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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

Members
Members
Sep 19, 2026
116
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!
 

Bans

Members
Members
Sep 19, 2026
116
29
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.
I actually tried that approach during the early stages of development, but it caused issues. That's why I settled on the current method as the best solution.
 

Liber-tea Drinker

Members
Members
Sep 28, 2026
3
0
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.
I see, I see, well thank you for the heads up, I'll use it as it is, it's just that good. And again thank you so much for making this mod it is as I said a dream come true !!!

I don't know if you'd be able to make a version in the future where the stats remain the same across all weapons but with the cooldown system and laser projectile, if you do that, that would be awesome but I don't want to annoy you with that, it's a free mod and you are doing this on you own time, it's just me being fussy.

As again, thank you so much for your work !
 

Ammo875

Members
Members
Sep 13, 2026
41
14
Are you using any other mods? If so, please send me your mod list.
https://echelon-share.avaleine.workers.dev/p/5WJAYP9X (updated)

let me know if this lets you see my modlist or not. i do play with a lot of mods, though previously (with this same list) V1.5 worked, while V2.0 does not work

also, i don't think i linked every mod's webpage in this as an fyi, but they should be findable whether on nexus or ayaka.
 

ayamood

Members
Members
Sep 19, 2026
11
2
I've fixed it. Please download the mod again and test it.
still happens under low fps. as soon as it goes under 20, the beams don't show up. No other issues I've noticed besides that, on 2.0 vanilla
 

REAVERBOURNE

Members
Members
Sep 29, 2026
4
0
could you make a way in the mod settings to enable/disable the modificatiions for certian weapons as i would love just the hot shot modifications but not the other 2 as the other 2 are fine
 

SweenySucks

Members
Members
Sep 18, 2026
5
0
hey! No more requests from me this time, but I wanted to say that the Melee Reforged mod (Stronger melee/melee lifesteal) breaks your mod. I'm not sure as to WHY it does it, honestly it doesn't make any sense to me that the two would interact like.. at all... but, even with my mods being limited to Bingus -> Runtime -> Las Beam -> Melee Reforged.. it completely guts your mod from working. No firing effects, no damage changes, no armor pen changes, no sound changes.
Also thank you for your changes so we can adjust the total spare heat sinks!! your mod has had me using the sickle so much. With a las-gun mesh replacer it's made me actually have fun playing again. :3