Helldivers 2 Requisition Slips: How to Earn and Spend Them

Helldivers 2 YouTube thumbnail: The 2025 Guide to Super Credits, Medals, Requisition Slips, and more! (Helldivers 2)

Requisition slips are the Helldivers 2 currency for buying stratagems, the top two tiers of ship modules, primary weapon attachments and patterns, and big-ticket vehicles such as the Bastion tank. You earn them from mission rewards that grow with difficulty and from slip crates found at points of interest, and your account can hold at most 50,000, with anything above that thrown away. The sections below cover where slips come from, what things cost and how to avoid wasting a single one.

Our numbers come from the community Helldivers Wiki's currency, difficulty and stratagem pages and from Arrowhead's official patch notes on Steam, read in November 2026. Where the wiki marks a figure as player testing rather than confirmed data, we say so.

What Requisition Slips Actually Buy

Requisition is spent in two places on your Super Destroyer. At the Ship Management terminal in the Patriotic Administration Center you buy stratagems and, from tier 4 upward, ship module upgrades. In the Armory you buy primary weapon attachments and cosmetic weapon patterns once a weapon has earned enough experience. Stratagems that come from Warbonds are the exception: those are paid for with medals inside the Warbond, not with slips.

New players leave Basic Training with 1,000 slips, and two useful stratagems are free at level 1: the MG-43 Machine Gun and the Orbital Precision Strike. Everything else in the stratagem list carries a level requirement and a price, which ranges from 1,500 slips for starter picks like the Orbital Gatling Barrage and Eagle Strafing Run to 10,000 for heavy hitters such as the Orbital Railcannon Strike, and 12,000 for the most expensive non-vehicle options, the StA-X3 W.A.S.P. Launcher and MD-8 Gas Mines. Vehicles sit above that, between 20,000 and 35,000.

Slips also have one use outside your own progress. Excess requisition can be donated to the Democracy Space Station to charge its Orbital Blockade Tactical Action, which helps everyone fighting on the planet the station is orbiting.

Where Requisition Comes From

Most of your income arrives on the mission summary screen. Completing primary and optional objectives pays requisition, extracting pays a set amount, and the time left on the mission clock adds a bonus. On top of that, difficulty applies a percentage multiplier to requisition and experience that starts at +25 percent on Medium (difficulty 3) and climbs to +300 percent on Super Helldive (difficulty 10). Eradicate missions show the scaling clearly: their main objective pays 100 slips per difficulty level, so 300 on difficulty 3 and 600 on difficulty 6.

  • Slip crates at points of interest: every crate found in pods, cargo containers and bunkers gives 100 slips to every Helldiver present. The wiki notes a roughly 1 to 5 percent chance of a 1,000-slip find, but that rate is player speculation rather than a confirmed number.
  • Mission rewards: objectives and extraction, scaled by the difficulty multiplier above.
  • Orders and campaigns: Major Orders can award requisition alongside medals.

One useful rule: every currency except samples is credited the moment someone picks it up. Slips from a crate are yours even if the squad never makes it onto the shuttle, and because minor points of interest spawn more densely on the three easiest difficulties, a quick crate sweep on a low-level mission is an easy way to top up.

The 50,000 Cap and How to Work Around It

Requisition stops at 50,000 per account, and anything earned past that number is discarded. That is easy to hit once you own the stratagems you care about, because higher difficulties multiply every payout and nothing forces you to spend between missions.

The cap matters most when you are saving for the expensive items. The tier 5 ship modules cost 30,000 to 35,000 slips each and the TD-220 Bastion costs 35,000, so you can only ever hold one of those purchases at a time. If you are sitting near the cap with nothing you want to buy, spend before you play: unlock a stratagem you might try later, buy an attachment, or move one step up a ship module line.

When there is truly nothing left to buy, the Democracy Space Station is the release valve. Each Helldiver can donate up to 50,000 slips per 24-hour cycle toward Tactical Actions, and the wiki notes that while the Orbital Blockade action is active, missions on that planet get the Hellpod Space Optimization effect (full ammo, grenades and stims on every drop) without anyone equipping the booster. Our ship modules guide lists which tier 4 and 5 upgrades are worth a full wallet before you donate anything.

How Slips Differ From Medals and Super Credits

Helldivers 2 runs on three spendable currencies plus samples, and mixing them up is one of the most common reasons new players feel stuck. Requisition slips cover stratagems, top-tier ship modules, attachments and patterns. Medals are spent inside Warbonds to unlock weapons, armor, boosters and Warbond stratagems, and you can hold only 250 at a time; missions pay between 1 and 15 depending on difficulty, small cases in the field hold 1 to 3, and Major Orders pay more. Super Credits are the premium currency for Premium Warbonds (1,000 each), Legendary Warbonds (1,500 each) and Superstore items, and besides being sold for real money they turn up in missions, usually in stacks of 10 and very rarely 100.

Two practical consequences follow. First, slips never buy Warbond gear, so chasing a particular Warbond rifle is a medal decision rather than a requisition one. Second, the free Helldivers Mobilize Warbond holds 750 Super Credits across its pages and every Premium Warbond holds 300, so spending medals steadily feeds your Super Credit balance, while requisition only ever turns into ship and loadout progress. Because all three land on the same mission summary screen, glance at whichever balance is closest to its cap before a long session, since medals stop at 250 just as slips stop at 50,000.

A Spending Order That Works

New divers get the most from cheap, flexible picks that cover anti-armor and crowd control. The free Machine Gun and Precision Strike carry the first few levels, then the purchases below fill the gaps in roughly this order. Our older rundown of the best stratagems explains how to combine them into a four-slot loadout.

Requisition slip prices for common Helldivers 2 purchases (Helldivers Wiki, November 2026)
ItemTypePlayer levelCost in slips
Orbital Gatling BarrageOrbital11,500
EAT-17 Expendable Anti-TankSupport weapon33,000
Eagle AirstrikeEagle14,000
B-1 Supply PackBackpack14,000
GR-8 Recoilless RifleSupport weapon56,000
AC-8 AutocannonSupport weapon107,000
LAS-99 Quasar CannonSupport weapon187,500
Eagle 500kg BombEagle1510,000
Orbital Railcannon StrikeOrbital2010,000
SH-32 Shield Generator PackBackpack2010,000
EXO-45 Patriot ExosuitVehicle2520,000
M-102 Gunner FRVVehicle2525,000
TD-220 Bastion MK XVIVehicle3035,000

A sensible first wave is the Gatling Barrage, EAT-17 and Eagle Airstrike, which together cost 8,500 slips and give you crowd clearing, disposable anti-tank rockets on a 70-second cooldown and a fast Eagle strike. Add the Recoilless Rifle at level 5 and the Autocannon at level 10, then save for the 10,000-slip tier once you reach the mid-teens. Arrowhead said in August 2026 that all the weapons, stratagems and gear that matter for a loadout unlock by around level 25, so there is no need to buy everything the moment it appears.

Vehicles and Weapon Attachments

The largest single purchases are vehicles. The EXO-45 Patriot and EXO-49 Emancipator exosuits cost 20,000 slips each at level 25, the M-102 Gunner FRV costs 25,000 at level 25, and the TD-220 Bastion MK XVI tank costs 35,000 at level 30. The M-103 Supply FRV joined the purchase list at 25,000 slips with the October 20, 2026 patch, after Arrowhead promised in July that the campaign reward would become permanently available. Our vehicles and exosuits guide compares all of them before you commit a whole wallet.

Weapon attachments are the steady drain. Once you reach level 10 (the Sergeant rank), you can buy the attachments and patterns each primary unlocks as it gains weapon experience, which is simply the experience you earn while that weapon sits in your loadout. Spending on attachments for a weapon you rarely use is the easiest way to leak requisition, so focus on one or two favorites. The weapon customization guide explains which muzzles, grips and magazines are worth the slips.

Mistakes That Waste Requisition

  • Playing at the cap. If your wallet reads 50,000, every slip your next mission pays is lost. Spend first, then dive.
  • Buying every stratagem as it unlocks. A stratagem you never equip is money that could have gone into a ship module or the Bastion.
  • Ignoring the difficulty multiplier. Higher difficulties multiply the payout, so the hardest level your squad can reliably finish is usually the best use of an evening.
  • Forgetting the ship. Tier 4 and 5 modules need 20,000 to 35,000 slips plus samples, so hoarding samples while spending every slip on attachments leaves you stuck.
  • Chasing rumored exploits. In July 2026 Arrowhead said it now watches for earning rates no human could reach, aimed at cheats, bots and duplication exploits, starting with Super Credits and rolling out to medals, samples and requisition. Arrowhead stressed that normal play, even marathon weekend sessions, is unaffected.

If you are brand new and still learning which stratagems you like, our beginner guide walks through the first ten levels and what to unlock along the way.

Short on Slips Before a Big Purchase?

Saving 35,000 slips for a tank while also funding ship modules and attachments is slow, especially once you only play a few evenings a week. Requisition slip farming is one of the services listed on the store's Helldivers 2 boosting page, next to medals boosting, max sample runs and level boosting. The page covers PC and PlayStation accounts rather than Xbox, and many listings spell out the delivery style and what is needed from you after purchase, so read that, and check current availability, before ordering.

Frequently Asked Questions

What is the requisition slip cap in Helldivers 2?

The cap is 50,000 slips per account. Anything earned beyond it is discarded, so spend before long play sessions.

What is the fastest way to get requisition?

Finish missions on the highest difficulty your squad can reliably clear, since the reward multiplier reaches +300 percent on Super Helldive, and grab the slip crates you pass along the way.

Do I keep slips if we fail to extract?

Slips picked up from crates, yes. Only samples need extraction; other currencies are credited to every Helldiver present the moment they are collected.

What should I buy first with requisition?

Cheap, flexible stratagems: the Orbital Gatling Barrage, EAT-17 and Eagle Airstrike cost 8,500 slips together and cover crowds, armor and quick strikes.

Are weapon attachments bought with requisition?

Yes. Attachments and weapon patterns unlock through weapon experience and are then purchased with slips, starting at player level 10.

Where do spare slips go once I own everything?

Donate them to the Democracy Space Station. Each Helldiver can give up to 50,000 per 24-hour cycle toward Tactical Actions such as the Orbital Blockade.