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True Lasgun Beam Overhaul 2026-10-10

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 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
2026-10-10
Rating
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Latest updates

  1. Version 2.0

    Requested sliders (heat generation per shot and magazine count). Added Overcharge Mode for the...
  2. Version 1.5 – Enhanced Version Hotfix

    Fixed a network issue that occurred when using the Hot-shot's heat-battery magazine system in...
  3. 1.4.1

    more some fix.

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Bans

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Sep 19, 2026
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29
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!
 

Liber-tea Drinker

Members
Members
Sep 28, 2026
3
0
Finally, someone who's making a mod that I think is essential!
It's always annoyed me that lasers are projectiles, and I'm so happy to see the R/40-K Hot-Shot has a cooling system—a huge thank you for making this mod; I'm over the moon!!!

I'm just having a little trouble with the R/40-K Hot-Shot—I wanted to keep the base weapon's stats, but with the new laser shot and cooling system, I think the weapon deals way too much damage, and the AP4 is excessive. Is there an easy way for me to tweak the stats myself, considering I have no experience and just looking at the files already gave me a headache?
 

AtxShootah

Members
Members
Oct 10, 2026
1
0
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!
running solo tests- as of 10/10 - no issues running 6 missions with sickle, double edge, SAI and Lasgun- No heat is incredible on DE
 

Arnyx

Members
Members
Oct 7, 2026
14
2
Finally, someone who's making a mod that I think is essential!
It's always annoyed me that lasers are projectiles, and I'm so happy to see the R/40-K Hot-Shot has a cooling system—a huge thank you for making this mod; I'm over the moon!!!

I'm just having a little trouble with the R/40-K Hot-Shot—I wanted to keep the base weapon's stats, but with the new laser shot and cooling system, I think the weapon deals way too much damage, and the AP4 is excessive. Is there an easy way for me to tweak the stats myself, considering I have no experience and just looking at the files already gave me a headache?
I agree for the most part involving the Hot-Shot. I'd use the overhaul mod if its statline wasn't quite as cracked. I honestly feel like *just* making it heavy AP would be enough, but what I know it that it doesn't need its damage more than doubled.
 

Ammo875

Members
Members
Sep 13, 2026
41
14
seems to have issues on the latest version

[LASBeamEnhancedV20] INIT LAS Beam 2.0 Enhanced
[LASBeamEnhancedV20] RUNTIME_READY: HD2Runtime0.31.0; API1; release minimum0.28.1
[LASBeamEnhancedV20] FEED_SELECTED: Double-Edge Sickle=heat, Sickle=heat, SAI=heat, Hot-Shot=local-heat; restart to change
[LASBeamEnhancedV20] TUNING_SELECTED: v1:1.55 1.40 1.90 12.50 2.00 6.00 7.00 7.00 1.30 5.00 1.90 7.00; restart to change
[LASBeamEnhancedV20] THERMAL_CONTROLLERS_READY: finalized tuning; generated Normal/Overcharge stages; mission pause/resume enabled
[LASBeamEnhancedV20] ORIGINAL_SCHEMA_PRESERVED: no descriptor allocation/publication; Hot-Shot original Magazine5 in both modes
[LASBeamEnhancedV20] WAIT_STARTUP: required data or target absence pending; automatic low-frequency retry remains active
[LASBeamEnhancedV20] ATTACHMENTS_READY: SAI attachment source verified; startup search retired
[LASBeamEnhancedV20] REFUSED: mods/bans/las_beam_overhaul_v20_enhanced.lua:188: stock reserved profile 556 differs; rollback=true
 

Nūllum amat.

Members
Members
Sep 24, 2026
14
5
Finally, someone who's making a mod that I think is essential!
It's always annoyed me that lasers are projectiles, and I'm so happy to see the R/40-K Hot-Shot has a cooling system—a huge thank you for making this mod; I'm over the moon!!!

I'm just having a little trouble with the R/40-K Hot-Shot—I wanted to keep the base weapon's stats, but with the new laser shot and cooling system, I think the weapon deals way too much damage, and the AP4 is excessive. Is there an easy way for me to tweak the stats myself, considering I have no experience and just looking at the files already gave me a headache?
There are now many mods that allow you to adjust numerical values in the game, such as the SHODAN Stat Editor I use.
 

Nūllum amat.

Members
Members
Sep 24, 2026
14
5
Version 1.5 is compatible with Shodan (though damage and other stats seem to be incompatible), while version 2.0 is completely incompatible (I haven't tested the original data version because you mentioned the original data's Trident projectile trajectory has a 300m range limit). Ideally, this mod should be compatible with Shodan, as being able to customize the stats to your liking would greatly enhance the game's enjoyment.
 

Arnyx

Members
Members
Oct 7, 2026
14
2
The current mechanism works by firing a Trident projectile followed by a conventional ballistic projectile, with the latter being disabled by setting it to False

When I first started developing the mod, both projectiles were actually being fired simultaneously. To fix this, I disabled the ballistic projectile by setting it to False

However, some values that weren't fully disabled, particularly the firing sounds, can still trigger with a delay.

That's why it's difficult to eliminate this issue completely with the current implementation.

The reason it happens relatively infrequently now is that the Trident projectile is spawned first, and the creation of the ballistic projectile is then blocked. Sometimes there's a slight delay in that blocking process, allowing some unintended side effects to slip through, especially the firing audio.

In short, I don't think it's currently possible to eliminate this issue completely with the existing mechanism.
Thought: Obviously I'm not a developer and I don't know how this stuff actually works under the hood or anything, but is there a way to force a delay with the firing of the ballistic projectile? Cause if you can force the weapon to try and spawn the projectile significantly later, then it will always be able to set it to false.
 

Liber-tea Drinker

Members
Members
Sep 28, 2026
3
0
Version 1.5 is compatible with Shodan (though damage and other stats seem to be incompatible), while version 2.0 is completely incompatible (I haven't tested the original data version because you mentioned the original data's Trident projectile trajectory has a 300m range limit). Ideally, this mod should be compatible with Shodan, as being able to customize the stats to your liking would greatly enhance the game's enjoyment.
Hey thanks for your reply ! I've downgraded to 1.5 and downloaded the SHODAN Stat Editor as you mentioned, however it seems that modifying the LA5-13 Trident AP and damage doesn't carry on to the R/40-K Hot-Shot projectiles :(

I see that there is a projectile swap on the R/40-K Hot-Shot, but is the Projectile fired (id): 86 indeed linked to the LA5-13 Trident ?
Is there any option to modify directly the value of the Projectile fired (id): 86 ?

f2e2a7412a3895cd26ad3a1a-trident-editor.avif
50bc0b77727b3a994fe2aeaf-hotshot-editor.avif
 

Bans

Members
Members
Sep 19, 2026
116
29
seems to have issues on the latest version

[LASBeamEnhancedV20] INIT LAS Beam 2.0 Enhanced
[LASBeamEnhancedV20] RUNTIME_READY: HD2Runtime0.31.0; API1; release minimum0.28.1
[LASBeamEnhancedV20] FEED_SELECTED: Double-Edge Sickle=heat, Sickle=heat, SAI=heat, Hot-Shot=local-heat; restart to change
[LASBeamEnhancedV20] TUNING_SELECTED: v1:1.55 1.40 1.90 12.50 2.00 6.00 7.00 7.00 1.30 5.00 1.90 7.00; restart to change
[LASBeamEnhancedV20] THERMAL_CONTROLLERS_READY: finalized tuning; generated Normal/Overcharge stages; mission pause/resume enabled
[LASBeamEnhancedV20] ORIGINAL_SCHEMA_PRESERVED: no descriptor allocation/publication; Hot-Shot original Magazine5 in both modes
[LASBeamEnhancedV20] WAIT_STARTUP: required data or target absence pending; automatic low-frequency retry remains active
[LASBeamEnhancedV20] ATTACHMENTS_READY: SAI attachment source verified; startup search retired
[LASBeamEnhancedV20] REFUSED: mods/bans/las_beam_overhaul_v20_enhanced.lua:188: stock reserved profile 556 differs; rollback=true
Are you using any other mods? If so, please send me your mod list.
 

Bans

Members
Members
Sep 19, 2026
116
29
Hey thanks for your reply ! I've downgraded to 1.5 and downloaded the SHODAN Stat Editor as you mentioned, however it seems that modifying the LA5-13 Trident AP and damage doesn't carry on to the R/40-K Hot-Shot projectiles :(

I see that there is a projectile swap on the R/40-K Hot-Shot, but is the Projectile fired (id): 86 indeed linked to the LA5-13 Trident ?
Is there any option to modify directly the value of the Projectile fired (id): 86 ?

f2e2a7412a3895cd26ad3a1a-trident-editor.avif
50bc0b77727b3a994fe2aeaf-hotshot-editor.avif
Currently, this mod is likely incompatible with that editor, even in the Vanilla Stats version.

The reason is that this mod doesn't simply reuse the Trident's projectile. Instead, it clones the Trident's projectile and applies the cloned version.

Because of this, the editor probably won't be able to detect those values.