LAS-17 Double-Edge Sickle

From Helldivers Wiki
Jump to navigation Jump to search
Last updated: 1.002.103
Current patch: 1.005.001

Light Armor PenetratingMedium Armor PenetratingHeavy Armor PenetratingHeat

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 1.75
Horizontal Recoil 1.5
Vertical Recoil 2
Spread ↔[20.00] ↕[20.00]
Sway 1
Ergonomics 65
Spare Magazines 3
Starting Magazines 2
Mags from Supply 6
Mags from Ammo Box 3
Heat Data
Overheats at 200 °C
Warmup 0.5 sec
Heat Per Shot 1.14999998 °C
Cool Per Sec Extreme Cold Environmental Condition Icon.svg 12 - 8 - Intense Heat Environmental Condition Icon.svg 6
Cooldown After Overheat RELOAD NEEDED
Attacks
*LASER P Projectile
*LASER P1 Projectile
*LASER P2 Projectile
*LASER P3 Projectile
LASER P
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 Damage Ballistic Icon.svg60 Ballistic
vs. Durable Damage Ballistic Icon.svg6 Ballistic
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
LASER P1
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 Damage Ballistic Icon.svg55 Ballistic
vs. Durable Damage Ballistic Icon.svg5 Ballistic
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
LASER P2
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 Damage Ballistic Icon.svg70 Ballistic
vs. Durable Damage Ballistic Icon.svg7 Ballistic
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
LASER P3
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 Damage Ballistic Icon.svg70 Ballistic
vs. Durable Damage Ballistic Icon.svg7 Ballistic
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


Functionality

The LAS-17 Double-Edge Sickle is a LAS-16 Sickle with all overheating protections conveniently removed, expelling excess heat to the user. This allows it to fire for much longer before reaching maximum heat, and the heatsink does not need to be replaced upon reaching maximum heat.

As the weapon heats up, the laser pulses it fires increase in power, but so does the damage dealt to the user when firing:

  • 0-25% heat: Laser pulses are Armor AP2 Icon.png Light armor penetrating and deal 55 damage. Does not deal damage to the user.
  • 26-50% heat: Laser pulses are Armor AP3 Icon.png Medium armor penetrating and deal 55 damage. Deals 10 heat damage per second to the user.
  • 51-90% heat: Laser pulses are Armor AP3 Icon.png Medium armor penetrating and deal 70 damage. Deals 20 heat damage a second to the user.
  • 91%+ heat: Laser pulses are Armor AP4 Icon.png Heavy armor penetrating and deal 70 damage. Sets the user on fire and deals 50 heat damage a second (in addition to damage from being set on fire.) Without proper resistances, this stage is incredibly lethal and is very likely to kill the user.

The DE Sickle is not affected by Intense Heat, but cools down 50% faster on planets with Extreme Cold.

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 reduces burn damage to a quarter of its normal value. Acclimated and Desert Stormer also decrease burn Damage by 50% and 40% respectively in addition to their other effects. Heavier variants of these armors allow for longer firing periods before taking damage compared to lighter options.
  • The Vitality Enhancement booster reduce all ticks of damage by a flat amount. If combined with Inflammable, 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 prevents 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. Regardless, it can still be prudent to simply reload the weapon after reaching dangerous heat thresholds during extended engagements; expending an ICE is often more economical than continuing to fire at high temperatures and using up valuable stims.

  • 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 AP3 Icon.png Medium 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