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True Lasgun Beam Overhaul 2026-10-09

A Mod for Helldivers 2
  • Bans
True Lasgun Beam Overhaul akl_mod_preview_image
Why do laser weapons fire what are basically bullets with glowing skins?

This mod turns them into proper Lasgun-style weapons worthy of the Emperor’s Hammer.




LAS Beam Enhanced Overhaul 1.4

Converts the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot to Trident-style hitscan beams, with enhanced weapon stats and heat mechanics.

All damage values below are listed as normal damage / durable damage. AP means armor penetration. Heat thresholds use internal heat values.

The Double-Edge Sickle was designed around the Hot-shot Volley Gun concept, while the SAI was designed as a close-range Las-Sprayer.

The reason the Sickle and SAI have relatively high damage and armor penetration in the Enhanced version is that they were designed around the Hot-shot Lasguns used by Kasrkin, Tempestus Scions, and Stormtroopers.

These aren't your typical Kantrael-pattern Lasguns commonly seen in 40K. They're weapons wielded by the Emperor's elite soldiers.

And since Helldivers are essentially special forces, much like the Kasrkin or Tempestus Scions, shouldn't they be equipped with weapons worthy of their status?

Preview video:
View: https://youtu.be/BQlQZtd5V1w

LAS-16 Sickle

Damage: 110 / 15.
Armor penetration: 3.
Selectable firing rates: 500, 750 and 850 RPM.
Base firing rate: 750 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 1.4.
Normal cooling: 6 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.

LAS-17 Double-Edge Sickle

Damage and armor penetration increase with heat:
Below 20 heat: 120 / 20 damage, AP 3.
From 20 to below 60 heat: 150 / 30 damage, AP 3.
From 60 to below 130 heat: 200 / 40 damage, AP 4.
At 130 heat and above: 300 / 60 damage, AP 5.

Selectable firing rates: 700, 850 and 1100 RPM.
Base firing rate: 850 RPM.
Beam range: 300 meters.
Beam duration: 0.05 seconds.
Firing warmup removed.
Heat capacity: 200.
Heat generated per shot: 1.55.
Normal cooling: 4 heat per second.
Spare heat sink settings: starting 1, maximum 2, resupply amount 6.

Self-damage is disabled in the first and second enhanced heat stages. Only the highest stage, starting at 130 heat, applies self-burn using the weapon's original second-stage self-burn effect.
Damage and armor penetration follow the current heat stage when the weapon cools or a heat sink is replaced.

LAS-12 Sai

Damage: 150 / 25.
Armor penetration: 3.
Base firing rate: 1250 RPM.
Beam range: 200 meters.
Beam duration: 0.05 seconds.
One beam per shot.
Firing warmup removed.
Horizontal / vertical spread: 130 / 130.
Horizontal / vertical recoil drift: 3 / 3.
Horizontal / vertical aiming-screen recoil: 2 / 4.
Heat capacity: 100.
Heat generated per shot: 1.9.
Normal cooling: 5.4 heat per second.
Standard heat sink spare settings: starting 6, maximum 7, resupply amount 8.
Original Sai firing sound restored.
No additional RPM selection menu.

Sai attachment changes

Focus Lens:
Firing rate: 950 RPM.
Horizontal / vertical spread: 65 / 65.

High-Capacity Heat Sink:
Heat generated per shot: 1.3.
Spare heat sink settings: starting 4, maximum 5, resupply amount 7.

High-Efficiency Heat Sink:
Heat generated per shot: 1.9.
Normal cooling: 8.8 heat per second.
Spare heat sink settings: starting 6, maximum 7, resupply amount 8.

R/40-K Hot-Shot

Damage: 575 / 140.
Armor penetration: 4.
Semi-automatic firing rate: 210 RPM.
Beam range: 2000 meters.
Beam duration: 0.15 seconds.
One beam per shot.
Firing warmup removed.
Heat capacity: 100.
Heat generated per shot: 12.5.
Normal cooling: 8.2 heat per second.
Spare heat sink settings: starting 5, maximum 6, resupply amount 6.
Horizontal / vertical recoil drift: 2 / 2.
Horizontal / vertical aiming-screen recoil: 1 / 2.
Original Hot-Shot firing sound restored.
No additional RPM selection menu.

The Hot-Shot now uses a Sickle-style heat sink system. Firing generates heat, and the weapon cools while idle. Full overheat requires manual heat sink replacement. Automatic heat sink ejection is disabled.
The original ammunition consumption and magazine reload path no longer control firing.

Sound and runtime improvements

Sai and Hot-Shot use their original firing sounds. Sickle and Double-Edge Sickle retain the firing sounds from the previous Enhanced version.
The retained projectile components do not produce additional physical bullets.


Personally, I was quite satisfied with the overlapping Sickle and Trident firing sounds, which are unavoidable due to how the mechanism works, so the firing sound has not been changed.

For the SAI and Hot-shot, however, the Trident firing sound has been disabled.

LAS Beam Enhanced Overhaul 1.3 (No Self-Damage)

Includes all weapon, attachment, heat, recoil, sound and runtime changes listed above.
The only difference is that Double-Edge Sickle self-damage is disabled at every heat stage. Its heat-based damage and armor penetration progression remain unchanged.

LAS Weapons Are Now True Las Beams v1.3 - Vanilla Stats

For players who want Trident-style hitscan beams while keeping the original weapon specs.

Since all four weapons use the Trident’s beam, and the original Trident beam has a range of 200 meters, the Hot-shot Lasgun’s range may feel shorter than expected.

Supports the LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-12 Sai and R/40-K Hot-Shot.

Only the firing method and beam visuals are changed. All original weapon and attachment stats are preserved,
including damage, armor penetration, firing rate, recoil, spread, warmup, heat generation, cooling, ammunition, reserves and resupply.

All four weapons use their original firing sounds.
One beam per barrel per shot.
No additional RPM selection menu.
Original Double-Edge Sickle self-damage is preserved.
Hot-Shot keeps its original magazine and reload system.
Beam reach follows each weapon's original projectile travel-distance budget; beam presentation timing comes from Trident.
Version 1.3 Changes and Fixes

Added support for HD2Runtime 0.28.1 and 0.30.0 across all three versions.

Improved startup application speed and added guarded retries when the required game data is not ready.

Cleaned up unnecessary code and repetitive diagnostic logs while retaining the processing required for RPM changes, heat stages, and weapon replacement.

Improved compatibility checks to validate current buffer locations and capacities while preserving essential field, type, and size checks.

Fixed Hot-Shot ammunition pickups and resupply so they replenish its heat-based battery reserves.

Added separate magazine-system toggles for each weapon in both Enhanced versions.
Enabling magazine mode for the Double-Edge Sickle disables heat-dependent damage stages and self-damage.

In the Vanilla Stats version, the Semi-Auto/Full-Auto selector is only available when warm-up removal is enabled, as the original firing delay feels unnatural when firing in semi-auto.

Configured magazine capacities to 100 rounds for the Sickle, 250 for the Double-Edge Sickle, and 120 for the Sai, or 200 with its High-Capacity Heat Sink. (only overhaul version)

Version 1.4 Changes and Fixes

  • Fixed inconsistent mod application (testing is required from users who experienced this issue).
  • Added a beam range slider (200–500m) to the Vanilla Stats version.
    Added compatibility with HD2Runtime 0.30.1 and future versions that use the same API.

Requirements and installation

Requires Bingus Shared Loader v18+
HD2Runtime 0.28.1+
Mod Options Menu included in the VanillaPlus Megapack
installed separately

Use only one Lasgun of the three variants at a time.

Close the game fully before updating. Disable the previous version and old test builds, install the chosen ZIP, then redeploy and restart the game.
Since this mod clones and applies the Trident's projectile, it may be incompatible with other weapon mods, especially those that modify the same weapons, including the Trident itself.

If you encounter any compatibility issues with other mods, please leave a comment.

If the mod doesn't seem to be working, please follow these steps:

  1. Install the three required dependencies:
    • Bingus Shared Loader
    • HD2Runtime
    • Mod Options Menu
  2. Place this mod immediately after the three required dependencies in the load order.
  3. Test the mod and check the log files to confirm that it is working properly.
  4. If the mod works correctly with only the required dependencies installed, there is a very high possibility that another mod is causing a conflict.
  5. In that case, enable your other mods one by one until you identify the conflicting mod.
Once you've identified the conflicting mod, please leave a comment with its name so I can investigate the issue.

he vanilla version is also incompatible with other enhancement mods.

Due to how the mechanism works, directly using the Trident’s projectile would also cause the changes to be applied to the Trident itself.

To prevent this, the mod clones the Trident’s projectile and applies the cloned version instead of using the original projectile directly. Because of this process, it is not compatible with other enhancement mods that modify the same weapons.




Stand and die for the Emperor, May the Emperor protect you.
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Version
2026-10-09
Rating
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Latest updates

  1. Version 1.5 – Enhanced Version Hotfix

    Fixed a network issue that occurred when using the Hot-shot's heat-battery magazine system in...
  2. 1.4.1

    more some fix.
  3. Lasgun v1.4

    Fixed inconsistent mod application (testing is required from users who experienced this issue)...

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Bans

Members
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Sep 19, 2026
106
27
I'm a bit busy right now, so I'll come back tomorrow to collect feedback and resume working on the mod.
 

Spartan09

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Sep 28, 2026
17
5
So far 1.4 is working perfectly for me, i am using blue overhaul for the projectile color, weapon no sway, helldiverized weapon archive and laser replacer AIO, all mods that change the las weapons in some way or another and its working without issue, using bingus shared loader v19, hd2runtime 0.30.1 and mod options menu 1.2, also using vanilla plus megapack v40 if its any use, yesterday it even caused some others mod to not work so i will try those after launch and report if they work, great job man

Btw any plans on doing some of these changes to the talon?
Thanks, I wanted to know if weapon no sway was working correctly.
 

Bans

Members
Members
Sep 19, 2026
106
27
So far 1.4 is working perfectly for me, i am using blue overhaul for the projectile color, weapon no sway, helldiverized weapon archive and laser replacer AIO, all mods that change the las weapons in some way or another and its working without issue, using bingus shared loader v19, hd2runtime 0.30.1 and mod options menu 1.2, also using vanilla plus megapack v40 if its any use, yesterday it even caused some others mod to not work so i will try those after launch and report if they work, great job man

Btw any plans on doing some of these changes to the talon?
I could finish the Vanilla Stats version of the Talon right away, but I need a little more time to decide on a concept for the Enhanced version.

The Talon is actually quite powerful, so I'm debating whether to design it as a standard Laspistol, increasing its rate of fire while reducing its damage.

However, since the Enhanced versions already follow the Hot-shot Lasgun concept for the Sickle and the Hot-shot Volley Gun concept for the Double-Edge Sickle, I think keeping the Talon as a Hot-shot Laspistol would also make sense.
 

Spartan09

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Sep 28, 2026
17
5
[LasBeamOverhaulV13NoSelf] INIT LAS Beam Enhanced Overhaul 1.4 (No Self-Damage); guarded startup revision2
[LasBeamOverhaulV13NoSelf] RUNTIME_READY: HD2Runtime0.30.1; API1; release minimum0.28.1
[LasBeamOverhaulV13NoSelf] FEED_SELECTED: Double-Edge Sickle=heat, Sickle=heat, SAI=heat, Hot-Shot=heat; restart to change
[LasBeamOverhaulV13NoSelf] WAIT_SCHEMA: target validation pending; fresh guarded capture scheduled
[LasBeamOverhaulV13NoSelf] SAVE_SCHEMA_REFUSED: stable across3 captures; mods/bans/sickle_sai_hotshot_trident_v15_no_self.lua:494: target schema metadata differs: Hot-Shot expected_size=260 actual_size=260 expected_fields=26 actual_fields=26 expected_meta12_23=000000000000000000000000 actual_meta12_23=000000000000000000400e3c expected_tail=0100000000000000 actual_tail=0100000000400e3c
[LasBeamOverhaulV13NoSelf] REFUSED: mods/bans/sickle_sai_hotshot_trident_v15_no_self.lua:1946: Weapon feed save schema preparation refused; rollback=true
 

Bans

Members
Members
Sep 19, 2026
106
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The log confirms that HD2Runtime 0.30.1 was recognized successfully. This application failure occurred while validating the Hot-Shot’s saved-state schema.

The serialized size and field count matched the expected values: 260 bytes and 26 fields. However, some metadata differed from the values expected by the mod. The same mismatch was confirmed across three fresh captures, so application was stopped.

We are investigating whether the mod’s validation is comparing auxiliary data or padding against fixed values, even though those bytes may vary between environments. The purpose of these regions has not yet been confirmed, so this log alone does not establish a conflict

The proposed fix is to identify these regions and preserve their current contents if they are confirmed to be padding or opaque data. Essential checks for field identities, order, types, sizes and memory bounds will remain in place.

The LAS mod was not successfully applied in this session. The log reports that rollback completed successfully.

Do you have any other mods enabled? Also, did the mod work properly after you installed HD2Runtime?
[LasBeamOverhaulV13NoSelf] INIT LAS Beam Enhanced Overhaul 1.4 (No Self-Damage); guarded startup revision2
[LasBeamOverhaulV13NoSelf] RUNTIME_READY: HD2Runtime0.30.1; API1; release minimum0.28.1
[LasBeamOverhaulV13NoSelf] FEED_SELECTED: Double-Edge Sickle=heat, Sickle=heat, SAI=heat, Hot-Shot=heat; restart to change
[LasBeamOverhaulV13NoSelf] WAIT_SCHEMA: target validation pending; fresh guarded capture scheduled
[LasBeamOverhaulV13NoSelf] SAVE_SCHEMA_REFUSED: stable across3 captures; mods/bans/sickle_sai_hotshot_trident_v15_no_self.lua:494: target schema metadata differs: Hot-Shot expected_size=260 actual_size=260 expected_fields=26 actual_fields=26 expected_meta12_23=000000000000000000000000 actual_meta12_23=000000000000000000400e3c expected_tail=0100000000000000 actual_tail=0100000000400e3c
[LasBeamOverhaulV13NoSelf] REFUSED: mods/bans/sickle_sai_hotshot_trident_v15_no_self.lua:1946: Weapon feed save schema preparation refused; rollback=true
 

KoboldLover245

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Members
Sep 19, 2026
20
16
Seems to work consistently as of V1.4. With only the dependencies, it works perfectly and consistently. There is no more of that phenomena where it works and then chooses not to upon next boot. Will update if something somehow becomes an issue again.

Took me a bit of experimenting with load orders to make it work with other mods that happen to slightly interact with laser weaponry, such as Helldiver's Ammunition. Putting this mod underneath it makes the two compatible, with the former not affecting the latter. For those who want to experiment with Helldiver's Ammunition, put LAS Overhaul to load after Ammunition, not before.

Well, that seems to be it for now. The fix works. I am satisfied. Appreciate your efforts.
 

Zeradux

Members
Members
Oct 2, 2026
6
7
I could finish the Vanilla Stats version of the Talon right away, but I need a little more time to decide on a concept for the Enhanced version.

The Talon is actually quite powerful, so I'm debating whether to design it as a standard Laspistol, increasing its rate of fire while reducing its damage.

However, since the Enhanced versions already follow the Hot-shot Lasgun concept for the Sickle and the Hot-shot Volley Gun concept for the Double-Edge Sickle, I think keeping the Talon as a Hot-shot Laspistol would also make sense.
was going to suggest exactly that actually, imo the talon is overall one of the most balanced guns in the game, since now we have an actual lasgun with heat mechanics in the hotshot the logical step would be to change the talon from a las revolver to a las pistol to not overshadow the hotshot, you could even go the opposite route and make the talon a heavy las pistol, hit harder using more heat per shot, any way could work if you ask me, personally i mostly want the talon to also use the cool trident beam, the way i see it there is 3 choices with the talon

las pistol - less damage, less heat per shot, more rate of fire, maybe even automatic

las revolver - how it works now

heavy las pistol - more damage and heat per shot than it has now with slower fire rate, maybe even heavy pen but that could be too much

none of the choices are wrong if you ask me, personally the las pistol sounds the most attractive to me since now with the hotshot they both have more or less the same purpose
 

Spartan09

Members
Members
Sep 28, 2026
17
5
I've tried everything and nothing works; it's a shame, because I really love this mod.