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Generation Zero
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Generation Zero for current discussions. Content is subject to change. |
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Generation Zero is a 2019 co-op, open world, first-person shooter survival game developed and published by Avalanche Studios. The game is set in a post-apocalyptic Sweden in an alternate 1989, which has become overrun by killer robots. These robots were built after World War II for defensive purposes, but have since become hostile to all humans. The player assumes the role of a Swedish teenager who, upon returning from an island excursion, finds that their home has been abandoned and overrun with killer robots, and must survive the Swedish wilderness while attempting to determine the fate of those who used to live there.
Weapons, ammo, and weapon modifications in Generation Zero are found scattered across the open world map. Weapons have up to five possible modifications: scopes, vision modules (modules equipped on scopes, excluding the red dot sight, that grant infrared, night, or wall-penetrating vision), barrel modifications, magazine extensions, and alternate ammunition. Weapons and weapon modifications come in five quality tiers, improving in capability as the tiers go up.
Sidearms
Walther PP
The Walther PP appears as the "Möller PP". The pistol has a base capacity of 8 rounds. Can be fitted with a suppressor. Fires .32 ACP FMJ or Hollow-Point rounds.
Glock 17
A very embellished Glock 17 appears as the "Klaucke 17" and has a base capacity of 17 rounds. The barrel can be fitted with a suppressor. It fires 9mm FMJ or AP Pistol rounds, which are incompatible with those used by 9mm SMGs.
Ruger Super Redhawk
The Ruger Super Redhawk appears in-game as the ".44 Magnus". The pistol has a capacity of 6 rounds, which cannot be expanded. It is the only pistol that can be use a short-range scope and vision modules. Muzzle attachments include a recoil-reducing compensator or a suppressor (despite the fact that, realistically, the gases escaping from the gap between the cylinder and barrel would render a suppressor pointless). Fires .44 Magnum in two ammo types: hollow point and FMJ, with the latter being both stronger and rarer.
Shotguns
Remington Model 870
The Remington Model 870 appears as the "12G Pump-Action". The shotgun has a capacity of 6 rounds, which cannot be extended. The barrel can be fitted with a shotgun choke to tighten the shot pattern, or a suppressor. The gun uses 12 gauge shells, which has three types: birdshot (low accuracy, low damage but wider area of effect), buckshot (better accuracy and damage but smaller area), and slugs (best in Accuracy and damage but is like a rifle round). The gun can use red dot sight that excludes vision modules, or a low-power shotgun scope that can use vision enhancements.
Sjögren shotgun
The Sjögren appears as the "Sjöqvist Semi-Auto". The shotgun has a capacity of 5 rounds, which cannot be extended. It can use the shotgun choke, but not the Suppressor. Fires the same 12 gauge ammo as the 12G Pump-Action. No optics are available.
Submachine guns
Carl Gustav m/45 "Swedish K"
The Carl Gustav M/45 appears as the "M/46 "Kpist" SMG". It has a base capacity of 36 rounds, and can only fire in full auto. It can be fitted with a suppressor or a compensator. The SMG uses 9mm SMG rounds (incompatible with the 9mm pistol rounds), in either full metal jacket or armor-piercing types. It can use a red dot sight.
Despite the fact that it is clearly intended to be the m/45, it uses the pistol grip of the Smith & Wesson Model 76, a submachine gun that is officially 100% totally unrelated to the m/45, and all of their similarities (like the identical operating system, ammunition, stock, and handling) and the fact that the Model 76 was specifically chosen to replace the m/45 in American service is a total coincidence.
It features neither the stock of the m/45 nor the Model 76. Much like other weapons in the game, it's stock is completely fictional.
Heckler & Koch MP5
A model of the Heckler & Koch MP5 appears as the "HP5". It has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Its attachments and ammo options are identical to the Kpist SMG.
Because of it's fire selector, it can be identified as an MP5A2 (fixed stock, 3-position fire selector) or MP5A3 (folding stock, 3-position fire selector), but the specific one can not be identified with the stock removed and replaced with an aftermarket side-folding stock. While it hypothetically could be the never-issued MP5A1 (stockless) with a stock simply welded onto it's end-cap, it also features a newer fire selector and tropical handguard, neither of which the MP5A1 were ever used with as production didn't make it far enough (as you can imagine, the demand for a stockless MP5, when the MP5A3's stock could be collapsed to make it the same length, was pretty much non-existent).
Sniper Rifles
Sako 85
The Sako 85 appears as the "Meusser Hunting Rifle". It has a capacity of 5 rounds, which cannot be expanded. Its barrel can be fitted with a suppressor, and it has three low-to-medium-powered rifle scope options along with vision modules. The rifle can be loaded with .243 Soft-Point or Full Metal Jacket rounds.
Winchester Model 70
A synthetic-stocked Winchester Model 70 appears as the ""Älgstudsare" Hunting Rifle". It has the same attachment options as the Sako, complete with a lack of upgrades to its capacity (only four rounds), and is chambered in .270, using either SP or FMJ rounds.
Barrett M107
The Barrett M107 appears as the "Pansarvärnsgevär 90". The rifle has a base capacity of 10 rounds, which can be expanded unlike the other two rifles. It can use two high-powered rifle scope attachments, and has no barrel attachments. It fires .50 cal FMJ or AP rounds. Although it is a bit embellished, the model looks most like the M107, which is anachronistic for 1989. The Swedish Army did adopt the M82 in 1989, the M107 was not developed until 2002.
Assault Rifles
Heckler & Koch G3
The Heckler & Koch G3 appears as the "Automatgevär 4". The rifle has a base capacity of 20 rounds, and can toggle between full and semi-auto modes. Its barrel options include a suppressor or an extended barrel. It can be fitted with a red dot sight or a low-powered rifle scope. The rifle fires 7.62mm FMJ or AP rounds, which it shares with the AI-76, despite the G3 not sharing its ammo with the AKM in reality.
FN FNC / Ak 5 Hybrid
A hybrid of the FN FNC and the Bofors Ak 5 appears as the "Automatgevär 5". It has the four-position safety of the original FNC, as well as a front sight similar to it, but combined with a handguard similar to the Swedish Ak 5. The rifle has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Attachments are the same as the "Automatgevär 4". The rifle uses 5.56mm FMJ or AP rounds.
AKM
The AKM appears as the "Al-76 Assault Rifle". The rifle has a base capacity of 30 rounds, and can toggle between full-auto, semi-auto, and 3-round-burst modes. The barrel attachments are the same as the other two rifles, but it can only use the red dot sight and cannot use the low-powered rifle scope and the vision modules. It fires the same 7.62mm FMJ or AP rounds as the "Automatgevär 4". The name and magazine curve both imply the AK-74, but because it uses 7.62 ammunition, it must be the AKM. The description identifying it as the most popular assault rifle in the world corroborates that.
Machine guns
Ksp-58B
The Carl Gustaf Ksp-58B appears as the "Kvm 59". Like the AG-5, it is an FN designed weapon manufactured by Carl Gustaf specifically for the Swedish military and redisgnated. It is incorrectly depicted as having a disintegrating belt. While disintegrating belts for the FN MAG platform do exist (such as the U.S. military's M13 belt, now the NATO standard), it was originally used with a disintegrating one. It can be identified as the 'B' variant by it's use of 7.62x51mm NATO ammunition with otherwise original specs.
Launchers
Carl Gustav recoilless rifle
The Carl Gustav recoilless rifle appears as the "Granatgevär m/49". It can fire smoke rounds to create smokescreens, EMP rounds to temporarily disable robots, or High Explosive Dual-Purpose rounds to deal heavy damage to the robots.