recursal/Fanatic-Fandom huggingface dataset:
AK-78

Limbs: 1.0x

The **AK-78** is an assault rifle in BlastGen II. It appears in all modes.

## Campaign

The AK-78 is heavily used by the Spetsnaz with various attachments. It is one of the most commonly found weapons in the SAS campaign, making ammo for it easy to obtain. Although it is a relatively strong rifle, it has high recoil. It's a good weapon to pick up when your primary runs out of ammo.

## Multiplayer

The AK-78 is the third assault rifle unlocked, becoming available once the player reaches Sergeant Major (Level 11). The AK-78 submits itself as a slow firing fully automatic rifle with a fire rate of 636 RPM, which is average for its class but struggles to compete with faster firing rifles like the MTAR-21 and M4A1. It has a magazine size of 30 rounds, which is average for its class. The iron sights on the AK-78 can be cumbersome for most players, who often attach an optical attachment for better accuracy. The AK-78's strong suit is its damage, dealing around 52 damage per shot, killing players with 2 shots to the chest or one to the head, making it one of the most powerful automatic weapons in the game. However, as a downside, it has strong upwards recoil, making the weapon relatively hard to control at range.

The AK-78 has access to the standard assortment of attachments. The ACOG Sight is good for engaging enemies at medium-long range but the AK-78's recoil can throw the user's aim off, making it defective. The Foregrip is an important attachment for this gun, as it reduces recoil. The Suppressor allows the player to not appear as a red dot when firing, but reduces damage to about 44, netting a 3 shot kill, this combined with the slow fire rate, makes the AK-78 extremely weak when the Suppressor is attached, making it one of the less reliable attachments to use. Extended Mags increases the magazine capacity from 30 to 45. Due to the AK-78's slower fire rate, it isn't necessary but is optional. Overall, the AK-78 is a sub par weapon, but is far from terrible, with the right attachments, this gun can be broadly effective in the right hands.

## Battle Royale

The AK-78 can be found as <FONT\_COLOR="24DCE9">Rare loot. A <FONT\_COLOR="F95A16">Legendary variant of the AK-78 known as the **Golden AK-78** can be found as well, it deals more damage than the standard AK-78 and has a 50 round magazine. No attachments can be applied to the Golden variant, but the standard AK-78 can accept attachments.

## Trivia

* Strangely, the AK-78 is known as the "AKM" in the game files, though visually it resembles more of a AK-74M.
* "YEVGENY ARMS" can be seen etched into the gun.
Smith

Sergeant **Felix Smith** is a character in BlastGen. He appears only in the mission Final Fight.

## Smith

### Early life

Next to nothing is known about Smith, other than he was born on the year of 2011. His father was an MI6 agent and his mother served in the British Army as a combat medic. At some point at time, Smith joined the SAS and was assigned to Oscar Thomas's platoon. He rose to the rank of Sergeant and served as his right hand man. He also served as a designated marksman during Operation Wolf. He achieved recognition in his unit due to his high kill count.

### Final Fight

He is one of 3 soldiers who serve alongside Thomas and Benjamin Kraft. Together they launch an assault against Tomáš Svoboda's hideout in Prague. However, Svoboda was already aware of the attack and many militiamen attempted to fend off the SAS soldiers but failed. One surrenders herself to the team and she helps them locate Svoboda. They find him in his office. Kraft kills Svoboda and then photographs his corpse to confirm the kill. Smith can be seen in the extraction helicopter during the ending sequence. What becomes of him afterwards is unknown.

## Trivia

* Smith has permanent plot armor that isn't removed at any part of the mission.
* Originally Smith was supposed to take Thomas's place as leader of Kilo Force One after Baker is reassigned, but that was scrapped. There are still voicelines used by Arnett that reference Smith.
M1014

The **M1014** (called the **Benelli M4** in the game files) is a shotgun that appears in BlastGen. It appears in all modes.

## M1014

### Damage

500-300 x8 (SP), 120-15 x8 (MP), 300 (ZM)

### Weapon Class

Shotgun

The M1014 is very rare, sometimes being used by allies and in rare cases, the Czech Militia. It is a starting weapon in the level Prison Break, outfitted with a Foregrip and a unique Adjustable Stock, which is unobtainable in Multiplayer. The same M1014 can be seen on SSgt. Vaughn's back, however he never uses it. The M1014 is a semi automatic shotgun, and thus, it has a restricted firecap of 550 RPM, however in Multiplayer it can be fired as fast as the fire button can be pressed. It is a very powerful weapon otherwise.

## Multiplayer

It is unlocked at Rank 12, and is the third shotgun unlocked. It is a semi automatic shotgun that is much weaker than other shotguns. It fires 8 pellets, each doing 15 damage, requiring 7 of the pellets to hit an enemy to secure a kill. Its hipfire accuracy is mediocre, and has a limited effective range of 50 metres before the M1014 ceases to do damage. However, it is much faster than the Double-Barrel, which has a restricted firecap of 500 RPM, whereas the M1014 can fire as fast as the fire button can be pressed. It is only bested by the Saiga 12k, which is fully automatic.

## Zombies

The M1014, known as the **Benelli M4**, can be found in the Strongbox in any map. Unlike other shotguns, the Benelli M4 is fully automatic, making it a very powerful weapon. It deals 300 damage per shot, carries 10 shells, and has a steady rate of fire, capping at 450 RPM. It can one shot kill most zombies until round 20, where it will become a 2 or 3 shot kill. When upgraded, it becomes the **Feral Beast**, with a much faster rate of fire, a larger magazine size, and even higher damage than before. The Feral Beast is effective until about round 45, where it becomes a 3 shot kill on most zombies. However, many players prefer the DB Shotgun, which deals much more damage, and the upgraded variant is fitted with Incendiary Shells, which the Feral Beast does not have. Despite this, it can be very powerful in the right hands.
Petra

**Petra** is a minor character in BlastGen. She appears only in the mission Final Fight.

## Petra

### Affiliatons

Czech Militia (formerly), SAS, British Army

### Voice Actor

Unknown

Petra is encountered after clearing the third area, surrendering herself to the SAS forces. However, Smith believes she's trying to fake them out and points his rifle at her, but Thomas orders him to stand down as she may be able to help them. He asks Petra where they can find Tomáš Svoboda, and she tells him that he is in his office "working". The team follows Petra to Svoboda's office where the SAS soldiers confront Svoboda and kill him. Petra is shown to be indebted for getting her out of "this broken cause" and agrees to go back to the UK with them and train as a British Army recruit.

## Trivia

1. Petra is the first female character in BlastGen.
2. If the player kills Petra, they will receive a friendly fire message, even though she is technically an enemy.
3. If the player noclips to the third area before the team reaches Petra, she is shown holding a MP5. This is not true when they actually reach her, to which she uses a M16.
Epilogue

**Epilogue** is the last mission in BlastGen. It is the seventh in the game and takes place right after Final Fight. It takes place at Daniel McCoy's command post after the unsanctioned operation in Prague.

## Epilogue

### Console codename

end

* Michael Hicks (playable)
* Arnett
* Daniel McCoy (K.I.A)
* Emerson (K.I.A)
* Oscar Thomas (heard only)
* Benjamin Kraft (heard only)

## Plot

Hicks, now recovered, enters the command post and sees Arnett and Emerson conversing with McCoy. McCoy tells them that the SAS killed Tomáš Svoboda and that the Marines didn't need Kilo Force One anymore since the threat of the Czech Militia was gone. Arnett and Emerson scold McCoy for wasting time and resources into an elite unit that was never going to see "real action". McCoy counteracts, telling them that Kilo Force One was never intended to see real action in the first place, since it was merely formed to protect McCoy himself, with the operations being "side jobs". Emerson storms out of the room, with Arnett leaning against a corner.

However, as Emerson is leaving, he is hit with a well aimed shot from a pistol and is killed. The shooter is revealed to be McCoy. This enrages Arnett and causes him to attack McCoy. He eventually knocks him onto the ground with a punch and walks off. McCoy gets up and back into his seat, and notions Hicks to listen closely. He tells Hicks that the reason he killed Emerson was because he was a mole working for the GRU with the intent on killing McCoy and other high ranking military officers. He takes out Emerson's GRU dossier, reading it carefully and hands it to Hicks. He reads the dossier and then tears it in half, calling Emerson a traitor. McCoy then reminds Hicks that no one should know that Kilo Force One ever existed, and, as he takes out his pistol, point it at Hicks, saying that this is for his own good. Hicks quickly grabs his arm, breaks it, and takes his pistol and shoots him in the head. He puts the pistol into McCoy's hand to divert suspicion that it was a murder. Arnett came into the room to check on Hicks and finds McCoy dead. He asks Hicks why he done what he did, with Hicks telling him that he deserved it. Arnett agrees and lets off a chuckle, as they leave the command post before anyone sees them. The camera then focuses on McCoy's dead body and a board behind him with images of Kilo Force One operatives on it, with Emerson's photo being crossed out. The screen then fates to black.

## Weapon Loadout

### Seen in level

* Beretta M9 (taken from McCoy by Hicks)
* UMP-5 (dropped by Arnett)

## Trivia

* Arnett can be killed in this mission without any penalties. If he is killed, he will drop a UMP-5 with a Reflex Sight and a Masterkey attachment. It has a unique M26 model and has infinite reserve ammo.
* This mission is the only instance where Hicks's voice is actually heard aside from his grunting sounds when hit.
Jack Krueger

**Jack Krueger**, also known by his codename Hothead, is a character in BlastGen. He first appeared as a playable preset character in BlastGen: Zero Ops’s Multiplayer mode, and reappears in its sequel as a boss in Survival mode and a playable character in Multiplayer under the COS faction.

## BlastGen: Zero Ops

### Biography

All Jack Krueger wanted to be in life is in the special forces, fighting terrorists around the world. However, his dreams were always shot down by his family, who instead wanted him to continue the family mechanic business. At the age of 13, he got himself involved with a gang in order to see real action, experiencing many near death experiences. When he turned 17, against his family’s wishes, he enrolled in a military school, where he graduated with honors. He then joined the United States Army, but ended up as a mechanic fixing Humvees and trucks, much to his dismay. He decided to undergo training at some point, and surprised his superiors with his astounding combat performance. He was recommended to join SFOD-D, aka the Delta Force, which he did. He served in the Delta Force for over 12 years and climbed the ranks very quickly, and at some point became a commanding officer, leading squads of 5-6 soldiers at a time. He was awarded with the Purple Heart after sustaining wounds in combat. To this day, he still works with Delta Force, and frequently mentors aspiring soldiers who want to be just like him in the futu

### Overview

Hothead is one of 10 preset characters that the player can play as. His abilities benefit only him and is more oriented toward suppressing fire and area denial. His Dual Paras can easily lockdown an objective and increases fire rate overtime, but significantly slow down Hothead’s movement speed to walking speed, even when sprinting. Killing Boost allows weapons to be made much more effective, increasing fire rate, accuracy, and damage for some time. His signature equipment Tear Gas can be used to
Robertson

Private **Robertson** is a character in BlastGen. He appears only in the mission Desert Recon.

## Robertson

### Timeline

2035 Timeline

He is one of the three soldiers captured by the Czech Militia alongside Carter and Taylor for unknown reasons. When Emerson and Arnett spot the three prisoners, they immediately rush to their aid. After their rescued, they aren't seen again after that. He seems to be the youngest of the group, as he has no facial hair and his face looks less wrinkled. He looks more fearful than the other two prisoners as he can be seen shaking and tries struggling out of his binds.

## Trivia

* It is possible to kill Robertson and the other P.O.Ws. If this is done, Emerson will say "Are you fucking kidding me Hicks?". This is because Robertson, Carter and Taylor aren't registered as friendlies.
* If the player gets to Robertson and the others first, all 3 of them will follow the player. Uniquely, they will all pick up weapons dropped by enemies.
* Robertson has a holstered Beretta M9, however he does not use it.
Flashbang

The **Flashbang**, also known as the M84 or Flash Grenade is a piece of equipment in BlastGen that has appeared in every title since the first BlastGen game.

## Overview

When thrown, the Flashbang has a fuse time of about 2 seconds and when it detonates, it blinds anyone in a 3 foot radius of the explosion for 5 seconds. It is not capable of harming enemies but it is possible to kill a player with a direct impact or an explosion from the Flashbang itself if they are at at least 1 health.

## BlastGen

### Campaign

It appears as the standard tactical equipment in the Campaign, appearing in all missions.

### Multiplayer

It is the first tactical equipment the player gains access to in the beginning.

## BlastGen II

### Campaign

The Flashbang is still the standard tactical equipment used in every mission. In some missions, they can be traded out for Stun Grenades or Smoke Grenades.

### Multiplayer

The Flashbang was scrapped from Multiplayer and it was replaced by the 9-Bang. However, a model of the Flashbang exists in the game files. However, it is simply a recycled Stun Grenade model.

## BlastGen: Zero Ops

Unlike in previous installments, the Flashbang does not make any appearance in the Campaign, as it has been replaced by the Stun Grenade, and the Flashbang was renamed the **Flash Grenade**, respectively. It now has a new model and has the same fuse time from the first game, but the blinding last longer, at 5.2 seconds.
Drum Magazine

**Drum Magazine** (also known as High Capacity Mags and Drum Mags) are an attachment in BlastGen, first being introduced in BlastGen II.

## Overview

Drum Magazine increases the magazine capacity by 100%, effectively doubling the amount of ammo in the magazine, at the cost of making reloads even slower than Extended Mags does. It cannot be attached to pistols, machine pistols, revolvers, shotguns, or sniper rifles, but is compatible with SMGs, assault rifles, and LMGs. This attachment is widely considered to be overkill on almost all weapons with the exception of lower capacity or faster firing weapons such as the Kriss Vector, which can really benefit it due to its sheer ability to chew through magazines in mere seconds. Nevertheless, having a large magazine is simply not worth the slower reloads, and is largely passed over for Extended Mags or even Fast Mags in certain situations.

## Trivia

* Despite being called Drum Magazine, most weapons equipped with it *don’t* have drum magazines, and have quad stack magazines instead. A strong example of this is the M4A1.
Saiga 12

The **Saiga 12** is a shotgun that appears in BlastGen. It does not appear in the Campaign, but it appears in Multiplayer and Zombies.

## Saiga 12

### Weapon Class

Shotgun

The Saiga 12 is unlocked at Rank 16, and is the last shotgun unlocked. It is a very powerful weapon, sporting fully automatic fire. However, being fully automatic, the Saiga 12 has a rather slow fire rate, capping at roughly 400 RPM, which is the slowest fully automatic fire rate in the game. The Saiga 12 also kicks back whenever it is shot, making the weapon very unforgiving at range. Each pellet deals about 10 damage, requiring all pellets to hit to secure a 2 shot kill to the chest and torso, or a one shot kill to the head. A key weakness of the Saiga 12 is its small ammo capacity, which is a minuscule 8 rounds. While this is average for the shotgun class, for a fully automatic weapon this is a huge drawback. Although it has a small magazine, the Saiga 12’s fire rate makes ammo consumption not much of a problem.

Unlike other shotguns, the Saiga 12 has a slightly larger attachment selection available. The Reflex Sight and Holographic Sight can be used if the player wants a precision optic, though the recoil makes it hard to guide shots accurately. The Foregrip is a necessary attachment to have on the Saiga 12 once unlocked, as it dampens the amount of kick significantly, making it much more accurate during sustained fire. Extended Mags increases the magazine capacity to 12 rounds, giving the player much more ammo to work with. Although the ammo increase is decent, it isn’t really necessary to have. A unique attachment available for the Saiga 12 is Rapid Fire, which increases the fire rate to 480 RPM. The much faster fire rate allows the weapon to kill much faster, but ammo consumption is inevitable, and it considerably increases recoil. Although it has its weaknesses, the Saiga 12 is widely considered the most powerful weapon in BlastGen, being able to pull off 2 shot kills at close range with relative ease, and is the strongest fully automatic weapon in the game, competing with the FN HAMR for the highest damage. Though, many players consider the Saiga 12 overkill and frown upon players who spam it in matches, especially on smaller maps.

## Zombies

**[THE INFORMATION WILL BE FILLED ONCE THE WEAPON IS CONFIRMED TO BE IN THE ZOMBIES MODE]**

## Trivia

* The Saiga 12 has a unique Extended Mags model, being a drum magazine, unlike other weapons which simply get a quad stack magazine.
Coyote

**Coyote** is a minor antagonist in BlastGen. He is one of the Romeo Corporation soldiers who takes part of the attack on New York.

## Overview

While Coyote's true name is unknown, he is known under the callsign Coyote 1-1 by his superiors via radio chatter. Coyote is seen holding hostages in one of the buildings the player must clear out. If the player doesn't react fast enough, Coyote will execute each hostage, causing the mission to fail and force the player back to the last checkpoint. Once the player kills Coyote, they must secure the hostages and then another Marine squad will escort them away from the fighting.

## Trivia

● Coyote dies with one shot, regardless of what weapon the player uses.
AK-74U

The **AK-74u** is a submachine gun in BlastGen, it is only usable in Zombies.

## Zombies

The AK-74u can be found as a wallbuy in the map Hotel for 1200 points as well as being available in the Strongbox. It deals a rather high amount of damage of 120, which is roughly on par with most assault rifles. It has an above average capacity of 40 rounds and has rather decent iron sights. However, this is counterbalanced by a slow rate of fire of 688 RPM, which is the slowest in its class. It also has a slightly slower reload speed than other submachine guns, making it a subpar weapon. It is effective until round 19, where it becomes less effective. When upgraded in the Upgrade Machine, it becomes the **Andrei's Spear**, having its damage increased to 230 and its magazine size increased to 70 rounds, however the fire rate remains the same. It is best to combine it with Speedy Trigger, as it increases its fire rate to about 860 RPM. Nevertheless, the Andrei's Spear is effective until round 30, making it one of the best submachine guns to upgrade.

## Trivia

* The AK-47u was formerly known as the Commando K17, and was supposed to appear in multiplayer, but was scrapped. Its model still remains in the game files.
* Tally marks can be seen carved into the handguard.
Dönüş

**Dönüş,** Uzayın Kalıntıları'nın 12. bölümüdür, aynı zamanda sezon finalidir.

## Özet

Dünya'ya mutant insanlarla dolu bir gemi gelir. Gönderilen bu mutant insanlarla savaşmak zorunda kalırlar. Mutantları yenerler ama gönderilen geminin içinde onları bir sürpriz beklemektedir.

## Karakterler

**Ana Karakterler:**

*TBA*

**Karakterler:**

*TBA*
Incendiary Shells

**Incendiary Shells** are an attachment in BlastGen. They appear exclusively in the Zombies mode.

## Zombies

When upgraded, the DB Shotgun gains Incendiary Shells. They deal fire damage to zombies and increase damage tenfold. And, although rare, Incendiary Shells can also appear on other shotguns from the Strongbox as a random attachment. However, if it is upgraded, Incendiary Shells will be removed in favor of the upgraded weapon's attachments. While the fire damage is useful, it simply does not compare to the explosive bullets of the upgraded Automag or the powerful bullets fired by the upgraded S&W 500 and many consider those guns to be better.

## Trivia

* The shells that eject from the DB Shotgun turn green when upgraded, which is incorrect, as the DB Shotgun uses 12 gauge. The shells should be red or black.
* There is a file called incendiaryshells\_mp, suggesting that Incendiary Shells were planned to be added to Multiplayer. If the file is viewed, it shows a texture of the Incendiary Shells and an icon. However, both are small and hard to see.
RSR-73

The **RSR-73** (Rail Sniper Rifle) is a sniper rifle in BlastGen. It formerly was a weapon available in the game before it was removed due to players complaining about the ridiculously high damage it dealt. It was known as the **RSA Interdiction** at some point but the name was changed in order to maintain originality. Nevertheless, the spirit of the RSR-73 never died off, and reappeared in another game made by Blue Dragon Studios, Project RPG.

## BlastGen

The RSR-73 was added in the 1.18 update and could be obtained as a random reward for winning a Sniper Tourney. After its removal, it remained available and could be unlocked once the player reached the final rank. It was infamous for dealing an extreme amount of damage, dealing a gargantuan 120 damage per shot, and had the capability to kill in one shot across the entire body, even in the leg and foot region. This sparked an outcry among players whom demanded the RSR-73 to be nerfed. In a patch, the RSR-73’s damage was nerfed to 100, its fire rate was lowered from 150 RPM to 125 RPM, and no longer had the ability to one shot kill to the foot or leg. However, this didn’t change the players’ stance on the RSR-73, and eventually called for its removal from the game. Blue Dragon would comply to this and remove the RSR-73 from the game entirely, including removing the RSR-73 from the players who obtained it from their possession. It, however, can still be obtained via console commands and retains its stats from pre-patch and can one shot kill across the whole body. It can also be obtained in Zombies mode where it can be gained via a command which will also grant them a XM8, a Railgun, and an FNX Lone Wolf. It is extremely powerful in Zombies, being able to one shot kill zombies to the torso and head up until about Round 100+, making it the most powerful weapon in Zombies history.

## Project RPG

The RSR-73 is obtainable in Project RPG in both Deathmatch and Scavenger modes.

### Deathmatch

The RSR-73 can spawn in random locations around maps, and can be picked up and used by the players. It is very powerful, being able to pull off one shot kills from the groin up. However, it only comes with 5 shots and once these 5 shots are expended, it is automatically dropped and after a few seconds, despawns and reappears in a different location a few minutes later.

### Scavenger

In order to obtain and use the RSR-73, one must find parts for it, similarly to other weapons, and craft it. It maintains the same stats from Deathmatch, but has the ability to be reloaded and shares ammo with other sniper rifles.
Perk Sodas

**Perk Sodas** are a feature in BlastGen's Zombies mode. They are special drinks dispensed by machines in predetermined areas on the map that give the player special abilities such as faster reload speed and more health to survive against the zombies longer.

## List of Perk Sodas

### Juggernaut

Juggernaut increases the health of the player by 2.5, leaving them with 250 total. As an added perk, Juggernaut also reduces damage dealt by explosions. This allows the player to survive up to 5 hits from normal zombies, 4 explosions from a Bomber, or 10 bites from a Zombie Dog to be downed.

### Speedy Revive

Speedy Revive speeds up revival time by 35%, making reviving players much faster. As an added perk, Speedy Revive also allows revived downed players to get back up with full health instead of 50.

### Fast Hands

Fast Hands allows the player to reload weapons much faster than normal, allowing the player to get back to killing the zombies quickly. As an added perk, Fast Hands also speeds up equipment use time and allows the player to melee much faster.

### Speedy Trigger

Speedy Trigger allows weapons, with the exception of the RPG, Grenade Launcher, shotguns, pistols, and sniper rifles, to fire 30% faster than normal. While this does increase recoil, the recoil increase is small and unnoticeable. It is the only perk that does not have an extra ability.

### Third Arm

Third Arm allows the player to carry 3 weapons instead of 2. This allows the player to have an extra weapon on hand in case their other weapons run out of ammo. As an added perk, Third Arm also increases the maximum grenade count from 3 to 5.

## Trivia

* Perk Sodas were originally going to be named **Perk-a-Colas**. However Blue Dragon Studios was sued by Treyarch for copying assets from their Zombies mode in Call of Duty without permission. As such, they were renamed Perk Sodas to appease Treyarch.
Runners

**Runners** are an enemy type in the Zombies mode. They are first encountered at Round 10 and appear every 10 rounds after.

## Overview

Runners, as their name suggest, are extremely agile zombies. they will always run at full sprint at players but they deal slightly less damage, but make up for it with increased attack speed. Runners can be slowed down temporarily by shooting them in the legs and slowed down significantly by making them into crawlers. In addition, Runners are also weaker than normal zombies, having 100 HP instead of the normal 150 and they do not gain health increases with higher rounds, making them one of the most weakest zombie types in the game. Nevertheless, they should never be underestimated, especially in large numbers as hordes of Runners can quickly down a player if one isn't geared up properly. Runners can be killed with merely 3 body shots or one head shot from most weapons, even the Beretta, making them easy to dispatch. Their fast movement speed may make them cumbersome to combat but are relatively weak.

## Appearance

Runners look more athletic than other zombies. Male versions wear tank tops and sweats, while female versions wear crop tops and shorts. On the map Castle, Runners look like regular zombies but without tunics, but unlike other maps, female variants do not exist on Castle.

## Trivia

* Many players consider Runners to be the single most weakest enemy in the Zombies mode. As such, many players like to use pistols against Runners whenever they spawn.
* Runners can get stuck on stairways on maps like Hotel and Townhouse. However, if they are made into crawlers, they can climb up stairs like normal.
Arisaka

The **Arisaka** (Type 99 in the game files) is a sniper rifle in BlastGen. It appears in the Zombies map Haus Der Untoten and reappears in Wrath of the Ancients.

## Overview

The Arisaka is available in the Strongbox alongside the Kar98k and its scoped variant in Haus Der Untoten. It is slightly weaker than the Kar98k, dealing 100 damage, which can one shot kill zombies to the head, chest, and torso in lower rounds, but will slowly become a 2 shot kill as rounds progress, but will remain a one shot headshot until round 20 and higher, making headshots necessary in order to maintain damage. Like all sniper rifles, the Arisaka has a triple headshot multiplier instead of the standard double of other weapons, with double damage to the chest region, making it vital to aim for these areas to deal maximum damage. The Arisaka also has a slightly faster fire rate of 80 RPM, compared to the Kar98k's 60 RPM, making it better for pulling off followup shots. It shares the same 5 round magazine as the Kar98k, though due to the slightly faster fire rate, players might find themselves burning through ammo faster than usual. Its reload speed is rather quick, making Reload Cola unnecessary. When upgraded in the Upgrade Machine, it becomes the **Acidic Withering**, with damage being increased significantly, alongside special acid rounds that deal damage to zombies overtime. However, this doesn't become useful until the higher rounds, where the acidic effect usually finishes off most zombies who survive a shot from the Acidic Withering. It also gains a doubled magazine size and has a faster fire rate of 100 RPM, making it even more powerful in close range. However, players will still be burning through ammo quite quick, and it is heavily advised to practice trigger discipline when using this weapon. Although it is highly overlooked, the Arisaka is a fairly good rifle that can hold its own in close range thanks to its slightly faster fire rate.

## Trivia

* The Arisaka reuses the firing sound of the SVU-78, but bizarrely uses a combination of the reload animation of the M1 with the bolt cycling animation of the L115. This is shared with the other bolt action sniper rifles, with the exception of the L115 itself and the VSS Vintorez, which use their normal reload animations.
* When reloading the Acidic Withering, the player erroneously loads a single 5 round clip into the gun, despite it carrying 10 rounds, unlike the other bolt action rifles which simply load two clips.
Combat Knife

The **Combat Knife** is a melee weapon in BlastGen. It appears in the Campaign and in Multiplayer.

## Combat Knife

### Console codename(s)

knife

Exclusively in the mission Infiltration, Hicks can use a knife to perform close range takedowns on enemies. However, this applies only to this mission.

## Multiplayer

It is unlocked at Rank 2 and is the first melee weapon unlocked. The Combat Knife is not to be confused with the base Knife, which is the default melee weapon used for melee attacks. The Combat Knife does a total of 100 damage, the same as all other melee weapons. However, it has a shorter range than the other melee weapons, covering roughly 4.5 inches. However, the player can melee much faster than the other melee weapons, at roughly 1.7 seconds. The player cannot initiate a melee attack when the enemy is too far away and it will only work if the player gets close enough. However, a unique ranged attack called a Knife Throw can be initiated by holding the aim button, and then releasing to throw the knife. A fully charged knife throw can cover roughly 30 meters and instantly kills an enemy hit with it. This makes the Combat Knife one of the most lethal melee weapons in the game due to the ability to throw the knife. However, one must not always rely on knife throws to kill enemies, as throwing the knife is a high risk high reward style situation, and if the player misses, they can't pick the knife back up again and will be left with only their primary weapon.

## Trivia

* "Semper Fi" can be seen carved into the blade.
* When a knife is stuck into the ground or surface, it gains a different model, similar to the melee knife.
Glock 17

The **Glock 17** (known simply as the **Glock** in the game files) is a pistol in BlastGen. It appears in the first game and its remastered version, BlastGen: Zero Ops, and in BlastGen: Modern Combat.

## BlastGen & BlastGen: Revitalized

### Campaign

The Glock 17 is the second most common sidearm in the game, where it is constantly carried by both Hell's Redeemers and Romeo Corporation soldiers alike. While it isn’t as common as the Colt, it is a very good sidearm when found. It carries significantly more ammo than the Colt but deals slightly less damage.

### Multiplayer

The Glock 17 is unlocked at Level 6 and is the third pistol the player can unlock. Out of the other three semi automatic pistols, the Glock 17 is unique that it can fire much faster than the other pistols and has a larger magazine size. The Glock 17’s damage profile is rather low, at 30 damage, which is a 4 shot kill. Damage drops off very quickly at 50 meters, becoming a 5 shot or 6 shot kill. This is the worst damage profile its class and is the main weakness of the Glock 17. The magazine size sits at a large 17 rounds, which is above average for its class, with only the Drachen having a larger default magazine size. The main selling point for the Glock 17 is its fast fire rate, firing at 850 RPM before the firecap is put into effect, which is significantly faster than the other pistols and allows the player to easily dump the 17 round magazine for a kill and greatly compensates for the lower damage. Handling is average for the pistol class, allowing the user to move at 90% of default movement speed, an average aim down sight speed of 1.8 milliseconds, and allows the user to move at 80% of default movement speed while strafing. Accuracy leaves some in question; while the recoil values of the Glock 17 aren’t that bad, the recoil can accumulate quickly if the player fires the Glock 17 fast.

The Glock 17 has the usual pistol attachments on offer. The Reflex Sight is entirely unnecessary, but has no downsides when equipping it. The Laser Sight tightens the hip fire spread of the Glock 17, though, like the Reflex Sight, is also unnecessary. The Suppressor silences the weapon and makes it appeal more toward a stealth class, but it cuts down on the range. The Suppressor is not a good fit for the Glock 17 as it severely cuts down on range that makes the Glock 17 effective. Extended Mags increases the magazine size to a gargantuan 34 rounds, which is the largest ammo capacity for a pistol in the game, bar the Drachen. Ammo consumption isn’t that bad but it doesn’t hurt to equip it. Overall, the Glock 17 is an average pistol that may have its downsides but it nevertheless an effective weapon in the right hands.

## BlastGen: Zero Ops

The Glock 17 reappears in BlastGen: Zero Ops. This time, it is the second pistol unlocked instead of the third.
Strongbox

The **Strongbox** is a utility that appears in all Zombies maps. It gives the player a random weapon at the cost of 950 points.

## Appearance

It is a metal weapons crate with some markings and scratches on it. When it is opening, bluish energy comes out of the box, which quickly descends as it closes.

## Overview

The Strongbox always gives a different weapon every time it is opened, and it can spawn in 4 predetermined spots. However, it is possible to roll a lock in the Strongbox, which will cause it to be 'locked' for the remainder of the round, rending it unusable. As the Strongbox is opened more and more, the chances of getting the lock is increased by 5%, so it would be need to be rerolled at least 20 or 25 times for it to get the lock.

## Weapon Probablity

Pistols: 35%

Submachine Guns: 30%

Assault Rifles: 25%

Shotguns: 40%

Light Machine Guns: 20%

Sniper Rifles: 20%

Special Weapons: 15%

Lock: 10% (increases by 5% every roll)

## Trivia

* On the map Castle, the Strongbox has some rust and blood stains on it, and yellowish greenish energy comes out instead of bluish.
* All characters will comment on whichever weapon they get from the Strongbox. Some characters have specific lines for specific weapons.
* It is possible to get a pistol the player started with from the Strongbox. If the player still has their starting pistol, then it will double the reserve ammo for it.
* It is possible, but rare, to gain a weapon with one or even two attachments. These attachments are swapped if the weapon's upgraded variant already has a predetermined attachment/s.
MP5KA1

The **MP5KA1** is a submachine gun in BlastGen. It makes its only appearance in the first game and the remastered version.

## Campaign

The MP5KA1 is used by the USMC as their main submachine gun and is also used by Romeo Corporation. It fires quickly and is a good way to kill enemies rather easily, but it has a small magazine size that is easily chewed through.

## Multiplayer

The MP5KA1 is the fourth and final submachine gun unlocked, though, in the open beta, the MP5KA1 was the first submachine gun unlocked. Nevertheless, the MP5KA1 retains its starter gun-esque stats. The MP5KA1 deals 30 damage per shot, equal to a 4 shot kill. While this may seem weak on paper, it is average for a submachine gun. It has a 4 shot kill range of about 60 meters until damage dropoff occurs, making the MP5KA1 kill in 5 shots or 6 shots. A key advantage of the MP5KA1 is its fast fire rate of 812 RPM, which is above average and greatly compensates for the lower damage per bullet. The MP5KA1 has an average ammo capacity of 30 rounds, but due to the rate of fire, the MP5KA1 tends to burn through ammo rather quickly. Accuracy on the MP5KA1 is somewhat average. The standout feature of the MP5KA1 is its integral foregrip, which lowers the recoil significantly. However, the MP5KA1 still has some kick to it due to its high rate of fire.

The MP5KA1 has a rather small amount of attachments available, as the Foregrip isn't avaliable for selection. Optics are absolutely unnecessary on the MP5KA1, as its iron sights are relatively clean and easy to use. The Suppressor lowers the volume of shots and hides the user from the radar but comes at the cost of some of its range. Due to the MP5KA1 leaning more toward close quarters, the Suppressor is a good fit. Extended Mags increases the magazine size to 45 rounds, which allows the MP5KA1 to fire for longer periods of time before reloading, and is an important attachment that helps with ammo consumption issues. Rapid Fire increases the rate of fire to a jaw dropping 1218 RPM, which brings out maximum close quarters effectiveness in the MP5KA1 at the cost of the weapon becoming extremely uncontrollable and burning through magazines very quickly. Rapid Fire is a risky attachment on the MP5KA1, but if the player can manage the recoil, the MP5KA1 with Rapid Fire can be a intimidating weapon in close range fights. Although the MP5KA1 is unlocked fairly late, the MP5KA1 is a powerful weapon that should never be overlooked.
Prison (map)

**Prison** is a map in BlastGen. It takes place at the prison that is reminiscent of the prison from the mission Prison Break.

## Overview

Most of the fighting takes place indoors, most areas which can be easily suppressed by carefully concentrated fire. There is a sniping spot on the second floor of the cell block, and can also serve as a camping spot. It is slightly smaller than other maps, but isn’t the smallest. Despite being mostly close quarters oriented, there are some areas for medium to even long range combat. The most effective weapons in this map include assault rifles, LMGs, shotguns and SMGs. Sniper rifles can also be used, but due to the somewhat small spaces in the map, there is hardly enough room for a sniper to set up a clear unobstructed sight line.

## Trivia

* An armory with unusable AK-47s, Makarov pistols, and AK-74us can be found. They cannot be picked up and when shot at, they won’t move and will have a bullet hole in it as if they were solid objects.
	+ One of the AK-47s has a M203 grenade launcher on it, despite the AK-47 using the GP-25 under normal circumstances.
Russian Mercs

The **Russian Mercs** are a hostile faction in BlastGen. They appear in the original and remastered version of the game and appear in only one mission.

## Background

The Russian Mercs are mercenaries hired by Koslov to serve as bodyguards and are supplied with weapons by him. They appear alongside Romeo Corporation as the enemy faction in Revelations. They appear to be well armed but they aren’t as well equipped as the Elite PMCs which are faced later in the Campaign. On lower difficulties, they are very cowardly, frequently firing behind cover and missing the player entirely, throwing grenades aimlessly, and spray and pray frequently, commonly missing their shots. On higher difficulties, they are just as smart as the Spetsnaz and are dangerously accurate. Unlike the other Russian enemies encountered in the Campaign, the Russian Mercs’s weapons hardly have attachments on them, and very rarely will a Reflex Sight be attached on their gun.

## Weapons

* AK-47
* KSR-24
* Saiga 12
* SVU-78
* RPK
* Glock 17
Winchester 1894

The **Winchester 1894**, commonly referred to as simply the Winchester, is an assault rifle in BlastGen. It makes its only appearance in the Zombies mode of BlastGen.

## BlastGen

The Winchester appears in most Modern maps as a wall buy in the starting area for a cheap 500 points. Although it is cheap for a wall gun, it is actually quite effective, killing most zombies with one well placed shot to the head or chest until about round 10, where its effectiveness noticeably degrades, becoming a 2 shot kill or a 3 shot kill. Even though it is classed as an assault rifle, it functions more as a sniper rifle, largely due to its lower ammo capacity, at just a minuscule 5 rounds. This low ammo capacity counteracts the high damage and forces the player to place their shots carefully. Since it is lever action, the fire rate of the Winchester is somewhat slow, with the lever action taking about 2 seconds to complete, being able to fire at about 80 RPM. This is relatively slow, but is faster than the L115, the other manually operated rifle on offer. When upgraded in the Upgrade Machine, it becomes **The Sheriff** and gains a larger magazine, higher damage, and faster fire rate of 120 RPM. The lever action animation also changes; instead of just pulling the lever, the player flipcocks it Terminator style, and is much faster. However, the reload speed becomes slightly slower due to the larger magazine, with Reload Cola being almost a necessity. Although it is initially perceived as a powerful weapon, the Winchester simply gets too weak too quickly, even if the player do manages to get the upgraded version. It is largely passed over for more powerful weapons once it becomes weaker.
Andrews

Corporal **Andrews** is a minor character in BlastGen. He is temporarily a part of Miller's team in the mission Charlie Foxtrot and doesn't make any further appearances.

## Overview

Andrews is a Marine Reconnaissance soldier who is briefly assigned to Miller's squad. Despite orders to focus on the Hell's Redeemers, Miller's team decided to instead attack a major headquarters owned by Romeo Corporation. Andrews survives throughout the entire mission and is present in the extraction helicopter after they leave. He doesn't make any further appearances, and it is largely assumed that Andrews was transferred to another team.

## Trivia

● Andrews has plot armor for the entirety of the mission. Not even grenades can kill him, as he just falls over and gets back up again.
Juggernaut Soda

**Juggernaut** is a Perk Soda in the Zombies Mode of BlastGen.

## Overview

Juggernaut increases the player's health by roughly 2.5, giving the player 250 health in total. It is useful for when you are swarmed by zombies, as they can kill you quickly if one is not careful. It is also useful when trying to revive downed players, as it can leave you vulnerable to attacks. As an added benefit, Juggernaut also reduces the damage of explosives by 33%, allowing players to survive a Bomber's explosion and negate the damage of grenades if they explode close to the player. Juggernaut is easily one of the most sought after perks, as it is readily available for purchase in the starting areas of Prison and Townhouse for 2000 points, making it one of the cheapest perks in the game, alongside Speedy Revive and Fast Hands.

## Appearance

It appears to be a typical soda machine with cans inside of it that read "Juggernaut Cola". It has some blood stains on it and some rust on it. It is powered by a generator in all the maps it appears in except Castle. It is easily recognized by the red glow it gives off. The icon is a muscular arm with a medical cross tattoo on it.

## Immortality Glitch

A glitch existed in the beta where perks could be purchased more than once. This allowed players to increase their health to 750 or 1000 and increase their explosive resistance to up to 99%, allowing them to take many hits before being downed and survive explosions with little to no damage taken. This was patched when the full game released.

## Trivia

* Despite the guide saying Juggernaut is the most expensive perk in the game, costing 3000 points, it is the same cost as Speedy Trigger.
* When purchased, the player drinks Juggernaut from a bottle instead of a can. Originally, Perk Sodas were meant to be cans and not bottles, but this was scrapped at the last minute and replaced with bottles. There is also an unused model of a Juggernaut machine with bottles instead of cans.
Big Horse

## Information

This big whopping horse was found on the grass. This horse is bigger than most horses, given the name **big horse** by fans. **Big horse** is an animal. The name given to this majestic horse is **BIG HORSE.**

## Structure

It has 4 legs and its big, its also a horse, also its big

## Tree

The horse was next to the tree.

###

## Trivia

1. What size is the horse?
2. What is the big animal species.
SCAR-H

The **SCAR-H** is an assault rifle in BlastGen. It was commonly scrapped and/or cut from most games, most notably BlastGen: Zero Ops, though it appears in Classic Mode in BlastGen II and in the earliest stages of BlastGen.

## BlastGen

It appeared in the private beta as the **XFV-76** in Multiplayer, where it was unlocked by getting 100 kills with assault rifles. It sported a gray color scheme and had a 20 round magazine and a slow rate of fire, similar to the AK-47. However, when the game was fully released, the XFV-76 was removed, though traces of it still exist in the game files.

## BlastGen II

The SCAR-H appears in Classic Mode known simply as the **Ranger AR**, and can be purchased for $2000. It has a 25 round magazine, deals 70 damage per shot, and has a slow fire rate of 706 RPM, but is highly effective at long range. It has the longest 2 shot kill range of all assault rifles, even beating out most LMGs, though its limited ammo capacity forces the player to use caution whenever using this weapon, as they can easily be killed if they run out of ammo in the middle of a gunfight.

## BlastGen: Zero Ops

The SCAR-H is seen in a calling card called Reconnaissance, but the weapon itself was scrapped from the game. It is fully usable and obtainable via console commands, where it shares the same stats as the FAL, albeit full auto instead of semi auto.
Javelin

The **FGM-148 Javelin** is a launcher in BlastGen. It appears only in Multiplayer.

## Multiplayer

The Javelin is unlocked at Rank 16 and is the third launcher unlocked. Unlike other launchers, the Javelin can only lock onto aircraft and cannot be free fired. As such, the Javelin can only be used in an anti-aircraft role, to which it is excellent at. The Javelin deals impressive damage to aircraft, being able to take down an Attack Helicopter with 2 missiles. Although it is a versatile launcher, some players prefer having an anti-personnel launcher like the RPG to flush out enemies at objectives, though sometimes the Javelin can come in handy in destroying Attack Helicopters and other aircraft. Since it is a launcher, the Javelin cannot accept attachments, however it comes with a built in targeting optic to guide missiles.

## Trivia

* The Javelin can actually kill an enemy player if a helicopter flare diverts the rocket back into the playing area near an enemy player. However, it will not register as the player actually getting a kill with the Javelin, it will say the Attack Helicopter killed them.
	+ This method can also kill the player, and it will say the player killed themselves.
* The Javelin is one of the only weapons in the game to have a maxed accuracy statistic.