As of 6 November 2026, the active Major Order in Helldivers 2 asks the whole community to eliminate 700 million Terminids and hold Fori Prime, with 45 medals for every Helldiver if it succeeds. A separate Strategic Threat order runs beside it, asking divers to hold Fronteria, Crimsica, Darius II and Achernar Secundus. Orders turn over every few days, so this page also shows you where to read the live order, how Galactic War Campaigns string orders together, and how to make your missions count.
We checked this against the game's official live war feed, Arrowhead's Steam announcements and patch notes, and the Helldivers wiki in November 2026.
What the Order Asks Right Now
The current order is a Terminid order with two parts. The first is a kill quota of 700,000,000 Terminids, counted across every bug mission any player completes. The second is a hold task on Fori Prime, which means that planet has to stay under Super Earth control until the timer runs out. When we pulled the official feed on 6 November, the kill counter already showed the full 700 million, and Fori Prime was held, so the remaining job was keeping that planet safe until the order expired, roughly two days later. The briefing frames the order as restoring public confidence and quelling "rumours of TCS+ failures," which ties it to the Terminid Control System storyline.

The Strategic Threat order carries the same theme. Its brief asks Helldivers to investigate and, if needed, hold the four planets listed above to verify "highly unlikely reports of TCS+ breaches." Unlike the Major Order, the feed showed no medal reward attached to it, so treat it as a story beat and a strategic priority rather than a payout.
The timing is not an accident. On 3 November Arrowhead announced the Noxious strain, a new group of venomous Terminids led by the Noxious Scavenger and the much larger Noxious Spewer, and confirmed that bug caves can now appear on more biomes across the galaxy. If you are diving on the Terminid front this week, expect poison, webs and tight tunnels. Stims cure the poison, so ration them for the squad.
How Major Orders Fit Inside Galactic War Campaigns
Since the 6.3.0 update on 16 June 2026, Major Orders no longer stand alone. They sit inside Galactic War Campaigns, which the game director described as "the next evolution of Major Orders," lasting roughly one to three weeks each. Every Campaign carries its own potential reward, and the community earns it by winning a majority of the Major Orders inside that Campaign. That changes how you should think about a single failed order: losing one does not sink the whole arc, but losing most of them does.
The same patch converted the unused terminal opposite the armory on your Super Destroyer into the Control Center. It shows the active Campaign, its Major Orders and the stakes, and it keeps an archive so returning players can read what happened while they were away. If you have been gone for a month, the Control Center is the fastest way to catch up before you open the map.
Arrowhead has also said it plans to turn Personal Orders into "Personal Campaign Progression," a personal reward track attached to each Campaign. The June 2026 post said that change would not ship with Campaigns themselves, so check the Control Center to see whether the Campaign you are in shows a personal track yet.
Recent Orders and How They Ended
Looking back over the last few weeks shows how varied orders can be. In mid-October the community took on the AIR (Anti-Illuminate Restitution) order, which asked divers to hold Senge 23 and kill a billion Illuminate forces. High Command later reprioritized it toward the Senge 23 defense, and the order was won. A Control Center advisory had promised that finishing the Campaign would grant permanent access to the DSS Eagle Gas Storm Tactical Action.

The next order went the other way. Helldivers were told to liberate Fury, Esker and Zea Rugosia to fund the Malevelon Creek Memorial project, and that order was lost. The follow-up asked for 300 million Terminids, 65 million Illuminates and 50 million Automatons for a Ministry of Truth propaganda film. Liberating Nivel 43 during a short Strategic Opportunity cut the remaining requirements in half, yet the order still failed. Two lessons stand out: multi-planet liberation orders fail if any single planet is missed, and spreading kills across three fronts at once is much harder than concentrating on one.
Arsenal Augmentations also appeared during these orders, making specific stratagems free for a set time on one front. For example, the HMG Emplacement was free on the Terminid front for 120 hours and the Orbital Railcannon Strike was free on the Automaton front for the same window. Watch the dispatch feed for these because they can save you a loadout slot.
Where to Read the Live Order Yourself
Because any article goes stale the moment a new order drops, learn to read the order in game. There are three places to look:
- The Galactic Map on your ship's bridge shows the order banner, its tasks, progress bars and the time remaining. Planets named in the order are highlighted.
- The Control Center terminal opposite the armory gives the Campaign context, the reward at stake and the archive of earlier orders.
- Dispatches arrive as in-game messages and announce new orders, adjustments, Strategic Opportunities and Arsenal Augmentations.
The wiki groups the tasks you will see into a handful of types: liberate a planet, hold a planet until expiry, kill a set number of enemies, defend a set number of planets, gather samples, retake planets lost to a faction, and complete a set number of operations. Once you can name the type, you know what kind of mission actually moves the bar. Our guide to reading the Galactic War map explains the planet icons, supply lines and attack arrows in detail.
Contributing Without Wasting Missions
For liberation and defense tasks, your effort is converted into "impact," and the rules behind it are worth knowing. According to the wiki's breakdown of the war mechanics, impact is generated only when you complete a mission's main objective, it scales with difficulty from zero on Trivial and Easy up to 102 per mission on Super Helldive, and finishing a whole operation adds a bonus on top. That impact is then multiplied by the Galactic Impact Modifier before it hits the planet's health.
In practice that means three things. First, abandoning a mission before the main objective gives the planet nothing, even if you killed hundreds of enemies. Second, playing at a difficulty your squad can actually clear beats spamming low tiers, which the wiki notes reduces effectiveness. Third, kill orders are the exception: every enemy of the right faction counts, wherever you fight it.
Hold tasks deserve their own plan. A hold usually turns into one or more defense campaigns when an enemy attacks the planet. Defense campaigns have a timer instead of decay: 24 hours by default, or 48 hours when the planet has a Megacity or Megafactory, and some biomes such as Magma and Oasis worlds also get 48 hours. There is also a shortcut called a gambit. If the player base liberates the enemy planet the attack is coming from before the defense timer runs out, the defense ends in Super Earth's favor. When the map shows a gambit is possible, it can be the quicker way to protect a hold planet.
If you are unsure which tier your team can finish reliably, our difficulty guide breaks down what changes at each level.
Do not forget the Democracy Space Station either. When the community parks it over an order planet and charges the right Tactical Action, liberation speeds up for everyone diving there. Our DSS explainer covers the vote and the donation limits.
Rewards, Failure and What You Keep
Successful orders pay out in medals, Requisition Slips, new equipment or stratagems, and the wiki lists standard order rewards of roughly 35 to 100 medals. Failed orders pay nothing, so there is no consolation prize for showing up late. Rewards are community-wide: when an order succeeds, every Helldiver gets the payout, including players who never fought on the target planet.
One trap catches a lot of players: the medal cap. You can hold a maximum of 250 medals, and anything earned past that is discarded. If you are sitting near the cap when an order is about to complete, spend some on a Warbond page first. Our medals guide covers the cap, per-difficulty payouts and the best ways to spend them. The reward list for orders is medals, Requisition Slips, equipment and stratagems, so if premium currency is your goal, see where Super Credits actually come from.
Finally, remember that Strategic Opportunities can appear mid-order. They are short side objectives, like the Nivel 43 liberation, that cut the main order's requirements. When one appears, it is usually the most efficient place to dive.
Want Progress While the War Rolls On?
Major Orders reward steady play, but they cannot speed up your personal progress. If you would rather not spend every evening farming, the store's Helldivers 2 boosting hub lists services for Super Credits, medals, Requisition Slips, sample runs, ship modules and level boosts on Steam and PlayStation. Listings change often, so check current availability on each page before you plan around one. The hub does not list Xbox.
Frequently Asked Questions
What is the current Major Order in Helldivers 2?
On 6 November 2026 it was a Terminid order: eliminate 700 million Terminids and hold Fori Prime, worth 45 medals. Orders change every few days, so confirm it on the Galactic Map or in the Control Center.
How long do Major Orders last?
Standard orders usually run several days, while minor and strategic orders often last one to two days. Galactic War Campaigns that group several orders run roughly one to three weeks.
Do I get Major Order rewards if I did not play?
Yes. Rewards go to every Helldiver when an order succeeds, and you claim them the next time you load into your ship. Failed orders give no reward to anyone.
Where is the Control Center in Helldivers 2?
It is the terminal opposite the armory on your Super Destroyer. It was added in the 6.3.0 update on 16 June 2026 and shows the active Campaign, its orders, the reward and an archive.
What happens if the medal reward pushes me over the cap?
Medals above the 250 cap are discarded. Spend some on a Warbond page before a big order completes so the reward is not wasted.
Do failed missions help a Major Order?
For kill orders, every kill still counts. For liberation and defense, impact comes only from completing the main objective, so a mission abandoned before that point adds nothing to the planet.