LAS-16 Sickle

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Last updated: 1.002.201
Current patch: 1.003.001


A laser rifle, firing in short bursts. Does not need reloading, but if it overheats a new heat sink must be fitted.

— Armory Description

The LAS-16 Sickle is an Energy Based Primary Weapon that operates like an Assault Rifle, shooting targets with a barrage of laser pulses.

Procurement

The Sickle is unlocked on the 1st page of the Cutting Edge Premium Warbond for Medal.svg 20 Medals.

Detailed Weapon Statistics

LAS-16 Sickle
Fire Rate 750 rpm
Recoil 2
Fire Limit 7 s
Reload Time 1.9 s
Tactical Reload 2.8 s
Spare Magazines 3
Starting Magazines 2
Mags from Supply 3
Mags from Ammo Box 1
Attacks
Laser Long Projectile
Laser Long
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

Attachments

Attachment Name Category Unlock Level Unlock Cost Effect Notes
Iron Sight Optics Weapon Level 18 Requisition Slip.svg ENTER COST ERGONOMICS 8
Reflex Sight Mk2 Optics Weapon Level 3 Requisition Slip.svg ENTER COST ERGONOMICS 3
4x Combat Scope Optics Weapon Level 23 Requisition Slip.svg ENTER COST ERGONOMICS -3
2x Tube Red Dot Optics Weapon Level Missing data Requisition Slip.svg ENTER COST
1.5x Tube Red Dot Optics Weapon Level 13 Requisition Slip.svg ENTER COST ERGONOMICS 3
Holographic Sight Optics Weapon Level 8 Requisition Slip.svg ENTER COST ERGONOMICS 3


Tactical Information

  • A straightforward weapon, the Sickle fires bursts of lasers in a manner similar to Assault Rifles, relying on replaceable Internal Cooling Elements to operate.
    • The Sickle can be fired continuously for up to 7 seconds before its ICE burns out, and needs to be spun up for roughly 0.5 seconds before it begins firing.
    • From nearly maximum heat, the weapon requires 12.5 seconds to fully cool down. This is affected by Extreme Cold and Intense Heat, which causes the weapon to cool down 50% faster or 25% slower, respectively.
    • Like other laser weapons, if the ICE burns out, it must be replaced before the weapon can be fired again. The Sickle can carry up to three spare ICE units, giving a tolerable amount of leeway for overheating the weapon.
  • As it functions effectively like a heat-based Assault Rifle, the Sickle is a dependable weapon that offers potentially infinite ammunition in exchange for fire discipline.
    • The weapon's fire rate and ICE limit effectively give it a maximum of 87 consecutive shots before it burns out. If the weapon is allowed to cool down between engagements, it is possible to never have to reload it.
    • Because its effective magazine size is almost twice what the Liberator family carries, the Sickle has a respectable amount of staying power. Even in the worst-case situation where the player must burn out its ICE, it is capable of inflicting more damage using a single "magazine" than most Assault Rifles.
  • Effective use of the Sickle requires managing its heat buildup. It is crucial to not fire the weapon occasionally in order to prevent its ICE from burning out.
    • However, there may come situations where it is better to expend the weapon's ICE in order to maximize damage output, and reload the weapon. As it carries three spare ICE units, expending one is not a major detriment.
    • Choosing proper Secondary and Support Weapons can help to maximize the Sickle's potential. As it will continue to cool down even when using a different weapon, bringing a reliable alternate weapon to bear when the Sickle's ICE is almost fully burnt out can buy it time to cool down, and then bring it out again without having to reload it.
  • Compared to its cousin the Scythe, the Sickle boasts roughly twice the damage output, but is less precise due to spread and recoil. As well, it is incapable of setting targets on fire.
  • When the weapon's ICE is fully burnt out it is automatically ejected, making the reload process slightly shorter. This means that performing a tactical reload on the Sickle (e.g. when its ICE is not burnt out and still loaded into the weapon) takes more time since it has to be first removed from the weapon. In a combat situation, it is always better to fully overheat the ICE and load a new one than to replace it while it is cooling down.
  • The Sickle's sole Weapon Wheel firing option is the sight's zoom level. Helldivers can choose between 25m, 50m, and 100m zoom levels.
    • An effective strategy is to use first-person aiming to utilize the 100m scope setting for precision shooting, such as firing at Automaton heads, and switching to third-person aiming when precision is less important. This grants the ability to quickly swap between two different zoom levels, without having to open the Weapon Wheel.

Media

Change History

Patch
Description

1.003.000
2025-05-13

Fix

  • Cancelling laser weapon reloads no longer gives them infinite ammo

1.001.100
2024-09-17

Fixes

  • Fixed a bug that allowed players to bypass heat build-up for both the Scythe and Sickle when switching weapons during their reload animations.

1.000.300
2024-04-29

Changes

  • Decreased amount of magazines from 6 down to 3

Fixes

  • Fixed issue where the Sickle could not shoot through foliage.

1.000.102
2024-03-14
(Mid-Patch)

Added to the game.