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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
Modder
Members
Sep 19, 2026
123
32
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.
 

Crazy mek Zgog

Members
Members
May 3, 2026
56
29
Nothing has changed. I still hear the sounds of TWO shots. Could it be that there are simply two beams? In HD2Editor, the default setting for beam conversion was set to 2 beams per single pulse. I tried firing while moving the weapon, and there were definitely... more than one impact point. It feels like something isn't right here.

Also, I already had a mod installed that replaces the firing sounds for the Sickle and Hot-Shot, but with that mod and this version, the game crashes upon startup. The sound from the mod was also being duplicated.

(For some reason, I’m unable to post comments as replies; I just get an error: "The requested page could not be found.")
 

Bans

Modder
Modder
Members
Sep 19, 2026
123
32
Nothing has changed. I still hear the sounds of TWO shots. Could it be that there are simply two beams? In HD2Editor, the default setting for beam conversion was set to 2 beams per single pulse. I tried firing while moving the weapon, and there were definitely... more than one impact point. It feels like something isn't right here.

Also, I already had a mod installed that replaces the firing sounds for the Sickle and Hot-Shot, but with that mod and this version, the game crashes upon startup. The sound from the mod was also being duplicated.

(For some reason, I’m unable to post comments as replies; I just get an error: "The requested page could not be found.")
Due to the way the mod is structured, it does technically create two projectiles. However, the actual physical projectile is disabled, and the firing sound that comes with it as a side effect is also set to false.

The problem seems to be that this setting isn't always properly recognized on every shot, causing the extra firing sound to occasionally play anyway.

I've tried to fix or minimize this issue as much as possible, but unfortunately, it still hasn't been fully resolved. At this point, it seems to be an unavoidable limitation of the mod's current structure.
 

Raas

Members
Members
Oct 10, 2026
5
0
any way to make beam less bright? Its blinding even in third person.
Also whats about making hellgun based on hotshot? I mean backpackfed kind of weapon
 

Gr4mas

Members
Members
Sep 30, 2026
27
4
Im using HD2Runtime 0.31.3 and R/40-K Hot-Shot use default values for me, in mission works like default
 

Arnyx

Members
Members
Oct 7, 2026
26
3
Due to the way the mod is structured, it does technically create two projectiles. However, the actual physical projectile is disabled, and the firing sound that comes with it as a side effect is also set to false.

The problem seems to be that this setting isn't always properly recognized on every shot, causing the extra firing sound to occasionally play anyway.

I've tried to fix or minimize this issue as much as possible, but unfortunately, it still hasn't been fully resolved. At this point, it seems to be an unavoidable limitation of the mod's current structure.
It does actually seem to also fire two trident beams, though
 

Zeradux

Members
Members
Oct 2, 2026
18
11
Vanilla plus megapack updated to v42 and if you use it this mod now doesnt work, the bingus shared loader v20 does NOT have this problem and works correctly, also tested with megapack v41 and also works correctly so whatever is wrong is because the megapack got a new update to v42, while the vanilla plus megapack is not a dependency a lot of people use it since it includes the mod options menu which is a dependency so its worth checking into it
 

NOTSHINY

Members
Members
Sep 28, 2026
1
0
Vanilla plus megapack updated to v42 and if you use it this mod now doesnt work, the bingus shared loader v20 does NOT have this problem and works correctly, also tested with megapack v41 and also works correctly so whatever is wrong is because the megapack got a new update to v42, while the vanilla plus megapack is not a dependency a lot of people use it since it includes the mod options menu which is a dependency so its worth checking into it
After testing to see whether this is true or not, it turns out it was indeed Vanilla plus megapack's new update that causes this issue. Disabling the megapack makes the True Lasgun mod work again and the opposite happens if you re-enable the megapack v42 mod.
 

NailH3ad

Members
Members
Sep 5, 2026
2
0
Vanilla plus megapack updated to v42 and if you use it this mod now doesnt work, the bingus shared loader v20 does NOT have this problem and works correctly, also tested with megapack v41 and also works correctly so whatever is wrong is because the megapack got a new update to v42, while the vanilla plus megapack is not a dependency a lot of people use it since it includes the mod options menu which is a dependency so its worth checking into it
Was testing it as well and your conclusion rings true. The new pack completely breaks the mod,