LAS-17 Double-Edge Sickle
“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 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 | - 8 - |
| 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 | |
| vs. Durable | |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| Extreme Angle | |
| 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 | |
| vs. Durable | |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| Extreme Angle | |
| 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 | |
| vs. Durable | |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| Extreme Angle | |
| 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 | |
| vs. Durable | |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| Extreme Angle | |
| Special Effects | |
| Demolition Force | 10 |
| Stagger Force | 10 |
| Push Force | 10 |
Attachments
| Weapon | Category | Attachment Name | Unlock Level | Unlock Cost | Effect |
|---|---|---|---|---|---|
| Double-Edge Sickle | 2x Tube Red Dot | Weapon Level 1 | |||
| Reflex Sight Mk2 | Weapon Level 3 | ERGONOMICS 3 | |||
| Holographic Sight | Weapon Level 8 | ERGONOMICS 3 | |||
| 1.5x Tube Red Dot | Weapon Level 13 | ERGONOMICS 3 | |||
| Iron Sight | Weapon Level 18 | ERGONOMICS 8 | |||
| 4x Combat Scope | Weapon Level 23 | ERGONOMICS -3 |
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
Light armor penetrating and deal 55 damage. Does not deal damage to the user. - 26-50% heat: Laser pulses are
Medium armor penetrating and deal 55 damage. Deals 10 heat damage per second to the user. - 51-90% heat: Laser pulses are
Medium armor penetrating and deal 70 damage. Deals 20 heat damage a second to the user. - 91%+ heat: Laser pulses are
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
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
- A video on how to fire the Double Edge Sickle without taking damage past 51% heat. Also demonstrates tap firing
Heavy laser pulses.
Change History
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:
Medium penetration 55 damage - Deals 0 damage/second to players - 26-90% heat:
Medium penetration 55 damage - Deals 10 damage/second to players - +91% heat:
Medium penetration 55 damage - Deals 50 damage/second to players + fire status effect
NEW
- 0-25% heat:
Light penetration 55 damage - Deals 0 damage/second to players - 26-50% heat:
Medium penetration 55 damage - Deals 10 damage/second to players - 51-90% heat:
Medium penetration 70 damage - Deals 20 damage/second to players - +91% heat:
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