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JAR-5 Dominator - Rechambered v3.3.5

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

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 (the v3.3.5 load):
  • 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
10.2 MB
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Uploaded by
Cavadus
Downloads
2,746
Comments
97
Views
16,074
First release
Last update
Platform
PC 
Version
v3.3.5
Total Size
10.2 MB
Rating
5.00 star(s) 3 ratings

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Ratings

5.00 star(s) 3 ratings

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Cavadus

Members
Members
Sep 15, 2026
33
17
v3.4.0 Changelog

New
Realistic Mode:

  • 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: 15 m, or 0.1 m on UNSAFE
  • Recoil: 0.60× stock. Most of the push happens after the round has left.
  • Spread: +1 on both cones
  • Spare magazines: 4 (15 still in the gun, 75 rounds total)
  • Mass: 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.
  • Shodan restore: speed 450 m/s, range 360 m, recoil 0.60×
 

oodoom0

Members
Members
Sep 23, 2026
7
1
love this mod! BTW, could you add a feature that does damages your arms and chest when firing the Jar-5 in Full-Auto mode without crouching or prone? for balance and realism.
 

Cavadus

Members
Members
Sep 15, 2026
33
17
Is there a reason why the first shot is so much louder or is it just a bug?
I don't personally experience this with any of the four sound effects options and I haven't been able to find anything anywhere in regards to diagnosing or fixing it.

Which sound effect do you experience this with? Boltgun, Darktide, Necromunda, Space Marine 2? All of them? I cannot replicate it on my end.

EDIT: Follow up to this. It's a decibel issues with the Space Marine 2 sound effect itself; it's 3 or 4 dBs louder than all of the rest. The effects for weapons firing have a peak and a trail loudness so the first shot of anything on full auto or just rapid succession is always louder but it's more pronounced on that particular Space Marine 2 sound bank. I grabbed the sound profiles from native weapon sound effects and am working with the audio file to normalize it to the dB levels of the rest.

The other sound effects options are unaffected by this.
 
Last edited:

Cavadus

Members
Members
Sep 15, 2026
33
17
I don't personally experience this with any of the four sound effects options and I haven't been able to find anything anywhere in regards to diagnosing or fixing it.

Which sound effect do you experience this with? Boltgun, Darktide, Necromunda, Space Marine 2? All of them? I cannot replicate it on my end.

EDIT: Follow up to this. It's a decibel issues with the Space Marine 2 sound effect itself; it's 3 or 4 dBs louder than all of the rest. The effects for weapons firing have a peak and a trail loudness so the first shot of anything on full auto or just rapid succession is always louder but it's more pronounced on that particular Space Marine 2 sound bank. I grabbed the sound profiles from native weapon sound effects and am working with the audio file to normalize it to the dB levels of the rest.

The other sound effects options are unaffected by this.
So I know exactly what I need to do on this but it requires the use of a program called Wwise and they have no Linux release. I gotta farm this out a friend but we're both leaving for a field training exercise tomorrow and won't be back until Sunday so expect the fix early next week.

I did change the default sound effect to the Darktide version which is what I personally run. The Space Marine 2 sound effect is the only one which suffers from being too loud.
 

Cavadus

Members
Members
Sep 15, 2026
33
17
love this mod! BTW, could you add a feature that does damages your arms and chest when firing the Jar-5 in Full-Auto mode without crouching or prone? for balance and realism.
Nah, this is not trying to simulate a proper Space Marine sized bolter. Think of either the Godwyn-De'az or Locke pattern boltguns meant for normies.
 

Kiithnaras

Members
Members
Sep 27, 2026
8
0
Sadly, this does not play well with the BYOG mod that offers a huge array personalized and highly performant changes. BYOG unfortunately does not allow for adding explosive properties to weapons, though, so these exist at odds.
 

Vorst

Members
Members
Oct 3, 2026
1
0
Very nice, quite enjoy this. Does feel maybe a bit too strong? But I'll have to run this more to see how I fully feel about it.
 

vinc3.

Members
Members
Oct 1, 2026
2
0
Could you restore that ability to use safe/unsafe rounds? for some reason it doesn't work and its only safe rounds
 

Dihms

Members
Members
Sep 22, 2026
10
1
How can i change my bullet from safe to unsafe mode. And how can i change it to full auto?

When I hold R, i just see Semi and Burst option.
 

NUTorious

Members
Members
Sep 24, 2026
2
0
I like the idea of it using the same bolt rounds as the Bolt Pistol, but after using it in a few D10 missions it feels quite overpowered; the Bolt Pistol is at least balanced out via its poor ammo economy of 30 total rounds (4 spare 6-round mags + 1 mag loaded), but the Dominator keeping its 105 total rounds of AP 4 exploding gyrojets makes it trivialize a majority of enemies and hordes.

If I may make a couple of suggestions for rebalance while still keeping the AP 4 and explosive properties:
-Either lower its total ammo economy to maybe 45 or 60 rounds (still 15-round magazines, but a lower total magazine count) so that it feels more like an Eruptor side grade that exchanges outpost destruction versatility for slightly more ammo.
-Or rework the Dominator's original damage value of 275 ballistic (and 90 durable) so that it's split between ballistic and explosive damage like the Bolt Pistol's round. My damage suggestion would be 175 ballistic (with 57 or 58 durable, numbers achieved by copying the vanilla durable damage of 90 being ~33% of 275), and 100 explosive (with 100 full durable damage too since it's explosive).

But either way, thank you for your work