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  3. Warhammer 40,000: Darktide>
  4. Weapons page 2

All 132 Weapons by Family and Mark in Warhammer 40,000: Darktide - Page 2

Updated on November 1, 2026 (3 days ago)

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Showing 63 of 132 items.

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63 items

Ius Mk IV Shredder Autopistol

Uses fully automatic hip fire and fully automatic braced fire.

Family
Shredder Autopistol
Class Access
Psyker (level 11), Zealot (level 1), Veteran (level 4), Arbites (level 4), Hive Scum (level 16), Skitarii (level 9)
Magazine Size
40 to 60
Ammo Reserve
400 to 600
Base Damage
61.25 to 83.75
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Agripinaa Mk VIII Braced Autogun

Fires fully automatic from the hip or while braced; its heavy stock and counter-balanced barrel support sustained fire against hordes.

Family
Braced Autogun
Class Access
Zealot (level 2), Veteran (level 7), Psyker (level 5), Arbites (level 7), Hive Scum (level 5), Skitarii (level 8)
Magazine Size
30 to 50
Ammo Reserve
300 to 500
Base Damage
125 to 175
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Vraks Mk II Braced Autogun

Shares automatic hip and braced fire with Graia Mk IV; both are tagged Torrent and High Capacity, unlike Agripinaa Mk VIII’s Rapid Fire and Precise profile.

Family
Braced Autogun
Class Access
Zealot (level 2), Veteran (level 7), Psyker (level 5), Arbites (level 7), Hive Scum (level 5), Skitarii (level 8)
Magazine Size
50 to 80
Ammo Reserve
400 to 600
Base Damage
100 to 140
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Graia Mk IV Braced Autogun

Shares automatic hip and braced fire plus Torrent and High Capacity with Vraks Mk II; Agripinaa Mk VIII has the Rapid Fire and Precise profile.

Family
Braced Autogun
Class Access
Veteran (level 7), Zealot (level 2), Psyker (level 5), Arbites (level 7), Hive Scum (level 5), Skitarii (level 8)
Magazine Size
50 to 80
Ammo Reserve
500 to 800
Base Damage
90.25 to 126.75
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Columnus Mk VIII Infantry Autogun

Uses automatic hip and aimed fire with a Rapid Fire and Precise profile; Vraks Mk V instead favors Torrent and High Capacity.

Family
Infantry Autogun
Class Access
Veteran (level 1), Zealot (level 14), Psyker (level 1), Arbites (level 1), Hive Scum (level 7), Skitarii (level 5)
Magazine Size
40 to 60
Ammo Reserve
320 to 480
Base Damage
75 to 105
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Vraks Mk V Infantry Autogun

Uses the same automatic hip and aimed fire, with Torrent and High Capacity; Columnus Mk VIII and Agripinaa Mk I favor Rapid Fire and Precise.

Family
Infantry Autogun
Class Access
Psyker (level 1), Veteran (level 1), Zealot (level 14), Arbites (level 1), Hive Scum (level 7), Skitarii (level 5)
Magazine Size
50 to 60
Ammo Reserve
500 to 600
Base Damage
75 to 105
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Agripinaa Mk I Infantry Autogun

Uses automatic hip and aimed fire with a Rapid Fire and Precise profile; Vraks Mk V favors Torrent and High Capacity.

Family
Infantry Autogun
Class Access
Zealot (level 14), Psyker (level 1), Veteran (level 1), Arbites (level 1), Hive Scum (level 7), Skitarii (level 5)
Magazine Size
25 to 40
Ammo Reserve
250 to 400
Base Damage
75 to 105
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Agripinaa Mk IX Vigilant Autogun

Uses hip-fired bursts and aimed bursts, like Columnus Mk III; Graia Mk VII instead uses semi-automatic hip fire and semi-automatic aimed shots.

Family
Vigilant Autogun
Class Access
Psyker (level 4), Veteran (level 3), Zealot (level 5), Arbites (level 3), Hive Scum (level 14), Skitarii (level 13)
Magazine Size
22 to 35
Ammo Reserve
162 to 270
Base Damage
130 to 190
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Graia Mk VII Vigilant Autogun

Uses semi-automatic hip fire and semi-automatic aimed shots; Agripinaa Mk IX instead uses hip-fired bursts and aimed bursts.

Family
Vigilant Autogun
Class Access
Psyker (level 4), Veteran (level 3), Zealot (level 5), Arbites (level 3), Hive Scum (level 14), Skitarii (level 13)
Magazine Size
15 to 21
Ammo Reserve
150 to 180
Base Damage
200 to 280
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Columnus Mk III Vigilant Autogun

Uses hip-fired bursts and aimed bursts, like Agripinaa Mk IX; Graia Mk VII instead uses semi-automatic hip fire and semi-automatic aimed shots.

Family
Vigilant Autogun
Class Access
Psyker (level 4), Veteran (level 3), Zealot (level 5), Arbites (level 3), Hive Scum (level 14), Skitarii (level 13)
Magazine Size
36 to 49
Ammo Reserve
270 to 405
Base Damage
113.75 to 161.25
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Zarona Mk IIa Quickdraw Stub Revolver

Uses semi-automatic hip fire and semi-automatic aimed shots; Agripinaa Mk XIV instead uses semi-automatic hip fire and semi-automatic braced fire.

Family
Quickdraw Stub Revolver
Class Access
Psyker (level 7), Veteran (level 2), Zealot (level 7), Arbites (level 2), Hive Scum (level 4), Skitarii (level 16)
Magazine Size
-
Ammo Reserve
-
Base Damage
360 to 540
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Agripinaa Mk XIV Quickdraw Stub Revolver

Uses semi-automatic hip fire and semi-automatic braced fire; Zarona Mk IIa instead uses semi-automatic hip fire and semi-automatic aimed shots.

Family
Quickdraw Stub Revolver
Class Access
Zealot (level 7), Psyker (level 7), Veteran (level 2), Arbites (level 2), Hive Scum (level 4), Skitarii (level 16)
Magazine Size
-
Ammo Reserve
-
Base Damage
252 to 378
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Godwyn-Branx Mk IV Bolt Pistol

Shares semi-automatic hip and aimed fire with Mk VI; Mk VI has a wider explosive radius but a weaker initial shell impact.

Family
Bolt Pistol
Class Access
Zealot (level 10), Psyker (level 7), Veteran (level 9), Arbites (level 9), Hive Scum (level 20)
Magazine Size
-
Ammo Reserve
-
Base Damage
412.5 to 577.5
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Godwyn-Branx Mk VI Bolt Pistol

Shares semi-automatic hip and aimed fire with Mk IV, but trades initial shell impact for a wider explosive radius.

Family
Bolt Pistol
Class Access
Zealot (level 10), Veteran (level 9), Psyker (level 7), Arbites (level 9), Hive Scum (level 20)
Magazine Size
-
Ammo Reserve
-
Base Damage
355 to 505
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Zarona Mk VI Combat Shotgun

Uses hip-fired and aimed shotgun shots with a close-range profile; Agripinaa Mk VII emphasizes precision, while Accatran Mk IX has a wider spread.

Family
Combat Shotgun
Class Access
Zealot (level 3), Veteran (level 8), Psyker (level 11), Arbites (level 8), Hive Scum (level 12)
Magazine Size
8 to 12
Ammo Reserve
70 to 95
Base Damage
375 to 525
Dodge Limit
3 to 4
Special Attack
Special Ammo: Loads the weapon with one special shell that gives next shot horizontal spread pattern and high Stagger.

Agripinaa Mk VII Combat Shotgun

Uses hip-fired and aimed shotgun shots with a precision profile; Zarona Mk VI favors close-range use and Accatran Mk IX has a wider spread.

Family
Combat Shotgun
Class Access
Zealot (level 3), Veteran (level 8), Psyker (level 11), Arbites (level 8), Hive Scum (level 12)
Magazine Size
10 to 14
Ammo Reserve
80 to 105
Base Damage
307.5 to 422.5
Dodge Limit
3 to 4
Special Attack
Special Ammo: Loads the weapon with one Solid Slug Shell that has high Accuracy, Stagger and Damage.

Accatran Mk IX Combat Shotgun

Uses hip-fired and aimed shotgun shots with a wide pellet spread; Zarona Mk VI favors close-range use and Agripinaa Mk VII emphasizes precision.

Family
Combat Shotgun
Class Access
Zealot (level 3), Veteran (level 8), Psyker (level 11), Arbites (level 8), Hive Scum (level 12)
Magazine Size
6 to 10
Ammo Reserve
55 to 85
Base Damage
597.5 to 692.5
Dodge Limit
3 to 4
Special Attack
Special Ammo: Loads the weapon with one Incendiary Shell that applies Burning to enemies.

Crucis Mk XI Double-Barrelled Shotgun

Uses hip-fired shotgun pellets and braced shotgun fire; Krourk Mk IV instead uses hip-fired shotgun pellets and aimed shotgun pellets.

Family
Double-Barrelled Shotgun
Class Access
Zealot (level 12), Psyker (level 18), Veteran (level 12), Arbites (level 12), Hive Scum (level 2)
Magazine Size
-
Ammo Reserve
-
Base Damage
581.25 to 843.75
Dodge Limit
3 to 4
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Krourk Mk IV Double-Barrelled Shotgun

Uses hip-fired shotgun pellets and aimed shotgun pellets; Crucis Mk XI instead uses hip-fired shotgun pellets and braced shotgun fire.

Family
Double-Barrelled Shotgun
Class Access
Zealot (level 12), Veteran (level 12), Arbites (level 12), Hive Scum (level 2), Psyker (level 18)
Magazine Size
-
Ammo Reserve
-
Base Damage
581.25 to 843.75
Dodge Limit
3 to 4
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Accatran Mk III Huntsman's Shotgun

Is a pump-action shotgun with a broad pellet cone for close to mid-range use.

Family
Huntsman's Shotgun
Class Access
Zealot (level 19), Veteran (level 20), Hive Scum (level 9), Psyker (level 19)
Magazine Size
-
Ammo Reserve
36 to 72
Base Damage
701.25 to 973.75
Dodge Limit
3 to 4
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Kantrael Mk X Heavy Laspistol

Uses semi-automatic hip and aimed fire with a mobile, high-damage profile; Accatran MG Mk II favors capacity over damage.

Family
Heavy Laspistol
Class Access
Zealot (level 8), Psyker (level 1), Veteran (level 8), Skitarii (level 3)
Magazine Size
45 to 90
Ammo Reserve
270 to 540
Base Damage
145 to 215
Dodge Limit
2 to 3
Special Attack
Push: Push enemies away with your empty hand.

Accatran MG Mk II Heavy Laspistol

Shares semi-automatic hip and aimed fire with Kantrael Mk X, with more capacity and less emphasis on damage.

Family
Heavy Laspistol
Class Access
Zealot (level 8), Psyker (level 1), Veteran (level 8), Skitarii (level 3)
Magazine Size
40 to 80
Ammo Reserve
280 to 560
Base Damage
93.75 to 131.25
Dodge Limit
2 to 3
Special Attack
Push: Push enemies away with your empty hand.

Kantrael Mk IIb Infantry Lasgun

Uses semi-automatic hip and aimed fire and trades stopping power for a quicker firing pace; Mk IX hits harder and Mk VII has a rugged frame.

Family
Infantry Lasgun
Class Access
Zealot (level 5), Psyker (level 3), Veteran (level 1)
Magazine Size
70 to 160
Ammo Reserve
540 to 1160
Base Damage
125 to 175
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Kantrael Mk IX Infantry Lasgun

Uses the same semi-automatic modes but favors stronger shots at a slower pace than Mk IIb; Mk VII has a rugged, versatile profile.

Family
Infantry Lasgun
Class Access
Psyker (level 3), Veteran (level 1), Zealot (level 5)
Magazine Size
70 to 120
Ammo Reserve
360 to 840
Base Damage
218.75 to 306.25
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Kantrael Mk VII Infantry Lasgun

Shares semi-automatic hip and aimed fire with the family, with a rugged frame; Mk IIb fires faster and Mk IX favors stronger shots.

Family
Infantry Lasgun
Class Access
Zealot (level 5), Psyker (level 3), Veteran (level 1)
Magazine Size
80 to 120
Ammo Reserve
480 to 960
Base Damage
187.5 to 262.5
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Accatran Mk XIV Recon Lasgun

Uses automatic hip and aimed fire with a Rapid Fire profile, shared with Mk VIc; Mk XII favors sustained Torrent fire.

Family
Recon Lasgun
Class Access
Veteran (level 11), Psyker (level 13), Zealot (level 17)
Magazine Size
60 to 120
Ammo Reserve
420 to 960
Base Damage
112.5 to 147.5
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Accatran Mk VIc Recon Lasgun

Pairs automatic fire with a short, carbine-like frame and Rapid Fire profile; Mk XII favors Torrent fire.

Family
Recon Lasgun
Class Access
Psyker (level 13), Veteran (level 11), Zealot (level 17)
Magazine Size
60 to 120
Ammo Reserve
300 to 720
Base Damage
85.5 to 100.5
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Accatran Mk XII Recon Lasgun

Shares automatic hip and aimed fire but is tagged for sustained Torrent fire; Mk XIV and Mk VIc favor Rapid Fire.

Family
Recon Lasgun
Class Access
Psyker (level 13), Veteran (level 11), Zealot (level 17)
Magazine Size
100 to 200
Ammo Reserve
400 to 1000
Base Damage
47.5 to 62.5
Dodge Limit
2 to 3
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Locke Mk III Spearhead Boltgun

Uses fully automatic hip fire and semi-automatic aimed shots; Locke Mk IIb instead uses hip-fired bursts and semi-automatic aimed shots.

Family
Spearhead Boltgun
Class Access
Zealot (level 14), Veteran (level 14), Arbites (level 14)
Magazine Size
-
Ammo Reserve
-
Base Damage
375 to 525
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Locke Mk IIb Spearhead Boltgun

Uses hip-fired bursts and semi-automatic aimed shots; Locke Mk III instead uses fully automatic hip fire and semi-automatic aimed shots.

Family
Spearhead Boltgun
Class Access
Veteran (level 14), Zealot (level 14), Arbites (level 14)
Magazine Size
-
Ammo Reserve
-
Base Damage
412.5 to 577.5
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

M35 Magnacore Mk III Plasma Gun

Fires projectiles from the hip or while braced and supports standard and overcharged shots; Mk II shares the same projectile modes.

Family
Plasma Gun
Class Access
Veteran (level 16), Skitarii (level 24)
Magazine Size
75 to 150
Ammo Reserve
75 to 150
Base Damage
475 to 825
Dodge Limit
-
Special Attack
Vent Heat: Quickly decrease either the wielder's Peril or the weapon's Overcharge (as appropriate).

M35 Magnacore Mk II Plasma Gun

Shares hip-fired and braced projectile modes with Mk III, with the family’s charged-shot and heat profile.

Family
Plasma Gun
Class Access
Veteran (level 16), Skitarii (level 24)
Magazine Size
75 to 150
Ammo Reserve
75 to 150
Base Damage
875 to 1225
Dodge Limit
-
Special Attack
Vent Heat: Quickly decrease either the wielder's Peril or the weapon's Overcharge (as appropriate).

Lucius Mk IV Helbore Lasgun

Uses semi-automatic hip fire and charged aimed shots; its extended barrel and bayonet loop suit a melee follow-up.

Family
Helbore Lasgun
Class Access
Veteran (level 5)
Magazine Size
60 to 120
Ammo Reserve
300 to 720
Base Damage
375 to 525
Dodge Limit
-
Special Attack
Bayonet Attack: Attack with the attached bayonette.

Lucius MK V Helbore Lasgun

Shares semi-automatic and charged fire with Mk IV and Mk IIIa, in a more elegant, reliable design.

Family
Helbore Lasgun
Class Access
Veteran (level 5)
Magazine Size
60 to 120
Ammo Reserve
300 to 720
Base Damage
250 to 350
Dodge Limit
-
Special Attack
Bayonet Attack: Attack with the attached bayonette.

Lucius MK IIIa Helbore Lasgun

Shares semi-automatic and charged fire with the other Helbores; its shots drain the pack more quickly.

Family
Helbore Lasgun
Class Access
Veteran (level 5)
Magazine Size
60 to 120
Ammo Reserve
300 to 720
Base Damage
312.5 to 437.5
Dodge Limit
-
Special Attack
Bayonet Attack: Attack with the attached bayonette.

Artemia Mk III Purgation Flamer

Uses semi-automatic hip fire and fully automatic braced fire.

Family
Purgation Flamer
Class Access
Zealot (level 8)
Magazine Size
25 to 35
Ammo Reserve
110 to 170
Base Damage
-
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Rifthaven Mk II Inferno Force Staff

Pairs semi-automatic Coruscation shots with its staff-bound Coruscation action.

Family
Inferno Force Staff
Class Access
Psyker (level 15)
Magazine Size
-
Ammo Reserve
-
Base Damage
25 to 35
Dodge Limit
-
Special Attack
Strike: Combo attacks using the staff as a melee weapon.

Nomanus Mk VI Electrokinetic Force Staff

Uses staff-bound Blaze Bolts and staff-bound Smite.

Family
Electrokinetic Force Staff
Class Access
Psyker (level 8)
Magazine Size
-
Ammo Reserve
-
Base Damage
-
Dodge Limit
-
Special Attack
Strike: Combo attacks using the staff as a melee weapon.

Equinox Mk III Voidblast Force Staff

Uses staff-bound Blaze Bolts and staff-bound Pyroblasts.

Family
Voidblast Force Staff
Class Access
Psyker (level 5)
Magazine Size
-
Ammo Reserve
-
Base Damage
-
Dodge Limit
-
Special Attack
Strike: Combo attacks using the staff as a melee weapon.

Equinox Mk IV Voidstrike Force Staff

Uses Blaze Bolt as both its primary and secondary action.

Family
Voidstrike Force Staff
Class Access
Psyker (level 12)
Magazine Size
-
Ammo Reserve
-
Base Damage
-
Dodge Limit
-
Special Attack
Strike: Combo attacks using the staff as a melee weapon.

Exaction Mk III Exterminator Shotgun

Pairs hip-fired and aimed shots with a wide horizontal pellet spread; Mk VIII favors accuracy at distance.

Family
Exterminator Shotgun
Class Access
Arbites (level 1)
Magazine Size
5 to 7
Ammo Reserve
45 to 75
Base Damage
807.5 to 1122.5
Dodge Limit
3 to 4
Special Attack
Special Ammo: Loads the weapon with one special shell that gives the next shot Electrocution and Stun properties.

Exaction Mk VIII Exterminator Shotgun

Uses the same hip-fired and aimed modes but favors accuracy at distance; Mk III has a wider horizontal pellet spread.

Family
Exterminator Shotgun
Class Access
Arbites (level 1)
Magazine Size
-
Ammo Reserve
40 to 70
Base Damage
791.25 to 1023.75
Dodge Limit
3 to 4
Special Attack
Special Ammo: Loads the weapon with one special shell that gives next shot Brittleness properties.

Judgement Mk IV Subductor Shotpistol and Riot Shield

Uses semi-automatic hip fire and semi-automatic braced fire.

Family
Subductor Shotpistol and Riot Shield
Class Access
Arbites (level 11)
Magazine Size
-
Ammo Reserve
-
Base Damage
700 to 1000
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Branx MkIII Dual Autopistols

Uses fully automatic hip fire and fully automatic braced fire.

Family
Dual Autopistols
Class Access
Hive Scum (level 1)
Magazine Size
40 to 64
Ammo Reserve
400 to 660
Base Damage
102.5 to 127.5
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Branx MkVIII Dual Stub Pistols

Uses semi-automatic hip fire and semi-automatic braced fire.

Family
Dual Stub Pistols
Class Access
Hive Scum (level 10)
Magazine Size
-
Ammo Reserve
-
Base Damage
249 to 321
Dodge Limit
2 to 3
Special Attack
Trickster: A deft pistol-flourish which empowers the follow-up chained shot.

Branx MkVI Needle Pistol

Uses semi-automatic hip and aimed fire; its toxin switch offers Chem Toxin or an explosive mode, while MkII offers area dispersal.

Family
Needle Pistol
Class Access
Hive Scum (level 18)
Magazine Size
5 to 7
Ammo Reserve
70 to 110
Base Damage
25 to 35
Dodge Limit
2 to 3
Special Attack
Switch Mode: Switch toxin mode between Chem Toxin and an explosive strain.

Branx MKII Needle Pistol

Shares semi-automatic hip and aimed fire with MkVI; its toxin switch offers area dispersal instead of MkVI’s explosive mode.

Family
Needle Pistol
Class Access
Hive Scum (level 18)
Magazine Size
5 to 7
Ammo Reserve
70 to 110
Base Damage
25 to 35
Dodge Limit
2 to 3
Special Attack
Switch Mode: Switch toxin mode between Chem Toxin and an area dispersal strain.

Branx Mk IV Arc Rifle

Uses fully automatic hip fire and fully automatic braced fire.

Family
Arc Rifle
Class Access
Skitarii (level 7)
Magazine Size
33 to 42
Ammo Reserve
140 to 180
Base Damage
420 to 520
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Branx Mk CV Galvanic Rifle

Uses semi-automatic hip fire and semi-automatic aimed shots.

Family
Galvanic Rifle
Class Access
Skitarii (level 1)
Magazine Size
-
Ammo Reserve
40 to 80
Base Damage
592.5 to 697.5
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Branx Mk XI Phosphor Blast Pistol

Uses semi-automatic hip fire and semi-automatic aimed shots.

Family
Phosphor Blast Pistol
Class Access
Skitarii (level 10)
Magazine Size
-
Ammo Reserve
48 to 78
Base Damage
440 to 560
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Blastoom Mk III Grenadier Gauntlet

Combines light and heavy melee strikes with a punch that fires a grenade.

Family
Grenadier Gauntlet
Class Access
Ogryn (level 4)
Magazine Size
-
Ammo Reserve
32 to 55
Base Damage
300 to 600
Dodge Limit
-
Special Attack
Explosive Punch: Punch an enemy with the gauntlet and fire a grenade just after the punch lands.

Lorenz Mk V Kickback

Uses hip-fired shotgun pellets and braced shotgun fire.

Family
Kickback
Class Access
Ogryn (level 1)
Magazine Size
-
Ammo Reserve
-
Base Damage
1200 to 1800
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Foe-Rend Mk II Ripper Gun

Uses hip-fired bursts and fully automatic braced fire, like Foe-Rend Mk V; Foe-Rend Mk VI instead uses hip-fired bursts and braced bursts.

Family
Ripper Gun
Class Access
Ogryn (level 2)
Magazine Size
12 to 24
Ammo Reserve
72 to 192
Base Damage
437.5 to 612.5
Dodge Limit
-
Special Attack
Bayonet Attack: Attack with the attached bayonette.

Foe-Rend Mk VI Ripper Gun

Uses hip-fired bursts and braced bursts; Foe-Rend Mk II instead uses hip-fired bursts and fully automatic braced fire.

Family
Ripper Gun
Class Access
Ogryn (level 2)
Magazine Size
12 to 24
Ammo Reserve
72 to 192
Base Damage
312.5 to 437.5
Dodge Limit
-
Special Attack
Bayonet Attack: Attack with the attached bayonette.

Foe-Rend Mk V Ripper Gun

Uses hip-fired bursts and fully automatic braced fire, like Foe-Rend Mk II; Foe-Rend Mk VI instead uses hip-fired bursts and braced bursts.

Family
Ripper Gun
Class Access
Ogryn (level 2)
Magazine Size
12 to 24
Ammo Reserve
72 to 192
Base Damage
312.5 to 437.5
Dodge Limit
-
Special Attack
Bayonet Attack: Attack with the attached bayonette.

Gorgonum Mk IIIa Heavy Stubber

Uses automatic hip and semi-automatic braced fire with a precise, high-damage profile; Achlys Mk II shares that role, while Krourk Mk IIa is more versatile.

Family
Heavy Stubber
Class Access
Ogryn (level 16)
Magazine Size
-
Ammo Reserve
-
Base Damage
125 to 175
Dodge Limit
-
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Achlys Mk II Heavy Stubber

Shares automatic hip and semi-automatic braced fire with Gorgonum Mk IIIa and favors precision with high damage; Krourk Mk IIa is tagged versatile.

Family
Heavy Stubber
Class Access
Ogryn (level 16)
Magazine Size
-
Ammo Reserve
-
Base Damage
175 to 325
Dodge Limit
-
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Krourk Mk IIa Heavy Stubber

Uses automatic hip and semi-automatic braced fire with a versatile profile; Gorgonum Mk IIIa and Achlys Mk II favor precision.

Family
Heavy Stubber
Class Access
Ogryn (level 16)
Magazine Size
-
Ammo Reserve
-
Base Damage
235 to 365
Dodge Limit
-
Special Attack
Torch: Turn on or off the weapon mounted torch. Useful in dark areas.

Lorenz Mk VI Rumbler

Uses hip-fired projectiles and braced projectiles.

Family
Rumbler
Class Access
Ogryn (level 1)
Magazine Size
-
Ammo Reserve
15 to 30
Base Damage
200 to 400
Dodge Limit
3 to 5
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Krourk Mk V Twin-Linked Heavy Stubber

Uses automatic hip and braced fire with a Torrent and High Capacity profile; Gorgonum Mk IV instead emphasizes damage.

Family
Twin-Linked Heavy Stubber
Class Access
Ogryn (level 6)
Magazine Size
80 to 130
Ammo Reserve
240 to 520
Base Damage
136.25 to 188.75
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Achlys Mk VII Twin-Linked Heavy Stubber

Shares automatic fire and a Torrent/High Capacity profile with Krourk Mk V; its cumbersome frame contrasts with Gorgonum Mk IV’s damage focus.

Family
Twin-Linked Heavy Stubber
Class Access
Ogryn (level 6)
Magazine Size
95 to 150
Ammo Reserve
285 to 600
Base Damage
110 to 150
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Gorgonum Mk IV Twin-Linked Heavy Stubber

Keeps automatic hip and braced fire but emphasizes damage with Torrent; Krourk Mk V and Achlys Mk VII favor capacity.

Family
Twin-Linked Heavy Stubber
Class Access
Ogryn (level 6)
Magazine Size
50 to 90
Ammo Reserve
150 to 360
Base Damage
190 to 270
Dodge Limit
-
Special Attack
Bash: Use the firearm to attack your enemy in close combat.

Lorenz Mk VII Thugshot

Fires a solid projectile from the hip or while braced, with a bash for close range.

Family
Thugshot
Class Access
Ogryn (level 1)
Magazine Size
-
Ammo Reserve
-
Base Damage
1080 to 1620
Dodge Limit
2 to 3
Special Attack
Bash: Use the firearm to attack your enemy in close combat.
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