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 Agripinaa Mk I Infantry Autogun 
 Warhammer 40k: Darktide 

 Agripinaa Mk I Infantry Autogun 
 Warhammer 40k: Darktide 

Unsubtle weapons, known for their excessive kick and bright muzzle flash, Agripinaa autoguns are still popular due to their stopping power and reliability.

Classes

Zealot
Level 14
Psyker
Level 1
Veteran
Level 1
Arbites
Level 1
Hive Scum
Level 7

Specialization

Rapid Fire

Ranged weapon that sacrifices accuracy for a high rate of fire.

Precise

Improved aim, rewarding careful selection of targets and ammo-efficient shots.

Stats

Ammo

Weapon's Ammo capacity.

  • Magazine Size: [25 - 40]
  • Ammo Reserve: [250 - 400]

Damage

How much damage the weapon inflicts.

  • Damage vs Unarmoured (Near): [0.84 - 1.17]
  • Damage vs Unarmoured (Far): [0.66 - 0.94]
  • Damage vs Infested (Near): [0.84 - 1.17]
  • Damage vs Infested (Far): [0.66 - 0.94]
  • Damage: [75 - 105]

Mobility

Measure of Movement Speed, Sprint Speed, and Dodge distance bonus while the weapon is active.

  • Sprint Speed: [-0.45 - 0.45]
  • Moving Spread: [41.01 - 35.51]
  • Dodge Distance: [0.7 - 0.8]
  • Dodge Limit: [2 - 3]
  • Dodge Speed: [1.11 - 1.14]

Stability

Affects Recoil, Spread and Sway after firing the Weapon.

  • Spread: [31.45 - 26.27]
  • Moving Recoil: [1.11 - 0.27]
  • Recoil: [1.29 - 0.22]
  • Moving Recoil: [8.88 - 2.05]
  • Recoil: [7.02 - 1.26]
  • Sway: [52.33 - 16.26]

Stopping Power

Measure of the Impact and Stagger inflicted on enemies.

  • Damage vs Flak Armoured (Near): [0.42 - 0.81]
  • Damage vs Flak Armoured (Far): [0.34 - 0.68]
  • Damage vs Carapace Armoured (Near): [0.03 - 0.07]
  • Damage vs Carapace Armoured (Far): [0.03 - 0.07]
  • Damage vs Unyielding (Near): [0.74 - 1.3]
  • Damage vs Unyielding (Far): [0.58 - 1.05]
  • Damage vs Maniacs (Near): [0.74 - 1.3]
  • Damage vs Maniacs (Far): [0.58 - 1.05]
  • Weapon Stagger: [2.4 - 5.8]

Actions

Primary Action
Hip Fire • Fully automatic Hip Fire • Fully automatic

Hip Fire • Fully automatic

Shooting swiftly at the expense of some accuracy.

Secondary Action
Aim Down Sights • Fully automatic Aim Down Sights • Fully automatic

Aim Down Sights • Fully automatic

Aim Down Sights for better targeting.

Special Action
Torch

Torch

Turn on or off the weapon mounted torch. Useful in dark areas.

Damage Tables

Available Blessings

Deathspitter

Deathspitter

+6.5% Strength for 3.5s on Close Range Kill.

Dumdum

Dumdum

+6% Close Range damage on Repeated Hit. Stacks 5 times.

Fire Frenzy

Fire Frenzy

Gain +10% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.

Hit & Run

Hit & Run

Immune to Ranged Attacks for 1s on Close Range Kill.

Punishing Salvo

Punishing Salvo

+50% Weakspot Damage on Second, Third and Fourth shots in a Salvo.

Raking Fire

Raking Fire

+40% Damage when shooting Enemies in the back.

Speedload

Speedload

+10% Reload Speed for 2.5 seconds after Close Kill. Stacks 5 times.

Stripped Down

Stripped Down

Gain Ranged Attack Immunity while sprinting with over 50% Stamina.

Sustained Fire

Sustained Fire

+20% Damage on Second, Third and Fourth shots in a Salvo.

Terrifying Barrage

Terrifying Barrage

Suppress Enemies within 8m Radius on Close Range Kill.

Available Perks

4-10% Ranged Critical Hit Damage
4-10% Ranged Damage (Groaners, Poxwalkers)
4-10% Ranged Damage (Specialists)
5-10% Reload Speed
10-25% Damage (Infested Enemies)
4-10% Ranged Weak Spot Damage
Increase Ranged Critical Strike Chance by 2-5%
5-20% Sprint Efficiency
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
1-2 Stamina (Weapon is Active)
10-25% Damage (Unyielding Enemies)
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unarmoured Enemies)
4-10% Ranged Damage (Elites)
Agripinaa Mk I Infantry Autogun
Weapon Preview
Agripinaa Mk I Infantry Autogun Weapon - Darktide
Agripinaa Mk I Infantry Autogun Weapon - Darktide
Iron Sight view with Agripinaa Mk I Infantry Autogun
Iron Sight view with Agripinaa Mk I Infantry Autogun
Agripinaa Mk I Infantry Autogun Example
Agripinaa Mk I Infantry Autogun Example

Frequently Asked Questions

At which level does the Agripinaa Mk I Infantry Autogun unlock for the Psyker in Darktide?

The Agripinaa Mk I Infantry Autogun unlocks for the Psyker at level 1.

At which level does the Agripinaa Mk I Infantry Autogun unlock for the Veteran in Darktide?

The Agripinaa Mk I Infantry Autogun unlocks for the Veteran at level 1.

At which level does the Agripinaa Mk I Infantry Autogun unlock for the Zealot in Darktide?

The Agripinaa Mk I Infantry Autogun unlocks for the Zealot at level 14.

At which level does the Agripinaa Mk I Infantry Autogun unlock for the Arbites in Darktide?

The Agripinaa Mk I Infantry Autogun unlocks for the Arbites at level 1.

At which level does the Agripinaa Mk I Infantry Autogun unlock for the Hive Scum in Darktide?

The Agripinaa Mk I Infantry Autogun unlocks for the Hive Scum at level 7.