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True Lasgun Beam Overhaul 2026-10-19

A Mod for Helldivers 2
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 2.0

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 2.0 (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 v2.0 - 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.


  • Version 2.0​

    Added Overcharge Mode for the Sickle and Double-Edge Sickle
    • Incendiary effect
    • +1 Armor Penetration
    • Increased damage
    • Approximately 3× heat generation per shot
    • In magazine mode: 3× for the Sickle and 4× for the Double-Edge Sickle
  • Fixes
    • Improved compatibility
    • Fixed overlapping firing sounds

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
2026-10-19
Rating
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Latest updates

  1. update for vanlila plus megapack v42

    Compatibility with Vanilla Plus Megapack v42 has been added.
  2. Version 2.1

    Consolidated the releases into Enhanced / Vanilla Stats, with filenames, internal titles, and...
  3. Version 2.0

    Requested sliders (heat generation per shot and magazine count). Added Overcharge Mode for the...

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Bans

Modder
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Sep 19, 2026
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Version 2.1 is now available. If you encounter any issues during testing, please leave a comment describing the symptoms.

To minimize mod conflicts, please test with only this mod and its required dependencies enabled.
 

HOWLER-1

Members
Members
Sep 21, 2026
3
3
Version 2.0 may still be a bit unstable. If you encounter any issues, please describe the symptoms and provide the relevant log files.

Please also test the mod without any other mods enabled to help rule out potential mod conflicts!
I'm using your version that leaves the base stats as is and just changed the beam and wow does it make las weapons better and more fun to use- love it! Would it be possible to add an option for the Hot-Shot to use a heat sink/overheat system on the vanilla stats version of the file as well?
 
Last edited:

DeusNoirEx

Members
Members
Sep 12, 2026
28
13
Welp, it broke again. No Trident beams on any of the weapons.
 

LordlyMexiking

Members
Members
Sep 12, 2026
5
1
Been loving the mod so far and I was wondering if it would be possible to make most options modular from a mod menu in-game? Like being able to change if the hotshot uses battery or magazine, the damage of each weapon and armor penetration, or even the length of the beam?
 

Arnyx

Members
Members
Oct 7, 2026
26
3
having a lot of fun with the mod in its current state but i have to say the hotshot feels WAY too strong, ap4 and over 400 damage means you can basically one shot almost any unit that is not in the bile titan tier, hulks are a joke, i dont know exactly how it could be balanced but i think it needs a tweak, maybe a bit of less damage since taking away the ap4 just makes it worse compared to the sickles imo
I'd say literally *just* make it AP4 and leave it there. Not all rebalances require a complete remake of the weapon, sometimes subtle changes are better.
 

Cerbe

Members
Members
Sep 19, 2026
11
2
I belive if you use 2.0 version of this mod and Gub's LAS-1000 Excalibur mod at same time, and join other players game, it might crash host player's game after evac. 1.5 version seems ok.
 

Crazy mek Zgog

Members
Members
May 3, 2026
56
29
I managed to create a beam using HD2Edit without having to switch to the overheat system. Maybe you could try the same?
 

DeusNoirEx

Members
Members
Sep 12, 2026
28
13
Okay so I've found a strange little quirk in this mod's design.
Apparently: Using any sort of VFX changer that affects the projectiles any of the guns this mod affects are supposed to fire - it just stops working outright.
As far as I can see, there's no way to circumvent this. I've limited the mod I use to only recolor the lasers of these weapons and it didn't work. Tried it with just the SAI and it broke all of them. There's no option to recolor JUST the Trident's beams but somehow I suspect that too would somehow break it.
Incorporating a color changer into this mod is already a high demand so instead I propose something different: could the beams these guns fire inherit the VFX of the original gun's projectiles?
 

HeartlesJosh

Members
Members
Sep 12, 2026
3
1
Guns inherit projectile changes but do not inherit damage/AP changes. Specifically only the Sai is working as intended for me for reasons I cannot fathom. I thought it was mod conflicts with Helldiver Ammunition and Shodan's Editor but disabling both of those doesn't fix it.