Helldivers 2 has 30 ship modules as of November 2026: five tiers in each of six departments (Patriotic Administration Center, Orbital Cannons, Hangar, Bridge, Engineering Bay and Robotics Workshop). The complete set takes 3,830 common, 2,920 rare and 305 super samples plus 335,000 Requisition Slips, and slips only enter the bill from tier 4 upward. Below is every module with its exact cost and effect, the totals per department and what is known about changes to the system.
All costs and effects come from the community Helldivers Wiki on wiki.gg (its Ship Modules, Samples and Requisition Slips pages), checked against Arrowhead's announcements on Steam in November 2026. This is the full list; if you want a ranking of what to buy first, our existing best ship modules guide covers priorities.
How Ship Modules Work
Ship modules are permanent upgrades to your Super Destroyer, found within the Patriotic Administration Center on your ship. You pay for them with samples collected on missions, and from tier 4 onward with Requisition Slips as well. Each upgrade also changes the look of the ship's interior and exterior, so a fully upgraded destroyer is easy to recognize.

Two details trip up new players. First, upgrades only affect the Helldiver who buys them: a friend's maxed ship does not boost your stratagems, and yours does not boost theirs. Second, most of the cost sits at the top. Tiers 1 to 3 are cheap in samples, while tiers 4 and 5 ask for 150 to 250 common samples, 150 to 250 rare samples, 15 to 30 super samples and 20,000 to 35,000 slips each.
Sample availability sets your pace. Common samples drop on every difficulty, rare samples from Challenging and super samples from Extreme, so the third tier of every department, which always costs super samples, is locked behind difficulty 6. If you are not there yet, our guide on how difficulty unlocking works explains the path.
Every Ship Module and Its Cost
The table lists all 30 modules in department order, from tier 1 to tier 5. A dash means that tier does not cost that resource.
| Department and tier | Module | Common | Rare | Super | Req. Slips |
|---|---|---|---|---|---|
| Patriotic Admin 1 | Donation Access License | 60 | - | - | - |
| Patriotic Admin 2 | Streamlined Request Process | 80 | 40 | - | - |
| Patriotic Admin 3 | Hand Carts | 80 | 60 | 5 | - |
| Patriotic Admin 4 | Superior Packing Methodology | 150 | 150 | 15 | 20,000 |
| Patriotic Admin 5 | Payroll Management System | 200 | 200 | 20 | 30,000 |
| Orbital Cannons 1 | Exploding Shrapnel | 100 | - | - | - |
| Orbital Cannons 2 | More Guns | 80 | 60 | - | - |
| Orbital Cannons 3 | Zero-G Breech Loading | 80 | 80 | 10 | - |
| Orbital Cannons 4 | Atmospheric Monitoring | 200 | 150 | 15 | 25,000 |
| Orbital Cannons 5 | High-Density Explosives | 250 | 200 | 20 | 35,000 |
| Hangar 1 | Liquid-Ventilated Cockpit | 80 | - | - | - |
| Hangar 2 | Pit Crew Hazard Pay | 80 | 40 | - | - |
| Hangar 3 | Expanded Weapons Bay | 80 | 80 | 10 | - |
| Hangar 4 | XXL Weapons Bay | 150 | 150 | 15 | 25,000 |
| Hangar 5 | Advanced Crew Training | 200 | 250 | 25 | 30,000 |
| Bridge 1 | Targeting Software Upgrade | 60 | - | - | - |
| Bridge 2 | Nuclear Radar | 80 | 40 | - | - |
| Bridge 3 | Power Steering | 80 | 80 | 10 | - |
| Bridge 4 | Enhanced Combustion | 200 | 150 | 15 | 25,000 |
| Bridge 5 | Morale Augmentation | 250 | 200 | 20 | 35,000 |
| Engineering Bay 1 | Synthetic Supplementation | 60 | 10 | - | - |
| Engineering Bay 2 | Advanced Construction | 80 | 60 | 5 | - |
| Engineering Bay 3 | Rapid Launch System | 80 | 80 | 10 | - |
| Engineering Bay 4 | Circuit Expansion | 200 | 150 | 20 | 20,000 |
| Engineering Bay 5 | Streamlined Launch Process | 250 | 200 | 25 | 30,000 |
| Robotics Workshop 1 | Dynamic Tracking | 60 | 20 | - | - |
| Robotics Workshop 2 | Shock Absorption Gel | 80 | 40 | 5 | - |
| Robotics Workshop 3 | High-Quality Lubricant | 80 | 80 | 10 | - |
| Robotics Workshop 4 | Blast Absorption | 150 | 150 | 20 | 25,000 |
| Robotics Workshop 5 | Cross-Platform Compatibility | 250 | 200 | 30 | 35,000 |
Two first-tier modules break the pattern of common-only costs: Synthetic Supplementation asks for 10 rare samples and Dynamic Tracking for 20. Likewise, two second-tier modules, Advanced Construction and Shock Absorption Gel, need 5 super samples, which means Extreme difficulty before you can finish tier 2 in the Engineering Bay and Robotics Workshop.
What Each Module Does
The effects below follow the wiki's descriptions as of November 2026, grouped by department so you can see what each line of upgrades is built around.

Patriotic Administration Center (support weapons and backpacks):
- Donation Access License: support weapons deploy with the maximum number of carriable magazines.
- Streamlined Request Process: support weapon stratagem cooldowns reduced by 10 percent.
- Hand Carts: backpack stratagem cooldowns reduced by 10 percent.
- Superior Packing Methodology: Resupply boxes refill support weapons to the maximum number of carriable magazines.
- Payroll Management System: support weapon reload time reduced by 10 percent.
Orbital Cannons (orbital strikes and barrages):
- Exploding Shrapnel: less damage falloff away from the center of orbital explosions.
- More Guns: barrage orbitals fire one additional salvo.
- Zero-G Breech Loading: orbital stratagem cooldowns reduced by 10 percent.
- Atmospheric Monitoring: Orbital HE barrage spread reduced by 15 percent.
- High-Density Explosives: orbital explosion damage radius increased by 10 percent.
Hangar (Eagle airstrikes):
- Liquid-Ventilated Cockpit: Eagle stratagem cooldown time reduced by 50 percent.
- Pit Crew Hazard Pay: Eagle rearm time reduced by 20 percent.
- Expanded Weapons Bay: one more use of each Eagle stratagem per rearm.
- XXL Weapons Bay: Eagle stratagems that drop several bombs drop one more.
- Advanced Crew Training: Eagle rearm cooldown reduced by a further 10 percent if you call the rearm while uses remain.
Bridge (general stratagem performance):
- Targeting Software Upgrade: orbital stratagem call-in time reduced by one second.
- Nuclear Radar: minimap enemy detection radius increased by 50 percent.
- Power Steering: better steering of your Hellpod on the way down.
- Enhanced Combustion: fire damage from stratagems increased by 25 percent.
- Morale Augmentation: cooldown time for all stratagems reduced by 5 percent.
Engineering Bay (emplacements, sentries and lightning):
- Synthetic Supplementation: sentry, emplacement and Resupply cooldowns reduced by 10 percent.
- Advanced Construction: sentry health increased by 50 percent.
- Rapid Launch System: emplacement stratagems launch immediately on call-in.
- Circuit Expansion: lightning arcs from weapons and turrets jump to one more enemy.
- Streamlined Launch Process: support weapon stratagems launch immediately on call-in.
Robotics Workshop (sentries):
- Dynamic Tracking: sentry stratagems launch immediately on call-in.
- Shock Absorption Gel: sentry ammunition increased by 50 percent.
- High-Quality Lubricant: sentries turn to new targets faster.
- Blast Absorption: sentries take 50 percent less damage from explosions.
- Cross-Platform Compatibility: Mortar Sentries prioritize firing at marked targets.
Totals by Department
Every department costs roughly the same, so there is no cheap line to finish first. Adding up the five tiers in each:
- Patriotic Administration Center: 570 common, 450 rare, 40 super, 50,000 slips.
- Orbital Cannons: 710 common, 490 rare, 45 super, 60,000 slips.
- Hangar: 590 common, 520 rare, 50 super, 55,000 slips.
- Bridge: 670 common, 470 rare, 45 super, 60,000 slips.
- Engineering Bay: 670 common, 500 rare, 60 super, 50,000 slips.
- Robotics Workshop: 620 common, 490 rare, 65 super, 60,000 slips.
Those six lines sum to the wiki's grand total of 3,830 common, 2,920 rare, 305 super and 335,000 slips. Compare that with the sample caps of 500 common, 250 rare and 100 super, and it is clear you will refill each bank many times over.
Splitting the bill by tier shows where the real grind sits. Finishing tiers 1 to 3 in all six departments costs 1,380 common, 770 rare and 65 super samples, with no slips at all. Tiers 4 and 5 then ask for the remaining 2,450 common, 2,150 rare and 240 super samples plus every one of the 335,000 slips. In other words, the top two tiers hold about two thirds of the common cost, three quarters of the rare cost and nearly four fifths of the super cost. A player who has tier 3 everywhere has finished the cheap part of the tree, not most of it, and should plan for many more missions than the first stretch took.
Our samples guide explains those caps and per-difficulty drop counts, and the rare samples guide focuses on the resource most players run short of.
Paying for Tiers 4 and 5
The top two tiers add Requisition Slips to the bill, and the wiki states the range plainly: these modules need between 20,000 and 35,000 slips each. Your account can hold at most 50,000 slips, with anything above that discarded, so a single full bank never covers more than two top-tier modules, and only one of the 35,000-slip upgrades. The 335,000 slips needed in total is almost seven full banks.
Slips come from mission rewards that grow with difficulty and from pickups at points of interest worth 100 each, with a small chance of a 1,000-slip pickup. They are also what you spend on stratagems, weapon attachments and vehicles, so the two top tiers compete with everything else in your armory. The existing Requisition Slips guide covers where to earn them fastest.
Super samples are usually the other wall. Tiers 4 and 5 need 15 to 30 each, and they only drop from Extreme upward, with the most on the top difficulties. Squads that are comfortable on the hardest setting can read our difficulty 10 Super Helldive guide before chasing the last super samples there.
Before you commit slips to a top-tier module, run a quick check. Is there a stratagem or attachment you want this week that the same slips would buy? Do you have the super samples to finish the module, or would you be stuck halfway with slips already earmarked? And are you close to the 50,000 slip cap, in which case spending now on any module stops new slips from going to waste? Answering those three questions keeps the top two tiers from stalling the rest of your loadout.
How the System Has Changed and What Is Next
The game launched with three tiers per department. According to the wiki's change history, tier 4 arrived in patch 1.000.202 on April 11, 2024, and tier 5 in patch 1.000.404 in early July 2024 (the wiki gives both July 4 and July 5). The 30-module structure has not changed since.
That may not last. In a June 4, 2026 post on Steam, game director Mikael Eriksson wrote that Arrowhead is working on an overhaul of the ship module system to add more player agency and progression, along with new ships that would each have their own progression paths, and that a dedicated ship team had been formed. He did not give a date, and Arrowhead's announcements through its November 10, 2026 developer blog have not added one. Until that arrives, the list above is the complete set.
Skipping the Module Grind
Finishing all 30 modules is one of the longest grinds in the game. The store's Helldivers 2 Max Ship Modules service covers it: its page says the worker invites you to their lobby, with no account login needed, and it is listed for PlayStation, Xbox and PC (Steam). If only the Requisition Slip side is holding you back, the Requisition Slips service lists 50,000 slips delivered the same way, through the worker's lobby.
Both, along with sample and medal services, are on the Helldivers 2 boosting hub.
Frequently Asked Questions
How many ship modules are there in Helldivers 2?
Thirty: five tiers in each of six departments, as of November 2026.
How much do all ship modules cost?
Per the Helldivers Wiki, the bill is 335,000 Requisition Slips on top of 3,830 common, 2,920 rare and 305 super samples.
When do ship modules need Requisition Slips?
From tier 4. Tier 4 and 5 modules cost between 20,000 and 35,000 slips each on top of their samples.
Do ship modules help the whole squad?
No. The wiki notes that upgrades only affect the Helldiver who purchased them.
Which ship module is the most expensive?
By super samples, Cross-Platform Compatibility in the Robotics Workshop at 30, alongside 250 common, 200 rare and 35,000 slips. By rare samples, Advanced Crew Training in the Hangar at 250.
Are new ship modules coming?
Arrowhead said in June 2026 that a ship module overhaul and new ships are in development, but no release date had been announced as of November 2026.