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 Judgement Mk IV Subductor Shotpistol and Riot Shield 
 Warhammer 40k: Darktide 

 Judgement Mk IV Subductor Shotpistol and Riot Shield 
 Warhammer 40k: Darktide 

The scum of the dark tunnels of the underhive is treacherous, ambush can be waiting around every corner. A Riot Shield and a short Shotpistol are perfect for the tight, cramped halls where the Arbites often find themselves.

Classes

Arbites
Level 11

Specialization

High Damage

A high-powered weapon with greatly improved damage output.

Precise

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

Stats

Critical Bonus

Chance of landing a Critical Hit and how much damage it will do.

  • Melee Critical Chance: [0.05 - 0.25]

Damage

How much damage the weapon inflicts.

  • Damage: [700 - 1000]

Mobility

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

  • Sprint Speed: [-0.56 - 0.16]
  • Dodge Distance: [0.8 - 0.9]
  • Dodge Limit: [3 - 4]

Penetration

Weapon's effectiveness against Armoured enemies.

  • Damage vs Flak Armoured (Near): [0.42 - 0.81]
  • Damage vs Flak Armoured (Far): [0.34 - 0.68]
  • Damage vs Carapace Armoured (Near): [0.06 - 0.14]
  • Damage vs Carapace Armoured (Far): [0.03 - 0.07]
  • Damage vs Unyielding (Near): [0.5 - 0.93]
  • Damage vs Unyielding (Far): [0.34 - 0.68]

Reload Speed

Measure of the time it takes to Reload.

  • Attack Speed: [1 - 1.29]

Actions

Primary Action
Hip Fire • Semi-automatic Hip Fire • Semi-automatic

Hip Fire • Semi-automatic

Shooting swiftly at the expense of some accuracy.

Secondary Action
Braced • Semi-automatic Braced • Semi-automatic

Braced • Semi-automatic

Weapon can be braced to Increase accuracy and stability.

Special Action
Bash

Bash

Use the firearm to attack your enemy in close combat.

Damage Tables

Available Blessings

Deathspitter

Deathspitter

5-6.5% Strength for 3.5s on Close Range Kill.

Fire Frenzy

Fire Frenzy

Gain 7-10% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.

Full Bore

Full Bore

14-20% Strength for 5s when every pellet in a shot hits the same enemy.

High Voltage

High Voltage

10-25% Damage vs Electrocuted enemies.

Man-Stopper

Man-Stopper

Increased Cleave on Critical Hit and gain 10-25% Ranged Attack Stagger.

No Respite

No Respite

Up to 14-20% Damage on Hit (Staggered Enemy), scaling with Stagger.

Pinpointing target

Pinpointing target

5-8% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.

Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. 6-15% Close Damage while Sprinting. Also reduces weapon spread at all times by 30%.

Scattershot

Scattershot

6-12% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.

Speedload

Speedload

7-10% Reload Speed for 4 seconds after Close Kill. Stacks 5 times.

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)