Helldivers 2 Requisition Slips: Cap, Sinks and Waste
Requisition slips cap at 50,000 and only buy stratagems and ship modules. Where they come from, and why late players start burning them.
The cap
50,000. Every slip earned past that number is discarded silently. You will not get a warning beyond the counter sitting still. For most of a progression the cap is irrelevant, because stratagems and modules drain slips faster than missions produce them. It becomes real around the point where your module tree is mostly finished — which is exactly when high-difficulty operations start paying the largest slip bonuses.
Where they come from
- Points of interest, in the same containers that hold medals and credits
- Primary and secondary objectives
- The end-of-mission payout, which adds a bonus for Helldivers successfully extracted and a bonus for time remaining, both scaled by difficulty That last one is why a fast, clean mission pays better than a slow, thorough one. The extraction count and the clock are multiplied, and the multiplier is the difficulty tier.
The one penalty
Killing civilians during an evacuation objective costs 25 slips per civilian, applied before the difficulty multiplier. On a high tier that penalty is multiplied like everything else, so a careless airstrike on a civilian cluster can cost more than the mission paid.
How to stop wasting them
Spend before you hit the ceiling, and spend on something you will actually call. Two habits make that easy: Buy every stratagem you have not unlocked yet, even the ones you think are bad — a stratagem costs slips, not medals, and the ones you never use are cheap insurance against a balance patch that makes one of them good. Then push one module chain at a time rather than spreading. Modules cost slips plus samples, and the slips are never the scarce part early; the samples are. The module order page shows which chains pay first.
Slips are not the progression gate
If you are short of anything, it is samples, not slips. Common samples cap at 500, rare at 250 and super at 100, and ship modules want hundreds of each. Treat slips as free and samples as precious — the super sample spawn rules are the page that actually decides how fast your destroyer improves.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- HELLDIVERS 2 on Steam — patch notes, current season, and authoritative game data.