Helldivers 2 Guides

Helldivers 2 Ship Modules: Every Upgrade Cost and Total

Six tables, one per ship section, plus the split that matters for planning: tiers 1–3 cost no Requisition at all, tier 4 needs 140,000, and tier 5 alone takes 140 of the tree's 305 Super Samples.

PandaPlay TeamHelldivers 2 Guides
Updated 6 min read
The Engineering Bay module of a Super Destroyer in Helldivers 2
On this page
  1. Every Helldivers 2 ship module upgrade cost
  2. How many samples it takes to max every ship module
  3. Which ship modules to upgrade first
  4. Where the samples and Requisition come from
  5. Helldivers 2 ship module and sample services
  6. Frequently asked questions
  7. Sources and update history

Upgrading every Helldivers 2 ship module costs 3,830 Common Samples, 2,920 Rare Samples, 305 Super Samples and 335,000 Requisition Slips. That is 30 upgrades across six ship sections, five tiers each. Tiers 1 to 3 only take samples; Requisition Slips start at tier 4, and the tier 5 upgrades alone eat 1,400 Common, 1,250 Rare and 140 Super Samples.

Ship modules are the permanent upgrades you buy at the Ship Management terminal in the Patriotic Administration Center. They only affect the Helldiver who buys them, and they are the sink that all those samples you extract with are for. Every number on this page comes from the community-run Helldivers Wiki’s Ship Modules table, which mirrors the in-game terminal, not from an official cost sheet. The tier structure itself is official: Arrowhead added tier 4 in April 2024 and tier 5 with patch 1.000.404 in July 2024.

If you are here because you keep running out of one currency, the farming guides are separate: where to find all three sample types, where Super Samples come from and how to farm Requisition Slips.

Every Helldivers 2 ship module upgrade cost

Six sections, five upgrades each. Costs are per upgrade, and you must buy them in order within a section. “Requisition” is Requisition Slips.

Patriotic Administration Center (support weapons)

TierUpgradeCommonRareSuperRequisitionEffect
1Donation Access License60–––Support weapons deploy with max magazines
2Streamlined Request Process8040––Support weapon cooldown −10%
3Hand Carts80605–Backpack stratagem cooldown −10%
4Superior Packing Methodology1501501520,000Resupply refills support weapons to max
5Payroll Management System2002002030,000Support weapon reload −10%
Patriotic Administration Center module screen in Helldivers 2
Image: Helldivers Wiki, Patriotic Administration Center module background

Orbital Cannons

TierUpgradeCommonRareSuperRequisitionEffect
1Exploding Shrapnel100–––Less orbital explosion damage falloff
2More Guns8060––Barrages fire one extra salvo
3Zero-G Breech Loading808010–Orbital cooldown −10%
4Atmospheric Monitoring2001501525,000Orbital HE barrage spread −15%
5High-Density Explosives2502002035,000Orbital explosion radius +10%
Orbital Cannons module screen in Helldivers 2
Image: Helldivers Wiki, Orbital Cannons module background

Hangar (Eagle)

TierUpgradeCommonRareSuperRequisitionEffect
1Liquid-Ventilated Cockpit80–––Eagle cooldown −50%
2Pit Crew Hazard Pay8040––Eagle Rearm −20%
3Expanded Weapons Bay808010–+1 Eagle use per Rearm
4XXL Weapons Bay1501501525,000Multi-bomb Eagles drop +1 bomb
5Advanced Crew Training2002502530,000Rearm −10% more if uses remain
Hangar module screen in Helldivers 2
Image: Helldivers Wiki, Hangar module background

Bridge

TierUpgradeCommonRareSuperRequisitionEffect
1Targeting Software Upgrade60–––Orbital call-in 1 second faster
2Nuclear Radar8040––Minimap enemy ping radius +50%
3Power Steering808010–Better Hellpod steering
4Enhanced Combustion2001501525,000Stratagem fire damage +25%
5Morale Augmentation2502002035,000All stratagem cooldowns −5%

Engineering Bay

TierUpgradeCommonRareSuperRequisitionEffect
1Synthetic Supplementation6010––Sentry, emplacement and resupply cooldown −10%
2Advanced Construction80605–Sentry health +50%
3Rapid Launch System808010–Emplacements launch immediately
4Circuit Expansion2001502020,000Arcs jump to one more enemy
5Streamlined Launch Process2502002530,000Support weapons launch immediately

Robotics Workshop (sentries)

TierUpgradeCommonRareSuperRequisitionEffect
1Dynamic Tracking6020––Sentries launch immediately
2Shock Absorption Gel80405–Sentry ammo +50%
3High-Quality Lubricant808010–Sentries rotate faster
4Blast Absorption1501502025,000Sentries take 50% less explosion damage
5Cross-Platform Compatibility2502003035,000Mortars prioritise marked targets
Robotics Workshop module screen in Helldivers 2
Image: Helldivers Wiki, Robotics Workshop module background

How many samples it takes to max every ship module

Adding the six tables gives the totals the wiki prints at the bottom of its page: 3,830 Common, 2,920 Rare, 305 Super and 335,000 Requisition Slips. The split by tier is the part that matters for planning, because the currencies arrive at very different rates. These sub-totals are ours, summed from the tables above:

UpgradesCommonRareSuperRequisition
Tiers 1–3 (18 upgrades)1,380770650
Tier 4 (6 upgrades)1,050900100140,000
Tier 5 (6 upgrades)1,4001,250140195,000
All 303,8302,920305335,000

Read it as three phases. The first 18 upgrades are cheap in everything and cost no Requisition at all. Tier 4 is where the bill changes shape: it needs 140,000 Requisition Slips, and the wiki notes the account cap is 50,000, so you cannot save for it in one go. Tier 5 is the wall: 140 of the 305 Super Samples in the whole tree, and Super Samples only spawn on Extreme (difficulty 6) and above.

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Which ship modules to upgrade first

The wiki does not rank them, and we are not going to invent a tier list. What the table does show is what each cheap upgrade costs and does, so the sensible order depends on which stratagems you actually run:

  • If you run Eagles: Liquid-Ventilated Cockpit (Hangar tier 1, 80 Common) cuts Eagle stratagem cooldown by 50%. That is the cooldown between uses, separate from the Rearm time that the tier 2 upgrade reduces.
  • If you run support weapons or orbitals: Donation Access License (PAC tier 1, 60 Common) and Targeting Software Upgrade (Bridge tier 1, 60 Common) are the two cheapest upgrades in the tree, and Streamlined Request Process and Zero-G Breech Loading are the flat 10% cooldown cuts at tier 2 and 3.
  • For everything at once: Morale Augmentation (Bridge tier 5) is the one upgrade whose effect covers every stratagem, but it is a tier 5 purchase: 250 Common, 200 Rare, 20 Super and 35,000 Requisition, after the four Bridge upgrades below it.

Because sections are bought in order, “which first” really means “which section first”. For an Eagle-heavy loadout the Hangar’s first three upgrades cost 240 Common, 120 Rare and 10 Super in total.

Where the samples and Requisition come from

Common and Rare Samples are picked up on the map and count for everyone who extracts; Super Samples are the ones that only appear on higher difficulties, covered in our Super Samples guide. Requisition Slips come from mission rewards, the slips you find in points of interest, and Major Orders, with higher difficulties paying a percentage bonus.

Two things trip people up. The 50,000 Requisition cap means the tier 4 and 5 Requisition costs (20,000 to 35,000 each) have to be paid as you go, not banked. And none of this competes with Warbonds: Medals unlock the rewards inside a Warbond, and paid Warbonds themselves are unlocked with Super Credits, so neither touches the samples or Requisition that ship modules need. Medals are covered in how to farm Medals.

Helldivers 2 ship module and sample services

If the sample and Requisition totals above are the part you would rather not grind, these cover it.

Frequently asked questions

How many ship modules are there in Helldivers 2?

30: six sections with five tiers each. Tiers 1 to 3 were in the game at launch, tier 4 arrived on April 11, 2024 and tier 5 with patch 1.000.404 on July 4, 2024, per the wiki’s change history and Arrowhead’s patch notes.

How many Super Samples do I need for all ship modules?

305 in total, of which 140 are for the six tier 5 upgrades and 100 for tier 4.

Do ship modules need Requisition Slips?

Only from tier 4 upwards. Each tier 4 or 5 upgrade costs between 20,000 and 35,000 Requisition Slips, 335,000 across the tree.

Do ship module upgrades apply to my whole squad?

No. The wiki states the upgrades only affect the Helldiver who buys them.

Which achievements are tied to ship modules?

Two, per the wiki: “Ship it!” for upgrading every ship module at least one level, and “Fully operational” for reaching max level on one section. Neither requires all 30 upgrades, and the wiki notes the second was not adjusted when tiers 4 and 5 were added.

Sources and update history

  • Helldivers Wiki, Ship Modules (full cost table, totals, tier history, achievements, per-player note)
  • Helldivers Wiki, Requisition Slips (50,000 cap, tier 4 requirement, sources)
  • Arrowhead Game Studios, Patch 1.000.404 (tier 5 ship modules released alongside, July 4, 2024)
  • Helldivers 2 on X, Super Destroyer Fleet Upgrade (tier 4, April 11, 2024), as cited by the wiki

Update history: Published September 25, 2026. Facts last checked September 25, 2026 against the sources above.

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