Part of Super Earth Arsenal Accord — the complete Community Balance Patch. Choose the main mod for the full collection, or these focused packs for selected equipment.
Join the Arsenal Accord Discord
Share balance feedback, report bugs, follow updates and find a squad to dive with.
Goal
Keep rapid air support useful across different targets, with focused payload, radius and cooldown changes.
Version 9.5 — installation and scope
Install with the Helldivers 2 Mod Manager, then enable the individual equipment options you want. Restart after changing selections. Requires HD2Runtime 0.40.0, Bingus Mod Loader 18 or later, and the VanillaPlus baseline used by the main 9.5 release. Wait for patches to settle and spawn fresh equipment.
Use the main Arsenal Accord mod OR the standalone packs; do not install both. The standalone packs can be combined with one another. Each item has one owner pack; shared native bullet/damage records are the exception described below.
Arsenal Accord - Progress is an optional separate loading display that combines the installed packs into one bar. There is no embedded progress bar, chat announcement or kicking system in this balance pack.
Shared native records
Identical shared edits are included where needed and applied once across the standalone packs. This is not full native-record isolation: other equipment using the same bullet, damage or status record can inherit those fields even without its own pack installed.
Known shared consumers:
• Eagle Strafing Run / Orbital Gatling Barrage
Eagle 500kg Bomb
Why the change?
GRASS found that too many heavy enemies survived a well-placed 500kg bomb. Higher blast damage, penetration and impact stagger make the heavy payload more dependable; the shared longer rearm keeps each sortie valuable. Half a tonne of Democracy deserves a carefully chosen landing point.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Damage
Stagger force: 20 → 50
Delivery 1 Projectile Expiry Damage
Explosion durable damage: 1500 → 2500
Explosion extreme armor penetration: 0 → 6
Explosion outer armor penetration: 0 → 6
Explosion shockwave armor penetration: 0 → 6
Explosion standard damage: 1500 → 2500
Eagle 110mm Rocket Pods
Why the change?
GRASS found Rocket Pods unreliable against the large heavies they are meant to punish. Higher blast damage and impact stagger give the focused rocket strike more bite, while the shared longer Eagle rearm still applies. Eagle-1 delivers the reprimand; the squad chooses its recipient.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Damage
Stagger force: 40 → 50
Delivery 1 Projectile Impact Damage
Explosion durable damage: 300 → 325
Explosion standard damage: 300 → 325
Eagle Airstrike
Why the change?
GRASS judged the standard bombing run outclassed by the 500kg. Higher blast damage and demolition restore its usefulness against heavies, with the longer shared Eagle rearm as the cost. High Command puts the dependable bombing line back on the flight roster.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Impact Damage
Explosion demolition force: 40 → 50
Explosion durable damage: 800 → 1200
Explosion standard damage: 800 → 1200
Eagle Cluster Bomb
Why the change?
GRASS found gaps in the barrage let too many enemies survive. Wider bomb and shrapnel explosions make crowd coverage more dependable, while the shared longer Eagle rearm makes each pass count. Spread Democracy across the formation.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Expiry
Explosion inner radius in metres: 1 → 3
Explosion outer radius in metres: 2 → 6
Delivery 1 Projectile Expiry Shrapnel Impact
Explosion inner radius in metres: 3 → 5.5
Explosion outer radius in metres: 6 → 7
Eagle Gas Airstrike
Why the change?
Gas shares the fleet-wide Eagle rearm increase to 180 seconds. This entry changes the wait between replenishments; its gas payload is unchanged. Eagle-1's flight schedule makes no exceptions for chemical deliveries.
Eagle rearm time: 150 → 180
Eagle Napalm Airstrike
Why the change?
GRASS considered Napalm strong already and its opening blast radius excessive. Reducing the outer blast radius and lengthening the shared rearm keep the strike focused on sustained fire instead of an oversized initial explosion. Let the flames finish their assigned duty.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Impact
Explosion outer radius in metres: 10 → 8
Eagle Smoke Strike
Why the change?
Six base uses provide more opportunities to use smoke. Cloud size and duration remain stock; the shared 180-second Eagle rearm still applies. A democratic withdrawal is still a tactical advance toward surviving.
Personal fallback: 6 base uses before rearming, replacing GRASS’s target of 4. This is an explicit six-use target; ship upgrades may increase it further. The shared 180-second Eagle rearm is unchanged by this fallback.
Eagle rearm time: 150 → 180
Eagle uses per rearm: 2 → 6
Eagle Strafing Run
Why the change?
Strafing gains stronger shared gatling ammunition but has fewer runs before rearm and a longer replenishment window. That makes each pass more valuable without turning it into permanently available fire support.
Eagle rearm time: 150 → 180
Eagle uses per rearm: 4 → 3
Delivery 1 Projectile Damage
Standard damage: 350 → 400
Delivery 1 Projectile Impact Damage
Explosion durable damage: 350 → 400
Explosion standard damage: 350 → 400
Credits and validation
Built from the published Arsenal Accord 9.5 settings, including GRASS-derived work and the Accord revisions identified above. Current HD2Runtime exposes the fields used by these packages. The standalone archives passed API, option-selection and combined-load-order checks; these checks are not a new live gameplay test. Breakpoint charts are calculated estimates under their stated assumptions. Use balance mods with a consenting squad.
Equipment artwork: Helldivers 2 / Arrowhead Game Studios; crossover equipment belongs to its respective owners. Unofficial fan balance project.
Join the Arsenal Accord Discord
Share balance feedback, report bugs, follow updates and find a squad to dive with.
Goal
Keep rapid air support useful across different targets, with focused payload, radius and cooldown changes.
Version 9.5 — installation and scope
Install with the Helldivers 2 Mod Manager, then enable the individual equipment options you want. Restart after changing selections. Requires HD2Runtime 0.40.0, Bingus Mod Loader 18 or later, and the VanillaPlus baseline used by the main 9.5 release. Wait for patches to settle and spawn fresh equipment.
Use the main Arsenal Accord mod OR the standalone packs; do not install both. The standalone packs can be combined with one another. Each item has one owner pack; shared native bullet/damage records are the exception described below.
Arsenal Accord - Progress is an optional separate loading display that combines the installed packs into one bar. There is no embedded progress bar, chat announcement or kicking system in this balance pack.
Shared native records
Identical shared edits are included where needed and applied once across the standalone packs. This is not full native-record isolation: other equipment using the same bullet, damage or status record can inherit those fields even without its own pack installed.
Known shared consumers:
• Eagle Strafing Run / Orbital Gatling Barrage
Eagle 500kg Bomb
Why the change?
GRASS found that too many heavy enemies survived a well-placed 500kg bomb. Higher blast damage, penetration and impact stagger make the heavy payload more dependable; the shared longer rearm keeps each sortie valuable. Half a tonne of Democracy deserves a carefully chosen landing point.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Damage
Stagger force: 20 → 50
Delivery 1 Projectile Expiry Damage
Explosion durable damage: 1500 → 2500
Explosion extreme armor penetration: 0 → 6
Explosion outer armor penetration: 0 → 6
Explosion shockwave armor penetration: 0 → 6
Explosion standard damage: 1500 → 2500
Eagle 110mm Rocket Pods
Why the change?
GRASS found Rocket Pods unreliable against the large heavies they are meant to punish. Higher blast damage and impact stagger give the focused rocket strike more bite, while the shared longer Eagle rearm still applies. Eagle-1 delivers the reprimand; the squad chooses its recipient.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Damage
Stagger force: 40 → 50
Delivery 1 Projectile Impact Damage
Explosion durable damage: 300 → 325
Explosion standard damage: 300 → 325
Eagle Airstrike
Why the change?
GRASS judged the standard bombing run outclassed by the 500kg. Higher blast damage and demolition restore its usefulness against heavies, with the longer shared Eagle rearm as the cost. High Command puts the dependable bombing line back on the flight roster.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Impact Damage
Explosion demolition force: 40 → 50
Explosion durable damage: 800 → 1200
Explosion standard damage: 800 → 1200
Eagle Cluster Bomb
Why the change?
GRASS found gaps in the barrage let too many enemies survive. Wider bomb and shrapnel explosions make crowd coverage more dependable, while the shared longer Eagle rearm makes each pass count. Spread Democracy across the formation.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Expiry
Explosion inner radius in metres: 1 → 3
Explosion outer radius in metres: 2 → 6
Delivery 1 Projectile Expiry Shrapnel Impact
Explosion inner radius in metres: 3 → 5.5
Explosion outer radius in metres: 6 → 7
Eagle Gas Airstrike
Why the change?
Gas shares the fleet-wide Eagle rearm increase to 180 seconds. This entry changes the wait between replenishments; its gas payload is unchanged. Eagle-1's flight schedule makes no exceptions for chemical deliveries.
Eagle rearm time: 150 → 180
Eagle Napalm Airstrike
Why the change?
GRASS considered Napalm strong already and its opening blast radius excessive. Reducing the outer blast radius and lengthening the shared rearm keep the strike focused on sustained fire instead of an oversized initial explosion. Let the flames finish their assigned duty.
Eagle rearm time: 150 → 180
Delivery 1 Projectile Impact
Explosion outer radius in metres: 10 → 8
Eagle Smoke Strike
Why the change?
Six base uses provide more opportunities to use smoke. Cloud size and duration remain stock; the shared 180-second Eagle rearm still applies. A democratic withdrawal is still a tactical advance toward surviving.
Personal fallback: 6 base uses before rearming, replacing GRASS’s target of 4. This is an explicit six-use target; ship upgrades may increase it further. The shared 180-second Eagle rearm is unchanged by this fallback.
Eagle rearm time: 150 → 180
Eagle uses per rearm: 2 → 6
Eagle Strafing Run
Why the change?
Strafing gains stronger shared gatling ammunition but has fewer runs before rearm and a longer replenishment window. That makes each pass more valuable without turning it into permanently available fire support.
Eagle rearm time: 150 → 180
Eagle uses per rearm: 4 → 3
Delivery 1 Projectile Damage
Standard damage: 350 → 400
Delivery 1 Projectile Impact Damage
Explosion durable damage: 350 → 400
Explosion standard damage: 350 → 400
Credits and validation
Built from the published Arsenal Accord 9.5 settings, including GRASS-derived work and the Accord revisions identified above. Current HD2Runtime exposes the fields used by these packages. The standalone archives passed API, option-selection and combined-load-order checks; these checks are not a new live gameplay test. Breakpoint charts are calculated estimates under their stated assumptions. Use balance mods with a consenting squad.
Equipment artwork: Helldivers 2 / Arrowhead Game Studios; crossover equipment belongs to its respective owners. Unofficial fan balance project.