recursal/Fanatic-Fandom huggingface dataset:
First Light

* troops exit building one kill attacking zombies with napalm, rockets or cannon
* kill impalers attacking building
* when troops leave building two watch out for hell hound in from main grove and zombies / titans in the right grove
* destroy mortar and marksman tower
* looting building three watch out for impalers in the grove next to the building

Green AC 30mm / Grey AC 30mm / Grey Napalm C1/A / 2x Grey SM16 / 2x Grey Wilson
MKS MS

* Marksman

**MKS MS**  MKS M40  MKS M82  WA2000  SVD-63  BA93

## MS Marksman

"*The MS Marksman rifle delivers rounds from a safe distance, taking out zombie threats before they approach your units."*

This weapon is used by Marksman troopers.

Requires **RANK 2 T1 Crates**

If you get a rare+ example, you may be tempted to use this weapon as an alternative to a gunship sniper. However, they are easily killed, prone to wander off to attack ground defences, and cannot shoot when inside buildings.

**New in v1.6.2: Reload time reduced from 4.5 to 3.75**
Links

Official site: https://www.flaregames.com/games/zombie-gunship-survival/

FlareGames: https://www.flaregames.com/

ZGS Help: https://support.flaregames.com/hc/en-us/categories/200873049-Zombie-Gunship-Survival

**Flare Games SUPPORT REQUEST: https://support.flaregames.com/hc/en-us/requests/new**

Reddit: r/ZombieGunshipSurvival

Discord: Join here

Facebook: zombiegunshipsurvival

Twitter: ZG\_Survival

Twitch TV: flaregamestv

YouTube: flaregamestv
SM-16

* Scout

SHOT-I37  SHOT-WLSN  SHOT-R870  SHOT-M1014  SK-12  **SM-16**  STS-12

## SM-16 Tactical Shotgun

*" A lightweight and mobile semi - auto shotgun , best suited for putting 12 - gauge shells through zombies . A close quarters beast !”*

Requires **RANK 20 T3Crates**

This weapon is used by Scout troopers.

**Probably the BEST SCOUT YET**
“Fast to engage and reload”

The SM-16 is impressive. It fires rapid bursts like the SK-12 shotgun (up to 16 shells per burst), has the best Troop HP of all the scouts, and the best Loot Bonus. The slightly shorter range and faster engage / disengage times make them less likely to get bogged down by nearby zombies. (Note: A recent update has slightly increased hp for boosted SM16s)

## Tips

* For “kill zombies with shotguns” event tasks, the shorter range can be a disadvantage. M1014 may offer better scores.
CAN 40MM/70

* Light Cannon

CAN 30  CAN 40MM/60  **CAN 40MM/70**  CAN 50  M302K  O/KB-25  F38 QC

## 40mm/70-RND Cannon

"*A more powerful version of the 40mm, this weapon gives you higher damage for intense battles."*

This is a type of cannon.

Requires **RANK 17 T2 Crate**

**As Of Update 1.6.82 20/6/2023**

**The Cannon 40/70 Light Cannon has had a huge update**

**Page Under Construction**

## Analysis

Useful against hordes of impalers, as it has high damage and a good blast radius, and nominal against a zombie horde. Can be used against titans, although snipers are taken over it. Niche weapon.

## Bonfire Variant

**A new “Weapon of the month” Bonfire variant is released for Feb 2022. Every third shell is a napalm charge, inflicting x 400% damage over 4 seconds.**

The Bonfire’s hidden strength is the third - flame - round (x4 damage over 4s). So Wreckers need one clip,

## Unit Stats

 Flight Time

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

**Modifications**

**As of update v1.6.73 Dated 13-12-2022**

**Bonfire(BFR) 14% Weapon Damage increase**

Analysis
Useful against hordes of impalers, as it has high damage and a good blast radius, and nominal against a zombie horde. Can be used against titans, although snipers are taken over it. Niche weapon.

**Bonfire Variant**
**A new “Weapon of the month” Bonfire variant is released for Feb 2022. Every third shell is a napalm charge, inflicting x 400% damage over 4 seconds.**

The Bonfire’s hidden strength is the third - flame - round (x4 damage over 4s). So Wreckers need one clip,

**Unit Stats**

 Reload Time

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
How to fuse

In this article, we will be talking about the process of Fusing weapons. Fusing enables you to increase the star level of your weapon which will then allow you to continue boosting that weapon until you have reached the next cap.

Fusing requires you to combine spare weapons that have the required star level. See the first image to see those requirements.

As a quick reminder, the maximum level that a weapon can reach is defined by the its current star level. I.e. a **1 star** MG 5.56 cam be boosted up to level **10** while a **3 star** MG 5.56 can be boosted up to level **30**.

Weapons can have a minimum of 1 star and maximum of 6 stars. Therefore, the minimum level of weapons is 1 and the maximum level is 60.

1. First you need to boost the weapon up to its maximum level
2. Click the “back” << at top left,
3. Once done, the Boost button will be replaced by the Fuse button
4. When you select FUSE, the stats will be replaced by a list of spare weapons that you can use in the fusing process. If you do not have weapons that match the right requirements to fuse the weapon, nothing will appear.
5. Once you have selected the required amount of spare weapons, the cost in Metal to fuse the weapon will appear. Simply tap on the cost to unlock a new star.
G19-A

* AutoCannons

MG 5.56  MG 7.62  AC 20  AC 25  AC 30  AC 27  GSH-23L  ND 37  GSH-30-1  **G19-A**  GPD-30  2A13

## G19-A Autocannon

"*This lightweight three barrelled weapon fires .50 caliber NATO cartridges delivering high damage output with maximum zombie-stopping power ."*

This weapon is in the Autocannon category of gunship weapons.

A.k.a. AC50, GDCAL 50, GUA-19A, G19-A

Requires **RANK 20 T3 Crates**

**As Of Update 1.6.82 20/6/2023**

**The G19-A AutoCannon has had a huge update**

**Page Under Construction**

## Unit Stats

 Overheat
 Cooldown

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

**Pre Update 1.6.82 On 19/6/2023**

\*Only available from shop crates

RECOMMENDED.

**AWAITING DATA:**

First impression: A powerful autocannon similar in performance to the ac27, but less effective than ac23 and ND37. Bullet spread is very wide at the overheat point, so this gun will reward careful trigger control.

Unit Stats

 Accuracy (Best/Worst)
 Overheat
 Cooldown

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
Delusion

The Troop Spawn point has been moved nearer to first building making this map a bit easier

Also adding a Zombie spawn point at the begining of the map

This is my guide to Delusion hopefully it’ll help

Destroy the fence(1) by building one so it shortens the route to building one

Destroy the two towers(2,3) that will stop your troops route

Destroy the sniper tower(4)

Leave the last machine gun tower(9)for a bit, helps keep the zombie count down

Now destroy the other towers and buildings by building three (5,6,7,8)

Now destroy the last tower(9)

Go back to your troops and kill some zombies on your route

Try not to kill the Titans just lower there health

Normally getting in the first building is easy

Getting out 🤣

Let the Zombies group up outside the building

Impalers will now start to spawn after you exit building one

Rain hellfire down on the zombies outside when you exit building one and try to enter building two without stoppages

Beware zombies hiding by building two

When you enter building two, Titans and Impalers will stop spawning

so what’s left on the map that’s it

Now try and kill as many Titans and Impalers as you can

Let the other zombies group around the building

Rain hellfire down on the zombies outside when you exit building two and try to enter building three without

You’ll probably get a stoppage out of the building

Depending on your troops loot bonus a stoppage won’t matter

Try to kill the zombies blocking your route

If you still have Titans behind you don’t worry about them

Now as we walk onto building three keep the hounds at bay and have a look out for zombies spawning by building three

Hopefully we made it in time

Good Luck Airmen
Hellhound

* Zombies

Shambler  **Hellhound**  Impaler  Bloater  HellBeast  Wrecker  Heavy Titan  Dwarf HT

## Hellhounds

**Hellhounds** are a type of zombie in Zombie Gunship Survival.

### Description

The Hellhound is a four legged zombie missile with high speed, allowing it to sall ground units in swarms. It is very dangerous when mixed with Impalers because when under attack by Impalers, troops will stop and attack Hellhounds that enter their engagement zones. Hellhounds typically run in packs and stay in columns and rows. However they spread out when running diagonally which makes them harder to bring down. Beware of hounds that jump out of mobs and ambush your troops.

On missions where time is critical, avoid getting ensnared by the Hellhound/Impaler combo. If your troops come under Impaler fire, keep a wide berth clear around the troops and prioritize Hellhounds since they are easier to eliminate than Impalers. As long as zombies are kept well back, Impalers will damage but not delay your troops.

Later campaign zones also have Heavy Hellhounds - which are twice the size, harder to kill and do more damage.

### GUNSHIP RECOMMENDATIONS

Napalm and M777 are very effective against packs of Hellhounds. Alternatively, Rockets affect a large area and allow the gunship to fire and forget. One rocket with an AC can fire at two locations at once. Two rockets with an AC can fire at three locations at once. When Hellhounds are pressing from all sides, controlling multiple zones is critical.

### TROOP RECOMMENDATIONS

Weapon range has no effect on zombie engagement so the troop weapon is mostly irrelevant. Scouts eliminate hounds that get close quickly with excellent CQC and Demolition eliminate Impalers at range. Troops with high HP in the right slots allows the gunship to focus on Hellhounds and ignore Impalers.

### STRATEGY

Take preemptive action early against hounds

Shoot large packs when aligned in rows, columns and choke points

Hellhounds are easy prey when attacking buildings, as when stripped of their usual speed advantage they are nothing more than your average shambler.

Prioritize Hellhounds over Impalers with durable troops, as they could handle the impalers on their own better

Try to eliminate impalers before they team up with the hellhounds.

## Weapon Effectiveness

**Gunship**

* Autocannons: Approx 100%
* Light Cannons: Approx 100%
* Heavy Cannon: Approx 115%
* Missiles: Approx 115%
* Rockets: Approx 100%
* Sniper: Approx 100%
* Napalm: Approx 90%

**Troops**

* Assault: Approx 100%
* Scout (shotgun): Approx 100% (less effective at long range)
* Demo : Approx 100%
* Marksman troop: Approx 100%

## See also

For any other types of zombies, see

* Shambler
* Titan
* Impaler
GPD-30

* AutoCannons

MG 5.56  MG 7.62  AC 20  AC 25  AC 30  AC 27  GSH-23L  ND 37  GSH-30-1  G19-A  **GPD-30**  2A13

Page Still Under Construction

This weapon is in the Autocannon category of gunship weapons.

Requires **RANK 30 T4 Only available from shop crates**

## GPD-30 Autocannon

A New AutoCannon has arrived 12/5/2023
HQ has acquired a new beast: The GPD-30 Autocannon

With a hefty 3000RPM, this is the fastest and most accurate Autocannon in the ZGS arsenal. Its high damage per output, increasing precision at higher temperatures, and improved accuracy based on star count make this beauty unmatched among its peers.

A must-have when encountering Wreckers, it can be a good ally against Heavy Titans if maneuvered properly!

Let's lock and load, soldiers. It's time to get to work!

###  **Additional weapon specs**

1 Time to impact is 0.3s

2 Actual overheat time is 7.45s

3 Accuracy is ⭐ Based 1.2-> 1.15-> 1.09-> 1.02-> 0.94-> 0.85

4 Weapon precision linearly improves for each 1% heat

5 Accuracy at 100% heat is 0.18-> 0.173-> 0.164-> 0.153-> 0.141-> 0.128 ⭐ Based

6 Example of total accuracy at various heat thresholds, assuming a 6 ⭐

0.489 at 50%

0.272 at 80%

0.128 at 100%

## Prototype AutoCannon GPD-30 OverDrive (OVD) Released 24-11-2023

Introducing the GPD-30 OVD the fastest cooling autocannon in the game!

This Autocannon outshines the competition with the most expansive bullet blast radius, granting you unparalleled control over the battlefield.
 As heat reaches critical levels, the weapon kicks into overdrive to deliver sheer chaos!

When it shifts into overdrive, the spectacle is remarkable. The crosshair changes its color to a blazing orange, and the bullet explosions
become a delightful display of battlefield domination.

**Additional Weapon Specifications**

1 Flight time: 0.25s

2 Cooling per second is 33%. During overheat it is 50%

3 Spread (same as GPD-30)

a Base value: ⭐ Level 1.2→ 1.15→ 1.09→ 1.02→ 0.94→ 0.85

b At 100% heat: ⭐ Level 0.18→ 0.173→ 0.164→ 0.153→ 0.141→ 0.128

c Linearly becomes more narrow for each 1% accumulated heat

d Examples at various heat thresholds, assuming maximum ⭐

0.489 at 50%

0.272 at 80%

0.128 at 100%

4 Bullets have no damage falloff

5 Damage radius: 0.61

6 Damage radius permanently increases by 0.23 after killing 25→ 75→ 150 zombies with this weapon; total = +0.69 after 150 kills

**Overdrive Specifications**

Triggers at 100% heat, lasting for 4s. Weapon automatically overheats once duration expires

While active:

1 Weapon can be fired

2 Heat per shot & cooling per second are zero

3 Damage radius: +0.3 (on top of 0.61 + 0.69 after 150 kills)

4 Bullet damage: +300%

5 Impact visual effect is enhanced

6 Reticle colour is orange

## Unit Stats

 Rounds Per Minute (RPM)
 Overheat

Weapon Damage

Common Only

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
SHOT-I37

* Scout

**SHOT-I37**  SHOT-WLSN  SHOT-R870  SHOT-M1014  SK-12  SM-16  STS-12

## I37 Shotgun

"*The I37 shotgun was popular with the US military, as well as any domestic police departments for its ease-of-use and close-quarters efficiency."*

This weapon is used by Scout troopers.

Requires **RANK 2 T1 Crates**

**BEST WEAPON FOR NEW PLAYERS:**
Starting out, you definitely want this for your ground team: High, widespread damage and the 'loot bonus' means they will clear buildings faster. Boost until you are offered better shotguns such as SK-12 or SM-16.

## Unit Stats

 Range

Weapon Stats
BA93

* Marksman

MKS MS  MKS M40  MKS M82  WA2000  SVD-63  **BA93**

## BA93 Marksman

*“A bolt action, air cooled materiel rifle. Devastating at long ranges”*

This weapon is used by Marksman troopers.

Requires **RANK 20 T3 Crates**

The BA93 is a new sniper rifle

Probably the new BEST MARKSMAN
With long range, good damage, fast reload plus respectable health & loot bonus, this looks to be the best marksman trooper.

As always, use marksman troops with care, as their long range may cause them to wander off to shoot at ground defences and other targets that scout / assault troops would ignore.

## Unit Stats

 Range

Weapon Stats

Numbers in *italics* are estimates / interpolations.
Resurgence Base

Below are base designs for coping with Resurgence.

The zombie horde is a 75 headed hydra and every zombie killed is replaced by a MORE damage resistant one. Let zombies surround and destroy the honeypot base and then hold off gunship fire in the main kill zone. Killing a zombie forces it to re-spawn and that delay is the key to reaching later waves. As the main defenses become overwhelmed, go to the offensive and attack while avoiding all barriers. Concentrate fire in the killing zone and then expand outwards as zombies gain health. Use your best available combination of snipers, napalm, cannons or whatever to reach Wave 30 or higher.

🎌 RESURGENCE TACTICS

Let the base do most of the work, protect your flanks and be alert to bosses that spawn on the 9s. At Wave 19, kill The Unstables (explosive hellhounds) where they will inflict maximum damage on surrounding zombies but before they get too close to the base. If an Unstable spawns on the flank, barriers will become compromised so detonate it where it will do the least harm. In latter waves, focus fire mainly in the kill zone while taking opportunistic shots when possible. Prioritize Wreckers, then HTs and Bosses.

RESURGENCE PRO TIP

Even if the northern flank is breached, zombies can be corralled to go around by destroying barriers along the perimeter. Although counter intuitive, taking out parts of the base and falling back is advised. I have reached Wave 50 many times even when the flank is compromised by keeping zombies going around to the front. Shortening the path around is the best hope in case you don't catch a flanking Wrecker in time. You can still get to Wave 50 with tunneling but the odds are lower.

Forum article
Accuracy

The Autocannon stats include a figure for **accuracy**. This article explains the term and discusses its significance.

ACCURACY is the maximum distance ( in game tiles ) from the aim point that the first round fired could hit. This error distance is indicated by the width of the gunsight 'kill box'. (Due to ballistics, the vertical error is half that of the horizontal errors quoted.) Note that as an autocannon burst continues, the error increases to reach up to 4 x the original value (varies for different ac) at the overheat point. This is shown by the error bars that expand from the kill box as the ac is fired. These bars reach max at the overheat time and recover at the cool down rate.

So, does accuracy matter?

Consider the example where the ac is used to kill a Titan in one burst: *Assume* the Titan has a hit zone of one tile\* and that the rounds fired will be spread evenly between the aim point and the extent of the error bars. For a 5.56mm, the accuracy is 0.5 tiles and so initially the rounds all fall within the one tile diameter and so all hit the Titan; As the burst continues, the error grows and some rounds now start to miss until at 3 seconds ( the overheat point ) the rounds are falling up to 3 tiles away, so under a third of them are hitting the target Titan. Overall, 42% of the rounds fired during the burst will miss, reducing the damage inflicted.

Using the same criteria, the table below compares level 60 Epic auto cannons and shows an estimate of the damage done **on target** in a 2-second burst & 3-second burst.

**\*Actually, Titans probably have a much smaller hit zone:** Using the same criteria, but assuming a Titan now has a hit zone of **half** a tile across, the table below compares level 60 Epic auto cannons and shows an estimate of the damage done **on target** in a 2-second burst & 3-second burst.
Workshop - Scrapping and Boosting

Hello airmen!

If you have already rebuilt your Workshop, you’ve come to the right place to understand the basics of boosting weapons.

In ZGS, all weapons looted from crates are level 1 but randomly get a star-level (which defines the maximum level a weapon can currently reach) and rarity (which determine the weapon's general stats and boosting cost). As you progress further within the campaign, you will be facing more challenging enemies and will need to boost your weapons to get a better firepower.

1. You require two different resources to boost weapons: weapon parts and metal.

Weapon parts (bolts) can be obtained mainly by scrapping unwanted weapons. You can also get those as mission rewards or from weapon crates but in smaller quantities.

You can scrap weapons by tapping on the “Scrap” button from the weapon information screen which will turn that specific weapon into weapon parts.

Or you can mass scrap a large selection of weapons by tapping on the Recycle icon on the right side of the screen at the Workshop, select all the weapons that you want to scrap and tap on Scrap.

Metal is the second important resource that you will need to boost. Metal can be obtained by completing missions and in smaller quantities from mission rewards, daily and profile objectives or from weapon crates.

2. Once you have enough of the required resources, tap on Boost and a new interface will appear with all the options required to boost the weapon.

3. Hold and drag the slider or press + / - at the bottom of the screen to adjust the amount of metal and weapon parts that you wish to spend to boost the weapon.

The outcome of the process will be pre-indicated in green next to the current statistics of the weapon. This is quite useful for you to determine if it is worth boosting this weapon if you prefer spending your resources on another one.

4. If you’re happy with the indicated outcome of the boost, simply tap on the metal cost to confirm. Then repeat this process until you have reached the max level of the weapon (determined by the star-level, max level being 60 for a 6 star-weapon). To upgrade a maxed weapon further, weapons of the same star level must be used, with increasing quantities and metal costs depending on the tier as well (I.E. 5-star weapons will require five additional 5-star weapons).
Stolen Property

Interstate - Stolen Property

This mission has little or no spare time, so don’t let your troops stop for anything!

### Tips

* Don’t let your troops stop to shoot zombies - use gunship weapons to kill them before they get close.
* Plan ahead: Clear obstacles on the route with gunship weapons
* Pay attention to the mission clocK.
Dwarf HT

* Zombies

Shambler  Hellhound  Impaler  Bloater  HellBeast  Wrecker  Heavy Titan  **Dwarf HT**

## This is a type of **Zombie**

First seen In Ruined Hamlet "Invading Divergence" Dwarf Heavy Titans

Now making an appearance in The Crucibles Two new maps 27/7/2023
Singular Division & Crashing Waves

Half the hight of a regular heavy titan, but faster.

**The bad news is that they are the toughest zombies yet:**

Easy=86k, Med=107k, Hard=133k

Any high rarity / high damage weapon will be effective: hcan, Napalm, M777, and gunship sniper.

So how many sniper shots? Using level 60 snipers and zooming fully, the various snipers will need this many shots:

Shots needed shown for each mission difficulty using level 60 rare / epic / legendary
 AIMO
 SNPR-25
 SLT18/1K
Grief

### Interstate - Grief

Grief has a **lot** of impalers. The secret to surviving impalers is to pick troops with high HP:  Assault are best:  M60 if you can find some, or M4A1 for newer players, AR-15 when unlocked, and M249 is best of all.  Boost common versions to lv 40, then impaler fire bounces off - giving you time to use a hcan, rocket, can40/60 etc. If using an ac, remember to lead by the width of the sight box.

### Tips

If your third building is always being destroyed, try this: Pause your troops just outside the building, let the impalers form an arc around them and then kill them all at once with ac, napalm, hcan, etc. Let your troops into the building and keep more impalers away as they approach.
RKT 100

* Rocket

RKT 40  RKT 68  RKT 80  **RKT 100**  RKT 120  RKT 128  Z32P  RS-55  B8M1  RKT 131

Requires **RANK 10 T2 Crates**

This is a type of Rockets .

**As Of Update 1.6.82 20/6/2023**

**The Rocket-100 has had a huge update**

**Page Under Construction**

**The special edition “Inferno” weapon of the month for May 2022 has incendiary rockets fire slows for 70% and deals 300% damage over 4 seconds which are universally stackable.**

## Unit Stats

 Battery Size
 Delay Between Rockets

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

Requires **RANK 21**

This is a type of Rockets .

REMOVAL OF ANY CROWD
The 100mm puts out a impressive 30 ￼rockets and has 4 salvoes of them. It has the highest damage saturation of all the rocket pods and rarer versions can be upgraded into credible titan killers. Guaranteed to clear a path for your troops, the 100mm does consistent damage over a wide area.

**The special edition “Inferno” weapon of the month for May 2022 has incendiary rockets fire slows for 70% and deals 300% damage over 4 seconds.**

**Unit Stats**

 Rocket Blast Radius
 Reload Time
 Battery Size
 Salvoes
 Impact Zone

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
Heavy Impaler

Exclusive to “Invading Divergence” in Ruined Hamlet are Heavy Impalers”:

Taller, longer range and doing a LOT of damage.

Fortunately, they are not too tough;

HP: Easy=2200, Medium=3100, Hard=4500

(This is about the same as a titan from Interstate)

In context, a direct hit from a maxed blue M777 should be enough on hard, and they are easy prey for almost any sniper.
CAN 30

* Light Cannon
* Gunship Weapons

**CAN 30**  CAN 40MM/60  CAN 40MM/70  CAN 50  M302K  O/KB-25  F38 QC

Auto Cannon  **Light Cannons**  Heavy Cannons  Napalm  Missile  Rocket  Sniper

## 30mm Cannon

"*The rapid-fire high-explosive rounds coming out of the 30mm cannon are devastating against a wide range of targets."*

This is a type of cannon.

Rank Unlock **2 T1 Crates**

**As Of Update 1.6.82 20/6/2023**

**The Cannon-30 Light Cannon has had a huge update**

**Page Under Construction**

#### Decent.

The big problem with this cannon is a lack of blast radius, despite the blurb saying High Explosive. Damage is great vs buildings, and the high ammo cap and RoF make it even more suited. It also has it's uses vs Impalers. Unfortunately, it's really held back by it's lack of splash.

## Unit Stats

 Flight Time

 **6** | 14

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

Decent
The big problem with this cannon is a lack of blast radius, despite the blurb saying High Explosive. Damage is great vs buildings, and the high ammo cap and RoF make it even more suited. It also has it's uses vs Impalers. Unfortunately, it's really held back by it's lack of splash.

Unit Stats

 Blast Radius
 Reload Time
 Clip Size
 Spare Clips
 Flight Time

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
O/KB-25 Cannon

* Light Cannon

CAN 30  CAN 40MM/60  CAN 40MM/70  CAN 50  M302K  **O/KB-25**  F38 QC

## O/KB-25mm Cannon

Released 16-6-2023

Requires RANK 30 T4 Crates. Shop Purchase

Page Under Construction

Attention Airmen,

Check the latest addition to the ZGS arsenal: The O/KB-25 Cannon.

This double belt feed and gas-operated cannon brings together a fast and quick firing and reload time. Capable of deploying proximity mines that detonate when zombies are nearby for huge damage! Designed to wreak havoc on the battlefield it is a good weapon for area control, its mag count and mag size improve based on stars making it great against Wreckers!

Take control of the area with a huge blast radius of mines that detonates everything in its way.

This is a type of cannon.

Requires **RANK 30 \***

\*Not available from common crates. Shop crates and events only.

## Analysis

Shell flight time is 0.7s.

Clip size is based on ⭐ Count 3 ->3 ->4 -> 4 ->4 ->5.

Clip count is based on ⭐Count 6 ->7 ->8 -> 10 ->12 ->14.

Mine specs:

1 Blast radius is 2.1.

2 Trigger radius is 1.4, indicated by a green circle.

3 Damage is 100% against any zombie.

4 Can stack with anything in the game, including self.

One mine per shot. They are laid in the same way as the INT, right at the impact point or onto an adjacent tile.

Shell has no damage falloff, so any zombie found within the blast will take full damage, regardless of distance from centre.

This enables consistent elimination of wrecker packs, while leaving behind a mine for later.

## Unit Stats

 Rounds Per Minute (RPM)
 Mags (Spare Magazine)
 Flight Time

 Every Round Spawns

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
SOS

### Tips

* Using common level 40 napalm cannon
* West (left) building first
* Destroy sniper tower
* Kill a few zombie close to your troops
* When building is nearly looted kill all zombies around
* Watch out for zombies in central grove
* Use napalm, rockets or cannon on groups of impalers

Green AC 30mm / Grey AC 30mm / Grey Napalm C1/A / 2x Grey SM16 / 2x Grey Wilson
HellBeast

* Zombies

Shambler  Hellhound  Impaler  Bloater  **HellBeast**  Wrecker  Heavy Titan  Dwarf HT

## This is a type of **Zombie**

HellBeast are a class of zombie introduced in the "Sierra Township" campaign area.

## Weapon Effectiveness

**Gunship**

* Autocannons: Approx
* Light Cannons: Approx
* Heavy Cannon: Approx
* Missiles: Approx
* Rockets: Approx
* Sniper: Approx
* Napalm: Approx

**Troops**

* Assault: Approx
* Scout (shotgun): Approx
* Demo : Approx
* Marksman troop: Approx
Спутник

Дрифтер в чёрном плаще и Спутник

**Спутник** — неигровой персонаж в Hyper Light Drifter.

На таком разрешении не видно, кто такой спутник. Он летает за Дрифтером на чём-то напоминающем двигатель или антиграв, так что можно предположить, что он — робот-помощник.

## Описание

Спутник всё время следует за Дрифтером и есть у него с самого начала игры.

Он показывает ему различные скрытые места и то, с чем можно взаимодействовать. В основном больше не выполняет никаких функций.

Облик спутника можно менять в доме Дрифтера. Для более подробной информации по его внешнему виду см. статью *Одежда*.
Invading Divergence

A busy mission with two unique zombie types: Large impalers with longer range, and dwarf HTs who have the highest health of any zombie found in missions so far.

### Tips

* Scout loadout- M777 preferred for tall impalers but AC will do the trick. Sniper and napalm needed for HTs which move unusually fast on this map
RKT 40

* Rocket

**RKT 40**  RKT 68  RKT 80  RKT 100  RKT 120  RKT 128  Z32P  RS-55  B8M1  RKT 131

## 40mm Rocket Pod

"*The 40mm Rocket Pod dispatches a small grouping of high-explosive unguided rockets."*

Requires **RANK 2 T1 Crates**

This is a type of Rockets

**As Of Update 1.6.82 20/6/2023**

**The Rocket-40 has had a huge update**

**Page Under Construction**

## **Prototype Of September 29th 2023 Rocket RKT-40 FR (Fury)**

Get ready for a rocket revolution with our upgraded 40mm Rocket Pod. This beast fires 16 rockets with lightning-fast reloads, delivering high damage over a wide area. And here's the kicker: every fourth rocket ignites the ground, causing damage and slowing your foes. It may start off a bit underwhelming, but as you rack up those Fury stacks, it becomes a sky-shattering game-changer.
Infinite ammo at max stars!

Gear up and prepare to dominate the skies with the fury of the RKT 40 FR

**Additional weapon specs**

1 Salvoes are ⭐ based: 20→ 25→ 30→ 35→ 50→ Unlimited

2 Base time to impact is 1.0s

3 Base rocket delay is 0.12s

4 Gains a Fury stack every time it is fired, up to 12

5 The 4th burning rockets counter does not reset in between fired salvoes

**Fury stack effects**

+1 battery size

-0.1375 reload time

-0.0425 time to impact

-0.00575 rocket delay

Every 4th rocket ignites the ground for 1.9s, dealing 120% damage & slowing by 10% in a radius of 2.4

**Can stack with anything, including self.**

**Stats at max stacks**

Battery size = 16

Reload time = 2.25s

Time to impact = 0.49s

Rocket delay = 0.051s

Two Fury in action Vs Hydra Point

https://youtu.be/gtdtIWLc3Ws

## Unit Stats

 Rocket Blast Radius
 Delay Between Rockets

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

Requires **RANK 4**

**Unit Stats**

 Reload Time
 Battery Size
 Salvoes
 Impact Zone

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
G32L

* Demo

RPG-7 RU  RPG-7 US  RL SMAW  RL AT4  M-79  M-32  PAG-94  PF3-T  **G32L**

**This Page Is Still Under Construction**

Released August 2022

*"It’s simple design snd operation makes for a reliable close combat companion."*

Requires **RANK 26 T3 Crates**

This weapon is used by Demo troopers.

**HIGHLY RECOMMENDED**
## Analysis

Hello This looks to be a great demo. **It fires 3 (fr FG) shells in each burst,** which behave like rockets (Eg RL\_AT4 ) rather than the slower grenades from the M-79. This should make it more effective vs hellhounds and wreckers.

The G32L is quite fast, has very good blast radius, and is overall an upgraded PF3-T with slightly longer range and - importantly - 3 shells at a time.

Smoke from each shell inflicts additional DoT of 180% of stated damage (i.e. in addition to baseline damage) & slows zombies by 40%; within an active zone of radius 1.4 lasting 1.8s. DoT can self-stack & is stackable with all other weapons.

N.B. Though INF has smoke component that -y%(stated damage)/t + slow%/t, they still stack according to FG.

Projected HP is expected to be 1 -> 12% higher than PAG as boosting progresses from L1 -> L60.

## Tips

* This weapon especially shines when put against Titans due to its ability to fire 3 shells. ***Each dealing at least the stated damage of the weapon.***
* This works well against smaller enemies such as Hellhounds, Impalers and Shamblers too.

.
Drop Rates - In Search of Gold Guns

Common crates can return weapons of any rarity and star count, but how **likely** is a particular rarity? And how long must I wait for a gold gun?

**Approximate** "Drop Rates" are thought to be :

Some players contend that Gold rates are better than the 1/1000 suggested here.
 Epic
 Rare
 Uncommon
 Common

## So, Where's **MY** Gold Weapon?

A hot FAQ on ZGS. This article discusses the probabilities and their implications for players.

TL/DR: No guarantee of gold no matter how many crates, but ON AVERAGE an active player may get one a month / 200 crates.

So, with a drop rate of 1/1000, all a player has to do is open 200 common crates (1000 weapons) and they will have a gold, right?

**WRONG!**

"**Dice have no memory**", so having not found gold after 199 crates you are no more likely to get one in the next crate. But **overall**, and **on average**, a player can expect one gold for each 200 crates opened.

To demonstrate how this translates into actual player experience, let us consider a player who opens 4-5 crates a day and attempts a few weekend events. This equates to around 200 common crates per month. (Your mileage may vary: some players achieve much more by rushing crates and longer play, some players much less.)

If one million players follow this pattern for one year (2400 crates each), how many gold weapons will they have? The results are shown in the graph:

(For the mathematicians, this is a binomial distribution with sample of one million, 12000 tries and success of 0.001)

80% of players will have dropped between 8 and 16 gold weapons.

6 players will have ZERO, 73 players will only have ONE, . . . , 7 players will have 30 or more.

## Why You MUST Try to Complete Events:

Event crates are a great way to boost your arsenal for free.

With dedicated play, a player can open 5 crates a day to earn 35 crates / 175 weapons per week - mostly grey.

A typical weekend's events may offer

2 common crates, 6 big cache crates, 3 fusion crates, 2 grey 'specific weapon' crates = 87 grey

Also

5 Power crates, 2 Ace crates, 1 green 'specific weapon' crate = 6 grey, 21 green, 2 blue

= 87+6+(5x4)+(2x4) = 121

Equates to 24 crates! This can double the crates from a week's casual play and quickly take your monthly total to more than 250 crates. And Arms Race events are usually MORE generous.

Of course, some dedicated players achieve many more crates: 6 per day plus events can equate to 300 per month. A further option is to 'rush' armoury crates when faster opening boosters are active.

So, for the most dedicated players opening your 5,000 crates a year, what does that do to your count of gold weapons? The graph shows the results for one million players ( Reminder, **assuming** the 1/1000 drop rate).
RKT 80

* Rocket

RKT 40  RKT 68  **RKT 80**  RKT 100  RKT 120  RKT 128  Z32P  RS-55  B8M1  RKT 131

Requires **RANK 10 T2 Crates**

This is a type of Rockets.

**As Of Update 1.6.82 20/6/2023**

**The Rocket-80 has had a huge update**

**Page Under Construction**

## Unit Stats

 Battery Size
 Delay Between Rockets

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

Requires **RANK 13**

**Analysis**
A good all-rounder rocket pod.

It's overall a very good, solid choice, especially at higher rarities. Good stats overall, and plenty of ammo to spritz away groups with. This thing will pull you out of lots of jams.

**Unit Stats**

 Reload Time
 Battery Size
 Salvoes
 Impact Zone

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves
MKS M82

* Marksman

MKS MS  MKS M40  **MKS M82**  WA2000  SVD-63  BA93

## M82 Marksman

"*Chambered in .50 BMG, the M82 delivers extreme firepower at extreme ranges."*

This weapon is used by Marksman troopers.

Requires **RANK 10 T2 Crates**

The M82 has boasts a one second faster Reload and more damage than the M40. However, by rank 26 you will not be using marksman troops.

NOT RECOMMENDED
If you get a rare+ example, you may be tempted to use this weapon as an alternative to a gunship sniper. However, they are easily killed, prone to wander off to attack ground defences, and cannot shoot when inside buildings. Use with caution.

**New in v1.6.2: Reload time reduced from 3 to 2.6**
Bloater

* Zombies

Shambler  Hellhound  Impaler  **Bloater**  HellBeast  Wrecker  Heavy Titan  Dwarf HT

## This is a type of **Zombie**

The Bloater are a class of zombie introduced in the "Silencio Heights" campaign area.

## Weapon Effectiveness

**Gunship**

* Autocannons: Approx
* Light Cannons: Approx
* Heavy Cannon: Approx
* Missiles: Approx
* Rockets: Approx
* Sniper: Approx
* Napalm: Approx

**Troops**

* Assault: Approx
* Scout (shotgun): Approx
* Demo : Approx
* Marksman troop: Approx
Great Discoveries in ZGS History

(Original post by Spirit-03)

* 2017: **Demi-God** discovers the continuous fire phenomena (aka FHoD)
* 2017: **Satsloader** discovers the timing technique to beat the Guillotine
* 2017: **Sicked** discovers the zombie trap phenomena during Frenzy
* 2017: **Su419** discovers the free metal top off phenomena
* 2017: **Tsar** discovers the single building bolt farming technique
* 2017: **Mavrix** discovers that insults are the key to popularity 😉😄
* 2017: **Aco319sig** discovers that he’s related to Steven Spielberg
* 2017: **Lincolns/Sympathizer/NoSympathy** discovers reincarnation
* 2017: **Vviper73** discovers alchemy and begins manufacturing gold
* 2017: **GD123** discovers that you can’t loot the 3rd building in No Fear
* 2018: **GD123** discovers once again that you can’t loot the 3rd building
* 2018: **GD123** discovers you can’t loot the 3rd building with 6⭐️ Wilson’s
* 2018: **Spirit-03** discovers entering a tournament with 7k bolts is a bad idea

...Curse you GD123! 🤬
Weapon Of The Month

# ***The Weapon Of The Month (WOTM)*** **& Prototypes**

**Program Stared October 2021**
These weapons are your normal Gunship arsenal but on steroids, Some are better than others
The WOTM releases are noted below

October 2021: Heavy Cannon 105mm **SW** (Shockwave)

November 2021: Sniper-20 **RPT** (Rupture)

December 2021: AutoCannon AC27 **VLT** (Volatile)

January 2022: Rocket 120mm **AMP** (Amplifier)

February 2022: Light Cannon 40/70mm **BNF** (Bonfire)

March 2022: Sniper AIMO **SL** (Snowfall)

April 2022: Missile AGM-114 **SHP** (Shrapnel)

May 2022: Rocket 100mm **INF** (Inferno)

June 2022: Heavy Cannon 90mm **CTY** (Catalyst)

July 2022: AutoCannon AC 30 **IPL** (Impulse)

August 2022: Napalm MK77 **AGD** (Armageddon)

September 2022: Sniper AMR W20-D **INT** (Interceptor)

October 2022: Light Cannon 40/60 **FF** (FrostFire)

November 2022: Missile KH-59 **EST** (EarthShatter)

December 2022: Heavy Cannon T96 **RPR** (Ripper)

January 2023 Sniper-20 **VNM** (Venom)

February 2023 AutoCannon 7.62 **FST** (FireStorm)

March 2023 Heavy Cannon M777 **VDL** (Vandal)

April 2023 Light Cannon M302K **LSP** (LockStep)

May 2023 Missile AGM65 **MD** (MeltDown)

June 2023 Napalm C1/A **ENK**(Enkindler)

**ProtoTypes Changed From WotM 7/7/2023**

## ProtoTypes Started 7/7/2023

July 2023 Heavy Cannon 120 **FRC** (Fracture)

August 2023 AutoCannon GSH23L **MS** (Miasma)

September 2023 Light Cannon-50 **ZL** (Zeal)

September 2023 Rocket RKT-40 **FR** (Fury)

October 2023 Napalm V3-1 **FHK** (FireHawk)

November 2023 AutoCannon GPD-30 **OVD**(OverDrive)
KH-29

* Missile

AGM176  AGM114  AGM65  **KH-29**  KH-59  GBU-39/B  CBU-89/B  AGM130  S2-GP

## KH-29 Missile

"*Soviet air-to-surface missile with a large warhead. Limited in numbers, so use them wisely." -*

This is a type of missile

Requires **RANK 10 T2 Crates**

**As Of Update 1.6.82 20/6/2023**

**The KH-29 Missile has had a huge update**

**Page Under Construction**

**No Damage Falloff**

Which means any target found within the blast radius will take 100% damage, regardless of distance from centre

## Unit Stats

 Flight Time

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

## **Pre Update 1.6.82 On 19/6/2023**

New in update 1.6.6

Requires **RANK 30**

**As of update v1.6.73 Dated 13-12-2022**

**This weapon has had a screen shake reduction**

**WIDE AREA DESTRUCTION - LIMITED RELOADS**
With the heaviest warhead of the missile class, the KH-29 adds another area destruction option to your arsenal. Faster to impact, damage is approx one third more than the GBU, over a slightly wider area, but with half the number of shots.

(Note: There have been some small changes to damage in update 1.6.11)

**Unit Stats**

**Weapon Damage**

The below figures are based on you starting with 1 ⭐weapon

If you boost a 1⭐ to level 10 the Damage level is correct

If you boost a 2⭐to level 10 you’ll get at slight variation in damage to the list

But as you boost the weapon higher the damage figures correct themselves

DAMAGE BEFORE UPDATE 1.6.11

*(Figures in italics are approximations)*

## Tips

* Unlike the GBU-39/B, The KH-29 is for faster engage and more destruction.
	+ The GBU is better for longer missions though.
Shambler

* Zombies

**Shambler**  Hellhound  Impaler  Bloater  HellBeast  Wrecker  Heavy Titan  Dwarf HT

**Shamblers** are a type of zombie in Zombie Gunship Survival.

## Description

They are the most common type of zombie, appearing in every level except for Sierra Township's elite levels.

Any weapon, gunship or handheld, works good against this zombie, individually or in groups.

For large groups of zombies, autocannons, missiles, and Demo troopers dominate them. For individual zombies, they can be killed easily with a variety of ways.

## Frenzy

During Frenzy, zombie health rises with each wave, until shamblers are spawning with higher health than the heavy titans you meet in Wasteland.

## Weapon Effectiveness

**Gunship**

* Autocannons: Approx 100%
* Light Cannons: Approx 100%
* Heavy Cannon: Approx 110%
* Missiles: Approx 110%
* Rockets: Approx 100%
* Sniper: Approx 100%
* Napalm: Approx 100%

**Troops**

* Assault: Approx 100%
* Scout (shotgun): Approx 100% (less effective at long range)
* Demo : Approx 100%
* Marksman troop: Approx 100%

## See also

For any other types of zombies, see

* Titan
* Hellhound
* Impaler
Heavy Titan

* Zombies

Shambler  Hellhound  Impaler  Bloater  HellBeast  Wrecker  **Heavy Titan**  Dwarf HT

## This is a type of **Zombie**

Heavy Titans (HTs) are a class of zombie introduced in the "Deadeye Descent" campaign area.

## Health Points

Heavy Titans are significantly larger than Titans on appearance, and are likewise extremely resilient. They will take a serious beating from even extremely boosted gunship snipers and heavy cannons to take down.

(NOTE: HT health was significantly reduced in December 2020)

Further complications arise in their varying health values: Using (unzoomed) gunship snipers, you will need the following cumulative damage to kill a heavy titan:

Ruined Hamlet
 Medium
 Hard

(Note that light cannons will be less effective)

## Where To Find Them

Sightings of these monsters are sporadic in COPYCAT but they are a constant threat from BIG BET onwards.

## How To Kill

* Gunship Sniper are effective. Aim for torso or toes, zoom in fully for maximum damage.
* Heavy Cannons are a good alternative. Aim just ahead of the feet.
* Napalm helps bleed health and also slows the target.
* Most troop weapons are ineffective, except for marksman (which in turn are some of the least effective troop weapons in the whole game) and M60.
* GBU / KH-29 can help with their high damage, but rocket pods are not effective.
* Lead the target with cannons so the round hits between the feet.
* If team is going towards it, stop them immediately and open fire on the HT. If going away, clear the path as much as possible and chip away at the HT.

## Weapon Effectiveness

**Gunship**

* Autocannons: Approx 100%
* Light Cannons: Approx 60%
* Heavy Cannon: Approx 112%
* Missiles: Approx 112%
* Rockets: Approx 100%
* Sniper: Approx 100%
* Napalm: Approx 140%

**Troops**

* Assault: Approx 100%
* Scout (shotgun): Approx 100% (less effective at long range)
* Demo : Approx 50%
* Marksman troop: Approx 100%
RPG-7 US

* Demo

RPG-7 RU  **RPG-7 US**  RL SMAW  RL AT4  M-79  M-32  PAG-94  PF3-T  G32L

## RPG-7 American

"*The American derivative of the RPG-7 provides an M4-style pistol grip, as well as a rail for attaching optics."*

Requires **RANK 2 T1 Crates**

This weapon is used by Demo troopers.

While this weapon fires faster than its Russian counterpart, it is about inferior in every other stat, hence being outclassed by other weapons.

## Unit Stats

 Range
 Blast Radius

Weapon Stats