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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)
| Tier | Upgrade | Common | Rare | Super | Requisition | Effect |
|---|---|---|---|---|---|---|
| 1 | Donation Access License | 60 | – | – | – | Support weapons deploy with max magazines |
| 2 | Streamlined Request Process | 80 | 40 | – | – | Support weapon cooldown −10% |
| 3 | Hand Carts | 80 | 60 | 5 | – | Backpack stratagem cooldown −10% |
| 4 | Superior Packing Methodology | 150 | 150 | 15 | 20,000 | Resupply refills support weapons to max |
| 5 | Payroll Management System | 200 | 200 | 20 | 30,000 | Support weapon reload −10% |

Orbital Cannons
| Tier | Upgrade | Common | Rare | Super | Requisition | Effect |
|---|---|---|---|---|---|---|
| 1 | Exploding Shrapnel | 100 | – | – | – | Less orbital explosion damage falloff |
| 2 | More Guns | 80 | 60 | – | – | Barrages fire one extra salvo |
| 3 | Zero-G Breech Loading | 80 | 80 | 10 | – | Orbital cooldown −10% |
| 4 | Atmospheric Monitoring | 200 | 150 | 15 | 25,000 | Orbital HE barrage spread −15% |
| 5 | High-Density Explosives | 250 | 200 | 20 | 35,000 | Orbital explosion radius +10% |

Hangar (Eagle)
| Tier | Upgrade | Common | Rare | Super | Requisition | Effect |
|---|---|---|---|---|---|---|
| 1 | Liquid-Ventilated Cockpit | 80 | – | – | – | Eagle cooldown −50% |
| 2 | Pit Crew Hazard Pay | 80 | 40 | – | – | Eagle Rearm −20% |
| 3 | Expanded Weapons Bay | 80 | 80 | 10 | – | +1 Eagle use per Rearm |
| 4 | XXL Weapons Bay | 150 | 150 | 15 | 25,000 | Multi-bomb Eagles drop +1 bomb |
| 5 | Advanced Crew Training | 200 | 250 | 25 | 30,000 | Rearm −10% more if uses remain |

Bridge
| Tier | Upgrade | Common | Rare | Super | Requisition | Effect |
|---|---|---|---|---|---|---|
| 1 | Targeting Software Upgrade | 60 | – | – | – | Orbital call-in 1 second faster |
| 2 | Nuclear Radar | 80 | 40 | – | – | Minimap enemy ping radius +50% |
| 3 | Power Steering | 80 | 80 | 10 | – | Better Hellpod steering |
| 4 | Enhanced Combustion | 200 | 150 | 15 | 25,000 | Stratagem fire damage +25% |
| 5 | Morale Augmentation | 250 | 200 | 20 | 35,000 | All stratagem cooldowns −5% |
Engineering Bay
| Tier | Upgrade | Common | Rare | Super | Requisition | Effect |
|---|---|---|---|---|---|---|
| 1 | Synthetic Supplementation | 60 | 10 | – | – | Sentry, emplacement and resupply cooldown −10% |
| 2 | Advanced Construction | 80 | 60 | 5 | – | Sentry health +50% |
| 3 | Rapid Launch System | 80 | 80 | 10 | – | Emplacements launch immediately |
| 4 | Circuit Expansion | 200 | 150 | 20 | 20,000 | Arcs jump to one more enemy |
| 5 | Streamlined Launch Process | 250 | 200 | 25 | 30,000 | Support weapons launch immediately |
Robotics Workshop (sentries)
| Tier | Upgrade | Common | Rare | Super | Requisition | Effect |
|---|---|---|---|---|---|---|
| 1 | Dynamic Tracking | 60 | 20 | – | – | Sentries launch immediately |
| 2 | Shock Absorption Gel | 80 | 40 | 5 | – | Sentry ammo +50% |
| 3 | High-Quality Lubricant | 80 | 80 | 10 | – | Sentries rotate faster |
| 4 | Blast Absorption | 150 | 150 | 20 | 25,000 | Sentries take 50% less explosion damage |
| 5 | Cross-Platform Compatibility | 250 | 200 | 30 | 35,000 | Mortars prioritise marked targets |

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:
| Upgrades | Common | Rare | Super | Requisition |
|---|---|---|---|---|
| Tiers 1–3 (18 upgrades) | 1,380 | 770 | 65 | 0 |
| Tier 4 (6 upgrades) | 1,050 | 900 | 100 | 140,000 |
| Tier 5 (6 upgrades) | 1,400 | 1,250 | 140 | 195,000 |
| All 30 | 3,830 | 2,920 | 305 | 335,000 |
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.
Unlock All Ship ModulesAll 30 ship module upgrades, tiers 1 to 5, done on your account.From $52.49View offerWhich 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.
Unlock All Ship ModulesAll 30 upgrades, tiers 1 to 5 of every section, done on your account.From $52.49View offer
Unlock 24 Ship ModulesTiers 1 to 4 of every section (24 upgrades), if tier 5's 140 Super Samples are the only part you want to farm yourself.From $42.49View offer
Samples PackSample packs, for the 3,830 Common, 2,920 Rare and 305 Super Samples the tables above add up to.No account login · just your friend codeFrom $5.99View offerFrequently 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.














