PLAS-3 Singe

Exchanges your standard Helldiver sidearm, the P-2 Peacemaker, with a plasma pistol. Plasma weapons fire bolts of superheated gas that explode on impact or after travelling a certain distance. This makes them less ideal for close range but very powerful against crowds. Part of the Pistol equipment kit.

Unlock Requirement
The PLAS-3 Singe is a DLC weapon, available at any rank to those who purchase the Pistol equipment kit. Unlike normal weapons, it must be selected from the Perks menu and has no upgrade path.

Weapon Stats

 * Helldivers start with 4 magazines of Singe ammunition, and can carry up to 6. Each magazine contains 8 bolts. If 2 or less bolts remain in the magazine when the weapon is fired, the 'low ammunition' warning sound will play.


 * Reload time for a magazine is always 2.5 seconds, whether fully emptied or not. The Singe is not able to retain an extra bolt in the chamber.

Gameplay Tips

 * Sidearms can be used when carrying objectives such as the Black Box, Illuminate Power Core or Artillery shells.
 * Mortally wounded Helldivers can draw their sidearm automatically by using the aiming controls (right analog stick or mouse). Keep in mind that it needs to be manually switched back to the previously selected weapon after dropping whatever the player was carrying or after recovering from mortal wounds.
 * An added benefit to the Singe is that it can be fired at point blank by a mortally wounded player without damaging themselves in the explosion.


 * The Singe deals slightly more damage per shot than the PLAS-1 Scorcher plasma rifle; however, it is not capable of setting fire to targets. This can be an advantage in some situations.
 * The Singe pistol has a 33% higher rate of fire than the Scorcher (which is a rifle) and significantly more range -- it can reach the edge of the screen.


 * Some direct-fire explosive projectiles, such as those fired by the CR-9 Suppressor, PLAS-1 Scorcher and the Singe, will detonate at a fixed distance if no direct hit is scored. The resulting splash damage can be thus be cunningly used to eliminate enemies around corners or behind cover without them seeing you.
 * If enemies are not conveniently clumped up, consider shooting at an obstacle or object which is between smaller (groups of) targets, to catch everything around it in the explosion.