LAS-17 Double-Edge Sickle

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Last updated: 1.002.103
Current patch: 1.003.200


A LAS-16 Sickle model with all overheating protections conveniently removed, allowing for far longer bursts of fire. Does more damage when overheating, at the cost of slightly burning the user.

— Armory Description

The LAS-17 Double-Edge Sickle is an Energy Based Primary Weapon that operates like an assault rifle, shooting targets with a barrage of laser pulses but will damage the user after prolonged firing.

Procurement

The Double-Edge Sickle is unlocked on the 1st page of the Servants of Freedom Premium Warbond for Medal.svg 35 Medals.

Detailed Weapon Statistics

LAS-17 Double-Edge Sickle
Fire Rate 700 rpm
Recoil 2
Sway 1
Ergonomics 65
Fire Limit 15 s
Reload Time 2.8 s
Spare Magazines 3
Starting Magazines 2
Mags from Supply 2
Mags from Ammo Box 1
Attacks
LAS-17 Double-Edge Sickle Laser Long 0-25 Percent Projectile
LAS-17 Double-Edge Sickle Laser Long 26-50 Percent Projectile
LAS-17 Double-Edge Sickle Laser Long 51-90 Percent Projectile
LAS-17 Double-Edge Sickle Laser Long 91 Percent Projectile
LAS-17 Double-Edge Sickle Laser Long 0-25 Percent
Projectile
Caliber 10 mm
Mass 12 g
Initial Velocity 1300 m/s
Drag Factor 0%
Gravity Factor 0%
Lifetime 6 sec
Penetration Slowdown 25%
Damage
Standard 55
vs. Durable 5
Penetration
Direct Armor AP2 Icon.png Light
Slight Angle Armor AP2 Icon.png Light
Large Angle Armor AP2 Icon.png Light
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 10
Push Force 10
LAS-17 Double-Edge Sickle Laser Long 26-50 Percent
Projectile
Caliber 10 mm
Mass 12 g
Initial Velocity 1300 m/s
Drag Factor 0%
Gravity Factor 0%
Lifetime 6 sec
Penetration Slowdown 25%
Damage
Standard 55
vs. Durable 5
Penetration
Direct Armor AP3 Icon.png Medium
Slight Angle Armor AP3 Icon.png Medium
Large Angle Armor AP3 Icon.png Medium
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 10
Push Force 10
LAS-17 Double-Edge Sickle Laser Long 51-90 Percent
Projectile
Caliber 10 mm
Mass 12 g
Initial Velocity 1300 m/s
Drag Factor 0%
Gravity Factor 0%
Lifetime 6 sec
Penetration Slowdown 25%
Damage
Standard 70
vs. Durable 7
Penetration
Direct Armor AP3 Icon.png Medium
Slight Angle Armor AP3 Icon.png Medium
Large Angle Armor AP3 Icon.png Medium
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 10
Push Force 10
LAS-17 Double-Edge Sickle Laser Long 91 Percent
Projectile
Caliber 10 mm
Mass 12 g
Initial Velocity 1300 m/s
Drag Factor 0%
Gravity Factor 0%
Lifetime 6 sec
Penetration Slowdown 25%
Damage
Standard 70
vs. Durable 7
Penetration
Direct Armor AP4 Icon.png Heavy
Slight Angle Armor AP4 Icon.png Heavy
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 10
Push Force 10

Attachments

All Attachment Data for LAS-17 Double-Edge Sickle.
Weapon Attachment Name Category Unlock Level Unlock Cost Effect Notes
Double-Edge Sickle Iron Sight Optics Weapon Level 18 Requisition Slip.svg 7,000 ERGONOMICS 8
Double-Edge Sickle Reflex Sight Mk2 Optics Weapon Level 3 Requisition Slip.svg 5,000 ERGONOMICS 3
Double-Edge Sickle Holographic Sight Optics Weapon Level 8 Requisition Slip.svg 7,000 ERGONOMICS 3
Double-Edge Sickle 2x Tube Red Dot Optics Weapon Level 1 Requisition Slip.svg 0
Double-Edge Sickle 1.5x Tube Red Dot Optics Weapon Level 13 Requisition Slip.svg 13,000 ERGONOMICS 3
Double-Edge Sickle 4x Combat Scope Optics Weapon Level 23 Requisition Slip.svg 25,000 ERGONOMICS -3


Functionality

The LAS-17 Double-Edge Sickle behaves similarly to the LAS-16 Sickle with the same normal and durable damage. The DE Sickle is also an energy weapon that uses heatsinks. That's where the similarities end and the differences begin.

The Double-Edge Sickle expels excess heat to its user. As such, it does not require replacing the heatsink upon reaching maximum heat. This allows the user to fire it indefinitely at the cost of heat damage dealt back. The DE Sickle is not affected by Intense Heat but cools down 50% faster on planets with Extreme Cold.

The Double-Edge Sickle has 4 stages of heat that change its properties:

  • When firing at 0-25% heat, the DE Sickle fires 55 damage Armor AP2 Icon.png Light armor penetrating laser pulses and does not deal damage to the user.
  • When firing at 26-50% heat, the DE Sickle continues to fire 55 damage, but deals Armor AP3 Icon.png Medium armor penetrating laser pulses and deals 10 heat damage a second to the user.
  • When firing at 51-90% heat, the DE Sickle fires 70 damage Armor AP3 Icon.png Medium armor penetrating laser pulses and deals 20 heat damage a second to the user.
  • When firing at 91%+ heat, the DE Sickle fires 70 damage Armor AP4 Icon.png Heavy armor penetrating laser pulses and sets the user on fire, dealing 50 heat damage a second (along with the extra damage from being set on fire.) Without proper resistances, this stage is incredibly lethal and is very likely to kill its user.

Tactical Information

  • This weapon has the potential for massive suppressive damage, but at a steep cost- the self-inflicted damage can eventually kill its user, and can only be mitigated, not completely removed.
  • Several items can reduce the burden of the burn damage for Helldivers trying to make the most of this weapon;
    • Wearing an Inflammable armor set will reduce the burn damage to a quarter of its normal value. Acclimated also decreases burn damage by 50%.
    • The Vitality Enhancement booster will reduce all ticks of damage by a flat amount. If combined with Inflammable, the burn damage is reduced enough that the DE Sickle is unable to harm the user until passing 51% heat.
      • When passing 51% heat with the Inflammable and Vitality Enhancement combination, further damage can be mitigated by burst firing the DE Sickle for under a second. However, doing this will impact the damage per second.
    • When the weapon passes 91% heat, going prone will prevent the user from being set on fire. This can greatly improve its use time at this level of heat.
    • Using a Stim when the burning is too much to bear can keep the shooter alive as long as they have spare stims. This can be supported by the Med-Kit passive and/or Experimental Infusion booster. The P-11 Stim Pistol can provide healing to DE Sickle users, and benefits from the aforementioned perks.
  • While it has the longest firing capacity of any LAS weapon (theoretically infinite), it has the longest cooling time of its family. Reloading a new ICE will reset the heat quickly, but also remove the bonus damage that comes with it.
    • The DE Sickle cannot actually exceed 100% heat, so the cooldown remains the same regardless of how long it is used at this level.
    • Only the third round shot from a 91%+ heat DE Sickle will damage the user. This allows the user to fire Armor AP4 Icon.png Heavy laser pulses indefinitely, but greatly impacts damage per second. Useful for gravely injured Helldivers that are in desperate encounters.
  • As the DE Sickle accumulates heat, sparks, smoke, and flames will fly toward the Helldiver firing it. This increases in intensity as heat rises. At high levels of heat, this obscures the Helldiver's vision when firing in first-person mode.

Gallery


Change History

Patch
Description

1.003.000
2025-05-13

Fix

  • Cancelling laser weapon reloads no longer gives them infinite ammo

1.002.103
2025-02-11

Changes
OLD

  • 0-25% heat: Armor AP3 Icon.png Medium penetration 55 damage - Deals 0 damage/second to players
  • 26-90% heat: Armor AP3 Icon.png Medium penetration 55 damage - Deals 10 damage/second to players
  • +91% heat: Armor AP3 Icon.png Medium penetration 55 damage - Deals 50 damage/second to players + fire status effect

NEW

  • 0-25% heat: Armor AP2 Icon.png Light penetration 55 damage - Deals 0 damage/second to players
  • 26-50% heat: Armor AP2 Icon.png Light penetration 55 damage - Deals 10 damage/second to players
  • 51-90% heat: Armor AP3 Icon.png Medium penetration 70 damage - Deals 20 damage/second to players
  • +91% heat: Armor AP4 Icon.png Heavy penetration 70 damage - Deals 50 damage/second to players + fire status effect

Magazines

  • Starting magazines increased from 1 to 2
  • Spare magazines increased from 2 to 3

Undocumented Changes

  • 5 durable damage at 0-50% heat
  • 7 durable damage at +51%

1.002.101
2025-02-06
(Mid-Patch)

Addition

  • Added to the game