Warhammer 40000 Darktide Codexery

Autogun

The gun that's in every holster in the Imperium, and the one in yours on night one.

Autogun

The Autogun is the default starting sidearm in Warhammer 40,000: Darktide, a compact full-automatic pistol that every agent carries into the hive's lower levels from their very first contract. It is the most basic, most ubiquitous weapon in the game's arsenal — a common-rarity sidearm with no agent restrictions, no exotic attachments, and no flashy special effects. It simply fires. Reliably. Again and again. In the broader Imperium, the autogun is the spiritual equivalent of a standard-issue service pistol: mass-produced by the million, found in the holsters of Imperial Guardsmen, Administratum clerks, Techmarine apprentices, and every other soul who can afford a sidearm. In Darktide's neon-drenched hive corridors, it is the humble trusty that keeps you alive on the night your bolt pistol runs dry.

Type
Sidearm (full-automatic pistol)
Rarity
Common (starting weapon)
Availability
All agents, no restrictions
Firing mode
Full automatic
In-universe role
Standard Imperial sidearm / backup weapon
First appears
Default loadout for every new agent

Lore & Background

In the grim darkness of the far future, elegance is a luxury and reliability is a virtue. The autogun embodies that virtue in the most literal sense: a short-barreled, full-automatic sidearm produced in staggering quantities by the manufactorums of a hundred worlds. It is not the finest weapon a Techmarine might carry, nor the most devastating in a Guardsman's kit, but it is the one that will still fire when the bolt pistol jams, when the laspistol's cell dies, and when the exotic plasma round you were saving for the boss has already been spent on a rat. Within the hive-city setting of Darktide, the autogun occupies the same cultural niche it does across the Imperium — the weapon of the working class, the underhive, the person who cannot afford a dedicated weapon and must make do with what the company issues or what they scavenge from a corpse in the gutters. It is unglamorous. It is not inscribed with the name of a saint or blessed by a Tech-Priest in a cathedral of gears. It is a gun that goes *brrr* and keeps going, and in the claustrophobic, close-quarters corridors of the hive, that is more than enough. For the agents of Darktide, the autogun is the safety net. You will outgrow it. You will swap it for a bolt pistol, a heavy laspistol, a plasma sidearm, or whatever exotic contraption the loot table blesses you with. But on that first contract, when the lights flicker and the first wave of enemies pours out of a maintenance shaft, the autogun in your hand is the only thing standing between you and the dark. And it will not let you down. It is, in the most unpoetic way possible, the Imperium in a holster.

In Their Own Story

The corridor smelled of ozone and old blood. Kael checked the magazine one more time — three rounds, maybe four. The autogun's polymer grip was slick with sweat, the barrel warm from the last burst he'd fired into the face of a thing that had no business having a face. Around him, the hive groaned, metal on metal, the deep mechanical respiration of a city that had been breathing for ten thousand years. He didn't have a bolt pistol. He didn't have a laspistol. He had this. The same gun a Guardsman on Cadia would have tucked behind his belt, the same gun a clerk in the Administratum would keep in a desk drawer under a stack of requisition forms. Unremarkable. Unblessed. Uninscribed. The door at the end of the corridor shuddered. Something hit it. Something else hit it. The hinges screamed. Kael raised the autogun, braced his elbow against the wall, and squeezed. The report was flat, mechanical, utterly without ceremony. The first round punched through the door's weakened frame. The second took the thing in the throat. The third went wide, sparking off the far wall. Three rounds. Maybe four. He checked the magazine again. "Right then," he muttered, and went looking for another gun. But not before the autogun had done the one thing it was made to do: keep him breathing.

Reader's Guide

The Autogun is your default sidearm in Darktide, available to every agent from the very first contract with no unlock requirements or agent restrictions. It is a common-rarity, full-automatic pistol that fires in rapid bursts, making it a dependable close-range option when you don't have a dedicated sidearm in your loadout. Stat-wise, the Autogun delivers moderate per-round damage at a high rate of fire, with a small magazine. It excels in tight spaces and against clustered, lower-HP enemies where you can lay down a quick burst before repositioning. Against heavily armored or high-HP targets, it will feel underwhelming compared to a bolt pistol or a heavy laspistol, but it will never leave you empty-handed. How to obtain: It is pre-loaded into every agent's starting kit. You will also encounter it as common loot in the hive, and it can appear in vendor stock. There is no crafting recipe or quest chain — it simply exists, in every drawer and every corpse. Agent synergy: Because it is universal, the Autogun pairs well with any agent as a backup or filler slot. Agents who rely heavily on their primary weapon (e.g., a Gunslinger or a dedicated heavy-weapons user) may find the Autogun a perfectly adequate sidearm for the moments between reloads. It has no unique synergy with any single agent; its value is in its universality and the fact that you will always have one. Practical tip: Do not let the Autogun's commonness fool you. In a pinch, a full-auto burst into a cluster of enemies is more than enough to buy you the seconds you need to swap to your real weapon. It is the Imperium's answer to the question 'what if I run out of everything else?' And the answer, every time, is: you still have the autogun.

Did You Know?

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