recursal/Fanatic-Fandom huggingface dataset:
Laser Pistol

The **Laser Pistol** (known officially as the Prototype Model X12) is a legendary weapon in Zombies Mode. It appears only in the original BlastGen and its remaster.

## BlastGen & BlastGen: Revitalized

The Laser Pistol is available in all maps via the Strongbox, with the chances of getting it being purposefully lowered, making it extremely rare to come across. When it is obtained, it is exceptionally powerful, being able to one shot kill zombies in the early rounds until round 20 or higher, making the Laser Pistol kill in two or three shots instead. Unlike other weapons, the Laser Pistol has extremely high multipliers to the torso and head, allowing instant kills in these areas. It has an average capacity of 20 rounds and can put this ammo to great use, since its high one shot kill multiplier negates the need of one extra shot to kill most of the time. However, its key weakness is its fire rate; the Laser Pistol is semi automatic, and fires strictly at 300 RPM, the second slowest firecap of all semi automatic weapons, making follow up shots with the Laser Pistol next to impossible if needed. However, it compensates for this somewhat with a slightly faster reload speed, negating the need for Reload Cola. When upgraded in the Upgrade Machine, it becomes the **Ethereal Destroyer**, with the damage being bolstered significantly and boasting a massive 60 round magazine, and is able to one shot kill regardless of how high the round is. In addition, it also fires proton lasers that knock zombies back when hitting them. It is the most powerful weapon in Zombies mode, though because it is so rare, barely any players will ever come across it.

## Trivia

* According to Travis, the Laser Pistol is known as the "Prototype Model X12" and was created by an ancient alien race.
* It shares many similarities to the Ray Gun from Call of Duty's Zombies mode, both being powerful energy based weapons.
Railgun

The **Railgun** is a special weapon in BlastGen. It cannot be obtained by any normal means, and rather exists as a secret weapon that players can obtain under certain circumstances. It appears in every BlastGen title bar BlastGen: Modern Combat with various different unlock conditions

## BlastGen & BlastGen Revitalized

The Railgun debuts in BlastGen as a secret weapon that can be unlocked by either completing all of the challenges in the Sci-Fi event or winning a Sniper Tourney *without* being hit once. This condition is grueling as the player has to go the **entire** match without being hit by enemy fire, which can prove to be extremely difficult. It also *cannot* be completed if the player doesn’t get at least three kills. If the player wins a Sniper Tourney and meets these conditions, they will instantly unlock the Railgun for use. Although all methods of obtaining the Railgun have since been removed from the game, the weapon itself remained and could still be used by players. Functionally, it is identical to the DSR-11 but it has an even longer range and can one shot kill to the waist up, unlike the DSR-11 which can one shot to the entire body. The damage of the Railgun is unknown, but it can be assumed it does more than 100 damage, as when hitting an enemy in the leg, they will be left with half HP. The Railgun also has a built in 4x zoom optic which serves as a sort of low power rangefinder. It functions more as a sniper rifle than a special weapon.

### Zombies

The Railgun can be obtained in Zombies via a console command, which will give the player the Railgun, an XM8, a RSR-73, and an FNX Lone Wolf. It deals the exact same damage as an upgraded L115, being able to one shot most zombies to the torso or head up until the later rounds, although it’s not as powerful as the RSR-73, but rather serves as a weaker version of it. It should be noted that the Railgun can **ONLY** be obtained in Future maps; if the player is playing on a Modern map, they will only get the XM8 or a different yet predetermined set of weapons in WW2 maps.
Axe

The **Axe** is a melee weapon in BlastGen. It only appears in the Multiplayer and Zombies modes.

## Axe

### Console codename(s)

axe

The Axe is unlocked at Rank 6 and is the second melee weapon unlocked. The Axe deals a total of 100 damage, the same as all other melee weapons. It has a much longer range than the Combat Knife at 5.6 inches but is slightly slower than the Combat Knife, executing a melee attack within 1.92 seconds. Unlike the Combat Knife, the Axe is a two handed melee weapon in contrast to the single handed knife. The Axe also has slightly less mobility than the Combat Knife, but is second only to the Shovel. The Axe can initiate a melee attack if the player as at least 2 inches from their opponent, unlike the Combat Knife which requires players to get very close to them, this trait is shared with the Shovel. Unlike the Katana which is unlocked much later, the Axe is incapable of dismembering enemies and deals extra damage when aiming at certain areas such as the head or chest, which is why most players prefer the Katana once its unlocked, though some players might opt for the Combat Knife instead.

## Zombies

The Axe can be found in the Strongbox but cannot be obtained by any other means. It is an alternative to the Knife and replaces it as the standard melee attack if it is obtained, much like the Shovel. It deals 4000 damage in contrast to the standard knife's 1000, which makes it considerably more effective. It can one hit kill even Armored Zombies until roughly round 41 and remains effective until about round 70, making it one of the most reliable weapons in the game.

### Upgrading the Axe

To upgrade the Axe in the Upgrade Machine, the player must kill 100 Runners with it. Once that task is complete, the player may insert it into the machine. Once upgraded, it becomes the **Guillotine**, dealing an additional 8000 damage, being indefinitely effective and is able to one hit kill any and all zombies. However, for balancing reasons, the Guillotine cannot be used as an offhand melee attack, and when the melee button is pressed, the standard non-upgraded Axe is used instead. The Guillotine is considered one of the most powerful weapons in the Zombies mode due to its ability to one hit kill any zombie even during the high rounds on Castle, which is notorious for tripling the health of zombies every 5 rounds. However, many players frown upon the use of melee weapons and prefer using guns instead,

## Trivia

* Tally marks can be seen on the head.
* As the player gets kills with it in Zombies, the Axe will start to slowly become covered in blood until the entire head of it is covered.
Auto Trigger

**Auto Trigger** is an attachment available for a select few weapons in BlastGen.

## Overview

The Auto Trigger converts the HBK Priest into a full auto weapon, at the cost of severely reducing fire rate and increasing recoil. While this may seem like a good benefit, the HBK Priest suffers inaccuracy at long range due to this. It is better to use the HBK Priest without the Auto Trigger, as even the default semi auto fire rate is faster and has even less recoil.
Training Montage

**Training Montage** (known in the beta as simply Training) is the first mission in BlastGen. It serves as a tutorial for new players and teaches them simple functions such as movement, shooting, and using equipment. It is where the player first controls Miller.

## Characters

* Pvt. Miller (playable)
* Lt. Johnson
* Gen. Browning
* Sgt. Hill (cameo)
Coalition of Specialists

The **Coalition of Specialists** (COS) is a faction in BlastGen: Zero Ops II. They are an allied faction and are frequently seen quarreling with their rivals, the Wolves. The main playable character in Zero Ops II’s Campaign, George Rook, is a member of the COS.

## Background

The Coalition of Specialists are a joint military force consisting of multiple countries’ special forces. As such, they are highly trained and are extremely deadly soldiers who can easily overpower any weak terrorist organization or criminal gang. The only known group who is able to match them in power is the Wolves, and frequently battle each other in various places around the world.
Uzi

The **Uzi** is a submachine gun in BlastGen, it is only usable in Zombies.

## Zombies

The Uzi can found as a wallbuy in the map Prison for 1000 points as well as being found in the Strongbox. It deals an average amount of damage, doing about 70 damage per shot. It has a quick fire rate of 893 RPM, which is above average in its class. However, it has the lowest magazine capacity at a measly 20 rounds, and with its fast rate of fire, it tends to chew through ammo rather quickly. In its non-upgraded state, the Uzi is effective until roughly round 13, to where it becomes a 5-7 shot kill. When upgraded in the Upgrade Machine, it becomes the **Stingray**, with its damage being doubled to 140 and its magazine size increasing to 45 rounds. With the larger magazine, th

e Stingray doesn't burn through ammo as much as the standard Uzi does, making it a versatile weapon. It is effective until round 20, making it one of the more reliable submachine guns.

## Trivia

* The Uzi gains a stock when upgraded, however this doesn't affect the performance of the gun.
* "Made in Israel" can be seen on the side of the weapon.
* "DRAC" can be seen on the iron sights. This is a reference to Blue Dragon Studios.
Jackson

Private **Jackson** is a minor character that appears in BlastGen. He only appears in the mission Prison Break.

## Jackson

### Early life

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

### Incarceration

Jackson and McMillan 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 Jackson and McMillan's cells, Emerson neck snapped the guard while he was opening Jackson's cells. Another guard saw this, but Michael Hicks kills him before he could call backup. Baker then took the key and opened both Jackson and McMillan's cells, while Arnett arms the two with AK-47s. Both Jackson and McMillan's whereabouts after the mission are unknown.
True Moon Event

This event can only be encountered after 3 scourges are killed. This event allows players night vision and gives mobs strength 10. As a reward for surviving this event and killing the boss, you have a chance of getting true moon armor, shields, tools and weaponry. It is highly suggested lunar armor is used due to the very strong mobs. The true moon is a special night that will not end until the true moon boss is killed.
Mert Dilber

## **Hakkında**

9 Senelik Youtube serüveni sürecinde bir çok kanal değiştirdiği için,
pek fazla kitleye ulaşamadı. Ama her yeni kanal değiştirişinde
hakiki takipçiler edindi, her yeni videosunda
kalitesini 2 katına çıkarmayı başardı. Yaklaşık 1 sene önce, seslendirmeye merak sardı.
İlk seslendirme videosu yapacağı zaman, kendi *Miam Akademi* adlı seslendirme ve dublaj ekibini kurdu.
İlk Seslendirme videosunu, orada yayınladı.

## **Ek bilgiler**

*TBA*

***Stüdyo Ekibi***
Mossberg 500A

The **Mossberg 500A** is a shotgun that appears in BlastGen, and only appears in the Campaign and Multiplayer, but only makes a visual appearance in Zombies.

## Campaign

The **Mossberg 500** is a shotgun commonly used by allies. Sometimes, a Mossberg 500 may be found with a Reflex Sight and Foregrip, which is impossible in Multiplayer. It is a powerful weapon, being able to one shot kill most enemies except armored enemies. However, it is never used as a starting weapon, and most USMC soldiers in all levels have plot armor, making the Mossberg 500 harder to find.

## Multiplayer

It is unlocked at Rank 8, and is the second shotgun unlocked. The Mossberg 500A fulfills its role as a well rounded, pump action shotgun. The Mossberg 500A, like all shotguns, fires 8 pellets per shot, with each pellet dealing 45 damage, requiring 4 of the pellets to hit the enemy to secure a kill. It is much more powerful than the Double-Barrel, which is unlocked much earlier, and unlike the latter, the Mossberg 500A has actual iron sights, while the Double-Barrel does not. The Mossberg 500A is a popular shotgun in BlastGen, and is favored more than the other two shotguns.

## Zombies

While not usable in the mode, a Mossberg 500 shotgun with wooden furniture can be seen leaning against a desk in the map Hotel. However, it is unusable, and was presumably replaced by the Remington 870.
Andrei Malikov

Private **Andrei Malikov** (Russian: **Андрей Маликов**) is a minor character in BlastGen. He only appears in the mission Prison Break.

## Andrei Malikov

### Voice Actor

Unknown

At first, nothing much is known about Malikov. However, by viewing his file in the menu after completing the mission Prison Break, he is a 5' 10" male with a weight of 235 lbs. He seemed to have joined the Russian Armed Forces at an unknown time, and was assigned to work at the Moscow Military Penitentiary.

### Prison Break

He was performing his patrol of the cell block until he was stopped by Baker (under the alias of SSgt Smirnov). Baker asked Malikov to escort his group to Jackson and McMillan's cells. However, Malikov instead questions Baker's authority, to which he threatens Malikov. He then takes Baker and his team to their cells. Malikov then questions why Baker wanted to see the 2 soldiers, as they were being executed tomorrow. Emerson told Malikov that they were bringing the soldiers in for interrogation. Confused, he decided to open Jackson's cell. But before he could open Jackson's cell door, Emerson snapped Malikov's neck, killing him instantly. His AK-47 will also drop, which the player can pick up.
Muzzle Brake

The **Muzzle Brake** (erroneously referred to as **Muzzle Break** in certain games) is an attachment in BlastGen.

## Overview

The Muzzle Break reduces recoil and kick by 25% overall, making weapons more controllable at range. It also slightly increases range by 10%, though this range increase is hardly noticeable. Unlike the Suppressor, it *doesn’t* hide the player from the radar, and they will still appear as a red dot when firing their weapon. It only functions as a way to reduce recoil and doesn’t offer any downsides, similarly to the Foregrip. Both the Foregrip and the Muzzle Brake can be equipped on the same weapon at the same time to effectively eliminate all felt recoil on a gun, though this is largely considered overkill.

## Trivia

* Each weapon class with the exception of launchers have a unique Muzzle Brake model, with some weapons such as the RPK and AK-78 having unique models specifically for them.
Browning

Lieutenant General **Browning** is a character in BlastGen. He is the commander of Hill’s three man team which consisted of Hill himself, Miller, and Lone Wolf, and briefs them on almost all of their missions with the exception of Takedown and Charlie Foxtrot. His rank apparently expands onto every other branch of the military, as he is also the commander of Miller’s squad in BlastGen II, who is a US Army Ranger.

## Biography

### Early life

Next to nothing noteworthy is known about Browning’s past, though he was a high regarded soldier in the USMC which earned him the rank of Lieutenant General. He doesn’t actually make any physical appearance in any mission, with the exception of Training Montage and Under Siege. Every mission afterwards, he is heard on the radio speaking to Hill and his team.
Technical

**Technicals** are vehicles that are featured in BlastGen. They appear in the Campaign, Multiplayer, and Zombies modes.

## Campaign

A Technical is used to escape the warehouse in the mission Infiltration. Technicals can also be seen in Desert Recon.

## Multiplayer

A Technical can be seen on the map Courtyard, however it cannot be interacted with in any way.

## Zombies

A totaled Technical can be found outside the gate in one of the secret areas in the map Hotel.
Masterkey

The **Masterkey** is an attachment in BlastGen. It is the eleventh attachment unlocked and the final attachment unlocked for assault rifles.

## Overview

The Masterkey is an underbarrel shotgun that can only be attached to assault rifles. It carries 8 shells at a time and is pump action. It does not come with any reserve ammo unlike the Grenade Launcher, however ammo can be replenished for it by picking up ammo from weapons with Masterkeys attached. It fires 8 pellets per shot, like normal shotguns, with each pellet dealing about 20 damage, meaning 5 pellets must hit to score a one shot kill. It can manage to net one shot kills at up to 20 metres and anything further than that, it will cease to deal any damage. It is a very effective alternative to a shotgun, as it will save the player a perk slot while giving them a underbarrel shotgun.

However, when the Masterkey is attached, the player's Lethal slot will be replaced by it, as the Masterkey must be fired by using the lethal equipment button. This makes the Masterkey a poor option if players like running classes that revolve around explosives. However, players who rush often may find this a useful attachment. The attachment fits well on the M16 as it increases its close range effectiveness since it is a burst weapon that does not compete well in close range. Overall it is a great attachment, though it is often overlooked at times. Nevertheless, it can be an effective weapon in the right situations.

## Campaign

The only instance where the Masterkey is seen is if the player kills Arnett in Epilogue, to which he will drop an UMP-5 with a Reflex Sight and a Masterkey. The Masterkey has infinite reserve ammo, a unique M26 MASS model, and has a different firing sound than in Multiplayer. A unique black ACR with a Masterkey and Suppressor can be obtained via console commands in the mission Infiltration, and again it has infinite reserve ammo but has the same firing sound from Multiplayer.

## Zombies

Although rare, the Masterkey can be a random attachment attached to an assault rifle from the Strongbox or as a random attachment dropped by an Armored Zombie occasionally. It deals a gargantuan 900 damage per shot, which can one shot kill all zombie types until around round 24. When an AR is upgraded with the Masterkey attached, it will double the damage of it, making it deal a mind numbing 1800 damage per shot, where it will remain a one shot kill until round 40, making it a very promising attachment. It always starts with 8 shells, shares ammo with shotguns, and has no damage multipliers.

## Trivia

* The Masterkey is modelled after a traditional KAC Masterkey.
* At some point, LMGs, the UMP-5, and the HK418 were all supposed to be able to equip the Masterkey, but it was scrapped before the game's full release. The Masterkey on LMGs was going to use the AR's model while the two SMGs were going to use the M26 MASS model.
Shovel

The **Shovel** is a melee weapon in BlastGen. It makes a brief appearance in the Campaign and appears as a usable weapon in Multiplayer and Zombies.

## Campaign

A shovel appears stuck into a patch of dirt in a work area in the prison in the level Prison Break. It cannot be picked up or used in any form, though.

## Multiplayer

The Shovel is unlocked at Rank 11 and is the third melee weapon unlocked. The Shovel deals a total of 80 damage, which is weaker than other melee weapons. It melees slightly faster than the Axe, at around 1.8 seconds. It also has a longer range of 5.85 inches, as well as a slightly faster movement speed than the Axe, akin to the Combat Knife and Katana. This combined with its faster attack speed make it a decent alternative to the Axe or even the Combat Knife. It also comes with a unique "heavy" melee attack which can be executed by pressing the aim button. This melee is executed in around 2 seconds which is much slower than the standard melee attack, but it deals double the damage but has less range. This attack encourages users to get much closer to their enemy and to utilize the forward leap strategy often. It is a versatile melee weapon overall but it's overlooked very often.

## Zombies

The Shovel can be found in the Strongbox. It reuses the same model from Multiplayer but the tip is slightly covered in blood, and if the player gets kills, the blade will start to become bloodied as well. It deals around 2000 damage which is half the damage of the Axe. However, it attacks much faster and it has a longer range. Unlike the Axe and Knife, the Shovel has the ability to rip the heads off of zombies using the heavy melee attack, which is an instant kill attack no matter how high the round. This makes the Shovel one of the most reliable melee weapons at the player's disposal. Otherwise, the base melee attack will one hit kill until around round 30, where it will become a 2-3 hit kill.

### Upgrading the Shovel

To upgrade the Shovel in the Upgrade Machine, the player must decapitate 100 Armored Zombies. Once that task is complete, the player may insert it into the machine. Once upgraded, it becomes the **Gravedigger**, dealing 6000 damage per hit with the heavy attack being executed much faster. For balancing purposes, the player cannot use the Gravedigger for offhand melee attacks, and they'll instead use the non upgraded Shovel, similarly to the Guillotine. The Gravedigger is considered one of the second most strongest upgraded melee weapons in the game, alongside the Axe, and is broadly effective on all maps, even Castle. Many players will keep this weapon if they ever get it from the Strongbox as it is a very reliable melee weapon.

## Trivia

* "U.S MILITARY ISSUE" can be seen on the grip of the shovel.
* The heavy melee attack in Zombies is a reference to Call of Duty: WWII's Nazi Zombies mode, in which the player can decapitate zombies with the shovel.
	+ Due to the animation for the heavy attack being vaguely the same, Blue Dragon Studios had to get a license from Activision in order to use the animation
Miller

Corporal **Miller** is a character in BlastGen. He is the protagonist of the original game’s Campaign and is playable throughout the entire game with the exception of the mission of Takedown, where the player plays as Harris instead.

## Biography

### Early life

Nothing is known about Miller’s past prior to joining the Marines. He has a younger brother who serves in the Army Rangers.

### Training and attack

Miller was training at a USMC base before it was attacked by unknown terrorists, prompting Miller and the others to fight back. They succeeded in repelling the attackers.

### First mission

Miller was assigned to Hill’s team which consisted of himself and Lone Wolf. They infiltrated a warehouse thought to house the terrorists and to gather any intel there.
Death City

**Death City** is a Zombies map in BlastGen. It is the sixth Zombies map in the game and is the third DLC map. Chronologically, it is the third Zombies map that is a part of the JTRK storyline, and one of three Modern maps. Initially, it was available via a DLC package, but in BlastGen: Revitalized, it and all other DLC maps were made free.
Zombie Dogs

**Zombie Dogs** are enemies encountered in the Zombies mode of BlastGen. They make their first appearance in the first game and its remastered version, and reappear in BlastGen: Zero Ops II.

## BlastGen & BlastGen: Revitalized

Zombie Dogs only appear on special waves in all maps. They first appear on the fifth round and every five rounds after. The player/s will be alerted to their presence via a growling sound heard nearby. Zombie Dogs will viciously charge at players and attempt to maul them to deal damage. Although they are weaker than regular zombies, they can easily outnumber the player in large groups. They have half the HP of normal zombies, and can easily be 1-2 shot killed by most weapons. Like other zombies, their HP also scales up as rounds go by, though even in the later stages, Zombie Dogs will still be relatively weak, though they will deal higher damage, downing the player in 2-3 hits without Juggernaut Soda much like other zombies. The upgraded Musket on WW2 maps, the Werewolf, does extremely high damage to Zombie Dogs, killing them in one hit regardless of the round. In Wrath of the Ancients, they can found roaming aimlessly in various areas and will target any nearby players.

## BlastGen: Zero Ops II

Zombie Dogs return in Zero Ops II as **Hounds**. Unlike in BlastGen, Hounds do not appear on special rounds and will start regularly appearing alongside normal zombies at round 6. Again, they are relatively weak, though to compensate, they are very fast, and can run even while other zombies are still at walking speed. Now Hounds possess a unique attack that involves knocking the player down and attempting to rip their neck open. In order to prevent this, the player must repeatedly press the action button in order to resist the attack. They will then execute the Hound with two shots from their pistol to the head or stab a knife directly into its skull, killing it instantly, allowing the player to get back up. When this sort of attack happens, instead of being downed, the player will be instantly killed, making Hounds extremely dangerous in this manner. Unlike other zombies, their HP does not scale up on higher rounds, but their speed will gradually increase and will reach maximum speed at round 18 and at that point they will start ruthlessly charging at the players until they die.

## Trivia

### BlastGen

* All Zombie Dogs in BlastGen shared the same generic model. This was changed in BlastGen: Revitalized to reflect multiple different versions of the Zombie Dogs, though they still act the same.
* Rarely, if a player kills a Zombie Dog while they are charging at a player, instead of falling over and dying, they will get stuck in their charging animation and freeze, but it will still count as a kill, and they will eventually despawn. This was fixed in BlastGen: Revitalized.

### BlastGen: Zero Ops II

* The pistol used to execute the Hound is always a Colt M1911, regardless if they have it still or not.
	+ Strangely, if the player has the Colt M1911 out prior to being knocked down, they will just pull out another one and execute the Hound with it.
Reflex Sight

The **Reflex Sight** is an attachment that appears in BlastGen. It is the first attachment the player can unlock.

## Overview

It is a precision optic with a red dot reticle. It has no zoom, and thus has the same zoom as iron sights. It is fairly easy to unlock, requiring the player to get 30 kills with the desired weapon. It is a good optic for new players, as it offers much more precision than the standard iron sights. Sniper rifles cannot have a Reflex Sight attached, as well as the Double-Barrel and Mossberg 500A shotguns.

The Reflex Sight can also be used to unlock the Digital Camouflage, which the player needs to get 25 kills while ADS. Optics do not affect the challenge, meaning it can be completed with an optic attachment or without.

## Campaign

It is attached onto the M4A1 in the mission Camp Texas, and is a common attachment for most weapons in the Campaign, such as the MAC-12 and AK-47. The attachment also appears on Baker's M16A3, and is a common attachment for the M249 SAW and the MG12. Strangely, the L115 in Desert Recon has a Reflex Sight attached, despite not being possible under normal circumstances. Strange enough, it has the zoom an ACOG Sight, this also applies to the M4A1 used in Camp Texas.

## Zombies

It is attached to the upgraded Beretta, Saiga 12k, and Priest. It has the same properties as the multiplayer variant, with the added ability of reducing recoil, similarly to the Foregrip. Unlike in the Campaign and Multiplayer, the dot is green instead of red, while on the Priest the reticle is a plus sign.

## Trivia

* Despite being attached onto the M4A1 in Camp Texas, it isn't listed as an attachment.
UMP-5

The **UMP-5** is a submachine gun in BlastGen that appears in all modes.

The UMP-5 is a rare weapon that is only used by the player's allies, neither the Czech Militia or Prison Guards will use this weapon. The UMP-5 is hard to come across, and can only be picked up from dead allies who were using it. However, if the player manages to obtain it, the UMP-5 is extremely powerful, killing most enemies in one headshot. However, it only has a 25 round magazine, and its fast fire rate chews through ammo very rapidly, so it is recommended to fire in bursts.

## Multiplayer

The UMP-5 is unlocked at Rank 11, and is the second submachine gun unlocked. In terms of damage, the UMP-45 deals 35 damage, the same as the KSR-24, requiring 3 shots to kill an enemy. However, it has a much faster rate of fire, capping at 712 RPM, which is faster than the KSR-24 and HK418, but still lower than the MAC-12. It has a 30 round magazine, which is average for the submachine gun class. It is interesting to note that despite its high rate of fire, hipfire accuracy is still very high.

## Zombies

The UMP-5 appears in the Zombies mode, however it is instead referred to as the **UMP45**. It can be found in the Strongbox for 950 points in all maps. The UMP45 is a weak weapon, requiring 2 headshots to kill one zombie, or 3 body shots. However, it has a fast rate of fire to compensate for this. Its hipfire accuracy is very high for a submachine gun, making aiming down the sights almost completely unnecessary. When upgraded in the Upgrade Machine, it becomes the **Scorpion Sting**, with a large increase to damage, gains a Reflex Sight, a larger magazine, and a Foregrip.
Phantom Company

**Phantom Company** is a faction in BlastGen II. They are, at some point, considered allies to the Rangers until their intentions were revealed and quickly became an antagonist.

## Background

Phantom Company is a heavily armed private military company that operate under the orders of an unknown corporate. They are heavily trained and proficient in various tactics, most notably in urban combat, which they are extremely dangerous to face as they know urban areas extremely well and can use this to their advantage, frequently ambushing their foes. However, despite being smarter than the Spetsnaz, Phantom Company operatives on lower difficulties are *very* unintelligent, frequently spraying automatic weapons at the player and missing the majority of their shots, taking out a grenade but forget to throw it, and try to shoot shotguns at the player from longer ranges to the point the shotgun deals little to no damage. However, on higher difficulties, Phantom Company is a formidable force, with almost laser accuracy and are extremely aggressive, frequently denying areas via suppressive fire.
Stoner 63

The **Stoner 63** is a light machine gun in BlastGen and BlastGen: Revitalized. It appears in all modes.

## Campaign

The Stoner 63 is an uncommon weapon in the campaign, being used by the Elite PMCs and rarely by the Hell's Redeemers. Most notably, the Stoner 63 is used by Dagger, a mini-boss.

## Multiplayer

The Stoner 63 is the third light machine gun unlocked. Overall, the Stoner 63 is a unique light machine gun, being the only one capable of firing 3 round bursts. As such, it sports a higher damage output compared to other weapons bar the HBK Priest. The Stoner 63 deals about 35 damage per bullet, or 105 damage total if all bullets in a burst connect, resulting in a one-burst kill. At longer ranges, the Stoner 63 will do about 25 damage, resulting in a 2 burst kill or a one-burst kill if the entire burst hits the head. This damage profile is good and allows the Stoner 63 to beam enemies at any range. The Stoner 63 has an above-average fire rate, firing at 800 RPM within the burst, though it has a strict firecap of 600 RPM, which translates to about 2-3 bursts per minute. The biggest weakness of the Stoner 63 is its small ammo capacity, at just a measly 36 rounds. However, what the Stoner 63 lacks in capacity more than makes up for it with its fast reload speed, on par with the RPK. This makes the Stoner 63 a more forgiving weapon to use.

The Stoner 63 has the standard attachments available. Optics are of great use to the Stoner 63 if the player dislikes the bulky iron sights. The ACOG Sight is a powerful attachment for the Stoner 63, as it turns it into a pseudo marksman rifle, though it adds minor idle sway onto the Stoner 63 and it increases the ADS time from 1.66 milliseconds to 1.88 milliseconds. The Suppressor is an interesting choice for the Stoner 63. While it does cut down on the 1 burst kill range, it offers stealth benefits for the player, considering the lower 1 burst kill is hard to notice, the Suppressor could be a good fit. Extended Mags is an invaluable attachment on the Stoner 63, as it increases its magazine capacity to a large 54 rounds, which allows a gargantuan 18 bursts to be fired before needing to reload, making it a good attachment to use for giving suppressive fire to a condensed area. The Stoner 63 is a good weapon, even without attachments, and is the most commonly used LMG in multiplayer due to having many strengths and little to no weaknesses.
Luger

The **Luger** is a pistol in BlastGen. It appears in BlastGen's Zombies mode as a starting weapon and was cut from BlastGen II.

## BlastGen

### Zombies

The Luger appears as the default starting pistol in Haus Der Untoten, and cannot be traded out for the other available starting pistols, as they will automatically be switched to the Luger. It performs similarly to the Colt M1911, even sharing the same magazine capacity. However, like the Colt M1911, it is extremely weak, even on lower rounds, requiring 4-5 shots to kill a zombie, even on earlier rounds, though headshots can reduce this by one bullet. To compensate for this, it can fire at a maximum of 800 RPM before the firecap sets in, making it the fastest firing gun in the map, though this can quickly empty the magazine if one isn't careful, but it reloads quite fast, nevertheless. Should the player hang onto the Luger long enough to upgrade it, it becomes the **Bonnie & Clyde**, becoming dual wield and now fires grenades, though this can cause splash damage to the player if they fire too close to themselves. However, the magazine size is significantly lowered to just 4 rounds per gun, or 8 rounds total, "increasing" the magazine size by just *one* round. In order to use the Bonnie & Clyde effectively, one must take into account the splash damage afflicted on the player and the limited amount of ammo. They should only be used as a last resort or if the player runs out of ammo for their primary weapon and prolonged use will deplete the player's ammo significantly. The Bonnie & Clyde can be used while downed as well, allowing the player to provide powerful covering fire for other players attempting to revive them. Despite its powerful upgraded version, many players tend to replace the Luger immediately as rounds progress, largely due to the low damage it deals.

## BlastGen II

The Luger was meant to be in BlastGen II, but was scrapped. It reuses the textures of the Luger in BlastGen.

## Trivia

* The Luger's upgraded names reference Bonnie and Clyde, two infamous bank robbers from the Depression era. However, neither of the two used this weapon, making the use of this name questionable.
* It shares the exact same sound effect as the FN 5.7.
Knife

The **Knife** is the main weapon used for melee attacks. When the player presses the melee button, they will slash with their knife. Unlike standalone melee weapons, the Knife is permanently affixed to a player's loadout which allows the player to use the Knife any time they want to. The only instance when the Knife is not used is in the Campaign, where the player instead uses pistol whips and bash attacks with the weapon's butt stock which stun enemies. The Knife can also be used to reload cancel. The Knife cannot be used while the player is sprinting as it will stop the player right in their tracks. The Knife always deals a fixed amount of damage: 150, and does not have any multipliers as it is a melee weapon. The Knife can used while jumping as well, the player can also leap and lunge forward and melee, which is a common strategy to cover distance.

## Zombies

The Knife is the standard melee attack in Zombies. The Knife is used whenever the melee button is used, to which it executes a quick slash that can one hit kill most zombies. It deals 1000 damage, which is acceptable damage for an offhand melee. Alternatively, the Knife can be replaced with the Axe or Shovel, respectively, both deal more damage than the Knife, but their melee attacks are executed slightly slower. The Knife cannot be upgraded in the Upgrade Machine though it can be "upgraded" to deal double damage and quadruple damage, respectively, by finding geodes that are located around the map. If the player finds 4 geodes, the damage will be doubled, and if they manage to find a fifth or sixth, it will be quadrupled. Once the player finds their first geode, their Knife will start to shine slightly when they melee. Overall, the Knife is a good weapon to farm points, though it isn't all reliable.

## Trivia

* In Multiplayer, the Knife will take on several different appearances depending on the faction.
	+ The USMC will use the Ka-Bar model
	+ The SAS will use the F-S model
	+ The Russian Armed Forces will use the Karatel model
	+ The Czech Militia use a bowie knife model.
* In Zombies, the players will use a different knife model depending on their character.
	+ Donovan Miller and Elias Schneider will use the bowie knife model
	+ Oscar Thomas will use the F-S model
	+ Daniel Halvik will use a Ka-Bar knife model but with a dark gray blade and black grip.
FIM-92 Stinger

The **FIM-92 Stinger** is a launcher in BlastGen that appears in the Campaign and Multiplayer modes. It is a lock on rocket launcher that is capable of destroying aircraft and ground vehicles.

## FIM-92 Stinger

### Weapon Class

Rocket Launcher

It is only used in the mission Desert Recon where its primary use is to destroy a lookout tower. Unlike in multiplayer, the Stinger does not lock on, and it is the only obtainable launcher in the game. If it is kept, the Stinger is a very good anti-personnel weapon, as it can kill dozens of enemies with a single rocket. However, one must beware close quarters combat, as a rocket fired in close range will kill the player instantly.

## Multiplayer

It is unlocked at Level 12, and is the second launcher unlocked. It can be free fired, and can also lock onto aircraft. Due to its dual nature, it is the most popular launcher in the game, though other players will opt for the RPG, as it deals much more damage to players than the Stinger. Because it is a launcher, it cannot accept attachments, though it does have a integrated scope, which is used to guide the rocket.

## Trivia

* The player can obtain the Stinger in other missions via console commands. However, one must be careful while using it, as the blast radius may kill teammates, which will result in a mission failure.
* The Stinger's rocket in third person is actually a grey RPG rocket. However in first person, it uses the proper Stinger missile model.
Suppressor

The **Suppressor** is an attachment in BlastGen. It is only used in the Campaign, and it was scrapped from Multiplayer.

## Campaign

The main use of suppressors in the campaign is to maintain stealth and to not alert any enemies. The attachment is mainly seen on the M4A1 in its SOPMOD variant, which is Michael Hicks's starting weapons in almost all missions. However, the suppressor is only used in the mission Infiltration. It is also used briefly during the mission Final Fight in the first breaching and second breaching sequences until a certain is point is reached, in which Thomas and the rest of the team will detach their suppressors, and then order the player to do the same.

If the player picks up any unsuppressed weapons during stealth sequences, Baker and Thomas will warn the player of the action as using unsuppressed weapons will cause them to blow their cover. However, if the player has all unsuppressed weapons after the second breach, Smith will comment "Looks like he's already to go loud, sir."

## Multiplayer

Suppressors were cut from Multiplayer for unknown reasons. However, the unlock challenge still remains: kill 100 enemies while ADS with the ACOG Sight. This suggests that the Suppressor was meant to be the seventh attachment in the game. It can be obtained in Multiplayer via console commands where it serves the same use as in the Campaign, muffling the weapon's sound and as an added perk, preventing the player from appearing on the radar from firing their weapon. It can be attached to all weapons except for launchers.

## Trivia

* The player can also detach their suppressor using the same button in the mission Infiltration. However, if the player does this, Baker will say "Silencer on Hicks, we're not finished here." or "Are you trying to blow our cover Hicks?".
RPG-7

The **RPG** is a rocket launcher in BlastGen. It appears in all modes.

The **RPG-7** is always in the hands of the Czech Militia as their main launcher alongside the GP-25. However, enemies carrying the RPG are usually in hard to reach spots, but the RPG-7 never drops, so it is unavailable to the player. One must avoid a RPG's missile or else they will be shellshocked if their caught in the explosion's radius, forcing the player onto the ground for roughly 5 seconds, forcing the player to use their pistol until they get back up. A direct hit from a RPG will instantly kill the player.

## Multiplayer

The RPG is unlocked at Rank 8 and is the first rocket launcher unlocked. It is a free fire only launcher that fires unguided rockets. It deals roughly 100 damage if a rocket directly hits an enemy and 90 damage if their caught in the explosion radius. The RPG cannot be hipfired as attempting to do so will bring the iron sights up to fire it. As the RPG is a free fire launcher without a guiding system, it is horrible at taking down aircraft. It also has a maximum range of 120 meters and if the rocket travels further than that, the rocket will fly off course and self destruct. It is bested by the Stinger and Javelin in terms of anti aircraft purposes and in some cases the LGR-45 for anti personnel. It is one of the most common launcher in BlastGen, alongside the Javelin.

## Zombies

The **RPG-7** appears only in the Strongbox and is the only handheld launcher in the game. It deals a massive amount of direct impact damage, dealing 3000 damage. It will kill a zombie with one rocket until about round 40, where it will take 2 or 3. It is extremely effective in killing off hordes of zombies, with a single explosion being enough to take 5 to 6 zombies with it. When upgraded in the Upgrade Machine, it becomes the **RPG-14E**, with an increased capacity of 4 rockets which are all reloaded at once, and has its damage increased to 6000. The RPG-14E is effective until round 60 or higher. It is one of the most powerful guns in the Zombies mode.

## Trivia

* If the player uses noclip and looks closely at the RPGs in the Campaign, one can notice that the RPGs held by militiamen have a targeting optic on it. The Multiplayer and Zombies variants do not have this optic.
* When applied with camouflage, only the wooden furniture is covered with the camo, with the metal parts and the warhead not being covered.
DR87

The **DR87** is an assault rifle in BlastGen. It first appears in BlastGen II, then reappears in BlastGen: Zero Ops II as a DLC weapon.

## BlastGen II

### Multiplayer

The DR87 is unlocked by winning 10 Ranked Battle Royale matches. Once this is done, then the DR87 is unlocked for use. Damage wise, it has the highest in the assault rifle category, dealing 85 damage per shot, which means a 2 shot kill across the whole body with the exception of the leg and foot regions, and secures a one shot kill to the head. This damage profile makes it on par with the AK-78, a similar high power automatic rifle. The most unique thing about the DR87 is its integrated attachments. Its built in 3x zoom optic allows it to engage enemies at much further ranges than other assault rifles can. While other assault rifles would need an optic to engage at such a range, the DR87 already comes with one, saving the player an attachment slot, though it can be replaced by different optics. It also has a built in energy grenade launcher that allows the player to lay waste to enemies in tight groups and destroy equipment, However, the grenade launcher doesn’t carry much ammo, with only one grenade loaded and two in reserve, and the grenades don’t have a safe arming distance, so if the player fires too close to themselves, they’ll be killed by the explosion, making the Blast Shield perk almost completely necessary to use.

Another major selling point of the DR87 is its seemingly infinite range, as the laser projectiles fired by the DR87 are not hitscan and can hit enemies at extreme ranges with no damage falloff whatsoever. However, as a downside, the DR87 cannot shoot through surfaces at all, though this shouldn’t be a hindrance to most. The recoil on the DR87 is average, kicking back a little bit and having equal amounts of vertical and horizontal recoil. A major downside of the DR87 is its slow fire rate of 500 RPM, which is the slowest in its class and makes the DR87 virtually useless in close quarters, as they will be trumped by players using weapons with faster fire rates. This significantly hinders its effectiveness and makes its TTK rather slow. It also has a small magazine size of just 20 rounds, though due to the slow fire rate, the DR87 doesn’t expend much ammo.

The DR87 has standard assault rifle attachments available for use. Optics are entirely situational, as if the player dislikes the 3x zoom optic, they can trade it out for a lower zoom optic. The Foregrip and Angled Grip are both very high risk high reward type attachments, as while they do reduce the recoil, it removes the grenade launcher, the main standout feature of the DR87. If the player is willing to give up the grenade launcher, then both attachments will be a perfect choice.
Dagger

**Dagger** is the codename of a minor enemy faced in the Campaign in BlastGen and its remastered version.

## Overview

Dagger is encountered in the mission Final Assault as a mini boss faced towards the end of the mission, unlike Saturn who is faced much earlier. Dagger is a heavily armored Heavy Soldier armed with a Stoner 63. In the mission, Dagger is seen in the hallway that leads to the control room. He tosses a Sonic Grenade at the player and his team, knocking them back. Forced to fight him, the player and his team ward him off until he is eventually defeated, allowing the player to input the deactivation code for the nuke.

## Personality

Dagger is a cocky and rude person, frequently throwing insults at the player’s team, calling them weak and worthless. However, he is shown to be cowardly, as he deploys a Bullet Shield prior to the fight and hides behind the shield when he is being shot at. Judging from his refusal to let the player’s team get to the control room, he seems to take his job very seriously.

## Trivia

* Uniquely, if the player gets close to Dagger, he will pull out a HKS Hijacker and shoot the player with it. If the player manages to kill him while it is in his hands, the player can pick it up.
Sniper Scope

The **Sniper Scope** is an attachment in BlastGen. It is the seventh attachment unlocked and a default attachment for sniper rifles.

## Overview

It is a 4x zoom optic (8x zoom for sniper rifles) and is suited for longer range engagements. It is only available to assault rifles and light machine guns. On most weapons they will gain a little bit of sway while aiming with the Sniper Scope, except the M249 SAW and ACR. It does not increase recoil despite what players think, and it increases accuracy significantly. Many players think the Sniper Scope increases hip fire accuracy, however this is false as it does not offer such benefits. It is most often seen attached to the Priest because of its semi automatic nature. It is attached by default on sniper rifles, but can be switched out for an ACOG Sight. Many players prefer to use the Reflex Sight for some assault rifles though the Sniper Scope is still an uncommon sight.

## Trivia

* Some scratches can be seen on the lens cap.
* The Priest gains an integrated scope instead of an attached scope.