In Zombie Stories, there is a large amount of weaponry that can be used to combat the hordes of zombies that stand between the players and victory. Some weapons can only be accessible by certain classes indicated by the lit-up icons at the bottom of the weapon when hovering over the weapon with a mouse and will vary with every weapon. Most weapons can be unlocked by leveling up classes to a specific level, but they can also be gained early through skins by going to the shop and purchasing boxes or one of the two weapons on sale.
Weapons will level up when being used in combat similarly to how classes level up. When reaching a certain level, some weapons will be able to use weapon modifications to improve its performance. Modifications can be equipped through the loadout menu, any weapon that has access to modifications will have a wrench icon. Clicking on the wrench icon will bring the player to a menu to change and equip any mods that have been unlocked through level up.
Changes the weapon title to HP (WeaponName). It increases the base damage that is dealt to enemies by +10% for rifles and +20% for SMGs but at a cost of increased recoil. Weapons with hollow point rounds deal 33% less damage against the armor of enemies.
Changes the weapon title to AP (WeaponName). It increases the weapon's penetration stat by +2, which allows it to hit one other enemy that is behind the intended target. The bullet will deal less damage after penetrating (33% of the damage for rifles, 25% of the damage for SMGs) and will increase the weapon's recoil. AP rounds will also penetrate through armored enemies, with a 1/2 damage reduction when damaging armor.
Changes the weapon title to HP (WeaponName). It increases the base damage that is dealt to enemies by +10% but at a cost of reducing the amount of stored ammo the weapon has. Weapons with hollow point rounds deal 33% less damage against the armor of enemies.
Changes the weapon title to AP (WeaponName). It increases the weapon's penetration stat by +2, allowing it to hit more enemies that are behind the intended target. Damage dealt will be 33% of what the damage would be, which decreases as the bullet penetrates more enemies. It also decreases the amount of stored ammo of the weapon. AP rounds will also penetrate through armored enemies, with a 1/2 damage reduction when damaging armor.
Gives the Wingmaster the ability to fire a single, high-damaging slug round instead of firing multiple pellets. Increases damage and penetration while decreasing spread; but increases recoil while lowering headshot multiplier, and stored ammo.
Converts the CZ 75 into an automatic weapon, increasing RPM to 1000, extending its magazine to 32, adding an RMR sight for precision, a suppressor to reduce recoil and adds other cosmetics; but slows down reload speed and decreases stored ammo.
Gives the HK USP special rounds that decreases base damage, but greatly increases headshot damage that can kill a regular enemy in 2 headshots. It also extends the magazine capacity to 20 rounds and gives a flashlight laser module that produces light; but increases recoil and reload time while reducing stored ammo and fire rate.
Gives the M870 the ability to fire flechette rounds that are more accurate and penetrates through enemies. Increases penetration and decreases spread; but decreases damage and stored ammo while increasing recoil.
Gives the Maverick the ability to fire incendiary rounds, which penetrate and set enemies on fire when hit. Increases pellet amount, penetration and can set enemies on fire; but increases recoil and spread while also decreasing damage and stored ammo significantly.
Gives the G17 an RMR sight for better precision, increases the magazine capacity to 33 rounds, increases RPM to 680 for faster firing, slightly speeds up reload time, and gives and underbarrel flashlight laser module that produces light; but reduces stored ammo to 99.
Increases the magazine capacity to 50 rounds and converts the M14's firing mode to Automatic. This mod also decreases the amount of stored ammo that it holds and drastically increases recoil when fired. Makes the weapon reload with 10-round stripper clips one by one instead of replacing the magazine.
Gives the PPSh-41 a 71-round drum magazine while having the benefit of lighting hit targets on fire for a short amount of time for high damage. Further decreases reload speed and stored ammo much like the standard 71-Round Drum upgrade.
Converts the semi-automatic firing mode for the M9 to a 3-round burst with an increased fire rate and additionally increases the magazine capacity to 32 and increases the amount of reserve ammo it carries to compensate. Increases the weapon's spread to 6 degrees.
These are high damaging, fast firing rifles, which are usually more than capable of laying down a line of fire to disperse small hordes and even take down larger threats. These weapons can deal insanely high amounts of DPS, making them great weapons all around for all levels of skill.
These compact, low-caliber weapons are fast firing and quite flexible in use. While lacking in base damage, their high rate of fire and headshot multipliers make them very capable of dealing high DPS.
These weapons are slow and unwieldy, but they can deal extreme amounts of damage per shot, especially at close ranges. Any excess damage dealt will be passed on to enemies behind the original target, potentially killing them as well. Great with small amounts of enemies but can be overwhelmed with larger swarms.
The huge magazines combined with the ammo crates dropped by Support players make it unlikely to run dry with these weapons of mass destruction. These weapons are capable of holding crucial points, dealing a consistent amount of DPS. Their lengthy reload speed is a downside, as reloading during certain moments can result in getting away or dying to the horde.
These rifles are highly accurate and very powerful, often needing as little as one or two shots to kill the target and deal serious damage to anyone standing behind them. They heavily rely on headshots and multiple target alignment to be effective in combat due to their low firerates and small magazine sizes.
Secondary Weapons are the player's second line of defense. They can be fired relatively fast, and recoil varies between secondaries. These weapons useful in securing a kill on a low health enemy or for chipping away at the health of enemies at longer ranges. While these weapons are generally weaker alternatives to primary weapons, they serve as a method for defense.
Melee weapons are the player's last line of defense against any incoming threats that get close. Although limited by range, their damage per swing can come in handy to deal the finishing blow to an enemy to conserve some ammo or to use while out of ammo.
Warfare is no longer relegated to the warrior, but is open to the scientist as well. And in many cases, a reasonably-competent chemist can create something that can kill more people than any soldier with a machine gun could ever hope to.
Although many in the developed world think of chemical warfare as a relic of the past, the threat from these agents never truly went away. If anything, the risk of being a victim of chemical weapons has only increased with time.
The very first modern chemical warfare agent ever used was chlorine gas. During World War I, trench warfare had resulted in a stalemate at Ypres, Belgium. Using technology developed by Nobel laureate Fritz Haber, the Germans released canisters of chlorine gas on the battlefield, and a new form of warfare was born.
Chlorine is the most prevalent chemical weapon. As it is widely used in a gamut of peacetime applications (e.g., swimming pools), every nation with chemical factories is likely to have chlorine readily available.
In addition, chlorine is a vital component in the manufacturing of most other chemical weapons. If a nation is known to have more potent CW agents, such as sarin, tabun, or mustard, it is virtually guaranteed to have chlorine gas agents as well.
Like many chemical warfare agents, chlorine is heavier than air, so it hovers close to the ground. That is why soldiers feared it throughout World War I. Hiding in a trench protected them from machine gun and artillery fire, but it was absolutely useless against chlorine gas.
Chlorine has a tell-tale noxious odor that most people associate with bleach, which contains chlorine. That odor led to it largely being abandoned as a CW agent. Gas masks worked great to protect troops from chlorine because as soon as they smelled the slightest trace of chlorine, they had sufficient time to don their masks and protect themselves.
While mustard gas is considered a first-generation chemical weapon (as are all WWI-era chemical weapons), it was used well after WWI ended. In 1936, Benito Mussolini dropped mustard bombs on what is now modern-day Ethiopia.
Another first-generation chemical weapon, phosgene or CG is 18x more toxic than chlorine but is initially less irritating. Because it smells like freshly cut hay, troops were less likely to recognize it as a chemical weapon attack until they had already breathed in a lethal dose, making this a particularly deadly CW.
Fluid will begin to accumulate in the lungs, and the victim will start to cough up a white/pink fluid indicative of pulmonary edema. Severe lung damage takes place, and the victim will asphyxiate if enough of the gas is inhaled.
Even exposure to low concentrations results in fatigue, apathy, and loss of interest in life. Extremes of blood pressure (high or low), blurry vision, constricted pupils, eye pain, headache, rapid breathing/heart rate, vomiting, drooling, sweating, and excessive urination are all common. A cough, chest tightness, sleepiness, weakness, and muscle twitching are also prevalent.
Tabun is particularly nasty in that it can have a cumulative effect. It takes a long time for tabun to break down in the body, and so repeated low-dose exposures can eventually result in an acute response (e.g., death).
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