Helbores, right now they’re perfectly serviceable balance-wise. Overall though, they’re uniteresting and are outmatch by other options in the niches each type currently fills, and it’s bayonet attacks are useless for anything other than flavor. I propose they be reworked in order to better reflect their intended roles, and be better and more rewarding to use:
Mk I - Keep as a middle of the road weapon between the II and III statwise. Give it proper tritium/glow sight highlights, and also rework the sights to have actual iron sights. Charge attack basically fires a high spread shotgun blast. V bayonet attack is now instead a toggle that switches you into “bayonet mode” where the weapon essentially turns into a melee weapon, light attacks are horizontal slashes with low dmg, but can hit multiple targets and staggers non-elite humanoids, heavy is a high dmg stab/lunge. Role-wise this one should be the CQB weapon of the family.
MkII - Give it a reflex sight like the Kantrel lasguns. Remove the bayonet, and give it a flashlight. Increase its semi auto RoF. Charge attack does the same amount of dmg as regular shots, but now instead fires a 3 round burst.
MkIII - Give it either an ACOG or telescopic scope, and remove the bayonet. V now allows you to switch between the scope and a braced autogun-like sightless zoom for ADS. Up base dmg by 20%, and increase its reload by 1 or 2 seconds. The charge attack takes longer to charge, but now fires a beam that consumes the entire magazine and does dmg relative to how many rounds were left, up to x3 its base damage. This attack is on parity with the bolter in penetration of cover and hordes, and can stagger ogryn enemies. Give it new SFX and VFX to reflect its higher dmg and new DMR role.