recursal/Fanatic-Fandom huggingface dataset:
FN 5.7

The **FN 5.7**, known in the official guide as the **FN Five-SeveN** is a pistol in BlastGen. It makes its first appearance in the very first game.

## Campaign

The FN 5.7 is the main sidearm used by the Spetsnaz, allies and heavily by the Elite PMCs. It has lower damage than its Multiplayer counterpart, but has a large magazine and faster fire rate to compensate. It is a relatively rare weapon and is almost easily discarded by more powerful weapons.

## Multiplayer

The FN 5.7 is the third pistol unlocked and is one of the more powerful pistols. It has a large magazine size of 18 rounds, which is the largest capacity for a semi automatic pistol, only being bested by the P260 and the Drachen. For a semi automatic pistol, it does a rather high amount of damage, dealing about 55 damage per shot, securing a 2 shot kill to the chest or a one shot kill to the head. However, it is offset by a slower rate of fire of 500 RPM, which is slower than most of the other pistols, but it prevents the plentiful 18 round magazine from being expended too quickly. Accuracy wise, while the iron sights are clean, the FN 5.7 tends to kick back a lot much like the other pistols but has much more kick, but this is merely visual. The FN 5.7 has a rather long range for a pistol, with the 2 shot kill range extending out to 60 meters. The reload speed of the FN 5.7 is average for a pistol, capping at 2.8 seconds for a half empty magazine or 3.2 seconds for an empty magazine. However, the FN 5.7 has a low amount of starting ammo, getting 3 spare mags with one being loaded into the gun, and considering that the FN 5.7 has no weapons it shares ammo with, the player will tend to run out of ammo easily unless they pick up ammo from other players using the FN 5.7 as well.

The FN 5.7 has the regular assortment of attachments for pistols. The Suppressor silences the weapon and hides the user from the radar when firing, but cuts down the 2 shot kill range to 40 meters, though this isn't too bad of a decrease, so this could be a good option for stealth players. Extended Mags increases the magazine size to a large 27 rounds, giving the player much more ammo to work with at the cost of less reserve ammo. Extended Mags should not be used on pistols anyways, as it is considered in all regards overkill. In the remastered version, the FN 5.7 gains special Armor Piercing rounds that deal extra damage to armor, and is a good counter against player wearing armor. However, it is in all regarded bested by the P260 and Drachen, but it is nowhere close to a bad weapon.
DSR-11

The **DSR-11** (known in the game files as the **DSR**) is a sniper rifle in BlastGen.

## Campaign

The DSR-11 makes its first and only appearance in the mission Final Assault where it is used by Saturn, an Elite PMC assassin who is ordered to take out Miller’s team. It cannot be obtained in this mission and doesn’t appear anywhere else in the Campaign.

## Multiplayer

The DSR-11 is unlocked at Level 20 and is the fourth sniper rifle unlocked. It is the only laser sniper rifle in the game and as such is very powerful. The DSR-11’s stats are extremely good, even for a sniper rifle’s standards. The DSR-11 deals a gargantuan 120 damage, securing a one shot kill across the entire body. This is the highest base damage for a weapon in the entire game and the entire franchise as a whole, and makes the DSR-11 an extremely deadly weapon. Since it is a laser weapon, the DSR-11 has infinite range, meaning it can secure one shot kills no matter the distance, though the enemy will be alerted to their presence rather easily because the lasers fired from the DSR-11 leave visual tracers after firing, making it a risky weapon to use. Even though the DSR-11 seems to have no weaknesses, it has many. The DSR-11 has a small magazine size of just 3 rounds, which is the smallest ammo capacity in the game. The DSR-11 is bolt action, and as such, has a minuscule fire rate of 50 RPM, which is the slowest fire rate in its class. This makes the DSR-11 extremely punishing if the player misses a shot. However, the DSR-11 has little to no recoil, the DSR-11 will kick back very violently when firing, potentially throwing their aim off.

The DSR-11 has limited attachments on offer, as the Suppressor is unavailable on the DSR-11. The ACOG Sight offers a lower zoom optic for use for close quarters. This increases aim down sight speed to 2.2 milliseconds as opposed to 2.45 milliseconds, but the increased ADS speed is hardly noticeable. Extended Mags increases the magazine size to 6 rounds. This is a sizable increase and remedies the DSR-11’s biggest weakness. Overall, the DSR-11 is a powerful weapon that is to never be underestimated, but one should keep in mind of its weaknesses.

## Zombies

The DSR-11 was meant to appear in the Zombies mode but it was scrapped. It was supposed to function as a legendary weapon, similarly to the Laser Pistol and the EXV-30. Quotes when obtaining the weapon still exist.

## Trivia

* The DSR-11 is loaded into the memory of several other Campaign missions, suggesting it was meant to be used by the player as well but was scrapped.
* The DSR-11 was supposed to be a normal sniper rifle, based off of the real life DSR-1, but it never came to be.
Haus Der Untoten

**Haus der Untoten** (English: House of the Undead) is a Zombies map in BlastGen. It is the first map in the Zombies mode and is chronologically the first map in the short WW2 map series. The players play as unknown German soldiers, and the vast majority of the weapons available in the map are Axis weapons, with the exception of a few Allied weapons, in stark contrast to the DLC WW2 maps, which only have Allied weapons available with no Axis weapons obtainable. The map takes place at a since abandoned house.
P260

The **P260** is a pistol in BlastGen. It appears as a full auto pistol in the Campaign, while in Multiplayer and Zombies it is a 3 round burst pistol.

## P260

### Fire Rate

836 RPM (SP), 906 RPM (MP & ZM per burst, 459 RPM overall)

### Weapon Class

Pistol

The P260 appears as a fully automatic pistol in the Campaign. It is a very rare find, sometimes found off of Czech militiamen in last stand. It is very powerful, having the mobility and damage of a pistol, and the ammo capacity and fire rate of a submachine gun. Since ammo is hard to find for it, it starts with a considerable amount of reserve ammo.

## Multiplayer

It is unlocked at Rank 20, and is the last pistol unlocked. Unlike its campaign counterpart, it is 3 round pistol. It deals very heavy damage, being able to kill in one burst. However, it has very high hipfire spread, and has lower range than the other pistols. Despite its disadvantages, it can be a very powerful weapon.

## Zombies

The P260 appears in Zombies mode. It cannot be selected as a starting weapon, however it can be found from the Strongbox for 950 points. It is a very powerful weapon, being able to one shot kill most zombies if the entire burst connects, up until round 20, where its damage profile slowly degrades. When upgraded in the Upgrade Machine, it becomes the **Acid Spit**, with increased headshot multipliers, a larger magazine, and becomes a 4 round auto burst.
Charlie Foxtrot

**Charlie Foxtrot** (known in the beta as Epsilon) is the thirteenth mission in BlastGen. It involves Miller’s team attacking Romeo Corporation’s major headquarters despite the Marine Commander’s orders to eliminate the Hell’s Redeemers first.

## Characters

* Cpl. Miller (playable)
* Lone Wolf
* Sgt. Torres
* Cpl. Andrews
* Pvt. Newell (K.I.A or W.I.A. player determined)
Göttliche Soldaten

The **Göttliche Soldaten** (English: Divine Soldiers) are an enemy faction in BlastGen. They are initially the secondary antagonists of the Campaign but quickly become the overarching antagonists of the Campaign as a whole when their true motives are revealed.

## Overview

The Göttliche Soldaten is a top secret German military program founded by General Christoph Hoffmann in order to combat the increased threat posed by Russia and eventually, the United States. Recruits within this program are required to forgo extreme amounts of special forces training and rigorous physical training. They are also modified with exoskeletons and even metal prosthetics that increases a soldier’s durability and strength significantly to a point where they can survive multiple shots to the chest from a rifle or survive a point blank shotgun blast. In addition, all Göttliche Soldaten soldiers are implemented with a brain chip that makes them loyal only to their commander and removes any form of reasoning and mercy the soldier used to have prior to enrolling in the program. However, these chips allegedly caused the soldiers to kill their own families and friends. Nevertheless, the program was a success and became an official special forces unit, though like the SAS, their operations are clandestine and classified, with the government not publicly commenting about their operations. They are mainly deployed to fight the Russians.
Hill

Sergeant **Hill**, (full name later revealed to be Cameron Hill), is a character in BlastGen. He was the leader of Miller’s squad before his role is later taken over by Brooks and at some point, Anderson.

## Biography

### Early life

Nothing much is known about his early life other than having a younger brother named Dominic Hill.

### Training and attack

Hill was present during Miller’s training session when the base came under attack by terrorists, forcing Miller and the others into combat. They successfully repel the attackers and are briefed on their first mission.
M1897 Trench Gun

The **M1897 Trench Gun** (known simply as the Trench Gun in game files) is a shotgun in BlastGen. It makes its only appearance in Zombies mode.

## BlastGen & BlastGen: Revitalized

The M1897 Trench Gun is available in all WW2 maps and Wrath of the Ancients. Since it is essentially a reskin of the Remington 870, it performs similarly and has similar damage but has a smaller tube capacity at just 6 shells. It, however, shares the exact same pumping speed as the Remington 870 and shares the same reloading speed, albeit slightly faster. It appears in the Strongbox on Haus Der Untoten and appears as a wall buy for 1400 points in the DLC maps Krankenhaus and The Villa, respectively. It is a very powerful weapon in close range and can be used to clear hordes of zombies out, decimating them in just one shot until the late 10s or 20s if the player goes for headshots, making it a very worthwhile weapon to use. When upgraded in the Upgrade Machine, it becomes the **Trench Burner**, gaining a larger capacity of 10 rounds, loads 2 shells at a time, and is fitted with incendiary shells that deal burning damage to zombies. The Trench Burner can maintain a one shot kill for longer than the non upgraded M1897 Trench Gun and even on higher rounds, the damage caused by the flames should be enough to finish off those that survive a shot. Although it is powerful, it is largely outclassed by the upgraded M30, which has more variety in its ammo and easily outclasses it in damage, but only carries 3 shells as opposed to 10 carried by the Trench Burner. Nevertheless, the M1897 Trench Gun is far from a bad gun and should never be overlooked.

## Trivia

* Since it is essentially a reskin of the Remington 870, it shares all of its animations, including equip animations, reload animations, draw animations, and pump action animations.
* In BlastGen, zombies killed by incendiary shells will just slowly take damage from the flames and then die. In the remastered version, there is a unique death animation for zombies hit with incendiary rounds; they become charred and are knocked down, burning fiercely.
Weapons

There are many weapons that would be in BlastGen, from simple pistols to deadly rocket launchers. Here are all of the weapons

### Pistols:

* Colt
* Beretta 92
* Glock 17
* FN 5.7
* .44 Magnum (Zombies only)
* Automag (Zombies only)
* Desert Eagle (Zombies only)
* Auto9 (Zombies only)
* S&W 500 (Zombies only)

### Submachine Guns:

* KSR-24
* UMP-5
* HDK Swordfish
* MP5KA1
* Uzi (Zombies only)
* MP5 (Zombies only)
* AK-74u (Zombies only)

### Shotguns:

* Double-Barrel
* Remington 870
* Saiga 12
* Striker
* HKS Hijacker

### Assault Rifles:

* M1
* M4A1
* M16A3
* AK-47
* HK57 Shadow
* Winchester 1894 (Zombies only)

### Light Machine Guns:

* M249 SAW

* RPK

* Stoner 63

* FN HAMR
* HBK Priest

### Sniper Rifles:

* L115

* VSS Vintorez

* SVU-78

* DSR-11
* VKS-74

### Launchers

* RPG-7

* Stinger

* Javelin

* LGR-45

### Special Weapons:

* M32 MGL
* Flamethrower
* M134
* Devastator
* VCR-M

### Melee Weapons:

* Combat Knife
* Fire Axe
* Machete
* Cleaver
* Katana
* Lightsaber
* Shovel
* Sledgehammer
* Frying Pan
Auto9

The **Auto9** is a pistol in BlastGen. It is exclusive to the Zombies mode.

The Auto9 is a hidden starting weapon that can be unlocked for free once the player unlocks all the previous starting handguns. Among the pistols, the Auto9 is quite an oddity, having the traits of a submachine gun more than a pistol. It has a very fast fire rate of 936 RPM, which is faster than most weapons can fire. It also has a very large magazine size of 40 rounds, which is the highest clip capacity for a pistol. It has high recoil, and a lot of muzzle rise when firing, so its recommended to fire in short controlled bursts. The Auto9's main weakness is its damage. The Auto9 only deals 60 damage, which is higher than the Automag, Colt M1911, and Beretta but lower than the Desert Eagle. Though considering the fact the Auto9 is a machine pistol, players shouldn't be bothered by its low damage profile. The Auto9 is effective until round 11, where it gradually loses its effectiveness. When upgraded in the Upgrade Machine, it becomes the **Arm of Justice**, with its magazine size being increased to a gargantuan 80 rounds and its damage being doubled to 120. It also sports less recoil and a slightly faster fire rate of 957 RPM. It is one of the most versatile automatics in the game, especially when upgraded.

## Trivia

* The upgraded name, Arm of Justice is a reference to RoboCop, and how he serves under law enforcement.
* To avoid copyrighting from the real RoboCop films, the Auto9 in BlastGen was slightly modified, having a slightly longer barrel and a barrel shroud, as well as the addition of a short shoulder stock and a mag assist.
McMillan

Sergeant **McMillan** is a minor character in BlastGen. He only appears in the mission Prison Break.

## McMillan

### Early life

Nothing much is known about McMillan and Jackson before they were incarcerated, but it seems the two share a close bond.

### Incarceration

McMillan and Jackson were both taken into a Russian military penitentiary for unknown reasons. Baker and his team were sent to the penitentiary to rescue the duo. After asking a guard to escort Baker and his group to McMillan and Jackson's cells, Emerson neck snaps the guard while he was opening Jackson's cell, killing him instantly. Another guard saw this, but Michael Hicks killed him before he could call in backup. Baker then took the key and opened both Jackson and McMillan's cells, while Arnett arms the two with AK-47s. Both McMillan and Jackson's whereabouts after the mission are unknown
Project RPG

**Project: RPG** (Role Playing Game) is a game created by Blue Dragon Studios. It was the first ever MMO game created by Blue Dragon and the one of few games to be unrelated to the popular BlastGen franchise. While it was mainly designed as a roleplaying game, it was also designed as a PvP shooter and a MMO, and combines all of these elements into a single game. Early testing versions were released in March 21, 2018, then simply called ”Roleplaying Game”, but the game wouldn’t be fully released until early 2020.

## Overview

Project RPG is one of the largest game projects ever designed by Travis and Jonathan, and one of the only games they’ve created that is played from a top down perspective, but it can also be alternatively played in third person and first person, respectively. It features 4 core modes, Story Mode, Free Roam, Deathmatch, and Scavenger, though other modes such as Snowball Fight, Egg Hunt, Paintball, and other modes were added as part of seasonal events. Free Roam was the first mode ever added in Project RPG, and initially was called “Sandbox”, but was renamed to Free Roam later on. At some point, Story Mode was created, but only two chapters were available at the time, with other subsequent chapters being added in later updates. Both Deathmatch and Scavenger were added as part of the Player vs Player update, with Deathmatch serving as the basic PvP mode, while Scavenger served as more of a loot based mode. Deathmatch and Scavenger are currently the only modes where the player can actively equip and use guns, with other guns being available for purchase in the shop in the Deathmatch lobby, while weapon parts are found and can be crafted into guns in Scavenger.

## Customization

The character customization system, known as “Ultra Customization”, is extremely deep, allowing the player to choose their gender, name, display name, and appearance. The gender choices include Male, Female, Non-binary, and Transgender forms of both genders. They can also choose to be either a human or an anthro, which gives the players much more customization options than a human. Anthros characters can be an animal of their choosing, or can combine the parts of other animals. They can also change the fur/scale color, height of ears, length of their tail, etc. They can also choose the pronouns that they choose to go by, which can affect character dialogue and death and miscellaneous messages. In addition, there is a massive amount of clothing and accessories the player can choose to customize their character even further, with some only being exclusive to certain events and others being strictly available to administrators and Travis himself.

## Weapons and Skills

Project RPG contains over hundreds of different weapons, ranging from melee to projectile weapons.
Tactician

**Tactician** is a perk in BlastGen. It was introduced in BlastGen: Zero Ops.

## Overview

Tactician allows the player to carry an additional Tactical grenade and increases the strength of stun and flash effects, though this effect js immediately countered by the Shades perk. Though the extra Tactical can come in handy, the perk itself is rendered useless due to Shades effectively countering the strengthened effects of Tacticals. It should only be used if the player knows that no one has the Shades perk equipped.
Tower

**Tower** is a character in BlastGen. He is a minor antagonist in the mission Night of Terror.

## Overview

Tower is encountered after Miller's team is detected in the estate. He alongside Jupiter ambush and Miller and his team with a bulk of the security forces, but they managed to repel the attackers. The two decide to turn the tables on them, with Jupiter throwing a Flashbang to blind Miller and his team. While they are disoriented, the two confront the team, but when Jupiter goes to execute Miller, he regains his senses and engages Jupiter in close quarters combat, killing him. Tower is briefly distracted by this and attempts to kill Miller himself but in turn is killed by Anderson.

## Personality

Unlike Jupiter, Tower is much more serious and just wants to get the job done. His favorite weapons appear to be shotguns, as he is seen using either the Remington 870 or the Striker. He uses a sniper outfit despite using a shotgun. He and Jupiter seemed to be good friends, as his death was enough to briefly distract him and target Miller, but was arrogant in the process, resulting in himself getting killed by a recovered Anderson. In BlastGen: Revitalized, his appearance is changed to a slightly altered Shotgunner outfit and he always uses a Remington 870 in every playthrough.

## Trivia

* Both he and Jupiter are invincible until their respective deaths.
* If the player uses mods and kills Tower before Anderson can, the game is softlocked and the player cannot progress further, but is free to explore the area.
Voxla

**Voxla\_** is a private in the Noopian Armed Forces. He serves in the ICC branch of the Noopian Army.

### Affiliation

Private in Noopian Armed Forces, ICC branch

## Early Life and Carrier

Voxla\_ was born in Volystic Koroligy, Zolvoxia on June 1st, 1981. When he was 12, he got his first job as a worker at a food stand with his mother in his village. His father had left Voxla\_ at a young age. Voxla\_ eventually left his home village because it was being attacked by an Orien raiding party from the Forest of the Ever Dark that had illegally crossed the exclusion zone and was looking to raid Voxian villages. The village was ransacked, and all of its inhabitants were killed, enslaved, or forced to flee. Voxla\_ and his mother fled to the closest nearby village, which was Eldham, Elinfram Locanto, which was many miles away.

Once in Eldham, Voxla\_ got a new job as a weapon seller. Voxla\_ met dirtmonkey25 in Eldham when he bought a sword from Voxla\_. He came back the next day and they became friends. Voxla\_ and dirtmonkey25 were separated after dirtmonkey25 left Eldham to explore the land of Vnlla. Elinfram Locanto eventually fell to civil war, and Eldham was destroyed. Voxla\_ and his mother wandered the land for 2 years before meeting with dirtmonkey25 in Admin Town, Noopaland. Soon after, the Oofian war began.
Maxim Korenov

Sergeant **Maxim Korenov** (Russian: **Максим Коренов**) is a minor character in BlastGen. He only appears in the mission Prison Break.

## Biography

### Early life

Nothing much is known about Korenov, but he seems to be a highly regarded soldier. The patch on his right arm may suggest that he is a Sergeant, but even his true rank is unknown.

### Prison Break

He was one of the guards assigned to guard the cell block, along with Andrei Malikov and Igor Glazkov. After witnessing Emerson snapping Malikov's neck, he immediately tries to call in backup, however he is killed by Michael Hicks before he could do so.

## Trivia

* Korenov has brief plot armor, and thus cannot be killed until Emerson kills Malikov.
* Despite Igor Glazkov calling Korenov by 'Sergeant' and the Sergeant patch on his right arm, his true rank is unknown.
Igor Glazkov

**Igor Glazkov** (Russian: **Игорь Глазков**), was a minor character in BlastGen. He appears in the mission Prison Break.

## Igor Glazkov

### Timeline

2035 Timeline

He was one of the three guards assigned to the cell block the two American prisoners were located, alongside Andrei Malikov and Maxim Korenov. Unlike the other two, he wears a backwards cap instead of a beret or guard's hat. He has Russian prison tattoos on his arms, suggesting he himself was arrested once. He seems to be pretty athletic, with his muscles being easy visible through his uniform. When Andrei and Maxim are gunned down, Igor attempts to attack the team, managing to stun Arnett and handcuff him. However, Emerson sees the struggle and kills Igor before he can do anything to Arnett.

## Trivia

* He is the only character in BlastGen that can uses handcuffs and a stun baton, which are only exclusive to his character and unobtainable under normal circumstances.
UKSF

The **United Kingdom Special Forces** (UKSF for short), is a minor friendly faction in BlastGen. They are only seen and heard in Final Fight.

## History

By 2026, General Nicholas Harrison took command of the British Army and later UKSF as a whole, serving as the advisor for Lieutenant General Henry Burton. Together they led Operation Bastion, a mission to clear out the terrorist cells and prevent other terrorist cells from entering or leaving the UK. The mission was a success and the Hussein terrorists along with the Purple Pirates being removed from the UK. In 2035, they took notice of the Czech Militia, and made it clear that they should be taken down. At some point they manage to do so when SAS operator Benjamin Kraft manages to kill its leader, Tomáš Svoboda at his compound in Prague.

## Members

* Gen. Nicholas Harrison
* Pvt. Lewis

## Trivia

* Lewis is the only known UKSF and SAS operator in BlastGen, though there might be others that aren't known about.
Strike Team

**Strike Team** is a mode introduced in BlastGen: Modern Combat. It is selected from the main menu much like the Campaign and Multiplayer modes. Strike Team is an entirely new game experience, as it features the ability to create a custom squad of soldiers called a strike team and face off against other strike teams around the world. In addition, it has four sub-gamemodes, Combat Training, Warfare, Defense, and Survival.

## Overview

When playing Strike Team for the first time, the player can choose a name for their strike team. Once this is done, they can also choose 2 starting squadmates of either three classes, all of which are Level 5, higher than the player's level when starting. These squadmates are fairly weak but uniquely have higher HP and armor than usual. They only appear in the player's strike team temporarily until they automatically leave after playing 5 matches regardless of the outcomes of said matches. If the player doesn't hire new squadmates at that point, then their entire strike team will consist of randomly generated members with random weapons. As the player's level increases, they can hire more powerful squadmates with smarter AI and more HP and armor. It should be noted that progression is *not* shared between Multiplayer and Strike Team, and weapons that were already unlocked by the player in Multiplayer have to be unlocked in Strike Team in order for them to be used. However, it is possible to copy over loadouts from Multiplayer into Strike Team, though if the loadout includes a weapon/perk/equipment that isn't unlocked in Strike Team, the loadout will automatically have an M4A1, no secondary, Frag and Stun Grenades. and no perks.

### Members

New strike team members can be hired via the Recruitment Center. Initially, only the Assault, Run & Gun, and Breachers will be available for recruitment, though more types of soldiers can be unlocked by winning matches in Strike Team. The recruits' levels increase gradually as the player levels up, having better stats and AI. However, for balance purposes, the player *can't* hire recruits that have a level higher than the player's. Like the player character, strike team members' loadouts can also be customized, though if they don't change their loadout, they will automatically use a default loadout depending on the type of soldier (for example, Assault soldiers by default will use the M4A1 if not customized). All types of soldiers can only carry a specific type of weapon/s, with the exception of the unique Commander archetype used by the player, which can use any type of weapon. As such, certain weapon classes will be unavailable when customizing their loadouts. Depending on the level and traits of the soldier, they can either be very intelligent and skilled, naive and stupid, or even cowardly.
AKM

The **AKM** is an assault rifle in BlastGen. It is introduced in BlastGen: Zero Ops II, but doesn't make any further appearances.

## Campaign

The AKM is used by The Wolves. It is the third most common assault rifle used by the Wolves, alongside the G36K and the AR15. It is also used by Sergeant Hill to hold off Wolf soldiers in the mission Breakout.

## Multiplayer

The AKM is the first assault rifle the player obtains, unlocked alongside Create-a-Class. Zero Ops II is the first game in BlastGen history to have a high powered assault rifle unlocked first, as they are traditionally the third or last assault rifle unlocked. It is easily the most powerful non-DLC assault rifle available, dealing 55 damage per shot, resulting in a 2 shot kill to the chest or one to the head. It sports a magazine capacity of 30 rounds, which is average for its class. However, it has a rather slow rate of fire, firing at 636 RPM. This is somewhat below average, but it should not set the player back. It has a bit of upwards and sideways recoil, which can easily be remedied via attachments, but again, this shouldn't be a problem for the player. The AKM has four variants available, one being unlocked via a Zero Ops Challenge, two being unlocked via challenges for the AKM, and another being unlocked via DLC. The **Samurai Steel** variant has a built in Reflex Sight and has 10% less recoil at the cost of slightly less accurate hipfire spread. The **Hellraiser** variant has a faster fire rate of 666 RPM at the cost of 15% more recoil and dealing 45 damage instead of 55, resulting in a 3 shot kill instead of a 2 shot kill. The **King Cobra** variant has built in Poison rounds and has increased range at the cost of more recoil. The **Honorable** variant has a built in Koslov Punisher barrel and has a faster fire rate of 693 RPM at the cost of more recoil and less hipfire accuracy. Overall, the AKM is a powerful weapon, being a good assault rifle for beginners, and largely remains in use even after other rifles are unlocked simply due to its sheer power.
Bosses

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*Sinner, listen well.
**This section contains major plot and / or item spoilers.** Proceed with this in mind.*

## Enemies

**Bosses** are powerful Enemies fought in the middle or at the ends of Quests, usually as a main target, in Dragon Marked For Death. Bosses test your skill, teamwork, and pre-planning. Your equipment can make or break your performance against Bosses.

Killing Bosses usually awards the party with exclusive loot from Chests. For example, Weapons drop only from enemies that are considered Bosses (although a Weapon is not guaranteed).

## Enemies

Boss attacks, attributes, Health Points, and etc. change as the Quest Level increases, so the following charts are separated by "Normal Level" and "High Level" Bosses.

### Bosses (Normal Level)

#### Basic List

This list contains the names of all Normal Level Bosses without repeats.

* Ogre Prince
* Mandrake
* Divine Knight
* Hermit King
* Cthulhu
* Twin Dragon
* Equus
* Sumahiko
* Jinryu
* Asura Goblin
* Tonitrus
* Lycanthrope
* Bandit (Rivalis)
* Berserk Rivalis
* Vasith
* Amica, Atruum, and Atruum Reborn

#### Detailed List

The following tables contain a list of Normal Level Bosses along with their appearances, Elements, Types, Health Points (HP), if they can be afflicted with certain Status Ailments, and Growth Rates. Please manually expand the tables that you want to view.

### Bosses (High Level)

#### Basic List

This list contains the names of all High Level Bosses without repeats.

* Ogre Prince
* Cthulhu
* Twin Dragon
* Equus
* Sumahiko
* Jinryu
* Asura Goblin
* Tonitrus
* Lycanthrope
* Bandit (Rivalis)
* Berserk Rivalis
* Vasith (Litus Royal Tombs, Ensys Castle)
* Vasith (Soul Vessel)
* Amica (MFD), Atruum (MFD), and Atruum Reborn (MFD)

#### Detailed List

The following tables contain a list of High Level Bosses along with their appearances, Elements, Types, Health Points (HP), if they can be afflicted with certain Status Ailments, and Growth Rates. Please manually expand the tables that you want to view.

### Boss Enemy Companions

*Sinner, listen well.
**This section contains major plot and / or item spoilers.** Proceed with this in mind.*

**Enemy Companions** are enemies that are included alongside certain Bosses but are considered separate enemies. Certain attacks can summon enemy minions to attack you and your allies.

#### Basic List

This list contains the names of all Enemy Companions paired with their enemies without repeats.

* Atruum Reborn
	+ Atruum's Arm (Pink)
	+ Atruum's Arm (Blue)
	+ Atruum's Arm (Red)
	+ Atruum's Arm (Purple)

* Mandrake
	+ Thorn
	+ ???

#### Detailed List

The following tables contain a list of Enemy Companions along with their appearances, Elements, Types, Health Points (HP), if they can be afflicted with certain Status Ailments, and Growth Rates. Please manually expand the tables that you want to view.

## References

1. ↑ Neka\_Mahime\_'s notes EN 1.0 (Translated by Lancer) - https://docs.google.com/spreadsheets/d/1w\_\_jhHorFFiYTvGHnt568O\_5b39qvfABp3Em\_uZgZ2U/edit?usp=sharing
S&W 500

The **S&W Model 500**, known as the "500magnum" in the game files, is a pistol in BlastGen. It appears exclusively in the Zombies mode.

## Zombies

The S&W 500 is a revolver type pistol that can only be found in the Strongbox in all maps. It is one of the only pistols that cannot be equipped as a starting pistol, the other being the P260. It is one of the most powerful pistols in the game, dealing around 700 damage per shot. The S&W 500 can easily one shot kill zombies to the torso in rounds 1-7 and to the head in rounds 1-14, making it one of the most effective weapons without upgrading. However, this is blindsided by its puny 5 round magazine and slow fire rate of 150 RPM, making it a mediocre weapon at best. Its reload speed is also slower than other pistols, being a revolver, taking about 6 seconds to reload an empty and half empty magazine, which is almost as slow as a light machine gun's reload speed. When the S&W 500 is upgraded, it becomes the **Hunter's Magnum**, dealing 1200 damage per shot, its magazine size increased to 9, and its fire rate boosted to 250 RPM. It also gains a heightened torso and head multiplier, dealing 3x more damage when hitting these areas. The Hunter's Magnum is easily one of the most powerful upgraded pistols in the game, being able to one shot even Armored Zombies and Bombers with one shot. However, many players think the Automag is better, since it shoots explosive bullets, however those bullets do not have any multipliers and instead simply deal explosive damage to zombies, while the Hunter's Magnum deals a whale of damage with triple multipliers.

## Trivia

* The upgraded name "Hunter's Magnum" is a reference to Hunter, the leader of the Soaring Eagles mercenary group whom Donovan Miller was a part of. The upgraded version also has Hunter's name scratched into the barrel of the S&W 500, making it one of the few upgraded weapons to have an engraving on it.
* The guide calls this weapon the **Neptune .500** and claimed the weapon appeared in both Multiplayer and Zombies. However, it is not obtainable in Multiplayer, as it was scrapped.
Holographic Sight

The **Holographic Sight** is an attachment that appears in BlastGen. It is the fourth attachment unlocked.

## Overiew

The Holographic Sight is an optical attachment with 1.75x zoom. It can be a good alternative to the Reflex Sight, offering much more zoom and gives a slightly bigger increase to range. It is unlocked after getting 50 kills while ADS with the Reflex Sight The Holographic Sight can be attached to assault rifles, submachine guns, shotguns, and light machine guns. It is a well rounded optic that is good for medium range, but many players will swap it out for the ACOG Sight once it is unlocked, since it has much better zoom, and has a less obstructive frame.

## Campaign

The Holographic Sight is attached to most of Arnett's weaponry, including his HK418, AK-47, and SCAR-H. It is also attached to the M4A1 Grenadier, an unobtainable variant of the M4A1 used by Emerson, Thomas, and Vaughn. The Holographic Sight is the most common optic in the Campaign, and can be attached to a Czech Militia soldier's AK-47, though most of the time it might have a Reflex Sight attached instead.

## Zombies

It is attached to the upgraded M4A1, though no other weapons will have it attached. It can be a random attachment on any weapon obtained from the Strongbox, though it will be detached if the upgraded weapon already has a predetermined attachment/s. The reticle is simply a circle with a crosshair in the middle, unlike the Multiplayer variant which is simply a crossdot reticle.

## Trivia

* If sensitivity is set to High, and the player spins left, they can see the reticle of the Holographic Sight. This is also possible with the ACOG Sight.
* Despite the Holographic Sight offering 1.75x zoom by default, it will have no zoom at all if attached to shotguns. This was likely an oversight.
* If the Holographic Sight is used in conjunction with the Suppressor on the M4A1, it will be called **M4A1 SOPMOD** instead of **M4A1 Suppressed**.
* It is seen attached to a L115 in the reveal trailer, however in the final game, sniper rifles were not compatible with the attachment.
M134

The **M134** is a machine gun in BlastGen. It appears in the original game and its remastered version and in BlastGen: Zero Ops II.

## BlastGen & BlastGen Revitalized

The M134 is unlocked at Level 16 and is the third special weapon unlocked. It functions very similarly to an LMG but is significantly different and functions differently. The M134 deals 30 damage per shot, taking 4 shots to kill, on par with most submachine guns. This damage profile is the worst in its class, and makes it a slight pain to use. However, it more than makes up for this weakness with significantly powerful traits. It has a mind numbing fire rate of 1500 RPM, which is the fastest fire rate of any gun in the game and gives it a significant edge in close range combat. It also comes with a gargantuan magazine size of 600 rounds, the largest magazine size in the game, and allows the player to easily suppress an area with its large magazine and combined with its high fire rate, can knock down enemies very easily; however, it is unable to reload, and once all ammo is exhausted, more ammo cannot be obtained. Accuracy is questionable, as aiming *isn’t* possible for the M134, attempting to aim down the sights will only slightly tighten the hip fire spread and considering its high firing rate, the M134 will struggle to hit enemies at longer ranges, but it doesn’t have much recoil. The M134 significantly slows down the player when its equipped, slowing down the player to just 45% of default movement speed and 45% when strafing, but when firing, lowers their movement speed to just 30%. This makes the weapon extremely cumbersome to use and as such, it isn’t useful to use this weapon for an aggressive play style. However, this weapon is extremely good at clearing out objectives, whether attacking or defending them, and is good for locking down areas. Overall, the M134 isn’t a bad weapon, but its harsh movement penalties make players stray away from using the M134, though it can dominate maps easily if used correctly.

## BlastGen: Zero Ops II

The M134 reappears in Zero Ops II, now classified as a machine gun. Unlike in BlastGen, it appears in all modes.

### Campaign

The M134 appears mostly in mounted form in certain missions, most notably in the mission Aerial Threat, where it is used by Rook. It is fitted with explosive rounds and is mainly used to destroy AA guns attempting to shoot down Hammerhead 2-2. It has unlimited ammo, but overheats after about 40 seconds of firing.

### Multiplayer

The M134 is available in Multiplayer and is unlocked by completing the Unstoppable Veteran Challenge. It acts mostly the same as it does in BlastGen, but has its capacity halved to 300 rounds, but still has the largest ammo capacity in the game.
Revelations

**Revelations** (known in the beta as Iron Curtain) is the fourteenth mission in BlastGen. It revolves around killing Romeo Corporation’s main benefactor and supplier of weapons, Koslov. It is a major point in the Campaign, as in this mission, Miller is promoted to Corporal.

## Characters

* Cpl. Miller (playable)
* Sgt. Torres
* Sgt. Anderson
* Cpl. Davis
* Koslov (K.I.A)
* Phoenix (K.I.A)
HBK Priest

The **HBK Priest** (known as the **CV-806** in the game files), is a light machine gun in BlastGen. It appears in the first game and its remastered version. It only appears in Multiplayer.

## BlastGen & BlastGen: Revitalized

The HBK Priest is unlocked at Level 21 and is the last light machine gun unlocked. Functionally, it is unique from other LMGs; instead of firing bullets, the HBK Priest fires electric projectiles in a semi auto fashion that deal higher damage but have a slightly reduced range compared to hitscan weapons. Damage wise, the HBK Priest deals 70 damage, easily securing a 2 shot kill. However, a key issue on the HBK Priest is its somewhat limited range; it has an effective range of just 50 meters and beyond that, the projectile damage is halved, dealing just 35 damage, or a 3 shot kill. The projectile are also slightly slow, usually taking about a second or two to hit their intended target at longer range. The HBK Priest is semi automatic, but has a very high firecap of 1000 RPM, which is extremely fast and allows players with a fast trigger finger to fire very quickly and easily decimate enemies. It also has the second largest ammo capacity of the LMGs, at 80 rounds. This, combined with the fast firing rate, allows the HBK Priest to easily lock down areas.

One of the standout features of the HBK Priest is its relatively high penetration, being able to shoot through light cover with relative ease, and can even penetrate and kill more than one enemy with a single shot if they are close together. Though this level of penetration is extremely remarkable, it is more than easily trumped by the VCR-M in this regard. The accuracy of the HBK Priest is somewhat bizarre. While it has no recoil at all, it kicks back heavily when firing it rapidly, potentially throwing the user’s aim off, requiring the player to tap fire in order to fire the HBK Priest accurately. It has somewhat high mobility and handling traits despite being an LMG, allowing the player to move at 80% of default movement speed when sprinting and strafing, reloads in just 2.4 seconds, and has a quick aim down sight speed of about 1.8 seconds, which is faster than other LMGs but still slower than other lighter weapons like pistols and SMGs.

The HBK Priest has very limited attachments on offer, as both Extended Mags and the Suppressor are unavailable on the weapon. Optics are an absolute must, as the HBK Priest actually has no iron sights to speak of. The Foregrip mitigates the amount of kick the HBK Priest has, allowing it to be much more controllable at range. The Laser Sight increases hipfire accuracy and increases centerspeed and sprint out times, but is largely unnecessary. A unique attachment available to the HBK Priest is Auto Trigger, which converts the HBK Priest to a fully automatic weapon at the cost of significantly lowering the fire rate to 600 RPM. While this may seem like a good attachment on paper, the Auto Trigger actually **significantly** lowers the TTK, and makes the hipfire accuracy and recoil even worse. Overall, the HBK Priest is a good weapon, and is somewhat popular despite its clear weaknesses.
VKS-74

The **VKS-74** is a sniper rifle in BlastGen. It makes its only appearance in the first game and never makes any further appearances.

## Campaign

The VKS-74 is extremely rare and can only be found in missions where mainly the Hell’s Redeemers are fought. A single VKS-74 can be found in a randomized area in the map in these missions. It is vastly different from its Multiplayer counterpart, being bolt action instead of semi automatic and has an 8 round magazine. The integrated suppressor doesn’t see much use, largely because most of these missions aren’t stealth based.

## Multiplayer

The VKS-74 is the last sniper rifle unlocked by the player. It is the second integrally suppressed sniper rifle available and is the third and final semi automatic sniper rifle. It is one of the more powerful semi automatic rifles, dealing 85 damage per shot, securing a one shot kill to the head and chest, but not to the torso or waist. This damage profile may seem odd on paper, but is average overall. However, it trades this for a much lower magazine size of just a minuscule 5 rounds, and has a maximum firecap of just 300 RPM. This heavily pushes the VKS-74 back when it comes to firepower, but due to the low firecap, it is highly unlikely for a player to burn through an entire magazine. The key selling point of the VKS-74 is its built in suppressor, which hides the user from the radar and produces little to no sound when fired, giving the player a key stealth advantage, with only the VSS Vintorez sharing this trait. This allows the player to forego attaching a Suppressor in favor of another attachment they want. The VKS-74 has superb accuracy traits for a sniper rifle, having little to no idle sway, an ADS time of about 1.06 seconds, little to no recoil, though hipfire accuracy is abysmally low, as expected from a sniper rifle. For some reason, the empty reload speed is slower than the half empty reload speed, making tactical reloads when on the go a must.

The VKS-74 has very few attachments available, as the Suppressor is absent. The ACOG Sight is a quirky attachment on the VKS-74,
Dead Future

**Dead Future** is the third Zombies map in BlastGen. Chronologically, it is the second map which is a part of the JTRK storyline. It takes place at a town 50 years into the future after it is overrun by zombies. It is one of three free maps in the Zombies mode, alongside Haus der Untoten and Dead City, and is the only map where Future weapons are obtainable, bar Wrath of the Ancients, which features **every** obtainable weapon in every Zombies map.

## Overview

Dead Future is somewhat similar to Dead City in the way the map is laid out, but differs slightly. The starting area only features **one** wall buy.
Sykes

Captain **Sykes** is a character in BlastGen. His only appearance is in the mission Final Assault.

## Biography

### Raid on the nuclear launch site

Sykes led Marine forces in order to disarm the nuke that Romeo Corporation intended to launch. He participated in the initial assault but when Miller’s team enters the site, Sykes and his Marines volunteer to hold their positions in case the enemies attempted to reinforce. Later, Sykes assists Miller’s team in extraction and provided cover fire until they made it into the extraction helicopter. Sykes and his squad were extracted in a separate helicopter. After this, he is never seen again.
Daniel McCoy

First Lieutenant **Daniel McCoy** is a character in BlastGen. He was the leader of Kilo Force One, and was Baker's commanding officer. He is the most important character in the story, as he is the leader of the Kilo Force One unit.

## Biography

### Early life

McCoy was born on February 30, 1991, 2 days after the Gulf War. His father was a US Marine veteran while his mother was a nurse. Inspired by his father's actions in the Gulf War, McCoy joined the Marines on August 2nd, 2011, which was the exact same day the Gulf War started. Eventually, he gained the rank of First Lieutenant, and he gained command of a small unit, which he named Kilo Force One.

### Kilo Force One

McCoy was responsible for assigning Baker, Emerson, Arnett, and
Krankenhaus

**Krankenhaus** (Hospital in German) is a Zombies map in BlastGen. It is the first DLC Zomibies map available and the fourth map overall. It is chronologically the second WW2 map. Instead of playing as four unknown German soldiers, the players play through the eyes of four American soldiers. Unlike the previous WW2 map, Krankenhaus consists of only Allied weaponry and no Axis weapons are obtainable in this map. It is a rather small map, with tight corners for close range, but is bigger than Haus Der Untoten. Formerly, it was unlocked for free for players who played the beta, but it was turned into a DLC map that can be purchased for $4.99 alongside every other DLC map.
Tear Gas

**Tear Gas**, also known as Nerve Gas, is a special grenade available in BlastGen: Zero Ops. It appears in both the Campaign and Multiplayer.

## Campaign

Nerve Gas grenades are used by Carver in order to suppress a group of Russian soldiers. The effects are brutal and cause the soldiers to die a slow and agonizing death. Angelo Vasquez questions the use of these grenades in combat, to which Carver replies that they chose to attack their home turf and this is what they get in return. Nerve Gas grenades are unavailable to the player.

## Multiplayer

Tear Gas serves as Jack Krueger’s Special Equipment. When thrown, it creates a cloud of gas that disorients enemies that wander close or inside of the cloud. The gas cloud lingers on for about 10 seconds before the gas disperses. It is good for crowd control and for keeping enemies off of an objective, but is easily countered by the Trophy System. Since there is no perk to counter Tear Gas, it is an extremely powerful weapon and can easily be taken advantage of by the player, though it is often looked down upon by other players.