Arsenal Accord - Community Patch Specialist Primary Weapons 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Specialist Primary Weapons akl_mod_preview_image
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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.

specialist_primaries-title-large-final.png


Goal
Keep unusual primaries distinct through their individual payloads, handling, ammunition and firing behavior.

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.

CB-9 Exploding Crossbow

cb_9_exploding_crossbow-large-final.png


Why the change?
Shift the crossbow toward deliberate single-target shots and away from broad crowd clearing. Smaller blast radii and slower bolts make placement matter; improved handling, fire rate and direct damage support that more active style. Choose the target before you release the argument.

Video reference — GRASS: Nerfed Exploding Crossbow

Armor penetration at extreme angle: 0 → 2

Durable damage: 50 → 75

Ergonomics: 45 → 65

Fire rate in RPM: 50 → 60

Primary impact explosion durable damage: 350 → 425

Primary impact explosion inner radius in metres: 3 → 2

Primary impact explosion outer radius in metres: 6 → 4

Primary impact explosion stagger radius in metres: 7 → 5

Primary impact explosion standard damage: 350 → 425

Projectile speed in metres per second: 100 → 75

Standard damage: 270 → 300

Suppressed: No → Yes

GL-15 Evictor

gl_15_evictor-large-final.png


Why the change?
Give the actual grenade launcher a clearer area-damage role. Its wider blast helps distinguish it from the crossbow’s more focused rework. Clear the room. Requisitions will debate ownership afterward.

Armor penetration at extreme angle: 0 → 1

Durable damage: 2 → 25

Ergonomics: 65 → 55

Fire rate in RPM: 60 → 80

Primary impact explosion inner radius in metres: 2.25 → 3.5

Primary impact explosion outer radius in metres: 5.5 → 7.5

Primary impact explosion standard damage: 440 → 400

JAR-5 Dominator

jar_5_dominator-large-final.png


Why the change?
Dominator's slow projectile should not make its heavy-hit role unnecessarily awkward. Faster rounds, a modest damage increase and an automatic option support a forceful weapon with better ammunition endurance.

Armor penetration at extreme angle: 0 → 2

Firing mode list: Single / Burst → Single / Burst / Automatic

Magazines per supply pickup: 6 → 7

Projectile speed in metres per second: 180 → 360

Spare magazines: 6 → 7

Standard damage: 275 → 300

LAS-12 Sai

sai-release-95-model-corrected-large-final.png


Why the change?
Sai shifts from slower heavy pulses to a rapid stream of lighter, faster shots. Lower heat per shot and better handling support tracking targets, while lower damage per hit keeps the doubled cadence from simply being a free upgrade.

Armor penetration at extreme angle: 0 → 2

Ergonomics: 65 → 80

Fire rate in RPM: 800 → 1600

Heat generated per shot: 2 → 0.75

Projectile speed in metres per second: 100 → 1300

Standard damage: 80 → 40

Sway multiplier: 1 → 0.9

PLAS-101 Purifier

purifier-release-95-model-corrected-large-final.png


Why the change?
Purifier emphasizes its charged blast over direct projectile damage. Larger, stronger explosions are balanced by lower direct damage, a smaller magazine and slower handling. Commit to the charge and place the detonation where it earns the cost.

Armor penetration at extreme angle: 0 → 2

Durable damage: 100 → 50

Ergonomics: 65 → 50

Magazine capacity: 15 → 12

Primary impact explosion durable damage: 300 → 400

Primary impact explosion outer radius in metres: 3 → 4

Primary impact explosion stagger radius in metres: 4 → 4.5

Primary impact explosion standard damage: 300 → 400

Spare magazines: 6 → 7

Standard damage: 200 → 100

Sway multiplier: 1 → 0.9

PLAS-39 Accelerator Rifle

accelerator-release-95-model-corrected-large-final.png


Why the change?
Accelerator keeps its existing firing identity while trading snap handling for a steadier sight picture and a slightly tighter ammunition budget. It is a deliberate energy-rifle adjustment, not an added damage package.

Armor penetration at extreme angle: 0 → 2

Ergonomics: 60 → 40

Magazines per supply pickup: 12 → 11

Sway multiplier: 1 → 0.8

R-36 Eruptor

r_36_eruptor-large-final.png


Why the change?
Wider, stronger impact explosions shift the Eruptor toward crowd clearing while its penetration tradeoff limits precision heavy-target killing. Shrapnel damage, count and direction, magazine size and fire rate are unchanged. The primary target receives the impact; its neighbors receive the notice.

Durable explosion damage: 225 (unchanged)

Armor penetration at direct impact: 4 → 3

Armor penetration at extreme angle: 0 → 2

Armor penetration at large angle: 4 → 3

Armor penetration at slight angle: 4 → 3

Displayed penetration label: Heavy → Medium

Explosion inner radius in metres: 4 → 5

Explosion outer radius in metres: 7 → 8

Explosion stagger radius in metres: 8 → 9

Explosion standard damage: 225 → 275

VG-70 Variable

vg_70_variable-large-final.png


Why the change?
Variable gains a larger magazine and a matching improvement in supply recovery. That gives its existing firing options a little more room to function without changing their damage or timing.

Armor penetration at extreme angle: 0 → 1

Magazine capacity: 49 → 56

Magazines per supply pickup: 7 → 8

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.
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mfrost96
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9.5
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D-Glitch

Modder
Modder
Members
Sep 27, 2026
275
94
Wouldn't it take more time for you to now make updates because of more mods?
 

TadeuszTramadol

Members
Members
Sep 24, 2026
3
2
i know times are what they are, but please you could have at least generated a better picture of SAI.
 

JonnySparta

Members
Members
Sep 29, 2026
13
2
Why not just make a mod that sends the whelps that want cheat mods like this to diff 8 instead of ruining d10 pubs with all these cheats?

I know there's mods much worse than these but still man... d10s were dull enough already.
 

mfrost96

Members
Members
Sep 28, 2026
27
12
Why not just make a mod that sends the whelps that want cheat mods like this to diff 8 instead of ruining d10 pubs with all these cheats?

I know there's mods much worse than these but still man... d10s were dull enough already.
The goal isn't to make D10 easier. It's to bring underused weapons and stratagems into relevance by giving them meaningful strengths and tradeoffs. The mod includes nerfs as well as buffs, with changes balanced around damage breakpoints and gameplay testing.


If you find something genuinely overpowered, let me know what it is and I'll take a look. I'm open to criticism backed by actual gameplay.


I also understand not wanting someone else's balance changes affecting your lobby. I'm looking into adding a notification when joining that identifies players using gameplay-altering mods, allowing hosts to decide whether they want to play with them.
 

baidivere

Members
Members
Oct 9, 2026
1
0
Your mod has made playing so much more fun for me, but I don't understand why people are always discussing the balance of a PVE game. Is it just to make it seem like they've suffered and kept playing to show off their masochistic tendencies? Anyway, enough of the side talk, thanks for your work.