A high-powered weapon with greatly improved damage output.
A ranged weapon with increased ammo capacity.
Weapon's Ammo capacity.
Clip Size: [60 - 120]
Ammo Reserve: [300 - 720]
How much damage the weapon inflicts.
Damage vs Unarmoured (Near): [0.66 - 0.94]
Damage vs Unarmoured (Far): [0.84 - 1.17]
Damage vs Infested (Near): [0.66 - 0.94]
Damage vs Infested (Far): [0.84 - 1.17]
Damage: [218.75 - 306.25]
Measure of Movement Speed, Sprint Speed, and Dodge distance bonus while the weapon is active.
Sprint Speed: [-0.45 - 0.45]
Moving Spread: [32.72 - 29.45]
Dodge Distance: [0.7 - 0.8]
Dodge Limit: [3 - 4]
Dodge Speed: [1.11 - 1.14]
Affects Recoil, Spread and Sway after firing the Weapon.
Recoil: [1.52 - 0.43]
Moving Recoil: [1.51 - 0.98]
Recoil: [21.06 - 5.99]
Moving Recoil: [16.14 - 9.6]
Spread: [29.36 - 21.84]
Sway: [81.18 - 13.86]
Measure of the Impact and Stagger inflicted on enemies.
Damage vs Flak Armoured (Near): [0.27 - 0.54]
Damage vs Flak Armoured (Far): [0.34 - 0.68]
Damage vs Carapace Armoured (Near): [0.01 - 0.01]
Damage vs Carapace Armoured (Far): [0.01 - 0.01]
Damage against Unyielding (Near): [0.58 - 1.05]
Damage against Unyielding (Far): [0.74 - 1.3]
Damage vs Maniacs (Near): [0.74 - 1.3]
Damage vs Maniacs (Far): [1.13 - 1.92]
Weapon Stagger: [6.8 - 13.6]
Hip Fire • Semi-automatic
Shooting swiftly at the expense of some accuracy.
Aim Down Sights • Semi-automatic
Aim Down Sights for better targeting.
Turn on or off the weapon mounted torch. Useful in dark areas.
Between the Eyes
Gain Suppression Immunity for 2.4-3.6s on Weak Spot Hit.
+70-100% Critical Weak Spot Damage.
+33% Reduced Ammo use after not shooting for 4-5.5s.
+60-90% Target Stagger on Weak Spot Hit.
Immune to Ranged Attacks for 0.6-1.2s on Weak Spot Hit.
+14-20 Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.
+4 Burn Stack(s) on Critical Hit to a maximum of 10-12 Stack(s).
Up to +14-20% Damage on Hit (Staggered Enemy), scaling with Stagger.
+14-20% Power on Salvo's First shot.
Increased Scope Zoom
+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)
The Kantrael MG XII Infantry Lasgun
is a Weapon that can be found in Darktide, Warhammer 40k. The weapon has a slightly slower firing rate than the Kantrael MG IV Infantry Lasgun. Hip fire accuracy is bad and the weapon has recoil. However, the weapon is very accurate while aiming through the holographic sight if you manage to handle the recoil.
While the weapon shoots slower, it deals great damage to enemies. The weapon is semi automatic. The special function is a flashlight, especially useful in darker areas and when the low visibility modifier is active in missions.
Kantrael MG XII Infantry Lasgun Weapon - Darktide
Holographic Sight - Kantrael MG XII Infantry Lasgun
Kantrael MG XII Infantry Lasgun Example
Frequently Asked Questions
At which level does the Kantrael MG XII Infantry Lasgun unlock for the Psyker in Darktide?
The Kantrael MG XII Infantry Lasgun unlocks for the Psyker at level 7.
At which level does the Kantrael MG XII Infantry Lasgun unlock for the Veteran in Darktide?
The Kantrael MG XII Infantry Lasgun unlocks for the Veteran at level 4.
At which level does the Kantrael MG XII Infantry Lasgun unlock for the Zealot in Darktide?
The Kantrael MG XII Infantry Lasgun unlocks for the Zealot at level 4.