User:SkyrunnerM35

Introduction
Hi! I'm SkyrunnerM35, but you can call me SKM35 for short. (No one ever uses that though =D) I play lots of SAS 4, and I'm over Day 100 in Daily Rewards in my primary save, a level 48 Heavy. The usual way for me to solve zombie problems is to "spam a [RED] Striker in its face."- My quote. If you want to find me on NK, my NK username is awesome snake. (I share the account with a friend and he got to choose the username. He does bloons, I do zombies.) Once you read my page, tell me what you think about the stuff in my talk page. In case you haven't read my reviews and/ or my comments, my absolute favorite weapon is the RIA 20 Striker. Also, after reading my page, try and find a user who has more links on his user page than me. =D

My Former IP
Here's my former IP before I created this account. If I forget to log in on my computer, (very unlikely since I has "Stay Logged In" enabled) this IP is where my contributions SHOULD go to: 99.65.178.12. You'll also see my oldest edits to this wiki.

People on this Wiki that I'm Following on NK
Tell me your username in the talk page and I'll try to follow you. In case you didn't read the introduction, my NK username is awesome snake. Some of you guys I found through careful observations. For example. Erendian posted a picture in one of the comments and I saw his NK username in the upper left-hand corner.
 * Bryan Kwok (Friends)
 * Forgotten Madness (Friends)
 * Erendian

My Favorite Pages

 * RIA 20 Striker
 * CM 505
 * Mixmaster
 * Ronson 45
 * SAS 4 Gun Reviews

My Favorite Classes (In order)
1. Heavy (Good skills and high health. Die Another Day allows for a life-saving near invincibility boost. Actually has no speed penalty compared to the other classes and a Heavy with a speed build is better than an Assault with the same build. If you play any shooter, (TF2 anyone?) you'll know that the Heavy is not for just standing there and being invincible while everything that hits you doesn't damage you. Heck, the Heavy isn't invincible at all! In TF2, 3 or 4 Soldier rockets can destroy the Heavy, while in SAS 4, the Heavy doesn't have 10X the health of the other classes. The Heavy just has a bit more health so speed is still vital. However, the extra health can prove life-saving.)

2. Medic (Healing capabilities and Antidote is epic.)

3. Assault (I prefer something more special and unique than a standard-issue soldier. Also, I think NK ran out of ideas for the skills.)

My Current Build
SIDEARM: Ronson 45 normal, Deadly 10, Capacity 10, Race Modded 10.

PRIMARY 1: RIA 20 Striker [RED], Deadly 7, Pinpoint 7, Capacity 7.

PRIMARY 2: CM 505 normal, Skeletonized 10, Piercing 10, Capacity 10.

HELMET: Trooper Helmet [RED], Fortified 10, Resuscitating 10.

CHESTPLATE: Rubicon Power Assist [RED], Fortified 8, CQC Enhanced 8.

GLOVES: HVM Kevlar Gloves [RED], Fortified 10, Nimble 10.

PANTS: Trooper Pants [RED], Fortified 10, Machine Assisted 10.

BOOTS: HVM Combat Boots [RED], Fortified 10, Machine Assisted 10.

SKILLS:

Fast Reload 3 | Fast Movement 4 | Toughness 3 || Hold the Line 0 | Heavy Gear 1

Recovery Time 6 | Health Regen 8 | Pay Grade 2 || Tough Body 0 | Die Another Day 1

Body Armor Expert 2 | Energy Boost 0 | Energy Regen 0 || Brute Strength 2 | Concussion 3

Field Supplies 7 | Grenade Damage 0 | Critical Shot 0 || Aerial Bombardment 6

My Ultimate Builds
-Please note that if the skills for a save don't total to 100, it's a work in progress. The exception would be for the "I suck" build.-

Heavy (Primary save)
NAME: Michael

The "I suck" build
SIDEARM: N/A

PRIMARY 1: Z-5 Heavy

PRIMARY 2: N/A

HELMET: N/A

CHESTPLATE: N/A

GLOVES: N/A

PANTS: N/A

BOOTS: N/A

SKILLS: This skill build revolves around being derp.

Fast Reload 0 | Fast Movement 0 | Toughness 0 || Hold the Line 0 | Heavy Gear 0

Recovery Time 0 | Health Regen 0 | Pay Grade 0 || Tough Body 0 | Die Another Day 0

Body Armor Expert 0 | Energy Boost 0 | Energy Regen 0 || Brute Strength 0 | Concussion 0

Field Supplies 0 | Grenade Damage 0 | Critical Shot 0 || Aerial Bombardment 0

The Actual Build I Plan on Using
SIDEARM: Ronson 45 normal (I like infinite ammunition), Deadly 10, Capacity 10, Race Modded 10.

PRIMARY 1: RIA 20 Striker [RED], Deadly 10, Tenacious 10, Capacity 10.

PRIMARY 2: CM 505 [RED], Deadly 10, Overclocked 10, Capacity 10.

HELMET: Graphene Combat Hood [RED], Fortified 10, Resuscitating 10.

CHESTPLATE: Rubicon Power Assist [RED], Fortified 10, CQC Enhanced 10.

GLOVES: Titan IDS 01s [RED], Fortified 10, Nimble 10.

PANTS: Titan MEM Trooper [RED], Fortified 10, Machine Assisted 10.

BOOTS: Titan MEM Sprints [RED], Fortified 10, Machine Assisted 10.

SKILLS: While it would be great if you could max out every skill, you need to be level 475 to do that and the max level is 100 so yeah. This skill build is based around balance, with more points on important stuff. I won 50 NK Coins in the Wheel of Fate so I respeced my skills and removed Hold the Line.

Fast Reload 6 | Fast Movement 6 | Toughness 4 || Hold the Line 0 | Heavy Gear 6

Recovery Time 6 | Health Regen 20 | Pay Grade 2 || Tough Body 0 | Die Another Day 1

Body Armor Expert 3 | Energy Boost 0 | Energy Regen 6 || Brute Strength 9 | Concussion 9

Field Supplies 7 | Grenade Damage 0 | Critical Shot 0 || Aerial Bombardment 15

Assault: Offensive Build (Secondary save #1)
NAME: Tom

SIDEARM: CM 205 normal, Deadly 10, Overclocked 10, Capacity 10.

PRIMARY 1: Hornet [RED], Deadly 10, Overclocked 10, Capacity 10.

PRIMARY 2: RIA 30 Strikeforce [RED], Deadly 10, Tenacious 10, Overclocked 10.

HELMET: Titan IRN HUD [RED], Fortified 10, Smart Target 10.

CHESTPLATE: Rubicon Power Assist [RED], Hazchem 10, Resuscitating 10.

GLOVES: Titan IDS 01s [RED], Heat Resistant 10, Nimble 10.

PANTS: Shotlite Hummingbird P1 [RED], Hazchem 10, Machine Assisted 10.

BOOTS: Titan MEM Sprints [RED], Fortified 10, Machine Assisted 10.

SKILLS:

Fast Reload 0 | Fast Movement 0 | Toughness 0 || Adrenaline 0 | Deadly Force 0

Recovery Time 0 | Health Regen 10 | Pay Grade 0 || Close Quarters Combat 0 | Gun Mod Expert 0

Body Armor Expert 0 | Energy Boost 0 | Energy Regen 0 || Stim Shot 0 | Killing Spree 0

Field Supplies 7 | Grenade Damage 0 | Critical Shot 0 || Assault Team 0

Medic (Secondary save #2)
NAME: Gavin

SIDEARM: Trailblazer [RED], Deadly 10, Piercing 10, Capacity 10.

PRIMARY 1: RIA T7 [RED], Deadly 10, Tenacious 10, Capacity 10.

PRIMARY 2: HVM MPG [RED], Deadly 10, Enlarged 10, Race Modded 10.

HELMET: Graphene Combat Hood [RED], Smart Target 10, Resuscitating 10.

CHESTPLATE: Graphene Body Suit Top [RED], Fortified 10, CQC Enhanced 10.

GLOVES: Graphene Gloves [RED], Tissue Repair 10, Nimble 10.

PANTS: Graphene Body Suit Bottom [RED], Energised 10, Machine Assisted 10.

BOOTS: Graphene Boots [RED], Revitalising 10, Machine Assisted 10.

SKILLS: This skill build is based on keeping allies going, even if I die, while also providing some utility into the battlefield.

Fast Reload 2 | Fast Movement 2 | Toughness 0 || Medkit 25 | Protective Aura 3

Recovery Time 5 | Health Regen 4 | Pay Grade 0 || Revive 9 | Biocleanse Bomb 0

Body Armor Expert 0 | Energy Boost 2 | Energy Regen 8 || Bad Blood 4 | Final Farewell 4

Field Supplies 7 | Grenade Damage 0 | Critical Shot 0 || Zombie Antidote 25

Assault: Sniper Build (Secondary save #3)
NAME: Spencer (Well, is going to be named Spencer when I reach level 60 on my Heavy)

SIDEARM: Mustang normal, Deadly 10, Adaptive 10, Race Modded 10.

PRIMARY 1: HIKS S300 [RED], Deadly 10, Tenacious 10, Capacity 10.

PRIMARY 2: Hornet [RED], Deadly 10, Overclocked 10, Capacity 10.

HELMET: Shotlite Hummingbird H1 [RED], Smart Target 10, Resuscitating 10.

CHESTPLATE: Rubicon Power Assist [RED], Fortified 10, Resuscitating 10.

GLOVES: Shotlite Hummingbird G1s [RED], Fortified 10, Nimble 10.

PANTS: Shotlite Hummingbird P1 [RED], Fortified 10, Machine Assisted 10.

BOOTS: Titan MEM Sprints [RED], Fortified 10, Machine Assisted 10.

SKILLS:

Fast Reload 0 | Fast Movement 0 | Toughness 0 || Adrenaline 0 | Deadly Force 0

Recovery Time 0 | Health Regen 10 | Pay Grade 0 || Close Quarters Combat 0 | Gun Mod Expert 0

Body Armor Expert 0 | Energy Boost 0 | Energy Regen 0 || Stim Shot 0 | Killing Spree 0

Field Supplies 7 | Grenade Damage 0 | Critical Shot 0 || Assault Team 0

Overall
1. RIA 20 Striker (DAT LITERAL FIREPOWER! Seriously though, this is THE finest gun to have ever been crafted. It's what you call a "jack of all trades, but master of none." That means it's well above average in every use, [trash mobs, crowd control, HSTD] but not the best in any one. However, this does make the Striker the best overall, as other weapons that ARE the best in each category, but suck in others. [Pistols are great for trash mobs, but unless you have a Deadly 10 Ronson 45, it sucks for crowds and HSTD. Shotguns and LMGs are great for crowd control, but generally suck at HSTD and it's a waste of fletchettes if they don't HIT anything. The HIKS S300 is THE best at HSTD, but sucks for crowds and it's generally not worth spending one of its expensive bullets on a trash mob.] So the Striker is not the best deal for trash mobs, it's not the most effective at crowds, and it doesn't have the highest DPS, but nevertheless, it's well above average in each category, making it the best in the game.)

2. CM 505 (Excellent DPS and epic clip size.)

3. Ronson 45 (DAT FIREPOWER!)

4. Hornet (Like a Sub-Light COM2 but is lighter and therefore better.)

5. Sub-Light COM2 (DAT NON-LITERAL FIREPOWER!)

6. Mixmaster (CM 505 combined with CM 451 Starburst. Epic.)

7. RIA 30 Strikeforce (Thermal shotgun. [RED] version + Deadly 10 deals 640 damage... PER FLETCHETTE.)

8. RIA T7 (Mini-Striker. Epic.)

9. CM Gigavolt (Shock effect allows you to hit several zombies at once.)

10. Trailblazer (Mini-Gigavolt. What's not to like?)

Pistols
1. Ronson 45 (DAT FIREPOWER!)

2. Trailblazer (Mini-Gigavolt. What's not to like?)

3. Mustang (Mini-shotgun. What's not to like?)

4. CM 205 (Mini-SMG. What's not to like?)

5. Sabre (RIA 313 MK II. Increased damage, fast reload, decent clip, and infinite ammunition.)

Assault Rifles
1. RIA 20 Striker (DAT LITERAL FIREPOWER! Seriously though, this is THE finest gun to have ever been crafted. It's what you call a "jack of all trades, but master of none." That means it's well above average in every use, [trash mobs, crowd control, HSTD] but not the best in any one. However, this does make the Striker the best overall, as other weapons that ARE the best in each category, but suck in others. [Pistols are great for trash mobs, but unless you have a Deadly 10 Ronson 45, it sucks for crowds and HSTD. Shotguns and LMGs are great for crowd control, but generally suck at HSTD and it's a waste of fletchettes if they don't HIT anything. The HIKS S300 is THE best at HSTD, but sucks for crowds and it's generally not worth spending one of its expensive bullets on a trash mob.] So the Striker is not the best deal for trash mobs, it's not the most effective at crowds, and it doesn't have the highest DPS, but nevertheless, it's well above average in each category, making it the best in the game.)

2. Sub-Light COM2 (DAT NON-LITERAL FIREPOWER!)

3. Mixmaster (CM 505 combined with CM 451 Starburst. Epic.)

4. CM Gigavolt (Shock effect allows you to hit several zombies at once.)

5. Raptor (Unique 3-round burst and excellent firepower.)

Shotguns
1. RIA 30 Strikeforce (Thermal shotgun. [RED] version + Deadly 10 deals 640 damage... PER FLETCHETTE.)

2. 1887 Shockfield (10 fletchettes, fast reload, and good damage per fletchette.)

3. Stripper (Full-auto shotgun. Large clip size for a shotgun and acid damage is epic.)

4. HVM 004 (One of the few HVM weapons that's good.)

5. There's only 4 shotguns so yeah.

Sniper Rifles
1. HIKS S300 (DAT LITERAL FIREPOWER!)

2. Hornet (Like a Sub-Light COM2 but is lighter and therefore better.)

3. RIA 50 (I didn't have a choice here. RIA 50 sucks.)

4. There's only 3 sniper rifles so yeah.

5. Read the above sentence.

SMGs
1. RIA T7 (Mini-Striker. Epic.)

2. CM 351 Sunflare (Powerful SMG with a large clip size. [RED] version is better than [RED] Starburst.)

3. Ronson 55 (I don't like this, but I have no choice so yeah. High ROF and 2 pierce are nice though.)

4. CM 307 (Again, not much choice, but is still pretty good.)

5. RIA 7 (Running out of SMGs. It's either this, the HVM 002, or the Phantom. This is obviously the best out of the three.)

LMGs
1. CM 505 (Excellent DPS and epic clip size.)

2. Supermarine (Also epic but 505 wins by a hair.)

3. Ronson LBM (I don't like this, but I have no choice.)

4. HVM 008 (Running out of LMGs here!)

5. Z-5 Heavy (Don't judge me. This is the only LMG left.)

Rocket Launchers
1. T-102 Jagdfaust (Energy rocket launcher balanced between Feldhaubitz and Gebirgskanone. Epic.)

2. HVM MPG (Well-balanced. Very powerful, which is surprising for an HVM weapon.)

3. Gebirgskanone (Machine Gun + Rocket Launcher = Epic. Fun to spam, but not that effective.)

4. T-101 Feldhaubitz (Good for crowds, but sucks otherwise. I ran out of rocket launchers OK?)

5. There's only 4 rocket launchers so yeah.

Flamethrowers
1. Ronson WP Flamethrower (Didn't have a choice. Unique but sucks.)

2. There's only 1 flamethrower so yeah.

3. Read the sentence above.

4. Read Sentence #2.

5. Read Sentence #2.

Turrets
1. Ronson MK V Flame Turret (Incredible DPS, but uses ammunition too quickly. Still great for Devastator.)

2. CM Supernova (A slightly weaker MK V with longer range and larger clip.)

3. CM Zeus Exclusion Zone (4 guns makes this great for Onslaught and Last Stand.)

4. Teknoboom Flugkörper (MOAB Mauler design and powerful homing missiles makes this turret epic.)

5. HVM Heavy Machine Gun Sentry (Yes, I know that this is the basic turret, but it's still very good.)

Grenades
1. M48 UHE/ M45 Frag Grenade (Standard grenade, but is still powerful.)

2. Cryogenic Grenade (Less damage, but overcomes Chitinous Hide zombies and also freezes them.)

3. There's only 2 grenades so yeah.

4. Read the sentence above.

5. Read Sentence #3.

My Least Favorite Weapons (I won't bother with categories here)
-Please note that this is based off of my personal opinion, not performance at level 100. So the Para is not on this list because while it is bad mid-to-late-game, it's the best early-game and one of my favorites.-

1. CM 451 Starburst (Pathetically weak and is made worse by the fact that I have to endlessly listen to one of my friends saying that this is the best in the game and that the Striker, Shockfield, T7, Mixmaster, and other good weapons are worse than the Z-2 LMP. I feel the same with the HIKS S300 but that thing's simply too powerful for me to hate.)

2. Hard Thorn (Simply too weak.)

3. CM 401 Planet Stormer (Too little DPS considering the fact that the Striker appears at around this time and is far better. Also consumes ammunition too quickly.)

4. Phantom (Tiny clip size, way too small to sustain 18 rounds a second. Also too little damage. 70? Seriously?)

5. HVM 002 (Just like the Phantom, but weaker. But at least it has a higher clip size. That alone makes it better.)

6. CM 307 (Weak and uses up ammunition too quickly. Also the damage is too low. However can be pretty good with proper augments.)

7. Ronson 55 (WAY too much ammunition consumption. However I do like the ROF and it can be lethal if augmented properly.)

8. Ronson LBM (Too small of a clip size and too much weight.)

9. T-101 Feldhaubitz (Fires too slow and is too heavy although damage is pretty nice.)

10. RIA 7 (Too weak and kinda worthless, but Deadly, Overclocked, and Capacity 10 on a [RED] RIA 7 makes this thing pretty good.)

Weapon Ideas
-I'm too lazy to put this on the Conception Wiki. Besides, that wiki's dead anyway. =D The official description is what will be in the game and the extended description are a few notes on the weapon. Also note that now assault rifles can now have under-slung grenade launchers, which are fired independently of the main gun by pressing right-click. Grenades fired travel 3 times as far as normal thrown grenades, (which are not the ammunition for the launcher, but are rather a seperate type of ammunition) bounce off walls, and detonate upon contact with a zombie provided they haven't stopped moving yet. If it has stopped moving, it will detonate in 2 seconds.-

Ultimate Weapons
-All 3 classes have an ultimate weapon specific to their class that can be purchased at any time for $10,000,000. There's no [RED] version nor can they have augments, but they're so powerful that you don't need augments. You can get any of the 3 ultimate weapons regardless of your class from a Nantonium, but the chance is 1%. All 3 ultimate weapons are created by Rubicon Industries, because I wanted Rubicon to be more viable for late-game, as currently only their [RED] thermal weapons are good late-game. So here's the 3 ultimate weapons. Oh, and they can't be sold either.-

RIA CH7 (Medic)
"Medical SMG that uses a modified MAR-3 round. Destroys undead life while sustaining non-undead life."

- Official description

A chemical SMG that fires the cure for the virus. When you hit a zombie, it deals the damage listed below. When you hit an ally, it heals the ally by the same amount of health. When an ally/ zombie is hit, the visual effect is the same when you hit a zombie with the Poison Claw or Stripper, but with purple clouds instead of green. - Extended description

Damage: 500 (Heals 500 for allies)

Pierce: 2.0

Crit Chance: 0.00%

ROF: 15.0 RPS

DOT: 300/ 3 sec. (Heals 300 over 3 sec. for allies)

Clip Size: 100

Reload Time 1.70 secs.

Movement Modifier: -3.0%

Firing Mode: Full-Auto

Category: SMG

Damage Type: Chemical

Ammunition Cost: $80 for 200 normal

$320 for 200 HDA

$888,889 for 200 EDA (Extreme Damage Ammunition. Deals 50X damage, ignores damage falloff, and bypasses 50% of the enemy's resistance. Color is blue and Field Supplies will grant 1% of a clip per level with a minimum of one round. Only available for the ultimate weapons. Drains EDA first, then HDA, then normal ammunition.)

RIA 20 Mjolnir (Assault)
"Powerful assault rifle developed by Rubicon, who realized that the public loved the RIA 20 Striker, but wanted something better. This was the result. Combines full-auto capabilities with insane damage per shot. This powerful gun also has a prototype scope that identifies and locks on to weakpoints. They were also the first to put a grenade launcher onto an assault rifle in 500 years, and the effectiveness of this has now made other companies want to install them too. A masterpiece of a weapon." -Official description

A thermal assault rifle similar to the Striker, but is 10X better. It also comes with an advanced targeting scope that automatically identifies and locks on to weakpoints, increasing crit chance. And yes, since the Striker's my favorite weapon, I had to make an improved version for an ultimate weapon. - Extended description

Damage: 1500

Grenade Damage: 3000

Pierce: 4.0

Grenade Blast Radius: 1.00

Crit Chance: +10.00%

ROF: 12.0 RPS

Grenade ROF: 10.0 RPS

DOT: 500/ 2 sec.

Clip Size: 72

Grenade Clip Size: 1

Reload Time: 2.30 secs.

Grenade Reload Time: 0.50 secs.

Movement Modifier: -8.0%

Firing Mode: Full-Auto

Grenade Firing Mode: Semi-Auto

Category: Assault Rifle

Grenade Launcher: Yes

Damage Type: Thermal

Grenade Damage Type: Physical

Ammunition Cost: $160 for 200 normal

$640 for 200 HDA

$17,777,778 for 200 EDA

Grenade Cost: $160 for 50 normal

$640 for 50 HDA

Grenades cannot have EDA.

RIA 60 Cyclone (Heavy)
"6-barreled Gatling-style weapon, capable of insane fire rates. The plasma-reactor inside can sustain thousands of plasma bolts. One of the deadliest machine guns to have ever existed and it is said that the idea for this weapon came from the great-great-great grandfather of a Rubicon employee, who played an ancient video game only known today by its abbreviation: TF2." - Official description

An energy damaging minigun. Extremely heavy, but extremely powerful. You can also engage Die Another Day and yell, "I AM BULLETPROOF!!!" Indeed, it does cost "400,000 dollars to fire this weapon... for TWELVE SECONDS." At least when using EDA. Takes 3 seconds to charge up before firing. Holding down right click will charge weapon without firing. And yes, it does have "Sasha" engraved on the side. - Extended description

Damage: 300

Pierce: 5.0

Crit Chance: -10.00% (will not drop below zero)

ROF: 166.6 RPS (Or "10,000 rounds per minute.")

Clip Size: 12,000

Reload Time: 5.00 secs.

Movement Modifier: -50.0%

Movement Modifier Charging/Firing: -60.0%

Charge Time: 3 secs.

Firing Mode: Full-Auto

Category: Minigun

Damage Type: Energy

Ammunition Cost: $360 for 200,000 normal

$1440 for 200,000 HDA

$40,000,000 for 200,000 EDA (Or "200 dollar custom-tooled cartridges.")

Other
These weapons aren't in any category and are dropped normally.

Z-0 Compact
"Small pistol allows for fast movement and decent firepower." - Official description

Starter pistol, replacing the HVM 001. The absolute WORST gun in the game. I highly doubt anyone will get any kills with it. Note that it's so bad, you have to pay $500 to get rid of it. - Extended description

Damage: 30

Pierce: 1.0

Crit Chance: 0.00%

ROF: 8.0 RPS

Clip Size: 12

Reload Time: 1.80 secs.

Movement Modifier: 0.0%

Firing Mode: Semi-Auto

Category: Pistol

Damage Type: Physical

Ammunition Cost: $0 for infinity

$120 for 200 HDA

Does not appear at all from strongboxes.

Z-3 Advanced Plate
"High grade armor provides excellent protection." - Official description

Starter chestplate replacing the HVM Kevlar Vest. Despite the name, it's actually the opposite of advanced.

- Extended descripton

Type: Chestplate

Physical Defense: 10.0

Thermal Defense: 1.0

Chemical Defense: 0.0

Movement Modifier: 0.0%

Does not appear at all from strongboxes.

HVM 003
"Standard issue for snipers. However is somewhat weak so most soldiers prefer the RIA 50. Nevertheless, it gets the job done." - Official description

The first sniper rifle you'll get. Weak, but will work early-game.

Damage: 450/ 1200 [RED]

Pierce: 3.0

Crit Chance: 0.00%

Super Crit Chance: +1.00%

ROF: 1.0 RPS

Clip Size: 8

Reload Time: 2.30 secs.

Movement Modifier: -20.0%

Firing Mode: Semi-Auto

Category: Sniper Rifle

Damage Type: Physical

Ammunition Cost: $160 for 60/ $1600 for 60 [RED]

$640 for 60 HDA/ $6400 for 60 [RED]

Appears at levels 1-10.

[RED] appears at levels 20-50.

Thanks to MedicIsLife (Now called Forgotten Madness) for coming up with the idea that the HVM 003 should be a sniper rifle.

HVM 006
"An assault rifle that is an improvement on the HVM 005 series. The fire rate and damage have been improved at the cost of clip size and reload speed." - Official description

No need for an extended description.

Damage: 150/ 300 [RED]

Pierce: 2.0

Crit Chance: 0.00%

ROF: 8.0

Clip Size: 30/ 50 [RED]

Reload Time: 2.80 secs.

Movement Modifier: -12.0%

Firing Mode: Full-Auto

Category: Assault Rifle

Grenade Launcher: No

Damage Type: Physical

Ammunition Cost: $80 for 200/ $800 for 200 [RED]

$480 for 200 HDA/ $4800 for 200 [RED]

Appears at levels 5-15.

[RED] appears at levels 25-60.

HVM 007
"Flamethrower that sprays a stream of burning gasoline at its target. A terrifying weapon to wield." - Official description

The first flamethrower you'll most likely get. OK, but is definitely outclassed by other weapons. - Extended description

Damage: 20/ 60 [RED]

Pierce: 5.0

Blast Radius: 0.075

Crit Chance: 0.00%

ROF: 12.0 RPS

DOT: 100/ 2 secs. // 250/ 2 secs. [RED]

Clip Size: 120

Reload Time: 3.00 secs.

Movement Modifier: -20.0%

Firing Mode: Full-Auto

Category: Flamethrower

Damage Type: Thermal

Ammunition Cost: $160 for 200/ $1600 for 200 [RED]

$640 for 200 HDA/ $6400 for 200 [RED]

Appears at levels 3-18.

[RED] appears at levels 20-50.

HVM 009
"A multi-shot rocket launcher, Powerful, but the HVM MPG packs more punch." - Official description

Most likely the first rocket launcher you'll get. Kinda weak though, unlike the MPG. - Extended description

Damage: 400/ 800 [RED]

Pierce: 10.0

Blast Radius: 1.50

Crit Chance: 0.00%

ROF: 2.0 RPS

Clip Size: 6

Reload Time: 2.50 secs.

Movement Modifier: -20.0%

Firing Mode: Semi-Auto

Category: Rocket Launcher

Damage Type: Physical

Ammunition Cost: $500 for 50/ $5000 for 50 [RED]

$2000 for 50 HDA/ $20000 for 50 [RED]

Appears at levels 5-20.

[RED] appears at levels 30-60.

RIA 10
"Fully-automatic shotgun is helpful for laying down massive curtains of suppresive fire while also providing good damage." - Official description

A full-auto shotgun. Less damage than the HVM 004, but is better for those who lack a good trigger finger. Resembles the AA-12.- Extended description

Damage: 65/ 180 [RED]

Fletchettes: 8

Pierce: 2.0

Crit Chance: 0.00%

ROF: 8.0 RPS

Clip Size: 24

Reload Time: 2.40 secs.

Movement Modifier: -15.0%

Firing Mode: Full-Auto

Category: Shotgun

Damage Type: Physical

Ammunition Cost: $80 for 100/ $800 for 100 [RED]

$320 for 100 HDA/ $3200 for 100 [RED]

Appears around levels 1-20.

[RED] appears around levels 40-50.

RIA 40 Dragon
"As the name intels, the RIA 40 Dragon is a flamethrower, which is astonishingly powerful, stronger than even the famous Ronson WP Flamethrower. Using a combination of Ronson's white phosphorus and molecular thermite, it also throws in some napalm. Absolutely terrifying. In most cases, this is illegal, but since you're SAS they made an exception." - Official description

A flamethrower that's absolutely TERRIFYING, with high damage and insane DOT. This baby is epic. Also, see if you can find out what SAS 3 reference the last sentence is to.- Extended description

Damage: 200/ 350 [RED]

Pierce: 10.0

Blast Radius: 0.45

Crit Chance: 0.00%

ROF: 20.0 RPS

DOT: 500/ 2 secs. // 800/ 2 secs. [RED]

Clip Size: 450

Reload Time: 3.50 secs.

Movement Modifier: -20.0%

Firing Mode: Full-Auto

Category: Flamethrower

Damage Type: Thermal

Ammunition Cost: $160 for 100/ $1600 for 100 [RED]

$640 for 100 HDA/ $6400 for 100 [RED]

Appears around levels 30-50.

[RED] appears around levels 70-90.

RIA 50 Hawkeye
"After the success of the RIA 50, Rubicon decided to turn to more expensive but far stronger weapons. The Hawkeye is one such weapon. The damage this weapon deals is insane and has a setting that alters the bullet's behavior. Comes with a laser sight for easier targetting." - Official description

A massive upgrade to the RIA 50. The dual bullet behavior system works like this: You alter the behavior by pressing "Y." The 2 modes are pierce and burst. Burst creates a shower of fletchettes upon impact with its target. See below for more information. Please note that the blast radius when set to burst is how far the fletchettes will travel, not explosion damage. - Extended description

Damage: 1500 (Pierce) 5000 (Burst)/ 3500 [RED] (Pierce) 10,000 (Burst)

Damage per Fletchette: 150/ 300 [RED]

Fletchettes: N/A (Pierce) 20 (Burst)

Pierce: 10.0 (Pierce) 1.0 (Burst)

Blast Radius: N/A (Pierce) 0.50 (Burst)

Crit Chance: +20.00%

Super Crit Chance: +5.00%

ROF: 4.0 RPS

Clip Size: 20

Reload Time: 2.10 secs.

Movement Modifier: -10.0%

Firing Mode: Semi-Auto

Category: Sniper Rifle

Damage Type: Physical

Ammunition Cost: $160 for 60/ $1600 for 60 [RED]

$640 for 60 HDA/ $6400 for 60 [RED]

Appears around levels 35-65.

[RED] appears around levels 85-100.

RIA 70
"Incendiary rocket launcher. The white phosphorus laced into the rockets are designed to ignite internal organs and cause them to burn at over 3000 degrees Fahrenheit." - Official description

Rubicon's take on a rocket launcher. Impressive damage and good blast radius. Also deals thermal damage and ignites zombies. - Extended description

Damage: 1000/ 2500 [RED]

Pierce: 20.0

Blast Radius: 2.00

Crit Chance: 0.00%

ROF: 4.0 RPS

DOT: 200/ 2 secs. // 450/ 2 secs. [RED]

Clip Size: 12

Reload Time: 2.30 secs.

Movement Modifier: -15.0%

Firing Mode: Semi-Auto

Category: Rocket Launcher

Damage Type: Thermal

Ammunition Cost: $1000 for 50/ $10,000 for 50 [RED]

$4000 for 50 HDA/ $40,000 for 50 [RED]

Appears around levels 20-35.

[RED] appears around levels 50-65.

RIA 80
"A revival of the good-old M249 SAW used over 1000 years ago. The firepower is truly astonishing. The bullets have napalm infused into them and ignite their target." - Official description

No need for an extended description. - Extended description

Damage: 200/ 350 [RED]

Pierce: 4.0

Crit Chance: 0.00%

ROF: 20.0 RPS

DOT: 150/ 2 secs. // 300/ 2 secs. [RED]

Clip Size: 300

Reload Time: 4.50 secs.

Movement Modifier: -45.0%

Firing Mode: Full-Auto

Category: LMG

Damage Type: Thermal

Ammunition Cost: $240 for 200/ $2400 for 200 [RED]

$960 for 200 HDA/ $9600 for 200 [RED]

Appears around levels 25-50.

[RED] appears around levels 65-85.

Lightning
"Shotlite's weapons were originally designed for stealth and counterterrosism forces. However their low weight made them popular among all troops for speed while also giving their arms a rest. But Shotlite was criticized for the same weapons, as they were not particulary good against enemy hover-tanks. So they decided to turn to self-propelled antimatter explosives for additional firepower. The Lightning is the final result. After that, all the critics were silenced." - Official description

Shotlite's take on a rocket launcher. I say they did pretty well. - Extended description

Damage: 750/ 1500 [RED]

Pierce: 10.0

Blast Radius: 1.50

Crit Chance: 0.00%

ROF: 4.0 RPS

Clip Size: 12

Reload Time: 3.00 secs.

Movement Modifier: -3.0%

Firing Mode: Semi-Auto

Category: Rocket Launcher

Damage Type: Physical

Ammunition Cost: $500 for 50/ $5000 for 50 [RED]

$2000 for 50 HDA/ $20000 for 50 [RED]

Appears around levels 20-45.

[RED] appears around levels 65-90.

Hellcat
"After Shotlite made their Hummingbird armor with its high thermal defense, they decided to reuse the design of their heat-resistant coating for a powerful thermal weapon. The Hellcat is what they created. The speed makes it ideal for rushing up to pillboxes and incinerating everyone inside it." - Official description

No need for an extended description.- Extended description

Damage: 150/ 250 [RED]

Pierce: 8.00

Blast Radius: 0.20

Crit Chance: 0.00%

ROF: 18.0 RPS

DOT: 250/ 2 secs. // 450/ 2 secs. [RED]

Clip Size: 300

Reload Time: 3.60 secs.

Movement Modifier: -5.0%

Firing Mode: Full-Auto

Category: Flamethrower

Damage Type: Thermal

Ammunition Cost: $160 for 100/ $1600 for 100 [RED]

$640 for 100 HDA/ $6400 for 100 [RED]

Appears around levels 25-40.

[RED] appears around levels 50-80.

CM Sonic Drill
"A prototype weapon unveiled by Critical Mass. Integrates a unique charge system to unleash deadly bolts of plasma that burn at 50,000 Kelvins. The charge system is unstable and will cause a damaging explosion if overcharged." - Official description

The overcharge explosion will happen if you held at full charge for 3 seconds. The weapon has a meter just below the thingy that shows what weapon you have. The meter is divided into fourths and this determines how much damage it'll do. To charge, hold down the left mouse button. Release to fire. The overcharge explosion is emitted from the gun and the tip will deal damage to zombies when charging, shown in Melee Damage. The projectile will explode upon contact with a wall, a boss, or through manual detonation via right-click. A non-overcharge explosion will not self-damage. - Extended description

Damage (Quarter Charge/ Half Charge/ 3/4 Charge/ Full Charge [Rounds up]): 250/ 500/ 750/ 1000//

500/ 1000/ 1500/ 2000 [RED]

Explosion Damage: 200/ 500 [RED] regardless of charge (Will self-damage if explosion is caused via overcharging)

Melee Damage: 500 regardless of charge

Pierce: Infinity (Projectile) 15.0 (Explosion)

Blast Radius: 2.00

Crit Chance: 0.00%

ROF: 2.0 RPS (10.0 RPS melee)

Clip Size: 0 (Takes directly from spare ammunition)

Charge Time: 4.00 secs.

Movement Modifier: -15.0%

Firing Mode: Charge

Category: Charge Cannon

Damage Type: Energy

Ammunition Cost: $240 for 50/ $2400 for 50 [RED]

$960 for 50 HDA/ $9600 for 50 [RED]

Appears around levels 35-45.

[RED] appears around levels 65-95.

Ronson 5
"Shotgun developed by Ronson. An easy-to-use weapon ideal for confined spaces." - Official description

Basically, an HVM 004 with minor upgrades.- Extended description

Damage: 85/ 180 [RED]

Pierce: 2.5

Crit Chance: 0.00%

ROF: 8.0 RPS

Clip Size: 20

Reload Time: 2.50 secs.

Movement Modifier: -12.0%

Firing Mode: Semi-Auto

Category: Shotgun

Damage Type: Physical

Ammunition Cost: $80 for 100/ $800 for 100 [RED]

$320 for 100 HDA/ $3200 for 100 [RED]

Appears around levels 10-25.

[RED] appears around levels 45-80.

Ronson 15
"After Ronson made their famous Cryogenic Turret, they decided to make a portable version. The Ronson 15's projectiles are designed to freeze your target to 5 Kelvins." - Official description

A rocket launcher that fires cryogenic grenades. 'Nuff said.- Extended description

Damage: 350/ 500 [RED]

Pierce: 10.0

Blast Radius: 2.50

Crit Chance: 0.00%

ROF: 2.0 RPS

DOT: 150/ 2 secs. // 300/ 2 secs. [RED]

Clip Size: 4

Reload Time: 3.00 secs.

Movement Modifier: -25%

Firing Mode: Semi-Auto

Category: Rocket Launcher

Damage Type: Thermal

Ammunition Cost: $1000 for 50/ $10000 for 50 [RED]

$4000 for 50 HDA/ $40000 for 50 [RED]

Appears around levels 15-30.

[RED] appears around levels 50-65.

Ronson 25
" " - Official description

- Extended description

Damage: / [RED]

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Ammunition Cost: $ for / $ for [RED]

$ for HDA/ $ for [RED]

Appears around levels -.

[RED] appears around levels -.

Ronson 35
" " - Official description

- Extended description

Damage: / [RED]

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Ammunition Cost: $ for / $ for [RED]

$ for HDA/ $ for [RED]

Appears around levels -.

[RED] appears around levels -.

Ronson 75
" " - Official description

- Extended description

Damage: / [RED]

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Ammunition Cost: $ for / $ for [RED]

$ for HDA/ $ for [RED]

Appears around levels -.

[RED] appears around levels -.

HIKS R40
"A gyroscopically balanced hand cannon produced by Harris Intelligent Kill Systems. The powerful 80mm shells are stored inside the clip using an advanced compression technology that is only used by the R40 and Critical Mass's Sub-Light COM2. The shells cause massive explosions on impact and considering the weight of this weapon, it's commonly used as weaponry for mecha-suits." - Official description

A powerful fully-automatic hand cannon. If this doesn't destroy your target, you need an airstrike! Note that the projectiles fired aren't the rocket projectile fired from most rocket launchers, but rather the cannon shell projectile fired from the Feldhaubitz. Yes, I know that it's more of an LMG than a rocket launcher, but because of the exploding shells, I figured that rocket launcher would be a more appropriate category for it. - Extended description

Damage: 1000/ 2500 [RED]

Pierce: 30.0

Blast Radius: 5.00

Crit Chance: 0.00%

ROF: 5.0 RPS

Clip Size: 30

Reload Time: 4.30 secs.

Movement Modifier: -30.0%

Firing Mode: Full-Auto

Category: Rocket Launcher

Damage Type: Physical

Ammunition Cost: $500 for 50 normal/ $5000 for 50 [RED]

$2000 for 50 HDA/ $20000 for 50 [RED]

Appears around levels 50-70.

[RED] appears around levels 90-100.

T-103 Multi-Raketenwerfer
"Special barrage-firing rocket launcher. A 6-round burst fired from this weapon will decimate any target."

- Official description

Multi-Raketenwerfer is German for Multi Rocket Launcher. It fires 6-round bursts that can destroy any zombie in its path.

Damage: 600/ 1200 [RED]

Pierce: 10.0

Blast Radius: 1.50

Crit Chance: 0.00%

ROF: 3.0 RPS

Clip Size: 6

Reload Time: 1.70 secs.

Movement Modifier: -15.0%

Firing Mode: Burst

Shots per Burst: 6

Category: Rocket Launcher

Damage Type: Physical

Ammunition Cost: $500 for 50 normal/ $5000 for 50 [RED]

$2000 for 50 HDA/ $20000 for 50 [RED]

Appears around levels 20-40.

[RED] appears around levels 60-80.

T-104 Maschinengewehr-Raketenwerfer
" " - Official description

- Extended description

Damage: / [RED]

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Ammunition Cost: $ for / $ for [RED]

$ for HDA/ $ for [RED]

Appears around levels -.

[RED] appears around levels -.

T-105 Suche-Raketenwerfer
" " - Official description

- Extended description

Damage: / [RED]

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Ammunition Cost: $ for / $ for [RED]

$ for HDA/ $ for [RED]

Appears around levels -.

[RED] appears around levels -.

T-106 Super Heavy Suche-Raketenwerfer
" " - Official description

- Extended description

Damage: / [RED]

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Ammunition Cost: $ for / $ for [RED]

$ for HDA/ $ for [RED]

Appears around levels -.

[RED] appears around levels -.

1861 Gatling
" " - Official description

- Extended description

Damage: / [RED]

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Ammunition Cost: $ for / $ for [RED]

$ for HDA/ $ for [RED]

Appears around levels -.

[RED] appears around levels -.