User:SkyrunnerM35

Disclaimer
This page has a LOT of attacks and s against the Heartburn and the Assault class, particularly Assaults who have a level of 75 or higher, a bunch of people who I've nicknamed high-level Assaults. If you are one of these high-level Assaults or otherwise can't handle such attacks, stop reading this page and go here or here instead. If you can handle such attacks, keep reading, This is the longest page on the wiki, so it'll keep you busy for some time.

Introduction
Hi! I'm SkyrunnerM35, but you can call me SKM35 for short (No one ever uses that though =D), and I'm the founder of the Striker Fan Club. I used play lots of SAS 4, and I once got to Day 170 in Daily Rewards in my primary save, a level 59 Heavy, although I don't really play much anymore. 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 in my message wall. Also, after reading my page, try and find a user who has more links on his user page than me. =D

P.S.: Do not expect me to link every word to its corresponding word on dictionary.com.

P.P.S.: The number of times the words "Striker" and "RIA 20 Striker", including text in pictures and captions, appear on this page is 95. (Accurate as of 9/26/2015)

P.P.P.S.: I think it's safe to say that I have the largest user page in the entire wiki, or even the largest page overall.

P.P.P.P.S.: I came across this someday. I decided to keep the link. Reminds me of a better time...

How I Came Across the Striker
OK, so I'm level 12, and I just finished testing out the DSC. It SUCKED, and I could barely kill anything before dying. (funny, must've been using it incorrectly) So I decided to do another mission with my 3* Biosynthesis Para. (it came empty, I was a noob and thought Biosynthesis was good) One of the strongboxes from Onslaught gave me a 6* RIA 20 Striker, empty. I've been reading the wiki at this time, but it was LONG before I created my account. I did some research here and saw some positive facts about it. I STILL didn't think it would be that good, considering how I saw it as just a DSC with minor upgrades, but I figured why not. So I put Deadly onto it and decided to try it out. It was EPIC. It could one-shot pretty much ANYTHING I came across, and so began a long relationship with me and the Striker. Since then, I've NEVER done a mission without a Striker and the rest is history.

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 have "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.

Milestones on This Wiki

 * First user to get the "I WANT TO GO HOME!" badge.
 * First user to get the "Infected" badge.
 * First user to get the "With Friends Like These..." badge.

Contributors to This Page
-Please note that this does NOT include dicks who vandalize my user page.-
 * SkyrunnerM35 (Me. DUH)
 * SAS 4 Heavy Gracchus (Helped with many images for my weapon ideas)
 * GoldenApple NB (Helped clean up this page quite a bit. Looked a lot neater after his changes)
 * 104.230.154.99 (Helped with a translation)
 * A Players (Fixed a typo)
 * Ghostwolf18 (Fixed up my user page after a dick vandalized it)
 * Zombie pls (Made this list for the same reason as Ghostwolf18)
 * DraCra (Helped with some translations.)

Things in SAS 4 That I Like

 * Nightmare, but only if I get a match with good players.
 * The RIA 20 Striker. Go down to the list of my favorite weapons for the whole list.
 * Zombie Antidote. Just throw down one of these babies, and all of a sudden, no more zombies. Unfortunately, it sucks at lower levels, so you have to level it up a bit.
 * The Ronson MK V Flame Turret, CM Supernova, and CM Zeus Exclusion Zone. Great for bossing.
 * The new Elite Aug Cores. FINALLY I can remove Skeletonized on my guns!
 * Rubicon Industries. My favorite company. I especially love their thermal weapons.
 * Heavy. "I AM BULLETPROOF!!!"

Things in SAS 4 That I Dislike

 * Whenever a level 100 guy joins me in Nightmare because he'll disconnect almost immediately and everyone else will follow suit.
 * Trying to get a Nightmare match going in general. The good players always leave immediately while the players that stay aren't good enough and I lose.
 * The Heartburn. Go down to the list of my least favorite weapons for the whole list.
 * The HIKS Heavyshot Protector. Sure, it's powerful, but it fires too slow to do anything. If it had a target priority system and was buffed to 2 RPS THEN it would be good.
 * The fact that I always get crap armor from strongboxes, ESPECIALLY Ronson and Medusa armor. I SPECIALIZE IN PHYSICAL DEFENSE, OK???!!!
 * The new Assault Team. They die almost instantly.
 * Skeletonized. It's EASILY the worst augment there is. At least Biosynthesis can save your life when used correctly.
 * The fact that the "Top Records" section doesn't record progress made before the update that added it. I have many weapons (go down to the Hall of Fame section) that I think deserve a spot.
 * Whenever I see people put Deadly on their Strippers and their Ronson WPs. TENACIOUS IS FAR BETTER YOU KNOW???!!!
 * Assault Class. Too weak to do anything and the fact that the high-level Assaults on this wiki really piss me off doesn't help.

Things on This Wiki That I Like

 * Fighting comment wars. It's pretty fun. That's the major reason why I'm here. Of course, it stops being fun when people start insulting me...
 * An awesome community.
 * That this is a place where people can discuss strategies and weapons about the series.
 * Other people's blog posts and weapon ideas.
 * Sharing my own weapon ideas.
 * Hilarious trolls that come and go. I almost don't want their edits to be reverted!
 * Shout-outs to me. Thanks guys!

Things on This Wiki That I Dislike
-I'm not personally targeting anyone, so don't get angry.-
 * Trolls with the intention of annoyance, rather than hilarity. Repairing their damage and alerting admins is NOT easy.
 * When said trolls attack my USER PAGE. See below.
 * High-level Assaults, because they say that some of my favorite weapons (not just the Striker) are weak low-leveled weapons, not realizing that with proper augments that these guns can be quite awesome. My 10*** Deadly Overclocked Capacity 505 kicks ass at the level 50s, even in Nightmare. In fact, they consider pretty much ANYTHING that's not a Hornet or Shockfield to be low-levelled. Striker? Low-level. T40? Low-level. Proposition? Low-level. Honestly, do they really want everyone to be running around with Hornets and Shockfields? That's boring! I prefer a unique community! Hell, someone even said that they'll still use a Shockfield even if the friggin' RIA TRIDENT was implemented! (Granted, it's weaker than it seems, but this was from a time period when everyone thought it was EXTREMELY overpowered) What is it with high-level Assaults hating Rubicon stuff?! And that's not to mention that THEY'RE always the ones who say that Hardplate and the Heavy Trooper Vest are the worst armor pieces in the game, not realizing that not all of us are fragile Assaults that die within 5 seconds of starting a mission if they don't have at least +80% speed. Sometimes I get the feeling that these people personally target the Striker... There's a reason why I friggin' HATE the Assault now.
 * People who tell me I need to "level up my character" and "spend less time on the wiki and more time on the game" because "I'm stuck with a mid-level mindset" (when people say the third one, they almost ALWAYS mean that I should replace my Striker). Since it's usually high-level Assaults who say this to me, it pisses me off even more. The reason why I try to level up as slowly as possible (as Nightmare will allow) is because I want to maximize my chances of getting a Black Striker. Look, I like the Striker. I don't consider it a crap low-level gun. And I want a Black one. So stop telling me to level up and try to get things "better than a Striker". I don't consider the the guns you suggest to me (aside from the Hornet) to be "better" than a Striker.
 * People, ESPECIALLY anons, who insult me. I'm generally a nice guy but you DON'T want to get me angry, as I DO NOT take lightly to insults or attacks. (You insult me, I insult you back. And quite aggressively.) I will defend other people too.
 * Anons who obsess over a gun (especially the COM2, as I've noticed) and say that other guns are for noobs. Sure, I obsess over my Striker, but do I call people noobs because they prefer other guns? No. This is one of the reasons why the COM2 was dropped by a level on my list of favorite assault rifles, being overtaken by the Mixmaster. In fact, 90% of the comment wars that I've fought in begin when someone says that the Striker is "noob gear" or that it's worse than the Z-2 LMP compared to gun X. Of course, I only start insulting people in defense when they start insulting me...

A Little Note on the Striker
Now, it may seem that I love the Striker in all 3 forms. That is true, but do remember that only the version is my signature weapon. While I do like the Black Striker, it isn't my signature, but rather I see it as a legendary artifact. So that's why I want a Striker and not a Black one in my ultimate builds. (EDIT: Now I want a Black one in my ultimate builds) And another thing I want to clear up is that lots of people ask me if I'm going to take a Striker all the way to level 100. Short answer: yes.

SkyrunnerM35 provides examples of...

 * : I LOVE ridiculous amounts of . Also the main reason why I can't hit anything with an automatic in a game with realistic recoil.
 * : When I get an automatic in most FPSs, I can't seem to hit anything. I just tend to go "YAAAAAAAAAAH!!!" and spam like crazy.
 * : Whenever I fire anything rapid-fire - be it a 505, an M4A1, or my Nerf Raider CS-35 IRL, cover your ears.
 * : In SAS 4 - you guessed it - the Striker. In games with realistic weapons, the M4 or M4A1.
 * : Types 2 and 3.
 * : My Heavy's well-balanced between speed, (I move faster than some Assaults) strength, (I'm practically invincible to physical damage) and firepower. (My Striker)
 * : Aside from the literal meaning of this trope, whenever I play a game I'm good at with one of my not-so-good friends, I hold back my maximum firepower so as to prolong the fight and make the game more fun. Having one of my friends getting curb-stomped over and over isn't very fun.
 * : IRL. I'm not that strong, but I'm pretty agile and I can RUN. Now if only my reflexes could catch up...
 * : Miniguns are one of my favorite ways to achieve in video games. Now if only Nerf could make one of these...
 * : In video games and comment wars, I have a saying: "If I'm going down, I'm going down fighting." Somewhat different IRL though.
 * : Averted. As much as I love the Striker, I don't give it a name.
 * : Towards the harder end, as most things in sci-fi stories that I write don't run on pure . Most are explained.
 * : I'm a fan of this. My most prominent one is the TMSOA MK. II (Titanium Mech Suit of Arms, Mark II) in one of my sci-fi stories.
 * : Whenever I see something and then an improved version colored red, I think of the improved version as the version. Also whenever I see a MacBook Air, I think of a collaboration between Shotlite and Apple (no, not this apple). It extends to outside SAS 4 as well. For example, whenever I type something about TF2, I have to be careful not to call the RED Team the  Team. And also relating to TF2, whenever I get injured IRL I instinctively call out "MEDIC!!!" At least in my head.
 * : If you're an anon, DO NOT insult me. It won't be pretty. For those anons who already insulted me, you're lucky someone came in and saved your butts. I have a side you DON'T want to see. And another thing that I will absolutely, completely, 150% NOT TOLERATE AT ALL is if someone edits/ screws up my user page for no apparent reason whatsoever like this guy did.
 * : I live in America. I see it as a mix of both flavors.
 * : The overkill I rack up in almost any game is ridiculous. One enemy? I unleash all my . Probably what contributes to my.
 * : I can't resist loots.
 * : Taken with me. As you'll see down there in the Terran Armory section in my Weapon Ideas, whenever I make up ideas for my company, they're beyond the best in the game.

People on this Wiki that I'm Following on NK
Tell me your username in the talk page and I'll follow you as soon as I can. 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 (Friends with both pistols-only account and main account)
 * Ghostwolf18 (Friends)
 * SAS 4 Heavy Gracchus (Friends)
 * Derpinator9001 (Friends)
 * LBobaFett (Friends)
 * DraCra (Friends)
 * Whyareyoureadingthis (Friends)

Zombie Evolution
How did the zombie species become so diverse? I think the Thera Virus infected people into normal Shamblers, and then they evolved along this path:

Black Strongbox Openings

 * July 12, 2015: 10** Shotlite Hummingbird V1.
 * August 15, 2015: 4** Hardplate Boots.

My Favorite Pages
Ever since I filled this out, the Striker comes up first whenever I type "RIA" into the search box.
 * 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 (Zombie Antidote is AMAZING once levelled up. Free heals at any given time is also helpful. Not to mention it's quite an adaptive class.)

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. Not to mention that the Assault is a and will die under the slightest scratch. I prefer something more robust than that. Also, the Heartburn, one of the crappiest weapons ever created, is actually better than the Striker on an Assault! How can a load of crap be better than a Striker?! Because this gives me another reason to hate the Assault.)

My Current Build
Fast Reload 6 | Fast Movement 6 | Toughness 2 || Hold the Line 5 | Heavy Gear 0
 * SIDEARM: Ronson 45 normal, Deadly 10, Capacity 10, Race Modded 10.
 * PRIMARY 1: RIA 20 Striker, Deadly 7, Pinpoint 7, Capacity 7.
 * PRIMARY 2: Shotlite Tempest, Deadly 7, Overclocked 7, Capacity 7.
 * HELMET: Trooper Helmet, Fortified 10, Resuscitating 10.
 * CHESTPLATE: Shotlite Hummingbird V1 Black, Fortified 10, CQC Enhanced 10.
 * GLOVES: Titan IDS 01s normal, Fortified 10, Nimble 10.
 * PANTS: HVM Carbon-Fiber Pants, Fortified 10, Machine Assisted 10.
 * BOOTS: HVM Combat Boots, Fortified 10, Machine Assisted 10.
 * SKILLS:

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

Body Armor Expert 2 | Energy Boost 0 | Energy Regen 0 || Brute Strength 2 | Concussion 5

Field Supplies 7 | Grenade Damage 0 | Critical Shot 1 || Aerial Bombardment 6

My Ultimate Builds
-Please note that if the skills for a save don't total to 108, it's a work in progress. The exception would be for the "I Suck" build. Also note that almost every ultimate build has a Striker in it.

The "I Suck" Build
-This build is just to play around in. Let's see if I can get this to level 100.-

Fast Reload 0 | Fast Movement 0 | Toughness 0 || Hold the Line 0 | Heavy Gear 0
 * NAME: DERPYNOOB
 * 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
 * MINDSET: Just try to survive. You can't really kill anything.
 * SKILLS: This skill build revolves around being derp.

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 "Iron Man" Build
-This build is just a massive tank.-

Fast Reload 0 | Fast Movement 0 | Toughness 20 || Hold the Line 10 | Heavy Gear 8
 * NAME: Larry
 * SIDEARM: Poison Claw, Tenacious 12, Adaptive 12, Capacity 12, Race Modded 12.
 * PRIMARY 1: RIA T40 Black, Deadly 12, Tenacious 12, Overclocked 12, Capacity 12.
 * PRIMARY 2: Proposition Black Deadly 12, Overclocked 12, Adaptive 12, Capacity 12.
 * HELMET: Titan IRN HUD Black, Fortified 12, Heat Resistant 12, Hazchem 12.
 * CHESTPLATE: Hardplate Chest Black, Fortified 12, Heat Resistant 12, Hazchem 12.
 * GLOVES: Titan IDS 01s Black, Fortified 12, Heat Resistant 12, Nimble 12.
 * PANTS: Hardplate Leg Protection Black, Fortified 12, Heat Resistant 12, Hazchem 12.
 * BOOTS: Titan MEM Sprints Black, Fortified 12, Heat Resistant 12, Machine Assisted 12.
 * MINDSET: Tank through ANYTHING, and you have lots of for a reason; use it. If there's a horde of zombies, dive HEAD-ON into it and eviscerate the horde from the inside-out.
 * SKILLS: This build relies on tanking everything in sight.

Recovery Time 0 | Health Regen 8 | Pay Grade 0 || Tough Body 25 | Die Another Day 1

Body Armor Expert 20 | Energy Boost 0 | Energy Regen 0 || Brute Strength 0 | Concussion 8

Field Supplies 7 | Grenade Damage 0 | Critical Shot 1 || Aerial Bombardment 0

The "Well-Rounded" Build (This is the one I'll use)
-This is my balanced Heavy. He focuses on both speed and a bit of tanking.-

Fast Reload 6 | Fast Movement 6 | Toughness 4 || Hold the Line 5 | Heavy Gear 0
 * NAME: Michael
 * SIDEARM: Trailblazer, Deadly 12, Piercing 12, Adaptive 12, Biosynthesis 12.
 * PRIMARY 1: RIA 20 Striker Black, Deadly 12, Tenacious 12, Adaptive 12, Capacity 12.
 * PRIMARY 2: Hotspot Black, Deadly 12, Overclocked 12, Adaptive 12, Capacity 12.
 * HELMET: Titan IRN HUD Black, Fortified 12, Resuscitating 12, Smart Target 12.
 * CHESTPLATE: R4 Guardian Vest Black, Fortified 12, Resuscitating 12, CQC Enhanced 12.
 * GLOVES: Titan IDS 01s Black, Fortified 12, Heat Resistant 12, Nimble 12.
 * PANTS: Titan MEM Trooper Black, Fortified 12, Body Fueling 12, Machine Assisted 12.
 * BOOTS: Titan MEM Sprints Black, Fortified 12, Revitalising 12, Machine Assisted 12.
 * MINDSET: Tank whenever needed, but be aware you aren't like the "Iron Man" build, so run when needed. You are focused on physical defense and likely won't do as well against other damage types. You CANNOT carry both a Hornet and a Shockfield at the same time, as that's what high-level Assaults do. You must be as different from high-level Assaults as possible.
 * 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 plus 8 skill points so yeah. This skill build is based around balance, with more points on important stuff.

Recovery Time 6 | Health Regen 20 | Pay Grade 0 || Tough Body 7 | Die Another Day 1

Body Armor Expert 6 | Energy Boost 0 | Energy Regen 4 || Brute Strength 10 | Concussion 10

Field Supplies 7 | Grenade Damage 0 | Critical Shot 1 || Aerial Bombardment 15

Offensive Build
-This is my Assault.-

Fast Reload 7 | Fast Movement 24 | Toughness 0 || Adrenaline 20 | Deadly Force 10
 * NAME: Tom
 * SIDEARM: CM 225 normal (I like infinite ammunition), Deadly 12, Overclocked 12, Capacity 12, Race Modded 12.
 * PRIMARY 1: RIA 20 Striker Black, Deadly 12, Tenacious 12, Adaptive 12, Capacity 12.
 * PRIMARY 2: Hornet Black, Deadly 12, Overclocked 12, Pinpoint 12, Adaptive 12.
 * HELMET: Titan IRN HUD Black, Fortified 12, Revitalising 12, Smart Target 12.
 * CHESTPLATE: Rubicon Power Assist Black, Fortified 12, Resuscitating 12, CQC Enhanced 12.
 * GLOVES: Titan IDS 01s Black, Fortified 12, Heat Resistant 12, Nimble 12.
 * PANTS: Dragonfly Pants Black, Fortified 12, Hazchem 12, Machine Assisted 12.
 * BOOTS: Titan MEM Sprints Black, Fortified 12, Revitalising 12, Machine Assisted 12.
 * MINDSET: You are quite fragile, so do not stop moving. Take cover behind any Heavies when charging into a horde, and you are the best soldier out of the squad to kite bosses because of your speed. Do not be like other high-level Assaults, but still use your speed to your advantage. If you are to charge into a room first, clear out whatever you can and leave anything too strong for the rest of your team.
 * SKILLS: This build is based off of high speed and good firepower. I love CQC so Energy Regen is vital.

Recovery Time 0 | Health Regen 8 | Pay Grade 0 || Close Quarters Combat 1 | Gun Mod Expert 0

Body Armor Expert 0 | Energy Boost 0 | Energy Regen 5 || Stim Shot 10 | Killing Spree 10

Field Supplies 7 | Grenade Damage 0 | Critical Shot 1 || Assault Team 5

Sniper Build
-This is my "crit-and-run extreme " Assault.-

Fast Reload 6 | Fast Movement 25 | Toughness 0 || Adrenaline 25 | Deadly Force 10
 * NAME: Spencer
 * SIDEARM: Mustang normal, Deadly 12, Adaptive 12, Piercing 12, Race Modded 12.
 * PRIMARY 1: RIA 20 Striker Black, Deadly 12, Tenacious 12, Adaptive 12, Capacity 12.
 * PRIMARY 2: HIKS S300 Black, Deadly 12, Tenacious 12, Pinpoint 12, Adaptive 12.
 * HELMET: Dragonfly Helmet Black, Resuscitating 12, Target Assist 12, Smart Target 12.
 * CHESTPLATE: Rubicon Power Assist Black, Fortified 12, Resuscitating 12, CQC Enhanced 12.
 * GLOVES: Titan IDS 01s Black, Fortified 12, Heat Resistant 12, Nimble 12.
 * PANTS: Dragonfly Legs Black, Fortified 12, Body Fueling 12, Machine Assisted 12.
 * BOOTS: Titan MEM Sprints Black, Fortified 12, Revitalising 12, Machine Assisted 12.
 * MINDSET: You are even more fragile than the Offensive Assault, so speed is even more important. Do not stop moving, even behind cover. Try to stay behind cover whenever possible, and use your S300 to fire DEADLY shots at strong enemies. If anything gets too close, use your Striker to eliminate the threat. When moving to another location, use your Mustang. It's very lightweight and good for crowds.
 * SKILLS: This skill build is based around extremely high speeds and firepower as well as a good recovery time. The point is, as a sniper, to run from cover to cover while firing extremely high-damage shots at the enemy. When I die, no worries. I'll revive very quickly.

Recovery Time 20 | Health Regen 4 | Pay Grade 0 || Close Quarters Combat 1 | Gun Mod Expert 0

Body Armor Expert 0 | Energy Boost 0 | Energy Regen 4 || Stim Shot 0 | Killing Spree 0

Field Supplies 7 | Grenade Damage 0 | Critical Shot 15 || Assault Team 1

Medic
-This is my semi-supportive semi-offensive Medic.-

Fast Reload 6 | Fast Movement 2 | Toughness 0 || Medkit 25 | Protective Aura 5
 * NAME: Gavin
 * SIDEARM: Trailblazer, Deadly 12, Piercing 12, Adaptive 12, Biosynthesis 12.
 * PRIMARY 1: RIA 20 Striker Black, Deadly 12, Tenacious 12, Adaptive 12, Capacity 12.
 * PRIMARY 2: HIKS 3100 Black, Deadly 12, Overclocked 12, Adaptive 12, Capacity 12.
 * HELMET: Titan IRN HUD Black, Fortified 12, Resuscitating 12, Smart Target 12.
 * CHESTPLATE: Graphene Body Suit Top Black, Fortified 12, Heat Resistant 12, Hazchem 12.
 * GLOVES: Titan IDS 01s Black, Fortified 12, Heat Resistant 12, Nimble 12.
 * PANTS: Graphene Body Suit Bottom Black, Fortified 12, Body Fueling 12, Machine Assisted 12.
 * BOOTS: Titan MEM Sprints Black, Fortified 12, Revitalising 12, Machine Assisted 12.
 * Be VERY generous with your medkits; heal other people first, even if you're about to die. Of course, don't be stupid and toss a medkit to if everyone else is at full health but you're at critical health. Use your Biocleanse Bomb and Zombie Antidote to weaken zombies and lock down areas for your team respectively. But remember that you're still loaded to the brim with firepower, and you musn't be afraid to use it.
 * SKILLS: This skill build is based on keeping allies going, even if I die, while also providing some utility into the battlefield.

Recovery Time 5 | Health Regen 4 | Pay Grade 0 || Revive 10 | Biocleanse Bomb 5

Body Armor Expert 0 | Energy Boost 0 | Energy Regen 8 || Bad Blood 5 | Final Farewell 5

Field Supplies 7 | Grenade Damage 0 | Critical Shot 1 || Zombie Antidote 20

Overall

 * 1) RIA 20 Striker (DAT LITERAL FIREPOWER! Immensely powerful, very wide utility, there is NOTHING you can hate about this gun, except maybe its semi-auto firing mode. I honestly think that this is simultaneously one of the most overrated and underrated guns in the game. On one hand, anyone that isn't me should retire it by level 60 or so. On the other hand, high-level Assaults think that this is a crappy low-level gun that should be replaced at level 25, and this should be sold immediately afterwards [when the say this, they almost always mean the  version, not the normal version]. In reality, it can last into the 80s, although by then it should be replaced.)
 * 2) Hornet (Like a Sub-Light COM2 but is lighter, has a higher DPS, reloads faster, and is therefore better. I consider this to be the best gun in the game, better than even the Striker. Note that this does NOT mean I like this better than the Striker. The Striker is still my favorite, it's just that this is statistically superior. The solution is to carry both.)
 * 3) Proposition (Looks awesome, good DPS, and even larger clip than the 505.)
 * 4) CM 505 (Excellent DPS [at least at its drop level] and epic clip size.)
 * 5) Ronson 45 (DAT FIREPOWER!)
 * 6) Mixmaster (CM 505 combined with CM 451 Starburst. Epic.)
 * 7) RIA T40 (An oversized Striker. What do you expect from me?)
 * 8) RIA 30 Strikeforce (Thermal shotgun.  version + Deadly 10 deals 640 damage... PER FLETCHETTE, in addition to its badass pump-action sound. This is what I consider to be the most underrated gun in the game. I HATE it when people say that it sucks because it "fires too slowly". This gun has the second-highest damage per hit in the game. It's designed as a secondary, and you should switch to another gun to fill in the gaps.)
 * 9) RIA T7 (Mini-Striker. One of the only good SMGs. Don't listen to those high level Assaults who say that this sucks beyond level 15. It's a surprisingly good gun.)
 * 10) Sub-Light COM2 (DAT NON-LITERAL FIREPOWER! But comment wars against this gun and people obsessing over this too much has caused this gun to be dropped by one level on my list of favorite assault rifles.)

Pistols

 * 1) Ronson 45 (DAT FIREPOWER!)
 * 2) Trailblazer (Mini-Gigavolt. What's not to like?)
 * 3) Poison Claw (Massive DOT. This would be my favorite pistol if it didn't have a slow reload and finite ammmunition.)
 * 4) Mustang (A freakin' sawed-off shotgun. 'Nuff said.)
 * 5) CM 225 (A true mini-SMG. Superior to the 205.)

Assault Rifles

 * 1) RIA 20 Striker (DAT LITERAL FIREPOWER! Immensely powerful, very wide utility, there is NOTHING you can hate about this gun, except maybe its semi-auto firing mode. I honestly think that this is simultaneously the most overrated and underrated gun in the game. On one hand, anyone that isn't me should retire it by level 60 or so. On the other hand, high-level Assaults think that this is a crappy low-level gun that should be replaced at level 25 [this is about the  version, not the normal version]. In reality, it can last into the 80s, although by then it should be replaced.)
 * 2) Mixmaster (CM 505 combined with CM 451 Starburst. Epic.)
 * 3) Sub-Light COM2 (DAT NON-LITERAL FIREPOWER! But comment wars against this gun and people obsessing over this too much has caused this gun to be dropped by one level on my list of favorite assault rifles.)
 * 4) CM Gigavolt (Shock effect allows you to hit several zombies at once. The best crowd-buster in the game.)
 * 5) Raptor (Unique 3-round burst and excellent firepower.)

Shotguns

 * 1) RIA 30 Strikeforce (Thermal shotgun.  version + Deadly 10 deals 640 damage... PER FLETCHETTE, in addition to its badass pump-action sound. This is what I consider to be the most underrated gun in the game. I HATE it when people say that it sucks because it "fires too slowly". This gun has the second-highest damage per hit in the game. It's designed as a secondary, and you should switch to another gun to fill in the gaps.)
 * 2) Shotlite Tempest (An AA-12 but futuristic. Unlike the Hard Thorn, this was a success.)
 * 3) 1887 Shockfield (10 fletchettes, fast reload, and good damage per fletchette. But honestly, don't listen to those high-level Assaults. It isn't as good as they say. But it's nonetheless still a good gun.)
 * 4) Stripper (Full-auto shotgun. Large clip size for a shotgun and acid damage is epic. Though its nerfs got the best of it.)
 * 5) HVM 004 (One of the few HVM weapons that's good.)

Sniper Rifles

 * 1) Hornet (Like a Sub-Light COM2 but is lighter, has a higher DPS, reloads faster, and is therefore better. I consider this to be the best gun in the game, better than even the Striker. Note that this does NOT mean I like this better than the Striker. The Striker is still my favorite, it's just that this is statistically superior. The solution is to carry both.)
 * 2) HIKS S300 (DAT LITERAL FIREPOWER! Although a Striker makes this largely obsolete with its utility.)
 * 3) RIA 50 (A slightly-weaker Sub-Light COM2. Pretty good.)
 * 4) CM 800 Jupiter (Gigavolt + sniper rifle. Obviously awesome although is kinda weak.)
 * 5) There's only 4 sniper rifles so yeah.

SMGs

 * 1) RIA T7 (Mini-Striker. One of the only good SMGs. Don't listen to those high level Assaults who say that this sucks beyond level 15. It's a surprisingly good gun.)
 * 2) CM 351 Sunflare (Powerful SMG with a large clip size.  version was better than  Starburst 'till the buff. Still good.)
 * 3) Ronson 50 (It's OK. It DOES have a nice DPS and good power, along with 4 pierce, but I'd take a 45 as it frees up a primary slot.)
 * 4) Ronson 55 (I don't like this but I have no choice so yeah. High ROF and 2 pierce are nice though.)
 * 5) CM 307 (Again, not much choice, but is still pretty good.)

LMGs

 * 1) RIA T40 (An oversized Striker. What do you expect from me?)
 * 2) Proposition (Looks awesome, good DPS, and even larger clip than the 505.)
 * 3) Supermarine (High power and very low weight.)
 * 4) CM 505 (Excellent DPS [at least at its drop level] and epic clip size.)
 * 5) Tombstone (Kinda derpy because of its terrible accuracy, but very powerful up close.)

Rocket Launchers

 * 1) Luftplatzen (Thermal rocket launcher. I like thermal. Also has good damage and is full-auto.)
 * 2) HIKS 3100 (A masterpiece of a weapon. Fires blisteringly fast for a rocket launcher and deals high damage a shot.)
 * 3) T-102 Jagdfaust (Energy rocket launcher balanced between Feldhaubitz and Gebirgskanone. Epic.)
 * 4) HVM MPG (Used to be one of the only good HVM weapons. But NK decided to be a dick and nerf it to the ground, so it sucks now. Still better than the other rocket launchers.)
 * 5) Gebirgskanone (Machine gun + Rocket launcher = Just plain fun. But aside from that, it isn't very good.)

Special

 * 1) Hotspot (Powerful stunlocking fast-firing laser. Others may say that it's crap but I love it.)
 * 2) Ronson WP Flamethrower (Sucks at low levels but put some good augments onto it and it's a different story.)
 * 3) Shredder (Fun to spam discs that ricochet everywhere. Bonus points for a badass reload sound.)
 * 4) There's only 3 special weapons so yeah.
 * 5) Read the above sentence.

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 useful for any purpose.)
 * 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 performance at its drop level, not 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) Heartburn (My Striker is obviously superior. Doesn't even look as awesome. And no, an augmented Heartburn is NOT better than an augmented Striker because it can be Overclocked. The Heartburn's DPS is so low that even though the Striker can't be Overclocked, it's still better. I've held a massive comment war on this topic and people STILL think that an augmented Heartburn is better. It makes no sense. So I'll state this now: AN AUGMENTED HEARTBURN IS NOT BETTER THAN AN AUGMENTED STRIKER. OK, so it MIGHT be better on an Assault because of Adrenaline, which gives me another reason to hate the Assault.
 * 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) RIA 7 (The worst SMG in the game. Low DPS, it's worse than the Z-5. At least Rubicon didn't screw up so badly with the T7.
 * 5) HVM 002 (A terribly weak gun, but it'll do for low levels.)
 * 6) Ronson LBM (Too small of a clip size, too much weight, terrible buffs going to  and Black, and just overall crap.)
 * 7) T-101 Feldhaubitz (Can't really keep up sustained fire due to its small mag, and it's ROF is also quite crap. Wouldn't be as bad if it were 2 RPS. [Now, before you criticize me, let me remind you that the Strikeforce deals far more damage even though its ROF is the same.])
 * 8) Phantom (A suprisingly good gun at lower levels, but it's still quite weak and does suck pretty badly later on.)
 * 9) CM 307 (Weak and uses up ammunition too quickly. Also the damage is too low. However can be pretty good with proper augments.)
 * 10) Ronson 55 (WAY too much ammunition consumption. However I do like the ROF and it can be lethal if augmented properly.)

Most Overrated Guns in the Game

 * 1) RIA 20 Striker (I have to admit, it won't last until level 100 unless you're me, and it should be retired at level 60. It also isn't an all-awesome omni-killing gun unless you're, you guessed it, me. But it does excel up to mid levels.)
 * 2) Hard Thorn (Sure, people tend to say that it's the most underrated gun in the game, but if you ask me, it's highly overrated. When I tested it out, it took practically FOREVER to kill anything and I quickly died. When I gave it a second chance in mobile, it was just as weak. I survived the mission, but only because I had my ever-reliable Striker.)
 * 3) Heartburn (People say that it's a good gun, but if you ask me, it's total crap. And I'm not saying this just 'cause I use a Striker. I actually tested one out, and I couldn't kill ANYTHING.)
 * 4) Ronson 55 (I honestly don't see why people say that this is the best SMG in the game, as I see the T7 as the best, not because it's a Rubicon thermal, but because it has a relatively low drop level and it actually outclasses the 55 at single DPS.)
 * 5) Ronson 45 (Even though this is my favorite sidearm at standing, it isn't as good as people say. When I tried it out, I found it to be quite weak against zombies, and I'm really just keeping my 10*** 45 on me until I fully-aug my 313 or get a good Trailblazer.

Most Underrated Guns in the Game

 * 1) RIA 30 Strikeforce (EVERYONE says that this sucks just because of the 1 RPS. While some may argue that the Hard Thorn is the most underrated gun in the game, I say that THIS is the most underrated. It deals a LOT of damage, and it's intended as a SECONDARY. You fire one shot, switch to another gun, fire from that one for 1 second, and then switch back to this to fire another shot. Sure, you have to stop and reload both every now and then, but that isn't really too much of a problem. Besides, the Feldhaubitz has 1 RPS as well, and people say that's a great gun. And I'm not defending this just because it's a Rubicon thermal. It really is a great gun. The section beyond this WAS going to be going into description about the comment war, but doing so would risk me getting blocked, and so the content is removed.)
 * 2) RIA 20 Striker (I personally think that this is simultaneously one of the most overrated and underrated guns in the game. Sure, it won't last until level 100 unless you're me, but it isn't really meant to be thrown away at level 30 either, something pretty much ALL high-level Assaults do. The gun is powerful, but it isn't as powerful as most people think.)
 * 3) T-101 Feldhaubitz (Even though it's one of my least-favorite weapons in the game, I simply CANNOT deny its crowd-busting ability. Its ability to annihilate a Purge Nest in 2 shots at low levels is also quite respectable. Like the Strikeforce, use it as a secondary.)
 * 4) Shotlite Tempest (1 pierce does not equal to crap. 'Nuff said.)
 * 5) HVM 004 (Even though the gun is HVM, that does NOT mean that it sucks. Since it deals 420 damage a shot if all fletchettes connect, it's early-game damage potential is really only beaten out by the Striker, Strikeforce, and the S300. It's a surprisingly good weapon.)

Hall of Fame
-This category goes to the weapons that I've used for a long time, weapons that are special in some way. I refuse to sell these no matter what.-

How I Think the Striker Page SHOULD Be Like
-As I've noticed, every time a high-level Assault edits the Striker page, it's NEVER good. The end result is that the overview of the gun makes it look worse than the Planet Stormer. In response to a high-level Assault editing the page with the outcome stated above, I edited the page and made it appear to be a good gun, but not necessarily a level 100 weapon, as it isn't such a gun to the average player. But an admin said I just added my "opinions" to the page, undid my edit, and threatened me with a block, despite the fact that I try to only keep opinions to this page, message walls, and comments, while I try to make as much of an unbiased edit as possible on factual pages. But I guess not everyone gets that. So here's my revision of the Striker page.-

Overview
The RIA 20 Striker is a semi-automatic Assault Rifle featured in SAS: Zombie Assault 4. This appears to be the gun that the Assault class is holding. This gun, being thermal, deals damage over time, like a semi-auto ZCS Wipeout. Compared to the RIA 20 DSC, its physical equivalent, it deals more damage and has a higher ROF than the DSC's since the DSC's ROF was nerfed from 15 to 8 RPS, making this gun almost a direct upgrade from the DSC apart from clip size and ammunition cost.

The said ammunition cost for the version is somewhat high at its drop level, so Field Supplies and/or the Ammo Recovery contract would be useful.

This weapon is effective against various low & mid level enemies except for fire-resistant zombies due to its ROF and damage, which allows it to deal high damage to a single target. It is obtainable fairly early, and is a useful weapon for early-mid game, and while a fully-augged Black version could last into late game, there will be better weapons at that point. It will last longer than other weapons, due to its low drop level, but later on most players will replace it. This is mainly due to the fact that it's semi-auto and can't be Overclocked; if it were full-auto, it would be far more powerful and would probably be a little overpowered at the level in which it drops.

As far as the augments go, recommended augments are normal, and if these augments should be stressed for full potential: Deadly for more killing power, Tenacious for more damage over time if you can't be bothered with those two zombies close to you and have bigger concerns (dodging fire from a Wicker, a ground pound from a Devastator, killing off a Regurgitator's worms, dodging poison from Spitters and so on), Adaptive, as Fiery Skin is a very common resistance for zombies to have (even more so at higher levels when zombie resistances are based off of what weapons you use), and Capacity, considering the clip size of 30 is relatively small, making this useful for players whose reload isn't fast enough.

Trivia

 * It seems to be a modified DSC with a Compensator and a simpler mag.
 * This weapon's silhouette is used in the primary slots when said slot is empty.
 * If you look closely at this gun's clip, you can see that there are 2 red stripes, even in the normal and Black versions.
 * This is evident in all Rubicon thermal weapons, possibly to indicate that the clip has thermal rounds to avoid loading a Striker clip into, say, a DSC.
 * Although the back half of the gun is identical to that of DSC and Para, different parts of the gun are colored on and Black versions.

Changes I Want to See in SAS 4
-This section is for changes or minor additions I want to see in the game. For major changes, such as new weapons, please see the section below this one.-
 * Reload cap is removed for all weapons except for weapons with an ROF of 3 or less. This is to prevent the reload exploit for guns where it would actually make a difference but still makes hyper-reloads possible.
 * All semi-auto weapons with an ROF higher than 5 can be Overclocked, though there are exceptions, which will be listed below.
 * Chrs36's ideas for changes to zombie buffs.
 * HVM MPG gets buffed to 750 damage, 2.10 second reload, and 5 RPS.
 * RIA 20 Striker becomes full-auto, ROF gets nerfed to 8. Mobile Striker gets ROF buffed to 8.
 * RIA 20 DSC becomes full-auto. Mobile DSC gets ROF buffed to 8.
 * RIA T7 gets 2 pierce.
 * RIA T40 gets 3 pierce.
 * RIA 30 Strikeforce gets damage in the normal version buffed to 160, and DOT for all versions is doubled.
 * HIKS S300 gets 2 RPS, but can be Overclocked. Also gets pierce buffed to 4.
 * Black pistols are added, but damage is quadrupled from the normal versions and pierce is doubled. Otherwise they're too weak to be added as Black versions.
 * 1887 Shockfield gets reload speed nerfed to 2.10 secs.
 * Sub-Light COM2 gets 4 pierce and 6 and Black, and damage is nerfed to 750 normal, 1400, and 2100 Black.
 * Super Crit for Hornet is now 0.5% on crit. It isn't changed for other sniper rifles.
 * Hornet pierce is nerfed to 3.
 * Biosynthesis heals 1% of your health per aug level.
 * CQC Enhanced deals 2% of melee attacker damage back to the attacker per aug level.
 * Adaptive's damage resistance reduction also applies to Shielders' shields.
 * Pinpoint reduces 5% of bullet spread per aug level in addition to increased crit chance.
 * All Black weapons are full-auto and can be Overclocked.
 * Health Regen heals .2% of your health per second, per level.
 * Armor can be Skeletonized.
 * Titan Teslashock's CQC damage is 5% attacker's damage normal, 10%, and 20% Black.
 * Weapons, armor, and shields with a movement penalty of -35% or less can't be Skeletonized or pre-augged with Skeletonized.
 * New missions for Boreas and the two planets behind it.
 * Ability to convert one type of ammunition to another.
 * Ability to buy Elite Aug Cores at 50 NK coins each.
 * Survival Mode. (basically single-player LMS)
 * Worm Onslaught Mode. (survive 10 waves consisting entirely of Worms and Puke Worms)
 * CM 505 gets 270 damage normal, 540, and 960 Black.
 * Heartburn gets removed from the game for being too crappy and all existing Heartburns are replaced by Strikers. (The other option would be to buff it, but that's ABSOLUTELY unthinkable and should NOT be the option.)

Weapon and Other Ideas
-I'm too lazy to put this on the Conception Wiki. I'm also too lazy to add Black stats. =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 separate 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. Please note that this page was made BEFORE the Expansion Pack update so some stuff may be taken by other weapons. All hand-drawn images are by me, and all computer-drawn images (aside from the R40, Sonic Drill, Mutilator, and Recluse) are either created or edited by SAS 4 Heavy Gracchus.-

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 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 .5% at level 1 and increases by .5% chance every level-up, for a 50% chance at level 100. All 3 ultimate weapons are created by Rubicon Industries, because I wanted Rubicon to be more viable for late-game, as currently only their 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. I got the name from the T7, so the C stands for "Chemical," but "C7" seemed a bit derp so I made it "CH7." A friend then suggested that it heal allies as well. - 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. How I got the name for this weapon was kinda interesting. When I thought of "Striker," the first thing that came to my mind was "hammer." So then I thought of the strongest hammer I could. "RIA 20 Jackhammer" was a strong contender until I thought about Norse Mythology and Thor's hammer, the Mjolnir. So yeah. - 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 1.5 seconds to charge up before firing. Holding down right click will charge weapon without firing. Complete with authentic TF2 minigun sounds. And yes, it does have "Sasha" engraved on the side. I got the name from its rotating barrels, which reminded me of a cyclone's rotating winds. - 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." And I just noticed, 666!)
 * Clip Size: 12,000
 * Reload Time: 5.00 secs.
 * Movement Modifier: -50.0%
 * Movement Modifier Charging/Firing: -60.0%
 * Charge Time: 1.50 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 Weapons and Armor
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 apart from the Super-Awesome Gun of Total Awesomeness. 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. Although the version is quite a different story. Is also just about the only Z-Arm Tech weapon. Note that the version sells for $200,000. - Extended description
 * Damage: 30/ 650
 * Pierce: 1.0/ 50.0
 * Blast Radius: N/A// 10.00
 * Crit Chance: 0.00%/ +100.00%
 * ROF: 8.0 RPS/ 15.0 RPS
 * DOT (Thermal): N/A// 500/ 2 secs.
 * DOT (Chemical): N/A// 350/ 2 secs.
 * Clip Size: 12/ 150
 * Reload Time: 1.80 secs./ 0.50 secs.
 * Movement Modifier: 0.0%/ +20.0%
 * Firing Mode: Semi-Auto/ Full-Auto
 * Category: Pistol
 * Damage Type: Physical/ Thermal+Chemical
 * Ammunition Cost: $0 for infinity (The only weapon that shares ammunition between normal and .)
 * $120 for 200 HDA (See above.)
 * Does not appear at all from strongboxes.
 * has a 10% chance from appearing from a Nantonium at level 100.

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. -Extended description Thanks to Forgotten Madness for coming up with the idea that the HVM 003 should be a sniper rifle.
 * Damage: 450/ 1200
 * 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
 * $640 for 60 HDA/ $6400 for 60
 * Appears at levels 1-10.
 * appears at levels 20-50.

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
 * Pierce: 2.0
 * Crit Chance: 0.00%
 * ROF: 8.0
 * Clip Size: 30/ 50
 * 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
 * $480 for 200 HDA/ $4800 for 200
 * Appears at levels 5-15.
 * 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
 * Pierce: 5.0
 * Blast Radius: 0.075
 * Crit Chance: 0.00%
 * ROF: 12.0 RPS
 * DOT: 100/ 2 secs. // 250/ 2 secs.
 * 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
 * $640 for 200 HDA/ $6400 for 200
 * Appears at levels 3-18.
 * 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
 * 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: $400 for 50/ $4000 for 50
 * $1600 for 50 HDA/ $16000 for 50
 * Appears at levels 5-20.
 * appears at levels 30-60.

RIA T1010
"Experimental thermal take on the RIA 1010. Massively increased firepower greatly helps against targets of all kinds, and the heat of the bullets makes lighting a campfire equally convenient." - Official description

I figured Rubicon needed one of these. Essentially a micro-Striker or a mini-T7. Designed as another contender for best pistol in the game. - Extended description
 * Damage: 300/ 550
 * Pierce: 2.0
 * Crit Chance: 0.00%
 * ROF: 8.0 RPS
 * DOT: 150/ 2 secs. // 250/ 2 secs.
 * Clip Size: 50
 * Reload Time: 2.00 secs.
 * Movement Modifier: -3.0%
 * Firing Mode: Full-Auto
 * Category: Pistol
 * Damage Type: Thermal
 * Ammunition Cost: $60 for 200/ $600 for 200
 * $240 for 200/ 2400 for 200
 * Appears around levels 40-65.
 * appears around levels 75-100.

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
 * 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
 * $320 for 100 HDA/ $3200 for 100
 * Appears around levels 1-20.
 * 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 truly astonishing, 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
 * Pierce: 10.0
 * Blast Radius: 0.45
 * Crit Chance: 0.00%
 * ROF: 20.0 RPS
 * DOT: 500/ 2 secs. // 800/ 2 secs.
 * 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
 * $640 for 100 HDA/ $6400 for 100
 * Appears around levels 30-50.
 * 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 (Pierce) 10,000 (Burst)
 * Damage per Fletchette: 150/ 300
 * 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
 * $640 for 60 HDA/ $6400 for 60
 * Appears around levels 35-65.
 * appears around levels 85-100.

RIA 60 Thunderstorm
''"Modified RIA 60 Cyclone using Shocker technology. Hits targets with billions of volts, although this is at the cost of reduced power and fire rate." ''-Official description

A Gigavolt-minigun. Arcs but fires slower than other miniguns. -Extended description
 * Damage: 150/ 300
 * Pierce: 5.0
 * Crit Chance: -15.00% (will not drop below zero)
 * ROF: 30.0 RPS/ 40.0 RPS
 * Clip Size: 1500
 * Reload Time: 4.50 secs.
 * Movement Modifier: -60%
 * Movement Modifier Charging/ Firing: -69% (LOL. =D)
 * Charge Time: 2.00 secs.
 * Firing Mode: Full-Auto
 * Category: Minigun
 * Damage Type: Energy
 * Ammunition Cost: $360 for 200,000/ $3600 for 200,000
 * $1440 for 60 HDA/ $14400 for 60
 * Appears around levels 25-65.
 * appears around levels 75-90.

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
 * Pierce: 20.0
 * Blast Radius: 2.00
 * Crit Chance: 0.00%
 * ROF: 4.0 RPS
 * DOT: 200/ 2 secs. // 450/ 2 secs.
 * Clip Size: 12
 * Reload Time: 2.30 secs.
 * Movement Modifier: -15.0%
 * Firing Mode: Semi-Auto
 * Category: Rocket Launcher
 * Damage Type: Thermal
 * Ammunition Cost: $800 for 50/ $8000 for 50
 * $3200 for 50 HDA/ $32000 for 50
 * Appears around levels 20-35.
 * appears around levels 50-65.

RIA 80
"A revival and slight aesthetic modification 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
 * Pierce: 4.0
 * Crit Chance: 0.00%
 * ROF: 20.0 RPS
 * DOT: 150/ 2 secs. // 300/ 2 secs.
 * 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
 * $960 for 200 HDA/ $9600 for 200
 * Appears around levels 25-50.
 * appears around levels 65-85.

RIA Guardian Incinerator
''"The RIA Guardian Incinerator uses powerful white-phosphorus thermal rounds capable of turning your target into ash in a split-second." ''- Official description

A Rubicon turret. Thermal, of course.
 * Damage: 650/ 1450
 * ROF: 15 RPS
 * DOT: 350/ 2 secs. // 550/ 2 secs.
 * Range: 6.00
 * Ammunition: 350
 * Special turret: Cannot be purchased.

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. The name is based off of the F-35 Lightning II Joint Strike Fighter, although it can also be seen as a reference to the P-38 Lightning. - Extended description
 * Damage: 750/ 1500
 * 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: $400 for 50/ $4000 for 50
 * $1600 for 50 HDA/ $16000 for 50
 * Appears around levels 20-45.
 * 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

Name is based off of the Grumman Hellcat from World War II. - Extended description
 * Damage: 150/ 250
 * Pierce: 8.00
 * Blast Radius: 0.20
 * Crit Chance: 0.00%
 * ROF: 18.0 RPS
 * DOT: 250/ 2 secs. // 450/ 2 secs.
 * 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
 * $640 for 100 HDA/ $6400 for 100
 * Appears around levels 25-40.
 * 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
 * Explosion Damage: 200/ 500 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
 * $960 for 50 HDA/ $9600 for 50
 * Appears around levels 35-45.
 * appears around levels 65-95.

CM 601 Discharge
"A work of art from Critical Mass, this beauty melts anything in its way while still giving an amazing light show. It also seems to challenge most other flametrowers for the title of best flamethrower for everyday military use." - Official description

"I thought of this on the fly, and having CM as my favorite company only made it right to me to try another weapon for you, though I kinda thought of having DoT on it, I declined it for the heat of the plamsa killing you." - Extended description, by Hander66 Thanks to Hander66 for everything except for the name. It's also why the extended description is quoted, as those are his notes, not mine.
 * Damage: 300/ 575
 * Pierce: 5.0
 * Blast Radius: 0.50
 * Crit Chance: 0.00%
 * ROF: 12.5 RPS
 * Clip Size: 250
 * Reload Time: 2.50 secs.
 * Movement Modifier: -40.0%
 * Firing Mode: Full-Auto
 * Category: Flamethrower
 * Damage Type: Energy
 * Ammunition Cost: $240 for 100/ $2400 for 200
 * $960 for 100 HDA/ $9600 for 100
 * Appears around levels 35-60.
 * appears around levels 80-100.

CM 630 Recluse
"Named after the brown recluse spider, this chemical spray gun was the result of a collaboration between Critical Mass and Rancor and unleashes a deadly stream of sulfuric acid. Designed to strip anything to the bone, this weapon is purely terrifying in the hands of a skilled operator." - Official description

Classified as a flamethrower, this is actually chemical because it's not worth the trouble of creating a whole new category for something similar to an already-existing one. This is an idea for the unidentified Critical Mass weapon. - Extended description
 * Damage: 100/ 250
 * Pierce: 10.0
 * Blast Radius: 0.30
 * Crit Chance: 0.00%
 * ROF: 18.0 RPS
 * DOT: 250/ 3 secs. // 500/ 3 secs.
 * Clip Size: 300
 * Reload Time: 4.00 secs.
 * Movement Modifier: -25.0%
 * Firing Mode: Full-Auto
 * Category: Flamethrower
 * Damage Type: Chemical
 * Ammunition Cost: $160 for 100/ $1600 for 200
 * $640 for 100 HDA/ $6400 for 100
 * Appears around levels 15-30.
 * appears around levels 50-75.

CM Quantum Knight Series
“With this being the first public Critical Mass armor set, they made some big changes to the normal everyday armor, taking ideas from anything from a special targeting HUD to a vest that pushes enemies/mobs back to pants that let you move faster, yet still have energy for anything else.”

- Thanks to Hander66 for everything about the set, although a couple names and stats may have been changed from his original idea. Extended descriptions were by me.-

CM Plasma-Reaction Booster Headset
''“This headset gives the user increased reload speed and allows for special aiming, making those special shots just easier to make. Very useful for those snipers who need some help with those soft parts in the target.”'' - Official description

No need for an extended description.
 * Physical Defense: 85/ 165
 * Thermal Defense: 76/ 143
 * Chemical Defense: 60/ 123
 * Reload Speed: +10%
 * Crit Chance: +10%

CM Antiplasma Discharge Vest
“After messing around with the ruins of a failed experimental gun, they found a way to put it into a vest for extra defenses for police on riot patrol, now modified even more for military use, this puts a lot of space between you and anything close to you.”- Official description

Every 30 seconds, the vest unleashes a plasma discharge that's similar to the Zombie Mech's repulsor. It deals no damage and doesn't affect bosses. - Extended description
 * Physical Defense: 200/ 375
 * Thermal Defense: 175/ 300
 * Chemical Defense: 125/ 260
 * Movement Modifier: -5%

CM Nantonium Kickboxer Gauntlets
“Having been made with a special material used only by CM for armor reasons, it not only decreases reload time, but it also has special steel braced knuckles, making these gloves an amazing CQC weapon.” - Official description

No need for an extended description.
 * Physical Defense: 90/ 180
 * Thermal Defense: 64/ 120
 * Chemical Defense: 57/ 124
 * Reload Speed: +12.5%
 * Melee Attacker Damage: Reflects 10%/ 15% of melee damage back to the target.

CM Particle Acceleration Sprinters
“While messing around with the material found and used by CM for armor, they found a way to manipulate the particles that made the suit usable, and made it so that the user can move without wasting a lot of energy.” - Official description

No need for an extended description.
 * Physical Defense: 125/ 260
 * Thermal Defense: 67/ 213
 * Chemical Defense: 54/ 189
 * Movement Modifier: +7.5%
 * Energy Modifier: +10%

CM Volcanic Plasma Treads
“These boots, while slightly heavier than most, have a special built in energy burner on the bottom, leaving a trail of hot plasma to hurt and trap anything that tries to step on it.” - Official description

The plasma trail is activated by pressing "V." It lasts for 5 seconds and has a 15 second recharge. - Extended description
 * Physical Defense: 75/ 180
 * Thermal Defense: 60/ 160
 * Chemical Defense: 55/ 145
 * Movement Modifer: -3%/ 4.5%
 * Trail Damage: 1000 DPS/ 2000 DPS (Deals 1 damage at a time)

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
 * Fletchettes: 8
 * 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
 * $320 for 100 HDA/ $3200 for 100
 * Appears around levels 10-25.
 * 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
 * Pierce: 10.0
 * Blast Radius: 2.50
 * Crit Chance: 0.00%
 * ROF: 2.0 RPS
 * DOT: 150/ 2 secs. // 300/ 2 secs.
 * Clip Size: 4
 * Reload Time: 3.00 secs.
 * Movement Modifier: -25%
 * Firing Mode: Semi-Auto
 * Category: Rocket Launcher
 * Damage Type: Thermal
 * Ammunition Cost: $800 for 50/ $8000 for 50
 * $3200 for 50 HDA/ $32000 for 50
 * Appears around levels 15-30.
 * appears around levels 50-65.

Ronson 25
"A powerful pistol designed to be cheaper than the 45 for mass production. Retaining its high penetration, its damage is still quite respectable." - Official description

A Ronson 45 for earlier-on in the game. - Extended description
 * Damage: 180/ 385
 * Pierce: 2.0
 * Crit Chance: 0.00%
 * ROF: 8.0 RPS
 * Clip Size: 18
 * Reload Time: 1.80 secs.
 * Movement Modifier: -2.0%
 * Firing Mode: Semi-Auto
 * Category: Pistol
 * Damage Type: Physical
 * Ammunition Cost: $0 for infinity/ $300 for 200
 * $120 for 200 HDA/ $1200 for 200
 * Appears around levels 10-25.
 * appears around levels 35-50.

Ronson 35
"After Rubicon made their RIA T40 and RIA 80, Ronson joined the thermal LMG competition with the Ronson 35. Essentially a thermal take on the popular LBM, the 35 fires powerful .50 caliber white phosphorus rounds for maximum firepower, although cooling restrictions have placed a limit on its already low rate of fire." - Official description

A somewhat slow-firing LMG, it does pack quite a bit of a punch.- Extended description
 * Damage: 450/ 1000
 * Pierce: 3.0
 * Crit Chance: 0.00%
 * ROF: 4.0 RPS
 * DOT: 200/ 2 secs. // 325/ 2 secs.
 * Clip Size: 85
 * Reload Time: 3.50 secs.
 * Movement Modifier: -45.0%
 * Firing Mode: Full-Auto
 * Category: LMG
 * Damage Type: Thermal
 * Ammunition Cost: $240 for 200/ $2400 for 200
 * $960 for 200 HDA/ $9600 for 200
 * Appears around levels 20-45.
 * appears around levels 65-80.

Ronson 75
"A heavier version of the Ronson 70, this weapon packs a greater punch. Just bordering on an LMG because of its immense weight, it's still an assault rifle, but barely." - Official description

Basically a gun better than a Starburst but worse than a Mixmaster. With Deadly and Capacity 10 you get a handheld CM Supernova on the version.- Extended description
 * Damage: 350/ 625
 * Pierce: 2.5
 * Crit Chance: 0.00%
 * ROF: 8.0 RPS
 * Clip Size: 200
 * Reload Time: 2.50 secs.
 * Movement Modifier: -35%
 * Firing Mode: Full-Auto
 * Category: Assault Rifle
 * Grenade Launcher: No
 * Damage Type: Energy
 * Ammunition Cost: $240 for 200/ $2400 for 200
 * $960 for 200 HDA/ $9600 for 200
 * Appears around levels 15-30.
 * appears around levels 50-70.

Mutilator
"A powerful light machine gun that uses extremely fragile ceramic bullets that shatter upon firing. Low power but colossal maelstrom of shards compensates for this and causes excruciating pain as well as mass bleeding. True Death of of a Thousand Cuts." - Official description

A fletchette-firing LMG. It's an idea for the unidentified Rancor weapon. - Extended description
 * Damage: 10/ 20
 * Fletchettes: 20
 * Pierce: 1.5
 * Crit Chance: 0.00%
 * ROF: 12.0 RPS
 * Clip Size: 150
 * Reload Time: 3.20 secs.
 * Movement Modifier: -28.0%
 * Firing Mode: Full-Auto
 * Category: LMG
 * Damage Type: Physical
 * Ammunition Cost: $120 for 200/ $1200 for 200
 * $480 for 200 HDA/ $4800 for 200
 * Appears around levels 25-50.
 * appears around levels 75-90.

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
 * 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: $400 for 50 normal/ $4000 for 50
 * $1600 for 50 HDA/ $16000 for 50
 * Appears around levels 50-70.
 * appears around levels 90-100.

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

- Official description

Raketen Schlag is German for Rocket Punch. It fires 6-round bursts that can destroy any zombie in its path.
 * Damage: 600/ 1200
 * 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: $400 for 50 normal/ $4000 for 50
 * $1600 for 50 HDA/ $16000 for 50
 * Appears around levels 20-40.
 * appears around levels 60-80.

T-104 Hagelfeuer
"A specialized rocket launcher, based off of the popular Gebirgskanone. This weapon unleashes a hellstorm of plutonium-laced rockets designed to decimate even the toughest of enemies." - Official description

Hagelfeuer is German for Hail-Fire. It's basically a heavier version of the Gebirgskanone. - Extended description
 * Damage: 275/ 650
 * Pierce: 10.0
 * Blast Radius: 1.00
 * Crit Chance: 0.00%
 * ROF: 8.0 RPS
 * Clip Size: 64
 * Reload Time: 4.50 secs.
 * Movement Modifier: -40%
 * Firing Mode: Full-Auto
 * Category: Rocket Launcher
 * Damage Type: Physical
 * Ammunition Cost: $400 for 50/ $4000 for 50
 * $1600 for 50 HDA/ $16000 for 50
 * Appears around levels 25-40.
 * appears around levels 60-85.

T-105 Jäger
"Powerful intelligent missiles designed to seek down its target. You can run, but you can't hide!" - Official description

Jäger is German for Hunter. The homing missiles fired from this gun are more intelligent than Gebirgskanone missiles. - Extended description
 * Damage: 1000/ 3000
 * Pierce: 35.0
 * Blast Radius: 5.00
 * Crit Chance: 0.00%
 * ROF: 1.0 RPS
 * Clip Size: 5
 * Reload Time: 2.80 secs.
 * Movement Modifier: -20.0%
 * Firing Mode: Semi-Auto
 * Category: Rocket Launcher
 * Damage Type: Physical
 * Ammunition Cost: $400 for 50/ $4000 for 50
 * $1600 for 50 HDA/ $16000 for 50
 * Appears around levels 25-40.
 * appears around levels 50-80.

T-106 Atombombe
"A MASSIVE hand-held rocket launcher. Incredible damage, colossal blast radius, and radiation poisoning. Although do remember that it's immensely heavy which will hinder movement." - Official description

Atombombe is German for Nuke. The chemical damage is the closest I could get to radiation poisoning. - Extended description
 * Damage: 10,000/ 50,000
 * Pierce: 250.0
 * Blast Radius: 25.00
 * Crit Chance: 0.00%
 * ROF: 1.0 RPS
 * DOT: 1000/ 3 secs. // 2500/ 3 secs.
 * Clip Size: 1
 * Reload Time: 6.50 secs.
 * Movement Modifier: -95.0%
 * Firing Mode: Semi-Auto
 * Category: Rocket Launcher
 * Damage Type: Chemical
 * Ammunition Cost: $800 for 50/ $8000 for 50
 * $3200 for 50 HDA/ $32000 for 50
 * Appears around levels 35-50.
 * appears around levels 75-100.

1861 Gatling
"Antique machine gun revived by Smoke Stack. Posesses a high ROF and good firepower, although it's less powerful than the far more popular but far more expensive RIA 60 Cyclone." - Official description

Basically a Gatling Gun modified to be more modern. Slightly resembles the Brass Beast. - Extended description
 * Damage: 150/ 275
 * Pierce: 2.5
 * Crit Chance: -5.00% (will not drop below zero)
 * ROF: 45 RPS
 * Clip Size: 2500
 * Reload Time: 6.50 secs.
 * Movement Modifier: -45.0%
 * Movement Modifier Charging/ Firing: -55.0%
 * Charge Time: 2.00 secs.
 * Firing Mode: Full-Auto
 * Category: Minigun
 * Damage Type: Physical
 * Ammunition Cost: $120 for 200,000/ $1200 for 200,000
 * $480 for 200,000 HDA/ $4800 for 200,000
 * Appears around levels 25-40.
 * appears around levels 60-85.

1887 Arcfield
"Modified 1887 Shockfield that uses Shocker technology. Arcs to nearby targets but at the cost of reduced power." - Official description

A Gigavolt-shotgun. A bit weaker and heavier than a Shockfield but MASSIVE crowd control capabilities. - Extended description Thanks to Hander66 for stats.
 * Damage: 75/ 150
 * Fletchettes: 10
 * Pierce: 3.0
 * Crit Chance: 0.00%
 * ROF: 8 RPS
 * Clip Size: 6
 * Reload Time: 2.10 secs.
 * Movement Modifier: -5.0%
 * Firing Mode: Semi-Auto
 * Category: Shotgun
 * Damage Type: Shock
 * Ammunition Cost: $240 for 100/ $2400 for 100
 * $960 for 100 HDA/ $9600 for 100
 * Appears around levels 20-35.
 * appears around levels 50-75.

Atomic 200 Zeus
"The 200 Zeus is Atomic's SMG. It really packs a punch. Thin streams of ultra high-speed plasma give this gun incredible stopping power." -Official description

Basically a small Mixmaster. Another one of the only good SMGs in the game because we need more of those. - Extended description Thanks to SAS 4 Heavy Gracchus for stats, official description, and picture.
 * Damage: 240/ 440
 * Pierce: 3
 * Crit Chance: 0.00%
 * ROF: 15.0 RPS
 * Clip Size: 150
 * Reload Time: 2.40 secs.
 * Movement Modifier: -12.0%
 * Firing Mode: Full-Auto
 * Category: SMG
 * Damage Type: Energy
 * Ammunition Cost: $120 for 200/ $1200 for 200
 * $480 for 200 HDA/ $4800 for 200
 * Appears around levels 40-65.
 * appears around level 100.

Terran Armory
"A new company, formerly known as SkyrunnerM35 Industries, recently created to help the SAS against the zombie epidemic that has plagued the Trans-System. The founder is only known as SkyrunnerM35 to those in the Trans-System, and they have been known for extremely advanced technology rivaled only by AXWAL." - Company's official description Yes, this is my company, and the CEO is me. The company only makes left-handed weapons and right-handed players can't use them without reprogramming. The company is also known for equipment so technologically complicated that it can't be augmented, for not making or Black versions of their equipment, and for their incompatibility with gun or armor accessories with the exception of pre-attached accessories. Please note that I'll only add the RIA 20 Striker (Commander Custom) and TMSOA MK. II on this page. Visit the Conception Wiki for all our weapons. - Extended description

RIA 20 Striker (Commander Custom)
"This deadly weapon is the result of a collaboration between Terran Armory and Rubicon. Also called the SkyrunnerM35 Mod after its inventor, this upgrade to the popular RIA 20 Striker is more powerful than even the Mjolnir. Being the first Terran Armory weapon, this is one of their most iconic pieces of equipment. This weapon is everything you could ever want in a gun and more. Modified to be left-handed convenient, this gun is very popular among lefty shooters." - Official description

The extended description is so large that I have to break it up into paragraphs that I can't indent for some reason. =D

Yes, I know some of you guys were expecting this, so here it is. It's not a gun, but rather an augment. It costs $15,000,000 and needs to be applied to a 12**** empty Striker and won't work on any other gun. This is the normal quality. You can get one in [GENUINE] quality by getting one as an independent weapon from a strongbox. The first one (aka mine) is in [ORIGINAL] quality. The name is displayed in yellow text when seen in multiplayer, has the premium weapon background, and if I'm the one wielding an [ORIGINAL] Commander Custom Striker, the gun will have a 10X damage boost. It has select-fire, which is toggled by pressing "Y", similar to the Hawkeye's bullet settings. The two modes are the good-old semi-auto, and a 3-round burst. It fires powerful 13.28x9.69 mm TNS-TH-C osmium rounds designed to create a small incendiary explosion every time it penetrates a zombie. The gun also has a grenade launcher and a flamethrower. (fire by pressing middle-click)

Other features include:
 * A heartbeat sensor (Detects zombies through walls and identifies hitboxes)
 * An extendable tripod (Press "G" to drop the gun as a sentry and press "G" again anywhere to have it teleport to you. It'll automatically teleport to you once it runs out of ammunition)
 * Dual plasma tentacles (Automatically extend out of the gun and instantaneously latching on to the zombies closest to you or the strongest boss within range, dealing 1 damage 1000 times a second)
 * Revenge crits (Just like the Frontier Justice. Each of your sentries store 2 guaranteed crits on each kill, and 1 on each assist. Crits are granted to your gun when the sentry runs out of ammunition. Revenge crits always deal 3X damage regardless of skills)
 * A tac-light (Automatically activates in dark places)
 * Once you get into melee range, a 1.5-meter-long bayonet activates and stabs the zombie, dealing 1000 damage every half-second. It automatically retracts once all zombies exit the 1.5-meter-range of the bayonet.
 * Press "B" to use the adrenaline syringe held in the stock. It applies a level 25 Adrenaline effect to your guy for 15 seconds and is single-use.
 * The main gun also has a chance to Super Crit, with the chance being 15% on crit (Revenge Crits included). Super Crits for this gun deal 10X crit damage.
 * In addition to that, it fires adaptive armor-piercing rounds that ignore all resists, INCLUDING resists from Tough Body, Die Another Day, and shield-type armor. Put short: this gun can punch clean through even a TMSOA MK. II's defenses and kill the guy wearing it in a single burst.
 * End result: One of the most overpowered guns in the game.

The gun is now listed as a Terran Armory weapon.

Overall Weapon: Main Gun: Flamethrower: Grenade Launcher:
 * Crit Chance: +10.00%
 * Movement Modifier: -15.0%
 * Grenade Launcher: Yes
 * Category: Assault Rifle
 * Damage: 3750
 * Pierce (Bullet): 5.0
 * Pierce (Explosion): 10.0
 * Blast Radius: 0.80
 * ROF: 10.0 RPS (semi-auto)/ 4.0 RPS (burst)
 * DOT: 1250/ 2 sec.
 * Clip Size: 120
 * Reload Time: 1.80 secs.
 * Firing Mode: Semi-Auto/ Burst
 * Shots per Burst: 3
 * Damage Type: Thermal
 * Ammunition Cost: $1600 for 200 normal
 * $6400 for 200 HDA
 * Damage: 300
 * Pierce: 10.0
 * Blast Radius: 0.50
 * ROF: 20.0 RPS
 * DOT: 3500/ 2 secs.
 * Clip Size: 900
 * Reload Time: 3.00 secs.
 * Firing Mode: Full-Auto
 * Damage Type: Thermal
 * Ammunition Cost: $160 for 100 normal
 * $640 for 100 HDA
 * Damage: 15,000
 * Pierce: 20.0
 * Blast Radius: 2.00
 * ROF: 10.0 RPS
 * Clip Size: 1
 * Reload Time: 0.50 secs.
 * Firing Mode: Semi-Auto
 * Damage Type: Physical
 * Ammunition Cost: $160 for 50 normal
 * $640 for 50 HDA

TMSOA MK. II
''"Advanced powered full-body suit created by Terran Armory, the suit makes the wearer almost impregnable to the outside world. Also designed for an aesthetic look, the glowing lights on it make it as much home on the dance floor as on the battlefield. Sure, the $35,000,000,000,000,000,000 price tag is a bit hefty, but when you finally get to wear one of these babies, you will have absolutely ZERO fear of the outside world. However, the suit's power-multiplying capabilities would turn human muscle into goo and cause human bone to basically explode. Only the durable Heavy class is tough enough to wear the suit." ''- Official description

If you saw up there in the list of tropes, you'll have some idea on what this is. Again, we're going to have to go into a multi-paragraph extended description that also includes the stats.

To begin with, pieces of the suit will begin dropping at levels 95-100, but the chance of getting each piece is still near-zero. The stats of the suit are not applied unless the entire set is worn, meaning you'll be wearing zero-protection armor with a movement penalty. (-5% for helmet, -15% for chestplate, -10% for gauntlets, -15% for leggings, and -5% for boots) Not very appealing isn't it? Well, once you wear the whole set, that's when the awesomeness will settle in.

The first thing you'll notice is the are new bars between your health and energy meters. One of them is a blue bar that says "100.000%". This is the suit's shield. The shield has 1,420,000 health and will regen continuously at a rate of 1% every half-second no matter what. The other bar is a gray bar that says "100.000%". This is the suit's primary defense. It has 20,000,000 health and will regen at .5% health every half-second provided you haven't taken damage for the last 3 seconds. This type of armor (as in, armor that adds extra health bars instead of using percentage resists) is called "shield-type", despite regenerating armor also counting. This has the advantage of immunity to Dark Minions. The suit also has (note that not all the things listed in the blueprint are added due to them having too complex controls or mechanics):
 * A Tesla Aura which deals 75% of melee attacker damage back to the attacker.
 * A +650% movement buff.
 * +350 energy capacity and +9 energy/sec regen.
 * Ability to push boxes at 10,000% speed.
 * A 15,000 damage ramming attack.
 * A self-targeting shoulder-mounted minigun that deals 500 damage a shot at 1,000 RPS with 5 pierce, firing with 5-second bursts followed by 1-second cooldowns.
 * Immunity to radioactive gas and irradiated medkits in Meltdown.
 * Adrenaline. (triples damage, triples ramming damage, doubles speed, doubles reload speed [bypasses cap] and slows down time by 400% where hitscan bullets become as fast as rockets. Screen gets a yellow tint when active. Activate by pressing 4)
 * Rage. (increases damage by 10X and ROF by 5X. Screen gets a red tint when active. Activate by pressing 5)
 * Tank. (cuts speed in half, but gives 90% damage reduction STACKING with Die Another Day. Screen gets a blue tint when active. Activate by pressing 6)
 * Hybrid. (boosts damage by 550%, doubles ramming damage, speed by 25%, slows time by 200%, triples ROF, and gives 45% damage reduction. Screen gets a green tint when active. Activate by pressing 7)
 * All the above abilities last 5 minutes with a one minute cooldown, cost 20 energy, and add 15 heat.
 * A jetpack that's activated by pressing 8. Lasts 90 seconds for balancing reasons. Can fly over zombies leaving only ranged zombies being able to attack you, and dealing 5,000 damage to them via the flames. Can't fly over buildings and walls due to balancing reasons, and can't be activated indoors. (normally, it would be able to be activated indoors, be able to fly over buildings and walls, and last practically forever due to a molecular disassembly technique giving the jetpack a constant supply of fuel) An aqua-jetpack that has propellers instead will activate if you're underwater. Adds 1 heat and drains 2 energy every second.
 * A missile pack that's fired by pressing 9. It fires a volley of 25 cluster missiles around you in a ring. Once the missiles are up there they burst into 5 missiles each and rain down around you in a ring, with each missile dealing 25,000 damage with 1.50 blast radius. They have a SLIGHT homing ability, but won't deviate too much off of their original courses. Adds 20 heat and costs 15 energy.
 * A +175% buff to your recovery time.
 * An 80% reload time reduction (you instantly hit the cap no matter what).
 * Smart targetting and adaptive bullet "programming" allows the suit to ignore 100% of all resists, including Tough Body and Die Another Day. Does not affect shield-type armor due to it not actually using percentage resists.
 * A cloak. Press 0 to activate. It turns you invisible and lasts for 15 seconds with a 30-second cooldown. Attacking or being attacked will briefly reveal you. Adds 5 heat and costs 10 energy.
 * Aimbot ability. Press - to activate. Lasts 10 seconds with a 30-second cooldown. Automatically aims gun to the last zombie your cursor crossed and stays locked on with perfect accuracy. Adds 10 heat and costs 20 energy.
 * Wallhack ability. Press = to activate. Lasts 10 seconds with a 30-second cooldown. Your projectiles will no-clip through walls. Adds 10 heat and costs 20 energy.
 * Combat Assist system. It'll cause several crosshairs to appear on zombies, which are weakpoints. A red crosshair is a Critical weakpoint. Hitting it will deal quintuple damage. Hitting around it will deal double damage. A blue crosshair is a Cripple weakpoint. Hitting it will stun the target for 1.5 seconds.
 * Ability to drop sentries, mini-sentries, dispensers, and teleporters. Aesthetics are identical to the RED Team and metal is infinite. You can still only have one of each at a time though. To repair, speed up construction, or upgrade, whack them using the Multi-Tool.
 * Hazardous environment shield. This will automatically come on in intense environments, such as in the wake of a supernova. There's an orange bar underneath your energy meter that shows 100.000% and will slowly drain away when you're inside the area. Once it reaches 0, your armor will take damage. Once that reaches 0, you begin to take damage. Slowly recharges when outside said intense environment. Note that Meltdown's radioactive gas is nowhere near enough to cause suit damage, so the shield will not come on in there as there is no need for it.
 * Hold N and use the mouse wheel to cycle through elemental capabilities. Release N to select. They're fired every time your gun fires a shot, and the capabilities are as follows:
 * Electricity: Fires a hitscan bolt of lightning that arcs to up to 5 nearby targets, dealing 1500 damage.
 * Ice: Fires a hitscan cryogenic beam that explodes on impact, dealing 500 damage and freezing the target for 2 seconds, dealing 250 damage over that time period.
 * Fire: Launches a fireball with the same speed of a rocket. Explodes on impact with a 1.50 blast radius, dealing 1000 damage and igniting nearby zombies for 2 seconds, dealing 250 damage.
 * Water: Fires a ball of water. Splashes on impact with 1.00 blast radius. Shorts out robotic enemies and ignites them with 950 damage over 2 seconds and stunning them for .5 seconds. Otherwise harmless.
 * Earth: Fires a dust cloud, temporarily blinding zombies for 2 seconds (they can't see you) and inflicting 750 damage.
 * Laser: Fires a Hotspot beam that inflicts 2000 damage.
 * Radiation: Fires a beam of radiation that expands in a shockwave pattern. Inflicts 800 damage with 200 over 3 seconds of radiation poisoning.
 * Wilderness: Harnesses nearby wildlife into attacking zombies.


 * A computer jamming system. It affects everything within a 3 meter radius of the suit and causes homing weapons to lose their homing ability, ranged robotic enemies being unable to aim accurately, and melee robotic enemies having a 50% chance to miss and a 10% chance to hit themselves.
 * Absorb Shield: Absorbs projectiles, charging up a powerful Shock Blast, which can be fired by pressing P when fully-charged. The Shock Blast deals 15,000 damage to any zombie in range, with 15.00 blast radius, and heavy knockback. Lasts 3 seconds with a .5-second cooldown. Press I to activate. Adds 1 heat and drains 5 energy. Can store up to 5 Shock Blasts. Once 5 Shock Blasts are charged any absorbed damage restores 1 energy per 5 points of damage, rounded down.
 * Reflect Shield: Reflects projectiles back at the person who fired it. Homing weapons will regain their homing ability, but will change target to and lock on to the person who fired it once reflected. (I'm looking right at you, Zombie Mech) Duration and cooldown are the same as the Absorb Shield.Press O to activate. Adds 1 heat and drains 5 energy.
 * Hold U and use the mouse wheel to cycle through weapons on the left hand. Release U to select.
 * Hold H to and use the mouse wheel to cycle through weapons on the right hand. Release H to select. You guy will throw the right-hand gun to his left hand anyway. (righties are denied the ability to wear the suit since it was made by Terran Armory) Note that your guy will automatically deactivate his weapon on his other hand if you select a weapon on a hand, unless...
 * ...you have a paired weapon on one hand. Paired weapons are available on both hands and can be dual-wielded. Only the X59 Guardian pistol, the X15 Lasereye laser designator, and the X167 Cobra acid blaster are paired. (note that this means that the gun can be paired with a gun of the SAME TYPE, not that you can wield, say, an X59 and an X167 at the same time) Note that if you activate a paired weapon on your guy's right hand, the gun WILL STAY ON THE RIGHT HAND. This is to avoid confusion when the other paired weapon is activated, not because I wanted righties to be able to use a small bit of the suit. (anyway, the suit will refuse to work if a righty or non-Heavy is wearing it)
 * Note that some of the things in the TMSOA MK. II's arsenal aren't weapons, but tools. The Multi-Tool is the obvious one. Some of the others are the Arc-Blaster X2500 Turbo-Drill mining laser and the Decontamination Ray.
 * Press J to fire one of the 4 Übercharges. (hey, there was no better name for it) Each one adds 50% damage resistance to all 3 types, reduces knockback by 50%, doubles shield, armor, health, and energy regen along with the cooldown rate, doubles ROF and speed, and increases damage by 35%. Each one lasts 4 seconds, costs 25 energy, adds 30 heat, and takes 15 seconds to recharge. Übercharges are built up and stacked similarly to the Vaccinator. Each charge adds 20 heat.
 * Press M to overclock the reactor. Overclocking the reactor will make you invincible to ALL types of damage, triples your damage, and quadruples speed and ROF and also making you immune to knockback. Overclocking will drain all your energy, add 100 heat, and drain away 750,000 shield, 1,000,000 armor, and 5000 health. Lasts 30 seconds and can only be used once per game.
 * Keep an eye on the orange bar underneath the HES's bar. That shows your heat. Most abilities on the suit generate heat, and it drains away at a rate of 15 every half-second. You can also press K to shut down the reactor temporarily. Shutting down the reactor disables THE ENTIRE SUIT (removing all the buffs and giving you no-protection -50% movement armor), reduces 100 heat, and takes .5 seconds to re-activate. The suit is set to automatically shut down once heat rises above 140, but that can be toggled on and off with L. Be careful though, as once the heat level rises to 150, the suit will unleash a catastrophic explosion, dealing 5,000,000 damage to the shield, 10,000,000 damage to the armor, 7500 damage to you and igniting you, dealing 2500 DOT over 2 seconds, and shuts down the reactor. On the plus side, the explosion has a 3.00 blast radius and deals 1000 damage to anything caught in the blast and igniting them, dealing 500 DOT over 2 seconds.
 * Press, to fire a shot out of the wrist-mounted jump-jetpacks. It'll accelerate you towards the crosshair at high speed. You get 4 shots, and each shot lasts .5 seconds and recharges in 2 seconds. Each shot adds 15 heat.
 * 8 plasma tentacles will come out the back of the suit when they detect zombies and behave similarly to the Commander Custom Striker's tentacles. Each tentacle deals 5 damage 1000 times a second.
 * Because you're so awesome with this suit on, you get 4 Advanced Assault Team (Despite the name they're actually Heavies) soldiers following you. Each Advanced Assault Team soldier (there are 4 of them) has 17,500 health, takes 15 seconds to revive once killed, and has the following loadout:
 * -All base stats are cored to the max.-
 * HELMET: Titan IRN HUD Black, Fortified 12, Resuscitating 12, Smart Target 12.
 * CHESTPLATE: R4 Guardian Vest Black, Fortified 12, Resuscitating 12, CQC Enhanced 12.
 * GLOVES: Titan IDS 01s Black, Fortified 12, Heat Resistant 12, Nimble 12.
 * PANTS: Titan MEM Trooper Black, Fortified 12, Body Fueling 12, Machine Assisted 12.
 * BOOTS: Titan MEM Sprints Black, Fortified 12, Revitalising 12, Machine Assisted 12.
 * SKILLS:
 * Fast Reload 6 | Fast Movement 6 | Toughness 4 || Hold the Line 5 | Heavy Gear 0
 * Recovery Time 6 | Health Regen 20 | Pay Grade 0 || Tough Body 7 | Die Another Day 1
 * Body Armor Expert 6 | Energy Boost 0 | Energy Regen 4 || Brute Strength 10 | Concussion 10
 * Field Supplies 7 | Grenade Damage 0 | Critical Shot 1 || Aerial Bombardment 15
 * WEAPON: Selected randomly from the following list:
 * RIA 20 Striker Black, Deadly 12, Tenacious 12, Adaptive 12, Capacity 12.
 * RIA T40 Black, Deadly 12, Tenacious 12, Overclocked 12, Capacity 12.
 * Proposition Black, Deadly 12, Overclocked 12, Adaptive 12, Capacity 12.
 * Hornet Black, Deadly 12, Overclocked 12, Pinpoint 12, Adaptive 12.
 * CM Gigavolt Black, Deadly 12, Piercing 12, Overclocked 12, Capacity 12.
 * Mixmaster Black, Deadly 12, Overclocked 12, Adaptive 12, Capacity 12.
 * HIKS 3100 Black, Deadly 12, Overclocked 12, Adaptive 12, Capacity 12.
 * Ronson WP Flamethrower Black, Tenacious 12, Overclocked 12, Adaptive 12, Capacity 12.


 * Four Medi Gun beams, colored to whichever element is selected. They latch on to Advanced Assault Team members if they're within 10 meters of the suit and heal them at a rate of 150 health every half-second.
 * A plasma shield that adds 30,000 physical defense, 25,000 thermal defense, and 15,000 chemical defense. (damage reductions also apply to shields and armor) It also inflicts 25,000 ram damage. Doesn't have a movement penalty and drains 2 energy per second when active.
 * Please note that while a NORMAL Assault or Medic can't use the suit, they can purchase a genetic-modification kit that toughens up their bones and body tissue so they CAN wear the suit. The kit costs $1,500,000 but your guy still needs to be a lefty. However, Assaults who are level 80 higher (AKA high-level Assaults) can't use the suit regardless due to the same blocking system I installed that prevents righties from using it also prevents Assaults who are level 80 or higher from using it. Again, this can be reprogrammed.
 * I basically described the whole suit, so do we really need stats?

The Super-Awesome Gun of Total Awesomeness
"Congratulations! You got the best gun in the game! Now go kick some zombie butt!" - Official description

This weapon is a joke item and actually sucks. Note: While it can't random crit, it'll guarantee crits on a Savage Necrosis Elite. Crits dealt by this weapon deal 999,999,999 damage. Basically, this weapon destroys Savage Necrosis Elites in the blink of an eye but is otherwise useless. - Extended description
 * Damage: 1/ 1.1
 * Pierce: 1.0
 * Crit Chance: -100.00% (will not drop below zero)
 * ROF: 0.25 RPS
 * Clip Size: 1
 * Reload Time: 60.00 secs.
 * Movement Modifier: -100.0%
 * Firing Mode: Semi-Auto
 * Category: Awesome Weapon
 * Damage Type: Physical
 * Ammunition Cost: $500 for 20/ $5000 for 20
 * $2000 for 20 HDA/ $20000 for 20
 * Appears around levels 1-50.
 * appears around levels 51-100.

Other Ideas
These ideas are not weapon or armor ideas.

Dominant Hand
Once you create a new character, you have to choose your character's dominant hand. For a currently-existing character, you have to choose upon immediately launching SAS 4. This is mostly a cosmetic change, as all guns will be modified for lefties, except for anything made by Terran Armory. These guns are specifically designed so right-handed people can't use them. When a right-handed player touches the handle of one of Terran Armory's guns, even if it's with his left hand, a biometric scan will identify him as a righty and the gun will lock up, being unable to fire, load, eject, etc. It will still operate if a lefty is holding the gun in his right hand however. Terran Armory's armor also will refuse to activate if a righty tries to wear it. However, these restrictions can be reprogrammed.

Suppressors
These reduce the chance of zombies detecting you when you fire. The silencing ratio of a suppressor determines the chance of said detection. Thus, a 50% silencing ratio means that each shot has a 50% chance of attracting a zombie, generally meaning that half of the zombies in the room will notice you on average. No suppressor means that every shot will attract a zombie - a 0% silencing ratio.

HVM 025 Covert
"Standard-issue suppressor for special forces. A popular, affordable model." - Official description

Basic model suppressor. - Extended description
 * Silencing Ratio: 20%
 * Weight: -5%

RIA 204-SPR
"Advanced suppressor capable of significantly reducing gun noise. The 204-SPR is a powerful, versatile device that can be attached to almost any gun." - Official description

No need for an extended description.
 * Silencing Ratio: 50%
 * Weight: -10%

HIKS Silent Killer
"Harris Intelligent Kill Systems has developed a top-of-the-line silencing device, making the operator almost completely silent to his enemies." - Official description

The best suppressor on the market. - Extended description
 * Silencing Ratio: 85%
 * Weight: -20%

Laser Sights
These emit a red line from your gun to your target. It helps you pinpoint your aim and identify weakpoints, which are small spots on your target that deal guaranteed 3X damage crits. The better the model, the more weakpoints are detected.

RIA 326 Tracer
"''Infrared laser sight allows for pinpoint accuracy." -Official description''

No need for an extended description.
 * Weight: -10%
 * Weakpoint Detection: 5

XB356 IR Triangulator
''"Powerful laser sight quickly and efficiently illuminates and indicates the target's weakpoints, allowing crippling blows to be efficiently dealt." -Official description''

Comes integrated with the Commander Custom Striker. - Extended description
 * Weight: -5%
 * Weakpoint Detection: 8

Hacking Modules
This turns every shot fired out of your gun into a bullet containing a strain of malware. When it hits a robot it applies a Concussion effect to said robot.

CM 2948 Trojan
"The Trojan creates a deadly computer virus guaranteed to generate a severe lag spike." - Official description

No need for an extended description.
 * Weight: -30%
 * Stun Duration: .5 secs.

XB405 TDP
"Named after the TDP nano-virus also created by Terran Armory, the design team working on this module have managed to greatly cut the weight of the accessory. Capable of stopping a giant killer robot right in its tracks, it also has some use in lagging out your friend's computer." - Official description

No need for an extended description.
 * Weight: -10%
 * Stun Duration: 1.0 secs.

Shields
Shields are attached to your vest and they're activated by pressing and holding Shift. While active, they increase defense but cut speed by a set amount, reduce accuracy by 50%, and drain a certain amount of energy per second. They can be augmented with the following:
 * Fortified, Heat Resistant, and Hazchem: You know what they do.
 * Plasma Reinforcement: Adds 150 ramming damage per level.
 * Efficiency: Reduces energy drain by 1% per level.
 * Skeletonized: You know what this does.
 * Adaptive: You know what this does too.

HVM Carbon-Fiber Defender
''"Standard-issue shield made of carbon nanotubes provides good protection and mobility." -Official description''

A basic shield. -Extended description
 * Physical Defense: 300/ 750
 * Thermal Defense: 125/ 250
 * Chemical Defense: 50/ 100
 * Movement Penalty: -10%
 * Energy Drain: -1/ sec.
 * Ram Damage: 200
 * Damage Type:

Hardplate Paladin
''"The Paladin provides unparalleled defense, but its immense weight means you won't be going far anytime soon." -Official description''

This shield has the most defense barring the TMSOA MK. II's integrated plasma shield, but it has a large movement penalty. -Extended description
 * Physical Defense: 650/ 1500
 * Thermal Defense: 325/ 1000
 * Chemical Defense: 200/ 750
 * Movement Penalty: -30%
 * Energy Drain: -1.5/ sec.
 * Ram Damage: 500
 * Damage Type:

Shotlite Hummingbird S1
''"Shotlite's Solid Air Technology allows the S1 to have no effect on the wielder's movement, yet provides excellent protection. However, it's very power-hungry." -Official description.''

A shield with no movement penalty and good defense, but you better hope you have a lot of energy in reserve when you deploy this.
 * Physical Defense: 400/ 800
 * Thermal Defense: 250/ 575
 * Chemical Defense: 175/ 380
 * Movement Penalty: -0%
 * Energy Drain: 5/ sec.
 * Ram Damage: 300
 * Damage Type:

Attack Drone
To begin with, you need to get an attack drone blueprint, which drops out of a strongbox like anything else. Once you get a blueprint, you can't get another. Once a blueprint is created, you have to build one. You can use the basic editor (like the spaceship creator in the space stage of Spore) or you can use the advanced editor. (what NK uses to create models) Once your drone is complete, you have to mount one weapon onto it from your inventory. The drone's max speed is +100%, but accelerates half as fast as you. Movement penalties do apply to the drone and it will fire at anything within its range, so maybe equip a pistol. The drone can't be destroyed and will hover above you when you die. Connect a second mouse to your computer and another person can aim and fire the drone. When someone does that, the drone is aimed with a blue crosshair.