magazine capacity not changing (every weapon, the CB-9 bolt types included) on...

OfficerOnyx

Modder
Modder
Members
Sep 29, 2026
44
13
Hi the new functions are great but I am still not getting my primary weapon magazine capacity debuffs and buffs? Do you know what the problem could be?
Send me logs and tell me what weapons aren't getting magazines. I can't help otherwise.
 

Zeradux

Members
Members
Oct 2, 2026
13
9
dont know if this is possible at all but is there any chance that ammo is active even if you are not currently using the weapon? if you use mods like this one https://ayakamods.com/mods/gubs-las...ug-fixes-new-firing-modes-updated-sound.4580/ that changes which projectile a weapon shoots it causes this mod to not work on the weapon UNLESS you also bring the corresponding weapon, so if you use for example the talon projectile for the maxigun, the talon ammunition doesnt work unless you also bring the talon, in which case it works for both weapons, tested by using tritium ammunition on the talon and now the maxigun using talon projectiles has heavy pen, understandble if not possible since its a very weird and specific problem
 

Oxboi

Members
Members
Oct 1, 2026
1
0
Thank you for your hard work. In regards to the progression option, all ammo types stay on the ammo list with the ammo progression on and all ammo unlock screen is missing. If the Ammo unlock tab is the ammo permit tab I cant see a way to unlock any ammo types or interact with the tabs.
 

OfficerOnyx

Modder
Modder
Members
Sep 29, 2026
44
13
Thank you for your hard work. In regards to the progression option, all ammo types stay on the ammo list with the ammo progression on and all ammo unlock screen is missing. If the Ammo unlock tab is the ammo permit tab I cant see a way to unlock any ammo types or interact with the tabs.
Ammo progression should add the unlock tab. I can't say what's wrong from here, so you might need to send me boot and UI logs.
 

OfficerOnyx

Modder
Modder
Members
Sep 29, 2026
44
13
dont know if this is possible at all but is there any chance that ammo is active even if you are not currently using the weapon? if you use mods like this one https://ayakamods.com/mods/gubs-las...ug-fixes-new-firing-modes-updated-sound.4580/ that changes which projectile a weapon shoots it causes this mod to not work on the weapon UNLESS you also bring the corresponding weapon, so if you use for example the talon projectile for the maxigun, the talon ammunition doesnt work unless you also bring the talon, in which case it works for both weapons, tested by using tritium ammunition on the talon and now the maxigun using talon projectiles has heavy pen, understandble if not possible since its a very weird and specific problem
Indeed a very specific problem.I can try making a compatibility patch, but that will take some time to figure out.
 

Loosk

Members
Members
Dec 29, 2025
4
0
I've got a Question, what Gas is applied with the Gas bullets? MK 1 or MK 2?
And, is there a table that shows how many bullets are needed per incendiary round to lit someone on fire?, thanks.
 

OfficerOnyx

Modder
Modder
Members
Sep 29, 2026
44
13
I've got a Question, what Gas is applied with the Gas bullets? MK 1 or MK 2?
And, is there a table that shows how many bullets are needed per incendiary round to lit someone on fire?, thanks.
I've no idea regarding gas.
It is simply a gas effect.
Second question: no table. It depends on how strong is the gun.