Weapons Zombie Stories Roblox Wiki Fandom
Weapons
You can see the list of tools with cursed characteristics here.
Notice of old documents |
This notebook has something that has been changed in subsequent updates or unrelated. The contents of this note may not be displayed in the current version, so it may be auxiliary edited. |
Additional information: Weapon status has already been edited to include control, agility, and mobility. The transformation section was irrelevant because the Fresh Update Framework Update was released on July 19, 2024. |
"Blood on the door. It's a very late time for him." |
Some materials of this notebook have been deleted from the game as well. You can still edit this note, but the remaining things are likely to be eaten by zombies. |
Additional information: Which is actually higher for what the base is. Almost all mods have been deleted or modified. Note that some mods in this subset can return to further updates. |
In this IRGE, Zonbiscity has a number of weapons that can be used to fight a horde of zombies that stands between the players and victory. Depending on the type of weapon, there are things that can only be used in a specific class, which is shown with an ligh t-emitting icon at the bottom of the gun when the mouse cursor is adjusted to the gun, and it is different for each gun. Most gun gum can be unlocked by raising the degree of class to a specific value, but if you buy a skin at a shop or buy one of the boxes or 2WH sold, get it earlier. It is also possible to do.
Contents
Weapon Stats [ ]
The effectiveness of guns depends on many statistics, and most of them are reflected in the preparatory view of the tool and the power supply of the gun (this is when the V2. 0. 0 framework update around July 19, 2024 is updated. Added).
Other statistics may be reflected in this IRGE in future updates. Some may be abolished.
- Ros s-The amount of damage applied by musical instruments. The upper row is a basic loss, and the lower row is a loss from the shot to the head, which is minimal.
- Most missions have a standard enemy of 100 units, but more creative enemies are less than that.
- The deterioration magnification is a magnification that reduces the amount of damage of one shot while breaking through more enemies.
- ADS Lec Redactio n-Displays the decrease in spreads when the view is hovered to a task in the amount of animation.
- Retrosting Tim e-Time for a 1 charge gun to load a cartridge on a bank.
- Note: Full auto guns settlements in the first number and are easier to control. Players can affect recoil control through trigger training, and depend on the firearms that can be switched to firearms, as well as weapons shooting. Furthermore, if the control value of the weapon is 10 (like Auric Grace), the recoil decreases, and it becomes difficult to control as well as the low control value.
- Assault rifles have normal mobility, light machine guns have low mobility, players slow down regardless of equipment, and some submachine guns have high mobility, greatly increased the player's walking speed. Let me do it. When dealing with multiple threats, consider which firearms and classes to use.
Melee Stats [ ]
- Damag e-How much damage can be done with a single blow? The upper number is basic damage, the lower number is headshot damage, which is always cut off.
- Headshot MultiPlie r-A magnification correction value that increases the damage caused when the head is shot.
- Delay is time to r e-shake the battle weapon.
- Can you stun? -Be hitting the enemy with a fainted weapon, you can stun and stop there. It is the same as "Can you stun?" If the weapon is set to "No", attack will not stun the enemy.
- Status effec t-There are two status effects that can cause contact weapons. Stan is as described above, and the second effect is BLEED, which can damage the enemy over time and stack more damage. After the framework update, it is unknown whether these effects work, and the stun effect is activated only by Parry.
Modifications [ ]
Note: With the new framework update released on July 19, 2024, the old MOD shown below has been deleted or replaced by a new MOD system. This information is old.
Weapon spanner icon
Weapons rose as they are used in battle, which is similar to the level up. When reaching a certain level, depending on the type of weapon, it can be modified to improve the function. The remodeling can be equipped from the equipment menu, and the modified weapon has a spanner icon. Click the spanner icon to display the menu, and you can do all the unlocked remodeling and equipped by reaching a high level.
Most weapons have similar mods depending on the weapon type, but some weapon types have unique mods that can be unlocked. Below are some of the mods that weapons can use:
Optics [ ]
Mod Name Description/Benefit Unlock Level Applies to Weapon Red Point The Red Dot Sight replaces the iron target on the weapon with a red dot for easy aiming, and is usually unlocked on SMGs and some assault rifles. About 6 levels Most assault rifles and SMGs Cobra Sight The Cobra Optic Scope, which replaces the iron weapon sight with a three-line Cobra-Vision intersection, is unlocked on some assault rifles and SMGs. About 6 levels Some assault rifles and SMGs Coyote The Coyote Face with Red Dot is unlocked on some SMGs and assault rifles, replacing the iron sight with a red coyote. About 6 levels Some assault rifles and SMGs Sight fc1 Sight fc1 replaces the iron sights on your weapon with a red dot fc1 eye. Currently only unlocked for the M1014 and ARK-3 (Standard). About 6 levels ARK-3 (Standard), M1014 Aimpoint Micro The Aimpoint Micro Sight replaces the iron target on your weapon with a small face through a red dot. Currently only available for the MP7A2 and Jack Carbine (Standard). About 10th level Jack Carbine (Standard), MP7A2 Miniface Replaces the iron sights on your weapon with a small face with a red dot. The small face with red dot may be unlocked for some handguns. About 7th level Some weapons Other (General) [ ]
Renames the weapon to (Weapon name) sd. Reduces weapon bounce, softens firing sound, and removes muzzle blast.
Renames the weapon to (Mag Upgrade) (Weapon name). Increases Weapon Shop capacity. Increases by +5 for SMGs and rifles, +8 for SMGs, and +10 for assault rifles and G18s.
Changes the weapon name on HP (WeaponName). This increases base damage to enemies by +10% for rifles and +20% for SMGs, but due to increased efficiency. Weapons with hollow cartridges do 33% less damage to enemy armor.
Changes the weapon name on AP (WeaponName). This increases the weapon's stats by +2, allowing it to hit another enemy behind the target. Less damage is applied after the bullet breaks through (33% damage for rifles, 25% damage for SMGs), and weapon efficiency is increased. A P-pool breaks through armored enemies, but if the armor is damaged, damage is halved.
Change the title of the gun to HP (Weawonname). As a result, the basic loss to the opponent increases+10%, but the number of cartridge storage is reduced. A pistol with a cartridge has a 33%reduction of the opponent's armor.
Change the title of the gun on the AP. This rises the +2 pistol breakthrough states, hitting the opponent who appears to be behind the target. The applied loss draws a simple 33 %, and is small when the bullet breaks through more opponents. This reduces the number of cartridges stored in the gun. AP breaks through the armor, but if the armor is damaged, the loss will decrease to 1/2.
Other (Special) [ ]
The number of shows the gun cartridge will increase by 2 shops (for example, if the number of guns is 10 and the number of cartridges is 100, the cartridge will increase to 120).
The number of gun storage cartridges increases to 54, and the normal gun r e-loading is replaced by a on e-camal r e-loading.
The M7 Caseless SMG is reduced to the M7S caseless SMG, and a reflector site and a suppressor are installed.
Adjusted to increase the Thompson to 50 drums and slow the reload speed evenly.
Convert CZ 75 from early automatic injection mode to suicide bomb. In addition, the number of revolutions is increased to 1, 000.
Wingmaster weapons not shoot with several bullets, but make it possible to shoot with one bullet that deals the highest damage. Increases loss and penetration ability, reduces diffusion, increases reactions, reduces the magnification of shooting to the head, and reduces cartridge diffusion.
The modification that increases the capacity of the PPSH-41 shop to the 71 cartridge in the drum version is a certain amount that reduces the reload speed. Another pair reduces cartridge storage.
Reduce CZ 75 to automatic pistols, increase the number of revolutions to 1, 000, increase banks to 32, add a supplementer to reduce RM R-vision for accuracy, return and other cosmetic parts, but cartridge. Reduce the recharging speed of.
It gives an HK USP special cartridge that reduces base loss, which is important to increase the loss of headshots, which has the ability to destroy simple enemies with tw o-dead shots. In addition, the capacity of up to 20 rounds is increased, and a torch and laser module that emit light are emitted, but the response and reload time are increased, and the cartridge BESCHOLATION and the fire speed are reduced.
It is important that the user can charge the M1014 2 rounds when reloading in replacement 1, and actually shortens the reload time. This is to reduce ammunition a little more.
The G18 was equipped with 50 drum magazines, which reduced the number of ammunitions to 150 shots and reduced the reload speed.
The high-point C-9 is equipped with 20 expansion magazines and a powerless laser module with a torch that cannot emit light and a reasonably powerful laser.
The M870 will be able to fire a more accurate and more accurate penetration of a fret sheet. It enhances penetration ability and suppresses diffusion, reduces waste and ammunition stockpiling and increases response.
The Marvelic Weapon has the ability to fire an incendiary bomb that penetrates the enemy with impact. The number of bullets, penetrating efficiency, and probability of firing enemies increases, but the response and diffusion are improved, and the cartridge loss and supply are significantly reduced.
Replace the M9 with "M9 Rafica" and make it a triple burst shooting mode. The rotation speed is also 1100 revolutions, and the diffusion is increased to 6 degrees.
Increased the number of bullets of the A-3000 magazine to 22 shots, increased the number of revolutions to 550 for a faster fire extinguishing activity, greatly reduced the reload time, and emphasized the laser module that emitted light below the barrel.
The number of bullets of the M1014 magazine increased from 48 to 80.
The G17 is equipped with an RMR range that enhances shooting accuracy, increases the magazine capacity to 33 shots, increases the number of revolutions to 680 for faster gunfights, reloads slightly earlier, and emits the laser module under the barrel. Ammunition stock is reduced to 99 shots.
80 drum magazines were added to Makarov PM, shortening the reload time.
Increase the magazine capacity to 50 shots and make the M14 in automatic fire extinguishing mode. This change will further reduce the number of storage cartridges, and quickly improve the response during gunfights. Instead of replacing the magazine, force 10 stripper clips to be loaded one by one.
The PPSH-41 has obtained a function to ignite the drum magazine with 71 shots and the target hit with the highest damage in a short time. Like the normal 71 drum magazine, the reload speed and the number of ammunition decrease.
Switch M9 to automatic fire extinguishing mode, increase the fire extinguishing speed by 3, and increase the number of auxiliary bullets to 32 shots of magazine. The weapon diffusion angle increased to 6 degrees.
The detachable 2 0-shot drum magazine can satisfy the entire magazine even if it is slowly loaded on the 500 Revolver Pers Ader 500 revolver. As a result, the number of storage of the cartridge can be further reduced.
The pistol shoots nine bullets instead of one bullet, but in fact it is important to reduce basic damage and spare to increase joint loss.
The gun statistics are described in the appropriate notebook, click the link/ image to read the details.
Primary Weapons [ ]
Assault Rifles [ ]
These are hig h-speed guns with the highest damage, and they are usually ready to draw a flame line to get rid of small hordes, including wiping out more major hazards. This tool has the ability to apply reckless losses with the fact that it is a good tool for all the meaning of professionalism.
Carabiner M4 M4A1 MK-18 AK-47 Level 0 Level 5 Level 8 Level 11 AKS-74U August A3 AK-12 scar Level 17 Level 20 Level 23 Level 26 Act AE-21C Jack carbine Arc 4C Level 35 Level 40 Gunpass skin Level 45 Submachine Guns [ ]
This smal l-diameter pistol stands out at the highest launch speed and elasticity. Even if the lack of basic losses is ignored, the highest launch speed and shooting can increase DPS and increase mobility.
Thompson Mp5 CBJ-MS Sterling Level 0 Level 2 Level 8 Level 8 G-21 C Amplifier. 45 Knight PPSH-41 Not accessible Level 11 Level 14 Level 17 Mp7a2 M7 Caseless SMG Level 20 For sponsor only Shotguns [ ]
Although this weapon is not bulky, it can do a lot of damage per shot, especially at short distances. Extra losses are transferred to enemies that seem to be behind the target, and in fact they have the ability to die and them. If the number of opponents is small, they coaches very well, but they may be overloaded with a huge pack.
Excessive M870 Wing master Conversion 500 Level 5 Level 5 Level 11 Level 17 M1014 Level 35 Light Machine Guns [ ]
The combination of ammunition box thrown by a giant shop and help player makes it almost impossible to dry the consumables of this instrument from global losses, and at the same time promotes low mobility. This gun can limit important points and cause unchanged losses. The drawback is that the reload is prolonged, which may lead to a horde escape or death due to a reloa d-specific factor.
RPK HK21 Ultimax 100 Minigan "Volcano Level 14 Level 20 Level 25 Exclusive development/ script Marksman Rifles [ ]
These rifles stand out with the highest accuracy and power, and one or two shots often have serious losses behind them to destroy tasks and intelligence. For the slow pace of shooting and the small size of the store, they are arranged, mainly dependent on the shots so that they agree with different targets.
Carabiner M1 Luger 10/22 Lee Enfield Winchester 1873 Level 0 Level 4 Level 7 Level 10 M14 ARK-3 M14 EBR GM6LYNX Level 14 Level 23 Level 40 Level 45 Secondary Weapons [ ]
"Remember that changing to a revolver is faster than reload." Trainer
The secondary gun is the second defensive means of the player. It can be fired relatively quickly, and the reaction of the secondary gun varies. This weapon is suitable for killing lo w-welfare enemies and confusing the welfare of enemies at long distances. However, this weapon is generally considered to be weak as a candidate for the main gun, and functions as a defense technology.
Melee Weapons [ ]
A clos e-up weapon is the last defense line of the player for approaching the risk of approaching. However, the range is limited. It may require a loss for each blow to give the enemy's last blow, save ammunition, or use it when ammunition is broken.
Machete Origin of Spana The source of the spanner of scarlet victory hammer Start pistol Unlimited Level 10 / Grade 12 / Unpacked Unpacking Katana ax Female M9 bayonet Level 80 / Unpacking Unpacking Not accessible Black ops kit Karanbit Rubber chicken Scythe X blade Unpacking Unpacking event C o-author/ developer Zombiers For arcade only gun Main gun Assault rifle M4 Carbine --M4A 1-M K-18 (Auric Grace) -A K-4 7-AK S-74 U-AUG A 3-A K-1 2-SCA R-H -AC R-A E-21 C-Jack Kirbi n-AR K-4C Machine gun Thompso n-MP 5-CB J-M S-Stirlin g-UMP. 4 5-VITYA Z-PPS H-4 1-MP7A 2-K V-45 Marksman Rifle M1 Carbin e-Ruger 10/2 2-Lee ENFIEL D-Winchester 1873 (Gale of the Commander) -M1 4-AR K-3 -M14 EB R-GM6 Lynx Hunting gun Marveli c-M87 0-Wing Maste r-Parsa Ader 50 0-M1014 (Dawn Destroyer) Machine gun RPK-HK21-ultimax 100 others M41 A-M7 SMG (no cartridge case) - Vulcan Minigan (PHLN X-0 1-SIN OF ALYISIAE) Secondary Weapon revolver M 9-A -300 0-FN X-9 -Makarov P M-G1 7-P22 6-High Points C-9 - Waluser --HK US P-50 Machine pistol G1 8-CZ 75 Pistol revolver others Line needle flour knife Machete (Covenance Splitter) -Ha t-Katana (Eratt a-Butterfly Flrye r-Star Cleve r-Fire Fly Type I V-Void Saber) -M9 Bayone t-Karanbi t-Cal m-Ever Blossom Blade Fool's Day Lench Sprin g-Red Trus Tea Lenc h-Hammer (Shark Festival VLT: 01) --Fry pa n-Rubber chicken others Zombie weapon Remote weapon delete G-21 C "*" = A weapon that became a secondary master lock independently of the weapon specified as a secondary. ( Sample text ) = Cursed remix weapon (excluding standalone versions such as Needle of Rhine)
Fire's Auto Miner (v1)
This is a modlet that adds automines, copper, and zinc to the game.
License and creditsCredits and distribution permission
- All resources included in this file are the property of the creator, or are free resources for mods.
- Uploading permission Under no circumstances may you upload this file to other websites.
- Conversion permission Before you modify and extend my file, you need permission from me.
- Conversion permission Under no circumstances may you convert this file to work with other games.
- Input asset permission Before you use any assets in this file, you need my permission.
- Introducing assets into mods/files sold You may not use assets from this file in mods/files sold on Steam Workshop or other platforms.
- Earn donation points Permission to introduce assets into mods/files. You may not earn donation points for your mod if my assets are used.
Author notes
This creator has provided few additional comments regarding file embedding permission.
File credits
This creator has not registered any other creators in this file.
Donation Points system
Please log in to see if this mod will receive donation points.
7 Days to Die: Automated Miner
This modlet adds an automated miner to the 7 Days to Die game, allowing players to mechanically mine valuable resources.
- Iron
- Lead
- Stone
- Clay
- Slate
- Coal
- Breakdown sand
- Potassium nitrate
- Copper
- Zinc
1. Free Items (Standard Recipe):- This recipe is available to all players by default.
2. Tuft (Unlocked with "Art of Mining" support, 5: Resources):- Cost-effectiveness: 1 bundle per time - Price: 1. 000 gas - Crafting time: 70 minutes.
Auger requirements: To use an automated miner, you must have connected an auger at least once. At the same time, you can put up to 3 augers in an automated miner. However, the screw strength is not used, the boil time is scaled down by the screw value:
- 1st Auger value: No price
- 2nd Auger value: Reduce cooking time by 1 minute
- Auger level 3: Reduce cooking time by 2 minutes
- Auger level 4: Reduce cooking time by 4 minutes
- Level 5 Mortar: Reduce cooking time by 8 minutes.
- Level 6 Auger: Reduce cooking time by 16 minutes.
Minor 69 Advantage Enabled Reduce Gas Cost: By increasing the level of Minor 69 Advantage, you can reduce the gas cost required for one cooking by up to 500 units.
TECHNICAL FEATURES Autominer: - Size: 15x12x5 blocks (each in plan view) - Heat output: Similar to a blacksmith (will attract zombies' attention)
Unlock Autostep: Autostep, CAR Luna Chassis, and Autoshaktat accessories can be unlocked by reading all 100 issues of Vehicle Adventure magazine.
- Autominer
- CAR Miner Chassis
- Autominer Accessories
Copper and Zinc are currently out of production.
Multiplayer Compatibility: This modlet is only required on multi-user servers.
- Autoshaktat brass has been removed.
- Fixed bug that prevented the 6th level from being created.
- Added copper and zinc sources
- Added recipe to make brass in the blacksmith using copper and zinc
- Added one more slot to the blacksmith entrance.
- Updated model to use model with bucket
- Fixed error with max health
- Fixed error with dot selection: - 15 x 12 x 5 blocks (plans each) - Heat: it looks like a blacksmith (would attract zombies' attention)