What are the requirements for unlocking all the ship modules in Helldivers 2?

Understanding the Ship Module Progression System

To unlock all the ship modules in Helldivers 2, you need to earn and spend a currency called Requisition Slips (Req Slips). This is the primary resource for purchasing every single upgrade for your destroyer, from the basic strategem cooldown reductions to the powerful orbital barrages. The process is straightforward but requires a significant time investment: you complete missions and objectives to earn Req Slips, then return to your ship to spend them at the Ship Management console. There is no alternative path; you cannot use real money or any other in-game currency to bypass this grind. The total Req Slip cost to unlock every module is substantial, demanding a dedicated playthrough across various difficulty levels.

The Currency of Liberation: Earning Requisition Slips

Your journey to a fully upgraded destroyer hinges on your efficiency in earning Requisition Slips. Unlike medals or samples, Req Slips are awarded for completing the main objectives of any mission. The payout isn’t based on the mission’s difficulty but on the specific objective type. For example, a simple ICBM launch mission might net you a smaller amount, while a more complex mission involving destroying bug holes or bot factories will yield a larger payout. The key to maximizing your earnings is speed and efficiency. Since you earn a set amount per successful mission objective, the faster you complete missions back-to-back, the faster your Requisition Slip balance will grow. Playing on higher difficulties doesn’t directly increase your Req Slip gain per objective, but the secondary and primary objectives often found on these harder missions can provide more opportunities to earn them within a single deployment. Teaming up with a coordinated squad is the best way to blaze through missions and accumulate wealth for Super Earth.

Mission Type ExampleApproximate Req Slip Reward (Per Objective)Estimated Time to Complete (with a good squad)
Eliminate Bile Titans (2x)15 Req Slips8-12 minutes
Launch ICBM10 Req Slips5-8 minutes
Destroy Bug Hole / Bot Factory (3x)20 Req Slips10-15 minutes
Activate E-710 Pumps (3x)18 Req Slips7-10 minutes

The Ship Management Console: Your Upgrade Hub

Once you’ve filled your pockets with Req Slips, the real fun begins at the Ship Management console, located on the bridge of your destroyer. This interface presents you with a sprawling tech tree of modules, organized into categories like Orbital Cannons, Hangar, and Bridge. Each category contains a series of modules that must be purchased sequentially. You can’t skip ahead to the most powerful upgrade; you have to buy the previous one in the line first. This creates a natural progression curve, allowing you to gradually become more powerful. The console clearly displays the cost of each module and your current Req Slip balance, so you can always plan your next purchase. It’s a good idea to frequently check this console between missions to see how close you are to that next crucial upgrade that might make your next drop a little easier.

A Deep Dive into Module Categories and Costs

The ship modules are grouped into distinct systems, each enhancing a different aspect of your strategic support capabilities. Understanding what each category offers is essential for prioritizing your spending, especially in the early game when Req Slips are scarce.

Orbital Cannons: This category is all about offensive firepower from the sky. The upgrades here make your orbital strategems more effective. Early modules might reduce the cooldown time of your Orbital Gatling Barrage, while later, more expensive unlocks can add things like the Orbital Laser, a powerful continuous beam that can wipe out even the heaviest enemy units. The costs escalate quickly, with later modules in a single line costing several thousand Req Slips each.

Hangar: This system focuses on your eagle stratagems—the quick, precision airstrikes. Upgrades in the hangar can do everything from increasing the number of eagle strafing runs you can call in before a rearm, to reducing the rearm time itself, or even unlocking entirely new eagle weapons like the Napalm Strike. If you rely heavily on fast, targeted airstrikes to clear paths or eliminate high-value targets, this is your priority category.

Bridge: Often considered the most critical category for overall effectiveness, the Bridge modules enhance your core support capabilities. This includes upgrades to your Reinforce strategem, reducing the time it takes for you or a teammate to respawn after being killed. It also contains upgrades for your resupply stratagem, allowing you to call in more ammo and stims per drop. For teams that frequently find themselves in tough spots, these quality-of-life upgrades can be the difference between a successful extraction and a failed mission.

Engineering Bay: This category is dedicated to improving the sentry stratagems—your automated turrets. Upgrades here can increase the health and duration of your sentries, reduce their cooldown times, and unlock more advanced models like the Rocket Sentry or the Anti-Tank Emplacement. If your strategy involves setting up defensive perimeters, investing in the Engineering Bay is a must.

Robotics Workshop: This is where you upgrade your support bots, like the Guardian Dog Rover. Modules can improve the bot’s weaponry, its durability, and its targeting systems. A fully upgraded rover can be a significant force multiplier, providing covering fire and watching your back during intense firefights.

Module CategoryExample Early Module (Cost)Example Late-Game Module (Cost)Primary Benefit
Orbital CannonsOrbital Gatling Barrage Cooldown -20% (1,500 Req Slips)Orbital Laser Unlock (6,000 Req Slips)Enhanced Offensive Firepower
HangarEagle Rearm Time -10% (1,000 Req Slips)Eagle Napalm Strike Unlock (5,000 Req Slips)Faster & More Frequent Airstrikes
BridgeReinforce Strategem Cooldown -15% (2,000 Req Slips)Extra Supply Drop (Additional ammo/stims) (4,500 Req Slips)Improved Team Sustainability
Engineering BayMachinegun Sentry Health +50% (1,800 Req Slips)Rocket Sentry Unlock (5,500 Req Slips)Stronger Automated Defenses
Robotics WorkshopGuardian Dog Laser Upgrade (2,500 Req Slips)Guardian Dog Targeting System Upgrade (5,000 Req Slips)More Effective Support Bots

Strategic Prioritization: What to Unlock First

With the immense total cost of unlocking everything, new Helldivers need to be smart about their initial purchases. There’s no single “correct” path, as it depends heavily on your playstyle. However, a strong general strategy is to focus on the Bridge upgrades first. Reducing the cooldown on the Reinforce strategem is arguably the most impactful early-game upgrade you can get. It directly reduces mission failure risk by getting downed divers back into the fight much faster. Following that, upgrades to the resupply stratagem are incredibly valuable for longer missions and higher difficulties where ammunition and healing items are scarce. After shoring up your team’s survivability, you can branch out into offensive categories like the Orbital Cannons or Hangar based on whether you prefer heavy bombardments or swift airstrikes. Don’t neglect the Engineering Bay if you enjoy a more tactical, defensive playstyle, as a well-placed turret can control entire areas of the map.

The Long Grind: Total Cost and Time Investment

Fully upgrading your destroyer is a marathon, not a sprint. The cumulative cost of every single ship module is well over 100,000 Requisition Slips. The exact number can fluctuate slightly with game updates, but the scale remains massive. To put that into perspective, if you average a gain of about 50-60 Req Slips per hour through efficient play, you are looking at a total time investment of over 150 hours of gameplay to purchase everything. This grind is designed to be a core part of the long-term progression, giving you constant goals to work towards as you fight for Managed Democracy. It encourages you to experiment with different partially-upgraded loadouts and adapt your strategies based on the tools you currently have available, rather than just rushing to a single “meta” setup.

Common Misconceptions and Clarifications

It’s important to clear up a few points of confusion that players often have. First, Warbonds (the free and premium battle passes) do not contain ship modules. They are a separate progression system for unlocking weapons, armor, and boosters. Your ship is upgraded solely with Requisition Slips. Second, the difficulty level you play on does not increase the Req Slip reward for individual mission objectives. A “Destroy 3 Bug Holes” objective pays the same on Trivial as it does on Helldive. The advantage of higher difficulties is that missions often have more primary and secondary objectives, meaning you can complete multiple Req Slip-paying tasks in one deployment, increasing your overall earnings per hour. Finally, your personal player level has no direct bearing on ship modules. You are never locked out of a module purchase due to your level; the only gate is having enough Requisition Slips and having purchased the previous module in the tech tree line.

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