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Arsenal Accord - Community Patch Assault Rifles 9.5

A Mod for Helldivers 2
Arsenal Accord - Community Patch Assault Rifles akl_mod_preview_image
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.

assault_rifles-title.png


Goal
The existing 9.5 rifle changes as a focused pack. The new 9.6 assault-rifle rework is a later update.

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:
• AR-23P Liberator Penetrator / AX/AR-23 Guard Dog
• PLAS-1 Scorcher / PLAS-15 Loyalist

Liberator and Stalwart also share native ammunition relationships; category selection does not clone every underlying record.

MA5C Assault Rifle

ma5c_assault_rifle-large-final.png


Why the change?
GRASS’s Halo showcase aims to give the MA5C a competitive identity while preserving its familiar handling. Our extra reserve magazines address the player’s concern that it spends too much time short of ammo. Capacity stays at 32 per magazine; the selectable fire rate trades ammunition efficiency for faster output. Thirty-two rounds of familiar reassurance; enough spare magazines to finish the fight.

Video reference — GRASS: Buffed Halo ODST Weapons

Magazine capacity remains 32. The final 14 spare magazines give 480 rounds including the loaded magazine. The 750 / 900 RPM selector and ammunition supply values are retained personal choices.

Armor penetration at extreme angle: 0 → 2

Durable damage: 16 → 22

Ergonomics: 60 → 65

Left weapon menu selector: None → Rate of fire

Magazines per supply pickup: 8 → 14

Selectable fire rates in RPM: 640 → 750 / 900

Spare magazines: 8 → 14

Sway multiplier: 1 → 0.9

AR-11 Arbitrator

ar_11_arbitrator-large-final.png


Why the change?
Arbitrator becomes easier to aim and sustain while retaining a modest durable-damage tradeoff. The intention is a practical general-purpose rifle with a stable sight picture, not a universal answer to every target.

Armor penetration at extreme angle: 0 → 1

Durable damage: 20 → 18

Ergonomics: 30 → 40

Magazines per supply pickup: 6 → 8

Spare magazines: 7 → 9

Sway multiplier: 1 → 0.9

AR-2 Coyote

ar_2_coyote-large-final.png


Why the change?
Coyote receives a handling and ammunition pass with a small durable improvement. Better ergonomics and lower sway support a responsive rifle role; its final penetration band becomes more useful at glancing angles.

Armor penetration at extreme angle: 0 → 2

Durable damage: 10 → 11

Ergonomics: 50 → 65

Magazines per supply pickup: 8 → 9

Spare magazines: 8 → 9

Sway multiplier: 1 → 0.9

AR-23 Liberator

ar_23_liberator-large-final.png


Why the change?
The starter rifle should establish a usable baseline, not feel like a handicap. His Liberator video describes it as the lower end of acceptable balance, leaving room for specialist alternatives. A recruit’s first rifle should remain worth carrying after the medals arrive.

Video reference — GRASS: Buffed Assault Rifles / Liberator

Armor penetration at extreme angle: 0 → 1

Sway multiplier: 1 → 0.9

Drum Magazine

Attachment ergonomics modifier: -15 → -10

Magazines per supply pickup: 6 → 7

Reload duration in seconds: 3.5 → 3

Spare magazines: 6 → 7

Extended Magazine

Magazines per supply pickup: 8 → 10

Reload duration in seconds: 3 → 2.5

Spare magazines: 8 → 10

Short Magazine

Reload duration in seconds: 2.5 → 2

AR-23A Liberator Carbine

ar_23a_liberator_carbine-large-final.png


Why the change?
Carbine gains a selectable faster fire rate for close-range pressure. Improved magazine logistics and reloads support that aggressive role, while its handling trade keeps the standard Liberator relevant for steadier work.

Armor penetration at extreme angle: 0 → 1

Ergonomics: 70 → 65

Left weapon menu selector: None → Rate of fire

Selectable fire rates in RPM: 920 → 920 / 1150

Drum Magazine

Attachment ergonomics modifier: -15 → -10

Magazines per supply pickup: 6 → 7

Reload duration in seconds: 3.5 → 3

Spare magazines: 6 → 7

Extended Magazine

Magazines per supply pickup: 8 → 10

Reload duration in seconds: 3 → 2.5

Spare magazines: 8 → 10

Short Magazine

Reload duration in seconds: 2.5 → 2

AR-23C Liberator Concussive

ar_23c_liberator_concussive-large-final.png


Why the change?
Concussive should keep delivering control shots without excessive downtime. A slightly faster cycle, steadier aim and improved magazine logistics support repeated interruptions while preserving its existing impact identity.

Fire rate in RPM: 400 → 440

Sway multiplier: 1 → 0.9

Drum Magazine

Attachment ergonomics modifier: -15 → -10

Magazines per supply pickup: 6 → 7

Reload duration in seconds: 3.5 → 3

Spare magazines: 6 → 7

Extended Magazine

Magazines per supply pickup: 8 → 10

Reload duration in seconds: 3 → 2.5

Spare magazines: 8 → 10

Short Magazine

Reload duration in seconds: 2.5 → 2

AR-23P Liberator Penetrator

liberator-penetrator-95-large-final.png


Why the change?
Penetrator becomes a more dependable medium-armor rifle through modest damage gains, steadier handling and improved reload/ammunition support. Its shared bullet also affects Guard Dog, so this is documented ammunition tuning rather than an isolated rifle clone.

Armor penetration at extreme angle: 0 → 2

Durable damage: 15 → 18

Ergonomics: 59 → 65

Standard damage: 65 → 70

Sway multiplier: 1 → 0.9

Drum Magazine

Attachment ergonomics modifier: -15 → -10

Magazines per supply pickup: 6 → 7

Reload duration in seconds: 3.5 → 3

Spare magazines: 6 → 7

Extended Magazine

Magazines per supply pickup: 8 → 10

Reload duration in seconds: 3 → 2.5

Spare magazines: 8 → 10

Short Magazine

Reload duration in seconds: 2.5 → 2

AR-32 Pacifier

ar_32_pacifier-large-final.png


Why the change?
Pacifier strengthens its control role with better status application and modest damage gains. Improved handling and reserves let the squad maintain that pressure. This pack preserves the existing 9.5 tuning; the later assault-rifle proposal is separate.

Armor penetration at extreme angle: 0 → 2

Durable damage: 10 → 15

Ergonomics: 60 → 65

Magazines per supply pickup: 8 → 10

Primary status strength: 2 → 3

Spare magazines: 8 → 10

Standard damage: 55 → 60

Sway multiplier: 1 → 0.9

AR-59 Suppressor

ar_59_suppressor-large-final.png


Why the change?
Suppressor gets a more manageable firing platform and less exaggerated projectile drop. A small durable increase plus better reload and supply support improves consistency without replacing its established rifle role.

Armor penetration at extreme angle: 0 → 1

Durable damage: 20 → 24

Ergonomics: 60 → 65

Projectile gravity multiplier: 120% → 100%

Sway multiplier: 1 → 0.9

Drum Magazine

Attachment ergonomics modifier: -15 → -10

Magazines per supply pickup: 6 → 7

Reload duration in seconds: 3.5 → 3

Spare magazines: 6 → 7

Extended Magazine

Magazines per supply pickup: 8 → 10

Reload duration in seconds: 3 → 2.5

Spare magazines: 8 → 10

Short Magazine

Reload duration in seconds: 2.5 → 2

AR-61 Tenderizer

ar_61_tenderizer-large-final.png


Why the change?
Preserve its controllable assault-rifle identity. Treating it like a hard-kicking battle rifle solely because of its fictional cartridge would undermine the way it is meant to play. Place the sight, press the trigger, and let controlled fire carry the argument.

Armor penetration at extreme angle: 0 → 1

Durable damage: 30 → 35

Ergonomics: 65 → 60

Magazine capacity: 35 → 30

Magazines per supply pickup: 7 → 10

Spare magazines: 7 → 10

Standard damage: 105 → 115

Sway multiplier: 1 → 0.9

AR/GL-21 One-Two

ar_gl_21_one_two-large-final.png


Why the change?
One-Two's existing 9.5 tuning concentrates rifle damage into a smaller magazine while improving control and carried reserves. That supports deliberate rifle use alongside the underbarrel tool. The proposed 9.6 bullet-sharing rework is not part of this release.

Armor penetration at extreme angle: 0 → 1

Durable damage: 24 → 33

Ergonomics: 30 → 55

Fire rate in RPM: 650 → 600

Magazine capacity: 40 → 20

Magazines per supply pickup: 6 → 13

Spare magazines: 6 → 13

Standard damage: 95 → 110

Sway multiplier: 1 → 0.9

Vertical recoil climb: 20 → 10

Vertical recoil drift: 15 → 5

BR-14 Adjudicator

br_14_adjudicator-large-final.png


Why the change?
Restore a distinct battle-rifle identity. Higher damage and stagger are paired with stronger recoil and fewer reserves, rewarding controlled shots rather than continuous spraying. The verdict arrives hard. Keep the next round on the same defendant.

Armor penetration at extreme angle: 1 → 2

Durable damage: 23 → 38

Ergonomics: 40 → 45

Horizontal recoil climb: 6 → 20

Horizontal recoil drift: 17 → 30

Magazines per supply pickup: 8 → 6

Spare magazines: 8 → 6

Stagger force: 15 → 20

Standard damage: 95 → 125

Sway multiplier: 1 → 0.9

Vertical recoil climb: 50 → 65

Vertical recoil drift: 35 → 40

LAS-16 Sickle

las_16_sickle-large-final.png


Why the change?
Sickle becomes a tighter, steadier stream of slightly stronger light-target fire. Narrower spread rewards keeping the aim on one threat rather than relying on a broad pattern. Heat remains its logistical constraint.

Armor penetration at extreme angle: 0 → 1

Durable damage: 6 → 7

Horizontal spread: 20 → 10

Standard damage: 60 → 70

Sway multiplier: 1 → 0.9

Vertical spread: 20 → 10

LAS-17 Double-Edge Sickle

las_17_double_edge_sickle-large-final.png


Why the change?
Double-Edge receives the same modest round improvement as Sickle but a wider spread. That preserves a distinct close-range emphasis instead of making the two energy rifles behave identically.

Armor penetration at extreme angle: 0 → 1

Durable damage: 6 → 7

Horizontal spread: 20 → 30

Standard damage: 60 → 70

Sway multiplier: 1 → 0.9

Vertical spread: 20 → 30

PLAS-1 Scorcher

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


Why the change?
Scorcher shifts toward more dependable direct plasma penetration and a larger ammunition budget, while its smaller impact explosion reduces splash dominance. Direct placement should matter. Its penetration record is shared with Loyalist.

Armor penetration at direct impact: 2 → 3

Armor penetration at extreme angle: 0 → 2

Armor penetration at large angle: 2 → 3

Armor penetration at slight angle: 2 → 3

Magazine capacity: 20 → 24

Primary impact explosion durable damage: 100 → 50

Primary impact explosion standard damage: 100 → 50

Spare magazines: 5 → 6

Sway multiplier: 1 → 0.9

StA-52 Assault Rifle

sta_52_assault_rifle-large-final.png


Why the change?
The existing Killzone pass gives StA-52 a more deliberate cadence and a smaller, regularly supplied magazine. Better handling makes that sustained rifle identity practical. The future high-durable ammunition rework belongs to the assault-rifle patch.

Noise and one-handed behavior remain stock: Medium / No.

Armor penetration at extreme angle: 0 → 1

Ergonomics: 55 → 65

Fire rate in RPM: 790 → 618

Magazine capacity: 56 → 40

Magazines per supply pickup: 6 → 7

Spare magazines: 6 → 7

Starting spare magazines: 4 → 7

Sway multiplier: 1 → 0.9

Current loadout: 90/22 damage; AP 2/2/2/1; 40 rounds + 7 spare magazines = 320 maximum rounds; 7 starting spares; supply 7 magazines, ammo box 3. Reload timing and ballistic damage remain stock.

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.

These older uploads are retained for reference. The current cards appear beside the equipment descriptions above.
ar_11_arbitrator.png

ma5c_assault_rifle.png

ar_23a_liberator_carbine.png

ar_23_liberator.png

ar_2_coyote.png

ar_23c_liberator_concussive.png

ar_23p_liberator_penetrator.png

ar_32_pacifier.png

ar_59_suppressor.png

ar_61_tenderizer.png

ar_gl_21_one_two.png

br_14_adjudicator.png

las_16_sickle.png

las_17_double_edge_sickle.png

sta_52_assault_rifle.png

scorcher-release-95-model-corrected.png
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mfrost96
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Gr4mas

Members
Members
Sep 30, 2026
27
4
hmmmm i can launch the game on Requires HD2Runtime 0.31.0, but whenever i update to Requires HD2Runtime 0.40.0 no matter what game wont start
 

Amaryllion

Members
Members
Sep 28, 2026
4
0
nerfing the StA-52's capacity and fire rate so much is crazy lol - and giving the scorcher only one more mag to justify such a heavy durable damage nerf? At least give it two more..
 

mfrost96

Modder
Modder
Members
Sep 28, 2026
34
17
hmmmm i can launch the game on Requires HD2Runtime 0.31.0, but whenever i update to Requires HD2Runtime 0.40.0 no matter what game wont start
Thanks for flagging the 0.40.0 startup failure. We're investigating this alongside the split-pack compatibility reports and working on an update to push out today. Please send HD2Runtime.log and BingusSharedLoader.log from %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs immediately after a failed launch, plus your enabled mods/load order and the exact Runtime and Loader versions/archive filenames. If no fresh log is created, please say so. Also let us know whether the game launches with only Runtime, Loader and the baseline enabled. You can share the logs through the Arsenal Accord Discord linked on this page; remove personal information before posting. The logs will help us distinguish a Runtime startup problem from a conflict between packs.
 
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